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Messages - dragonshaos

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76
RPGs / Re: Project Management in games - THIS SHIT JUST GOT REAL
« on: April 25, 2009, 03:46:35 AM »
Sounds like fun, I cant wait to hear what happens next!

77
RPGs / Re: Non Standard Home Town
« on: April 24, 2009, 07:04:07 PM »
Have Gnomes be the most powerful financially and politically in the place.  That's sure to throw everyone off.  And you can introduce some racial tension between the tall races (dragonborn, goliaths) and the really short ones (gnome, halflings, dwarves) just for fun.  I dunno.

78
RPGs / Re: Why do you game?
« on: April 24, 2009, 07:01:58 PM »
I feel like some anger and distaste will arise from this thread if it continues...

79
General Chaos / Re: People you would fight
« on: April 24, 2009, 05:21:06 PM »
Shinji from the anime is one of the biggest schizophrenic pussy of all time. In the manga, he's actually decent as a character.

True, the manga Shinji is much better.

80
General Chaos / Re: People you would fight
« on: April 24, 2009, 04:41:53 PM »
Animal - Bear

Candle Scent - Denim (yes, candle that smells like pants)

M&M - Yellow

Zombie - Rage Virus

Anime character - Ikari Shinji (Evangelion)

Anime - Elfen Lied

Starcraft Unit - Protoss Zealot

Mechanical Pencil - Any with lead .9

Neighbor - The Yamadas

Family member - My Uncle Dan

81
RPGs / Re: Non Standard Home Town
« on: April 24, 2009, 03:42:26 PM »
Have the currency be drugs.  That way any alchemists are really really rich.  That, and you can have it where people are always hallucinating and come up with funny things that don't actually happen.

82
General Chaos / Re: Comics
« on: April 24, 2009, 05:22:16 AM »
If you aren't reading The Walking Dead then you've done a great disservice to yourself.

Woo!  Zombies!

83
RPGs / Re: A tad bit of help with my Campaign please.
« on: April 23, 2009, 10:37:25 PM »
Its a constantly changing idea with several endings depending upon the actions the characters take at this point.  Depending on who's side they ally themselves with, unite everyone, or kill everyone, will determine the kind of middle/end-game content.  for example, lets say they all kill the other species in the valley.  Only their village is left, Then what happens is in the middle one of the most helpful of NPC's will try to converse with the gods at a secret shrine in the valley (which was under the control of one of the species), however in doing so the sight becomes corrupted due to a trinket he picked up earlier in game and he becomes a demon.  He's sealed inside the shrine however and the End game is to kill him and end this unnatural undead attacks on the village.  That's one semi-rough draft of an ending.

84
RPGs / Re: A tad bit of help with my Campaign please.
« on: April 23, 2009, 10:12:46 PM »
Oh, its definitely set up for them to just kill everyone.  Ive prepared for that.

85
RPGs / Re: A tad bit of help with my Campaign please.
« on: April 23, 2009, 05:35:03 PM »
No, it's okay to let them destroy the things if they understand the consequences. The slaves tell them that they are untrustworthy and too dangerous to live with them. The slaves treat them like unstable lunatics and fear and hate them as much as the people who enslaved them. Then, if your players are bent on destruction, let them find the slavers and wage a war against them.

But the players should know that their actions have consequences and they are NO LONGER HEROES IN THE EYES OF THE EX-SLAVES. This should be motivation enough to change.

I plan to have their actions do just that.  Ive told them that every decision they make has an impact on everything.  The wizard was tackled by the slaves and forced to wear shackles again.  And he was told that he is not to use his magic unless otherwise stated while in the camp.  I asked a fellow DM-ish friend of mine and he told me to just let the guy get killed by the slaves to be an example to the others.

86
RPGs / Re: A tad bit of help with my Campaign please.
« on: April 23, 2009, 04:30:47 PM »
Alright, had another session yesterday.  Barely got anything done in the 4 hours of play.  Quick wrapup:

Slaves and players make ti to town.  Avenger, Paladin and Wizard immediately run ahead to loot their camp.  Wizard tries to blow up doors and buildings.  They are told to stop and to sit down and stfu.  Then one of the main NPC's tells them and the other slaves their situation, the supplies they need etc.  The players seem interested.  Deciding that water is most important at the moment, the Avenger, Paladin and Warlock go towards a waterfall far to the East.  I make it a skill challenge and after about 10 minutes they make it there, only to be greeted by some rats in which really bad rolling causes both the Avenger and Paladin to go unconscious.  They end up winning thx to Warlock, get water, but now it's night.  During this time, the Wizard tell me he wants to rest, I tell him if he does he will be taking himself out of the game for a bit while time catches up.  He says fine, he needed to rest to get his dailies back from trying to blow crap up.  Nearing the end of the session now, the Warlord shows up (late to session) and just hangs with the Wizard.  And that's it.

