Sorry, the plot device is on leave this week
So, here I am, having traveled half a world away. While the primary purpose of my trip is still solid, I had a host of other people to do and things to see while I was here. Or something like that.
So, here I am, having traveled half a world away. While the primary purpose of my trip is still solid, I had a host of other people to do and things to see while I was here. Or something like that.
Here’s the next mundane character in the line, this time the Rogue. The rogue’s signature ability in combat, available to all rogues, is the sneak attack. Balanced against that is that the rogue will only get one attack in combat, ever (without multiclassing). The rogue is fundamentally a skills expert, however. With many allowed skills…
We picked up in media res again. GM: +Nathan Joy Players: +Mark Langsdorf , +Theodore Briggs , +Kevin Smyth , Bruno, and +Douglas Cole . This is the Jade Regent Adventure Path done in GURPS, and I’m quoting liberally from descriptions that the GM almost certainly pasted verbatim into the chat windows of the adventure. So: Spoiler Alerts! Many mooks were having some…
A retroactive (and oft-repeated) introduction: After an actual-play hiatus where I was mostly writing and playtesting for GURPS. I was invited to play in a Pathfinder game, and after a few sessions, it was time to buy the book and learn the rules! I decided to try and read the Pathfinder rules cover-to-cover and see…
I’ve playtested a lot of books for others. I read through, I do math, I occasionally use the rules (more now than in the past, because now I have a few game groups, and then I had none). This weekend, and soon in the future, my ever-expanding Heretical D&D project will get playtested. Sure, I’ve…
+Peter V. Dell’Orto runs a pretty awesome “pickup” Dungeon Fantasy megadungeon campaign, called Felltower. His most recent play report was epic on several levels, not the least of which was, “hey, Dragon!” More broadly, though, the session was interesting from other perspectives than was was clearly the fun that was had. What did I notice? Research…
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This is exactly the burden that Old School D&D takes off of my game mastering shoulders. With gold-for-xp and an effectively unlimited map (B2 or a scratch-built megadungeon), the players set the objective and take charge of the plot.
For a more narrativistic game… the ability to telescope and fast forward past the tedious parts means annoyances don't have to be boring. Setbacks and failures are the essence of plot and we for some reason have a tendency to want to gloss over those in favor of what we think is "supposed" to happen.
When Plan A can't work for silly logistical reasons… the players might be forced to use an approach that they aren't as optimized for in a time and place that they aren't min/maxed against. If this sort of thing develops as a direct result of player choices and dice results instead of raw GM fiat… so much the better. I say embrace it as a perfectly logical contrast to business as usual.
This can definitely be done well, and it'll add to the plot. If the taxi is late, but you gift them with the presence of another car nearby, whose operator is just idling, they might turn it into a cinematic scene. "I'll give you a hundred and thirty seven dollars if you drive my friend and I to the airport RIGHT NOW."
If the platoon doesn't show up, do you send out scouts, find that they're lost, and start messing with them where they are? Maybe it's a fortuitous decision, as their APC has thrown a tread and if you can lead them away with a well-played strategic withdrawal, you can avoid their heaviest firepower.
I definitely think it can work just fine, no matter if it's GM fiat or from a random roll on a table.
So Doug, you're saying, basically, what if you decide to go see the Mad Wizard of Madwizardistan, and you show up, why is he automatically there? What if the ship is late, the Mad Wizard is sick and can't see you? What if he's late because he's been traveling and isn't back yet?
It's no different than rolling a reaction roll – not how the guy reacts to you, but "can you get there smoothly?" or "is he there when you get there?"
Personally I think this is totally fine. Just gloss over the delay. "He can't see you for an hour" is very different than "Okay guys, sit at the table for an hour and then we'll play out the encounter." It'll matter if they have a time limit in the game, just don't make it suck out of game.
Oh, sure, I'd never make the players sit around. Just wondering how often people use simple (or complex) friction in their games.
I use it whenever I forgot to be prepared for that action. "Sorry, Dave's not here."