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Post by retrosuperhero on Jan 15, 2013 6:08:09 GMT -8
I'd be interested in hearing the cast's thoughts on one-on-one games. I recently started a GM+1PC game on google+. I hadn't done this since I was a kid and I'm discovering that this type of game has it's own challenges and opportunities.
We are running it in L5R and so far it has been good. Setting the encounter difficulty is a bit of a challenge and I find as a GM I have to fill a lot more space with NPCs.
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Deleted
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Post by Deleted on Jan 15, 2013 11:49:18 GMT -8
Yes that, and I also find there's a sizable solo RPG-enthusiast contingent out there in the world of tabletop gaming.
Although it seems the vast majority here are highly social and don't exactly lean in the direction of solo play, I'll be pleasantly surprised to be shown otherwise. Forgive me for making generalities, etc, blah blah blah.
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Post by Kainguru on Jan 16, 2013 4:52:36 GMT -8
Back in the early 90's, due to loads of factors, it was hard for groups to get together - often our games were with groups of 1 to 3 players. The games were different, more RP than tactics and the scenarios tweaked as needed. We did allow GM/PC NPC's - separate companion characters like Elric's Moonglum; they were managed like PC's by the player but the GM reserved the right to intercede on the NPC's behalf . . . Becoming the PC NPC when inter- party negotiation occurred. They also served as a sort of active back up PC for when the PC died etc Aaron
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Deleted
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Post by Deleted on Jan 16, 2013 4:58:38 GMT -8
This might make a good thread for discussion. It seems like people have a lot to say about solo RPGs, including me. --Pukka Tukka
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kroh
Supporter
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Post by kroh on Jan 16, 2013 5:04:05 GMT -8
We are currently in development for a batch of super hero adventure paths tailored specifically to solo and duos. Supers make this work all the time and so far it has worked well in the play tests.
Regards, Walt
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freyki
Apprentice Douchebag
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Post by freyki on Jan 17, 2013 6:53:02 GMT -8
Has anyone tried Mythic GME? I can't really make it work well for solo play, but it's great for one + 1 riffing, or even 2 people playing GM less.
-Freyki-
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Post by rickno7 on Feb 2, 2013 10:46:50 GMT -8
We have not had a good old fashioned Genre discussion in a while. With Stu trying out the Samurai game, and then the talk of what Genre would do good in G+ maybe that can segway into a Genre topic.
What is your favorite Genre. What is your most played, and why are they different if they are different?
What Genre would you like to play that you haven't?
What Genre would you play in, but dislike to GM in? What Genre do you like to GM in but don't like to play in?
Which Genre do you think is most rule dependent. Cyberpunk games seem to be notorious for needing their own rules or rule additions to game rules to make them work in generic RPG's. Legend of the Five Rings seems very rule dependent too, it codifies a lot of stuff that just sits under "personality" outlines in other games.
No time to answer these myself right now, but i will answer my own questions next time I'm at the comp.
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John Harris
Initiate Douchebag
Posts: 19
Preferred Game Systems: What have you got?
Currently Playing: L5R
Favorite Species of Monkey: Capuchin
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Post by John Harris on Feb 4, 2013 18:53:50 GMT -8
After listening to Season 9 Ep 9, I would love to see 2 actual play pod casts running the same one off. In an ideal world they would have different GM's but the same players to show how each game is effected by the GM. Since this wouldn't work very well with the players knowing the adventure the second time through you would have to use different players.
It would also be neat to give 2 GMs a rough idea of a 1 shot and see how they develop it differently.
The crew talked about how different a game run by Stu, would be from one GMed by Stork, or one GMed by Jib. I think it would be fascinating to here the different AP podcasts.
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Post by jazzisblues on Feb 4, 2013 23:06:45 GMT -8
After listening to Season 9 Ep 9, I would love to see 2 actual play pod casts running the same one off. In an ideal world they would have different GM's but the same players to show how each game is effected by the GM. Since this wouldn't work very well with the players knowing the adventure the second time through you would have to use different players. It would also be neat to give 2 GMs a rough idea of a 1 shot and see how they develop it differently. The crew talked about how different a game run by Stu, would be from one GMed by Stork, or one GMed by Jib. I think it would be fascinating to here the different AP podcasts. I would be totally down with this plan. JiB
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Post by CreativeCowboy on Feb 4, 2013 23:22:18 GMT -8
After listening to Season 9 Ep 9, I would love to see 2 actual play pod casts running the same one off. In an ideal world they would have different GM's but the same players to show how each game is effected by the GM. Since this wouldn't work very well with the players knowing the adventure the second time through you would have to use different players. It would also be neat to give 2 GMs a rough idea of a 1 shot and see how they develop it differently. The crew talked about how different a game run by Stu, would be from one GMed by Stork, or one GMed by Jib. I think it would be fascinating to here the different AP podcasts. Third-ed whole-heartedly, johnharris. And I suggest let the game be less accommodating than GURPS to accentuate the point, although using GURPS or another generic won't invalidate the experiment it will just complicate the observations. Better the suggested design mechanics be as system-y (straightjacket-process) as possible for the GM to follow along. GMs should have the same level of experience to avoid too easily proving a GM = System hypothesis. Do the experienced GMs need to share a pet system? I also would like to hear GM commentary at the end of - or inserted voiceover during - the respective games concerning when fudging occurs (if the GMs fudged) and the individual GM’s reasons or thought process for such spontaneous system deviation. The said module available for viewing online afterwards – designed by a third party without contact to the GMs to avoid any tailoring. In a fantasy vein, Dragonsfoot has a bunch of free PDFs each GM can customize to the chosen system. Space adventures are available on www.starfrontiersman.com/downloads/modules Spy modules are also available on jamesbondrpg.webs.com/modules - though with James Bond modules, its name and the names of villains need to be renamed and the name of the system itself might be fudged to avoid railroading player foreknowledge. Or a HappyJacks listener could provide a fleshed out original module for the purpose. The GMs should give their individual thoughts on the customization process, without consulting each other. What did they find challenging, as individuals taking the same base module and plotting it into the system? Two separate groups playing in isolation from each other; a viewable module; and commentary from both GMs separately. Aaron, thoughts on this field experiment?
