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Post by Stu Venable on Dec 5, 2011 14:39:50 GMT -8
If you have an idea for a topic that you'd like us to discuss, please post it.
Are you having a problem around the table, we'd love to hear about it.
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Deleted
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Post by Deleted on Dec 6, 2011 10:37:54 GMT -8
Not Prepping. Seriously.
You do lots of topics about GM game prep. But there are games out there -- indie games mostly -- that require (or even allow) little to no GM prep or that have no GM.
Check out Wilderness of Mirrors (5.00 John Wick spy game off drivethrurpg). The GM literally CAN'T prepare because the players describe the complications they will face in the game at the table in the first few minutes of play. He comes up with a tag line (rescue the president's daughter) and that's all he can do until he hits the table. The players then make up the details.
I'd love you guys to try a game like that and then discuss it. I have GM'd it -- exhausting and terrifying, but a total blast. I'd love your take on intentionally winging it (in games where you can -- or where you have to -- do that).
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jimto
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Post by jimto on Dec 6, 2011 14:44:53 GMT -8
What I'd really be interested in hearing is a Happy Jacks Fiasco game. It doesn't have to be a live-play recording, but I'd be very interested in an episode where all the players, (I'd suggest keeping it to 4 or 5 total) recap a Fiasco adventure and give their thoughts on why they acted how they did in that situation, what they thought the other player was thinking, etc...
There's no GM, no prep, just roll a few dice and off they go. I'd have to think with the Happy Jack's crew the scenario would take some severely dark and fucked up turns. Granted, this wouldn't be the more usual "how do I fix this" type of episode, but it would introduce quite a few folks to a really nice game system.
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Post by Stu Venable on Dec 6, 2011 15:38:09 GMT -8
I just broke down and bought Fiasco on DTRPG. I was going to buy the book, but Amazon has a rather usurious price for it.
To be continued...
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Deleted
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Post by Deleted on Dec 7, 2011 7:35:40 GMT -8
How about how to deal with a game that everyone enjoys playing, but the GM puts the players in situations wherein no matter what they try to do the GM will stonewall them and allow them to succeed (a lack of "yes and", or more appropriately when the "and" part of the of it creates a nigh catastrophic situation for those you are trying to save)
This is a situation that comes up regularly in the the Teenagers from Outer Space game i'm involved. The game itself is a lot of fun, but we end up in "un-winnable" situations where literally all ideas (good or bad) are met with an extremely negative consequence.
Maybe come up with helpful suggestions on what to say to the GM, how to approach fixing the situation. Remember the players involved with this game are still enjoying the game (high level of role playing), but when a major situation comes up we can't seem to succeed.
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jimto
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Post by jimto on Dec 7, 2011 15:00:21 GMT -8
I just broke down and bought Fiasco on DTRPG. I was going to buy the book, but Amazon has a rather usurious price for it. To be continued... That's life on Amazon. Check prices on some of the older Call of Cthulhu scenarios. Sit down first and make sure your heart can take the sticker shock. I got the Fiasco book + PDF for $25 I believe.
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jimto
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Post by jimto on Dec 7, 2011 15:05:01 GMT -8
This is a situation that comes up regularly in the the Teenagers from Outer Space game i'm involved. The game itself is a lot of fun, but we end up in "un-winnable" situations where literally all ideas (good or bad) are met with an extremely negative consequence. Is this GM of the "Only-The-Solution-I've-Come-Up-With-Beforehand-Will-Work" type?
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Deleted
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Post by Deleted on Dec 7, 2011 18:34:47 GMT -8
Fiasco is a perfect example. Awesome!
V: If you are dealing with a my-way-or-highway GM as Jimto suspects, I am sorry for you. I had that at a Con-game once. Awful
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Post by Deleted on Dec 9, 2011 3:58:15 GMT -8
Two off the top of my head and to get the new improved now with 50% more douche forums off the ground.
1 Can't remember if this has come up before, the back catalog is a bit of a blur. How about the inspiration you've taken from other media and used in a game. Both as a GM and a player.
You've cover using tech to help you game, but what about when player characters use tech in game? In your Traveller game do the characters have smart phone or tablets? and can they use them to roleplay an advantage you didn't expect? yes Stu i might be giving them ideas <insert evil laugh>
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Deleted
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Post by Deleted on Dec 9, 2011 20:39:08 GMT -8
I Have been making my way through the back log. I know you hear that and wonder how people do it. I play the cast as back drop while painting, building models and developing my game for 4E. So here are my topics. 1) I have often heard about designing games. What skills do I need on my sheet to do that? 2) Talk about the pros and cons of various system mechanics?
