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Messages - Maze

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631
RPGs / Re: A tad bit of help with my Campaign please.
« on: March 24, 2009, 07:34:57 PM »
Well, reading this and the original thread, I see a few possible problems:

So far it seems more like a puzzle-based video game plot than a D&D plot. The whole sacrificing slaves by the hundreds that are in room if the players pass instead of solving the puzzle is kind of non-nonsensical since... well, what's the whole point of building that? They would probably be starved by the time any adventurer comes along anyway.

If the campaign is going to be based around the dungeon, not only are you going to want to map it out, but you might also want to consider why it's built. I understand the evil boss is crazy and all but dungeons are usually built to protect something. If it's just a trap for the slaves, then there's no reason anyone in its right mind would want to go to the lower levels.

I'm not saying your puzzle idea is bad, it's just that if it's badly implemented the game won't last very long. Here's what I suggest:

1) Make sure you know what the players want by talking to them. If they're more puzzle oriented, then puzzles it is. If they want to fight monsters, puzzles will bore them, make the dungeon into some sort of monster zoo. If they're not into politics and you give them the reins to building a new society, they won't do anything with them.

2) Make the other slaves actually act like humans, not one-liner guys who stand in a corner and give them their single line of dialogue about how pressing X on a crystal to save their game. You probably know that, but some GMs don't know how to do proper NPCs. They have to do what real people would do in their situation, not just be like lemmings walking off cliffs. Why save them if they're mindless non-sentient pieces of meat? The players might still help them because of their "alignment", but as the example of the frog people in Ross' new world campaign, it'll be much more interesting if there's an actual investment in their well-being.

3) Don't over plan. Players will do what you didn't expect anyway. If the players didn't find a way around a third of the things you had in store for them, you're doing something wrong.


That's basically it. Personally, I would make the players start as slaves building a fairly huge labyrinth with big chambers containing tricks and oddities when the entrance collapses. The players would be stuck inside having to gather and organize the other slaves to dig their way out. Each session, they would head out to look for magical items the mage has kept in separate chambers that might help them get out. They know that something huge is in the treasure chamber at the bottom but as the traps are insane, they wouldn't risk it yet. When they finally get out, a group of bloodthirsty mercenaries would try to raid the dungeon so they have to fend them off. They can either start setting up new traps or head for the bottom of the dungeon to find the item which will give them the edge they need. But that's my kind of games.

632
General Chaos / Re: Terry Goodkind is terrible
« on: March 23, 2009, 10:05:39 PM »
You rolled a 1. What does that even mean?

633
General Chaos / Re: Photoshop artists?
« on: March 23, 2009, 10:04:18 PM »
Well, I've tried to start it:

http://slangdesign.com/forums/index.php?topic=34.0

If you want to do any topic instead, just create a topic (with a smiley icon) and I'm up for it too. By the way, if you need to know how to do a certain effect or whatever, I can take screenshot to help.

634
Role Playing Public Radio Podcast / Re: Tom in the DBZ Game
« on: March 23, 2009, 10:01:10 PM »
He had it coming to say the least.

A good GM knows his players don't give a fuck about the story and his NPCs, at least until they have control over that story and make it their own. And even then, if a NPC badmouths one of the player, no matter how good a friend he was in the past, they'll cut his head off in front of his children and throw it at his wife without a second thought.

Suicide, rape, brutal murder, arsony, shitting in someone's mouth are all good ways to show your GM your dissatisfaction with his game when his head is too far up his ass to know that he's boring everyone to death with his Marie-Sue cyborg ninja.

And I know your name, I always have.  :(

635
Role Playing Public Radio Podcast / Re: Tom in the DBZ Game
« on: March 23, 2009, 08:26:23 PM »
All I have to say is this:

It was warranted. You did well, Tim.

636
General Chaos / Re: Resident Evil 5 Racist?
« on: March 23, 2009, 10:46:12 AM »
What colors are the zombies in Left 4 Dead anyway? (Which I always play as Louis, because he's awesome.)

637
Hahaha, McGruff.  ;D

You're a loose cannon McGruff!


638
General Chaos / Re: Resident Evil 5 Racist?
« on: March 23, 2009, 02:18:58 AM »
Zombies of all race, creed and color deserves a bullet to the brain...oh, you just said that... well, I second that thought.

The game does have some racially insensitive material, simply due to historical baggage that people might or might not have. Being white and raised in a fairly inclusive community, I'm fairly oblivious to the less blatant examples of perceived racism anyway, so what do I know. A zombie's a zombie.

Resident Evil 6 will probably have a level in a maternity ward where you shoot pregnant zombie women and zombie newborns. That'll go well with the media.

639
Role Playing Public Radio Podcast / Actual Play: Murder of Crows
« on: March 20, 2009, 09:21:08 PM »
I've FINALLY got around to listening to the Murder of Crows actual play run by Jon Hook.

It was mostly because I ran out of podcasts to listen to although the only reason I didn't listen to it the first time around was the lack of time and the background noise being too distracting. I am glad I did though because I thought it was an excellent game.

First off, I gotta commend Jon for his awesome impressions of NPCs. You are great.

But, I've also wondered about the whole resolution thing, if the players weren't supposed to go shoot Walker, what were they to do? How were they supposed to get to him? And why were there crows and other stuff all over the place?

640
Play by Post / Re: dice roller test
« on: March 20, 2009, 07:59:47 PM »
Yeah, I'll give it a look too.

641
Play by Post / Re: dice roller test
« on: March 19, 2009, 11:26:09 PM »
The only thing you can hit with a score so low is a paraplegic kobold. On the other hand, you dished out enough damage that his grand-grand-sons will feel the pain (and come out with grossly deformed head.) Good job. 8)

642
General Chaos / Re: Best of Youtube
« on: March 19, 2009, 10:38:21 PM »
Yeah. I can't watch this in its entirety. Fuck this kid. I'd rather stay illiterate if that's what being too literate is like.

643
I've heard it mentioned a few times already but I've finally found the article in question, to quote this precious gem of journalism:

Quote
"There is no reason an adult should have this game," says Andy Anderson, Mid-Missouri Internet Crimes Task Force.
Anderson says adults playing "animal crossing" and similar games are likely doing it for the wrong reasons. 

From this website: http://www.kmiz.com/news/story.php?id=13725

I thought it would be perfect for a photoshop thread: Introducing mature/twisted themes in kid-oriented games.

I made this in 10 minutes (as I really should be going to bed right now) to start things off, but I'll try to make some more as it goes on.



P-s: I actually love the man's music, he's just scary looking.

644
General Chaos / Re: Intoduction
« on: March 19, 2009, 08:20:51 PM »
I think that puts me at -3.

Quoting the dice rolls doesn't really work, as you can see, Ross.

645
General Chaos / Re: Intoduction
« on: March 19, 2009, 07:56:15 PM »

Fail.  :(

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