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S.J. posted:Well I guess that's a roundabout way of finding out if the Infinity RPG is worth looking at Is that even out? Last I heard it was stuck in playtesting and editing since CB is terrible to work with.
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# ? May 31, 2017 05:23 |
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# ? May 14, 2024 00:06 |
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long-rear end nips Diane posted:Is that even out? Last I heard it was stuck in playtesting and editing since CB is terrible to work with. Nah, it isn't, just wasn't sure if anyone around here had backed it and seen how it was shaping up.
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# ? May 31, 2017 05:23 |
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Cassa posted:So this looks amazing
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# ? May 31, 2017 07:48 |
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I wanted to show off my very first physical RPG books, as well as the little dice bag my wife made me after she decided to take up sewing this week:
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# ? May 31, 2017 08:35 |
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sexpig by night posted:they say they're using their Conan system for it, so I expect it to play as smooth as that, with a heavy focus on cinematic, active, moments and a pretty solid background gen system. I'm pretty eager to see it myself, I'd kill for a good Trek RPG.
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# ? May 31, 2017 12:41 |
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gradenko_2000 posted:I wanted to show off my very first physical RPG books, as well as the little dice bag my wife made me after she decided to take up sewing this week: That looks really cool. Congratulations
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# ? May 31, 2017 12:44 |
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I can't remember(been busy the last couple of weeks due to a family tragedy), who was it that wanted to buy my copy of Marvel Heroic, cause I still have it and am still interested in selling it
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# ? Jun 1, 2017 07:57 |
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I have a general question: for boardgames/wargames, do you use/make houserules? It's a common practice in TRPGs, but aside from the infamous "Monopoly parking" thing I would like to know if people do it as a matter of course outside of that. If you did, can you share some example of what the houserule was, and why you did it? Was it for "balance", or maybe to give a player a handicap in a competitive sense, or to streamline/ignore a particularly pesky or badly-implemented rule?
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# ? Jun 1, 2017 14:48 |
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Back when I was playing Risk with an old set of roommates we made it a rule that you had to make an attack on your turn. We had one guy who if we didn't force him to attack would just turtle up somewhere and waste everybody's time. Because you couldn't pass, our games got pretty bloodthirsty though.
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# ? Jun 1, 2017 15:06 |
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gradenko_2000 posted:I have a general question: for boardgames/wargames, do you use/make houserules? It's a common practice in TRPGs, but aside from the infamous "Monopoly parking" thing I would like to know if people do it as a matter of course outside of that. When you move the bandit in Settlers of Catan, you swap his position with the number on his destination. It has a number of effects, like making Knight cards more useful, making rolls of 7 more eventful, and devaluing good starting positions.
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# ? Jun 1, 2017 15:22 |
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gradenko_2000 posted:I have a general question: for boardgames/wargames, do you use/make houserules? It's a common practice in TRPGs, but aside from the infamous "Monopoly parking" thing I would like to know if people do it as a matter of course outside of that. A really common house rule for Carcassonne is to take a tile at the end of your turn (rather than the start). It's not that the base rules are bad, but it is a simple change that speeds up play at no cost.
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# ? Jun 1, 2017 15:27 |
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heavier games than catan or carcassone tend not to have house rules because the interactions between rules are complex and can cause butterfly-effect like ripples in the game. There are two exceptions to this - most games that passively rely upon players keeping track of information that goes from public knowledge to hidden (like the amount of workers players have in keyflower) eventually acquire house rules to keep this information public. Not everyone plays with those, but they're usually known. The other exception is that games by uwe rosenberg tend to attract house rules for drafting occupation cards
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# ? Jun 1, 2017 18:14 |
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Evil Mastermind posted:It's depressing to think that there are still GMs out there who'd make people roll for simple tasks where failure wouldn't have any immediate consequence. I'll also chime in and say that I grew up learning 3E, and it did not teach you how to DM well at all. This is a pretty consistent thing for new, inexperienced, or unseasoned GMs to do. Hell, adversarial GMing is an attitude that a lot of materials (thanks to being written by grogs) fostered.
