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- Jan 29, 2021
"I ATTACK THE ELDER THING."Especially Call of Cthulhu. Any edition will work but you get best results from 1-3...
Keeper: * laughs in Deep Speech* Roll new characters.
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"I ATTACK THE ELDER THING."Especially Call of Cthulhu. Any edition will work but you get best results from 1-3...
Return of the Lazy Dungeon Master does that with plot elements and clues. You have the important details written down, and place them whereever the players look. You have to keep it a secret though as it can lose the magic of the game if the players find out.
I hate FFG Star Wars. Played it with my group for awhile. Not for me. Rules don't have basic things like how wide is a blast radius of a grenade or thermal detonator.
You literally have to come up with some epic story for EVERY SINGLE DIE ROLL.
One session we were in a fishing contest. We had to get the bigger fish. We were rolling to reel it in for 3 hours of real time. The whole session. It was a contest of rolls, if I beat the fish, it got closer. If the fish beat me, it would swim farther away. I had to come up with a story for reeling in the fish, rolling for it for 3 hours straight. The other players had to keep rolling for keeping the boat steady, ect..
I need less abstract systems.
I have always, ALWAYS, found history fags and HEMA nerds to be the worst. They want to flaunt vague historical knowledge (that is usually wrong and just comes from Game of Thrones anyway) at the absolute expense of anyone having any kind of fun at the table. It's the smug elitism I can't stand, especially when you're so selective about the realism you want to enforce.I know "theatre majors" are the favoured target here, but I never had much issue with them. In the group I'm in, by far the worst guy is a self appointed HEMA expert
That's what HP in D&D is supposed to measure: one's competence at avoiding damage. But the numbers get really fucking bloated really quickly and players start feeling invincible.This is common in skill based games. Savage Worlds included. You don't end the campaign being able to take a cannon shot to the face. Instead you get better at dodging shots, using cover, etc. A street punk with a knife can still end you if he stabs you.
I think it's why Savage Worlds plays a good horror game despite being a system that emulates action movies. A single zombie can still ruin your day if it bites you. So even high level players can find themselves in danger if they're careless.
My problem with trying to go with more granular and less abstracted systems is that you always pay for it in slowness. Unless you're making your system so deadly a combat/contest/conflict is done within one or two turns (which brings with it its own issues with playstyle variety), a very granular system feels like it takes forever to run.I hate FFG Star Wars. Played it with my group for awhile. Not for me. Rules don't have basic things like how wide is a blast radius of a grenade or thermal detonator.
You literally have to come up with some epic story for EVERY SINGLE DIE ROLL.
One session we were in a fishing contest. We had to get the bigger fish. We were rolling to reel it in for 3 hours of real time. The whole session. It was a contest of rolls, if I beat the fish, it got closer. If the fish beat me, it would swim farther away. I had to come up with a story for reeling in the fish, rolling for it for 3 hours straight. The other players had to keep rolling for keeping the boat steady, ect..
I need less abstract systems.
That's the thing, I think the other players loved it. They seemed love interpreting the dice and coming up with a story, even though we were all literally doing the same action for like 3 hours straight.But TBF that fish session sounds like a DM problem and not a system issue. If you/the party weren't having fun playing Bass Master, the DM should have made that shit go quicker. OTOH if everyone is having a good time, that's the whole point. I'll run a bass master campaign if the players are interesting and I can tell a good fishing tourney story.
Minus the orders, isn't that just payday weekend in the military? And how long did they argue over hitting the PX or the liquor store first? All about priorities.The opinion so far is that this shit is amazing. Running over weird creatures with an APC while blasting heavy metal, robbing the PX and the liquor store, getting orders from officers and running out to do it.
OH COME ON. NOT THOSE THINGS AGAIN!you either pass a Dex save
This. SO MUCH THIS.D&D is ridiculously abstracted. Most people don't pay attention to it, but it distills 6 seconds of chaotic back-and-forth in melee into a single d20 roll for every character involved. Doing literally anything else requires a special rule, class feature or feat.
That attack roll could be a single well-executed and precise attack with a saber after studying the enemy's patterns for a few seconds. Or it could be a wild and furious sequence of strikes with a greatsword. Or a devastating counter after deflecting a blow with your shield. Or a sequence of probing attacks with a shortsword and parrying dagger. Meanwhile, you missing could be because the opponent dodged, blocked or parried, or you outright missed, or you hit and your weapon skipped off their armor, or you hit and only clipped their clothes/hair, or you hit the other guy square-on and they just didn't feel it. And even if you hit, subtracting from the enemy's HP could be a flesh wound, a hit that leaves them slightly winded, a near miss/parry/block that rattles them, an effortful evasion that leaves them tired, or anything that would eventually reduce the enemy's ability to avoid crippling damage (read: the hit that takes them to 0 HP).
That is a lot of shit that needs to be filled in by descriptions and imagination. It's not a simulationalist system, it's not meant to be a simulationist system, and it actively resents you if you try to turn it into a simulation. Anyone who wants something with 1-second turns, where every maneuver is accounted for, go play fucking GURPS.
\when you're so selective about the realism you want to enforce.
God help you if a fag like that ever gets to be DM. The Local Lord with his hundred men at arms coming to lynch your party of freak adventurers for not following a retards interpretation of feudal law sounds like a bad joke, until you sit down and play a game with one of these losers.
That's the thing, I think the other players loved it. They seemed love interpreting the dice and coming up with a story, even though we were all literally doing the same action for like 3 hours straight.
My problem with trying to go with more granular and less abstracted systems is that you always pay for it in slowness. Unless you're making your system so deadly a combat/contest/conflict is done within one or two turns (which brings with it its own issues with playstyle variety), a very granular system feels like it takes forever to run.
the villain offered to duel the party's paladin one-on-one. Unfortunately, it's just a damage race (and at level 12 it took forever to whittle down all that HP), and the rest of the party couldn't do much but watch. Some things just don't translate well to "epic stories" and need to be either avoided or solved quickly.
I think it's the opposite. You can put all this deep lore into the game via world building and NPCs, but it's for nothing if the players don't do the specific thing to get that information.Second is that it is fine for a one shot/megadungeon, but it discourages deep world building. Things keep changing and you need to keep notes of all these shifts.
Sounds like you had an incredibly autistic DM. The Genesys system works best when you dump all starting points into attributes and a few tree abilities and then play the game like you're in a B-rated action comedy flick. 3 hours reeling in a fish? Fuck that, you pass the rod to your buddy and tell him to hold it tight while you ninja-flip onto the line and slide down it to deliver a kamen-rider kick to that fucking fish, beat it up, then drag it onto the boat. Even if you fail, you still win because drowning is preferable to rolling for three hours to reel in a fish.I hate FFG Star Wars. Played it with my group for awhile. Not for me. Rules don't have basic things like how wide is a blast radius of a grenade or thermal detonator.
You literally have to come up with some epic story for EVERY SINGLE DIE ROLL.
One session we were in a fishing contest. We had to get the bigger fish. We were rolling to reel it in for 3 hours of real time. The whole session. It was a contest of rolls, if I beat the fish, it got closer. If the fish beat me, it would swim farther away. I had to come up with a story for reeling in the fish, rolling for it for 3 hours straight. The other players had to keep rolling for keeping the boat steady, ect..
I need less abstract systems.
Oh no, it's also somewhat mechanical a well as the GM being a complete fucking simpleton. One of the biggest flaws for Edge of Empire/Age of Rebellion is that you can quite easily find yourself in situations where you can't buy a success. I'm talking I once spent an hour fuming because I could not get successes since I'd get an even number of failures, so I'd have a fuckload of advantages but COULD NOT FUCKING PULL THROUGH.But TBF that fish session sounds like a DM problem and not a system issue. If you/the party weren't having fun playing Bass Master, the DM should have made that shit go quicker. OTOH if everyone is having a good time, that's the whole point. I'll run a bass master campaign if the players are interesting and I can tell a good fishing tourney story.
At some point as a DM I think you need to just kind of cut losses. No single activity should take 3 hours, in my opinion. Even if you're dealing with the most retarded party ever, or constantly gaining and losing ground, there's a moment where you just have to decide that things have lasted long enough and let your players continue.Though yeah the DM was a fucking idiot for forcing all those rolls and clearly having you lose progress rather than just "you lose the fish".
Oh no, it's also somewhat mechanical a well as the GM being a complete fucking simpleton. One of the biggest flaws for Edge of Empire/Age of Rebellion is that you can quite easily find yourself in situations where you can't buy a success. I'm talking I once spent an hour fuming because I could not get successes since I'd get an even number of failures, so I'd have a fuckload of advantages but COULD NOT FUCKING PULL THROUGH.
It was like 8 advantage at one point and I still could not just fucking succeed since my failures kept fucking eating them. The fucked part is I still wouldn't fail fully either, because they cancelled out the successes, so I had no resolving dice at all to work with. Genuinely hair pulling level frustration in that respect. It's to the point where I'm tempted to make a house rule where if you consistently roll advantages or disadvantages but the successes and failures do not appear, convert them to a success or failure to force the action to resolve. Mainly because it happened more than once to me.
Though yeah the DM was a fucking idiot for forcing all those rolls and clearly having you lose progress rather than just "you lose the fish". Clearly did not try to speed it up, and did not try to arbitrate. Clearly did not give a single goddamn shit that the party was getting done; I'd have just walked by the end of the first hour tbh. Massive stupidity on that dude's part for sure.
Sounds like you had an incredibly autistic DM. The Genesys system works best when you dump all starting points into attributes and a few tree abilities and then play the game like you're in a B-rated action comedy flick. 3 hours reeling in a fish? Fuck that, you pass the rod to your buddy and tell him to hold it tight while you ninja-flip onto the line and slide down it to deliver a kamen-rider kick to that fucking fish, beat it up, then drag it onto the boat. Even if you fail, you still win because drowning is preferable to rolling for three hours to reel in a fish.
The GM is normally a great GM. I know for the adventure we had to see if we got the fish or not. There was some other details I left out. It was a very big fish, and we did'nt have the right equipment to go after it. That may have been a factor. But to have us roll the same thing for almost 3 hours of real time was wrong IMO.
I want to hear about the cosmologies in the games y'all run/play in. Do you use "the great wheel" or something else? I've never delved enough into the cosmology of other systems beyond OWoD or D&D and I'm working on a basic write up of the setting I'm using since the outer planes are more conceptual and are based around a specific deity or mini-pantheon rather than outright alignments, and the players are going to need to know this sort of stuff if they ever decide to try plane-shifting.