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TOPIC: What ROLE-PLAYING have you been doing?

What ROLE-PLAYING have you been doing? 15 Jul 2017 00:52 #251212



The ol' TSR classic...FASERIP Marvel Heroes.
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What ROLE-PLAYING have you been doing? 15 Jul 2017 09:05 #251214

They have Marvel miniatures in that scale? Seems like a big expense when the base game with so many cardboard standees.

Next week, I will be playing in six six-hour sessions of diceless roleplaying at a tiny local convention. Everybody there except me knows each other from many years of playing at two larger diceless conventions in other cities. I just happen to live in the area, but randomly stumbled across this convention while researching my Amber board game. And now one of the other players lives just a few miles away from me.

Diceless rpgs are very big on stories and characters and role-playing. In an actual practice, this often means more prep work before a session by the players, as they often need to respond to lengthy character quizzes or write an essay, just to give the game master ways to better involve them in the upcoming adventure. This is also important because diceless players tend to have a lot more freedom to define their place in the setting.

During a game session, the game master needs to quickly adapt to whatever the players are trying to do, even moreso than in normal playing. The guiding principle of diceless, like improv, is Yes And. In a conventional rpg, a player tries to do something, and the game master makes him roll to see if he succeeds. In diceless, the player tries to do something and the game master almost always lets it happen, but throws in complications and consequences that lead to new challenges.

One more odd aspect of this convention is the ongoing campaigns. Imagine an rpg campaign where the group only met 2 or 3 times a years, and in a different city each time. That campaign might actually have multiple sessions in each city, such that you end up doing as much playing as a normal rpg group that met locally once per month.

So, in recent days, I have typed up about eight pages of backstory or updates on new or ongoing characters. And I have been doing some additional work involving a character that hasn't even been generated yet. One of the six sessions that I am playing in will start out with players bidding for attributes, then spending the rest of their points to buy powers, allies, artifacts, and creatures. We will probably only get to play these characters for about four hours, but if the game goes well, it may become a new ongoing campaign.
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What ROLE-PLAYING have you been doing? 15 Jul 2017 11:48 #251215

Shellhead wrote:
They have Marvel miniatures in that scale? Seems like a big expense when the base game with so many cardboard standees.

Cheap heroclix minis. The gm bought the box game used with no standees, but he had a ton of heroclix already from heroscape customs. I think he may have bought one or two for this campaign, but I don't think thry cost that much.

The campaign is set in 1989 and somehow marvels Apocalypse has converted the 89 JLA (guy gardner, wonder woman, martian manhunter, captain atom) into his 4 horsemen. We're a suicide squad type band of marvel villians. Fun game, but my Shocker is in way over his head...
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What ROLE-PLAYING have you been doing? 17 Jul 2017 00:00 #251236

Mr. White wrote:


The ol' TSR classic...FASERIP Marvel Heroes.

Man that brings back memories. Never actually played it mind you, but my brother had bought it. I used to spend a lot of time reading through the manual and rolling up my own super heroes. That pretty much sums up my experience with every RPG I've touched in a nutshell.
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What ROLE-PLAYING have you been doing? 17 Jul 2017 08:34 #251240

I just played a third session into the D&D Fifth edition starter scenario.
I also just played a first session of a Numenara scenario.

I did a LOT of RPGs when I was a teenager (CoC, Shadowrun, Rifts, Pandemic, too many GURPS, HERO). As an adult, I'm just not as interested. IDK if its the GMs, the settings, the scenarios, me, or a combination. I'd just rather play a board game.
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What ROLE-PLAYING have you been doing? 17 Jul 2017 17:18 #251281

For some reason I spent several hours reading about The Tomb of Horrors, the D&D module. There's a huge thread in Enworld in which they discuss it step by the step with this question in mind:

Ultimately they come to the conclusion that it is not possible. Even with careful planning, unlimited time and abuse of "bomb-defusing" tricks like using henchmenn to active traps and flying instead of walking it seems there are too many points in which you can get killed or stuck through a lack of information.

But, personally, it seems to me that most of its issues are not rooted on it being a "thinking's man module" or not but on it being old. Most of its issues seem to come from a lack of playtesting and obvious rule patches (Anti-magic rooms, demons coming after you if you teleport and other arbitrary limitations). Stuff like the encounter with the Elephant Steamroller doesn't work and the stream of hidden doors is clearly a vice from the early age.

I thought about running it with my gaming group but after reading so much about it I've begun to think it won't go well. It's simply not explained well enough for me to run it.
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What ROLE-PLAYING have you been doing? 17 Jul 2017 18:15 #251287

I ran Tomb of Horrors for three different groups back in the day (maybe '80 or '81). Nobody completed the adventure, but two groups survived intact. No spoilers here.

