Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
Does anyone have any really good Mage: The Awakening stories? I'd love to read a campaign log if you know of a good one.

Adbot
ADBOT LOVES YOU

Androc
Dec 26, 2008

VanSandman posted:

Does anyone have any really good Mage: The Awakening stories? I'd love to read a campaign log if you know of a good one.

It's not quite a campaign log, but I had an early description of a campaign in this thread that was basically Mage.txt, give me a sec...

e:

quote:

I have a similar story, though it was more about a pre-planned ending changing than about not knowing what the ending was at all. But anyway, I should probably mention the time my players accidentally created God.

Naturally, this was Mage.

While on the trail of an unrelated investigation, my players unwittingly took part in a ritual that transported them to a near-abyssal realm. The body of the sacrifice who died to complete the ritual (a mastigos) was transmuted into a twisted mockery of the watchtower of the Iron Gauntlet (which governs mind and space. This is gonna be important in a second). My memory is a bit fuzzy, but I know that there was a similar reflection of the watchtower of the golden key, along with a central black tower place in a way that suggested that the five towers were meant to ring it. While the tops of the watchtowers could be seen, the black tower just extended upward into the black, stormy ocean that comprised the sky- the abyss.

Now, here was my plan before the players did what they were about to do: their central antagonist was The Dragon, an enormously powerful abyssal entity who could act only through granting the wishes of others. The watchtowers were part of a ritual to fulfill a wish by The Gate, who had grown weary of holding back the abyss for so many eons and wished only for an end. That black tower was essentially The Gate personified. The Gate's suicide would essentially allow an abyssal incursion on a scale never before seen, so obviously the central thrust of the remaining story would be the players stopping the ritual.

All that was supposed to happen at this point would be that the players wander about for a bit and get to have a chat with The Dragon, without necessarily divining his true nature or intentions, before being returned home.

Then it got complicated.

Out of curiosity, one of my players climbed the force/prime tower and cast a simple light spell. I didn't have anything specifically planned, so basically just for the hell of it I said something like "okay, it works, but the light is so bright you can see the outline of your finger bones through closed eyelids when you raise it to shield your face. So, of course, one of my players with a penchant for throwing a monkey wrench into things announces that he's going to climb the mind-affiliated tower and cast create consciousness.

At this point I pretty much had to call for a break in the session just so I could figure out what the gently caress they just did. Finally, I decide that they ended up creating a self-contained consciousness of indefinite duration that was immeasurably smarter than all of them. Then, they used the prime tower to give it an indefinite-duration phantasm for a body.

Then they had it sign its name to the watchtowers.

So, fast forward, the players are back in the real world along with the newly-named Adam, who has busily read several libraries and also the internet. Though he has no actual capacity for magic, he has developed a way to mathematically model it and can comprehend and analyze things like complex rituals and Atlantean (which probably doesn't TECHNICALLY work, but who cares). Eventually, the players discover that the rest of the towers are going up very soon, so soon that they'll need to split up to stop them all. Adam is troubled by the runes recovered from the previous tower rituals that he's analyzed and asks to go along with one of the teams: though he's figured out some basics of the overall ritual, a significant portion of the runes appear to be 'junk data' whose purpose he can't figure out without access to another set.

It's important to note, incidentally, that Adam is essentially benevolent. He views the characters and humanity as a whole as his parents, and helps them out freely.

This is starting to drag a bit, so to make a long story short(ish): they stop the rituals, but discover a sort of failsafe that would allow the overall ritual to continue without those individual sites, so long as the caster is able to substitute a release of energy about on par with a hydrogen bomb. Adam takes out some chalk and begins frantically scribbling on the last ritual circle, and then the world stops.

The bomb has gone off, or rather, is going off. The players have been piggy-backed onto the ritual, essentially, and they look on the skyline of their city midway through a nuclear detonation. Feeling a rather obvious spike in power on their unseen senses, they walk into the blast, passing through the initial pressure wave where there are gaps immediately after building's silhouettes. Then I handed them Adam's character sheet which basically consisted of filling in every dot (plus a powers/gnosis section) and told them that, as a member of the group, his actions would be decided by group consensus in the coming fight.

