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Ill Switch Worse posted:Having run a small Vampire: the Masquerade game with some old friends over the summer with moderate success, I've decided to start planning a new game with players from my university who have a bit more experience. My idea was a game set in Las Vegas, with the city run by a Ravnos Baron with a vice for gambling. I'm looking to set up a power structure within the city, but that seems a little more difficult than standard Camarilla fare. Can anyone offer advice on how independent cities are typically structured or recommend any resources that can help on dealing with that? I have ideas for spheres of influence, but I'm really wondering more about kindred politics and a hierarchy there, should one really exist at all. Watch Casino and steal from it mercilessly. Seriously, just rip it off wholesale and then add a bit of your spin and let the rest come out in play. They'll never notice. I mean, come on: vampire Robert de Niro.
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# ¿ Nov 1, 2012 22:07 |
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# ¿ Apr 20, 2024 01:51 |
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Arrrthritis posted:Some neurons have been firing for a campaign and I thought I'd ask this thread a couple questions. One of my favorite city campaigns started with me and one of the players doing back and forth with 'facts' about the city, that mentioned some very specific cultural aspect of the city. I'd suggest doing this, then using the collection of facts for a baseline as you develop the city further. As DM I ended up using every single one of these for plot hooks, so it's a great effort/reward payoff. A few are below, the rest are here under 'rumors and lies'. quote:The city of Al Hadras squats athwart the Northern Caravan Route though the Desert of Sharn like a huge poison spider.
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# ¿ Nov 10, 2012 02:58 |
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My Lovely Horse posted:My campaign's main antagonist right now is a wizard by the name of Walter. Walter used to be a good guy back in the day - 1500 years ago he helped save the world from destruction by Tharizdun, but in return the gods granted him a wish, and that's when the trouble started, because he wished for eternal life. Present day, Walter cannot die, and at this point, lord knows he's tried. His mind can't handle it, and he's aligned himself with Tharizdun to further his plan of destroying the world - if that doesn't do Walter in, nothing will. I really like this plot, by the way. It actually makes the terrible EVIL DUDE WANTS DESTROY WORLD plot work, by making it personal. You could even make Walter quite pleasant, just sick and tired of being afuckinglive. quote:I guess what I'm asking is, how can I show these guys things that tend to come with experience - the idea of a game universe that operates independently from characters (if their character has work in three hours and they spend four hours doing something, they're an hour late for work) - the idea that if I describe a room, there are tons of things I haven't mentioned and they can ask me if those things are there if they want to use them - the fact that small things may come up later - the fact that it's okay to say 'no, my dude doesn't want to do what this NPC says, and won't do it just because its you who is saying it'. If possible can you set the game in your home town, where you're all living? I did that for my first Mage game years ago and it did wonders for immersion. sebmojo fucked around with this message at 11:30 on Nov 13, 2012 |
# ¿ Nov 13, 2012 11:20 |
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Double.
sebmojo fucked around with this message at 11:30 on Nov 13, 2012 |
# ¿ Nov 13, 2012 11:28 |
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Xaander posted:Oh poo poo, I really like that idea. Hand over control at the "You are standing over the monster's corpse" point, and then they get the call that the authorities caught the guy. If I did the Fleshprinting Orphan adventure next, would it be a bad call to use the same station for both? In that adventure, the Orphan lives on an outlying private estate ship, but the station would be "downtown" to him. He won't have experienced or maybe even heard of the Frankenstein fiasco, but the rest of the station will, and that might make gumshoeing easier or harder. That way they get to deal with the consequences of their actions on the Frankenstein mission. Or would that be introducing too many gears and levers? I think don't multiply locations, at least to start. Use the same station.
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# ¿ Nov 15, 2012 03:36 |
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P.d0t posted:Dunno if this is exactly the best thread to post this question in, but I was wanting some advice about a boss fight I want to run in 4e D&D. I'd be looking at early-paragon levels, and I used "MM3 on a business card" as a guideline, then stacked some stuff on I thought would be cool. I'm no expert on what the numbers should be, but he looks decently scary. I approve of big damage in 4e; it makes the game sing. Though he's very melee... maybe give him a long ranged 'get over here' encounter power that pulls and knocks prone a single target? Oh and give him threatening reach. You can always 'forget' to apply it if the party are getting too monstered.
