tag:blogger.com,1999:blog-3137427717203852100.comments2022-11-09T00:48:23.783-08:00Telluric CurrentsKeith Shttp://www.blogger.com/profile/00059044388944936192noreply@blogger.comBlogger114125tag:blogger.com,1999:blog-3137427717203852100.post-21671221935949348252019-05-04T12:43:29.580-07:002019-05-04T12:43:29.580-07:00I was reading some of your content on this website...I was reading some of your content on this website and I conceive this internet site is really informative ! Keep on putting up. <a href="https://www.youtube.com/watch?v=9BSdAcps6Bc" rel="nofollow">tu vung tieng anh moi ngay KISS English</a><br />Saqib Khatrihttps://www.blogger.com/profile/07730556578524554655noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-79542711709119441432014-01-09T02:15:54.044-08:002014-01-09T02:15:54.044-08:00//roll-dice20-sides2//roll-dice20-sides2Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-65383477707277858342013-10-10T21:16:45.778-07:002013-10-10T21:16:45.778-07:00We battled many times in those days in that world!...We battled many times in those days in that world! It was fun! I miss those days! Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-61488717674560788812013-07-22T17:38:01.286-07:002013-07-22T17:38:01.286-07:00So great to see this post with a mention to RingsO...So great to see this post with a mention to RingsOfHonor.org! The Red Dragon Inn and Stars End Bar still exist as well on DragonsMark.com. There are a lot of players who started on AOL still around too.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-10758435028076599212012-05-05T23:07:30.138-07:002012-05-05T23:07:30.138-07:00Great post Keith, and right on the money for allow...Great post Keith, and right on the money for allowing the real story to develop and flow, rather then forcing it into a shape before it ever has a chance to show us something. 'What if the Sword of Omens did break?' is exactly the right question to ask, I think.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-15110901760401242662012-03-13T23:18:50.513-07:002012-03-13T23:18:50.513-07:00Hey all, thanks for commenting!
@Kevin: Good poi...Hey all, thanks for commenting! <br /><br />@Kevin: Good points, and (sadly) I suspect quite true.<br /><br />@Del: Heard a lot of good things about Fiasco. I will have to find time to try it. To your points about D&D, I'm not suggesting complete failure. But what would Beowulf do in the situation you've outlined? Hope he's there with a competent party. Or, he's quick-witted enough to figure out an alternative weapon...<br /><br />@Anna: I guess that's my point. It seems like we don't have enough "non-working" solutions in modern gaming. Just because it's Beowulf and he's swum for 9 days straight, and he has the Sword of Omens, does that mean he hits Grendel every time he swings? And what if the Sword of Omens did break?Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-9950204313649074422012-03-13T12:13:08.903-07:002012-03-13T12:13:08.903-07:00Fiasco is great! The last time I played it, three...Fiasco is great! The last time I played it, three of us died and the fourth person was on meds and institutionalized for the rest of her life. Good Times! :-P<br /><br />I do wonder if the term "failure" is a problem. Failure is a loaded word and, for some, it can become a judgment. I recently changed my tag line to the following quote from Thomas Edison: "I haven't failed. I've identified 10,000 ways this doesn’t work."Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-64167918720920346482012-03-12T20:13:55.823-07:002012-03-12T20:13:55.823-07:00You need to play Fiasco!, post-haste. It's a g...You need to play <b>Fiasco!</b>, post-haste. It's a game of one-shots that unfolds differently every time, and it's effectively Coen Brothers Movie: The Game.<br /><br />I don't know that a character I've played has ever lived or even been happy or successful at the end of a Fiasco! session, and I'm fairly certain that's the point.<br /><br />That said, D&D is the game of Epic Fantasy. Nobody wants Beowoulf to swim for 9 days straight to go fight Grendel, roll a 1 and have the Sword of Omens break on the ground and then he gets eaten.<br /><br />Dying in a game due to your actions is fine; submitting your agency for the 'luck of the die' and randomly going out like a punk isn't fun in collaborative storytelling (tabletop action games like Castle Ravenloft are an entire other story)Anonymoushttps://www.blogger.com/profile/12412531855619474442noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-13795730337550364602012-03-12T13:50:35.795-07:002012-03-12T13:50:35.795-07:00I think this stems from a combination of factors. ...I think this stems from a combination of factors. One factor is the relatively recent societal trend away from penalizing failure. I keep hearing about Little League games where they don't even keep score, and everyone gets a little trophy just for showing up. Kids who grow up surrounded by that mentality may not learn the lesson that you often have to fail a few times before you get it right. As such, they'll have a lower tolerance for failure and may not be willing to invest a lot of time and money in a game that they consider "too hard."