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How much "homework" is typically required for running a game? I've been running a game based on a module for a few weeks now and we're about to run out of published material, so I'm starting to need to write my own stuff and finding it more than a little intimidating in terms of building NPC's and keeping track of what's happened. We're going to start using obsidian portal to keep track of a lot of info, so that should take care of a lot of book keeping. I also have trouble keeping the players just informed enough to keep things mysterious, but I feel like every time I give them info the next thing I say is going to expose the whole mystery of the current plot arc. Any advice? edit: we're playing SIFRP, so the intrigue system in that game makes it extra hard to hide information, a successful intrigue can basically make a character spill his guts. Cactrot fucked around with this message at 05:25 on Dec 18, 2011 |
# ¿ Dec 18, 2011 05:13 |
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# ¿ May 20, 2024 07:32 |
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illie posted:I don't know if this is the right place, but I don't really see a general "hey does this game suck?" thread so I'll just ask it here since it moderately pertains to GMing. I ran SIFRP for a few months and I really did not like it, if you're playing with people that are familiar with the books you can find yourself really shackled by the setting. The rules for social combat are a neat idea but end up taking a lot of time to resolve and unless you're intimately familiar with them, you'll end up spending a lot of game time looking up rules. The combat system is neat, but every combat we ran into seemed to end far too quickly for the players to have fun and it was immediately apparent that one side was completely overpowering the other. The game also places a lot of emphasis on specialization, so you end up with characters that are purely for fighting, other for intrigue and so on. This makes it so during combat the intrigue focused players feel useless, the same goes for combat focused players during intrigues. I'd recommend staying away from SIFRP unless everyone REALLY wants to play it.
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# ¿ Feb 25, 2012 04:31 |
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God Of Paradise posted:I have a strange player. For awhile I thought he was a good roleplayer. He gets really into the roleplaying aspect of his character, but over time, I've noticed this turns into him trying to dominate the game session. Now, and he puts this on me as a DM, because I've put his character through so much turmoil, he has decided that he wants to turn his character into a rapist. His rationale is that his character feels powerless having the knowledge that his life is on a small part of "the d&d realms," going to Sigil and finding out that some Sigilians use Faerun as a carnival ride was just too much for him. Tell him to kill it immediately. if you're creeped out even a little bit, every one else is too. If he doesn't stop, tell him not to come back. Even if it kills the game, the fact that you're sketched out is telling you that you don't want to continue playing the game this way, so tell him to stop or leave.
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# ¿ May 4, 2013 11:18 |