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Post by uselesstriviaman on Nov 21, 2015 22:10:38 GMT -8
I get the distinct feeling you write your massive, six-page posts so that you can feel intellectually superior to the people, like me, who don't give a flying fuck what you're saying. Fixed that for you.
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fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
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Post by fredrix on Nov 22, 2015 0:00:30 GMT -8
Isn't it "social cue"?
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Post by Kainguru on Nov 22, 2015 3:20:20 GMT -8
Yes!!!!! Aaron
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Post by Kainguru on Nov 22, 2015 6:39:36 GMT -8
Does anyone else want to know where he is visiting from in the above quote? My guess is mars. Not nearly so mundane - think Lovecraft and the worlds that can only be accessed where certain angles intersect. Aaron
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Post by Stu Venable on Nov 23, 2015 13:05:30 GMT -8
What the fuck? This thread is still here?
Okay.
I think one important responsibility of the GM (when we're dealing with new or inexperienced players) is to introduce the rules of the game. At the very least, players need to understand the framework of the rules so they can make informed decisions.
I've run FFG Star Wars twice now, and actually wrote out a pitch describing how the dice mechanic works, introducing each die, the symbols on them, what cancels what, and what they each mean. It takes less than 10 minutes. Invariably, someone will pick up each die and roll them around in their fingers to see the distribution of symbols -- to see just how much an advantage rolling proficiency dice over ability dice really is. It's also important to *let them know* that there is a pool of destiny points they can spend in important situations to increase their odds, and that there is a stress mechanic they can use to burn stress for more actions in a turn.
These are tools the players have in dramatic situations to push things in their characters' favor -- for a price. Furthermore, these mechanics can add to the drama and tension of the game.
In the case of destiny points, when they players use them, they flip over a token, and that token now becomes a destiny point my bad guys can use for much the same purposes.
But if you don't explain this and what it does and how to use it, the players won't even know it's there.
I still believe iN *slowly* introducing rules, as opposed to a hour long information dump before we get started. But as things come up, I see nothing wrong with taking a minute or two in explaining how the system works so the player can make an informed decision.
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
Favorite Species of Monkey: Goddamnit, Curious George is a CHIMP not a monkey! Stop teaching my daughter improper classification!
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Post by sbloyd on Nov 23, 2015 13:34:34 GMT -8
What the fuck? This thread is still here? That is not dead which can eternal lie. And with strange aeons even death may die. Finally! A use for Othello pieces! ...besides Othello, that is.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 23, 2015 19:50:16 GMT -8
What the fuck? This thread is still here? Uh, we had a slight judgement malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Nov 23, 2015 21:24:58 GMT -8
I think one important responsibility of the GM (when we're dealing with new or inexperienced players) is to introduce the rules of the game. At the very least, players need to understand the framework of the rules so they can make informed decisions. [SNIP]I still believe iN *slowly* introducing rules, as opposed to a hour long information dump before we get started. But as things come up, I see nothing wrong with taking a minute or two in explaining how the system works so the player can make an informed decision. I couldn't agree with this more. And, bringing it back around to why systems matter, different systems will handle all of these things in different ways. Unless and until you explain the basics of the system you are currently playing, your players may be under the impression that things in this system happen the same way to they do in other systems. Which is unfair.
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Post by squeatus on Nov 24, 2015 3:57:14 GMT -8
I just realized that every forum should have a Matters of System post. It is like a little electric zapping fly-magnetic, but for hate and anger. I feel like it keeps the rest of the board fairly clean. I think that's why it keeps coming up every once in a while. You just need to do a little Spring (or Fall) cleaning every so often and get that shit out of your System. (DYSWIDT?) I look at it kind of like, this thread is to recovering compulsive internet trolls as a small pile of crusty jizz socks is to a porn addict. It's full of shame and embarrassment, but it's mostly out of the way of casual observers and pretty well contained to a small area.
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Post by Probie Tim on Nov 24, 2015 6:50:32 GMT -8
Don't correct me. It totally is. But I wanted to say "social clue-by-four", so I changed to to be "clue".
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Post by jazzisblues on Nov 24, 2015 8:23:51 GMT -8
What the fuck? This thread is still here? Okay. I think one important responsibility of the GM (when we're dealing with new or inexperienced players) is to introduce the rules of the game. At the very least, players need to understand the framework of the rules so they can make informed decisions. I've run FFG Star Wars twice now, and actually wrote out a pitch describing how the dice mechanic works, introducing each die, the symbols on them, what cancels what, and what they each mean. It takes less than 10 minutes. Invariably, someone will pick up each die and roll them around in their fingers to see the distribution of symbols -- to see just how much an advantage rolling proficiency dice over ability dice really is. It's also important to *let them know* that there is a pool of destiny points they can spend in important situations to increase their odds, and that there is a stress mechanic they can use to burn stress for more actions in a turn. These are tools the players have in dramatic situations to push things in their characters' favor -- for a price. Furthermore, these mechanics can add to the drama and tension of the game. In the case of destiny points, when they players use them, they flip over a token, and that token now becomes a destiny point my bad guys can use for much the same purposes. But if you don't explain this and what it does and how to use it, the players won't even know it's there. I still believe iN *slowly* introducing rules, as opposed to a hour long information dump before we get started. But as things come up, I see nothing wrong with taking a minute or two in explaining how the system works so the player can make an informed decision. One thing I've noticed about the FFG SW games is that there's always a helping hand or three to help decipher the dice, or maybe that's just us being nosy busybodies, but it's happened in all of the games I've been involved with. I totally agree about introducing the rules as they come up. The starter sets do this too. They don't even discuss how a rule works until it comes up in the game. I had the starter book at my last game as a reference in case we needed to walk through something and see how it worked. Very handy that. Cheers, JiB
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Post by Forresst on Nov 24, 2015 12:02:27 GMT -8
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fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
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Post by fredrix on Nov 24, 2015 13:56:57 GMT -8
Don't correct me. It totally is. But I wanted to say "social clue-by-four", so I changed to to be "clue". No it wasn't you I was correcting. Somebody, a couple of people I think, were spelling it que
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Post by Stu Venable on Nov 24, 2015 14:59:44 GMT -8
In some circumstances, it should be "social clue."
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Post by Probie Tim on Nov 25, 2015 8:44:29 GMT -8
No it wasn't you I was correcting. Somebody, a couple of people I think, were spelling it que Wait. It's not all about me? What the eff, dude? It's supposed to all be about me.
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