Wednesday, December 17, 2014

Players Poor at talking with NPC's : a handling method

If you're going to have a right way to approach them, then I'd suggest something simple: After they try to talk to the NPC but get nowhere (or after about thirty seconds of all the players sitting frozen, not sure what to say and being frozen in analysis paralysis), say they get a roll (on chr or wiz or even int, as you see fit or even as the player might like, vs DC 15), but each roll loses Y amount of XP they'd have gained from the encounter. After three failed rolls all the XP is gone but they figure the right way to talk to the NPC (assuming there is a right way)

Originally posted by me, here.

Saturday, December 13, 2014

Looter Players

The looting is their story.

Granted it wont be a complicated story if they have no moral boundaries in regards too looting.

Your problem as GM is thinking the only story there is is the story you wrote before the game (or the module you bought)

No, the players are making a story.

They aren't interested in your story because they are interested in the story they are making by their characters actions.

Which I think is a way people instinctively play (when new to roleplay) and by that measure, the right way to play.

A more complicated story from their actions would come if they have various scruples, moral principles, NPC's they care about, etc. Sometimes the looter PC has these, you just don't see it. Sometimes the player can add these to the PC after play has started, if you talk about it.

The players are not like book readers and you a book author - you are not a book author trying to get your book reading audience to care about the story. The players are authors of the story themselves - every time they have their PC's act, they write some story.

The question is, how do they get YOU to care about their story?

I'm guessing hard rejection of this premise - because you only asked about how to make them care about your story. That's all that matters to you. So they wont be getting you to care about their story any time soon, I guess?

Originally posted by me, here

Friday, December 12, 2014

No ambition, no participation players? Maybe it's your pre written story, GM?

I posted this here, originally.

Generally I find players have no ambition or spontaniously participate because they have been trained not to do so, because about 90% of the time any ambition or spontanious participation gets in the way of the GM's pre written story. The GM frowns on them when they do these things. Then the GM latter wonders why he has to basically push every PC along through his plot or otherwise they stay still and the players start quoting monty python.

So for pre written story GM's, it is the GM. You can't keep scolding players for going off story without also scolding them for being ambitious and spontanious.

One reply was : "This is so true. I'm playing in a campaign on the side (for now) and this kills my player enthusiasm so much."

Wednesday, December 10, 2014

'The plot'/'The story' is itself a boardgame?

You get a lot of comments about certain RPG gaming as 'that's just boardgaming' in gamer culture.

But what if the urge to prep a sessions 'plot' that goes from A to B to C is just as much a desire to do a boardgame? You want a fixed progression to occur.

Of course a lot of GM's seem to fool themselves at this point "But my player could look in the wardrobe and find a gold coin at B, thus making B2 option exist - see, I don't have a linear path! Plenty of options! Of course then they go to C after that..."

But if we ignore the relatively minor detours on the way to C, the whole thing has a boardgame structure, really.

Friday, November 14, 2014

S Rank Slayer

Start of Play Tips
You start out with 6 instant attacks. This means you can click on that youngling S rank and instantly slay it, giving it no chance to attack you.

If you do it quickly you will get to 6 strength while the S rank is only at 4 or 5 strength. This will give you a small lead, so you can let the game idle for awhile - the repeated slayings will give more strength charge or instant attack charges. Let it idle for a minute or so, then come back to use instant attacks and hit the strength button.

How Strength Works

If the S rank has between equal to your strength or is only five or less higher than your strength, it makes an inaccurate attack upon you (you might say it's at a disadvantage). Once it's more than five higher than your strength, it makes accurate attacks - so you'll be hit a lot of the time. This will probably be the way your character dies, in other words.

If the S-rank's strength is 50 or less below yours they make inaccurate, weak attacks. Generally bandages will make these attacks meaningless - unless your run out of bandages.

S rank gain 1 strength every time you gain 1 strength from defeating one, but occasionally gain 2 - this is how they catch up and get past your strength.

They don't gain strength when you do instant attacks or use the strength gain button (or when you click on bonus swords). So these are the ways you can catch up to S rank that are stronger than you.

The 'STR: 7/16' is a bit of a tip of the hat to D&D - it represents starting out with a 7 strength in D&D and getting all the way to 16 strength. I like to think of it as what a character went through before even getting starting stats (as char gen stat distribution let you assign a 16 to strength straight away)

And something completely different
Also I'd like to promote a game by another author which should have gotten far more plays than it did - it's a platformer fire rescue game with a lot of nifty features :

Sunday, November 9, 2014

Adventure Writing Advice

My advice:

Don't come up with an adventure. Yep, this goes counter to a lot of other advice you'll find everywhere else.

What you want is for each player to make up a life goal for their PC, like 'Find my sister' or 'Build a grand cathedral' or 'Kill the man who sold me out and left me to die'

Then make up various forces in the area. Try to avoid 'if you don't stop them, the world will end' stuff.

Have a range - some forces might want to destroy a city. Others might just want to steal apples from an orchard. Write up three or so, ranging in size.

Then write up clues that would show these things are happening. Eg, creatures are stealing parts for a powerful arcane bomb in the night. Write up clues that could be found in a number of places - whether the players stay in a bar, delive underground or climb a mountain, try and write clues that could happen in as many of these places as possible - preferably all of them (though that can be hard).

Then write up how, if not interfeared with, these plans will happen over time.

Now do one or two more, per player, in regards to their own goals.

Finally, two things: accept that none of this material might get used!! The PC's might go and do something else. Let go of the idea everything you write will get used - don't fall in love with a piece of material and think 'this is gunna be so great when they do it' - because they might not do it. It's ok, setting wise it might be possible for it to happen another time. But if it's not possible anymore (it involves the king and the king died), just accept its gone. Sometimes its meant to happen, other times not.

And do not fear a split party!

(Sub note: Once again I wrote this somewhere else first )

Wednesday, November 5, 2014

Link : 'Back to Square One: toward a post-intentional future'

Could concerns, feelings and qualia be like money - in the respect that money can become deflated - even worthless and has no traction in whatever markets are around it?

That's exactly what you've been thinking about! ;)