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Saturday, November 29th, 2014
8:52 am - Player leaves, character dies?

I've had players leave my game (for various reasons) and a number of times, they've assumed that their character would be killed off after they left.

This belief mystifies me, to be honest. I usually have the departing player's character move away, or take on a quest or job that occupies them for the rest of the game (e.g., "I must help my family defend their kindom!"), but I've almost never seen a character get killed off just because a player left the game.

Does anyone know where this belief comes from? Admittedly, I got into gaming later than some, so I may be missing something. I've heard stories about it happening in a fit of pique, but again, I've almost never seen it happen in real life.


(9 comments | comment on this)

Thursday, October 30th, 2014
11:08 am - 5E and the adventures for it

So, it's now been a few months since 5E came out, and two since the last post on it. Anybody else tried it? Any comments?

Has anybody tried the official D&D Encounters series of adventures? Any thoughts on the Lost Mines of Phandelver and/or The Hoard of the Dragon Queen?

Are you going to shift over to 5E? Or stay with your current version, be that 4E or Pathfinder or 3.5?

current mood: curious

(7 comments | comment on this)

Tuesday, October 28th, 2014

Name: : Alex
Sex: : Bigender
Email: : olgathewarrior@gmail.com
Time Zone: : Pacific Standard ((am in the US))

What I am looking for in a RolePlay partner: I'm looking for someone who is going to be able to respond 3 times a day, or more. I understand that there will be days, maybe even weeks where you can't respond. Some people are busy. Life happens. -- I am not talking about those times. -- I want to have a partner who is active and creative. Someone that can blow my mind with a response would be nice.

I understand that you will have your own ideas. I dig this. I'd love to hear all of your ideas and we will more than likely give them a shot. I only have a few things that I will not do. I absolutely will not, for any reason what so ever, do potty play- vore/gore- or extreme blood play.

Formats of RolePlay I use: : I do Paragraph style only. As long as you can do 300+ words, we will be fine. I love description!~ If you can't take a response to at least 200 words, please do not send me a comment. I am not interested in small and extremely simple role play.

I use email for my plays. If you have a skype and hate using email, please let me know and we can arrange something.

WARNING : If you can not manage to use proper grammar or use some form of notification to block off your OOC, DO NOT SEND ME ANY MESSAGES. I hate that with a passion. Do your OOCs in () or // and at the top or bottom of the response.

Now to the fun stuff : I am furry and fandom RP friendly. I love Supernatural, Hobbit, Harry Potter, Lotr, and Original RolePlay as well.

Characters I'll play are listed below-

Supernatural- Dean, Sam, Castiel, Crowley, Garth, Bobby, Jodi, Kevin, Abaddon, Meg, Ruby, Gabriel, Balthazar, John, Mary

Hobbit- Bilbo, Gandalf, Smaug, Bomber, any of the goblins, Gollum/Smegul

Lord of the Rings- Frodo, Sam, Mary, Pippin, Gandalf, Bilbo, Aragorn, Arewin, Galadriel, Elrond, Saron, Wraiths, Urikai, Gimli, Legollas

Harry Potter- Harry, Draco, Hermione, Ron, Fred/George, Molly, Arthur, Kingsley, Dumbledore, Snape, Lily, James, Lupin, Tonks

Furry- We can discuss this when we link up. I play both male and female toons- species vary to each rp. I am able to do MxM FxM FxF

Friendly note : Just ask me about kinks or whatever. I used to hate M-Preg and now I'm actually okay with it. Don't knock it until you have someone help you with it :P

If you want to do anything that you think someone would stray from and run, just ask me. It takes a bit more than BDSM to scare this person away. Go ahead and send me an email or a comment <3

Thank you for your time.

(11 comments | comment on this)

Sunday, August 31st, 2014
10:44 am - D&D 5th edition

In an attempt to spur some conversation in the community, what are people's thoughts on D&D 5th edition? Will it be enough of a game changer to dethrone the usurper regent Pathfinder? Will players from other games and editions flock to the new beacon? Am I making enough of tortured metaphors in these questions?

(17 comments | comment on this)

Friday, April 25th, 2014
10:16 am - Metagaming

Something I saw elsewhere (Facebook, iirc)

"I've only got 8 HP left-"
"Hey! No meta talk."
On a scale of 1-34, I feel about an 8."

(2 comments | comment on this)

Thursday, March 27th, 2014
2:56 pm - An Article is Wanted... D&D Worlds

Hi everyone (a little quiet around here isn't it?)

