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.
We didn’t have enough people to run Majestic Wilderlands today, so we yakked a bit about magic items and game design. One thing that came up was a rules variant, based on the “you got your GURPS in my D&D” concept. But not even really that. The basic philosophy was that of the OSR and…
Blogger Wind-down Well, the time is almost here. I finally resolved the problems that were plaguing me on importing my posts into WordPress – turns out you need to do a few things: Use Blogger Importer Extended Roll back your WordPress to 4.5.3 or before If you’ve imported before, reset your database That third one…
This is a draft, not a final version, but here’s how the iconic Fireball spell from the SRD5.1 shakes out in Dragon Heresy: Fireball* 3rd-level thurisaz rune Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing…
Last weekend, I interviewed +Steve Jackson! I tried to get this on out on GURPS-Day, but the editing ran me past midnight and spooling the video took two freakin’ hours. During an interview that was about 50 minutes long, we covered Ogre and the Kickstarter, Munchkin, his recently released 2013 Stakeholder’s Report, and of course…
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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."