<br /><br />The second factor I see is possibly more particular to gamers. For many, gaming has become an escape, a way to transcend the limits of reality. As much as I hate to reinforce stereotypes, there are a lot of socially awkward gamers out there, and I think we've all been through times where our real lives contained more than enough failure...we sit down at the gaming table or fire up Skyrim because we want to forget all that and go be epic for a little while. <br /><br />All in all, I think it's a cycle. As game designers cater to these trends, it further reduces the gaming public's tolerance for failure, which then makes it more profitable to publish games that maximize the possibility of success.Kevinhttps://www.blogger.com/profile/02015853446163533207noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-64918720091421406712012-02-29T08:36:18.855-08:002012-02-29T08:36:18.855-08:00By the way, I'd also like to hear more about s...By the way, I'd also like to hear more about simulationism as that is my interest right now, even above character development. In other words, world creation/development and genre.Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-10319287297820200602012-02-27T13:26:07.810-08:002012-02-27T13:26:07.810-08:00I’m not sure I’m answering your question, but from...I’m not sure I’m answering your question, but from CoC, I think the following skills are most useful for exploring unknown worlds. (You’d need a lot of identification skills as well as the ability to roam through dangerous ground. Of course, Lovecraftian worlds are different than D&D worlds.)<br /><br />Exploration: Biology, Conceal, Dodge, Art, Natural History, Languages, Photography, Track, Anthropology, Astronomy, Chemistry, First Aid, Hide, Locksmith, Mechanical Repair, navigate, Sneak, Physics, Archaeology, Cthulu Mythos, Electrical Repair, Geology, History, Library Use, Occult, Spot Hidden<br /><br />As for Interaction, again, it is in relatively modern times: Fast Talk, Listen, Psychology, Languages, Credit Rating, First Aid, Law, Persuade, Bargain, Psychoanalysis.Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-26758712695343654602012-02-22T08:56:52.513-08:002012-02-22T08:56:52.513-08:00Great analogy, Anna. I absolutely agree. I've ...Great analogy, Anna. I absolutely agree. I've been both the micromanager and the hands-off manager at various times in my GMing career, with the results you describe.Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-2798530284476547022012-02-22T08:56:35.379-08:002012-02-22T08:56:35.379-08:00Great analogy, Anna. I absolutely agree. I've ...Great analogy, Anna. I absolutely agree. I've been both the micromanager and the hands-off manager at various times in my GMing career, with the results you describe.Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-66662111505972141572012-02-20T20:44:40.678-08:002012-02-20T20:44:40.678-08:00I can't speak to the evolution of the DM role ...I can't speak to the evolution of the DM role in D&D, but to me, a DM/GM/ST whatever is, in a way, the equivalent of a project manager or a team leader. You have a group of people who are working together on a project (a game, an audit, a report, whatever). You need a leader, someone to keep things on track and provide a vision. It's just common sense. If you lead a team, it's a balancing act like being a GM. Too much control (i.e. micromanagement) and your team has no initiative, no creativity no feeling of accomplishment and nothing getting done. Too little control and you have chaos, frustration, and an unsuccessful project with everyone complaining and nothing getting done. Sounds like 4e was set up to lean towards the latter. But you have to have a leader in any group endeavor. Of course, the best leaders are the ones that don't need to emphasize they are the leader.Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-33128381601542899892012-02-20T20:34:35.118-08:002012-02-20T20:34:35.118-08:00@Keith. Tough question. Short answer "yes.&...@Keith. Tough question. Short answer "yes." I think that it depends on the player's approach to the game and what they want out of it. If they just want to release some stress and aggression and smash things, they don't want hindrances or vices or other challenges. They want to smash things. That's probably the CRPG mentality. Another group is the one that compensates for their own lives or frustrations by being someone they are not. They are using the RPG to truly escape from something...and it's hard to blame them. RPGs are escapism. But I think that may be a reason they balk because they may not want the reality they are trying to escape to enter the game. But I think that as long as the player doesn't bring his negative issues into the game, then there's a way to get around that through GM salesmanship and emotional intelligence. If you know your players, you can address their concerns. I firmly believe that communication is key. But again, this is assuming that you actually know your players well....it's hard if you're playing a cold game with strangers you don't know.Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-84305065501093810232012-02-17T11:06:07.215-08:002012-02-17T11:06:07.215-08:00@Mike: I tend to agree with you that game mechanic...