Forum changes: Editing of posts has been turned off until further notice.
Started by Kesher, May 19, 2005, 12:52:17 AM
Quote from: RonI really, really hope you guys observe the rule that rogues must purchase spells from player-character wizards only.
Quote from: SeanGood large-group GMs are showmen, I think, sort of like the guy in the vaudeville act who comes out every few minutes to bring a new performer on, hook one off, tell you how great it is or was or is going to be, suggest interpretations, and so on. You can give individual players meaningful individual decisions even in large groups, but you can't get hung up on them, and you have to keep driving.
Quote from: Ron...instead, they tended to get all goofy about describing the kewlness of weird-ass weapons, very much in a Mortal Kombat "and then the whirling razor attachment slices your eyeballs in half after they've popped out!" way. When I was a kid, this kind of stuff held no interest for me in role-playing, so I had a pretty negative reaction to the weapons list too. Only playing the game let me realize how much I like it now.
Quote from: Sean1) random character generation, in old school style 2) a weird, funky, in places borderline broken but overall loosely pattern-following weapons chart with weird ST/DX minima and maxima that don't parallel neatly to die values the way they would in, say, a late eighties game 3) gaining stats as you level up, and in play. and then you get a serious synergy. The random values means that the 'right' answer on the weapons chart is going to be different for different characters; the strange chart means you can't just predict it, you have to look, and there are going to be different best values for different characters; the raising stats as you level up thing means that there's a strategic calculation going on which is different for each different character depending on 1. Which creates some 'repeat play value' for the table.
Quote from: RonI think your comments about your intentions and contradictions in setting up the initial D&D/AD&D game are very, very important. As I see it, the combination of nostalgia + the desire to "heal" the broken system is poisonous.
Quote...2.12 (5th ed) All Leprechauns should be classified as warriors – no rogues and no warriors.
Quote from: MiskatonicQuote...2.12 (5th ed) All Leprechauns should be classified as warriors – no rogues and no warriors. I'm sure you meant "classified as wizards." I actually saw such in Kesher's copy last night, so he's got text to follow or ignore for that one.
Quote from: SpenceOn a more helpful note I hope you stress to your students the versatility, flexibility and pure fun factor that can be derived from the SR. It really opens up the game and especially adds to combat. It basically allows their characters to attempt anything they as players can imagine. Unfortunately, in a lot of games, it only seems to get used to spot traps and the like, or avoid bad luck situations.
Quote from: NoonOn a side note, it bugs me how SR are described as enabling the player to "do anything". From what I've seen their basically a narration bidding system. Their more the reverse, rather than letting you do anything, they let everyone else (through the GM assigning the DC) have a say about what your trying to add. Not so much 'do anything' rather 'once everyones had their say for this particular instance, then you can do this particular thing'. This opposed to something like a rule that lets you hit someone with an axe. Sure, it only lets you do one thing, but most of the credibility you need has already been invested by the other players in the rule, when they read it and agreed to play a game.
Quote from: KesherNot to mention it placing a tough burden on anyone wanting to play a leprechaun: You can only be a wizard, but you can only get spells by buying them from other player wizards, like a rogue, because of some weird sortabackstory about leprechaun Lords and the Wizard's Guild...
Quote from: HearthweruNot "do anything" attempt anything. I might not be getting exactly what you mean by narration bidding, but if I get you right, that's not how we played it. The player states what he wants his character to attempt, the Dm tells him what SR to roll. The player rolls and either fails or succeeds. The other players have no input on the level of SR or attribute it should be based on and neither does the player making the roll.
Quote from: CallanIMO, In the same light, very gamist rules can actually be honey to simulationists, as they let their explorative reflex kicks in on rules which "Anyone would agree, just don't make sense!". The reward being in that, since it doesn't make sense, they get to dream up how it all really works and implant their dream into the game through these 'spots' that just seem tailor made for this. But it's like eating chips...once you start, it's hard to stop and pretty soon you've drifted from gamism to sim.