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# ? Jun 1, 2017 20:00 |
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I'm the fun tyrant and you'll have to pry enjoyment of these games from my cold dead dick
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# ? Jun 1, 2017 20:15 |
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LuiCypher posted:I'll also chime in and say that I grew up learning 3E, and it did not teach you how to DM well at all. This is a pretty consistent thing for new, inexperienced, or unseasoned GMs to do. Hell, adversarial GMing is an attitude that a lot of materials (thanks to being written by grogs) fostered. I started with GURPS but I really cut my teeth as a "GM" with Call of Cthulhu. But Call of Cthulhu's base mechanics are very simulationist; for example constantly rolling to spot hidden. It wasn't until I was reading old White Wolf core books (Vampire, Mage, Wraith, Changeling) and the Storyteller section in each specifically, that I became a better GM.
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# ? Jun 1, 2017 20:26 |
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Robin's Guide to Good Gamemastering should be required reading for any GM. GUMSHOE and DRAMASYSTEM are great systems because they are created to solve specific problems that GMs encounter and just by reading them you'll get a lot of insight on GMing. What I'm saying is listen to Robin D Laws, y'all. Megaman's Jockstrap fucked around with this message at 20:59 on Jun 1, 2017 |
# ? Jun 1, 2017 20:57 |
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Helical Nightmares posted:I started with GURPS but I really cut my teeth as a "GM" with Call of Cthulhu. But Call of Cthulhu's base mechanics are very simulationist; for example constantly rolling to spot hidden. It wasn't until I was reading old White Wolf core books (Vampire, Mage, Wraith, Changeling) and the Storyteller section in each specifically, that I became a better GM.
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# ? Jun 1, 2017 20:57 |
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Apocalypse World is also required reading for becoming a good GM.
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# ? Jun 1, 2017 21:02 |
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I work out fine without that thanks.
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# ? Jun 1, 2017 21:09 |
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Yawgmoth posted:CoC is one of the few systems I'd say is actually worse at teaching how to GM than D&D. At least D&D has hidden gems in it, e.g. a single sentence in the DMG with actual good advice and such. CoC on the other hand has a ton of modules with multiple instances of "have the players roll [stat] to find the thing they need to keep going with this plot." and no directions as to what to do if (when) no player can roll under a 90 for the drat thing. Sorry guys, you don't ever notice the thin slice of rock cut out of the wall that acts as a switch, guess you just starve in this dank cavern and cthulhu eats the world! Not very elegant, and not very well explained, but it's there, and has been since 1981.
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# ? Jun 1, 2017 21:11 |
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Evil Mastermind posted:Apocalypse World is also required reading for becoming a good GM. very few games would I hand someone new to RPGs the rulebook and expect them to be able to do character creation and play effectively. Apocalypse World is the only system where you can hand the book to someone new to RPGs and expect them to be able to run a successful session. Dungeon World also has a good GM section, it's mostly lifted from AW if I remember correctly. The locally-produced GM's guide to DW is also excellent reading for developing GM skills.
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# ? Jun 1, 2017 21:20 |
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mllaneza posted:very few games would I hand someone new to RPGs the rulebook and expect them to be able to do character creation and play effectively. Apocalypse World is the only system where you can hand the book to someone new to RPGs and expect them to be able to run a successful session. Dungeon World also has a good GM section, it's mostly lifted from AW if I remember correctly. quote:The locally-produced GM's guide to DW is also excellent reading for developing GM skills.
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# ? Jun 1, 2017 21:24 |
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Evil Mastermind posted:Well, most PbtA GMing sections are derived from the AW stuff, just adjusted for the setting/genre. If you want to blush more, I saw a Reddit post calling out the DW Fanmade GM's guide as a must-read for new GMS recently.
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# ? Jun 1, 2017 21:37 |
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Yeah, I saw that too. It's amazing to me that people are still recommending it so much. Or that it's been translated into a half-dozen languages. I own a physical copy of the Guide in Korean and it still blows my mind. e: I do wish I knew how many "copies" there are out there, though. Like how many times it's been downloaded. Evil Mastermind fucked around with this message at 21:41 on Jun 1, 2017 |
# ? Jun 1, 2017 21:38 |
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Evil Mastermind posted:Yeah, I saw that too. It's amazing to me that people are still recommending it so much. I've got my home made copy that I'll be reading on the plane tomorrow to refresh myself before the one time a year I get to run DW.