Obviously, this has already strayed a lot from the initial plan I had of stopping the ritual, but the real change comes when they come face-to-face with the Dragon again. He reveals that he is serving the wish of many for power, by constructing the ritual in order to send himself back in time to lead humans to Atlantis and ensure their fall. The players decide that they want to try to change the past, and they throw down with the Dragon.

On a side note, the fight was explicitly designed so that the players wouldn't feel excessively overshadowed by Adam, even if they were controlling him. The false reflections re-emerged and could be used as they were previously, though in the second half of the fight they had to be destroyed to put actually make the Dragon stay dead.

So, they've killed the Dragon, history is going to change. But the portal the ritual created is still open, and will still take exactly one person back to the time before Atlantis. They choose to send Adam, believing that he can guide humanity on a better path. Then, they basically sit down and wait for themselves to have never existed.

Nothing changes.

Another portal opens, and they follow it to the near-abyssal realm in which they created Adam. The reflected watchtowers are smashed, but the central watchtower remains. In fact, stairs began to emerge spiraling up around its outside, and the abyss seems to part around it, making way. The characters ascend.

Halfway between the material world and the supernal realms, surrounded by darkness, the tower opens up into a dais containing several pillars that hold up the remainder of the tower. Most are simple, uniform pillars, but at the center is one that more resembles a throne. Seated in it- in point of fact, merged with it for uncountable aeons, having made its body a seal on the abyss when it failed to stop its creation, is their good friend Adam.

And that's how my players created The Gate.

e: also, it bears mentioning that the throne aspect was somewhat borrowed. I apologize for nothing.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

VanSandman posted:

Does anyone have any really good Mage: The Awakening stories? I'd love to read a campaign log if you know of a good one.

Go to RPG.net, search for Broken Diamond, Soul Cage, and The Man Comes Around, in that order.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Everything Counts posted:

The other guy plays women maybe half of the time. His women are either sorority airheads (and like the other guy, they're beautiful singer/dancer healers) or they're coldly rational scientists. His men are all lone wolf ninja gunman assassin demolition experts.
Admittedly, when it comes down to it, the characters I've played over the years have almost always been basically what I found cool at the time.

In the beginning, it was just a generic supremely-powerful (third level) Wizard, and that was cool until I read the class description of the Sorcerer that said something about them being distantly related to dragons (we didn't have the 3e book with the Dragon Disciple in it, so I had to settle for that). I would later try simulating The Dragon with a Lizardfolk Druid, which y'know it wasn't bad but I'd just played Suikoden and I was really into the Badass With A Quarterstaff deal. Later on I went through a SAMURAI phase and I made a surly no-magic no-bullshit Ronin (while not exciting or shameful or anything, I mean, his backstory was so dumb and boring that I look back on it now and I'm like, "what the gently caress was I even thinking?"), and then I finished off that part of book-and-dice in my life with a Psion because psychic powers. There was also a really horny male bard with long pink hair in there somewhere.

My characters lately have been on a real stoner slacker con artist savant wizard kick, so, if nothing else, y'know, at least I'm honest about what I idealize.

The best character I ever partied with (I of course use the term "best" in the context of this thread) was this guy who made a half-Celestial Paladin whose backstory was basically Squall Leonheart Came From Heaven. His whole thing was about how his lover was killed and he fell from grace, changing from a Celestial to a not-quite-a-Celestial-anymore was on this glorious first-level quest to bring her back from the dead and ascend back to heaven. Said character also masturbated whenever he used Lay On Hands on himself. This character later went on to die and, being partially planar, was destroyed forever, failing his quest. His next character was his dead Paladin's lover who was back from the dead trying to bring him back.

We later found out this was some kind of metaphorical personal RP thing in regards to his ex.

theroachman posted:

I'll cut off the dialogue because I'm tired of it and I ran out of smilies, but for those who didn't catch it yet: I honestly always thought roleplaying was just a matter of describing your actions, paraphrasing the things you say, which skills you want to use, etc. I never actually realised I was expected to PLAY a ROLE, as in "act it out" vocally. The moment I realised what I was expected to do...what these people were expecting me to do...I just froze. I wasn't ready. I couldn't do it. I felt so incredibly self-conscious, and it got worse by the minute.
Yeah, it was kinda shady to hook you on it. And honestly, that's totally not how RP goes. At least, with us. We're generally "You are your character's voice and personality, even if that happens to be overwhelmingly like your own," with some polite GM reminders of "Hey dude you're Lawful Good, are you really gonna stab this sleeping guard in the neck? I mean he's just an employee, he's not really associated with these people."

