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Post by inflatus on Dec 11, 2012 12:38:02 GMT -8
It is time for a voicemail episode. I am trying shamelessly plug the idea. I sent in a couple!
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Post by Stu Venable on Dec 11, 2012 13:04:03 GMT -8
I still have your voice message! We'll play it, though it will be after the first.
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Post by inflatus on Dec 11, 2012 13:18:57 GMT -8
I still have your voice message! We'll play it, though it will be after the first. Cool. Have people stopped sending them?
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Post by Stu Venable on Dec 11, 2012 13:31:05 GMT -8
Pretty much.
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SirGuido
Supporter
Drizztmas Santa
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Posts: 2,127
Preferred Game Systems: L5R, Traveller, Fate Accelerated, Masks
Currently Playing: Nothing.
Currently Running: Nothing.
Favorite Species of Monkey: Anything in a Cage.
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Post by SirGuido on Dec 11, 2012 15:09:03 GMT -8
I used to do solely voicemails but I haven't had much to call in about recently. Though if my current Pathfinder game keeps going in this direction I may have a gamer horror story to tell.
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Post by inflatus on Dec 11, 2012 16:17:07 GMT -8
I used to do solely voicemails but I haven't had much to call in about recently. Though if my current Pathfinder game keeps going in this direction I may have a gamer horror story to tell. Sounds awesome. Can't wait to hear about it. Is your Pathfinder game in real life or online?
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SirGuido
Supporter
Drizztmas Santa
Ask me about the Drizztmas Exchange!
Posts: 2,127
Preferred Game Systems: L5R, Traveller, Fate Accelerated, Masks
Currently Playing: Nothing.
Currently Running: Nothing.
Favorite Species of Monkey: Anything in a Cage.
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Post by SirGuido on Dec 12, 2012 8:02:11 GMT -8
Real life at the FLGS.
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Deleted
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Post by Deleted on Dec 12, 2012 10:14:31 GMT -8
I have an idea/question that would be a good show topic: How much do you bend your prep to fit the characters? I planned a campaign quite a while back and then when I finally found some players, they characters they designed didn;t fit into my story at all. I ended up making a whole new campaign. Does this jive with other GM's. are you more prone to ask players to change thier characters, create a new campaign, or an intermediate of both...are any of these wrong ways to go about it?
-Shoe
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Post by jazzisblues on Dec 12, 2012 12:07:02 GMT -8
I have an idea/question that would be a good show topic: How much do you bend your prep to fit the characters? I planned a campaign quite a while back and then when I finally found some players, they characters they designed didn;t fit into my story at all. I ended up making a whole new campaign. Does this jive with other GM's. are you more prone to ask players to change thier characters, create a new campaign, or an intermediate of both...are any of these wrong ways to go about it? -Shoe This couples very tightly with my basic premise that I know what's going on in the game right up to the point where the player characters get involved. After that, all bets are off. So, to more directly answer the question. I set the stage of the game and I know what the bad guys are up to, beyond that I have no idea and the game totally changes to fit the characters. JiB
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Deleted
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Post by Deleted on Dec 13, 2012 5:01:35 GMT -8
I have an idea/question that would be a good show topic: How much do you bend your prep to fit the characters? I planned a campaign quite a while back and then when I finally found some players, they characters they designed didn;t fit into my story at all. I ended up making a whole new campaign. Does this jive with other GM's. are you more prone to ask players to change thier characters, create a new campaign, or an intermediate of both...are any of these wrong ways to go about it? -Shoe I always give the players a sense of what the campaign will be like, and what (if any) sort of traits or things would be good or necessary to fit the campaign. And also, we tend to make characters together, as a group. But you didn't ask for responses, you said it would be a good topic for the show. And I think you're right, it would. --Pukka Tukka
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Post by ericfromnj on Dec 17, 2012 10:19:20 GMT -8
I thought the voicemails were more for people at cons and stuff, though now I realize no.
hrm...sometimes I would much prefer to call, especially now that I had a guy almost have a nervous breakdown at my table it seems.
