Wondrous Imaginings
JoetheLawyernoreply@blogger.comBlogger257125
Updated: 53 min 41 sec ago
Cthuhu Lives!
Categories: Blogs, Dungeons and Dragons
Helluva Move With AD&D, M&M. Now How About Some Modules To Go With The Books?
PDF's would do, I'm sure. And as long as you're releasing SOME of the PDF's.....
Categories: Blogs, Dungeons and Dragons
To Answer Zak's Question: "What will you give us if you're wrong?"
Well, nothing actually. I figure the OSR is blessed enough by merely having me in their midst. :)
I will, however, do something for WOTC. Something pretty important to me and personally meaningful.
It would be very very easy for WOTC to make me wrong, because I mostly just care about this whole thing for two reasons, and one far more than the other.
The first reason I care is because next year, in about 15 months, I will be buying my nephews their first RPG for their birthdays. One will turn 7, the other 8. That's the perfect age to get them into gaming. I've been investigating systems, and talked with my brother as to the best system to get them started on. After evaluating all the clones, and all the original editions, we settled on Mentzer as the very best game to get young kids into D&D with. Since it's hard (not to mention expensive) to find a mint edition somewhere, no less 2, I figured I would just print and bind the pdf's in hardcover down at Kinko's or Staples. They will each get a DMG and a PHB out of it. My brother and I have been looking forward to this for years actually, sitting down with my brother and his son and our sister's son and playing a real game of DnD. (Not just the 10 minute sampler things we tried with them a couple times to gauge where they were at in terms of being able to play a meaningful game.)
If WOTC actually does the impossible and puts out the "Core D&D" or whatever they choose to call it, and it's even 90% as good as Mentzer, WITHOUT skills/feats/AOE's/powers/dailies/tactical grid shit/miniatures, then I will make it the first game my 2 nephews, and later my 4 other nephews and nieces, are introduced to. That's about the biggest compliment I can give to WOTC, and the thing which has the most meaning to me as a player and an uncle to future gamers. I'll make this new edition the one my nephews and nieces look back at 20 years later with fondness, as they pull out the well-worn dog-eared books and say "Yeah, this was my first edition of D&D. I played it with my father and my uncle down in the basement on the pool table."
The second reason I am interested in the core edition is because once in a while I run games at cons. If I'm wrong, and the core is as described above, 90% like Mentzer, etc., then I will run a core game at a con. However, if they make the game in such a way as to cause all these problems, with players coming in with an expectation that they can play their 4e fey-dragonborne-wildling with 465 feats and other special abilities at first level, next to the rest of the group who are playing core characters, then forget about it.
Anyhow, that's what I'll do if I'm wrong. It's simple to do, as I really only care about the core game, how close it is to Mentzer, and the expectations the system sets as to its players ability to create and play whatever character they want to play. I just care about the former far more than the latter. And honestly, in spite of my disgust with all things WOTC since 4e, I hope I am wrong. I'd hate to see the game go out of print, for sentimental reasons mostly.
I will, however, do something for WOTC. Something pretty important to me and personally meaningful.
It would be very very easy for WOTC to make me wrong, because I mostly just care about this whole thing for two reasons, and one far more than the other.
The first reason I care is because next year, in about 15 months, I will be buying my nephews their first RPG for their birthdays. One will turn 7, the other 8. That's the perfect age to get them into gaming. I've been investigating systems, and talked with my brother as to the best system to get them started on. After evaluating all the clones, and all the original editions, we settled on Mentzer as the very best game to get young kids into D&D with. Since it's hard (not to mention expensive) to find a mint edition somewhere, no less 2, I figured I would just print and bind the pdf's in hardcover down at Kinko's or Staples. They will each get a DMG and a PHB out of it. My brother and I have been looking forward to this for years actually, sitting down with my brother and his son and our sister's son and playing a real game of DnD. (Not just the 10 minute sampler things we tried with them a couple times to gauge where they were at in terms of being able to play a meaningful game.)
