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[DSA] In the Cave of the Sea Ogre
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Topic: [DSA] In the Cave of the Sea Ogre (Read 3872 times)
Halzebier
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Posts: 216
Re: [DSA] In the Cave of the Sea Ogre
«
Reply #15 on:
August 23, 2005, 11:19:59 PM »
Quote from: Jasper Polane on August 21, 2005, 03:22:36 AM
I'm not sure what you're saying, here. Erdog is of the Warrior class, so he should be able to fight, right?
Do you mean a player shouldn't expect to play a hero "like Conan"? Because in the rule book, the description text of the Warrior class calls out Conan by name. The way I see it, it's not a case of wrong expectations, but a case of false promises.
There seems to be a mismatch between the rules and your expectations. Nevermind who or what is to blame - it's something which you need to address.
A low-level warrior in DSA is, rules-wise, very far from being as capable as Conan. I suggest one of the following:
(a) Adjust the rules. More specifically, adjust the starting level. Start the PCs at level 10 or even 20 (i.e., maximum level). It sounds like sacrilege, but the game should be about what *you* think is fun, not what the authors think you should do.* Why bother with the lower levels if you want to play one of Aventuria's greatest heroes right now?
(b) Adjust your expectations. Character concepts such as "a warrior like Conan", "wise old wizard", "master thief" etc. must all be discarded (or at least saved for later). Go for "young savage", "talented wizard's apprentice", "promising young thief" etc.
Regards
Hal
--
* However, you should *consider* following the rules as suggested by the authors. They probably had their reasons for making them, and even if you end up not sharing them, it's useful to be aware of them.
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Jasper Polane
Member
Posts: 57
Re: [DSA] In the Cave of the Sea Ogre
«
Reply #16 on:
August 24, 2005, 02:40:16 AM »
Hello again,
Michael: Obviously, this bothers me much more than it does you, but there's a difference between a player laughing at another player, a player laughing at a character, or a character laughing at another character. In my opinion, only the last one's acceptable.
Rimke: Yes, we're playing 1st edition. Let's just say I don't think later editions are much of an improvement.
I don't mind you derailing the thread a bit, because your topics are pretty much in line with what's interesting me, lately.
Quote
The problem is how to create a truly epic end fight.
This is difficult to do, because DSA's goal is "realism" and "simulation", it doesn't really do "epic heroism" very well without house ruling. (Victor's rules are pretty good, actually.)
My first advice would be to stop cheating. Roll all the dice in the open. Put the GM screen flat in front of you, so you're not tempted to roll behind the screen, but still have all the tables in front of you.
Second, use game-speak as well as "in character role playing". Don't try to hide game stats. If you want the player to get exited (in stead of just the character), give them game statistics as well as the in game moody bits.
For example, last game, my character Ilke was dueling the leader of the bandits. I asked the GM "Is she good?" and Jorrit said "Yes, she pretty much outclasses you. She's 8th level." Knowing her level was that much higher than mine (Ilke's 2nd level) actually enhanced my sense of being in danger and my sense of accomplishment after beating her. Much more then if Jorrit had just said: "Oh yes, you think she outclasses you.", which doesn't say very much.
In our game, the players track combat rounds and initiative, including lifepoints of the monsters and bad guys. As a result, the players can follow the "flow" of combat, so to speak. We know when we're winning or losing, and as a result, fights are more exiting because we, the players, know what's going on.
Third, examine the role of character death in your game. Ask yourself what do you want out of characters being able to die? The only way to have the players fear character death is to, well, try to kill them. If this isn't what you want, try to find another way to make a fight more suspenseful.
Wolfgang: You're right. DSA 1 doesn't even have fumble rules. (My copy of 2nd edition says a +9 penalty). But fumbles don't bother me as much as the whiffs do, they're easy to explain away as "bad luck".
Victor: Like I said, pretty good.
Hal: Oh, I knew fully well what to expect, that's why I'm playing a farmer's daughter.
I don't think that's my problem with the whiffs, though. Erdog being inexperienced, I don't mind. Him being made look like a fool and a bad fighter,
even when winning fights
, I do, and it hardly has anything to do with the reasons of the authors. I mean, it's not like they said "Let's make a game in which everybody's an idiot."
--Jasper
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My game:
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