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Post by Kainguru on Feb 5, 2013 3:31:26 GMT -8
After listening to Season 9 Ep 9, I would love to see 2 actual play pod casts running the same one off. In an ideal world they would have different GM's but the same players to show how each game is effected by the GM. Since this wouldn't work very well with the players knowing the adventure the second time through you would have to use different players. It would also be neat to give 2 GMs a rough idea of a 1 shot and see how they develop it differently. The crew talked about how different a game run by Stu, would be from one GMed by Stork, or one GMed by Jib. I think it would be fascinating to here the different AP podcasts. Third-ed whole-heartedly, johnharris. And I suggest let the game be less accommodating than GURPS to accentuate the point, although using GURPS or another generic won't invalidate the experiment it will just complicate the observations. Better the suggested design mechanics be as system-y (straightjacket-process) as possible for the GM to follow along. GMs should have the same level of experience to avoid too easily proving a GM = System hypothesis. Do the experienced GMs need to share a pet system? I also would like to hear GM commentary at the end of - or inserted voiceover during - the respective games concerning when fudging occurs (if the GMs fudged) and the individual GM’s reasons or thought process for such spontaneous system deviation. The said module available for viewing online afterwards – designed by a third party without contact to the GMs to avoid any tailoring. In a fantasy vein, Dragonsfoot has a bunch of free PDFs each GM can customize to the chosen system. Space adventures are available on www.starfrontiersman.com/downloads/modules Spy modules are also available on jamesbondrpg.webs.com/modules - though with James Bond modules, its name and the names of villains need to be renamed and the name of the system itself might be fudged to avoid railroading player foreknowledge. Or a HappyJacks listener could provide a fleshed out original module for the purpose. The GMs should give their individual thoughts on the customization process, without consulting each other. What did they find challenging, as individuals taking the same base module and plotting it into the system? Two separate groups playing in isolation from each other; a viewable module; and commentary from both GMs separately. Aaron, thoughts on this field experiment? Sorry been tied up with real life. Um right off the top of my head you could draw a random scenario from the 2 sides 1 epic pool. Realistically, as an experiment, it should be the same group of players as the GM is the independent variable - so same scenario might confound the outcome. I could suggest maybe same genre, using old tournament rules to calculate the challenge of each scenario as equal mechanically . . . ie: same number of equally weighted combat encounters, tricks, traps and problems to resolve. Purely coincidentally the original Slavers series is a good example - three equally hard scenarios. Plus you could choose instead to make the independent variable the system used thus same group (including GM) across several scenarios in different systems. Will add more in a bit as I have to think this one thru a little first Aaron PS: real world issues - I've been fighting my manager over institutionalised abuse for months. She's made a move against me to remove me from the equation so I've been forced to accelerate my concerns by passing them to the independent regulating authority. Serious stuff so a little preoccupied at present.
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Post by Kainguru on Feb 5, 2013 9:10:59 GMT -8
Right, enough with the real world for the moment, here's my provisional suggestion. Testing across two independent variables: System and GM One dependant variable: group experience of RP thru play Required: 2 GM's and 2 groups of player plus 3 equally challenging scenarios (like the Slavers for example, as noted above) Each group plays each of the 3 scenarios under each of 3 conditions condition 1 - GM 1 System 1 scenario 1 condition 2 - GM 1 System 2 scenario 2 condition 3 - GM 2 System 1 scenario 3 For each condition the group rates the RP experience by answering an evaluative questionnaire. Keep it simple so probably an ANOVA analysis to see if there are any significant differences between conditions and associated variables. Personally I'd prefer a qualitative analysis using either phenomenological or discourse analysis - but that's a LOT of work . . . the analysis takes ages as you have to sift through reams of transcripts before you even begin to see the light at the end of the tunnel. Aaron
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Deleted
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Post by Deleted on Jun 14, 2013 13:21:11 GMT -8
Face this issue in my weekly game - What to do with missing players/PCs?
Travel for work, kids, sickness, vacations - whatever.
Sometimes my 5 PC game has only 3 or 4 PCs show up.
What do other folks do?
Options we have tried:
Ignore them for that session
Make someone play more than one character
Have the GM play the character
None of these are great, so I would be interested in what other folks do.
Thanks
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Deleted
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Post by Deleted on Jul 4, 2013 12:09:54 GMT -8
Would be nice to know your thoughts on when games and campaigns burn out, or what to look for. Having run campaigns/settings/games across months and years it would be interesting to know your own experiances with long games.
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Post by gina on Jul 10, 2013 11:04:33 GMT -8
More specific conversation on porting a campaign over to a new system. I know you've done this before, Stu, actually a couple of times, I think; but I'd like to hear about everything that was involved - the good, the bad, and the ugly. The GM side, the player side. Prep, play, how you determine if a system is compatible, etc.
Fate = the new hotness. I can soo see this happening in at least one of the campaigns I'm playing in.
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