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.
+Erik Tenkar and +Tim Shorts have both rendered their opinions on the d30 Sandbox Companion. They loved it. (Erik’s review at Tenkar’s Tavern here) Now, I do play in Erik’s Swords and Wizardry campaign with +Peter V. Dell’Orto (whom I know well) and others (whom I’ve really only met once). But I wanted to take a different tack on this….
As I have been working on the Heretical RPG project, I’ve been struggling with backgrounds. It’s not that there aren’t a ton of them out there already – there are. But they’re also not clearly something I can just, well, steal. It’s one thing to go out and get permission both implicit (via the OGL)…
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…
This is a guest post by Kalzazz on the GURPS Forums. He heeded my call to arms, and contributed this post on Disarming in GURPS. I have done some minor editing for formatting and flow, but that’s all. Disarming This is one of those things. Yes, GURPS has rules for disarming, but I can’t offhand…
One of the more persistently annoying, aggravating, or at least frequently misused or abused parts of GURPS are the “trading time for CP” guidelines, which give some pointers at how much study might equal one character point. The guideline is roughly 200 hours of study with a decent teacher (or the equivalent) might give you…
Reviews of past Pyramid issues was one of the things that came up in my “what to next” blog post. Before I take up the challenge of issue reviews of Pyramid magazine, I thought I’d do a bit of analysis and see which issues I’d review. Of course, we can all go to the What’s…
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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."