In my experience, the most "in-character" we get is when we're being jokey and mildly sarcastic. One of my buddies made a character based off of this insane, evil, kiddy-diddilng chaplain we had in boarding school, and the best RP ever was just a simple out-of-left field when the PCs were interrogating a captive, full-on racks and vises and Blood To Acid, when I asked, "Okay, is that everything you wanna ask this guy?"

He replied with, "Wait, no no no. I ask him if he's accepted Satan as his lord and savior" and we all just busted out laughing. RP is basically improv humor and it's all about playing a game like, well, like you're playing a goddamn game until just precisely that right moment to top everything off. I'm honest-to-goodness no-sarcasm sorry you got a group that interprets RP as LARPing.

Fur20 fucked around with this message at 07:25 on Dec 4, 2012

theroachman
Sep 1, 2006

You're never fully dressed without a smile...

Der Metzgermeister posted:

Yeah, my group generally waffles between acting out our conversations and just describing them, based on our mood. It helps that all of us have a background in acting, though.

Judging from the responses, it sounds like I just had bad luck then. It was probably a combination of some lack of judgment from myself and the GM, and the fact that they just cranked the over-the-top roleplaying up to eleven from the very start. I'm positive that if we had just started out with the basics, describing conversations in our own voice instead of acting them out, I could have eased into it slow enough to gain some confidence, perhaps even enough to do some actual acting after a couple of sessions. This was just way too far outside my comfort zone.

A thing that hasn't been addressed yet is the fact that they switched from Dutch to English when they went in character. I understand why they do it: it helps them disconnect, make the click so to speak. But for me it made everything much worse. It caught me off guard, it made it even harder for me to do it. I speak English well enough, it's just that, because I was panicking, I could hardly formulate a useful sentence in my own language, let alone in English.

I keep replaying that moment in my head. The split second I went from "haha guys, this is so silly" to "oh god they're being serious", easily one of the worst feelings I've had in recent years.

I'm still uncertain how I should move forward. The next session is in two weeks. There are a couple of options. I'm willing to give this another chance, but it would require the other players to ignore the fact that I'm not playing how they play (the fact that I picked up on their impatience during that session was one of the factors amplifying my horror). I could try to explain to Eddy how I feel about this, ask him to prep the other players, tell them to lay off the sighs and eye-rolls, so I can ease myself into it. But I'm afraid he won't be able to grasp how bad this was for me, none of them will.

The other option is to tell Eddy that this isn't exactly my cup of tea, so to speak, and bow out. Their group can continue, it's not as if I made much of a difference anyway.

Another option is to not do anything now, but right before we start the next session, I will tell them myself. Maybe they will appreciate the assertiveness.

DarkHorse
Dec 13, 2006

Nap Ghost
Communication can never hurt, as long as people are open and honest. I may be entirely wrong, but it seems like they were trying really, really hard to bring you into the game (by doing the exact thing that was kicking you out of it). Maybe they were being more antagonistic than came through your description, what with the sighs and eye-rolling and all, but they were giving you the spotlight and focus of the session, which for them is reward and encouragement. The further you shrunk back from the attention, the harder they tried to drag you into it.

I imagine if you can all get together and explain yourselves you can work out an amicable solution, but you will have to decide what degree of hamming it up you're comfortable with and they will have to decide if they're willing to play to that level. If you can talk with everyone there, and preferably well before the next session, I think you'll get it worked out.

And remember, no gaming is better than bad gaming.

theroachman
Sep 1, 2006

You're never fully dressed without a smile...
That first paragraph is spot on. I am certain Eddy was intending it as a favor, hooking the story on me and giving me a lot of action, even though it did end up working out badly. Eddy and Lisa became openly antagonistic, but I'm sure they did it with the best of intentions. Heads were shaken, eyes were rolled, but they don't know how sensitive I am to such things.

I'll talk to Eddy when I see him this week, and try to explain the whole situation. The way I see it, it's quite simple: either they give me a chance and put up with my shoddiness for as long as is needed, or they don't and I'm out. They're all nice enough people, so it should work out in the end.