If WOTC actually does the impossible and puts out the "Core D&D" or whatever they choose to call it, and it's even 90% as good as Mentzer, WITHOUT skills/feats/AOE's/powers/dailies/tactical grid shit/miniatures, then I will make it the first game my 2 nephews, and later my 4 other nephews and nieces, are introduced to. That's about the biggest compliment I can give to WOTC, and the thing which has the most meaning to me as a player and an uncle to future gamers. I'll make this new edition the one my nephews and nieces look back at 20 years later with fondness, as they pull out the well-worn dog-eared books and say "Yeah, this was my first edition of D&D. I played it with my father and my uncle down in the basement on the pool table."
The second reason I am interested in the core edition is because once in a while I run games at cons. If I'm wrong, and the core is as described above, 90% like Mentzer, etc., then I will run a core game at a con. However, if they make the game in such a way as to cause all these problems, with players coming in with an expectation that they can play their 4e fey-dragonborne-wildling with 465 feats and other special abilities at first level, next to the rest of the group who are playing core characters, then forget about it.
Anyhow, that's what I'll do if I'm wrong. It's simple to do, as I really only care about the core game, how close it is to Mentzer, and the expectations the system sets as to its players ability to create and play whatever character they want to play. I just care about the former far more than the latter. And honestly, in spite of my disgust with all things WOTC since 4e, I hope I am wrong. I'd hate to see the game go out of print, for sentimental reasons mostly.
Categories: Blogs, Dungeons and Dragons
5e, Cook's Latest Column...How Can This Work?
Believe it or not, I really want 5e to work out and be the edition that unties them all. Based on some of the comments I am seeing from on high, I don't think it will be what I am looking for or would play. My understanding is that we could basically buy the the equivalent of the Mentzer red box, then buy a booklet that expands it with classes, one with skills, one with feats, one with powers, etc. That way we AS DM's can build our own system. The AS DM's is important.
In his latest column, Cook says:
"Now imagine that the game offered you modular, optional add-ons that allow you to create the character you want to play while letting the Dungeon Master create the game he or she wants to run. Like simple rules for your story-driven game? You're good to go. Like tactical combats and complex encounters? You can have that too. Like ultra-customized character creation? It's all there."
That's a problem for me. As a DM, creating a game I want to run is very much dependent on rules. I refuse to have skills, feats, powers, etc in my game. If the players want tactical combats and complex encounters, they can go play with a DM who wants to run that sort of game. Setting up an expectation in players minds that they can and should be able to make up whatever character they want, using whatever modules they want, and tough shit the DM will just have to adjust because the rules allow for it and it is simple to implement is a crock of shit. It's designed solely to sell the maximum amount of modular expansions. That's not a game I am going to play.
As for this:
"Second—and this sounds so crazy that you probably won't believe it right now—we're designing the game so that not every player has to choose from the same set of options. Again, imagine a game where one player has a simple character sheet that has just a few things noted on it, and the player next to him has all sorts of skills, feats, and special abilities. And yet they can still play the game together and everything remains relatively balanced. Your 1E-loving friend can play in your 3E-style game and not have to deal with all the options he or she doesn't want or need. Or vice versa."
Not going to happen. I don't care if they think they can pull off such a system or not, nor do I care if they do. The expectation among players that they can jump into my Basic game with powers and dailies is a complete turn off.
Maybe my point of view is a bit different, but I always thought it was the DM's role to pick system, setting and style of game, and the players either want to join said game or not.
In his latest column, Cook says:
"Now imagine that the game offered you modular, optional add-ons that allow you to create the character you want to play while letting the Dungeon Master create the game he or she wants to run. Like simple rules for your story-driven game? You're good to go. Like tactical combats and complex encounters? You can have that too. Like ultra-customized character creation? It's all there."
That's a problem for me. As a DM, creating a game I want to run is very much dependent on rules. I refuse to have skills, feats, powers, etc in my game. If the players want tactical combats and complex encounters, they can go play with a DM who wants to run that sort of game. Setting up an expectation in players minds that they can and should be able to make up whatever character they want, using whatever modules they want, and tough shit the DM will just have to adjust because the rules allow for it and it is simple to implement is a crock of shit. It's designed solely to sell the maximum amount of modular expansions. That's not a game I am going to play.
As for this:
"Second—and this sounds so crazy that you probably won't believe it right now—we're designing the game so that not every player has to choose from the same set of options. Again, imagine a game where one player has a simple character sheet that has just a few things noted on it, and the player next to him has all sorts of skills, feats, and special abilities. And yet they can still play the game together and everything remains relatively balanced. Your 1E-loving friend can play in your 3E-style game and not have to deal with all the options he or she doesn't want or need. Or vice versa."
Not going to happen. I don't care if they think they can pull off such a system or not, nor do I care if they do. The expectation among players that they can jump into my Basic game with powers and dailies is a complete turn off.
Maybe my point of view is a bit different, but I always thought it was the DM's role to pick system, setting and style of game, and the players either want to join said game or not.
Categories: Blogs, Dungeons and Dragons
A Simple Solution to the 5e Conundrum
Instead of trying to figure out how they can possibly make a universal modular system that appeals to all players of all editions....
Why don't they just re-release all of the old editions?
Does that just make too much sense to ever be implemented?
Why don't they just re-release all of the old editions?
Does that just make too much sense to ever be implemented?
Categories: Blogs, Dungeons and Dragons
The Most Fearsome Beast a DM Can Throw at his Players---Beware, Blood and Gore
We've sure come a long way since Mutual of Omaha's Wild Kingdom with Marlin Perkins....
Categories: Blogs, Dungeons and Dragons
Hey Mike and Monte---Will 5e be OGL? GSL?
Think about it, they should know the answer by now. Even if its not OGL, if they are making a backwards compatible edition, and if I make a module for it, I should be able to claim compatibility with 5e via OGL right? Are they going to make all of it OGL? Parts of it? How about some of the 4e terms they purposefully created for the sole purpose of fucking up the OGL as relates to 4e? If so are they thereby opening up 4e to the OGL retroactively if you use its weird-ass terminology?
The answer to these questions really are an important indicator of where they are coming from with respect to their customers.
That, and if they start selling the older edition PDF's again.
The answer to these questions really are an important indicator of where they are coming from with respect to their customers.
That, and if they start selling the older edition PDF's again.
Categories: Blogs, Dungeons and Dragons
Facebook Run By the CIA
Categories: Blogs, Dungeons and Dragons
Geek's Paradise: LOTFP Carcosa and Isle of the Unknown Arrived in Hardcover, Star Wars the Old Republic Ass-kickin', and 10 days off!!!
What to do, What to do...
First off, I took a look at Carcosa and Isle of the Unknown, and they are awesome. Best presentation yet from LOTFP. Cool maps, great looking books and good layout. The contents will have to wait to be read in depth, as I am an 8th level Jedi Counselor right now, and off to kick some ass! This fucking game is the WOW killer. Amazing.
Merry Christmas to all!
First off, I took a look at Carcosa and Isle of the Unknown, and they are awesome. Best presentation yet from LOTFP. Cool maps, great looking books and good layout. The contents will have to wait to be read in depth, as I am an 8th level Jedi Counselor right now, and off to kick some ass! This fucking game is the WOW killer. Amazing.
Merry Christmas to all!
Categories: Blogs, Dungeons and Dragons
Fuck WOTC and their Christmas Layoffs
The Christmas layoffs continue.
Good luck to Rich Baker and Steve Winter, and whoever else may have gotten the axe today. Hope you land on your feet soon guys.
http://www.enworld.org/forum/general-rpg-discussion/315183-layoff-rumors-wizards-coast.html
Good luck to Rich Baker and Steve Winter, and whoever else may have gotten the axe today. Hope you land on your feet soon guys.
http://www.enworld.org/forum/general-rpg-discussion/315183-layoff-rumors-wizards-coast.html
Categories: Blogs, Dungeons and Dragons
Chaos! Embracing it as a DM
One thing DnD gave me through all these years of playing and thinking about it is it developed that part of my mind that asks "And that what would happen, based on all the variables in the equation, to the best of your ability to predict based on all you know of the world about you and human nature, etc." I am weird in that I can lay in bed for like half a day at a time, not moving, looking at the ceiling, playing my equivalent of DnD chess, figuring out all outcomes and responses. Its like playing Chess against myself in my head. Worked hard at that training ability during a period of depression in college. Weirdly, its helped me as a lawyer, though I hated the practice of law with a white hot passion.
As far as DnD goes, no surer way to a railroad can possibly exist. I've taken that road in the past with players, they hated me for it, and I don't want to go there again.
What I do now instead, in order to keep the both the players and me on our toes, is keep throwing shit into the equation, so that I can't predict the outcome right away. I just threw a war on so many fronts with so many players and variables at my players, that I have no idea how it will turn out. And that's a good thing I think. No risk of railroading them, their input matters as to the outcome, and lots of spontaneity in the game session as I have to figure shit out on the spot.
I kinda like it that way. I think its essential for a Sandbox campaign. The one I am running basically is harsh and gritty, using LOTFP Grindhouse as a ruleset, where all the people in power operate essentially as clever sociopaths. I guess I'm succeeding in the goal, because last week one player said I'm like Tony Soprano as DM.
Now I just have to try not to think about it at night as I try to fall asleep. No surer way to sleepless nights can possibly exist.
As far as DnD goes, no surer way to a railroad can possibly exist. I've taken that road in the past with players, they hated me for it, and I don't want to go there again.
What I do now instead, in order to keep the both the players and me on our toes, is keep throwing shit into the equation, so that I can't predict the outcome right away. I just threw a war on so many fronts with so many players and variables at my players, that I have no idea how it will turn out. And that's a good thing I think. No risk of railroading them, their input matters as to the outcome, and lots of spontaneity in the game session as I have to figure shit out on the spot.
I kinda like it that way. I think its essential for a Sandbox campaign. The one I am running basically is harsh and gritty, using LOTFP Grindhouse as a ruleset, where all the people in power operate essentially as clever sociopaths. I guess I'm succeeding in the goal, because last week one player said I'm like Tony Soprano as DM.
Now I just have to try not to think about it at night as I try to fall asleep. No surer way to sleepless nights can possibly exist.
Categories: Blogs, Dungeons and Dragons
Real Drow Gear
Categories: Blogs, Dungeons and Dragons
Hey Christian, Wouldya Rather Roll 20 Natural 20's In a Row or Ride This BEAST!?!?
You're the only surfer I know, so whaddaya think? I woulda shit myself just looking at that wave from the beach....
Categories: Blogs, Dungeons and Dragons
A Deck of Many Things Dealt by a Devil
So my group avoided this encounter (part of their blowing to utter shit the campaign I had developed thus far, but hey, its a sandbox and kinda fun when that happens) so I decided to post something they would have encountered had they hit the deepest darkest part of the mine....
The setup is this: There is a powerful Devil and his entourage sitting around a large table. The Devil offers a pull on his specially modified Deck of Many Things to the group---said modifications being unknown to the players. Part of the mods allow the devil to keep dealing it, over and over, but just to others, without it disappearing. Also, he managed to corrupt a lot of the cards.
First rule: Anyone in the group who wants to draw has to announce it before anyone else in the group draws, and also must announce how many cards they will draw in advance. They won't get another chance later. Then they are forced to draw that many cards, regardless of any later regret over the decision....if they don't draw the Devil gets to draw for them with the effect going to the player. The Devils like it when this happens. :)
The original language of each card is written after the name of the card, and the part in parentheses is what I added as an evil DM by way of Devilish Card Corruption (TM).
Now some of you may think that some of the stuff below is kinda harsh, but anyone who is stupid enough to draw from a Deck owned by a Devil deserves the consequence. :)
Note: under the part dealing with a keep, my players were currently adventuring in mines under the Keep on the Borderlands, so they would have come up after adventuring and have to deal with a full scale mutiny. Would have loved it if that happened. :)
Sun (KD) Gain beneficial miscellaneous magic item and 50,000 XP (Roll on the tables in the DMG—XP comes evenly from all your party members on a 10 xp to you = 1 xp from them basis.)
Moon (QD) You are granted 1-4 wishes (Must take them immediately, and write them down on a piece of paper within 1 minute per wish, real time.)
Star (JD) Immediately gain 2 points on your major ability (taking those 2 points from a randomly rolled character in the group)
Comet (2D) Defeat the next monster you meet to gain 1 level (To the death, monster is randomly rolled and appears before you. None are allowed to interfere. AD&D DMG Appendix L conjured animal table, one level higher than you are. None can interfere, so I hope you're all healed up.)
