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Topics - buddy

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Role Playing Public Radio Podcast / Horror
« on: April 09, 2013, 08:38:17 PM »
I'll start with my usual honesty: RPPR CoC games don't scare me.

That's no direct diss on Ross, Caleb, & crew - but, I didn't see the true horror as it crept towards the heroes.

I got into a debate with a player in my offline games about what Horror is. He thought certain Horror movies were Action films.

Like "Predator". Clearly, it's a Horror film (I said) & touched off a war. But, it is Horror;

1. A small group is required to investigate an entirely new terrain.

2. The group, or most of them, consider the investigation "routine" (begin PC Gloat).

3. Things go well, but unknown to the PCs, there's something else going on (bodies hanging from trees, Infrared stalking, ect.)

4. Once the investigation is done, the PCs just want to go home (aint happening).

5. Intro "monster".

That part in "Predator", when 'Billy' says ".... we're all gonna die." That's CLASSIC horror! Because they did (except Dutch).

Like Ripley, from the "Alien" series, 'Dutch' is the lone survivor from meeting the Great Horror who lives to tell the tale. Even Ripley can't escape the true horror of the aliens and dies in the last installment (Aliens 4 = nope).

I guess I just don't see that sequence in RPPR APs - the usual cinematic flow where the PCs are sent, handle a lesser foe, then have to face an unearthly monster. Maybe I'm caught in cycles.

This site has a strong grasp of Horror. What elements can I add to my game to make it truly horrific?


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RPGs / Action vs. RP
« on: April 09, 2013, 08:20:53 PM »
How much action/dice rolling is too much vs. role-playing of PC/NPC interaction?

I'm action-heavy & wearing out Players is a concern.

Is there a recipe for this? How do forum GMs handle it?

I use action to drive PCs to the "Hook", then layer more action to challenge PCs. Is that too much?

Thank you for any advice, in advance.

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Role Playing Public Radio Podcast / Creating Player Choice (?)
« on: March 29, 2013, 01:35:26 PM »
I'm not even sure I phrased that right.

Anyway, I'm having problems with the creation (?) & delivery of player choice. Maybe I'm over-thinking the issue, but when I frame a scene, it's like brain-freeze.

The scene could be an investigation outside a .... bank. There's NPCs the PCs can get information & clues from. Maybe surveillance cameras. Eye-witness testimony. Blood trails. Whatever.  So, what's the best delivery for choices?

1. Having an NPC say "Hey, you guys can go do A, B, C, or D"?

2. Letting the Players make up their own minds?

3. Giving a piece of evidence immediacy - like, a recording or note that reveals where the _____ is going to be in the next few minutes?

It doesn't have to be investigative. There's always that opportunity for Choice & it's so crucial in terms of Player enjoyment. Player Agency. As a player, it's never a problem for me, but as a GM, I've seen players struggle with it.

So, what works for Forum GMs? How do you pull it off without Players feeling Rail-Roaded or abandoned?

The help I received with my Precog topic was so great, I returned to complete my Jedi training.

I'll browse the old podcasts to see if Ross & Co. addressed the topic.

Thanks in advance!

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Role Playing Public Radio Podcast / Future Podcast Topics
« on: March 21, 2013, 05:57:46 PM »
since i was here discussing the future methought, why not list some fodder for the RPPR cannon?

there's a thread for this already i know, but.

1. Precognition.

2. The Proper Care & Feeding of your Power-Gamer.

3. RPG & Healthy Lifestyles

4. (wtf is) Story-Gaming (& why should I care)

5. Grappling as an RPG enigma

6. Dice mechanics (linear vs. the curve)

7. Armor Class (or, why I stopped playing D&D)

8. Flame Warriors (why we battle over editions)

9. Cross-Genger Horror (or, how to make "My Little Pony" scary)

10. The Line (or, how to move from Player to GM to Game Designer)

Like Clubber Lang, "I got alotta more!" but this should start it off. I'm hoping others post topics as well.

maybe. It seems podcasts tend to fade, or mimic what everyone else is doing. Right now, it's AP.

You guys ROCK!

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Role Playing Public Radio Podcast / Precognition
« on: March 17, 2013, 05:27:54 PM »
was referred here by Ross & Co.

My question was how to handle "seeing the Future" by PCs. What's the more elegant expression?

as it stands now, I can give the hero mental clues about what's to come. Related NPC actions, mostly.

My issue was knowing PC actions. I can't. I don't know exactly where the game is going so - how do we see it?

How do you make the ability, a powerful one, useful to the extent that the PC gains an advantage - one that doesn't smash the game to bits?

Considered asking the player a question, but that question could overturn the game. Thought to create a vision of some probable future action that gave the players impetus, but that action might not happen, based on player decision. Thought about giving the player control of future gameplay ("this happens now"), but that declaration would require a complementary game that had a place for an action that would be nothing more than a guess. Limiting the vision to an NPC action would be workable, but it shifts focus to an NPC over the PCs, which is problematic.

How would or do you handle Precognition in a game? I'm currently running Mutants & Masterminds Third Edition, which allows the power. And I'm finding it an ugly thing I'd rather ignore.

Help. Any advice the Forum can offer would be considered Good.

"A child is born that usurps the king's wickedness!"

explain that ..............


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