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Post by jazzisblues on Dec 11, 2011 8:09:41 GMT -8
Observations on a couple of the ideas suggested here.
First off all good suggestions
Veremond, isn't this essentially the gm railroading the players into doing what he thinks they should do, or are you talking about something that is system specific? Great topic either way and one we've touched on previously but I think is always worth revisiting.
blather, great idea, I would suggest taking it a piece at a time. Such as, compare char gen from some of the more common systems, then do the same with combat, etc.
Just my 2 krupplenicks .. blah blah blah
JiB
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Deleted
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Post by Deleted on Dec 11, 2011 21:25:13 GMT -8
I Have been making my way through the back log. I know you hear that and wonder how people do it. I play the cast as back drop while painting, building models and developing my game for 4E. So here are my topics. 1) I have often heard about designing games. What skills do I need on my sheet to do that? 2) Talk about the pros and cons of various system mechanics? I rather like the idea of episodes about mechanics themselves. Or maybe mini Tappy-sodes where he discusses certain mechanics with himself/the audience or one other person. Or perhaps a series of posts on douchey dm about certain mechanics and comparing the mathematical vs roleplaying advantages and disadvantages of said mechanic.
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Post by Deleted on Dec 22, 2011 21:04:07 GMT -8
i have been listening to the older podcasts and have run across you guys comparing mmorpg and ttrpg games but was wondering what kinds of comparisons/opinions you guys have about muds/muxs/moos and ttrpg, both rptype and non rptype just kinda wondering, as i have played a mud for a while(nonrp style) and like the game but haven't done much ttrpg so was wondering how they compare and if an rpstyle mud/mux/moo would give me some idea of what a ttrpg is like.
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Post by inflatus on Dec 23, 2011 4:51:32 GMT -8
I would like to hear about your GURPS character creation process. You have spent some time on this with other systems, so throw GURPS into the mix please.
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runester
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Post by runester on Dec 23, 2011 9:26:03 GMT -8
OK, I've got three (3) ...
1) When I run a game, there always seems to be a way for the characters to shortcut my plot and get directly to the endgame. I'm not bothered by their cleverness, because I'm never that committed to keeping them on rails, but if we have four (4) hours to game and they're done in two (2) - that's a problem. So, how do you keep this from happening? How do you write a plot that doesn't have some hidden "as long as they don't go here first!" or "I hope they don't just destroy the machine before investigating it!" type shortcuts. [This always feels like suddenly seeing a semi truck while lane changing, because it was in my blindspot and I didn't even know it was there!]
2) How do you deal with characters that need to have everything specified in detail? For example, the magic system of Mage: The Awakening allows for some pretty creative spell creation by applying 'dots' in the various magical disciplines, each around one of the 'energies' of the universe. They also have a list of rote spells, for when you need something fast and don't want to figure out how to do it with the dots you have. There are some players that can NEVER figure out what to do in this situation, and just pore over the list of rote spells searching for something they can caste. There are other systems with similar "here are the ingredients, you make the omelet!" type power/spell systems and these types of players don't seem to be capable or willing to do it. Have you dealt with this before? Is there a solution? Or, is the group just stuck playing games that have finite spell / power lists and all of the other games become verboten?
3) In games like both GURPS and Hero System, some of the advantages / perk's and disadvantages / quirks are actually based on in-story elements. Many players know that they can get 'free' points by taking an advantage that the GM will rarely tap or that's not going to be overly applicable to the campaign setting (i.e. Aunt May is not much of a DNPC if Spiderman is always gallivanting around the cosmos, planet hoping). Or, certain power advantages only work if the GM remembers to bring that aspect into the game (your paladin put a lot of points into riding and animal handling, but we're going to be dungeon delving and plane hoping, so no horse for you!). How do you handle these types of situations? When the powers / abilities / skills are straight forward, it's easy to see their worth. But, when they are heavily dependent on the setting or on nuanced story elements, their actual worth varies wildly and it can often be the difference between a player having fun with a capable character and a player feeling left-out with a crippled character. Solutions?
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