June 6th, 2007

Auron in Blue

Intro to... intros

I've noticed in D&D games that the first night is often less than fulfilling. In one game, we spent the whole time trying to get all these strangers in one place before awkwardly shoehorning them together for the dungeon. In another game, we simply starting "knowing each other and having travelled together for a few weeks". I'm also tired of the awkward "tavern scene" ("I too enjoy beating up reanimated skeletons!").

I'm trying to decide if there's a middle ground where the characters do meet for the first time in-game in a way that doesn't drag the pace and lets them keep and maybe even exhibit some of their characters' personalities. I'm considering talking to a player beforehand and giving him or her the task of trying to unite the team (turning the "old guy in the tavern" into one of their own).

Any good ideas or positive experiences regarding getting the gang together?
Curses!

(no subject)

Another rant by me... I suppose this would be more of a whine but still...

 

 

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Oh the humanity...


In other news I now know where the water fountain at my work is... So I joined about 3 weeks ago and I didn't know where th water fountain was so I have been going to a the pantry type area and getting the water from the tap there... and today I noticed it... right next to the pantry... Engineers are blind I say. 

M

  • Current Mood
    crazy crazy
Rawkin Chewbawkin

Query

What other LJ communities do you find useful or entertaining aside from roleplayers, whether as a player or gamemaster, be it setting-specific or independent?

By useful and/or entertaining, I mean:

You've asked a question and gotten a good quantity/quality of responses.
The forum has frequent postings.
The forum has a sufficiently high population as to keep the signal to noise ratio tolerable.


Just curious. I used to subscribe to a bunch, but only this community seems to satisfy all of the above; this was a couple years ago though, so I'm curious to know what else is out there Now.
Mr. Fixit

Star Wars - Saga Edition

Looking for advice and others impressions on this. Please note the disclaimers at the bottom!

I got my SAGA Edition copy yesterday. I currently run a Star Wars game set in the Rebellion using D20 revised. I am not happy with the system currently; especially the fragile nature of PCs, the overpowered nature of Jedi in any form (combat balance in general), and the Starships/Vehicles system as a whole. From what I see so far, SAGA edition seems to really fix most of my issues with some intriguing, easy to use and fast-paced action.

-What, if any, problems or concerns have you found with the SAGA rules?
-Does anything look really good OR bad?
-Do you think it would be worth moving from D20 Rev. to SAGA, even if I had to scrap my game and restart it?
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Disclaimer:
I do not care about the age-old debate between D6 and D20. Please do not even bother to bring it up here. Responses like "the problem with it is that it's not D6!" is not only unhelpful, but it's pointless bickering at this point. Please keep this to constructive criticism and feedback/discussion of the pros and cons of SAGA ed. on its own or in relation to D20 Revised. Thank you!
  • Current Mood
    contemplative contemplative
squid cuddles

The Window

A friend of mine is starting a new campaign and intends to use The Window. I've never played with it, but have taken a pretty good look at it. I'm soliciting opinions, though, to see what other people's experiences have been.

Have you played it?
How did you like it?
How did you not like it?
What kind of game did you use it for?
How functional was it?

If you haven't played it, but have opinions about it, let me know.
bitchy knight

Prophet vs God

How important is the letter of the law (ie following the system rules exactly) to you?

How important is Rule Zero (ie the rules can be over-ridden by the GM) to you?

[edit] Does your status as a GM or as a Player make any difference in your answers?