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Messages - Chibi Jae

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RPGs / Re: Just in time for the holidays...
« on: December 02, 2009, 03:50:35 PM »
Massive amounts of thanks for all the suggestions, (however I can feel my wallet beginning to cry as I add more items to my cart.)

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RPGs / Just in time for the holidays...
« on: December 01, 2009, 04:42:18 PM »
Every year I run a one shot around the holidays and this year I was thinking about running a CoC scenario set in Roman Empire occupied Judea circa 6 CE. The group will be sent to investigate a mysterious birth in Bethlehem and then general shenanigans ensue.

I've played CoC before, but never run it, so I am looking forward to that aspect, but I was wondering if anyone had any ideas or thoughts on what all to incorporate in the game, or if there is a scenario out there that I can modify to fit the setting. Any input would be greatly appreciated.

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General Chaos / Re: Good anime series?
« on: November 30, 2009, 02:39:52 PM »
I would recommend Record of Lodoss War for anyone in the mood for a high fantasy anime, just please for the love of all things anime do not listen to the dub. Its beyond dated in the quality of the voice acting, going with the old mantra of anyone hanging around the office can make a good voice actor.

The other series I recommend are Irresponsible Captain Tylor, Hunter X Hunter and Great Teacher Onizuka.

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RPGs / Re: Good GM Habits
« on: November 30, 2009, 02:26:02 PM »
@ Shallazar - Maybe the last statement was poorly worded, cause I didn't intend for it to come across as such.

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RPGs / Re: Shadowrun 4e
« on: November 30, 2009, 01:41:53 PM »
In Shadowrun, always be prepared for brutal character deaths. Runners, are a renewable resource.

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RPGs / Re: Historical Nazi Occultism... interesting?
« on: November 30, 2009, 01:38:44 PM »
Hitler was obsessed with Germanic mythology as well as early Christianity which most modern day contemporaries view as the occult. In many ways it was more an attempt to create a strong sense of German Nationalism and have a strong cultural mythology to follow then running around Europe and the Middle East looking for ancient mystical knickknacks of power. He wanted a strong, national sense of what it means to be German, with ties to iconic beliefs that showed historical German power and dominance.

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RPGs / Re: Good GM Habits
« on: November 30, 2009, 01:31:12 PM »
1.) Notebooks are your friend. Writing out and preparing all you can before the game really helps with the flow and progression of the sessions, as well as knowing the greater Giga-plot with all the clues, advice, tidbits, trivials and blatant bashings with the plot hammer. Knowing where you want the game to go before you start, helps greatly in getting you all there. Also, its a good place to have access to all your NPCs, notable locations and everything else you need to keep track of and remember. Leave some space as you go, and don't try to fill in every single detail. Things will come up that you need to remember and things won't always work out the way you intend, so always try to write those things in as they happen.

2.) Know your NPC's. Not every NPC needs a full character background, stats or even a name but they all do need some sort of motivation. That one little thing that can flesh out their reasoning. For many it is something simple, like a merchant is usually motivated by making money and a politician is motivated by power. For those NPS'c that are important, do flesh them out as much as possible and give them some semblance of life. The more important they are to the plot, the more information you should have on them. Any NPC that the players deem important should get fleshed out as well. Once they latch on to someone they like, or absolutely hate, they are going to keep going back to them so keep that NPC interesting.

3.) Props and maps. Anything they can hold in their hands, they will and will keep it there until you pry it from them. Every session have a couple handouts for them, either typed or handwritten that has to do with the session's plot. Lists, articles from a newspaper, notes hastily scratched and left in a book, all generally make good handouts which can either just be taken at face value, or can be riddled with clues and secrets for the players to discern. (Or they can just be at face value and the players will torment themselves trying to find the hidden meaning.) Maps can be as basic or as detailed as you want to make them, but either way both the GM and players will find them useful for a quick reference to where things are, how vast a distance a quest will take or getting a feel for their environment. Be ready to update it as things happen, (players burning down a shop, mudslide takes out a high traveled road or a bomb takes out thirty blocks of a large, industrial city) so the players see their effects on the environment and the GM remembers that the nice little old lady NPC's shop burned to the ground.

4.) Communicate early and often. Give the players as much information as possible before character creation begins. Tell them about where the majority of the game will take place, and any common knowledge that everyone would generally know. Let them know what the style and tone of the game is going to be and give them as much of a feel for it as possible so they can keep everything in mind while they make their characters. Try to have everyone build their characters together, and have them talk about them while that is going on. Let the players work out their own sense of balance and roles to fill, and give them that sense of teamwork before things start rolling. After sessions, ask them how they enjoyed it, what things they liked and what things they didn't and then plan future sessions accordingly. If something you love in the game is something that just doesn't work with the group, either try to modify it so it works or just let it die a gruesome death.

5.) Follow John Wick's advice, "There are no rules. Cheat anyways." Always remember that a game is supposed to be fun and that your players are the arbitrators of that fun. (If that were to be decided by the GM, they would be spending all their time playing with themself.) Fun doesn't mean easy, and no game should ever be too easy. There need to be challenges, puzzles or fights that take on epic proportions, but all of them should be within the player's grasp, even if it is a distant grasp. Keep things moving and interesting, and from time to time be willing to fudge your dice rolls. Nothing should ever really be impossible for the players to achieve, but they can be really difficult. Handle character deaths as a case by case situation, fudging their damage rolls to just knock they out when they are fighting a group of grunts or give them an epic and brutal sendoff that will effect the rest of the players for sessions to come. Either way, know your player and know your game. The GM sets the tone, and never forget after everything else it is your world. The players just happen to live there, so make sure its a world in which they enjoying living in.

(Thanks to Shallazar for bringing up a point of clarification, and no you aren't a donkey sombrero.)

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RPGs / Re: Session lengths
« on: November 30, 2009, 12:34:34 PM »
I generally prefer to run game sessions that run around six hours in length, however that seems to occur pretty rarely now a days much to my own frustration.

The group I used to game with a few years ago preferred to play in marathon long game sessions that would be between twelve to fourteen hours on a Saturday or a Sunday, and much woe to anyone that had life get in the way of their dice rolling and chortles of laughter. You know, things like a job, death in the family, passing a gull stone or contorting a testicle. They thought of themselves as hardcore, and that a game session wasn't real unless you spent the entire waking day sitting in their cramped, cat infested apartment and listened to them argue, fight or run off to the other room for a quickie while the rest of us were either engaged in life or death mortal combat, fighting the GM's overly built NPC's or having our brains try to escape our skulls while figuring out some blatantly illogical mind teaser.

For the last year I tried GM's for a group whose game sessions managed to last around an hour and half on average, with the players more concerned about other thing then coming over to game. You know, those important things like viewing YouTube videos, trolling forums that should not be named, catching up on gossip or texting on their cell phones. On occasion, we managed to run a few sessions that were three hours long, but those were rarities, since getting everyone here on time and starting seems to have been about as difficult as teaching a fish how to play a banjo.

Out of years of gaming, for me five to eight hours is the preferred length of time to keep the game itself flowing as well as the attention of everyone sitting around the gaming table. Anything less and players or the GM gripe how the game isn't moving or the feel like nothing is being accomplished and anything over that, they forget or lose interest in what is going on or get tired of being around everyone and begin to get antsy and argumentative. Of course, all of this could just be an Ohio thing from our complete and total lack of Vitamin D, since the sun has much better things to do then rise and fall over the Buckeye State.

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