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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)
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Author Topic: Hello all, I am new to the Site  (Read 1027 times)
Brannos
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Posts: 6


« on: August 26, 2007, 11:57:45 AM »

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J. Scott Timmerman
Member

Posts: 164


« Reply #1 on: August 26, 2007, 04:19:09 PM »

I would like any input or help, as I am just an ordinary dude, no expert or professional writer.

Nice to meet you, Brannos.  I'm Jason.

What types of input are you looking for here?  My first impression is that you've got a decent basic mechanic.  It's very easy to understand so far.  More importantly, it works for you.  Did you have a more specific question or issue?

-Jason T.
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Brannos
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Posts: 6


« Reply #2 on: August 26, 2007, 05:48:11 PM »

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Callan S.
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Posts: 3588


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« Reply #3 on: August 26, 2007, 06:54:01 PM »

Hi Brannos, welcome to the forge!

What big thing are the players trying to get or achieve in a single game session? I know you might be thinking in long campaign terms (or maybe not), but what about in a single session?

In regards to that big thing, how do the dice rolls connect in players getting or achieving that big thing? Does the GM decide when a roll will help them get closer to it and when it wont help with anything at all?
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Philosopher Gamer
<meaning></meaning>
J. Scott Timmerman
Member

Posts: 164


« Reply #4 on: August 26, 2007, 09:25:21 PM »

Aloha, Tyson.

My advice is, don't get too caught up worrying about copying someone.  In the effort to create the best game we can, this worry can serve as a limitation.  A lot of work has been put into the games that already exist.  That said, indie games wouldn't exist if we weren't coming up with something different from the mainstream commercial games.  I could talk about the similarities what you've presented has to other games I've seen, but I don't think that would be useful to you.  Some people have made very good games trying to emulate their favorite show or movie. 

I do agree that a single, simple mechanic that can handle all random situations is a plus.  But there can be fun complexities to a system, too.  It's when the complexities get in the way of having fun that I look for another game.

I'll email you with some information about myself, in response to your questions of my (very limited) history in the gaming industry.

-Jason Timmerman
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Brannos
Member

Posts: 6


« Reply #5 on: September 18, 2007, 07:38:24 PM »

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Callan S.
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Posts: 3588


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« Reply #6 on: September 19, 2007, 06:49:01 PM »

Hi Brannos, welcome back Smiley

Let's say roleplay was about sculpting clay. When I ask if there's some big thing the players are trying to make, I'm asking do they come to the roleplay session to make anything, like a clay vase or cup or small sculpture (or atleast trying to)?

You say sometimes they are not required to achieve a big thing, other times they are. But at the same time you say you want actors - I'd say acting is like sculpting clay too. It's creating a physical thing. So my first suggestion is

* Say to yourself that the players are always required to achieve, or atleast try to achieve, a big thing. They are sculpting something when they act - it's making a physical thing. (I hope I'm not being too over the top by saying acting and sculpting clay are quite similar. Tell me if I'm over the top, okay! Smiley )

How does saying it feel? After saying it, what sort of direction you want to continue on? If it's the same direction, that's fine - the reason for saying it is to test out how the idea feels to you.

Now, it depends on how you want to go. But in terms of sculpting, the key issue is how do players finish their sculpture? What tools do they have to finish it? How do the mechanics tie into them going about the process of making, and finally finishing their sculpture?

I'll say this about using GM fiat to determine when a skill check or combat roll should be made - it doesn't do a good job of letting players know what tools they have to finish their sculpture. The fewer tools they player is aware of, the fewer tools he can reach out and use to finish the sculpture and have an exciting end to the roleplay session.

So a final suggestion is to consider how much the GM deciding when a skill check is needed, means the player doesn't know what tools he can use to finish his sculpture.

Any of this a bit helpful? Smiley
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Philosopher Gamer
<meaning></meaning>
Brannos
Member

Posts: 6


« Reply #7 on: September 20, 2007, 02:03:16 PM »

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Callan S.
Member

Posts: 3588


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« Reply #8 on: September 20, 2007, 06:17:27 PM »

Hi again, thanks for the informative post! Smiley

From a couple of your comments, I think you see the clay as being roleplay
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So the clay is role-playing and the role-playing experience itself and the sculpture is the journey.
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Brannos
Member

Posts: 6


« Reply #9 on: September 20, 2007, 09:05:43 PM »

Hello again Callan,

Thanks for the post and your continued input.

Brannos
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