1. A couple of friends took in their favorite characters plus henchmen. One of them had a paladin with an artifact level weapon from another campaign that was overpowered for this adventure. Early on, they encountered a highly lethal trap disguised as an opening to another room. They sent in a henchman, who never came back. I refused to tell them what the henchman saw because he was an NPC. Then the paladin stuck his artifact weapon in, and it vanished. By now, they were convinced that it was a teleportation device, which it wasn't. The paladin climbed in after it, annoyed. I took him off into the next room and told him that his character was gone with no remains. He reacted loudly enough that the other player knew something was wrong, and retreated with the surviving henchmen.

2. My regular gaming group went in with a suitable party, and probed very carefully for traps after encountering one. They made it far into the adventure, but at a specific point, mistakenly decided that they had finished the dungeon and left.

3. On vacation, I ran the Tomb for three brothers (to each other) who were staying at the same hotel as my family. They each ran two characters, and had surprisingly good teamwork for siblings. They scouted the whole area very carefully and finally went in through an entryway, but only partway. Then using a wand of Rock to Mud, they created their own entrance to the place, only several rooms away from the final room of the dungeon. They got through a few rooms just fine, then found a powerful but cursed magic item. Things got very messy while they were messing with the item, and then they decided to retreat. We didn't get a chance to play again before their family headed home.
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What ROLE-PLAYING have you been doing? 19 Jul 2017 17:57 #251396

Shellhead wrote:
I ran Tomb of Horrors for three different groups back in the day (maybe '80 or '81). Nobody completed the adventure, but two groups survived intact. No spoilers here.

1. A couple of friends took in their favorite characters plus henchmen. One of them had a paladin with an artifact level weapon from another campaign that was overpowered for this adventure. Early on, they encountered a highly lethal trap disguised as an opening to another room. They sent in a henchman, who never came back. I refused to tell them what the henchman saw because he was an NPC. Then the paladin stuck his artifact weapon in, and it vanished. By now, they were convinced that it was a teleportation device, which it wasn't. The paladin climbed in after it, annoyed. I took him off into the next room and told him that his character was gone with no remains. He reacted loudly enough that the other player knew something was wrong, and retreated with the surviving henchmen.

2. My regular gaming group went in with a suitable party, and probed very carefully for traps after encountering one. They made it far into the adventure, but at a specific point, mistakenly decided that they had finished the dungeon and left.

3. On vacation, I ran the Tomb for three brothers (to each other) who were staying at the same hotel as my family. They each ran two characters, and had surprisingly good teamwork for siblings. They scouted the whole area very carefully and finally went in through an entryway, but only partway. Then using a wand of Rock to Mud, they created their own entrance to the place, only several rooms away from the final room of the dungeon. They got through a few rooms just fine, then found a powerful but cursed magic item. Things got very messy while they were messing with the item, and then they decided to retreat. We didn't get a chance to play again before their family headed home.

Click here for hilarious but spoilerific run of the ToH
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What ROLE-PLAYING have you been doing? 21 Jul 2017 14:25 #251489

Role playing has been good to me lately.

Last night we finished Tales of the Loop introductory scenario. We had split it up over two sessions, games I run tend to go longer I think as I'm still likely learning to control pacing and I think its just my tendency to play a lot out in the scenes. We had Bookworm, Hick, Troublemaker, and Weirdo character types. They all had a good time despite rolling a total of 2 successes (sixes on a D6) on about 45 dice to fail badly at the climax of the story. The rules light aspect makes it super easy to run, 3 of my 4 players had never played an RPG. The system really excels at bringing out relationships between players, NPCs, and tying that into the overall story. I did miss rolling D20s and funky dice a bit. I think they all really enjoyed their characters and are interested to see what happens next. We will prolly play through the 4 seasons campaign over the next few months.

The week before I played my 2nd session as a player in my friend's Call of Cthulhu game. His first time as GM and its really fun to be on the other side of the screen. My character is an antiquity dealer, with a tendencies to gamble, lie, and pass off forgery as real work to make a quick buck. Highlights so far was rolling a 1/5 crit success to allow the group to steal something we had no business getting, blowing cigarette smoke in the face of a bitchy high society lady, winning some back alley low stakes gambling, seeing the birth of a Mythos creature in my hand before squashing and killing it (only lost two sanity), and then needing to dig up a corpse to dispose of the evidence. The adventure will wrap up next time and my only regret at this point was one too many gin and tonics last session, so the end was just a little bit fuzzy.

I also bought Blades in the Dark. Seems pretty interesting and I think I like this kinda evolution of the Powered by Apocalypse system. Though to be fair I have not played either so that is all theoretical. I will likely be taking some aspects of Blades and incorporating them into my DCC game, which likely picks back up after Call of Cthulhu ends.
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