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Post by Deleted on Dec 23, 2011 15:18:04 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!] I personally get around this one by not really writing real plots to my games. I jsut have a very basic outline, usually a four hour game sessions exists of a sheet of NPC names and a four or five line synopsis/outline. And then I make twice as man monsters as I need, and twice as many loot type items as I plan on giving out. If the party bypasses what you were planning then use the extra monsters/loot/etc to build a new event. Being more freeflow like this can take some practice but I find it far more enjoyable then trying to follow a particular plot and it allows me to keep a story going when the party takes those unseen short cuts.
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Post by Deleted on Dec 25, 2011 5:41:31 GMT -8
Here are a few possible topics.
1. A year or two ago I sold my copy of GURPS Traveller on e-Bay. I cannot now recall what it was about that version that I disliked, or didn't like enough to make the effort to learn. I've played Classic Traveller, MegaTraveller and now Mongoose Traveller. How would the experts characterise the different versions of Traveller rules and settings? What are the major similarities and differences? What made them good (eg "MegaTraveller task & combat penetration rules") or bad ("MegaTraveller lack of proof-reading and slow combat")? Which do you prefer and why (eg in my case "Mongoose, because the pocket version is portable")?
2. I started GMing my Traveller campaign with Classic Traveller in 1977. At the end 2011 I am now trying to run a scenario that I planned in outline back in 1977. However, the background has changed a bit and the player character involved is of a different nationality from what I intended 34 years ago! What thoughts have you got on running very long campaigns? What are the challenges of bringing in entirely new players to a long-running setting?
3. Is it possible to have combat rules for Science Fiction settings that are both internally consistent (if not "realistic") and run reasonably quickly through clever mechanics, or play aids? Any recommendations that might be compatible with Traveller?
Keep up the great infotainment! Your podcast backlog regularly reduces me to tears of hilarity.
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Post by Deleted on Dec 26, 2011 7:49:38 GMT -8
Not really a topic, but a couple of questions to put to all your regular contributors. (I know some people have already spoken on this, but why not include everyone?) 1. "What was your most memorable role-playing experience as a player and why?" In my case it's a difficult choice. I think it would have to be Bill "Trollslayer" King as 1st ed D&D DM running a plot from the "Kane" novels of by Karl Edward Wagner. His description of eldritch technology blasting our city's defences to ashes made me shiver. (Bill's a superb DM & writer BTW, get him to call your show.) A close second would be a session at TravCon 2010 in which my Scout character fell down a shaft and only just dodged the welding gear falling behind him. (Link to BITS web site for TravCon 2011 www.bitsuk.net/Travelling/page33/page33.html). 2. "Who is your most inspirational GM and why?" See my previous answer (apart from all your regular contributors of course). I'm going to have to stop listening to your edutaining podcast while walking in the street, as the risk of collapsing with laughter and falling under a passing bus is too great!
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Post by Stu Venable on Dec 26, 2011 14:58:17 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. Not sure what you're referencing. What are you referring to as our creation process? Sent from my LS670 using ProBoards
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Post by Deleted on Dec 27, 2011 11:10:53 GMT -8
How to be a good player! Top ten tips such as the basic turn up on time, let others have the spotlight ranging to the more esoteric. Not sure if it has been done before but it would be interesting to have the companion to the advice for the GM topics.
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Post by inflatus on Jan 1, 2012 19:14:50 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. Not sure what you're referencing. What are you referring to as our creation process? Sent from my LS670 using ProBoards I was thinking about what your thought processes are when you create a character in GURPS. Systems are so different and the mechanics sometimes dictate the character creation process. What do you feel is different in a GURPS character than from other systems? Most of the listeners have an idea about the point system but may not know all of the freedom associated with making a character. I know this is vague. What is it about character creation in GURPS that you like and dislike.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Jan 3, 2012 11:29:39 GMT -8
OK, I've got three (3) ... 3) [...] 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? Well, let's take your example. If you have a paladin that has riding and animal handling, you could always work that into the adventure. Imagine finding a Carrion Crawler or something, and assume one of its Achilles heels is a point on its back. You'd need to be able to get up there and stable before slicing down. Or perhaps there are some subterranean animals (not technically monsters) - of animal intelligence - that can be coerced into doing something due to the handling abilities. It requires you to customize the adventure slightly to that angle, but at least it doesn't feel like the skill has been a complete waste in that instance.
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Post by Deleted on Jan 4, 2012 6:52:32 GMT -8
I've played a variety of RPG rules systems (Traveller being my favourite). What rule systems & backgrounds are so great that everyone should try playing under them once? How about the most exciting rule systems & backgrounds to GM?
Does the rule system really matter, or is most of the excitement due to the GM and other players? Discuss!
