StubbornMule
Legendary Pubber
- Joined
- May 18, 2023
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The geese beg to differ.We don't really do collective outrage here...
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The geese beg to differ.We don't really do collective outrage here...
There are geese on the forum!?!The geese beg to differ.
That's not outrage, it's the terribly practical math of survival.The geese beg to differ.
I made a Star Wars Intro for the playtest adventure, since I'm going to run it for a couple more local groups, hopefully. I also plan to run it next month on the Open RPG Day.
Playtesting can be fun!
Admittedly, the above link is in Bulgarian. I guess I should make an English version for you, guys...
Here it is - and it doubles as a slight infodump!
There are geese on the forum!?!
It was already longer than I wanted it to be, which helped!
I'm going to unsubscribe and tell him why.We don't really do collective outrage here, but if you'd like people to post snarky comments on the vide you've probably come to the right place.
There's been some backpedalling so I don't know how long the video will remain on-line as is. As this has happened to me a few times before I am getting used to hearing all of the excuses, but at the end of the day it would've been nice just to have been asked!
Anywho, the right thing for them to do would be to update the video, and specifically acknowledge all the artists, and post links to their sites in the comments. Hopefully, they do so...
I think I've played ICE for a whole session or so...but it sounds wrong regardless of the system!Having played MERP and run Cyber Space quite a lot - and Space Master is the same ICE system iirc - that sounds wrong...
I suppose that then it becomes a question of 'perfect for whom.'Yeah, swingy systems are a favourite for some, but if a perfect grenade toss on my part still has the chance of blowing me up... I'm not a fan.
Pimpin' ain't easy.I'm reading a FB discussion where people that started DMing "long ago, in 2020", are giving advice to new(er?) DMs...
I'm unsurprisingly surprised at how disappointingly wrong the proferred advice is!
I'm reading a FB discussion where people that started DMing "long ago, in 2020", are giving advice to new(er?) DMs...
I'm unsurprisingly surprised at how disappointingly wrong the proferred advice is!
Tell me about it...Pimpin' ain't easy.
Believe me, that's not the case if all you follow is the WotC's Twitter...Threeish years can generate some good insight. Especially now that we have the internet. My first three years as a GM involved a backpack full of books, maps, notes with only my own thoughts, and no one to talk through ideas. Today, if a GM needs help there are so many places online to get assistance, not to mention podcasts and other APs, not even counting Dimension 20 or that other one that can show you how a game may play.
I wouldn't want to put them on the spot. But the guy who says "make a dungeon with three rooms, fight, exploration/roleplay, another fight" and then advises as a structure "dumb down the fights"...All that said, give us some of these pearls of wisdom.
- First Encounter - You start with a battle - If you let the players talk to their NPCs at the beginning, the whole game goes into talking to your NPC.They'll be opinionated, quarrelsome, talk to you all at once, and you'll have to roll checks to see if they believe you or not. Hours later you'll realize my comment about One-Shot scenarios above (omitted by me, it was something like "running out of time is almost guaranteed" - Asen).
If you start them with a fight, the mechanics of the fight will prevail, have initiative and play one after the other. Use the dumbest monsters that have one attack and nothing complicated. Goblins, Orks, period. At most an archer or mage with one spell. You don't do complicated things like flank, cones, forget there are conditionals, your monsters don't have bonus actions.When it's your turn, all the monsters grab a player and hit for 10 demage and that's it. In preparation, write down possible outcomes for the end of the battle.For example - players kill bad guys, players ally with bad guys, players bargain with bad guys. Whatever they do, the outcome of the battle should point to the next encounter and only the next encounter.We don't use free choice and imagination here.Take a piece of paper and a pencil and write on it the health points of each monster. After each attack, subtract the points you make and that's it.
- Second encounter - Role play or exploration - You describe the room to them, the carpets with secret lids, the drawers with locks, the NPC that warns them something or a puzzle/puzzle they have to solve.
Use the moment to rest, the first encounter was quite difficult. Let the players play and talk to each other. You can also write out possible ways out of the situation. For example - players have to solve a riddle to open a secret door.If they solve it, the door opens and they go to the boss.If they don't solve it, the door opens and the boss comes to them. If they run out of time, the door opens and the boss comes to them.
