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.
+GodBeastX , +Anne Hunter , and Wright Johnson joined me for three hours to kick off the “second” playtest group (of three) for Dragon Heresy. We did not play. Nonetheless, they stuck with me for three hours of chatting, with interruptions by my 6yo, something outside, and tea. We talked setting and character generation from the perspective of three people…
I’m quite aware of the many, um, dynamic arguments about the concept of Hit Points in the various Dungeons and Dragons games. Are they physical injury (the answer seems to be ‘mostly not’)? Are they a good way to represent injury (jury out, but very, very heated)? Are they realistic (clearly not, nor are they…
Boom! Trust me. Here at Gaming Ballistic, we understand boom. I have up-close, personal experience with boom in GURPS. And we asked SJG “what about PDF! How can you do this without a PDF?” And they answered. Here’s the text of Phil’s announcement in the Kickstarter: I’ve already increased my pledge to cover the cost…
In yesterday’s post on +Rob Conley‘s Majestic Wilderness D&D Campaign, I noted the difficulty of keeping all of everything straight. Part of that was trying to integrate the map and geography, the PCs themselves, getting a feel for my own character, as well as being dropped in the middle of things. Ready? OneTwoThreeFIGHT! But the more…
Why the Dungeon Fantasy RPG? So, in another forum, I was challenged: “Sell me on Dungeon Fantasy.” OK. I will: All the flexibility, tactical combat glory, deadliness, and specificity that GURPS is known for, with the additional benefit that the line editor went through and removed all the stuff you DON’T need. GURPS is a…
We were only there for maybe two hours, if that, today. We’d had a long, good day yesterday and between cranky 10-month-olds and ConFatigue, our endurance wasn’t what it could have been. Still: overall impressions. The Con is a fun place to go Cosplay, but there have to be less expensive venues for it. That…
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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."