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Post by inflatus on Dec 19, 2012 15:47:53 GMT -8
I know this topic was discussed before but hopefully time that passed and new games played will add more to the topic.
What are the GM's responsibilities to the players and the game?
What are the players' responsibilities to the GM and the game?
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Post by malifer on Jan 1, 2013 9:13:20 GMT -8
Okay I got a bit of a topical topic.
I know it's not the typical slant of the show, but how about a bit of a review/overview of L5R. Not a page by page read through, but just likes/dislikes, interesting ideas in it, or uniqueness.
I know it's been very briefly touched upon in a smattering of episodes. But I think it would help me follow along the Actual Play a bit more.
I really like the few minutes at the end of the live plays where the players talk about the game.
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Post by Kainguru on Jan 1, 2013 11:38:12 GMT -8
I know this topic was discussed before but hopefully time that passed and new games played will add more to the topic. What are the GM's responsibilities to the players and the game? What are the players' responsibilities to the GM and the game? Player responsibilities: a long time complaint of mine . . . Let the poor GM have a toilet break and the occasional 5-10 mins to him/herself. Being 'everyone else' all the time and attending to everyone's actions can be tiring - sometimes all I feel I need is a proper break away from social conversation to 'sort my shit out' for the next hour or two . . . I have long suspected that some players (not all just a certain 'type') like to keep the GM pressured to that s/he will be 'less effective' in tactical situations (ie make mistakes to the players advantage). Aaron
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Post by henryhankovitch on Jan 8, 2013 16:06:26 GMT -8
I'd be interested in hearing the crew discuss settings. Not world-building, necessarily, though I expect some conversation about it will be inevitable. More along the lines of what settings people like, what they look for, and how they choose a setting, as opposed to a game system.
I got heavily burned out on D&D/Pathfinder after running a game for about a year and a half, with a large and sometimes dysfunctional group. After three years or so, I find myself willing to consider the idea of running Pathfinder again. The thing is, I'm not very excited by the common D&D settings--Forgotten Realms, Greyhawk, Eberron, whatever Pathfinder's default setting is, and so on. And the thought of building my own generic kitchen-sink world has no appeal at all. If anything I'd probably make it a fantasy version of some real-world time period--mythical Greece/Near East with the D&D classes and monsters, for instance.
This is where I bring up Warhammer 40,000. Frankly, it's a silly and often dumb-as-rocks setting with a bunch of elements blatantly ripped off from other fiction--Dune, for instance. Never mind the space orks and space elves. And yet, having played and GMed Rogue Trader for almost three years now, I find the setting very agreeable for roleplaying.
It's a setting that has been developed almost entirely around the needs of wargaming: a universe in which everyone is at war with everyone else, forever. The result--unlike the Big Two Space Opera settings, Star Trek and Star Wars--is a setting which has lots of built-in conflicts, but no easy or plot-mandated resolutions to any of these conflicts. The Nazis and the Commies and the Huns and Mongols are all still out there; no dumbass farmboy is going to kill Space Hitler and save the universe. So as a GM, you don't have to bother with a contrived explanation as to why Space Hitler is still a going concern. (Or more realistically, why your players are still working for Space Hitler.)
Additionally, it's big. Ludicrously big. It's a setting in which you can make an exception to pretty much any rule you want--it just happens to be on that one planet, over there, that nobody has bothered to turn into radioactive glass yet. No omnibenevolent, monolithic Federation, no Puck-God from the Puck-God Collective waiting to rewrite anything that doesn't meet canonical approval. Female Space Marines? Suck it, fanboy--they did it over on Omicron Gynophix, because I said so. Just because YOU never heard of them...
I think the succinct way to put it is, the most troublesome parts of 40k are the easist to change or ignore. As opposed to settings like Trek and Star Wars, where the obnoxious bits are at the very core of the fiction, and when you change them you get something completely different. Like Firefly.
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