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Messages - sarendt

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16
Role Playing Public Radio Podcast / Re: Introduction - Sarendt
« on: March 06, 2010, 02:25:40 AM »
So I have been using a few different computers to post from, and the one I use at work totaly shows the green glow differently.  There it shows a green border around each letter not a bar under it.  From my home computer your comments make way more sense...  For now it will be random I think

-Scott

17
RPGs / Re: Urickland
« on: March 06, 2010, 02:21:59 AM »
nope.

-Scott

18
RPGs / Re: War in table top RPG's?
« on: March 05, 2010, 05:37:08 PM »
Quote
I'd been operating under the idea that his players would be in the World War era of technology using guns and possibly motorized devices.

Oh wow, I was thinking about ancient warfare, flavored with magik.  Most of my worlds are low magik with steam punk & clock work style modern contraptions thrown in. 

I would like to see this thread be a place for all types of warfare discussion, so I guess if people give examples lets just try to mention what era of game were set in.

Good call Tad!

-Scott

19
Role Playing Public Radio Podcast / Re: Pontifex - fanfic
« on: March 05, 2010, 05:32:30 PM »
I have Pontifex's entire backstory written down but I don't know what parts I've revealed and what's still secret.

Ah ok, that works then.  If I send you a preview of a story, could you check it for correctness?

-Scott

20
Role Playing Public Radio Podcast / Re: Pontifex - fanfic
« on: March 05, 2010, 05:20:30 PM »
Scott -

You'll have to talk to Ross and see if he has notes.

-Scott

LOL, Ross sent me here :*) 

-Scott

21
Role Playing Public Radio Podcast / Re: Introduction - Sarendt
« on: March 05, 2010, 05:07:47 PM »
Quote
None the green never changed.-Scott

-Scott > -Scott

looks like more green to me?  Larger green as it were?

or did you mean something like this?

-Scott

-Scott

22
Role Playing Public Radio Podcast / Pontifex - fanfic
« on: March 05, 2010, 04:29:52 PM »
I was thinking of doing one of these fanfic things, my wife does alot of slash, so I could ask her for help, but I certainly wouldn't be anything slash like!

On that, I was thinking of doing something from Pontifex.  Specificly the tale of creating his 'force of nature' reputation on the continent.  I remember a little of it from the New World Campaign, ep 9 I think, when Cody was talking to him on the beach.  Is there any other times this story is mentioned that anyone can think of?  Im only on ep. 11, so if its after that I just haven't gotten to it yet.

Thanks,
-Scott

23
Role Playing Public Radio Podcast / Re: Introduction - Sarendt
« on: March 05, 2010, 04:22:02 PM »
Why don't you legitimately add that as your sig?

I was gonna ask why his username isn't just "Scott".

sarendt is my user name because alot of times the basic stuff like first names are already used, so its easier to keep them all the same by using something slightly different :*)

-Scott

24
RPGs / Re: Share your Best Prop Story
« on: March 05, 2010, 03:55:59 PM »
 ;D

25
Role Playing Public Radio Podcast / Re: Cody Fan Club
« on: March 05, 2010, 03:52:59 PM »
Who DARES insinuate that I have a small penis?!?!?!?!?!

No insinuation going on here, its  more like a fact :*)*

*size modified to show actual size of member.

-Scott

26
Role Playing Public Radio Podcast / Re: Introduction - Sarendt
« on: March 05, 2010, 03:24:10 PM »
Why don't you legitimately add that as your sig?

 ???

Im not ... legitimate ... isn't that more like my moms fault?  Why am I being blaimed for that ???

-Scott

27
RPGs / Re: War in table top RPG's?
« on: March 05, 2010, 03:19:26 PM »
@Tad, you basicly expanded that for me, that was more or less what I was going to say.  My idea was more to let the players run standard adventures for 5-10 levels (assuming D&D, but whatever) at level 5 start hinting at the comming war, armies moving, quests to recon the enemy lines, towns reloacting etc.  

If the players seem interested, let them move towads an active role in the military war machine, taking missions for the crown or what not.  As the war commences, have them in a position of influence for the kings and generals etc.  Let them choose where to go and what to do, if they choose to return to the kings and generals they would have a chance to influence the war strategicly, or they could continue to run missions behind enemy lines or out side of communciation with the generals, taking more of a tactical approach.  Finally they might decide this whole war thing is for the birds and go find someplace safer to adventure until it winds it self down...

This approach requires quite a bit of work though, as you have to have some level of planning for each possiblity, thus the difficulty.  That doesn't even get into the 'feel' of the war, which would just be the GM's talent to bring this type of world alive...

-Scott

**modified to fix major spelling error

28
Role Playing Public Radio Podcast / Re: Introduction - Sarendt
« on: March 05, 2010, 02:58:16 PM »
-Scott
-Scott
-Scott
-Scott

-Scott
-Scott
-Scott
-Scott

Which do you like?

-Scott

29
RPGs / Re: War in table top RPG's?
« on: March 05, 2010, 01:51:12 PM »
I can see what you mean about

Quote
if you try to emphasis everything than you're actually emphasizing nothing.

I guess I wanted to see the characters move between the higher up actions, to the lower ones.

I will expand this idea in a hour or so, gota do some actual work...

-Scott

30
RPGs / Re: War in table top RPG's?
« on: March 05, 2010, 01:44:00 PM »
Some more thoughts I had.

If the players are involved with the war, how do their actions effect the outcome of it?  There are simple answers, in a given battle, if they fight and do well that battle goes well, less cassulties on that side etc.

What if the players have to choose from multiple options.  Go to this town and help hold the bridge there, or travel to that mountain pass and hold it. Sneak behind enemy lines and harass the enemies supply lines, capture a general from the other side and return him to our side.  

If the war is dynamic, the situation should change regularly, each desision the players make leads to a new battle field with new tactical options, with new benifits and challenges from the last time they looked, so to speak.


An example:  The players choose to help defend the town so to prevent civilian casulties, thus the mountain pass has been takin and reinforced with a hastiliy built fort, but the players managed to recruit more troops from the town they saved so they have a little more resources to work with.  Having preserved the bridge gives the players the option of moving behind enemy lines, but they must move out quickly before the enemy closes the gap.  The general that was moving forward with his troops because they were winning now feels unsafe and moves his command tent to a much more secure location.


The more I think about it, as the GM, you need to have a fairly complicated set of situations built to handle the first few desicion points the players make and still keep things moving.  Making a flow chart seems like a reasonable idea for the war and the choices the players make.

-Scott

**modified for sig

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