Yawgmoth
Sep 10, 2003

This post is cursed!
Shaking your head and rolling your eyes at a new player for being new is the biggest shitlord thing I can think to do to someone and if someone had done that to me in my first foray into the hobby I likely would not be posting in this forum today. That's not really a thing you can hand-wave off as "they don't know I'm sensitive to that" because everyone is sensitive to being attacked. It's a douchebag thing to do and you're a bigger man than I am for even giving hem a second chance on this.

I would advise going for the "explain to Eddy how I feel about this, ask him to prep the other players, tell them to lay off the sighs and eye-rolls, so I can ease myself into it." option, with heavy emphasis on how inappropriately they acted. That kind of crap is not how mature adults act.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

theroachman posted:

A thing that hasn't been addressed yet is the fact that they switched from Dutch to English when they went in character. I understand why they do it: it helps them disconnect, make the click so to speak. But for me it made everything much worse. It caught me off guard, it made it even harder for me to do it. I speak English well enough, it's just that, because I was panicking, I could hardly formulate a useful sentence in my own language, let alone in English.

This bit is what makes it really, completely insane to me :psyduck: I can't imagine doing this beyond, like, one sentence to remind of the setting or something, and I'm a loving English teacher with a group of bilingual people. Sure, we read rules excerpts in the original, a written note could be fun, but how loving awkward would it be to have full conversations in English with nothing but Polacks in the room? If I ran games in English, I might use accents, but I have training in phonetics and it would probably still have to be a comedy thing because shifting accents is just naturally funny.

Seriously, I've never heard of anyone, anywhere in Europe, doing what you describe. It's the group that's weird, not you. Have a chat with them, but the whole theatrical verisimilitude approach suggests they might not be offer you too many good times annyway.

Elector_Nerdlingen
Sep 27, 2004



The group seems weird with the "game is set in another country, guess we'll speak that language" thing, and a bit hostile with their body language.

That said, giving the new guy the spotlight in his first game is usually a good idea. But you need a way to roll back on the involvement if the new player doesn't want that level of engagement.

What I mean by that is that some people engage to different levels with different aspects of the game and that should be seen as normal. Hell, some people like to show up more to socialise than to game, and that's completely cool as long as they aren't actively disrupting the game (and take a moderate interest in actually playing).

None of this is stuff that can't be resolved by talking about it before or after the game. If it's a really RP-heavy game and you're not a fan of that, perhaps a different game could be run. My group usually has a D&D game about killing bad guys and another game that's more RP-heavy going on at the same time - we play each one on alternate weeks, with a different set of players for each.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Most importantly if your player is having trouble help them out. In my first roleplaying game I had two GMs who pointed things out to me and suggested what I could do instead, it was very helpful and the fact it was a freeform game meant I could focus on learning to roleplay itself. The next game I played, a DnD with a GM who was unintentionally adversarial due to the game being gothic horror, was not forgiving and would use passive aggressive consequences in game to punish characters who irritated him.

Basically like most others I'd just talk with the others about it. A lot about roleplaying is who you do it with and how you mesh together! And more than anything as people have said, different people roleplay differently so you should shop around if this doesn't work out for you.

Lunatic Pathos
May 16, 2004

I shouldn't tell you this but you're the only one I can trust...
I think there's definitely nothing wrong with their style of play if that's what they enjoy. However, its certainly not the only style of play. Also, I don't see a real problem with each player acting according to his/her own comfort level.

For instance, whether GMing or playing in a game, I'm much more likely to paraphrase dialogue, and my brother is much more likely to speak in character. He's much better at it than I am. There are scenes where I'll jump into character though, or if I'm running an NPC I'm more comfortable with. In any case, the game flows smoothly and is fun even if each side of the conversation is using different methods.

Imagination can fairly easily mesh it all back together, methinks.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
My group has always taken a Rule of Cool approach to 'in-character dialogue,' namely "will saying this in character be interesting? Will it illuminate aspects of my character or provide a chance to make a funny joke or otherwise be more than just a text dump? If so, do it. If not, just paraphrase."

If you're trying to hail a cab so you can get to The Place Where The Adventure Is, and the cab is just there to be Adventure Transport, why spend time on it? Skip past it so we can get back to the awesome poo poo we came here for.

