Pretty disappointed with how the following threads went, with a trend toward using hard words in regards to personal crusades (amongst the choir) but not really facing mild words against holy cows.
[D&D] Persuasion in the Middle, or GM Fiat at the end?
[D&D] Is the dungeon real?
How Epidiah decided range to target in Dungeon Crawl Classics
Basically the refutations enter the model of advertising - they already solve anything anyone raised and to question the solutions is to incite yelling. In bold.
So yeah, you have people who are ready to take on holy cows...other peoples holy cows. Granted, they can't see their own cows and instead just see the other guy as being X, Y or Z (all of which are negative). But in the end it's always aimed away.
I'm not even sure what sort of bogeyman the word 'persuasion' conjures in their mind. It's a horrible world though, apparently. Just dreadful and just simply couldn't be the case. I guess if you demonise something enough, it just can't be true.
Okay, I'm walking the perimeter here - I haven't gotten into evidence and argument. But frankly the wounds seem so raw, what would the point of that be? It's like that guy who somehow got authorities to try and drag Australian backpackers back for murdering his brother - because his brother came to him in a dream. I mean, how far do you think reasoning will go with that? Taking it his brother suicided, it's a hell of a thing to have to face Vs simply having some very clear cut enemies instead. We like familiar enemies.
In the end you have people unwilling to look at how they have actively influenced the supposed impartial GM. Maybe if they did they might have another word for it which is more apt than 'persuasion', who knows. But that isn't going to occur.
When we influence each other all the time - it's just part of the whole social thingie! To think social influence somehow stops when we roleplay?
Speaking of, atleast I'm outside of moderation used instead to preserve certain ideas, in writing here. Oh, could be wrong, could be wrong! Maybe there is some kind of way those ideas are founded on very solid ground. But even humouring a 'you could be right' rather than 'you are right' ends up in yelling, as far as I can tell.
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label table top gaming. Show all posts
Showing posts with label table top gaming. Show all posts
Wednesday, November 13, 2013
Thursday, January 13, 2011
Small RPG
A small RPG I wrote up...
Synopsis
Explore part of an imaginary world, talking with it's peoples, navigating it's dangers and gaining resources for yourself! Progress up the advancement grid and win!
Prepping the Map Grid
Draw up an area of game world which is a 20 by 20 square grid. Each square represents an area about 100 metres square.
Before play the GM fills in the grid with villages, hills, trees or whatever else the GM thinks would be in the game world and most importantly, some of these, as decided by the GM, will give resource points to players. This is supposed to be a wilderness region, with villages and farms scattered around. There are also a few rare monsters and dinosaurs (most notably are the raptors) around. Some of what the GM decides on could be encounters with NPC's in the game world, even involving conversation between player characters and NPC's the GM has invented. But in such a case, try to keep the conversation to only one or two questions and answers, then it's the next players move. The conversation can always continue on that players next turn, if the GM deems it necessary.
Instead of moving the player can describe his character interacting with what he percieves to be in the grid his characters standing on, in hopes of gaining resources, or possibly even just for fun. Sometimes the GM may allow someone to do this AND move after describing it and hearing the GM's responce, but it is not to be expected.
In drawing up the area, the GM should put atleast 20 places on the grid where simply moving onto that square earns the player a resource point. These can be scattered willy nilly, that's fine. Resources might be taken by one player only. It might help to place a small marker on the map to show such a resource is taken already. Other resources might allow each player to take one point from the spot (expect all remaining players to gravitate to such a square upon discovery - this is valid play).
After playing a map grid, it's not a good idea to have the next game on the same grid. Try and generate atleast two map grids, if not more, and alternate between them.
Play
Players take turns moving one square each (they do not have to move). Players can be in the same square, but turn order determines who gets to a square (and obtains it's resources) first, unless the player declines to take the resources or if the resource is one that everyone can take a point from it. When players gain a resource point, they note it down.
Players start at the south end of the grid at a random position. Their X/horizontal position is determined by rolling 1d10, counting from the west side of the grid. Their Y/vertical position is determined by rolling 1d6, counting from the south side of the grid.
Advancement Grid and Winning
As well as moving, on their turn the player can also decide to roll on the advancement grid, which is the prime method of winning in this game. There are nine squares to advance on, anyone getting past the ninth has won! Everyone gets to try and pass the ninth step, which makes who won first determine precidence of winning. It is possible to fail a roll and instantly be eaten by a raptor! This is the only way to lose.
If one or more players have passed the ninth step, one or more can simply concede their victory and finish playing the game. Some might like to play on and see which position they come in at (if not eaten by a raptor). Other players might prefer, upon seeing someone win, to congratulate the winning player and finish play there. Some players might do one, others the other - a mixed result is fine.
Players who have passed the ninth step can decide to finish play there or they can continue to move on the grid, but they cannot take resources from the grid anymore.
Someone might be inclined not the explore the game world at all and on their very first turn and all following turns, turn to lady luck and roll each time on the advancement grid. This is valid play and this game is designed so exploration of the game world occurs if you want to do it, not because your forced to. It's also designed so the player, if they should win, can be congratulated and simply finish playing the game at that point.
To roll on the advancement grid, roll percentile dice and compare it to the chart below. Each player has a token (seperate from their PC on the map grid) which starts on square 1. The chart below will tell you how many moves ahead you go, or if the dreaded raptor has gobbled you up! The number of resource points a player has influences what it takes to pass or fail a roll. These are detailed on the grid for rolls on the next three steps. In further steps, the number of resources required to modify the fail chance is increased.