- Third Encounter - Final Battle - Tick you drop the same group of monsters as the first enchanter, but you have a BOSS who does ONE special ability. For example, an attack that is a cone and covers all of the 30 feats in front of it.You don't need your boss to talk. After another 40 minutes of combat, the game ends with a reward of a flask of HP and/or a spel scroll.Congratulations, you're now a DM!
What shouldn't be in your first DM game?
- You don't touch anything from the players backstory.
- You don't give them super cool items.
- You don't do twisted mystery type scenarios.
- You don't do anything that needs to convey atmosphere (horror, thriller, etc).
When you lead for the first time with experienced players, they will be lenient with you. Don't overdo it.
Threeish years can generate some good insight. Especially now that we have the internet. My first three years as a GM involved a backpack full of books, maps, notes with only my own thoughts, and no one to talk through ideas. Today, if a GM needs help there are so many places online to get assistance, not to mention podcasts and other APs, not even counting Dimension 20 or that other one that can show you how a game may play.
Cyberspace and MERP are in the same simplified version. Space Master and Role Master are the more advanced version.Having played MERP and run Cyber Space quite a lot - and Space Master is the same ICE system iirc - that sounds wrong...
Tell me about it...
Believe me, that's not the case if all you follow is the WotC's Twitter...
I wouldn't want to put them on the spot. But the guy who says "make a dungeon with three rooms, fight, exploration/roleplay, another fight" and then advises as a structure "dumb down the fights"...
Cyberspace and MERP are in the same simplified version. Space Master and Role Master are the more advanced version.
You're not the only one to think that, but I suspect it is not. There were enthusiastic reactions to it, too...
That has to be sarcasm. There is no way that is honest advice.
Both of them are a simple percentage in most cases. Crit rolls are only added on large tables for stuff- normally it's a simple 01-00.Does the crit stuff vary wildly from the simple to advanced version. I think I've only ever rolled up a Role Master character but not played it, many moons ago. Either way, a crit success shouldn't be close to a crit failure AFAIK.
Just to disappoint you further: and then the guy who told him that this is too constrained advised "and if they decide to kill the seer, just turn the seer into a shapeshifted bugbear, and bingo, your planned combat encounter is here"...
That has to be sarcasm. There is no way that is honest advice.
I'm with the others on this. Now, RM/SM/MERP do have some wierdness with things like grenades and fireballs that attack multiple targets, because that means multiple chances for something to go wrong, but a sensible GM would only have an actual fumble occur on the first attack roll (or use the same roll vs everyone).For tonights Spacemaster adventure, we had our first firefight. The first shot hit one of ours in the neck, critting him and causing him to bleed 12 hit points per round. We all thought he was goners for sure... BUT, the pilot was able to miraculously revive him after 2 rounds by rolling an open ended 212 on the die!
On the other hand, my character landed a perfect hit with a grenade by rolling an open ended 'critical hit'. But when rolling for the second time (for whatever the game reasons are for rolling a second time), I managed to roll an 04, which is bad. The GM told me that if I should've rolled an 02 or less, the grenade would've exploded in my hand. I smell a lot of GM fiat going on, and it is going our way despite the system.
Yeah, swingy systems are a favourite for some, but if a perfect grenade toss on my part still has the chance of blowing me up... I'm not a fan.
That's how many great NPCs have been created!While texting a gaming buddy last night, I typo'd "Timkerbell" rather than "Tinkerbell." It is now my headcanon that Tinkerbell has a fraternal twin named Timkerbell. Timkerbell will be making an appearance in my campaign.
FB drama?...and, on the FB drama, seems like my post got deleted mysteriously.
FaceBook I assumed.FB drama?
FB drama?
It is Facebook indeed. As described in a previous post, someone started a thread "advice for newbie GMs" in a local FB group. I was dumbfounded by the advice offered, and shared said fact (and as you can see in this post, where I translate part of the advice, so was Certified ).FaceBook I assumed.
Well, yes. But I didn't know the dramaFaceBook I assumed.
While texting a gaming buddy last night, I typo'd "Timkerbell" rather than "Tinkerbell." It is now my headcanon that Tinkerbell has a fraternal twin named Timkerbell. Timkerbell will be making an appearance in my campaign.