The next issue of RPG Review is going to have the the main topic of "Different Worlds". One article I would like to see is something that gives a critical summary of the various D&D worlds that we've known and loved; Mystara is close to my heart for example, Greyhawk, Forgotten Realms, SpellJammer, Dark Sun, Dragonlance, Ravenloft, Planescape, Eberron, and so forth.

I was going to put it together myself, but felt that I wasn't sufficiently experienced in some of the more popular settings (e.g., Forgotten Realms, Eberron). So is there anyone out there who would care to put finger to keyboard and put together a few (or several) pages on which D&D worlds they know, love, and hate?

(6 comments | comment on this)

Friday, January 24th, 2014
2:01 pm - But party hats are festive!

This weekend is Dungeon & Dragons' 40th anniversary. I actually have a D&D game this weekend, and told my players that although I didn't have any specific plans to celebrate, I could include a celebratory dragon in the dungeon they're about to enter.

They declined, even after I offered to put a party hat on it.

I dunno. I would think a dragon in a party hat would be pretty awesome.

(7 comments | comment on this)

Wednesday, November 20th, 2013
7:00 pm - Idea for a Gothic Horror / Call of Cthulhu Campaign


You know that line from A Christmas Carol- "There's more of gravy than of grave about you" ?  Yeah, I'm getting like that in my old age.  Eat too late: weird dreams. Eat something unusual, or in unusual combination: weird dreams.  Drink a little too much? You guessed it- I wake up way too early the next day when really I shouldn't.  And I have weird dreams.  This time it was the homemade gumbo to blame- but this time I actually got something I can use.  I'm sharing it here to ask what people think of the idea, and so I don't forget it later.

This was the night before last, so I'm already forgetting details.  But the general gist of the dream- and my reaction upon waking- are something like this:

The dream played out like a TV show, with distinct but related scenes in different locations and with different characters in each scene.  The dream involved a demon who had taken the form of a small, stooped, wrinkled, but well-dressed man.  The demon had a name- a really cool quasi-Biblical-sounding name- but unfortunately that was one detail I've since forgotten.  Anyway, he was looking for a certain blonde-haired girl about 12 or 13 years old, because she had inherited some kind of ancient magical thing (some kind of an orb made of jade, I think).  She had no idea what it was or why it was important- in fact, she didn't even know she had it. From what I could piece together, her guardian was her wealthy great-aunt Matilda who lived in a large country estate outside of San Francisco. The girl's name was something like Polly Ann (Paula Ann?), and she had come from New Orleans with her manservant, Roget (pronounced roe-ZHAY).  Roget looked a lot like young, somewhat slimmer version of James Avery.  Polly Ann's parents had died in a mysterious fire which she escaped, but no details were provided of how.  She had another servant who also had a cool name which I forget: he looked like an older, shorter version of Snoop Dog.  While Roget seemed fully trustworthy and upstanding, the other guy seemed to be untrustworthy and up to something for reasons I can't explain.  The great aunt seemed to be okay, though: kind and motherly enough, but kind of flightly and goofy.  I didn't get the impression that she would be any good in a crisis situation.  The opening scene with the demon occurred in a dark, heavily-paneled old-fashioned drawing room, but the other scenes happened at the estate in California.  The house was a huge, typically Victorian Gothic 'gingerbread' house, surrounded by perfectly-manicured lawns and further out oak trees everywhere, and there were mountains far in the background.  The inside of the house was furnished like one would expect an old house owned by an old spinster to be furnished: lace on everything, all the furniture was very expensive-looking and very old- like touring a fully-furnished living history museum.  Judging by how everyone was dressed, the dream was set in the early 1900s.

That's all I really remember, but I thought up some filler after I woke up to explain some things:

~ the girl's parents were archaeologists, and they recovered the orb in some old dig site or maybe in a backstreet curio shop.  Since the orb is made of jade, I thought maybe it was Aztec in origin, and they brought it from Mexico.

~ the fire was started during an attempt by evil cultists to retrieve the orb for their own nefarious ends.  Maybe the parents had no idea what the orb was for, or maybe they were part of a BPRD-style secret society and were trying to hide the artifact or get it to somewhere it could be contained or destroyed

~ the Snoop Dog servant is actually an agent of the aforementioned cult.  He thinks the orb is still in Polly Ann's possession, but he is not sure where it is since Polly Ann isn't even aware of its existence and has not even attempted to go through the things salvaged after the fire in her grief. I haven't yet decided if the cult is working for the demon or not; my thoughts right now are that the demon and his minions are a separate faction.  I think it would be fun to present the cultists as the real threat, then after their defeat reveal that the demon is really the main antagonist.

