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hyphz posted:If I hedge or evade the question, the idea of a simulated and defined fiction world instantly shatters, because I have just admitted that the world has no defined distances and it's literally impossible for our brains to visualise the look or interactions in a world like that. I think I found one of the problems you and/or your group has.
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# ¿ Apr 24, 2020 20:48 |
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# ¿ May 18, 2024 02:34 |
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In the same vein, in the game of this forum, it doesn't matter whether hyphz is neurologically atypical, a non-native speaker, arguing in bad faith, encountering a severe mental block, or a jerk/troll. Forums user hyphz isn't going to read the book or understand AW through internet posts.
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# ¿ Apr 25, 2020 16:28 |
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hyphz posted:I can understand that, but it's a kind of different issue. You don't have to do any of those things. If the module gives you a "default" and an "on alert" choice for the guards, and the players choose some alternate way in that's remotely plausible, let them do it, and give them one challenge on the way -- a combat, an obstacle, whatever. You've seen movies/read books where people sneak into something via tunnels or sewers, what problems do they have? Give the players one of those. If they succeed, the guards are default. If they fail, the guards are on alert. You don't need to change the guards from default to "on alert" until the players fail something. If the module doesn't give an "on alert" status, assume all combatants within plausible distance will congregate at the source of the action, or retreat to the thing they are most supposed to protect; they will go on alert when the players fail something that would alert them. If you read the paragraph I just wrote carefully and think "That doesn't make sense, I can't do that! How can my players and I know what really happened if I don't procedurally generate a world-state for the manor using principles devised in advance" then really, we should just stop trying to "help" you, because advice like the stuff I just typed cannot and will not help you, and everyone's just gonna get frustrated again. Rather than reading our advice here, you might be better served spending some time coming up with some templates for bad-guy AI in whatever game you play, with some flowcharts or tables for you to follow. Like, "If not on alert and sound comes from a Priority 2 area within 60 feet, go on alert" sort of things. Do one for dumb critters, one for intelligent but somewhat apathetic creatures, and one for very serious, watchful creatures. More variations might spring to mind but start there, and keep it as simple as you can so you can come up with "what happened" quickly in play. You would decide in advance how smart creatures in the module were, and what areas of the map they would care about. When I read your posts, that is what I am inferring you and your players gravitate toward. For whatever reason, improvisation of any kind may not be for you or your group.
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# ¿ Apr 27, 2020 19:05 |
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Serf posted:that hasn't been my experience at all. some people definitely like to get in character in the theatrical way and do the voice and roleplay out the big conversations and that's fine and good imo. but other people are less inclined to do that and it works fine too. i gm for people at different ends of this thing in the same group and we all pretty much do our own thing. as a gm i rarely do a voice for characters. i might try an affect or inflection, but i usually return to what i know: savannah gentleman and redneck working man. no one has complained about it. i think it just takes some trust and understanding from everyone involved to find the right balance, like what conversations should be drilled down on and happen in character and what can sort of be communicated with a few ooc comments. i love it when my players get into in-character conversations and come up with ideas because it gives me a time to rest and also steal their ideas for myself, but sometimes that happens naturally and other times it doesn't hyphz, if you get a chance to play in one of Serf's games, I highly recommend the experience. It's not because Serf draws great maps or does voice acting or constructs a complex story in advance, but because Serf listens pretty closely to what players want their characters to be, and runs with that, and makes the whole game about that. I would pay to play in a Serf game.
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# ¿ Apr 28, 2020 22:44 |
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D&D alignment is primitive keywording for spell effects combined with broad-strokes role-playing in an adversarial dungeon-crawling game. It's the fault of neither D&D nor alignment that they were thrust into the spotlight and asked to model complex realities, and not surprising that they are abysmal for that.
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# ¿ May 19, 2020 12:48 |
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Xiahou Dun posted:We're on week three of gaming with hyphz and he's totally a good dude who can improv like a pro and gave me some stellar ideas while we were playing. Pretty strong evidence that hyphz's group is trash garbage, making a person with good improv skills question his ability to do anything right.
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# ¿ May 22, 2020 18:21 |
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hyphz posted:I once joked that there should be an RPG where all the stats are inverted - Weakness, Clumsiness, Frailty, etc - and you choose your weaknesses instead of your strengths - on the grounds that they will tend to contribute more to the focus of play time than strengths will, since strengths just resolve problems quickly. But again there would be a massive resonance failure because players want to play "a big strong kick-rear end warrior", not "a guy who's helpless in front of a wizard". Your ideas are good and you give games more thought than your entire group of RPG fundamentalist dipsticks put together.
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# ¿ Jun 1, 2020 18:12 |
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hyphz posted:They're from Game Night, or variants of those. Read Game Night. It's great. Or, you know, the GURPS equivalent: https://www.youtube.com/watch?v=zFuMpYTyRjw
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# ¿ Jun 1, 2020 20:40 |
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Roll20 shows that you rolled a 47 on a d20, so how hard you hit the jerk is still right there. Some people drink coffee for the caffeine, some drink it as part of their ritual with the morning paper and special pancakes or whatever the hell and decaf is equally good, as long as they get to do All The Things in the Ritual. Many people are somewhere in the middle.The RPG versions of these people talk past each other all the time. I don't care much at all about rolling dice. If I could have one or two game sessions a week for the rest of my life on the condition that I never touch dice again (let alone add up all the modifiers), I wouldn't have to think twice about agreeing. Some people buy games just because they have a lot of dice, or unusual dice in them (!!).
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# ¿ Jun 3, 2020 16:54 |
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# ¿ May 18, 2024 02:34 |
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Leperflesh posted:If you sell (or give away) a discussion tool, that doesn't make you responsible for what people say on private instances of that discussion tool. This isn't always the case. I know you were referring to white supremacists' speech, but when the "speech" includes sharing copyrighted materials, even ISPs can be held liable if they knew it was happening. They don't have to go looking, but once somebody tells them, the clock is ticking.
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# ¿ Jul 25, 2020 01:44 |