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# ¿ Dec 15, 2012 07:22 |
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Whybird posted:A standard enemy is about equal to 4 minions, so the first setup you describe will be a match for 6-7 PCs, while the second will be a match for 3-4 or so. (This all assumes your monsters are about the same level as your PCs.) IME 4e overrates the significance of minions, it's more like 6 minions to a monster. Minions are fantastic, feel free to use great heaping handfuls of them if it fits the fiction. Particularly widely spaced archer minions, as they're hard to take down in a hurry and deal out some decent damage. sebmojo fucked around with this message at 21:41 on Dec 17, 2012 |
# ¿ Dec 17, 2012 21:24 |
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homullus posted:Too many minions make the opening rounds of combat draggggggggg, though, which is a reason to not use so many, or if you plan to use many, not use them all at the same time. True. An inexhaustible fountain of minions - where they'll just keep coming unless the PCs do something about it - is one way round that.
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# ¿ Dec 17, 2012 22:28 |
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Sam. posted:A variation on that idea: Hrm. 'You lose/you lose' plotting is kinda gauche. Not that I haven't done it, but still.
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# ¿ Dec 26, 2012 09:13 |
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Make her sweet, and loving, and kind. Then twist that.
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# ¿ Jan 15, 2013 07:50 |
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Project1 posted:Yeah, I know to read up on a particular region, as tribes/cultural groups differ in a continent or area despite how outsiders might see it. I guess I'm just concerned that I should be doing more than just acknowledging the major differences between groups and not treating them like ignorant savages. Perhaps I'm overthinking this, though. You are. Start with stereotypes, then mess with them is the right order.
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# ¿ Jan 24, 2013 23:58 |
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ZearothK posted:So, I'm dealing with a bit of GM burn-out. I was running two games, one a long-running Rogue Trader campaign, and the other a more experimental World of Darkness game. I first quit the latter one because it was a lot of work to prepare for the sessions and whatever inspiration I had for it was gone, so that was that. I've been GMing the Mongoose Traveller sandbox game, Pirates of Drinax. It's ace - you need to put a bit of effort up front into tracking information, but the players basically write the story themselves. And you can offload the tracking of crew, fuel and cargo on to them, too. My prep for a game is ten minutes sketching out a space pirate asteroid base or whatever. I know whereof you speak, though - I have gone from intensely plotted D&D 4e game, to more loosely plotted (but still with an arc) Eclipse Phase game, to completely loosey goosey Traveller. WAyyyyy more relaxing. And not any less fun for anyone.
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# ¿ Mar 12, 2013 21:02 |
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Danger-Pumpkin posted:Hey, Ive got some serious-rear end GMing problems, and like some advice. Get Zak Smith's Vornheim. While Zak has a chequered history on web fora, I've never seen anyone criticise Vornheim as a city building guide. For interiors, just picture a vaguely relevant building you've been in IRL and copy that. Done.
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# ¿ Mar 24, 2013 08:50 |
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Eldercain posted:Alright, so I'm about to GM my first campaign and I've got a question. I'd consider ditching xp right out of the gate unless your players really want it. Just agree that everyone will level up at an appropriate interval. That way you don't have to worry about throwing grindy fights at them just to get them to the next level. Another option would be to be really free with plot/quest awards (which are explicitly in the game), it depends on what gets your players engines running. The other key DM point is to not be afraid of being brutal in the tactical game. 4e shines when the players are really pressed, so try and crush them horribly. While not being a complete dick, of course - lots of damage is good and fine, loads of stun and daze and domination is not. When I was DMing I was constantly worried about being too nasty and it somehow always worked out fine. That said save your really nasty fights for when you have an outcome for a fight other than 'TPK, all dead' - if you know the worst that will happen is they get captured you can be a lot more intense. Eldercain posted:The 4e skill system is garbage. Skill challenges are actually neat, but they did a terrible job of explaining them. The way they worked best for us is that I'd go round the table saying STORY BEAT 1! WHAT DO YOU DO?! and the first player says 'uh, poo poo I'll try and use skill x to accomplish y - roll, succeed!'. That moves the story along and you go to the next player and let them continue the story from where it just got to as a result of the first player's action. You do this until you get enough successes (which means they get what they wanted and you've told a cool story doing it) or they get three failures and fail amusingly (they don't get what they wanted but you've still told a cool story). It's basically proto Dungeon World, used this way. sebmojo fucked around with this message at 01:04 on Mar 28, 2013 |
# ¿ Mar 28, 2013 00:59 |
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God Of Paradise posted:How's the old Tomb of Horrors module? Hahahaha that's hilarious. I'm running it on Sunday, was just coming here for advice! And yeah it's cheap and stupid as hell but so are kung fu movies and they're still fun. The mood you want is 20% good natured competition, 10% faux macho DM kayfabe and about 70% general amused curiosity about who is going to die horribly next. But I'd strongly advise against using an existing party. Use premades, and frame it as a shared hallucination or something because otherwise your players will stab you.
