The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 10:04:43 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Actual Play
More Bad Play Experiences
Pages:
1
[
2
]
« previous
next »
Author
Topic: More Bad Play Experiences (Read 1974 times)
ffilz
Member
Posts: 468
More Bad Play Experiences
«
Reply #15 on:
October 18, 2004, 06:46:46 PM »
Yea, the note passing certainly helped in the communication department. However, most GMs I have played with have done a pretty good job with giving everyone a turn, at least in combat. Of course out of combat, I often become a wall flower again. I think what was more important thought were goals and abilities I could relate to. I didn't enjoy the 2nd Traveler game Glen ran nearly so much, in that game, I wound up with a womanizer, something I'm not terribly good at, I also didn't have as many skills that related so well to what we were doing.
One thing I've certainly learned is that characters need to have something they're good at, that is useful in the game as actually played, and that the player can relate to.
When I ran Traveler, every once in a while, when a new player joined, we would have to tell him that no, the ship couln't use another pilot, we already had more pilots than necessary, all who were probably better than a starting PC was likely to be (I used an experience system for Traveler so PCs could advance). Of course that brings up a problem with niche protection and new players. Sometimes the new player may not really want to fill one of the open niches.
Frank
Logged
Frank Filz
Callan S.
Member
Posts: 3588
More Bad Play Experiences
«
Reply #16 on:
October 19, 2004, 07:16:48 PM »
Quote
Yea, the note passing certainly helped in the communication department. However, most GMs I have played with have done a pretty good job with giving everyone a turn, at least in combat. Of course out of combat, I often become a wall flower again.
One trick is in normal play the GM says his thing then goes through everyone one at a time, around the group, to see what people do. He does this over and over. Even if they don't have a plan, when they are next asked (and they will be), they may have cooked up something by then. Suggest this to your GM.
Actual play experiences with this: I agree with this as its a good idea, but often find myself as GM forgetting it, getting distracted by exciting stuff some players are suggesting. You may need to arrange a way with the GM to remind him to do this if he falls off the tracks.
Also, the guy who told me this was opinionated and loud...when I forgot in game to use the turn order (and failed to give him these turns), he got upset about it latter...even though I sort of forgot him because I knew he could fend for himself (and regularly did). Another reason to remind the GM rather than expect him to maintain it perfectly.
Logged
Philosopher Gamer
<meaning></meaning>
ffilz
Member
Posts: 468
More Bad Play Experiences
«
Reply #17 on:
October 19, 2004, 09:15:50 PM »
I'm not so worried about the "getting a turn" part. I prefer game systems with tactical combat systems and use of maps and miniatures or counters, and that tends to mean a fairly well defined order of play in combat or other stress situations. If you are doing time critical stuff, you have to be objective about time.
Out of stress situations, say in puzzle solving, or negotiating, or whatever, I often don't have something to contribute, and people tend to do a better job of listening when you try and speak.
I'm much more interested in exploring the questions Ron asked.
Frank
Logged
Frank Filz
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum