Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - buddy

Pages: [1] 2
1
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?


2
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.

3
Role Playing Public Radio Podcast / Re: Creating Player Choice (?)
« on: April 02, 2013, 07:46:55 PM »
trumped Caleb's Flow Charts w/ issue #14 of Kobold Magazine.

Jeff Tiball (Ars Magica & Horus Hersey solved my problem.

For the 1st time in years , I feel at home with Player Choice.

But, I'll look over Caleb's charts. The more, the better.

4
Role Playing Public Radio Podcast / Re: Creating Player Choice (?)
« on: March 29, 2013, 05:58:13 PM »
Found most of what I was looking for on the Jankcast's "Player Agency" podcast. They had some great ideas.

5
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!

6
Role Playing Public Radio Podcast / Re: Future Podcast Topics
« on: March 28, 2013, 09:28:12 PM »
<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>


Maybe an episode about new, creative approaches to game design vs. what's familiar.

Daring to be inventive.

Story arc-driven dungeon crawls vs. " .... you meet in a bar."

Arc-driven supers adventures vs. "In Medias Res" or the usual Camp.

At least one "Star Wars" arc that begins at the same time, or before, Luke's story.

A ShadowRun game that embraces characters of overall Good alignment.

A Call of Cthulhu game that saves lives (to include the PCs), rather than decimates.

It doesn't require setting to complete a game - a great alternative space for character action & reversed outcome can do the trick.

7
Role Playing Public Radio Podcast / Re: Future Podcast Topics
« on: March 22, 2013, 10:00:01 PM »
They all want 2 play - but they all don't know HOW to play.

Teach.

8
Role Playing Public Radio Podcast / Re: Future Podcast Topics
« on: March 22, 2013, 09:52:56 PM »
The Proper Care & Feeding of Your Rules Lawyer (i keep them close).

OD&D Tactics (how to survive vs. those monsters)

Rules vs. Rules-Lite

Translating Sci-Fi to RPG (or, making Star Wars & Eclipse Phase enjoyable)

Balance in Super-hero RPGs (or, how to say no to munchkins)

L5R: Expanded (or, how Ninja & Samurai Heroes grow up in the same village)

Our Dirty World (or, how to run true Pulp games, Caleb-style)

The Nine (or, how the 9 AD&D Alignments fit with the 9 Enneagram Personalities)

yep.

9
Role Playing Public Radio Podcast / Re: Precognition
« on: March 22, 2013, 06:47:48 PM »
You can just give them dreams as mini-scenes, have some of the elements blanked out. They see someone shooting an ally in the back but not who's doing the shooting. Or show them a pivital point in the plot, they see someone talking about how talks have failed and giving the command to attack etc.

I'd go with two choices for the future they see:
First, this is what is going to happen unless they alter the situation. They and their influince are "outside" their vision.
Second is that they see what will happen according to their current plans, they see a likely result of their plan or kind of watch through the event in fast forward getting an idea of how some events play out.

Either way you don't have to give away the whole thing, they may know that Kevin (the dude who showed up in Exiles?) is there but not what body he's wearing. Or what exactly happens behind the door but that at least one person is going to die.

You can also add in random flashes of knowledge, something like "there's a dude with a gun behind that door," or "Don't read that book."
That looks real good. Thanks, LST!

10
Role Playing Public Radio Podcast / Re: Precognition
« on: March 21, 2013, 06:18:40 PM »
Quote
okay so - this is set in the Marvel universe & the hero is from an alternate reality Marvel - alternate to the game Alternate. yeah.

so, she sees the future (based on the comments I'm getting, an alternate future) & wrecks my game - BUT, she has a brother (born from the same woman, different dimension) who can warp reality around him. So.

I was looking at washing the player's experience with a twist of (a) the effects of heroine's precognition (b) the effects heroine's telepathic powers (c) the effects of her "brother's" reality-warping power, to create dream-like scenes where the player/heroine has to constantly question the reality of the environment.

"What is real?" that's my theme for that heroine.

Make sense? Suggestions?

Just throw concerns for balance out of the window and just focus on the effects of the powers on the setting, and how far they are willing to go with it. Have her be approached by the government, and companies to project the future for them. Make the public worry about the safety of their own thoughts, and sanity when there is a person out there who can read minds and effect what they think.

If there's a person out there WARPING REALITY then most government bodies are going to want to hunt him the fuck down. People are going to be questioning their very existence if someone can do this. Some will call him God, others will want to use his power to their own ends. Have him have a cult following, have people want to capture the sister because she is related to a man who can do these things, and possibly bring him out of hiding after their kidnapping. Possibly make an environmental movement is concerned about metas altering reality instead of greenhouse gases.

Alternatively it's the Marvel Universe so people might just shrug and ignore both of them until they become involved in a  Crossover Event.

LoL! I like you, Atlas.

I'll incorporate that government aspect, since the other hero (this is a "Power Man & Iron Fist" kinda duo) has strong government ties.

Might create inter-hero conflict. Bonus. But, the brother NPC is an evil SOB, so I'm using him as "the curious god-like entity that haunts the heroine" character. He's way too Plot-Device to have a real impact on scenes, outside of "what are you doing, heroine? I want ice cream!"

If Uncle Sam focuses on her to get to him, is that too much side-track? I thought 20+ Sub-Plots was enough, but adding the "Government vs. Mutant" line might throw the game far outside the intended line.

Ever have players take a game so off-the-rails they can't get back? yeah. Imagine any D&D module where the 2nd team of recently-generated PCs decide to avoid any & all contact, while trying to get to through the dungeon. did that. hated it.