I admit I was just a tad under prepared with some things, but when the players seem to just want to destroy everything they have it makes me sad looking into the work I'm putting into this.  Now that they have made a decision as to where they are and what they want to do, I can plan out alot more things NP.  Now I have much better direction.

But now I have a problem, how can I keep players from just destroying stuff?  They know their actions can get them back in shackles the slaves kept, and that they are outnumbered by aaaalot.  However they seem to just want to steal and destroy everything.  I had a talk with them  about this and they all just kind of gave the answer that "It's what my character would do" bullcrap.  I sense I may have to work on character development with these guys.

87
General Chaos / Re: People you would fight
« on: April 23, 2009, 03:38:12 AM »

Comic book creator - Stan Lee

Historical Figure -Thomas Edison

Actor - Drew Carry

State - Kentucky

Fictional Character - Chester Cheeto

National Park - Yosemite

Video Game Character - Any Generic Main JRPG Character

Video Game system - N-Gage, easy win

Video Game Controller - N64 Turbo Controller

National Landmark - Lincoln Memorial

Store - Anime Club, for selling bootlegs

Color - Purple

Candy bar - Reeses

Wizard of Oz character - A Munchkin

Disney Princess - Jasmine

Genre of Writing - Religion(ness)

College Major - English 50

Sport - Water Polo

Band - HIM

Type of Furniture - Throw Pillows

Author - Jack Chick

Poet - Edgar Allen Poe

Star Wars character - Luke Skywalker

Mystical creature - Unicorn

Cheap-ass candy - All of them

Restaurant - Applebee's

Thing you put in your house (I think) - Indoor Pool

Toy Line - Rubiks Cube

Former President - Gearge W Bush

Random Person - Adam Scot Loveless

88
RPGs / Creative ways to beat traps?
« on: April 21, 2009, 12:59:32 PM »
When I made a 'learning' dungeon for two of my players, I had a room with minions, and then a passageways with spear gauntlets (4Ed).  Now I was expecting them to get through it with trial and error, and in doing so they came up with creative ways to bypass the traps.  It was a Paladin and Warlock, the same ones playing my campaign now.  They were running after an escaping Kobold, and when they got to the passageway they find it's dead bloody corpse.  I want to mention that just before they entered, the Paladin unknowingly played with a bunch of levers he found and activated the trap after the Kobold ran away, killing it.

Now they knew there were traps.  They failed perception, and didn't have any kind of Thievery skills.  So what do they do?  Just for the hell of it the room they were in previously was the mess hall of sorts.  So the Paladin grabbed a table, and slid it across the floor of the passageway until the spears shot up and destroyed it.  Then he just acrobatics checked over it.  They would mark where they thought the traps were, and eventually they kept a few bodies of kobolds to heap on a square to see if a trap would activate.

They manage to make it through the whole corridor this way, and even when I threw at them a slinger or two at the end, they just grabbed a table and it provided some cover.  I thought this was creative and I didn't even think of them using the tables at all.  I just threw them in to give the room more personality.

So!  I want to hear other experiences with traps or hazards, in any system.  I want to know of creative ways players (or you) got through them in ways the GM didn't even see or think of.

89
Play by Post / Re: No Sides: A Game of Feudal Adventure
« on: April 21, 2009, 10:31:31 AM »
Well, that didn't' work out.

"Hmmm...your no fun..." I muttered under my breath.  I look around and smirk seeing all the people watching him.  Time for me to make my escape!  So I walk in the opposite direction.  But this isn't fun.  I find someone who does not see me as an...equal (besides the height difference).

Before he gets too far away I bring out my Scythe and hold it with the blade behind me, swinging the chain in my other hand (Right hand).  As I work it up to speed a light whirring sound can be heard.  I extend it out several feet, making the people around me back up as the chain had a frightening reach to it now.  As I exhale a breath, I step forward and loose the chain towards his head (the right side), being sure to miss by only an inch at most.  As it misses, I twist and pull the chain, causing it to curve to the left and swing around his neck, so I can all the more easily pull him in.

90
General Chaos / Re: Ok Random Question
« on: April 21, 2009, 12:10:26 AM »
wow... :-X

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