~ I haven't decided what the orb does or why it is important.  My first thought was it can summon and control other supernatural things (demons, undead, dark young of Shub-Niggurath, whatever), and it tends to attract such creatures.  And that is where this dream becomes a campaign: the PCs are somehow associated with Matilda and Polly Anne's family, or maybe they are locals from San Francisco, and somehow they end up embroiled in this hunt for the orb.  Maybe the orb, even when passive, summons or attracts supernatural creatures, and the locals in the nearby town and countryside experience supernatural creatures and occurrences, most of which are very malevolent and very dangerous, with increasing frequency, while the PCs try to figure out what the Hell is going on and why everything seems to point to something sinister at the totally normal-seeming estate?

I think this might make a good future product for my RPG line.  I was planning on releasing a bunch of such sourcebook material for various genres anyway, including sample scenarios and freestanding adventures, and I think this might be great for a Gothic horror campaign.  But what do my fellow gamers think?  Does everything make sense between what I dreamed and what I made up later? Anything that you would change? Does it sound like something you would like to play?

(1 comment | comment on this)

Sunday, November 17th, 2013
10:53 am - 4th Edition D&D Adventures for 12-yr-old GM?


So our nephew has proved that the acorn doesn't fall far from the tree: he's running a D&D game with his friends.

His mother (my sister) says he would really love to have some more scenarios to run.

I've found a couple of things on Amazon, but I'm wondering which modules you think would be the best for a novice GM who's in middle school. He's bright, reads really well, is a Tolkien fanatic ... but still, just 12 years old.

(WOTC's site is less than useful. You can't even do a query for 4th Edition + adventures (or scenarios, or modules).)

Also: GM/DM screeens: useful, or not? I never used such a thing back when I was running my own games, but some of our more recent GMs like them.

current mood: curious

(10 comments | comment on this)

Saturday, October 26th, 2013
10:13 pm - Character Templates, by Genre

One of the Kickstarter stretch goals I'm working on right now are character templates.  Since Sin Nombre has no classes, these templates will just serve to help people who do not want to go off the grid to build certain common, iconic characters.  You know, kind of a , "Want to build a (character class)? Then look at these skills!" sort of thing.   I intend to provide basic fantasy-medieval templates in the Core Rulebook, so the other stuff will be a stretch goal goodie.

I was brainstorming these classes the other night, and this is what I have so far.

Collapse )

It seems like a good start to me, but I'm sure I am overlooking something basic somewhere.  Does anyone have any suggestions?

(18 comments | comment on this)

Wednesday, October 23rd, 2013
6:26 pm

Please recommend to me a podcast of actual roleplaying sessions. I have run through the Penny Arcade WOTC podcasts too many times to count and need something to listen to at work while I am doing factory job type things. I've poked around a little bit but Knife Errant feels too polished and some others spend waaaay too much time doing inside jokes, talking about their days, etc.

I totally have a crush on Chris Perkins, BTW. The NPC voices, the smarm, the fair DMing. Sigh. Perhaps I have been spoiled by listening to him so much.

Here are my criteria for a podcast.
- Decent sound quality (no clipping, and recorded with a decent mic; you wouldn't mind hearing it through earbuds for 8 hours)
- Players have a good sense of humor and make geeky references without the jibber-jabber taking up the whooole show

I'd love to know what y'all listen to!

(10 comments | comment on this)

Tuesday, October 22nd, 2013
10:12 pm - The Never Ending Search for Obscure Old Roleplaying Games

I prize my two copies of first edition RuneQuest, my OCE white box D&D, my signed copies of Jeffrey Dillow's High Fantasy, I feel a strange sense of wonder at Metamorphosis Alpha, and at least once a year one of the gaming groups I'm in will play Bunnies & Burrows (on Easter, natch).

I've player Tunnels & Trolls solo adventures with characters from Monsters! Monsters!, and hacked En Garde!, watched in wonder as people actually claimed to play first edition Chivalry and Sorcery (still love the material as a sourcebook, although it's bloody hard to read), laughed myself silly at the creatures in Star Patrol, expressed disdain at Superhero 2044, and was sorely disappointed with Arduin Adventure. I encourage use of Swordbearer at numerous opportunities.