Throne (KH) Gain charisma of l8 and small keep (Keep you are in, or the closest keep to them, after there is a bloody mutiny. Deal with the political consequences. If two or more characters draw this card, each gets an equal amount of the forces, which are arrayed against each other when you enter the keep)
Key (QH) Gain a treasure map plus 1 magic weapon (Map to the nearest cursed item, Any weapon on either the sword or misc. as long as it is a non + something weapon. The plus is stripped out.)
Knight (JH) Gain the service of a 4th level fighter (4 hd Devil who refuses to leave you, or disguise his true identity---ever)
Gem (2H) Gain your choice of 20 jewelry or 50 gems (Roll in DMG for value, owners appear in front of you, and you are forced to kill them one by one so you can get their treasure. Most innocent and pure people you can imagine. Others are prevented from interfering. The Devils all laugh with glee!)
The Void (KC) Body functions, but soul is trapped elsewhere (In a gem the Devil holds, may give it back for a favor of the group as a whole)
Flames (QC) Enmity between you and a devil (One of the sub-devils in the group around the table)
Skull (JC) Defeat Death or be forever destroyed (Stats per the DMG)
Talons (2C) All magic items you possess are torn from you (Goes to the devil, may give it back for a deal)
Ruin (KS) Immediately lose all wealth and real property (Goes to the devil, may give it back for a deal)
Euryale (QS) Minus 3 on all saving throws vs. petrification (or you can choose another party member to have -6 without them knowing it was you who did it to them)
Rogue (JS) One of your henchmen turns against you (Someday....you don't know when or who or why, but you are certain that one day it will happen and at the worst possible moment)
Balance (2S) Change GODS or be destroyed (Randomly rolled, or can voluntarily choose the Archdevil that this Devil serves)
Jester (J) Gain 10,000 experience points or 2 more draws (XP is due to fighting in a pit in another dimension, on a plane of Hell, over and over again, sometimes dying, always being resurrected, winning enough fights to gain the xp taking years, leaving you permanently horribly scared and grey-haired. All this takes place in a wink of an eye. Aged 5 years.)
Fool (J w/ TM) Lose 10,000 experience points; draw again (mandatory draw again)
Vizier (AD) Know the answer to your next dilemma (but be unable to communicate it to anyone in any way)
ldiot (AC) Lose 1-4 points of intelligence, you may draw again (or choose to have someone else in the group lose 1-4 points of intelligence without them knowing it was you who did it to them)
Fates (AH) Avoid any situation you choose. . . once (must declare the situation now, 60 seconds in real time to write it down)
Donjon (AS) You are Imprisoned (In a force cage right there. Devil may cut a deal for freedom)
The setup is this: There is a powerful Devil and his entourage sitting around a large table. The Devil offers a pull on his specially modified Deck of Many Things to the group---said modifications being unknown to the players. Part of the mods allow the devil to keep dealing it, over and over, but just to others, without it disappearing. Also, he managed to corrupt a lot of the cards.
First rule: Anyone in the group who wants to draw has to announce it before anyone else in the group draws, and also must announce how many cards they will draw in advance. They won't get another chance later. Then they are forced to draw that many cards, regardless of any later regret over the decision....if they don't draw the Devil gets to draw for them with the effect going to the player. The Devils like it when this happens. :)
The original language of each card is written after the name of the card, and the part in parentheses is what I added as an evil DM by way of Devilish Card Corruption (TM).
Now some of you may think that some of the stuff below is kinda harsh, but anyone who is stupid enough to draw from a Deck owned by a Devil deserves the consequence. :)
Note: under the part dealing with a keep, my players were currently adventuring in mines under the Keep on the Borderlands, so they would have come up after adventuring and have to deal with a full scale mutiny. Would have loved it if that happened. :)
Sun (KD) Gain beneficial miscellaneous magic item and 50,000 XP (Roll on the tables in the DMG—XP comes evenly from all your party members on a 10 xp to you = 1 xp from them basis.)
