Tuesday, December 23, 2008
Some 2nd Edition love
Wednesday, December 17, 2008
[Aeonia] Influence
Monday, December 15, 2008
[Aeonia] History
- If ever I need to have history, I can make up whatever I want without having to worry about it clashing with what history I would have already had.
- I don't waste my time with things that don't end up being used or is not important to the players.
Wednesday, December 10, 2008
[Aeonia] Brotherhood of Valar
Sunday, December 7, 2008
Encounter Series #1
- The PC's encounter a tribe of some race (preferably a Shamanistic race, like Goblins or Gnolls) and contest the leader (the Shaman) in combat (single or otherwise, if it's powerful enough) and the leader is killed. Under this tribes law, the tribe belongs to the PC's now.
- A vampire is being stalked by a particularly stalwart Paladin and needs the PC's help to be kept alive (presumably the vampire has something the PC's need in order to want to keep the vampire alive in the first place).
Friday, December 5, 2008
Play by Post In Nomine
Thursday, December 4, 2008
Game Update
Friday, November 28, 2008
Need some d20
Tuesday, November 25, 2008
Insidiae
Sunday, November 23, 2008
A second failed beginning
- That they would not enjoy the game
- That they wouldn't "get" it
- That this particular group would be a hack-n-slash group
Friday, November 21, 2008
Alternate Magic
How to deal with Death
Reputation Score
Regardless of whether we make the jump to 4th edition or not, I’d be interested in adding a new score to the mix aptly named the Reputation score. Basically, this is a number (probably a modifier) which will give the players a way to track how well perceived they are in any given area. Their characters would have a Reputation score at any new area they visited and assuming I use modifiers, would start out anywhere from -10 to 0. This modifier would be applied to any kind of social skill when in that area. You can raise your Reputation score for that particular area in various ways: helping out around the area, becoming a more permanent, stable member of the community (buying a house, or staying in the area for a long period of time, for example), making friends and contacts, etc. This could either be done in the same way as leveling: doing certain tasks earns you a certain amount of XP towards your Reputation score. Or as just straight points added to your score: buying a house in an area earns you 2-3 Rep points, for example. I want to jump on the XP version at first, but that’s more paperwork, and I tend to try to avoid that kind of stuff, so maybe a straight point gain system would be best.
Note: the characters will have a separate Rep score for each area they visit. The GM will be responsible for determining how far one areas Reputation score extends.
Thursday, November 20, 2008
A new home
This weekend we had the second session of our Ravenloft/Gestalt mini-campaign and something occurred which really blind-sided me - the way in which I use the rules, influences how my players set about solving problems. I’m running a module called The Created in which a small town is taken over by a puppet maker and his marionette minions. In the module, the PC’s are quite likely to be taken over and turned into marionettes themselves, which in fact happened in our game. At some point after this, the PC’s have an encounter with a stray dog, which is two size categories larger than them at this point. This is a pretty tough encounter, since because of their small size, even if the PC’s had weapons (they were unarmed after being turned) the only weapons they could carry would do minimal damage at best. So the best way to handle this situation? Drop to the ground and go limp - basically, be a doll. The dog sniffs for a few moments and then wanders off. It’s a simple solution that requires no rolling, just a little bit of thought. However, my players attempted to run away, which failed, and then tried to fight the dog off, which wasn’t going too well.
Is this a failure on my players part? No. My players are intelligent people and can think on their feet - the problem is the rules (d20 in this case - my eternal whipping boy) which support a certain style of play, namely, if you run into a problem, look on your character sheet until you find a skill that you can roll to get you out of the situation. This is where skill-based systems run into problems. They encourage players to think only in terms of what’s on their character sheets and distract them from solving the problem at hand.
d20 is not fully to blame in this situation because the rules are simply a tool. Like any tool, if used poorly, for the wrong task, the results can be, and usually are, slipshod. So I am also to blame for the way my players react to situations. By including skill roll after skill roll, eventually anybody is going to “trained” to work only with what is given to them. This is the importance of including riddles, tricks, traps, etc. with no obvious solution (i.e. no associated skill roll) so that the players are forced, at least every now and then, to think past an encounter, rather than roll past it.
That's going to be it for now. I'll be adding more old posts periodically as well as adding new posts semi-regularly.