80% to 21% = Pass & 1 step ahead
20% to 6% = Pass & 2 steps up (applies
5% or less = Pass & 3 steps up
If you roll above all of the pass scores, it's a fail! This means you were eaten by a raptor and are out of the game!
Advancement Grid
1 point of resources means 90% to 21% = Pass & 1 step ahead.
2 points of resources means 98% to 21% = Pass & 1 step ahead.
Square 1.
Square 2.
Square 3.
Now resouce requirements change
4 points of resources means 90% to 21% = Pass & 1 step ahead.
6 points of resources means 98% to 21% = Pass & 1 step ahead.
Square 4.
Square 5.
Square 6.
8 points of resources means 90% to 21% = Pass & 1 step ahead.
10 points of resources means 98% to 21% = Pass & 1 step ahead.
Square 7.
Square 8.
Square 9.
Synopsis
Explore part of an imaginary world, talking with it's peoples, navigating it's dangers and gaining resources for yourself! Progress up the advancement grid and win!
Prepping the Map Grid
Draw up an area of game world which is a 20 by 20 square grid. Each square represents an area about 100 metres square.
Before play the GM fills in the grid with villages, hills, trees or whatever else the GM thinks would be in the game world and most importantly, some of these, as decided by the GM, will give resource points to players. This is supposed to be a wilderness region, with villages and farms scattered around. There are also a few rare monsters and dinosaurs (most notably are the raptors) around. Some of what the GM decides on could be encounters with NPC's in the game world, even involving conversation between player characters and NPC's the GM has invented. But in such a case, try to keep the conversation to only one or two questions and answers, then it's the next players move. The conversation can always continue on that players next turn, if the GM deems it necessary.
Instead of moving the player can describe his character interacting with what he percieves to be in the grid his characters standing on, in hopes of gaining resources, or possibly even just for fun. Sometimes the GM may allow someone to do this AND move after describing it and hearing the GM's responce, but it is not to be expected.
In drawing up the area, the GM should put atleast 20 places on the grid where simply moving onto that square earns the player a resource point. These can be scattered willy nilly, that's fine. Resources might be taken by one player only. It might help to place a small marker on the map to show such a resource is taken already. Other resources might allow each player to take one point from the spot (expect all remaining players to gravitate to such a square upon discovery - this is valid play).
After playing a map grid, it's not a good idea to have the next game on the same grid. Try and generate atleast two map grids, if not more, and alternate between them.
Play
Players take turns moving one square each (they do not have to move). Players can be in the same square, but turn order determines who gets to a square (and obtains it's resources) first, unless the player declines to take the resources or if the resource is one that everyone can take a point from it. When players gain a resource point, they note it down.
Players start at the south end of the grid at a random position. Their X/horizontal position is determined by rolling 1d10, counting from the west side of the grid. Their Y/vertical position is determined by rolling 1d6, counting from the south side of the grid.
Advancement Grid and Winning
As well as moving, on their turn the player can also decide to roll on the advancement grid, which is the prime method of winning in this game. There are nine squares to advance on, anyone getting past the ninth has won! Everyone gets to try and pass the ninth step, which makes who won first determine precidence of winning. It is possible to fail a roll and instantly be eaten by a raptor! This is the only way to lose.
If one or more players have passed the ninth step, one or more can simply concede their victory and finish playing the game. Some might like to play on and see which position they come in at (if not eaten by a raptor). Other players might prefer, upon seeing someone win, to congratulate the winning player and finish play there. Some players might do one, others the other - a mixed result is fine.
Players who have passed the ninth step can decide to finish play there or they can continue to move on the grid, but they cannot take resources from the grid anymore.
Someone might be inclined not the explore the game world at all and on their very first turn and all following turns, turn to lady luck and roll each time on the advancement grid. This is valid play and this game is designed so exploration of the game world occurs if you want to do it, not because your forced to. It's also designed so the player, if they should win, can be congratulated and simply finish playing the game at that point.
To roll on the advancement grid, roll percentile dice and compare it to the chart below. Each player has a token (seperate from their PC on the map grid) which starts on square 1. The chart below will tell you how many moves ahead you go, or if the dreaded raptor has gobbled you up! The number of resource points a player has influences what it takes to pass or fail a roll. These are detailed on the grid for rolls on the next three steps. In further steps, the number of resources required to modify the fail chance is increased.
80% to 21% = Pass & 1 step ahead
20% to 6% = Pass & 2 steps up (applies
5% or less = Pass & 3 steps up
If you roll above all of the pass scores, it's a fail! This means you were eaten by a raptor and are out of the game!
Advancement Grid
1 point of resources means 90% to 21% = Pass & 1 step ahead.
2 points of resources means 98% to 21% = Pass & 1 step ahead.
Square 1.
Square 2.
Square 3.
Now resouce requirements change
4 points of resources means 90% to 21% = Pass & 1 step ahead.
6 points of resources means 98% to 21% = Pass & 1 step ahead.
Square 4.
Square 5.
Square 6.
8 points of resources means 90% to 21% = Pass & 1 step ahead.
10 points of resources means 98% to 21% = Pass & 1 step ahead.
Square 7.
Square 8.
Square 9.
Labels:
rpg,
small,
small rpg,
table top,
table top gaming
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