@Mike: I tend to agree with you that game mechanics designed to aid spotlighting are probably overkill. Creating a playstyle that encourages player involvement is part of game mechanics though. Different systems do this in different ways. Points that allow a player to boost a character's chance of success at an attempted action are an example of that. So are character flaws or hindrances.<br /><br />@Anna: Do you think it takes a certain player maturity or mentality to adopt a character flaw or hindrance? Whenever I've played a system with hindrance mechanics, I've enjoyed it. But I have played with players who clearly wish that their characters could succeed at everything they attempt, and they chafe and backpedal when confronted by the possibility of failure in-game.<br /><br />@Patrick: It sounds like your GM has made a real effort to connect the campaign with your characters. I think that kind of involvement is a win for both players and GM. It's easier for the GM to create adventure content (as some of it is provided by the players) and it's more rewarding for the players because they feel more immersed.Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-50442004258690536672012-02-16T08:43:57.825-08:002012-02-16T08:43:57.825-08:00I know some people like ultra crunchy systems like...I know some people like ultra crunchy systems like Hero, but personally, I find it way too complicated. I would highly recommend rolz.org if you play with an internet connection. If you specify, say 5b6 (instead of 5d6) on a damage roll, it will automatically calculate body damage.<br /><br />We use 5th edition in our weekly game (don't know how that differs from 6th). Our GM basically approves everything. Considering how overpowered/freeform the character building is, it doesn't feel too constricting. We're all mutants in a post-apocalyptic Seattle (think Robocop with areas of wildlands with people standing around burning 55 gallon drums to keep warm).<br /><br />On your specific question about involving players, our GM really makes an effort to build story around the characters. One character's sister was kidnapped so we were trying to find her, but unfortunately, the player just had to move to North Dakota. <br /><br />Now that he's gone, my character was taken by aliens in the last game and exposed to some as of yet unknown power. It will be an opportunity to introduce some weird alien presence into the game (I'm fine role playing any sort of negative effects of alien control if that's where the GM takes it). Paranoia is a big component of our game (nobody likes or trusts mutants).<br /><br />I think for a generalized rule set, I've been really impressed with Savage Worlds. It's way less complicated, but also has a generalized system of spells (spells/powers are a particular effect like ranged damage, armor, flying instead of having 10 different fancy names for a ranged damage spell). Your skill is the dice you use, and you need a 4 or above. So, skills are d4, d6, d8, d10, or d12. If your skill is 10, you roll a d10 and try to get 4 or better. <br /><br />Patrickmrbarkyhttps://www.blogger.com/profile/11790509969524237811noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-11495390307447057002012-02-16T08:18:56.520-08:002012-02-16T08:18:56.520-08:00I haven't played the Heroes system because a) ...I haven't played the Heroes system because a) creating a character was so complicated that someone else had to do it for me and I felt no emotional investment; b) I don't care much for the comic book world; and c) the rules are just too, too complicated for my poor brain. But I hear enough about it from Patrick who doesn't care for it either.<br /><br />I do want to say though that I still prefer points-based systems. I have no problem buying "hindrances" or using negative traits to boost positive traits (regarding creating personality complications). In NWoD, we can utilize virtues and vices of our own selection (no purchase necessary). You can still play your character as you will, but those features are useful to help craft a character. Many people like to think of their "great" qualities only instead of what might make them interesting, which is their weaknesses.Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-84885472508420577752012-02-16T07:11:59.161-08:002012-02-16T07:11:59.161-08:00Never tried the hero system. At this point I don&...Never tried the hero system. At this point I don't think I have time to try it either... Oh well..<br /><br />I think everyone should have time in the spotlight, but I'm not sure that is something that should be built into the mechanics so much as suggestions in the DMG on how to give each player spotlight time and ways to encourage players to move from a more reactive to proactive style of play. <br /><br />That's not to say that there can't be a mechanical benefit to it, say like Aspects in the FATE system. That is a way for players to say, "Hey I want something interesting to happen to me at this moment." That could work.wrathofzombiehttps://www.blogger.com/profile/04882740795203687573noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-44539631871584761952012-02-06T14:20:26.737-08:002012-02-06T14:20:26.737-08:00@Kevin: Thanks for commenting, and I agree with yo...