But where oh where, can I even find a seventh generation poorly scanned copy of Realm of Yolmi, Spawn of Fashan, or even All-Adventure Action Roleplay Game!?

The quest goes on in strange online stores, forgotten bookstores, and even opportunity shops. It's gaming archaeology for hidden ancient treasures.

(9 comments | comment on this)

Saturday, September 21st, 2013
12:06 am - Exposition, aka: how to spoon feed it to the PCs

This evening I finally found time to continue work on my next RPG campaign after a long hiatus.  I have some stuff already written, and I know what the climax of the campaign will be like.  In a nutshell, it goes a little something like this:

Setting: swords and sorcery
Theme: straight-up good old-fashioned Good vs Evil
Synopsis:  an Evil demon lord and his Evil minions once tried to take over the kingdom, but they were defeated by the forces of Good.  However, one of the demon lord's more loyal demon minions made preparations to bring the demon lord back for another shot much later. These preparations involved, among other things, a very specific human sacrifice of a specific girl.  However, the forces of Good arranged things so that the girl would be hidden and protected.  But the forces of Evil are out looking for the girl, and if they locate her they will stop at nothing to get her.

Eventually I have this big battle planned between the demon lord and his minions (lesser demons, evil monsters, etc) and the good guys, the demon's last ditch effort to get the girl and the good guys last line of defense to protect her.

The problem I have is, how to bridge the gap between.  I would like to reveal bit by bit what the demon lord is up to, what girl he needs to return to full mortal-stomping power, and why.  I would also like to reveal to the PCs how the forces of (supernatural) good (angels, archons, whatever) were also at work trying to protect the girl and thwart the demon lord.  I have the idea that no one- not even the girl herself- knows how important she is except said forces of good (the fewer who know, the better).  So there's kind of a double thread of exposition here.

I think what would help me now is some ideas of how to provide exposition bit by bit. I've been brainstorming adventure hooks that could help push things along, but I'm rapidly running out of ideas- and the ideas I have so far I am not crazy about.  Help!

current mood: aggravated

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Friday, July 26th, 2013
5:46 pm - Asking What I Already Know (and Then Some)

Ok, so the universal RPG system I've been working on pretty much solo, in fits and starts, over the past four years is 95% done.  Or at least, the core rulebook is.

This leads me to the first of my questions to the community, the one I think I already know the answer to  The system allows GMs to build their own monsters and opponents, even vehicle stats, if they wish.  While I've always intended to release a monster manual at some point soon after the core rulebook, my thought now is that I probably need to release a monster manual concurrently.  Somehow I don't think the average GM will be too happy with having to make his/her own monsters up as they go, even temporarily. Thoughts?

I have part of the monster manual written already- the first 64 out of about 180 entries that are planned.  My monsters are a bit different, though, in that they all follow legends and folklore as much as possible, using the oldest viable version of that folklore.  So there are no orcs (since the fantasy orc as we know it doesn't exist in folklore).  There are no gorgons, since there were only three of them, ever, according to legend. And they sure as Hell weren't big armored bulls!  Similarly, there are no medusae.  Vampires are rather weak creatures compared to modern folklore, because going by the old stories, it was ridiculously easy to thwart them.  This brings me to my next question: what are your feelings about a monster manual that attempts to cut out all the layers that have accumulated on folklore from more modern pop culture and gets back to the basics? Is it interesting or boring? Why?

Final question: I do not have the funds to illustrate either book, and Lord knows I can't do the artwork myself (unless people want the same crappy kind of line drawings from old school AD&D 1st Edition).  So I will eventually have to get a Kickstarter going to fund the artwork and publishing costs.  I have a few ideas on funding rewards, but I welcome more. Any suggestions?

EDIT: Found my draft list of Kickstarter rewards for reference:

Tier I Goodies:
 - expanded sci-fi weapons and equipment
 - magical items list for fantasy (I'm working on this one right now)
 - sample vehicles (3-4 from each genre: sci-fi, fantasy, modern)

Tier II Goodies:
 - Map Pack I: Fantasy Locations
 - Map Pack 2: Modern & Future Locations
 - Sample Monsters aka the Mini-Bestiary

Tier III Goodies:
 - Scenario Pack I: Fantasy Setting
 - Scenario Pack 2: Sci-Fi Setting
 - Scenario Pack 3: Horror & Supernatural
 - Scenario Pack 4: Superheroes

Tier IV Goodies:
 - condensed world book (added per beccastareyes suggestion)

(16 comments | comment on this)

Thursday, July 11th, 2013
1:13 pm - How to Break Your GM

I GM an often-silly D&D game for two friends. Here is one of our recent email exchanges:

valkryor's character, a halfling, and shishain's character, an eladrin, have recently struck a "friends with benefits" arrangement. In email, there was a short discussion about the characters' preferences, kinks, tendencies, hard limits, and so on. My only contribution to the exchange was:

Me: Saago-say [my NPC] is hiding under the couch in the Green Room. He won't come out.

