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Sunday, September 7th, 2008
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12:39 am
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| Friday, September 5th, 2008
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8:16 am
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shadowkate
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I need a question answered.
As many of you know, my group is currently being run through "The Shackled City" adventure Path. Please, in the answering of my question, DO NOT SPOIL ANYTHING. While you don't have to answer with a simple "Yes" or "No", just don't tell me in detail what happens. Hints and Clues are fine.
This is also cut for those who might be behind me on the path. As a warning (and to give those a good idea of where we are, withouth spoiling anything), we just hit level 15. It was given, apprently, slightly premature. Also, there might be spoilers in comments.
( The Question )
I'm thinking that the answer might be a break for a few weeks. There are a lot of things going on right now, and I think it is starting to overwhelm the group, with the above mentioned issue compunding the problems. It doesn't fix the core problem, but it might help everyone deal with some of the little problems.
But I really would like an answer to my question, as that will help me, at least, decide if it is worth even coming back to this adventure.
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(14 comments | comment on this)
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| Thursday, September 4th, 2008
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11:37 pm - 10th September - WW Freelancer Visiting Wayland's Forge, Brum
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5:07 pm - Roll D20
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| Wednesday, September 3rd, 2008
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10:58 pm - Letter Writing Campaign
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trooper6
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So I have a question for you all...
I've moved to Williamsburg away from my gaming group in Los Angeles. And I want to run a game for them somehow...
So I was thinking...perhaps something 19th Century...or Renaissance...Medieval...
Basically...it would be a political game. All the players would be movers and shakers of their own kingdoms...or movers and shakers in one kingdom/principality/city-state/whathaveyou. Back in the day, people wrote letters to each other...so I'm envisioning a sort of game where people write letters to each other.
That's all I have so far....maybe something like Diplomacy. Perhaps there are turns and at the end of each turn...something happens?
I'm still trying to work it out. Perhaps they are all trying to influence the King?
The mechanics are vague.
What I want to ask is...does anyone know if there already is some sort of RPG like this? Or am I going to have to design something.
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(18 comments | comment on this)
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1:31 pm - Help with creation of D&D 3.5 / Pathfinder weapon
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mayren
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Below are some plans for a unique weapon in the D&D 3.5 and Pathfinder game systems. I need help to see if it makes sense. The jist of the weapon is to have a flail attached to a light crossbow in a way that you could use it for a bashing weapon if out of ammo OR detach the flail completely with such swiftness that it will only take a partial action in a combat round to detach and still be able to beat someone up. The other thing is that this player wants to use 2 of them at a time... so how long should it take to detach two flails from the light crossbows; AND can you finesse the latching mechanisms in a way that would allow you to detach completely with just a trigger and no other hands needed? so is this feasible? --------------------------------------
Plans for Revised Crossbow-Flail Combo Weapon:
Player wants to rework his signature weapon so that the flail chain is kept completely out of the way when he's not using it, but he has instant access to it when he wants to use it (in game terms, he wouldn't need to expend an action to ready the flail).
The stock of the crossbow is slightly thicker than normal and hollowed out. The flail chain is anchored to the top of a spring-loaded piston. The piston's spring is in turn anchored to the interior back end of the stock. A locking mechanism holds the piston in place with the spring compressed, and while the lock is engaged, the flail chain is fully contained within the stock. The flail's spiked ball sits at the front exterior of the stock when the chain is retracted. An external trigger releases the lock; when released, the spring extends, and the piston pushes the flail chain forward. At full extension, the flail chain sticks out the from the front of the stock at the same length that a normal flail's chain does from its handle. A small, external turning wheel retracts the piston, compressing the spring and drawing the flail chain back inside the stock; once fully retracted, the locking mechanism can be engaged. The mechanisms for the crossbow are on the top side of the stock, the trigger for the piston is on the bottom, and the turning wheel on the side. The firing of the crossbow is unaffected by the flail chain being retracted or extended.