Now, that last bit is key - what we came here for. Some groups prefer a more detailed game, where everything should be in-character because every sentence gets you that much more snugly into your character's mindset and even mundane notions like 'which word to use' can be laden with meaning... but that's not every group.

theroachman
Sep 1, 2006

You're never fully dressed without a smile...

HiKaizer posted:

Most importantly if your player is having trouble help them out. In my first roleplaying game I had two GMs who pointed things out to me and suggested what I could do instead, it was very helpful and the fact it was a freeform game meant I could focus on learning to roleplay itself.

To be fair, he did help me out with regards to actual gameplay, albeit a bit reluctantly at times.

AlphaDog posted:

The group seems weird with the "game is set in another country, guess we'll speak that language"

I don't think it has a lot to do with the country in general, but the link between London in the 1890's and the personal preference of the players and the GM. They absolutely love the flavor of the Victorian period and the location, so they really enjoy playing it in that style. Except from where I was sitting, it was closer to a caricature than true to reality.

That said, I bet if the game would have been set in Berlin for instance, they would have been RP'ing in English anyway. I guess for them it adds some sort of "validity", like they're watching a television series or something. I think people whose native language is not English can concur with the following: when you hear a love song in your native language, it always sounds much much more cheesy than a love song in English. That's just some weird effect that I have noticed a long time ago, and I think the same effect is at work for them here.

Guildencrantz posted:

This bit is what makes it really, completely insane to me :psyduck: I can't imagine doing this beyond, like, one sentence to remind of the setting or something, and I'm a loving English teacher with a group of bilingual people. Sure, we read rules excerpts in the original, a written note could be fun, but how loving awkward would it be to have full conversations in English with nothing but Polacks in the room?

Replace Polacks with Belgians, and I can tell you from first hand experience that it is extremely. loving. awkward.

Winter Stormer
Oct 17, 2012

theroachman posted:

I think people whose native language is not English can concur with the following: when you hear a love song in your native language, it always sounds much much more cheesy than a love song in English. That's just some weird effect that I have noticed a long time ago, and I think the same effect is at work for them here.
As an English monoglot, I've noticed something similar working the other way: when I hear a love song in English it always sounds much, much cheesier than love songs in French, Arabic, or, in fact, any other language at all.

Presumably this is because not being able to understand the lyrics offsets love songs' inherent cheesiness :v:

LordZoric
Aug 30, 2012

Let's wish for a space whale!
--

LordZoric fucked around with this message at 23:57 on Mar 17, 2021

Dr_Gee
Apr 26, 2008

DivineCoffeeBinge posted:

Operation Eight: Seeing the Unseen...

Take a Concussion Missile and replace its warhead with tightly-packed granules of material...

Sorry for necro-quoting, but I laughed really goddamn hard at the sci-fi translation of, "I throw a bag of flour into the square!"

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

theroachman posted:

To be fair, he did help me out with regards to actual gameplay, albeit a bit reluctantly at times.

My first GM was more suggesting things like "would you know that in character?" or "do you think that's how your character would react?" I wasn't there so I can't really comment or judge, but a good GM helps people beyond just mechanical aspects is what I'm trying to say. So if he did help you with the roleplaying and character immersion stuff that's good, if not he could have done better. That said, after my first two intro sessions into L5R, I've been told by my GM if I make actions that lose Honour I get to suck it up like everyone else as I should know the basics now; so the amount of help may vary depending on GM and system.

HiKaizer fucked around with this message at 00:08 on Dec 6, 2012

Olanphonia
Jul 27, 2006

I'm open to suggestions~
I remember a while back that some goons did a PbP of F.A.T.A.L, does anyone have a link to it? I remember it being so funny I nearly pissed myself and my fiance is really interested in reading it now.

Locomotive breath
Feb 1, 2010

Olanphonia posted:

I remember a while back that some goons did a PbP of F.A.T.A.L, does anyone have a link to it? I remember it being so funny I nearly pissed myself and my fiance is really interested in reading it now.

I do in fact have a link to it! Now, you'll need archives for it as you might imagine, but if you do have them it is well worth a read. It's certainly something, to put it one way.

theroachman
Sep 1, 2006

You're never fully dressed without a smile...