The conversation then turned to the fact that the characters are being rather delinquent about taking precautions, and it was suggested, by both parties, that a twist in the sub-plot of the game along the lines of an unexpected pregnancy wouldn't be opposed. The following exchange ensued:

Valkryor: I think we just made Clawfoot's day, Shishain. It's like I can hear her cackling from here. ;D

Me: I'm actually trying to lure Saago-say out from under the couch. With bacon. He's not taking it.

(What I'm really doing is trying to figure out eladrin fertility rates. So dice may be involved.)



Valkryor: Achievement Unlocked! :D

(5 comments | comment on this)

Friday, June 21st, 2013
10:03 am - When Metagaming Pays Off

So, here's a quick topic that might inject a little life into the community for a bit.  As a player, have you ever had a moment when what you knew in real life was reasonably what your character would also know, much to your delight and the GM's chagrin?  How about as a GM- has a player ever argued that metagame information really wasn't, and they should be able to use it?  Did you allow it, or not, and why?

Here's a personal example: the last campaign I played in (3.5 Modern/Urban Arcana) my character was a former CIA operative turned technomage.  One session we had to carefully and quietly disable someone's personal vehicle with very few resources.  My idea was to take our pocket torch and cut one of the vehicle's tie rods.  Now, I know from personal experience that a broken tie rod means where you want a vehicle to go and where the vehicle actually goes are two totally different things.  My position was, a) a pocket torch should be able to cut one, since on light vehicles they're really just finger-sized metal struts, and b) a CIA operative would be quite aware of many ways to sabotage a vehicle.  The GM was quite reasonable and allowed it.

current mood: lazy

(6 comments | comment on this)

Sunday, April 14th, 2013
5:21 pm - Crowndsourcing Part III: Good Guys, Bad Guys, or Bad Guys Who Think They're Good Guys?

If y'all remember the previous 'crowdsourcing RPG' threads I posted earlier, you will recall that I had the idea of throwing out a general premise for a campaign I wanted to run and letting others shape the particulars.  It went pretty well overall, but I'm too damn lazy to link back to them.

My original idea was for the PCs to be mystical  supernatural heroes, who were returning to a world devastated by nuclear war (or some other horrendous global disaster) to fix it.  The problem was, magic had faded over time and thus they returned a bit too late to stop the disaster as they thought they would.  The one question I have unresolved is about a tweak that someone (don't remember who- I've slept since then) mentioned regarding the PCs.  An old gaming / MU* buddy I was taking to about the crowdsourcing really loved it.  I present the issue to you for one more round of crowdsourcing the campaign.

Here's the issue: what if the PCs weren't heroes in the past at all, but villains?  Maybe they think they were heroes, but in reality they were either being manipulated or their faction was simply the lesser of two evils.  Maybe history looks back on their deeds and considers them monsters when they really weren't.  Maybe the Gods (tm) are giving them a chance to redeem themselves.  I admit I'm not at all sure how this idea would work or how to pull it off, but that's why I'm posing the question here. What do y'all think?  Does this idea sound interesting?  If so, how might I as GM fool the players into thinking their characters were the good guys, but in-game slowly reveal that they were not at all?  And wouldn't this mean that either their traditional nemesis was either the real good guy, or waaaay worse than them?

current mood: lazy

(3 comments | comment on this)

Wednesday, March 27th, 2013
12:55 pm - Blurring the in-game/meta-game ethics line

So, in the wake of my last campaign (which was awesome), we've started a new one. D&D 4e again, same world -- the players can see the effects their PCs have had on the world, and some of their characters' children are still influential NPCs here and there. One is a new demigod (he was a paladin named Bruce -- I think I had them rolling on the floor when I had an inconsequential NPC exclaim "MOTHER OF BRUCE!" at one point...).

Anyway. New campaign. New characters. New possibilities.