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(40 comments | comment on this)
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| Monday, September 1st, 2008
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2:05 pm - A survey of sorts
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silverthorne
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This would have to do with inspecting a new game with an interest towards playing/buying it. Feel free to explain your stance as much as you like in comments.
Thanks in advance, guys. :)
(x-posted to my own journal).
( Under here )
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(33 comments | comment on this)
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1:59 pm - Just when you thought we couldn't discuss 4e any more!
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wingsfromashes
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Alright folks, the following I'm about to post is not something I wrote. It's actually an email from my DM that was sent to our entire gaming group, based on the events of our gaming experience this past weekend. So if you disagree with any of his points, please don't criticize me about it. :) I'm posting it because overall I want the opinions of people who have been playing 4e quite a bit and have found ways around these challenges. I will admit I agree with some of his points, but I'm not going to tell you which ones. :D
( Here are his comments, cut for length (though they're not that long) )
How could we maybe solve these issues, or what about these named issues do you think he is mistaken on and how can I explain that to him? I have a more limited knowledge of the game than he does at this point, being that I haven't read all the books in entirety yet.
Thanks for your help! :)
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(72 comments | comment on this)
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| Saturday, August 30th, 2008
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4:43 pm
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azuresorrow
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I'm goofing around thinking about dungeons. What are some ideas for unique or interesting dungeon-crawl challenges? Not just an unusual trap or monster (no one expects a Barghest!), but take the basic formula - [Room - Trap - Monster - Treasure chest]; how do we flip it on its head, turn it inside out, or even reinvent it completely? And not necessarily for fantasy-type games either. Any "dungeon" type challenge is acceptable Give me your rooms with weird gravity fields, time reversal chambers, battles in unusual situations, dual dimensional spaces, etc.
x-posted to gmworkshop
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(19 comments | comment on this)
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| Friday, August 29th, 2008
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4:49 pm - Girl Gamers
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bandersnitch
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I have the rare opportunity to GM a game with all girl gamers (except me). Again.
The first time this happened I lived out in the Canadian Prairies and despite having access to a great group of gamers, my wife and two of her friends wanted to play and I ended up being the only guy in an RPG session. I found that to be utterly rare.
Now, I haven't actually PLAYED a game in a long time and the itch set in. Now an old friend was talking to me about gaming and we realized that each other were really the only gamer friends with any potential to actually play.
So we started to put the feelers out and there might be a game happening. Me (guy) and 3 girls. I know that almost sounds like there is an innuendo in there, but its not what you are thinking.
We are going old school d6 Star Wars, but aside from that I don't know much else or if it will actually happen.
Do you find it rare to have an all girl group? (Me being the exception) Do you find girls game differently then men?
If you were running a Star Wars era game, what era would you think is most fun? (I am well versed in all eras)
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(42 comments | comment on this)
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12:14 pm - Old-School GM Evilness
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uhlrik
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Here's something that was pointed out on another gaming site, and which I figured I would share with this august body.
I've used similar endless trap/trick spaces before, though not technically a true one of these, I liek the idea, and it is most evil. ( Tessaract Dungeon Room ) Oh, come on. You know the dungeon-crawling, tomb-robbing brigand vermin (PCs) deserve it.
edit: the files appear to be gone now. Never mind.
current mood: amused
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(9 comments | comment on this)
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2:04 pm - Sell Me on RIfts. Please.
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torresroman
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Rifts.
I LOVE multidimensional settings. Almost carnally.
I said almost. Get that image out of your mind right now.
Thus, naturally, I have always been fascinated by Rifts, one of the (perhaps THE?) longest-running, biggest, most-expanded, most successful multidimensional settings ever.
BUT ... I just cannot seem to get into the system, and to me system does matter.
I'm tempted, OH so tempted, to adapt the setting to something like Nexus: The Infinite City, BESM, or even PDQ / Truth and Justice.
Any Rifts fans out there? Talk to me, please. Do you like the system? Love it? Or are you simply used to it? Do you prefer it, or is it simply that you've been using it so long and are so familiar with it, why change?