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# ¿ Apr 4, 2013 08:49 |
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homullus posted:A lot of bad adventures are more fun if you houserule them and jury-rig them and make your own game around them while waiting for the planets to align perfectly for them. Or you could just, like, play or make ones that are better to begin with. I played it pretty straight, just gave each player two characters and went for it. Was a blast. With the single precondition that everyone understands dying is part of the fun, it is a Good Module. E: though i wouldn't have said that before I ran it. There's a lot of wiley smarts baked into it that are not apparent on a quick read sebmojo fucked around with this message at 11:11 on Apr 17, 2013 |
# ¿ Apr 17, 2013 11:09 |
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homullus posted:I was thinking about this the other day. What AD&D/OSR is to D&D 4e, the original Tomb of Horrors is to AD&D. Tomb of Horrors has more in common with the computer adventure games that were just coming out around then (1978, around the time Scott Adams was writing games, and just before Sierra's graphical ones) than it does with AD&D, and therefore sets very different expectations. When I say it's a bad module, I am being hyperbolic. It's a bad fit for RPGs as they are conventionally understood today, and was a bad fit for AD&D campaign play even at its original publication. Tomb of Horrors is a string of set-piece encounters in the D&D tradition, but the majority are crippling or lethal, and trial-and-error is the only way to avoid most of those (aside from luck). Yeah, that's fair enough. It's definitely sui generis. Similar, in fact to the fourthcore style arena challenges we've been doing in 4e. You get a party, enter a large arena and have a set of tasks to accomplish as random monster generators spew minions and elites and regular monsters into the arena. The arena is essentially 'programmed' - monsters operate on simple rules for who they target - so you don't need a DM. It's fun as hell, and generally ends with the party eking out a skin of the teeth win or drowning under literal waves of unearthly chittering death. Last time we played we won with around 40 monsters still on the board. My friend wrote up the rules, I'll see if he minds me posting them here.
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# ¿ Apr 17, 2013 23:25 |
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P.d0t posted:I take this in completely the other direction: I think the best way to do it is to have lots of very broad brush npcs, which get painted with finer strokes as the players get to know them. So an npc might be Bonce Slopford, Baker, bald/sweaty, nasal voice. That's a memorable character in 7 words. If he never plays a part in the story - win! If he does play a part in the story, say by baking silver pennies into tiny buns then using them as slingstones to defeat the Werewolf of Vampiretown - win win! Go Bonce you sweaty legend! One trouble with a huge long backstory is that unless you're a master actor it's just not going to come across except as (tedious) guarded ambiguity. And if you are a master actor, then you can convey the impression of a huge backstory with an inflection or an expression. Another one is that you're closing off elements of the future story based on what you've already decided for the character. I know that making characters is an entertaining game in its own right, but even if that's the way you roll I'd strongly recommend slapping a seven word description on top of that once you're done, because that's who your characters are going to meet.
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# ¿ Apr 17, 2013 23:36 |
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Rocket Ace posted:Giant Monster as Force of Nature This sounds fantastic. Have read Dungeon World? Because that sounds like a Dungeon World fight, and familiarising yourself with the DW approach and the GM moves could really help. Coincidentally that's also the best way I've found to do 4e skill challenges, just moving round the group presenting challenges and complicating solutions.
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# ¿ May 5, 2013 01:29 |
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I'd just add a suggestion that you leave some flexibility in your scripting - more 'here is a bunch of things that could happen' rather than a rigid flow chart of challenges. And threaten the PCs so they sometimes have to make choices between protecting each other or damaging the beast.