@Kevin: Thanks for commenting, and I agree with you. I'm planning on adopting something like this for my home game with the caveat that I'll spell out the risk idea for my players when they're required to roll. In my mind a roll should be made when there is something at risk. Whether it's a situation (e.g., the check is being made in combat), or there are some other factors at work (probably that the PCs are unaware of, so the players will be getting a little hint that all may not be as it seems.)<br /><br />This means I might have them roll sometimes even though the DC says it should be automatic, but I'm really checking to see if they're affected by the consequences rather than actual failure.Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-56739383133894801732012-02-05T08:49:41.411-08:002012-02-05T08:49:41.411-08:00I think Monte and his team are really on to someth...I think Monte and his team are really on to something here. To me, the essence of being skilled at something, whether in real life or at the gaming table, is the classic quip "luck's got nothing to do with it." The more skilled you are, the less influence random chance should have in the outcome. Sure, there is always a chance that even the most skilled hero could fail due to circumstances beyond his control, but it just doesn't feel very epic when you consistently fail at mundane tasks because you can't roll higher than 5 that day.Kevinhttps://www.blogger.com/profile/02015853446163533207noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-21181651791802923302012-02-03T11:43:14.917-08:002012-02-03T11:43:14.917-08:00I'll be curious to hear about your Heroes expe...I'll be curious to hear about your Heroes experience if you don't mind. I haven't heard a single good thing about the system so far, even from people whom I thought were experts on it. I tried to create a character to join Patrick's game, but realized that a) I'm not into superheroes and b) the system was not worth the effort considering I'm still learning rules for about 6 to 8 different games. In other words, it didn't click. It's unfortunate because it's the only close tabletop opportunity I've had for a while, but I'd be interested in hearing if your GM can work with it successfully. It would be nice to hear a success story about Heroes and how he managed it!<br /><br />(This is what happens when comments now come straight to my email! :o)Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-8052740346932465472012-02-03T11:05:49.378-08:002012-02-03T11:05:49.378-08:00@ana: I think most all systems are open to abuse. ...@ana: I think most all systems are open to abuse. The more elaborate the system (e.g., Savage Worlds = avg, 4e D&D = elaborate, HERO = ridiculously elaborate), the more likely it seems that abuse will occur. In general, I think the types of gamers that are drawn to elaborate systems are more interested in playing the system than in playing the game, if that makes sense. Different strokes for different folks.<br /><br />I'm trying to develop a rather simple system that includes a mechanic to deter over-optimization. That is, if you over-emphasize one aspect of your offensive capabilities, your off-focus defensive capabilities will leave you vulnerable. I don't want to punish players for making focused characters, just curb abuse.<br /><br />@Patrick: I'm just getting started in a HERO game. I learned enough to create a character outline and then handed it over to the GM to finish. The system isn't my cup of tea but I like Dave's campaigns, so I'll play along as best I can.Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-20625916302165372872012-02-02T17:02:29.615-08:002012-02-02T17:02:29.615-08:00I think a lot of it comes down to preference. D&a...I think a lot of it comes down to preference. D&D has classes. If it didn't, it wouldn't be D&D. People that don't like classes but still like fantasy can always play Gurps or Savage Worlds or a host of other systems out there. <br /><br />My Hero game has a bit of a min/maxer, but he's a nice guy. His character can: fly, read minds, telekinetic-ally pick up things and throw up a force field. Our GM nerfs him by having his stamina drain when he uses his powers. If he uses them to much, he's out of luck doing much of anything for a round or 3.<br /><br />The key in our Hero group is that our GM approves everything (because there is little you CAN'T do with Hero if you have the points). And I will add that Hero is the WORST and most complicated gaming system in the world. It is a train wreck of complications. I have fun. But I don't pretend to understand much of it...<br /><br />Patrickmrbarkyhttps://www.blogger.com/profile/11790509969524237811noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-90668527024792152632012-02-02T16:23:48.341-08:002012-02-02T16:23:48.341-08:00Correction....I should say Camarilla Club members ...Correction....I should say Camarilla Club members rather than WoD members. My mistake!Anahttps://www.blogger.com/profile/05663742011389487114noreply@blogger.com