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Post by Stu Venable on May 29, 2015 7:30:58 GMT -8
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Post by lowkeyoh on May 29, 2015 8:56:15 GMT -8
Glad to hear that faire season is over and everything is getting back to a normal schedule, but Friday podcasts are my jam. Pumped for a new episode though
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Post by Kainguru on May 29, 2015 9:09:52 GMT -8
Thats 10am west coast daylight savings time? Aaron
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Post by Stu Venable on May 29, 2015 9:41:07 GMT -8
10am Pacific Daylight Time, yes.
Or PDT if you're into that lingo.
Or 1700 UTC
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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 May 29, 2015 10:22:04 GMT -8
Maybe I can play hooky during work...
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Post by yeknom on May 29, 2015 10:47:26 GMT -8
Does anyone have experience trying to listen live on a mobile device (Android)? What's the best way to try that?
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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 May 29, 2015 13:50:50 GMT -8
I do, yeknom. I have Stu in one of my Google Plus circles; when he goes live it shows on his feed. I watch thru Plus. (Incidentally, this is how I watch on my desktop as well, since that's how you get to use the QnA functions.)
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Magic_Octopus
Initiate Douchebag
Posts: 11
Preferred Game Systems: GURPS, Earthdawn
Currently Running: Earthdawn 3rd Edition
Favorite Species of Monkey: Sunda slow loris
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Post by Magic_Octopus on Jun 2, 2015 3:15:28 GMT -8
Regarding GM screens: I only have experience with the GURPS 4th edition screen, but that has been very useful. I constantly use the hit location chart, size/range table, reaction roll table, horror check table etc. But I do have the same problem that Stork has that I often forget what is on the screen.
If I were to design a GM screen, I'd have a space for the characters' perception stats that would be easily modifiable/erasable.
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Post by uselesstriviaman on Jun 2, 2015 4:26:19 GMT -8
This is a cheap and easy (and utterly customizable) way to make your own GM screen. Here.I use this exclusively now, and it's friggin' wonderful.
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Memnoch
Initiate Douchebag
Liberty!
Posts: 46
Preferred Game Systems: D&D 3.5 , Star Wars D20 , GURPs
Currently Running: GURPs - The Weird West
Favorite Species of Monkey: Kowakian monkey-lizards
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Post by Memnoch on Jun 2, 2015 11:52:32 GMT -8
But I do have the same problem that Stork has that I often forget what is on the screen. If I were to design a GM screen, I'd have a space for the characters' perception stats that would be easily modifiable/erasable. I agree the GURPs 4e screen has been really useful to me, I haven't really been using it as screen, but keep it sitting next to me to consult. (This is my first time GMing with no screen up, I'm two games into the campaign, and so far I feel like I not using the screen has improved interactions, and role playing. I feel closer to the players, and like I have there attention more. ) Print a spare GM screen, and keep it next to your toilet, after a few shits you will remember what's on it. For the modifiable/erasable stuff you were talking about above I fold a piece of paper so I can hang it on the GM screen. On my side ( the short side I write that stuff, on the other side I will write names, and imitative orders for combat so the players can see that stuff. (At least I would, I have been hanging this on my laptop.)
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Post by yeknom on Jun 2, 2015 17:13:49 GMT -8
I ended up spending a few days to prepare my own 4-page GURPS GM screen, and I use it with TWGS (http://hammerdog.com/twgs/) However, now I might expand it to 8 pages and just keep it by my side as a consultation tool, like others seem to be doing. I highly recommend making a session cheat sheet with all the relevant player stats and planned NPC stats on one sheet, because that saves a lot of time. (Coming from a GURPS standpoint, but also works well with any game that has stats to look up) BTW, all advice stolen from mook, so don't think I'm original
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mrcj
Journeyman Douchebag
Posts: 173
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Post by mrcj on Jun 3, 2015 5:03:44 GMT -8
Just a quick thought about campaign design so they have a logical conclusion.
I usually don't disagree with Jib, but on this point I do, as a GM you certainly can plan for an end to the campaign. This is particularly true if you want the campaign to end, as opposed to fizzle. Sometimes games can get rudderless as characters wander in a sandbox with only their own direction, sometimes that is fine and it can work wonderfully. But you can also start your campaign with the plot first. Two ideas:
One, the deadline: In this you know how it is going to end from the very beginning, there is a specific point in time the characters are working toward. You don't have to worry so much about the number of individual sessions, but keep the goal tied to a specific point in the future such as: a steam punk race around the world; the bad guys are going to attack in 90 days; the experiment will only work when the planets are aligned; etc
Two, episodic to a meta-plot: I have not been to a ton of D&D Encounters at the local gaming store, but the ones I have attended seem to be built in this way. Or you can think of it as a TV show where several episodes lead up to a climax, Agent Carter earlier this year was an example, NCIS does this regularly, and Babalon 5. As the GM it is up to you to keep the plot moving in the background/foreground.
The deal with this is you have to have players/characters who are invested in the outcome/plot, so the GM will need to build that motivation into character creation. The characters will still have their agency, including the ability to walk away and do all the crazy things they do, but they also have this other thing they need to do always on their minds.