HiKaizer posted:

That said, after my first two intro sessions into L5R, I've been told by my GM if I make actions that lose Honour I get to suck it up like everyone else as I should know the basics now; so the amount of help may vary depending on GM and system.

I lost 1d4 of my Standing stat (or whatever it's called) because I asked the sister of a recently murdered man if she could tell me more about the circumstances of his death. I should have known that I could go to the local newspaper headquarters and look it up in their archives. Naturally.

Elector_Nerdlingen
Sep 27, 2004



theroachman posted:

I lost 1d4 of my Standing stat (or whatever it's called) because I asked the sister of a recently murdered man if she could tell me more about the circumstances of his death. I should have known that I could go to the local newspaper headquarters and look it up in their archives. Naturally.

Is this a stat that's supposed to fluctuate wildly, like honor in Hackmaster?

Because if not, then that's really lovely.

Ichabod Sexbeast
Dec 5, 2011

Giving 'em the old razzle-dazzle

Psalmanazar posted:

Elves have a french accent, it's the law.

A bit late, but I always pictured them as welsh.

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever

Ichabod Sexbeast posted:

A bit late, but I always pictured them as welsh.

I always pictured Elves as French, Dwarves as Scottish (naturally), and Gnomes as Welsh.

Wahad
May 19, 2011

There is no escape.
Does that make Halflings Irish?

Error 404
Jul 17, 2009


MAGE CURES PLOT

Wahad posted:

Does that make Halflings Irish?

Y'know, if you avoided toorah loorah loldrunk irish crap, I could see that being pretty cool. charismatic warriors with a tendency to go berzerk, witty silvertongued rogues who (literally) charm your pants off. and they just happen to be 3ft tall. interesting ie-ins to fair folk (who may or may not be elves)

Der Metzgermeister
Nov 27, 2005

Denn du bist was du isst, und ihr wisst was es ist.
I like to give snotty RP accents to elves. Especially eladrin.

:ninja:: That's received pronunciation, not roleplaying.

Tardcore
Jan 24, 2011

Not cool enough for the Spider-man club.
All my elves talk like Mitt Romney.

Everything Counts
Oct 10, 2012

Don't "shhh!" me, you rich bastard!
So over in the obscure & mockable RPG thread, dwarf74 has been talking about Earthdawn. I've offered to run a PBP of it, and in prepping for that I've begun to remember some of my other experiences with this game--which includes probably one of the least fun times I've ever had at a gaming table.

The Follies Of Youth, or: Why Are We Here, Again?

My gaming group in high school was large and ever-shifting; our main GM ran games for his friends who were seniors and juniors, and then other games for his younger brother's gaggle of sophomore friends. The "teams" were fluid and we often had some of the younger guys in our games, and sometimes we'd dip in to the sophomore's games if they needed an extra hand or someone more experienced to guide them. There were about twelve of us, and there was almost always someone from the group hanging out at the house. During summers there would be a game literally every day for two or three weeks at a time, since none of us had responsibilities yet.

So that our main GM wasn't overworked, there were a handful of us who ran other campaigns, and we were always open to letting someone try out their ideas as GM. We flitted in and out of campaigns and settings as the whim hit us. Shadowrun, Earthdawn, WEG Star Wars, and oWoD were basically all we thought or talked about (unless we were crowded around the SNES).

When one day one of the sophomores told us he wanted to run an Earthdawn game, we were happy to roll up characters. At game time we sat down to let our newest GM start his story. And at the first sentence, some of us started to realize we might be in trouble.

"You guys all start out in a giant cave, lined up in front of all the Great Dragons of Barsaive..."

Within five minutes we were out of the cave and in town, having just been rushed through what was basically an NES-era intro cutscene: in which it was revealed that all of our characters were the children of dragons, and had amazing abilities beyond that of normal humans, and we were destined to destroy the Horrors (this setting's Big Bad, astral creatures who created a magical holocaust and in some cases could go toe-to-toe to dragons and win). Our parents handed us enough loot to buy any supplies we would need and sent us off with the Mary Sue-iest of DMPCs, a ninja named Ryu. (Ninjas don't really exist in this setting; at this point I was already kinda wishing I could just get up and go home.)