I am NOT trying to start a flame war, but I am asking genuine questions and seeking information.
Talk to me.
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(55 comments | comment on this)
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2:03 pm - My GMing Style
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torresroman
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Because it came up on TheRPGSite ...
I have an improvisational style of GMing. - I don't like railroading players. I like to give the players plenty of room for creative solutions. I think that the players' characters determine the direction of the game, not a metaplot.
I prefer mechanics like bennies from Savage Worlds, Drama Points, spending XP as in D6, etc. - I don't think that one bad die roll should spell the end of a beloved character. The above mechanics also encourage players to take chances they might not otherwise, and permit their characters to be a bit more badass, which is fun for all.
I work with the players to make a good game. - Paradoxically, this can often mean making the characters' lives hell, as good drama spotlights the characters each in turn, and gives the players a greater emotional investment in the game.
I go out of my way to discover what my players enjoy in gaming, and try to incorporate the elements that are fun for them.
I prefer to avoid emotional monotones in games. I don't mind if elements of suspense, adventure, humor, and horror rear their heads. This varying emotional tone keeps things fresh.
I aim for genre emulation.
I tend to prefer adventurous genres, so cinematic / pulpy combat is common in the games I run.
I prefer that maps and minis aren't necessary. - Overall, I'm not interested in roleplaying game combat becoming a rules tactical simulation on a map. If I were, I'd play a miniatures game rather than a roleplaying game. Sound tactics on the players' / characters' part can be a fantastic descriptive and narrative element, and I'll reward players for good planning with bonuses, bennies, etc. I do not want or need tactics written into the rules. - One exception: Savage Worlds is the only RPG I've run and played where maps and minis enhance rather than detract from roleplaying and immersion, mostly because combat in SW is fast and simple.
I tend to blend genres, or at the least tropes from various genres. - I read material that my players aren't reading and incorporate (i.e. steal) elements from those works to keep things fresh.
I tend to run in story arcs that eventually combine into a whole campaign. - I run a lot of mini-campaigns, consisting of 6 to 10 sessions, just to try out and get a feel for a game. - I run campaigns that will have a beginning, middle, and end. I don't tend to enjoy running the same campaign, endlessly, for years.
More to come as I think of it ...
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(12 comments | comment on this)
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| Thursday, August 28th, 2008
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9:37 pm - Thoughts about a New Gaming Group
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torresroman
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Understand that these are just thoughts and musings, not definitive plans. Thus, they are open for comment, but I'm not committing to anything. (Not yet, anyway ...)
I look at my shelves of gaming material.
Shelves and shelves. And more shelves.
To be honest, rooms of gaming stuff.
Remember that scene in the Matrix where Trinity and Neo call forth the infinite rows and racks of guns?
Yeah. Like that. It's true. Ask my wife.
I look at all that gaming material that I've read and enjoyed, but never had the chance to GM or play, and I think: "Wouldn't it be cool to have a gaming group to try all of this with?"
I'm envisioning a gaming group that meets every other week, regularly, consisting of about 6 players and myself. Why so many players? Well, seeing as adults don't always make it to games due to real-world commitments and responsibilities, I'd really like to have a quorum and play even if half of the group can't make it.
We'd play RPG mini-campaigns of 6 to 8 sessions each. These story arcs, as I call them, will have definitive beginnings, middles and ends. That's right, ends. No years-long campaigns, because the point is to try out a variety of games and see how they play. Basically, think of these as TV mini-series rather than TV seasons. Thus, we'd meet every two weeks to game, have a blast, and every three to four months we'd complete a mini-campaign, then set the game aside at a good stopping point. At the next session, we'd make up new characters and try out another game.
Yes, it's a bit different, but I think it could be a lot of fun with the right mix of gamers who know what's what up front - that this is a bit of an experiment and they're willing to give it a whirl.
Oh, and yes, I'd like the group of players to be at least 1/3 female. Yes, that's right. Why? Because frankly, I find that mixed groups are simply a bit more fun and the game plays better. I don't know why - it's just something I've discovered in 25+ years of gaming. Trust me, I'm experienced.
