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Messages - trinite

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436
RPGs / Freaky Architectural Stuff for Ruin
« on: October 16, 2014, 03:03:07 PM »
So instead of putting this into the General Chaos HAY GUYS thread, I figured I'd start a new one here, since it directly pertains to Ross's upcoming game. I figure it'll be more convenient to collect any weird architectural horror-type things we find in one spot.

Things like The Imaginary Prisons of Giovanni Piranesi: http://www.futilitycloset.com/2014/10/11/the-imaginary-prisons/





The full gallery can be found here: http://commons.wikimedia.org/wiki/Category:Le_Carceri_d%27Invenzione

437
Role Playing Public Radio Podcast / The Mitchum Cleary Time Loop?
« on: October 04, 2014, 01:50:48 PM »
So in the last episode of Sense of the Sleight of Hand Man, David discussed how apparently Mitchum Cleary had traveled back in time through the Dreamlands, and was apparently stuck in a time loop. Now, I know of his adventures in SotSoHM, and in Bryson Springs later on in the 1930's, but I got the impression from the discussion that there is at least one other adventure during Mr. Cleary's looping career. Could somebody help me out?

438
Good episode! Thanks.

439
Yeah, I really like that idea, too.

440
RPGs / Re: The mind control PC thing
« on: September 17, 2014, 06:02:38 PM »
The idea is that you want to avoid taking away the player's agency through purely narrative contrivance. You're trying to avoid saying, "Your character does THIS, because that's what I want to have happen for the plot."

That's why there's a difference between compelling a PC to do something through mundane persuasive pressure from an NPC, versus compelling a PC to do something through an established in-world mind-controlling power. The former is walking the border of narrative compulsion, whereas the latter is further away from that border.

Another big reason is that a lot of games have a very under-developed and unbalanced method of resolving basic persuasion, so that the target of it doesn't really have a fair way to defend itself. The game simply isn't designed for that to be a vector for the GM to attack the PCs with. For example, in Pathfinder, the only thing that helps against Diplomacy rolls is the target's base Charisma bonus. If I as the GM decided to build high diplomacy monsters to "diplomance" the PCs, they would be at my mercy. They probably couldn't come up with a reliable way to counter it even if they tried. Whereas there are lots of potential ways to defend against mind control spells.

Note, though, that there are some games in which it would be totally acceptable to compel PC actions through "words." For example, Burning Wheel has an elaborate system for verbal combat, called the Duel of Wits. In systems like that, persuasion is built to be a legitimate mechanical form of conflict. If you're playing a game like that, everybody can accept that there's a different social contract in play.

Hope that helps.

442
General Chaos / Re: What are you reading?
« on: September 08, 2014, 12:28:59 PM »
Having finished April 1865 and Burke Davis's Sherman's March, I've decided to dive into the Big Kahuna: Shelby Foote's The Civil War: A Narrative. I'm on page 47 of volume 1, and I've already learned fascinating new stuff about Jefferson Davis and Abraham Lincoln. It's great. And the War hasn't even started yet.

443
Mr. Purple: Yes.

444
General Chaos / Re: Introduction
« on: September 04, 2014, 01:28:01 PM »
Sweet! That'll hopefully give me time to run it for most of my friends before it goes up.

445
General Chaos / Re: Introduction
« on: September 03, 2014, 05:28:32 PM »
Hi everybody, I'm Ethan from Columbia, Missouri (Ethan C. is my normal commentator name on the AP and Episode posts; I'm Trinite most places on the internet).

I think I discovered RPPR sometime around Episode 69 -- pertinent, since I was hoping to start running a little Call of Cthulhu at the time. And so I jumped on over to the Actual Play site to listen to some sessions. Started with Lover in the Ice...and was hooked.

Later on I discovered that the RPPR guys are fellow Missourians, which is cool. Then I met Ross and Caleb at Fear the Con 7 in St. Louis this summer, which was also cool.

RPG-wise, I'm running a long-term Pathfinder campaign for about 6 friends -- with work schedules, we're lucky to play once a month -- and running Call of Cthulhu scenarios whenever I can get folks together for them. I'd really like to run Base Raiders and Eclipse Phase sometime.

Oh, I'm a librarian by profession.

446
General Chaos / Re: Springfield G.A.M.E. Con?
« on: August 30, 2014, 07:20:43 PM »
Peachy keen! And I can't help noticing that you haven't played my scenario yet... ;)

447
General Chaos / Re: Springfield G.A.M.E. Con?
« on: August 30, 2014, 12:56:27 PM »
Sweet, let me know if you do.

448
General Chaos / Springfield G.A.M.E. Con?
« on: August 29, 2014, 11:40:34 PM »
Any of y'all heard of/have ever attended the Springfield G.A.M.E. Con? http://springfieldgame.com/ It's not exclusively tabletop gaming like Fear the Con is, but it looks like it could be pretty fun.

Apparently they're in Year 6 this year, and I was thinking of coming down for it, October 10-12.

My brother and his wife will be there too, selling knitted...things. I'm hoping to have my Civil War Call of Cthulhu scenario complete enough to run at the con for strangers.

449
RPGs / Re: I need a CoC game for my camping trip.
« on: August 23, 2014, 03:23:58 PM »
For just one night in the woods, I'd recommend something with that rural flavor, and also something that is extremely unlikely to go more than one session. My suggestion: The Edge of Darkness, from the 6th Edition core book.

I would recommend a few alterations:

1. Replace the remote farmhouse with a remote cabin in a wooded area, or an area similar to where you're camping -- ya know, for a little of that ol' "Not far from where we are now..." campfire story vibe. The attic becomes a loft above the main cabin room, with only a few flimsy boards between it and the PCs.

2. Add a little Shub Niggurath flavor to things, maybe in the wording of the chant or in the description of the monster. "The Black Goat of the Woods with a Thousand Young!" Also, maybe add some strange moving "trees" out in the woods -- the Dark Young. The PCs never really see them or interact with them, but they're out there somewhere, drawn by the feasting of their brother in the attic. Nobody better try and run away after they start the ceremony...

3. Emphasize smells and sounds in your descriptions. When you're camping, you're surrounded by unfamiliar sensations, which can make it easier for players to imagine creepy sounds and odors as you describe them. Maybe the Lurker exudes a strange smell like burning honey, or maybe all the insects in the forest grow louder when it passes -- though all the frogs go silent.

4. This is just general advice about running Edge of Darkness: give the PCs some method of finding out about the missing woman, so that they connect the dots when she attacks them. Also, consider removing the restriction on the zombies entering the house if you want them to be a real danger. My PCs worked out that they couldn't come inside, and casually sniped at them through the windows. Also: work out a good Red Jake voice. :)

450
Moon bears! Heh heh! Nice.

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