Ryu tried to be the Enigmatic Mentor type, but it was hard to create that illusion when he just wouldn't shut up ICly--about how skilled he was, about how strong we were, about how we were gonna go defeat the Horrors... He takes us to Town--I don't think the city was ever even named, or even what general part of the setting's geography we were in--and takes us to a store that apparently stocks everything. Ever. Including magical items (which act differently in Earthdawn, you have to power them with magic which A) costs experience we had yet to gain and B) isn't available to most classes until the fourth level); these items were 'activated' for us by Ryu so our brand-new characters could use them without all those pesky rules getting in the way. This store was so well-stocked, the guy even had Bags of Holding he sold to each of us--just had them hangin' out on the shelf with the rest of the inventory, apparently.

So then we left Town, and headed for The Cave--which is where Ryu assured us we would meet our Destiny by destroying the Horrors. According to him, every Horror on Earth was hiding in this cave--I'm not sure why, maybe there was a bachelor party and they were all invited? Ryu led us in...

Well, I can probably stop there. You know how the story goes even without hearing it: we tear through the setting's major monsters, dealing massive damage and receiving nary a scratch; phrases like "Roll damage. Okay, that's how many monsters you kill in one blow" are said; characters are leveling up multiple times in one battle and immediately seeing the benefits, like this was Final Fantasy; and of course, as awesome as we are, the DMPC is just schooling all of us, tearing things in twain with his katana its always a loving katana even as our magical-but-not-as-magical-as-him weapons bounce off.

At the end of the session, at least one of us had achieved the max level for his class. I hadn't, but only because I had multiclassed halfway through, although now I can't remember why I had bothered--it's not like these things were even being taken into consideration. And the worst thing is, I went back for the second session. In which we ended up clearing out the cave, killing all of the Horrors for ever and ever.

There was a third session. I didn't go to that one. I'm told that the guys who were there ended up killing our Dragon parents, and then went out and fought the Gods, and destroyed them so now they were the new gods, and then they all looked at each other and wondered what to do next. There was no fourth session. Why would there be?

I don't mind run-and-gun campaigns, or mindless characters who only exist to kill (well, I mind them a little). Hell, I ran a few sessions of Freak Legions one time--I'm okay with stupid senseless violence with no point or redeeming qualities. But I can think of few things more pointless and time-wasting than sitting down for what should be a "role playing" game, and finding out that no, we're playing Contra With Dice instead.

theroachman
Sep 1, 2006

You're never fully dressed without a smile...

AlphaDog posted:

Is this a stat that's supposed to fluctuate wildly, like honor in Hackmaster?

Because if not, then that's really lovely.

Some CoC rulebook I found through googling posted:

Credit Rating: Narrowly, how prosperous and confident the investigator seems to be. This is the investigator’s chance to panhandle or get a loan from a bank or business, and it is also the chance for the investigator to pass a bad check or to bluff past a demand for credentials.

In small towns, or in narrow societies such as Edwardian England, everyone knows everyone, and Credit Rating amounts to an index of personal reputation as well as monetary worth. Thus, Credit Rating might ebb and flow because of scandal or personal behavior, while the loss of accumulation of money effected minor change or no change. As appropriate, the keeper may cause a character to make clear such distinctions.


I don't think it's meant to fluctuate a lot, though you can increase it (after each session, I think?) if you've used the skill successfully.

e: It says that it can ebb and flow, but I hardly think that means the 'keeper' should use this stat to punish a new player for a combination of bad roleplaying and ignorance

theroachman fucked around with this message at 13:00 on Dec 7, 2012

Elector_Nerdlingen
Sep 27, 2004



theroachman posted:

...I hardly think that means the 'keeper' should use this stat to punish a new player for a combination of bad roleplaying and ignorance

No, no it doesn't. Sounds like the guy was being a dick.

tom bob-ombadil
Jan 1, 2012

theroachman posted:

I lost 1d4 of my Standing stat (or whatever it's called) because I asked the sister of a recently murdered man if she could tell me more about the circumstances of his death.
As a mystery/crime drama fan, I can easily come up with a dozen reasons why you should ask her AS WELL AS using the newspaper archive.

Here's a few:
1. The newspaper left out a key detail of the crime scene/autopsy
2. She noticed something unusual, but didn't realize it until after the article was published
3. She's hiding something and there's a disparity between her testimony and the official report.