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clanhanna
Journeyman Douchebag
The Muffin
Posts: 221
Preferred Game Systems: Storyteller, O.R.E, Mongoose Traveller
Currently Playing: Vampire: The Masquerade, Vampire: The Dark Ages, D&D 5e
Currently Running: Vampire: The Dark Ages
Favorite Species of Monkey: Peanut-buttery Rhesus
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Post by clanhanna on Jan 4, 2012 17:34:10 GMT -8
Was just listening to Fear the Boot's bonus episode that they recorded on New Year's Eve, and during which they were all very drunk. But, despite that, and even though I'm sure you're not looking to just cover what other podcasts have already done, I think it was a good topic that they discussed. And it would be unique to whomever is hosting.
Complete the following statement: "I would like to play _______, but have not had the opportunity." The blank could be filled in with a character (type), a system, a title, a genre... whatever.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Jan 8, 2012 22:22:04 GMT -8
I remember getting my first set of Basic D&D red box back in 82, being 8 years old and reading the "for ages 10 and over" on the box. Fuck that. Haven't played much since high school, but now my wife and some girl friends want to play, since they never have and want to know what it's about. Well, back in the day I used to always be the DM, so why not, eh? After some exploring on current systems, and finding Pathfinder to be the closest to the D&D I remember, I stumbled onto Legend RPG from Rule of Cool (http://www.ruleofcool.com/) recently, and this seems exactly up my alley. What are your thoughts? Download: - ruleofcool.com/wp-content/uploads/2011/11/Legend.pdfReviews: 1. www.rpg.net/reviews/archive/15/15453.phtml2. www.nuklearpower.com/2012/01/03/nerding-it-up-with-legend/
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Deleted
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Post by Deleted on Jan 17, 2012 0:22:24 GMT -8
How can you get players who are stuck in the mud to switch systems?
I love my gaming group and really would rather not leave them but I find playing only DnD can get a bit stale. Don't get me wrong I just started a new DnD 2E game and having started in the age of 3.5e I think it is a great accomplishment getting them to go backwards but how can I get them out of the system. One of the guys who rotates in as a DM when I get tired is a great person to run a savage worlds game but he is being just a bit resistant on even cracking open the book for the first time. So my question that I feel would make a good topic would be, how do I go about introducing this system or other systems to these players? Also what would be good introductory systems outside of DnD because I really want to try a sci-fi system and maybe run a Cthulhu game at some point.
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Deleted
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Post by Deleted on Jan 17, 2012 18:46:16 GMT -8
I've played a variety of RPG rules systems (Traveller being my favourite). What rule systems & backgrounds are so great that everyone should try playing under them once? How about the most exciting rule systems & backgrounds to GM? Does the rule system really matter, or is most of the excitement due to the GM and other players? Discuss! Not only which ones are Great, but perhaps more importantly, which systems are best geared toward certain styles of game (low fantasy, high fantasy, futuristic, large groups, small groups, cinematic, realistic, etc.)? Or, perhaps a run-through of various systems and what they're best suited for and what their greatest strengths and weaknesses are. I'm currently looking to move away from D&D 3.5 for my next game (gritty, low-magic fantasy setting); there's a lot to keep track of and a lot of little one-off rules. I have used the old system from WhiteWolf (and have a lot of love for its simplicity), but I am also looking for other options. As an aside, I would also enjoy scientific proof that Boob Dice roll any better than normal dice, Ass Dice, or even Dick Dice. I think 100 rolls of each would be enough, no? What about Beer Dice?
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Post by jughead5187 on Jan 26, 2012 13:30:58 GMT -8
You are a gm. Life got in the way and you have had less than an hour to prep tonight's game.
What do you do? Best idea i have had is the random arena style event in the middle of whatever city the party is in. (it doesnt work if you do it all the time) Seriously...just random up some tough encounter on the fly and throw it at them. If they breeze thru it, step it up a notch.
Easy way to bullshit enough time to come up with something that happens after. Start the crowd to rioting, etc
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Post by remoore12 on Jan 27, 2012 3:38:11 GMT -8
What are the "hosts" favorite pre made campain settings on any system. Not home brew.
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Post by uselesstriviaman on Jan 28, 2012 9:42:56 GMT -8
You are a gm. Life got in the way and you have had less than an hour to prep tonight's game. What do you do? Best idea i have had is the random arena style event in the middle of whatever city the party is in. (it doesnt work if you do it all the time) Seriously...just random up some tough encounter on the fly and throw it at them. If they breeze thru it, step it up a notch. Easy way to bullshit enough time to come up with something that happens after. Start the crowd to rioting, etc Last time I got stuck with that scenario, I shamelessly stole the plot from a Conan the Barbarian comic and made the PCs go rescue a hapless child from an evil temple. The players said it was one of the most memorable sessions we'd done yet, so apparently I did something right... Find some way to complicate their lives. In this case, the child of an important NPC got into trouble, and they had to go do something REALLY foolish to rescue her. It also gained them enmity with the church of Umberlee, evil goddess of the sea. And since they were in the middle of a long sea voyage, it worked out beautifully. In a related tale, you ever seen what happens when a pissed-off high priestess casts a blade barrier spell right in front of a moving ship??
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