Moon (QD) You are granted 1-4 wishes (Must take them immediately, and write them down on a piece of paper within 1 minute per wish, real time.)
Star (JD) Immediately gain 2 points on your major ability (taking those 2 points from a randomly rolled character in the group)
Comet (2D) Defeat the next monster you meet to gain 1 level (To the death, monster is randomly rolled and appears before you. None are allowed to interfere. AD&D DMG Appendix L conjured animal table, one level higher than you are. None can interfere, so I hope you're all healed up.)
Throne (KH) Gain charisma of l8 and small keep (Keep you are in, or the closest keep to them, after there is a bloody mutiny. Deal with the political consequences. If two or more characters draw this card, each gets an equal amount of the forces, which are arrayed against each other when you enter the keep)
Key (QH) Gain a treasure map plus 1 magic weapon (Map to the nearest cursed item, Any weapon on either the sword or misc. as long as it is a non + something weapon. The plus is stripped out.)
Knight (JH) Gain the service of a 4th level fighter (4 hd Devil who refuses to leave you, or disguise his true identity---ever)
Gem (2H) Gain your choice of 20 jewelry or 50 gems (Roll in DMG for value, owners appear in front of you, and you are forced to kill them one by one so you can get their treasure. Most innocent and pure people you can imagine. Others are prevented from interfering. The Devils all laugh with glee!)
The Void (KC) Body functions, but soul is trapped elsewhere (In a gem the Devil holds, may give it back for a favor of the group as a whole)
Flames (QC) Enmity between you and a devil (One of the sub-devils in the group around the table)
Skull (JC) Defeat Death or be forever destroyed (Stats per the DMG)
Talons (2C) All magic items you possess are torn from you (Goes to the devil, may give it back for a deal)
Ruin (KS) Immediately lose all wealth and real property (Goes to the devil, may give it back for a deal)
Euryale (QS) Minus 3 on all saving throws vs. petrification (or you can choose another party member to have -6 without them knowing it was you who did it to them)
Rogue (JS) One of your henchmen turns against you (Someday....you don't know when or who or why, but you are certain that one day it will happen and at the worst possible moment)
Balance (2S) Change GODS or be destroyed (Randomly rolled, or can voluntarily choose the Archdevil that this Devil serves)
Jester (J) Gain 10,000 experience points or 2 more draws (XP is due to fighting in a pit in another dimension, on a plane of Hell, over and over again, sometimes dying, always being resurrected, winning enough fights to gain the xp taking years, leaving you permanently horribly scared and grey-haired. All this takes place in a wink of an eye. Aged 5 years.)
Fool (J w/ TM) Lose 10,000 experience points; draw again (mandatory draw again)
Vizier (AD) Know the answer to your next dilemma (but be unable to communicate it to anyone in any way)
ldiot (AC) Lose 1-4 points of intelligence, you may draw again (or choose to have someone else in the group lose 1-4 points of intelligence without them knowing it was you who did it to them)
Fates (AH) Avoid any situation you choose. . . once (must declare the situation now, 60 seconds in real time to write it down)
Donjon (AS) You are Imprisoned (In a force cage right there. Devil may cut a deal for freedom)
Categories: Blogs, Dungeons and Dragons
Gary Cooper Woulda Been an Old School Player
Take it from Tony...
He would never whine about balanced encounters and character deaths.
He would never whine about balanced encounters and character deaths.
Categories: Blogs, Dungeons and Dragons
Looking for Apothecary/Alchemist/Herbalist/Poison Recipes/Formulas
Stuff that would fit something more old school in style. In other words, don't have the concoction simply heal or harm for some numerical value on some stat or attribute, like newer editions do. Looking for the oddball shit, like "Halts male pattern baldness, with the potential side effect of turning your fingernails purple." I'm using LOTFP, but anything along that line that can be ported over to an older DnD style game would be much appreciated.
Even more of a bonus would be a list of places where to harvest some of the ingredients, like "The flower blooms only on the full moon if the full moon falls on the same day as the summer solstice." Or, "Must be extracted from the brain of a living Unnderhuld, and there is a 10% chance upon extraction that the juice reacts violently with the air, causing noxious fumes..."
That sort of thing. Thanks!
