Jul. 27th, 2009 12:37 pm
alpharaposa: (marvin angry)
Well, turns out the new gamer cheated on his character sheet on one of the other games. One of our other GMs looked over our sheets to work on plot, and discovered 21 extra character points had been spent.

Add that to all the huge successes he'd been having, and it paints a pretty clear picture.

I caught him claiming proficiencies that he wouldn't have had in my game, but assumed it was a mistake due to infamiliarity with the rules. I have since had to revise that assumption.

I'm disappointed. He's no longer welcome at any game I run. I'll discuss this with the others in the group to see if we want to give him a set banishment time, or just wait and see what happens.
alpharaposa: (Default)
It seems WOTC had to 'fix' the drow...

I have plenty of 2nd ed, and I'm sticking to 'em. What is the point of getting new players, if everybody who loved the game from before stops playing?
alpharaposa: (otaku)
It's funny. Over the years I've played a lot of video and computer game RPGs, and there's an interesting element to it.

[ profile] ursulav once mentioned a certain trait of long-time RPG players. I don't recall the exact wording, but she pointed out that whenever she plays a game where you can choose to be good or evil, she could start out as a baby-killing demon and will finish the game Lawful Good.

Even in games where you're perfectly allowed and can even win the game by being a sneaky bastard or downright demonically evil, us well-trained gamers will take the Good path on the first play through. Years of playing RPGs and other games has trained us to be nice, say yes to all the side quests, and uplift the dignity of all living things.

Even in games like Mass Effect, where it's more of a characterization than actual good vs evil, well, let's just say that [ profile] anher's first playthrough is toting up points on the Paragon meter, not Renegade.

There are time when you're afraid to say no to the quest or the sidequest or be mean to the person you're talking to, because it means you might miss something in the game or have things just not turn out as well as they could. It's why people will struggle for the 'good' endings over the 'normal' ones.

I have been excessively morally trained, it seems, at least for game-playing.
alpharaposa: (shakespeare)
There is a secret to a really good gaming group.

I'm still figuring it out.

But one thing I have figured out - mixing different kinds of gamers can be fun, but far more often, leads to grief.

I have long enjoyed comic strips about gamers, like Dork Tower, or Knights of the Dinner Table, or DM of the Rings. I've read them and known about the stereotypes, while often playing with people who are nothing like that.

The gaming group that met fairly regularly back in the Great Lakes area is an aberration in the gaming world, it seems. It was a bunch of people who, both as players and characters, had fun together. The important part here is the characters had fun (or faced danger) together, not just the players.

We didn't have anybody who liked to screw over the other characters for fun. No "I take everything" munchkins. The people who played bastards used their talents for the rest of the group. Sure, there was inter-character conflict at times, but it didn't destroy the group.

I really enjoyed playing with that kind of a group. I have discovered that I don't particularly enjoy playing with the 'more traditional' types. The rules lawyers of the world annoy me, the backstabbers disgust me, and the every man for himself types seem to defeat the purpose of the game.

As [ profile] drewtiggy put it, we're a bunch of friends who game, not a bunch of gamers who happen to be friends. It seems that makes a vast difference in playstyle.
alpharaposa: (otaku)
D&D 4th edition is coming out.

Which leads to the obvious question. Why?

gaming rant )


Jan. 1st, 2007 02:13 pm
alpharaposa: (scrooge)
I'm writing up a character background for a Werewolf game (original World of Darkness setting). Since I couldn't come up with a name off the top of my head for one of the figures in my character's past, I put in Insert-Name-Here.

I wonder what kind of werewolf would actually have that as a deed name. [ profile] anher suggested a Glasswalker.
alpharaposa: (otaku)
I've been working on the webpage for the Changeling game [ profile] anher and I are running. One of the features of the game is a boatload of pirates whose mortal disguise is that of a living history attraction. In the game, this boat and its crew has a website. So, I've been working on a dummy version of the website. And, I needed a logo. A flag. Something!

So I drew it in paint and used Irfanview to convert. See below.

The Friendly Kraken
The Friendly Kraken

The logo of a pirate ship for a Changeling game. The flag itself is the kraken without the words.

alpharaposa: (otaku)
A whole thread of 'em on RPG net.

WARNING: Some of the images may leave you scarred for life. If you're not already.
alpharaposa: (DMgrin)
I've been working on my Evil World! setting some more.

I have one thing to say.

Dangit, [ profile] drewtiggy, I want to run!
alpharaposa: (DMgrin)
Thinking some more about a Roman-style fantasy Britain-type place, I got to thinking about how much the Romans hated being stationed there. It was cold, wet, and nasty. Waves of dirty barbarians were just over the hills waiting to descend whenever they could get enough people together. There was next to nothing to do, and any of the finer things in life had to be imported from the continent at an expensive rate.

Your average AD&D baatezu would love the place. I think they'd take vacations there. Dim, nasty, and grey, with lots of miserable people. Just perfect for a lawful evil demon. You might have some show up and offer to 'help' the legionaries for a while, just to soak up the suffering up close and personal.


Apr. 28th, 2006 05:26 am
alpharaposa: (otaku)
Last night, before going to bed, I leaned out from under the covers and scribbled down an idea so I wouldn't lose it. A random thought was how to write up The Junior Woodchuck's Guidebook as a Mage: the Ascension talisman.

It'd probably cost 10 background points, considering. (If I were running, I might be nice and make it 7 or 8 instead.) Arete 6, Quintessence 20.
The Junior Woodchuck's Guidebook uses some Mind, Time, and Correspondence to find the relevant information, then uses Matter to provide the information in printed form on its pages. If it actually contained all the information available, nobody would be able to carry it around.

Effect: When activated (requires no special actions beyond leafing through the book and looking for something specific but does require at least one Quintessence point), the user rolls 6 dice versus standard difficulty (diff 6). The user finds information suitable to a Lore skill in the subject equal to the number of successes. However, the information should be found in an appropriate cultural context.

Example- Players find a desanguinated (blood-drained) corpse. Character goes hunting through the guidebook to figure out what could have caused it.

1 success: "Well, it mentions vampires drink blood and has some quotes from Dracula."
3-4 successes: "It also says that some vampire legends could come from blood cults that drained blood for rituals and stuff."
6 successes: "Oh, and there's this legend from Africa about magic-weaving, human-sized spiders that drank blood, too."

Note that Storytellers are not required to provide the correct information, only stuff that's relevant to what the player is looking for.

Botches bring up generic survival information (unless that's what's being looked for, in which case the ST could substitute some Thoreau or something). This talisman can only be used once per day. Further uses bring up either the same information or the above botch result.

This talisman was created by a Virtual Adept, a Carl Barks fan.


alpharaposa: (Default)

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