I want an honest game that allows the players' heroes to shine like stars & they feel, "hey - this guy's not out to kill us after all."

Then I almost kill them & they revel in their climactic triumph! yay!

okay. If you were a player & your hero had precognition, would you trade it for a FREE power of your choice? I need to get a feeling for alternatives. Illusion is a great power. Mind Control, even.

11
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!

12
Role Playing Public Radio Podcast / Re: Precognition
« on: March 21, 2013, 05:24:02 PM »
On top of this current game concept, i have another that is pure Precog:

What if you could prevent the Kennedy assassination?

I have that game & it really troubles me. Changing the past & all. Could you? How? What's the result?

I playtested it with my group & they stopped talking to me for a few days. They failed. They didn't see all the angles.

Seeing & changing history is an amazing setting. I know a few gaming companies see the potential of "shifted RPG settings",
but, flirting with the idea of altering Time itself is, perhaps, the grandest RPG setting - the grandest goal of players - we as GMs
could imagine.

Done properly, you can turn your gaming groups upside-down.

What do you think?

Whatever you do, remember your games are fiction and don't have to follow any of the rules of reality that you have to follow :3

Your post reminded me of my favourite time-travel RPG called Continuum.  Here's their website http://www.aetherco.com/continuum/

Here's another idear for Precog:  the Precog actually creates the future.  That could mean an interesting campaign where
perhaps gov'ts/other groups realize this and try to control it.  Imagine a modern game where jihadists can create the future...:3

okay so - this is set in the Marvel universe & the hero is from an alternate reality Marvel - alternate to the game Alternate. yeah.

so, she sees the future (based on the comments I'm getting, an alternate future) & wrecks my game - BUT, she has a brother (born from the same woman, different dimension) who can warp reality around him. So.

I was looking at washing the player's experience with a twist of (a) the effects of heroine's precognition (b) the effects heroine's telepathic powers (c) the effects of her "brother's" reality-warping power, to create dream-like scenes where the player/heroine has to constantly question the reality of the environment.

"What is real?" that's my theme for that heroine.

Make sense? Suggestions?


13
Role Playing Public Radio Podcast / Re: Precognition
« on: March 21, 2013, 05:15:03 PM »
Quote from: buddy link=topic=1666.msg36641#msg36641 date=1363824582[/quote

Beo,

I disagree that seeing the future changes it.

No problem, I had my sneaky bastard GM hat on. That's the way I'd fudge and balance it, by selling it that the players have too much agency rather than none :D If this was a normal story, I think playing with predestination as a solid construct to fight against is more fun that instant fluidity. I've done so with prophetic visions in prose I've written before.


For the sounds of your story, I think that you need to have each vision not just a random one that is useful to the player. Well, you can do that in combat in the way suggested, perhaps as a tactical choice of whom gets focused on and gets a small but meningful bonus.

Outside of combat, a vision should implicitly grant a responsibility. She gets a vision of someone doing good and being in power. There';s almost an automatic 'do you let this happen' due to some aspect of the vision. After that, she gets further visions when interacting with other NPCs and PCs that show the necessary steps for that first vision. Each time, there should be a dramatic implication - alter the timeline or defend it.

Basically, have the players choose to railroad themselves or not, and have both paths be interesting. It's up to them if they mess up your constructed story, and so you have to worry less about justifying why things aren't going the same way if the push against it.

Throw in some arbitrary visions to do with player conflict - she seems herself stabbing one of the players. If that player later mucks up the timeline, you can retcon that her choice earlier on something directly led to this invalidating of the future.

Or, of course, when another player is going to do a vision breaking action, pause the action, have the vision of the alternate future flash in her mind as a retcon, and then see if she blocks the player or lets thing happen.

I'm pretty sure i'm not smart enough to pull that off.

But i like it, regardless.

You ever run a game you thought was air-tight & you get to the end (climactic, even) & one of your players says, "wait. that can't happen!"

gods. I hate that. loathe it. But, precognition invites such events. It hides, lurking, waiting for me to miss how such&such event links to such&such later event & BOOM! I missed crossing arcs & their logical outcome.

Just tell me how to handle this & I'll do it. If the hero "sees something", then later actions invalidate that vision, i retcon that her actions changed things. Changed a "probable outcome". Right?

Times like this I hate Superhero games.

14
Role Playing Public Radio Podcast / Re: Precognition
« on: March 21, 2013, 04:41:43 PM »



*groan*

what WAS a good film about Precognition?

"Minority report"? ugh

the one with Nicholas Cage - the plane crash was neet-o!


15
Role Playing Public Radio Podcast / Re: Precognition
« on: March 21, 2013, 04:38:58 PM »
Why not just make precognition by the character's own view of the future?

Player: "Oh I look into the future."
GM: "You don't see anything"
Player: "But that's my super power."
GM: "You probably don't exist at that time then."

Foreshadowing character death spurs them to action to stop the event, and if they manage to stop the event and survive it can always be explained that with their power they changed the future. Eventually this approach would get old and formulaic but that is the case with any campaign driven by a guy who can see the long running consequences of everything.

LoL. nice @ "but that's my power". You guys are probably some evil so&so GMs.

The more I think about it, the more Hulk head hurt! So, I'm just gonna do whatever makes the player happy & if the game ends in 6 minutes, I'll make a note to prohibit Precognition - in the future!

Thanks, Mighty Atlas :D

Pages: [1] 2