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Post by lowkeyoh on Jun 3, 2015 10:06:15 GMT -8
Glad to hear some Shadowrun love. 5E Shadowrun has been a blast despite Catalyst's issues with editing and layout. For GM screens, I mentioned my set up in the chat but I know some forum people don't listen live. I actually really like putting player information on the outer panels of my screen. World Map in one pane, list of NPCs and a very short description of them in another pane, and the summary of last session and a few dangling plot hooks on the third pane. That way anyone can look at the screen and grab basic adventure info that might be forgotten between sessions. "We should go back to that pub and talk to that one guy.... *glace at screen* Fredrick!" tyler Thanks for the heads up about Awaken. I most likely won't be revisiting Pathfinder due to 5e any time soon but there is a campaign I have in my head that only works in Pathfinder and my players LOVE animals and keeping pets. I can't imagine trying to roleplay four sentient animals wandering with the party. The wolf situation really reminds me of the Rhino situation in Eldemy and will play out much in the same way. I don't think Pathfinder has quite as large spikes in effectiveness that D&D5e has, but there's still going to come a day where spending the actions to use the dog isn't as effective as just fighting without it. This is especially true for full BAB or full Spellcasters Pathfinder characters and D&D Full Casters/Classes that get Extra attack. Eventually a full round attack or third level spell is more attractive than an animal that never improves. I'm really happy to hear Saga get such love on the podcast. Such a great series. Bone and Locke & Key are also fantastic. The best comic I've ever read was CoyboyNinjaViking, imagine schizophrenic Jason Borne style agents. Main character has three voices in his head, a cowboy, a ninja, and a viking. Other agents include (Conquistador - Green Beret - Surfer) and (Pirate - Gladiator - Oceanographer). I'd throw Chew, Manhattan Projects, Invincible, Sandman and Fables into the mix for great stories. For style and setting influence, or if you want a short and complete story Who Is Jake Ellis/The Light/Dancer by Nathan Edmondson, The Last of the Greats by Fialkov ( stork in particular might dig this), Memoir/ Choker / and Pigs by Ben McCool are all really atmospheric and generally awesome comics. Short and complete stories. Choker has art by Ben Templesmith who really bring out the creepy horror that's possible in cyberpunk. If you want to not be a indie hipster, Secret Warriors by Johnathan Hickman is a fantastic read. Basically just pick up trades of Johnathan Hickman, Ben McCool, Nathan Edmondson, or Joshua Hale Fialkov and you're set. Also Left Hand's Milk Stout is AMAZING. I think the emailer was just saying that he's lactose intolerant. Everyone should read Leviathan's Wake and Lies of Locke Lamora. You WILL find aspects of the worlds to steal and make your settings more rich. They are great books with tons of fluff to pilfer.
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Post by jazzisblues on Jun 3, 2015 11:29:36 GMT -8
Just a quick thought about campaign design so they have a logical conclusion. I usually don't disagree with Jib, but on this point I do, as a GM you certainly can plan for an end to the campaign. This is particularly true if you want the campaign to end, as opposed to fizzle. Sometimes games can get rudderless as characters wander in a sandbox with only their own direction, sometimes that is fine and it can work wonderfully. But you can also start your campaign with the plot first. Two ideas: One, the deadline: In this you know how it is going to end from the very beginning, there is a specific point in time the characters are working toward. You don't have to worry so much about the number of individual sessions, but keep the goal tied to a specific point in the future such as: a steam punk race around the world; the bad guys are going to attack in 90 days; the experiment will only work when the planets are aligned; etc Two, episodic to a meta-plot: I have not been to a ton of D&D Encounters at the local gaming store, but the ones I have attended seem to be built in this way. Or you can think of it as a TV show where several episodes lead up to a climax, Agent Carter earlier this year was an example, NCIS does this regularly, and Babalon 5. As the GM it is up to you to keep the plot moving in the background/foreground. The deal with this is you have to have players/characters who are invested in the outcome/plot, so the GM will need to build that motivation into character creation. The characters will still have their agency, including the ability to walk away and do all the crazy things they do, but they also have this other thing they need to do always on their minds. Yes and no. You can plan for what you THINK will be the ending, we all do at least have an idea where we think the game will end up. However, that does not in any way prevent things from going very differently as the game progresses. That's my whole point, not that one shouldn't plan for what they think will happen, only that we can't force that to happen if the game turns in a different direction. Cheers, JiB
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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 Jun 3, 2015 13:23:11 GMT -8
On campaign length: I used to plan epic campaigns, with all sorts of shit for my players to discover. Which of course they never did, the campaign either didn't last long enough, or the players went off it a totally different direction. And then I grew up.
Now, I work in threes. The original Feng Shui (Feng Shui 2 now available at all good on-line PDF stores, folks) taught me "three fights per session". I learned later that came from Aristotle's Poetics (he was a mean HK cinema fan back in Ancient Greece, apparently). So I plan three scenes for a one-shot. And only three sessions for a campaign, third session being an "ending" of sorts, but if things have gone well, there'll be potential for another three sessions, and if I'm planning that, I'm already thinking ahead to the third three.
On Comics: my favourite subject, and the shout out for Joss Whedon's excellent Astonishing X-Men puts me in a Nostalgic Mood, so it's Trade Paperback time. Seek out these Gems
- Cerebus the Aardvark: High Society - The Ballad of Halo Jones - Daredevil: Born Again (Miller at his prime) - Gregory - Maus (obviously) - The Invisibles (seriously, this is powerful chaos magic ritual in comic book form, it changed my life. No shit.) - From Hell - Usagi Yojimbo
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