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# ¿ May 5, 2013 04:19 |
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BrainGlitch posted:I'm running a Sci-Fi campaign based off of D20 future and some smatterings of other source info I can find. Trouble is, I'm having a really hard time getting myself as into it without having set up a really competent backstory. I'm looking for good settings/adventures (doesn't matter if they're d20, I just need the story) but when Traveller has 130 pages just for Starports it gets kinda daunting. Check out Pirates of Drinax from Mongoose. It's a free campaign, they've done four of ten of the modules so far. It's a fantastic scifi sandbox setting.
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# ¿ May 5, 2013 20:29 |
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Guesticles posted:Warm up. Try doing some writing exercises - PbP sort of things, have your players write letters, etc. These give your players more time to sit and think about what to say and how to say it so it should come more naturally when they start talking. Between game emails are pretty fantastic. Play out a scene or two over the week between games.
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# ¿ May 6, 2013 23:35 |
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God Of Paradise posted:Just have a different voice, temperament and quirks for every major NPC. This is great advice - an NPC should be a really simple caricature. Use a movie star or cartoon character, and let what they do in the game build their actual character. (Homer Simpson as tyrannical dictator, Mr Burns as innkeeper). And while you should never fall in love with them pay attention when your players fall in love with them.
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# ¿ May 7, 2013 04:44 |
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I wouldn't worry too much about balance, tbh. Just amp up the monsters to compensate, if you need to.
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# ¿ May 9, 2013 02:13 |
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Skyrim has a wonderful mod called Frostfall that completely changes the way you view the outdoors, and makes things like icy rivers actually sort of terrifying. Getting that feel into 4e would help get what you're looking for. To achieve this, first cut back on recovery of healing surges (maybe con bonus + 3 per night?), and make a couple of disease tracks. One for actual disease and one for fatigue. Make it so being at the top gives minor bonuses, and tune it so it's not devastating to be moderately fatigued and tired, but have the very bottom be death. I'd also ditch xp (level up every few sessions when they've achieved some notable goal) and use inherent bonuses, as that skips two of 4e's key flaws.
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# ¿ May 13, 2013 07:58 |
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Razorwired posted:I'm honestly surprised when I play with a 4e group that uses XP anymore. I just figured everyone agreed on "If you had to work late and miss the session, missing the session is the punishment, not making your Elf fall behind because the other Elves earned their powerups." We played Rolemaster for years, which has the most Byzantine xp system imaginable. You get xp for every point of damage you take and deliver, each critical, each mile travelled, each skill used. Took about an hour to work it out, once every few sessions. One day we worked out that we invariably levelled each 4-5 sessions regardless of what happened in the game. Just like that, a little light bulb went off over our heads.
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# ¿ May 13, 2013 13:12 |
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Rocket Ace posted:Different play styles, I guess. For me, the number-crunching actually prohibits creativity. But I can understand the appeal (calculating point values for Warhammer armies has it's charm). I think he was joking It's an interesting point though - there is a genuine pleasure in making all the numbers fit just so, but it's a pleasure that tends to belong to people with a lot of time to fill up. These days I want to get to the serious fun quicker, so I'm DMing games with minimal prep, using character builder, playing Dungeon World. Back to the fatigue/disease tracks, while complexity could easily get out of hand, I think it's got real potential. I'd introduce them one at a time, so fatigue first and disease once they've got that in hand. To prevent disease simply being nullified by the cure disease ritual without being a complete rear end in a top hat, you could make it so that ritual needs a particular rare (but obtainable) component. Or just let them cast the ritual, there's probably enough assholery to go around with these systems. Tangentially I once had a subplot around just that, where the party were hired to steal a bunch of this material in a plague-struck city so their employer could monopolise it and jack up the prices. Similarly