All three of these are plausible situations. Your GM's a jerk to put it mildly.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

AlphaDog posted:

No, no it doesn't. Sounds like the guy was being a dick.
Yeah well welcome to Call of Cthullu. A game system that in retrospect is not the type of thing you should be your first introduction to gaming at all because it adds the twist in that you are going to die, go insane, or suffer some extreme phenomenon.

KillerQueen
Jul 13, 2010

MadScientistWorking posted:

Yeah well welcome to Call of Cthullu. A game system that in retrospect is not the type of thing you should be your first introduction to gaming at all because it adds the twist in that you are going to die, go insane, or suffer some extreme phenomenon.

Yeah, but people sign up for that experience, not for the GM being a tool.

theroachman
Sep 1, 2006

You're never fully dressed without a smile...
Oh but to be clear, I didn't care about the stats loss at the time, and I don't care about it now. I'm not a sore loser. I can even understand that the 'Keeper' (CoC word for DM) is sort of like another 'role' of the game. So if I, as an OOC player, am treated in a bad way by the Keeper, that doesn't matter. What matters is how I'm treated by my OOC friend Eddy.

The entire afternoon was a horrible experience, but not because my character lost some stat points.

Yawgmoth
Sep 10, 2003

This post is cursed!

MadScientistWorking posted:

Yeah well welcome to Call of Cthullu. A game system that in retrospect is not the type of thing you should be your first introduction to gaming at all because it adds the twist in that you are going to die, go insane, or suffer some extreme phenomenon.
All that is just more reason for the keeper to not be a fuckhead about your stats. He's got plenty of ways to dick you over that are entertaining and more than enough trap options baked in, arbitrarily saying "you didn't investigate in the exact manner I want you to so I'm loving your stats up" is just being unreasonably lovely.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

Yawgmoth posted:

All that is just more reason for the keeper to not be a fuckhead about your stats. He's got plenty of ways to dick you over that are entertaining and more than enough trap options baked in, arbitrarily saying "you didn't investigate in the exact manner I want you to so I'm loving your stats up" is just being unreasonably lovely.

Actually my point was that no sane person would introduce people to the hobby with Call of Cthulhu because it requires the DM to really really really not be a dick even if he isn't one normally.

Yawgmoth
Sep 10, 2003

This post is cursed!

MadScientistWorking posted:

Actually my point was that no sane person would introduce people to the hobby with Call of Cthulhu because it requires the DM to really really really not be a dick even if he isn't one normally.
Which I still don't agree with, because you can use just about any game to introduce people to the hobby. You just have to not be a prick about things. You have to let people know what they're in for beforehand, and if someone's actions don't make sense or will end up loving them over immediately, you tell them and let them have takebacks. It's a learning process just like any other.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

Yawgmoth posted:

Which I still don't agree with, because you can use just about any game to introduce people to the hobby. You just have to not be a prick about things.
Yeah and from my own personal experience and quite honestly horrible luck not being a prick about things means having to DM fiat a success when RAW I completely failed at what I was trying to do with similar mechanics used in Call of Cthulu. We joke about it all the time because of how RAW my character is functionally useless without DM intervention due to my inability to roll. If I'm going kill off my character I'm going to kill him/her off because I choose to not because I can't roll even if my life depended on it.

MadScientistWorking fucked around with this message at 20:48 on Dec 7, 2012

Adbot
ADBOT LOVES YOU

wzzard
Nov 11, 2012

Boy, you sure say "damn" a lot.

Hell yeah.
Just played Monster of the Week for the first time with my regular group and got my girlfriend to play in her first session of anything ever. She had fun, her character hacked up a mummy and some cultists with a big ax. And my friend who I helped get into gaming just last summer ran a game for the first time and he totally nailed it.

My friend made a Monstrous, named William that was the ghost of a high school athlete from the 60's. He still acted like a teenager and wore a letter-man's jacket. He said his character was like Rudy, in that he had a lot of heart but wasn't a great athlete and that he had to feed off of 'teenaged energy' to keep on existing (this part is not like Rudy). One of the other players asked if he should call him William or if there was something he went by. His response, "Oh you can just call me The School Spirit." :rolleyes:

Needless to say he ended up being a hilarious but incredibly useful character.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply