tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Apr 17, 2015 7:59:49 GMT -8
Sounds like you're doing all the right things, and it's still a conversation in progress. Obviously there is no "who is right by the word and law" because there is no such thing, and I think most GM's would agree that you control "your character" in the games, however once the character leaves the game there is that grey area where the PC isn't really under your control anymore and starts to become part of the world and setting that normally the GM controls.
All said and done, if I was the GM I'd love the fact that you're taking initiative with storytelling elements and enjoying the game and setting and I'd let you run with it, however as a GM I'd also feel concerned about losing control of certain elements in my world and storyline that this player suddenly 'controls'. I'd just approach the situation with an eye to that. Maybe some boundaries of what you as the player control (e.g. the PC's story for these 2 years, but limiting what effect they would have on the GM's world) and setting up when the GM then gets free reign back on that PC.
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Apr 16, 2015 7:51:06 GMT -8
My concern about Apocalypse World, tomes, is that it seems to be designed to be played over a number of sessions, with the fronts mechanic and the way the characters are encouraged to interact. That's interesting. I think most people (at least those that've played Apocalypse World games at cons) have the opposite impression, that these games aren't good for sessions/campaigns, and better as one-shots. I personally see the value in both angles for that engine. Specifically for the one-shot: Bonds are great in getting the players to come up with something better than "you all meet at a bar", or the con version where you may have a good pre-written reason why they're all there, but it's not necessarily something the players feel connected to. The mechanics are so simple that you don't even need to spend any time on them in the beginning. Explaining various "moves"? Probably better not to, as the whole point is that the player explains what they want to do, and occasionally it triggers a move. Also, the tropes are built-in to the character sheet. In Dungeon World when you choose "Fighter", you basically have the trope's moves, names, looks, gear, etc. And all these are still choices, just a limited set of choices, so the players immediately feel like they have ownership of the PC. At least that's my take. But any which way, let us know how it all goes. I haven't check out Probie Tim's suggestion of Far Away Land, and that sounds intriguing...
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Apr 15, 2015 19:52:50 GMT -8
Rules-light for new gamers? Do Dread! That is if you feel comfortable running a horror / suspense game. That might be a big ask for a new GM.
You can run *World again, too... sounds like you are asking yourself the right questions, and if it's new players, don't get caught in the self-confidence trap that you are going to make all the same mistakes again.
Another +1 for Savage Worlds too... great for one-shots in my experience, as long as you are looking for pulpy, and with new players that can often work.
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Apr 3, 2015 13:52:50 GMT -8
Awesome idea! Another grand idea! I know many of my players do the same - getting lazy about descriptions and just wanting to role those dice, but this can appeal to folks to get creative in their actions for mechanical benefits, and I like it. I know there is a game called Five Crowns (I picked up a copy at a thrift store for a $1) that has those stars: What deck did you use?
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Apr 1, 2015 9:22:35 GMT -8
Just over 48 hours to go. It's funded, but in case anyone is interested...
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 31, 2015 18:35:10 GMT -8
And don't forget... they may not be the ONLY ones who know about this train car... what happens when they run into other desperadoes who are also hell bent on getting the goods?
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 27, 2015 11:38:47 GMT -8
Hold on, let me get my magnifying glass...
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 24, 2015 8:30:55 GMT -8
In a separate thread D.T. Pints was talking about encouraging PCs to create ongoing backstories, but filling in some of the blanks as the campaign moves along. Obviously this is great to keep players engaged in between sessions, etc. Now, it'd be great if players were always motivated, but being products of our modern busy era, and products of being OLD, I find my players often don't get around to or prioritize these in-between session questions I'll send out to them, even with prodding. Now, these are questions specifically tailored to their character, and specifically sent to the player, so there is no other peer pressures or confusion on who answers what, so that's definitely not it. And the players seem pretty into the game (often driving through mucho traffic and carving their time to get here) and through many conversations I know they are play-motivated. So, how to motivate them just a little further? Now, offering in-game bennies for when they've answered questions is a great motivator, and worked well last campaign when playing savage worlds. However in Dungeon World we don't have that mechanic. It also seems that bennies on their own would be a little broken in PbtA games (per some threads I've read). To summarize PbtA games thrive on failure, and fail forward, so you don't necessarily need to encourage bennies and winning rolls as much... this makes it a little more difficult to provide that particular motivator. That said, I just played Monster of the Week with mister Quinterro at Jackercon (Thanks!), and one mechanic that it has is "Luck". I'm not sure totally how it works, but they seem to be non-regenerating bennies that allow a roll to become a "12". It also seems that if you use your luck up (you have zero left) than the GM starts playing hard moves against you (?). I haven't quite gotten my head around that, but it seems cool. Maybe give each PC an initial Luck token. They can use it, but doing so means they are now unlucky, which has negative consequences while they are in that state (mostly narrative and more GM moves made against them when the choice needs to be made). Now, because they only start with one, they should be hesitant to use them. However an opportunity to get a new one would be quite motivating, since now they'd have surplus to spend. Also, occasionally you can give them the opportunity to use a Luck token to make some narrative shift or somesuch. Thoughts? Other motivators I'm overlooking?
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 23, 2015 15:21:45 GMT -8
Oh wow, I didn't see this on here yet. Love these cards. Just used them for the last games I ran. I had 4 NPCs, and needed some quick personalities, so pulled out the basic set of Short Order Heroes and came out with some quick traits: This worked out well in that I pulled the cards as we were playing, so the players can enjoy in some of the non-planned-ness of the situation, and could just look down and see the NPCs personalities (this was a case where they were travelling with some refugees, so there was no secret about these peoples quirks, it was just to set the mood for how they interacted with them. I've met them over at Strategicon, and LOVE the artwork... simple and yet very clever. Here's the second series of these great cards, due in 11 days: www.kickstarter.com/projects/calicogames/short-order-heroes-theme-packs/posts/1175536
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 20, 2015 10:18:58 GMT -8
I'm in total agreement with Stu's premise of modifiers applied for failing fear checks (or equivalents). It takes the fear that the character should feel, and applies it to the player (fear of character death or inefficiency). Similar to using Jenga in Dread, you've made the tension and fear a physical / player fear that applies to the character / game. It won't always work for all players and games, obviously. In the same way Jenga wouldn't work playing online, or with players who are klutzes and just feel too disadvantaged using those mechanics, whereas dice are more agnostic... except in the case of Stork apparently.
I'm also a big fan of letting players know how various thoughts and situations are affecting them on a subliminal level ("you feel like something is off", "you feel fearful", "you are confused by his statement")... as long as you aren't telling them how to react to that information. It is a line that is easy to cross and go to far, but it's one of those tools that helps immerse the player into the world in some way. Especially useful if you are playing towards that PCs stats or character in some form... a low-INT PC would be confused by someone speaking with large words, or a low-CHA PC who has low confidence and social skills or a "Paranoid" style disad may be thinking that a room is giving them a weird vibe (even if that's not the case), and it's your job as the GM to sometimes give them those nudges (when they forget to do it themselves), so why not. Again, as long as you don't tell them HOW to react to that information.
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 19, 2015 13:25:22 GMT -8
Bummer, yet not too surprising with how busy you all must be. Here's to hoping everything goes smoothly for you guys Bummer indeed, but Stu Venable as always thanks for the communication!
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 18, 2015 14:24:48 GMT -8
Hey folks... anyone here from San Diego and familiar with Hyphen-con? Met a few folks who go to that con in the last Strategicons, but when looking into the existing forums ( rpg-sandiego.org/forums/viewforum.php?f=30 ??) it just looks like theyre pretty much unmanned. Curious on filling in that 6 month gap between Gateway and Orccon, and also most of the SD gamers I met thusfar are pretty great blokes.
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 18, 2015 8:19:43 GMT -8
This was amazing. I was very dissapointed when it didn't get picked up. Time for a KICKSTARTER!
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 18, 2015 8:13:04 GMT -8
What I am trying to wrap my head around is how did the "hey we wanna help you guys!" boy scout style of the Republic forces become "EVIL!" nazi's of the Empire? With these thoughts in mind, and given I'm here in the US and most of my players grew up here, I'd base much of the empire on the good ol' U.S. of A. Specifically, a USA which starts going down the path of more and more big brother, less and less freedoms, more and more restrictions, and you start feeling that slippery slope, but there should still be much "good" in the foundation and the background. It's also important that NPCs contribute to this feeling that the empire is not all bad. The merchants should talk up about the stability of the empire, and the disruptions that the rebellion causes. Perhaps the trade routes that have now been in flux due to rebellion activity have contributed to some star systems having food shortages. Now, that's not caused by the rebellion per se, but the people would definitely not feel sympathy to the rebels when it means no food on the plate. Have most NPCs be more concerned about the day-to-day activities, for which the empire is an important factor. It's not that people love the empire, but that they fear what the lack of empire means. Sure the rebellion is fighting for "freedom", but with the tear-down of central authority there is a great risk of civil wars and chaos. Perhaps make more NPCs have the outlook of "let's change things for the good within the system of the empire" (despite the fact that the empires power hierarchy will really not allow that to happen in the long-term; those in power would probably favor a situation where the people still think they can influency the hierarchy). Also, depending on your political lean, you can see how power being collected by a few = the ability to abuse that power. A la the whole backlash on the Koch brothers here in the US by many moderate and most liberal leaning citizens... have some of those out there to diffuse the blame on the empire itself, and blame these local abusers of power. It's very similar to how Palpatine (in the 1-3 movies) would use local bad guys to shift the blame of evil... it was Dooku, or someone else, who was the asshole, while poor old Palpatine was trying to help ensure the empire was working for all its citizens. (FYI, as much as I dislike much of movies 1-3, I loved Palpatine as an actor and character, he was brilliantly played.)
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Mar 17, 2015 14:30:40 GMT -8
... but I want to have some kind of path in mind I can guide the characters down, if they so choose, so it's not just a series of military missions if they don't follow other hooks. Oh, maybe make some missions seem simple at first, but then have their immediate boss really be an agent for the rebels who sends them on a mission that fucks with the empire. Will the PCs be blamed as the actual rebel spies? How can they convince the forces that be that they were duped? Or alternatively have a mission that has them catch a rebel spy, but that spy turns out to know things about the empire that the PCs themselves would have issues with (such as maybe the empire is bombing one of their home planets, or is conducting themselves in opposition to the PCs moral stances - assuming they have any)
|
|