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Monday, September 24th, 2007
9:15a
INSERT GIANT BANNER AD HERE!

Roleplayers: the RPG!<\b>

We are again accepting applications for our internet celebrity self-insertion journal based play-by-post RPG. You've probably seen this ad somewhere before because we've spammed as many communities as we could think of, but, y'know, the more the merrier!

Now even YOU can create an online personality and explore the unlimited depths of your deviant and depraved fantasies with such internet hawties such as skurtchasor and other hawties whose names are 2 hawt 2 mention here!

We want:
  • People who read the community rules.
  • People who read the community rules.
  • People who read the community rules.

    [Edit: It looks like the ad I was spoofing got removed. Kudos to our fearless leader].

    (26 comments |comment on this)

  • 12:26p - Our D&D house rules and other campaign ideas

    I'm curious about what house rules other D&D 3.5e players have implemented in their campaigns. My fiancee and I have been running a two player D&D 3.5e campaign in Forgotten Realms for around two and a half years. About five years have passed in-game from when we started, and we usually have several subplots going at any given moment.

    Collapse )

    (17 comments |comment on this)

    1:20p - Game Design Philosophies
    I definitely read here more than post, but I'd like to tap some community wisdom and perspective in a discussion I've been having with a friend involved in parallel design of both a tabletop RPG and a MUCK (online, text-based persistent-world RPG). Increasingly, I see points of conflict between what strike me as two different design philosophies.

    Some differences that stand out in my mind based on things I've witnessed:

    - Dice mechanics. On a MUCK, you have a lot of leeway if you can get someone to code the system in. At that point, you can enter a command, possibly with some variables, and get an answer. For a tabletop game, you have to realize every modifier you add (whether using one dice or many, a set target number or not) is something players have to keep track of and the more rules/exceptions you accumulate, the slower resolution will be.

    - Advancement. Whatever system you use, it seems to me that tabletop games often run for the duration of a campaign/metaplot at a frequency of around once a week. On a MUCK, people can be playing at any hour of any day. If you treat these the same, a MUCK character might advance in a month and a half about as much as a traditional RPG character does in the space of a year. Plus, on a MUCK, you may constantly have new, starting-level characters without loss of experienced ones, creating a huge disparity in power level.

    - GM oversight. In a tabletop game, it's usually relatively easy to leave things in the hands of the GM because he/she is there. On a MUCK, mechanics need to be in place to resolve things without, because there may not always be qualified neutral parties/staff available. Similarly, a GM can give more attention to and render judgements more consistently with a handful of players than a team of GMs can over dozens.

    Am I wrong, or would each of these games benefit more from design thoughts dedicated to the style of game?

    (40 comments |comment on this)

    3:41p
    I need some advice.

    I'm considering leaving an OWoD Vampire LARP. In fact, as of this moment, I'm 99% sure I'm done with it unless major improvements show up real soon.

    I've written a letter to one of the three STs. I want to explain why I'm leaving and the numerous complaints I've had from other players, all of one faction (with one exception, and that guy complained because he believes the ST cheated), regarding one of the STs.

    My problem is how to handle it. The letter is written. It's waiting to be sent. But I'm worried how it's going to come off. It is an explanation of why I feel I'm not having fun, plus the complaints against this ST. But it seems, to me at least, to come off as "I'm not playing because I hate the ST and hate the fact that you even 'hired' him."

    The problem is that if this ST hadn't been brought on board, there is a good chance I'd be having a lot more fun. He has ignored players, his board (where there is a list of people waiting for the ST), changed information based on who is asking it (and not well, this person has more mental traits, so they get better information, no, more like completely different information), played favorites and, possibly, has cheated.

    He doesn't know the rules, has previously argued with STs, and spends the majority of the game playing NPCs.

    So yes, he is the number one reason why I am leaving.

    But those are heavy things. And I'm also worried that if I send the letter, and not show up (though it's mentioned in the letter that I'm not planning on being there this week), that the ST will just think that I can't face him or something else, and nothing will get done. Some of the stories in the letter are things people told me in confidence and I have done my best to keep them anonymous. I don't want to drag anyone else into this situation yet, this is a problem that I've heard from at least 7 different people.

    Someone else, who feels similarly to how I do, read the letter and things it's really good. She hopes that this will kick the STs into gear to take care of this issue.

    But I wonder, is this really the best way to go about it?

    Thoughts?

    (27 comments |comment on this)

    8:42p - Time Travel Campaign Idea
    Today I had an idea for a quirky campaign based on the UPN series 7 Days -- in which a time traveller is regularly sent back in time to avert catastrophes. Everyone in the group creates a PC, someone who, among other things, is one of the few skilled or talented enough to pilot the craft.

    Each session/adventure is then GMed by a different member of the group, playing their chrononaut as an NPC who brings what information of the disaster could be gleaned back through time to their colleagues' past selves. Wackiness ensues.

    (6 comments |comment on this)

    11:36p - I finally get it.
    Mutants and Masterminds, it took me ages go get it. I had to read and reread the book. It's not like GURPS and HERO the twin systems I 'became a man' with as it were. I understood point buy heros, I understood the bell curve of 3d6 mechanics. But the lure of a fast and fun d20 Supers game keep me coming back to the book. I almost destoryed 2 books from reading them too much. But I finally get it! I really do! Power Level is my mantra and I feel like I can GM anything super or beyond human with it.

    Just...

    Just...

    There is no one around to play it with! Argh! Have you mastered a system and got your hopes squashed because everyone was playing something else? (Exalted and D&D in my case.)

    Not the end of the world mind you, but I must say I feel better. M&M has developed into one of my systems of choice. I'm glad to have it. Now I need to flex my d20 skills! Any ideas?

    (12 comments |comment on this)


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