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.
This is in response to a quite interesting thread on Reverse Missiles. Like many things that occur at the intersection of magic and technology of any sort, there can be many answers depending on the metaphysics of how it is all supposed to work. Reverse Missiles 101 The key bits are There is one hit…
+Christian Gelacio had a good comment on my post on Naval Cannon. Good enough that I didn’t want to relegate the discussion to that post. So here’s my response in full. His comments are going to be in bold/purple. Mine will be in regular text and indented. I do not believe it would be appropriate for…
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…
I’m sure that once I’ve got the hang of this, it’ll be faster and easier. For now, making slow progress, but I get a lot of help, mostly from +Eric hil and +Brian Ronnle . The good: All the PCs are basically done. I’ve got their basic equipment in place – weapons and armor Doing the equipment inspired me…
My wife will don a Black Widow costume this year for Halloween, and so I’ve been prop hunting. I looked for the Glock 26 that Agent Romanov uses in the Avengers movie, but Glock got medieval on replica and airsoft gun makers (in fairness, it’s their right to do so, and if you don’t protect…
My previous post about some past GURPS campaigns brought on a very interesting comment string from +Christopher Lorando. I made some comments, and he replied. The gist of it is worth repeating. And since Thursday is GURPS-day, here we go: My abridged list of common pitfalls: [Edit: Some of these, as Sean (Dr Kromm) points out,…
Comments are closed.
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."