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# ? Jun 1, 2017 22:16 |
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Evil Mastermind posted:Like how many times it's been downloaded. A lot.
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# ? Jun 1, 2017 22:25 |
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Megaman's Jockstrap posted:A lot. E-gads.
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# ? Jun 1, 2017 23:08 |
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FMguru posted:Actually, every CoC character has (going back to first edition) a series of traits that the GM can user to unstick a stopped scenario: the Idea, Know, and Luck rolls. Every character has ratings in these skills, and they run from 45%-85% for most PCs. So when a scenario grinds to a halt, the GM can just tell everyone to make an Idea or Knowledge or Luck roll and if someone succeeds (someone will almost always succeed) they get the hint or clue or dumb coincidence they need to continue the scenario. I love the mythos setting and I use the modules as inspiration for my games in other systems, but I doubt I would ever subject myself or anyone else to that system. It's just too full of traps on every level to be any fun for me.
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# ? Jun 1, 2017 23:33 |
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So basically, rpgs hate newcomers. How did this hobby get of the ground again? Spite? Or is the correct answer "it didn´t"? Must have been the time Toys´R´Us stopped carrying trpg stuff...
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# ? Jun 2, 2017 00:22 |
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Mr.Misfit posted:So basically, rpgs hate newcomers. How did this hobby get of the ground again? Spite? Or is the correct answer "it didn´t"? It got off the ground because sitting around with your friends telling stories is a supremely human activity. Dreaming of a better world is a supremely human activity. Power fantasies...you get the idea.
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# ? Jun 2, 2017 00:33 |
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It got off the ground as an offshoot of wargaming which means there was an audience already pre-prepped for adversarial, tactical play the greatest advances in RPG design aren't the moves towards narrativist design, they're the ones that enable and, even more importantly, carefully silo adversarial play so that it actually works
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# ? Jun 2, 2017 00:36 |
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on a related note i feel like the main reason the GM is given so much power and the exclusive role as referee is that players just can't be arsed to learn the rules, and/or they're (correctly or not) perceived as not mature enough to occasionally act against their own "interests" if you could overcome this difficulty i think there'd be no serious problem with rotating the role of referee away from "the guy who plays the monsters / environment"
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# ? Jun 2, 2017 00:44 |
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Doctor Spaceman posted:A really common house rule for Carcassonne is to take a tile at the end of your turn (rather than the start). It's not that the base rules are bad, but it is a simple change that speeds up play at no cost. Gonna do that from now on. For Catan, we made up a stack of cards with a regular distribution of 2d6 on them to use instead of dice, to prevent the horrible thing where one resource just never seems to come up. It had the side effect of letting you have a sense of what must be coming up, which adds a possiblity of planning.
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# ? Jun 2, 2017 00:48 |
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AlphaDog posted:Gonna do that from now on.
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# ? Jun 2, 2017 01:00 |
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so I got this today at first I was like "you can't make me click on that" and hovered over delete without reading the rest of it but then a friend goes "you should reply and just go 'actually 4e is good'" and sure enough when I read the rest of it
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# ? Jun 2, 2017 03:53 |
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is he trying to neg you with edition war
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# ? Jun 2, 2017 03:54 |
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of loving course "you should like d&d" is qualified with "but not 4e"
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# ? Jun 2, 2017 03:55 |
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Go in the other direction. Start talking about how much you like FATAL
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# ? Jun 2, 2017 03:58 |
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Reene posted:so I got this today "If I just rant about how much she is wrong for not liking a game I like then surely I will win her heart." Fool-proof-plan.txt
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# ? Jun 2, 2017 03:59 |
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# ? May 14, 2024 00:06 |
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you know what ladies dig? Unprompted rants about how they're not real fans of 'x' because they don't exactly mirror my tastes. That's something they never get from others so I'll be a new experience, right
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# ? Jun 2, 2017 04:01 |