Even more of a bonus would be a list of places where to harvest some of the ingredients, like "The flower blooms only on the full moon if the full moon falls on the same day as the summer solstice." Or, "Must be extracted from the brain of a living Unnderhuld, and there is a 10% chance upon extraction that the juice reacts violently with the air, causing noxious fumes..."
That sort of thing. Thanks!
Categories: Blogs, Dungeons and Dragons
Unconventional Gaming
So I'm running a DnD campaign using LOTFP Grindhouse rules, and typing this with a Capt. Morgan buzz, so fuck typos.
I find myself playing a neverending game. By that I mean it continues in between the "official" game days in a lot of ways.
Here's some shit I find myself doing these days that I've never done before:
Between game days, we run PBEM (Play By E-Mail) to work out lots of stuff. Very helpful in terms of details and world building.
The players email me specific stuff they want their characters to do on their own, like investigate the polititcal structure of a town. I send them the info they are looking for. Fills in the gaps, and lets me take the time to detail something I would normally take less time to do less thoroughly in-game. Makes for a richer experience I think.
Players call me on the phone and we discuss ideas both in character and out of character. Not that we geek out and talk in funny voices and shit, but we do say shit like "my character would do this..."
This weekend we can't get together formally, but we are going to try to do a Skype or Google Plus game for an hour tomorrow night, where the players take sides in a side battle that will indirectly affect their characters for good or for bad. For some characters, more directly than indirectly.
The gameday never really ends. It always ongoing, in one medium or another, all the time.
Here's the biggie---In-game, I usually have the characters roll almost everything the DM would roll, other than secret door search checks and the like. For example, if there is a saving throw for the big bad guy, I elect a player to roll it to see if the bad guy makes it or not. I let one player roll the attack roll for a bad guy who is attacking another player character. I let another player roll the damage dice. I let one player roll the dice to determine which PC the big bad guy will attack that round---which is hilarious if he rolls for himself. Sometimes I let one player roll for initiative for the bad guys, Is this sadistic? I love it when a player has to roll for the opposition and the roll's outcome could potentially be something that fucks him, a party member, or the group as a whole.
I do it in an effort to be transparent, and because it gives me a thrill to see how things will turn out. I love the randomness of it all. Plus, its a thrill to be sadistic I think :)
Anyhow, that's my update.
Anyone else do shit like this? What else are you doing that I might want to try along these lines?
I find myself playing a neverending game. By that I mean it continues in between the "official" game days in a lot of ways.
Here's some shit I find myself doing these days that I've never done before:
Between game days, we run PBEM (Play By E-Mail) to work out lots of stuff. Very helpful in terms of details and world building.
The players email me specific stuff they want their characters to do on their own, like investigate the polititcal structure of a town. I send them the info they are looking for. Fills in the gaps, and lets me take the time to detail something I would normally take less time to do less thoroughly in-game. Makes for a richer experience I think.
Players call me on the phone and we discuss ideas both in character and out of character. Not that we geek out and talk in funny voices and shit, but we do say shit like "my character would do this..."
This weekend we can't get together formally, but we are going to try to do a Skype or Google Plus game for an hour tomorrow night, where the players take sides in a side battle that will indirectly affect their characters for good or for bad. For some characters, more directly than indirectly.
The gameday never really ends. It always ongoing, in one medium or another, all the time.
Here's the biggie---In-game, I usually have the characters roll almost everything the DM would roll, other than secret door search checks and the like. For example, if there is a saving throw for the big bad guy, I elect a player to roll it to see if the bad guy makes it or not. I let one player roll the attack roll for a bad guy who is attacking another player character. I let another player roll the damage dice. I let one player roll the dice to determine which PC the big bad guy will attack that round---which is hilarious if he rolls for himself. Sometimes I let one player roll for initiative for the bad guys, Is this sadistic? I love it when a player has to roll for the opposition and the roll's outcome could potentially be something that fucks him, a party member, or the group as a whole.
I do it in an effort to be transparent, and because it gives me a thrill to see how things will turn out. I love the randomness of it all. Plus, its a thrill to be sadistic I think :)
Anyhow, that's my update.
Anyone else do shit like this? What else are you doing that I might want to try along these lines?
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