with fatigue in a sandboxy setting, I can see players getting into fights to attain food/shelter which is kind of awesome. Spitballing what the fatigue track might look like, bonuses/penalties could accrue to, in descending order: Initiative, skills, damage, healing surges, to hit (to hit is arguable, since lowering that risks making the game really unfun - maybe just a -1 at the second lowest status point on the track?). Things that would raise it would be food, warm clothes, shelter, rest. Lowering it would be fights, lack of food, getting wet, lack of sleep. Maybe to keep it simple just give a +1 or a -1 to each, and add up at the end of each day? Having reread all those , I'm wondering if a separate disease track is worth the hassle. Maybe just add it into the list of things that damage fatigue and let people cure it with a ritual, it's mainly for flavour. P.d0t posted:So, I think I hate my players. Or maybe all players. Nah, they just want you to do the thinking for them. Amp it up and start them in a burning city under siege, and get the connections on the fly, storygame style. sebmojo fucked around with this message at 23:39 on May 13, 2013 |
# ¿ May 13, 2013 23:34 |
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GOONSOURCE YOUR GAME Ok, so we've got pirates, in a burning city under siege, trying to get to their ship at the docks before the Emperor's flagship rounds the point or the city walls fall! Each character has a thing they need out of the city - what is it! Each character has one thing they love in the city! What is it! Who is Count Kevin? What or why is the Golden Widget??? Keep 'em coming fellas! (I would totally play this game)
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# ¿ May 14, 2013 00:53 |
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Mimir posted:Change "Golden Widget" to the eternally indescribable Sampo and I'm sold. IT IS ALREADY ACCOMPLISHED SIRE quote:In Finnish mythology, the Sampo or Sammas was a magical artifact of indeterminate type constructed by Ilmarinen that brought good fortune to its holder. When the Sampo was stolen, it is said that Ilmarinen's homeland fell upon hard times and sent an expedition to retrieve it, but in the ensuing battle it was smashed and lost at sea. (That is amazing, I've never heard of that before - thanks!) sebmojo fucked around with this message at 02:10 on May 14, 2013 |
# ¿ May 14, 2013 02:07 |
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Paolomania posted:I'm a fan of presenting 3 or 4 DW style "dangers" on the current "front" and letting the party RP out deciding which burning building to run into. THINK FAST HOTSHOT! 1. the city is burning down! 2. the count is hunting you because you are pirates! 3. you need to find the ineffable Sampo! 4. the emperor's flagship is rounding the point! Throw in a sketch map of the city and a couple of encounters (flaming camels springs to mind for some reason) and I'd run that in a heartbeat.
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# ¿ May 14, 2013 05:50 |
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Tendales posted:No lie, I'm taking notes from this discussion for my upcoming Edge of the Empire game. Replace city with space station, replace flagship with star destroyer, and replace sampo with SM-P0 droid. Let's rock this. Yeah gently caress it I'm gonna have to work this into my Mongoose Traveller sandbox, Pirates of Drinax. I'll report back.
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# ¿ May 14, 2013 09:18 |
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Unless your players enjoy puzzles, I'd just avoid them. Or give them another (more difficult/dangerous) way through.
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# ¿ May 16, 2013 01:26 |
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palecur posted:I'd make this a skill challenge based on Insight, Bluff, Intimidate, and Diplomacy as primaries. Skill challenges work best when you deviate from the prescribed framework -- for instance, I had a skill challenge in my Eberron game where the parties' enemies had gimmicked a magical sky elevator the party was in so it was just free falling down Sharn. I put a tower of poker chips in front of the GM screen and each time a PC did something in the skill challenge, I took some chips away to mark the decreasing distance-to-ground. A critical failure made the chips start decreasing two at a time as the botched repair brought up the magic fields -- in the wrong direction, making the car accelerate downwards. Surges were lost as another failure induced a tumble in the elevator car and folks got knocked about (Acrobatics or Athletics to mitigate). Alternatively: Jenga!
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# ¿ Jun 11, 2013 22:18 |
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StashAugustine posted:I was thinking of running a Fallout-themed game. Does anyone have any ideas for a system? Lizard from rpg.net has an excellent WIP Gamma World conversion for 4e D&D, though that skews wackier than Fallout.
