The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 01:48:04 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:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Playtesting
(Moderator:
Ron Edwards
)
[Spellbound Kingdoms] A lock of hair and a stuck pig
Pages: [
1
]
« previous
next »
Author
Topic: [Spellbound Kingdoms] A lock of hair and a stuck pig (Read 1403 times)
FrankBrunner
Member
Posts: 26
[Spellbound Kingdoms] A lock of hair and a stuck pig
«
on:
April 09, 2008, 06:31:45 PM »
Logged
Frank Brunner
Spellbound Kingdoms
Krippler
Member
Posts: 49
Re: [Spellbound Kingdoms] A lock of hair and a stuck pig
«
Reply #1 on:
April 11, 2008, 02:36:55 PM »
What is exploding dice? Sounds like a system a game I played had, when a die showed it's max you disregarded it and rolled two new dice. They too are handled the same way so you could end up with an awfully high roll even if you only rolled one die. Those were D6 so it happened pretty often, but if you count woth 1s and 10s you'll achiece a similar effect.
Logged
FrankBrunner
Member
Posts: 26
Re: [Spellbound Kingdoms] A lock of hair and a stuck pig
«
Reply #2 on:
April 11, 2008, 09:28:57 PM »
Yeah, it's close to that. Basically what I meant was when you roll the maximum on a die, then you roll it again and add. If you roll maximum again, you roll yet again and add all three results. Keep rolling until you don't get a maximum. So let's say that Harad rolls an 8 on an 8-sided die. That's max, so he rolls again. He gets another 8. That's max, so he rolls again. He gets a 3. His total for the roll is now 8 + 8 +3 = 19.
There are two reasons why I'm leery of exploding dice. First, math turns some people off. Even what many gamers would consider simple addition is a turn-off for many other gamers. Not to mention that it slows play, at least a little bit. Comparing the numbers rolled on dice is faster and doesn't require math. So I prefer comparisons to addition. My second issue with exploding dice is that it feels weird that the die explodes less often as you get better. That is, an attack that is rated at d8 is a more powerful attack than one rated at d4, but the d8 explodes less often. Mathematically, it is still always better to roll the higher die. But it doesn't always feel that way. Sometimes it's more fun to explode a 4-sider than to roll a single 8-sider. But I definitely want to reward players for rolling high.
Logged
Frank Brunner
Spellbound Kingdoms
Creatures of Destiny
Member
Posts: 66
Re: [Spellbound Kingdoms] A lock of hair and a stuck pig
«
Reply #3 on:
April 18, 2008, 10:53:10 PM »
What do you mean by "Whose Line is it anyway"? Like the TV show? So the players get given a style and play that for the scene? How do the rolls tie to the conversation?
Daniel
Logged
FrankBrunner
Member
Posts: 26
Re: [Spellbound Kingdoms] A lock of hair and a stuck pig
«
Reply #4 on:
April 22, 2008, 05:42:22 PM »
Yep, it's like the TV show. The style and theme are set by a variety of factors including the location (dungeon, castle, zeppelin, submersible, tepui of the sun goddess,etc.), the stakes of the scene (humiliation, a fortune in gems, the mummy of the last elf, reputation, the queen's arm at the ball), the moods of the participants (mood is a characteristic akin to hit points), the motifs of the story arc (fugitives, cherry blossoms, blood), and the genre (epic, comedy, tragedy, caper, adventure, etc.). So I wouldn't say that the players are given a style. The GM is not Drew Carey. The players themselves have more control over the "rules" for a dialogue than the GM does, unless it is a scene that the GM is creating. In SK, all players, including the GM, take turns creating scenes, similar to MLWM.
The rolls tie into the conversation through a dialogue battlemat and your character's abilities. So dialogue has an improv type feel. It's been a lot of fun in playtest. I recommend Graham Walmsley's rpg-improv blog... but I can't seem to find the link anywhere atm. Maybe someone can help out?
Logged
Frank Brunner
Spellbound Kingdoms
Pages: [
1
]
« 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