We could even throw in board and card games occasionally between campaigns. Why not? It's our group.
Hell, with this kind of group, we could even, if everyone was agreeable, have the opportunity to playtest games for publishers that haven't hit the market yet. Free previews!
But the point of it all is, go have a group of gamers who want to have fun.
So ... musing on another gaming group. Because, hey, I'm already GMing two different groups. What's one more?
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(20 comments | comment on this)
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| Friday, August 29th, 2008
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10:02 am
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tcpip
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OK, I've read the community rules and unless I'm completely mistaken this post is OK. :)
I've started a new, online, quarterly rpg magazine entitle RPG Review. Read this through and let me know if you think this is a disastrously bad idea or, conversely, you want to contribute or something crazy like that.
The first edition will be released on September 22. Further editions will be coming out in December, March, June.
I've been gaming for over 25 years, so I may as well admit that I'm not going to stop :) The 'zine is quarterly because I have a life outside of gaming (just), although I'm very pleased that several other people (including some people in this community) have also contributed to it. Every year I'll put out a compilation print version of the proceeding four issues.
Subscription information can be found at the extremely low-volume announce list: http://rpgreview.net/mailman/listinfo/announce_rpgreview.net
Each issue will seek a balance between mainstream games, indie games, will include a 'retrospective' look at old classics, interviews with industry people, a bit on computer games and industry news.
The first issue of the 'zine will include reviews, articles and scenarios for:
D&D 4th edition Review... AD&D/D&D 3.5 Scenario... RuneQuest... Call of Cthulhu...Cannibal Contagion... Mythweaver...
A special retrospective on DragonQuest.. An interview with Steve Perrin (original author of RuneQuest, Stormbringer etc manual writer for the Star Trek: Starfleet Academy, SimCity 2000, and Flight of the Intruder computer games) who talks up developments in SPQR. A related movie review for The Dark Knight (plus mini-scenario), and a computer game review of Fatal Frame/Project Zero IV. As well as features on Bad Game Design and Gaming in Middle Earth, and our regular advice column from Orcus and Hot Gossip Industry News.
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(comment on this)
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| Thursday, August 28th, 2008
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5:33 am - Request for help, advice
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aufheben
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Background information: I'm running a PBeM game. The setting/system is Nexus: the Infinite City. I currently have five players, going up to 7/8 very soon. Games are run in an episodic fashion of 3-4 characters each with players occupying themselves otherwise in downtime scenes with each other.
( Here's where I ask for help )
current mood: working
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(6 comments | comment on this)
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| Wednesday, August 27th, 2008
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10:45 am - Help with Character
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10:44 am - “The Order of the Stick”
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8:28 am
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merb101
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Over at Story-Games.com, a person posted the question, "If your mom wrote a role-playing game, what would it be like?" It is a funny, clever and interesting question. My response was:
When I play action figures with my two-year-old, the heroes fight the bad guys or each other. There is a lot of crashing into each other, explosion sounds, flying and falling.
When he plays action figures with my mom, the characters go to the movies, talk about who is going to buy the popcorn, go on a pic-nic or go grocery shopping. No crashes. No explosions. No fighting. Just a pleasant day together.
That would be my mom's game. Super heroes going through their normal lives. Spider-man shopping for green beans. Batman washing his cape. Dr. Doom and Reed Richards having a pic-nic.
Nice, normal lives in spandex.
So I pose the question to the rest of you. If mom made a game, what would it be?
ME
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(35 comments | comment on this)
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| Tuesday, August 26th, 2008
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10:20 pm
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sixswordsamurai
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If folks don't know yet, a few people got the Axe over at Wotc. (including Linae Foster - licensing Manager) and GamerZero (on page 2 further down)
What do people think of this? I realize that wizards is a corporate giant and that jobs will sometimes be lost, but Gamer Zero was the Community Manager (or one of them) on the WoTc boards.
any opinions?
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(9 comments | comment on this)
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