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# ¿ Jun 12, 2013 23:34 |
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P.d0t posted:I'm looking for some DM'ing advice for 4e; the correct answer might be "you're a horrible person " so I'll preface by saying that. My standard answer is FLOODS AND FLOODS OF MINIONS NO SERIOUSLY I MEAN LIKE DOZENS, but you don't like those. And you've sort of pre-emptively ruled out a lot of the possible fixes. I hate to say it, but maybe the system is just not for you? If that's not an option, maybe make sure there's always something happening as well as the fight - a time limit, or changing conditions (easier crits on bloodied enemies?), a device that has to be shut down, a prisoner that has to be rescued. And have monsters/villains surrender occasionally, or run away. You can also pump up the damage and cut down the hit points - monsters that are loving terrifying but drop easily work very well with 4e. More broadly - consider ditching xp. While you can still use the encounter guidelines, just have your dudes level up every few sessions. You should never feel you have to throw in a combat to give the players xp. As for recurring villains, just make sure you don't cheat. If they die they die! You can always make another, who will be strongly motivated to not die in the same way. I had what was intended to be a recurring villain, he was all sinister and mysterious and threatening and the party tracked him down and bushwhacked him mercilessly. So his replacement was genial, and jolly, and still accomplished exactly the same things including tricking trapping and ambushing them. But they liked him so it was ok! Assuming you want a villain get out of jail free card, I'd do it as a very visible item that he expends when he escapes. So next time they see him they can either see he doesn't have it (which means they achieved something) or know that they have to take it off him if they want to stop him running away (knowledge is power!) sebmojo fucked around with this message at 23:50 on Jun 12, 2013 |
# ¿ Jun 12, 2013 23:45 |
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P.d0t posted:This is the logjam I'm having; as a player I love 4e. Interesting problem. I'd put it to your players, maybe? As the DM in 4e combat you're sort of the hyperplayer, and are in the position of trying to outwit them all which can be stressful - but if you're not having fun then it's not going to work long term. Giving the more algorithmic monsters to your players to run is a definite possibility (charge nearest, use encounter, use atwills). As a preliminary though I'd try for some fights that are briefer and scarier for your players. Double the addon damage for all attacks (so 3d8+7 becomes 3d8+14) and turn the hitpoints down to 75% should do that without breaking too much. Also, don't forget how resilient 4e characters actually are. How often do your players go down to 0? When I was DMing it was a rare fight I didn't get the fighter on the ground at least once, sometimes multiple times. Having at least one death save being rolled is an excellent aim for a fight - but no one died in the course of the campaign. Edit: Yeah, the encounter/xp guidelines are built around modest player skill/optimisation and a bunch of fights in a single day. You can go +2 or +3 comfortably if you make sure not to let the monster defences get too high. Also vvv Dark Horse advice is good advice vvv sebmojo fucked around with this message at 00:38 on Jun 13, 2013 |
# ¿ Jun 13, 2013 00:15 |
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You have a very precise set of requirements - longer, but not grindy, but without requiring prep or managing complicated abilities. These are kind of contradictory. Bluntly, if you want to stick with 4e while accomplishing these things then you'll need to be more in tune with the system. Failing that, maybe make monsters more the environment rather than the goal? So the interest comes from achieving goals in a hostile environment rather than murdering the whole map to death. If you want to add a new ability without needing to crunch numbers then just look through similar levelled monsters and grab an ability then reskin it. You mentioned you are worried about being overpowered for your party - how close to the wind do you sail? How often do you put PCs down into death save territory? sebmojo fucked around with this message at 01:31 on Jun 13, 2013 |
# ¿ Jun 13, 2013 01:28 |
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P.d0t posted:I had 2 archers with level-appropriate everything, and a recharge-6 power that created a 3x3 "fire hazard" that did "Page42" damage if you started your turn in it (half for passing through) I think you're overthinking it. They'll never know. If you think they should get more xp, give them some more (or ditch xp completely and level up every few sessions, seriously it's the best). And if your PCs aren't constantly dying, you're not being too harsh.
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# ¿ Jun 13, 2013 02:42 |
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Tomero_the_Great posted:I'm thinking of running my players through The Tomb of Horrors, but I'm not sure which version. We play D&D 4th Ed. The OG 1e version is surprisingly rules free, tbh. You'll just need to stat out a few fights. I ran it a couple of months back and it's fun as hell. There's a lot of design smarts encoded into it that you don't see until you play it. Still a horrifying meat grinder, don't get me wrong, but there are ways around all the traps, particularly once you've grokked the Tomb's gleefully unfair internal logic. If you want to be nice you could make the save or die poison on all the spikes in all the traps just take off 1d8 healing surges, but I say go for broke.
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# ¿ Jun 13, 2013 05:00 |
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# ¿ Apr 20, 2024 01:51 |
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Sounds good to me. Doesn't presume any player actions, which is always the biggest DM trap. From an interesting NPC standpoint I'd probably try and make the Mayor like the Mayor in Buffy. Sort of bizarrely sympathetic and friendly rather than moustache twirling. And introduce the Vampire early rather than late, as a character rather than a plot device. Maybe he could warn the PCs about the orcs? Hm... Jocular friendly vampire overlord...
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# ¿ Jun 14, 2013 21:50 |