I'm trying something different this time. I've been running games of one stripe or another for these players for at least 15 years now, so we all know each other pretty well, and I'm taking full advantage of that. I have two players, who each play two PCs at once. I fill out the standard five-member party with an NPC. The last NPC wound up married and having children with a PC. This time, we've got the same basic setup: two players, four PCs, and the fifth member of the party is my NPC.

This time, however, the NPC is evil, and a plant, and intends to betray them all.

I have never done anything like this before, which is both good (it will be wholly unexpected) and bad (I'm not 100% sure it will be as awesome to them as I hope it will be). And I'm trying to be as fair as I possibly can about it without tipping my hand entirely.

The situation: I'm running the Scales of War adventure path, which is a series of modules published in Dungeon magazine that takes characters from 1st through to 30th level. It centers mostly around the conflict between Tiamat and Bahamut, although that isn't obvious until later. The NPC in question is a dragonborn cleric/barbarian. He is evil, he is a follower of Tiamat, he doesn't quite know exactly why he's been told to hang out with these people, but he's doing so. He knows enough to keep his true beliefs a secret.

I built the NPC with the same rules the players used for their PCs. I made sure that the NPC's Bluff skill was higher than any PC's Insight skill. I used his first Feat for Skill Focus (Bluff), and his first Utility skill was Serpent's Tongue (allows a +5 bonus to the first Bluff check after a Bluff failure).

I never said the NPC was a cleric of Bahamut, either as a GM or as the NPC, but I have absolutely allowed the players to assume he is one, and never corrected them when they call him one. Every time I refer to the NPC's god (either in my voice or his), I use the words "patron" or "deity" rather than a name or even "god" or "goddess". Whenever the NPC mentions either deity by name, I make sure he mentions the other equally (i.e. he was talking about the draconic races being unsubtle -- if Bahamut is pleased with you, you'll know; if Tiamat wants you to do something, she'll tell you. They're not the types to send cryptic dreams or symbolic visions. They, and their messengers, will just up and say what they mean).

The NPC also has a very bad temper, the triggers of which are very Tiamat-like. He doesn't like anyone touching his stuff, and he can't stand to be insulted or disrespected. These will make him lose his temper.

I have also had him insist on splitting the party treasure after every adventure, something I've never had any other NPC do; the players are usually very socialist when it comes to treasure. They tend to keep it in one big pile (well, Bag of Holding) and everyone takes from it as they need to. He claims it's because he has tithes to make with his share, which is at least partially true. The main reason, though, is that he's greedy and doesn't want to share.

I also plan to use every other Feat he gains to give him another type of breath weapon, until he has all five that Tiamat does (fire, lightning, cold, poison, acid). He'll get the fifth one at 16th level. He also carries a portion of his shell with him in a leather pouch that hangs around his neck. He keeps it, because the colours on that shell swirl and look like Tiamat's symbol. His father took it as a sign, and that's how he came to the worship of Tiamat.

He has not had to outright lie yet, but I have a sheet with all the PC's passive Insight scores, and I've rolled the NPC's Bluff score, in advance, around ten times. I've printed the results out on small cards and if he needs to lie to one of them, I'll pick a random card, consult their passive Insights, and go from there. I don't want to tip them off with dice-rolling if I can avoid it. If they get suspicious, I'll of course call for active Insight checks, and things might unravel (hopefully with his Serpent's Tongue power, I'll be able to talk his way out of any grevious failure). But we'll see. I'm prepared for the fact that he might fail completley and be ousted early. I'm good with that. I hope it won't happen, but I'm okay with it if it does.

I'm trying very hard to walk the line between "too subtle to notice" and "swinging the +10 Clue-by-four of Hint-Dropping".

I guess the questions are: am I being fair? Do you think planting a trusted NPC in a party who will eventually betray them all is a betrayal of the players' trust as well? If your GM did this in your game, would you be pissed?

And if not, do you think I'm playing fair with the clues? Too few? Too many? I find it hard to judge.

(16 comments | comment on this)

Saturday, March 16th, 2013
6:13 pm - Sadly, this is not a joke.


I just wanted to spread the word of what goes on here in Quebec.

current mood: aggravated

(13 comments | comment on this)

Saturday, March 2nd, 2013
2:30 pm - MMOs as RPGs

Don't get me wrong. I've never encountered an MMO that I consider a true RPG. And I don't entirely understand why--when I think of the MUDs and combat-heavy 3.5 dungeon crawls I used to play, and compare it to an MMO that offers quests to complete, levels to gain, skill trees to fill out, and trash mobs to slaughter, they seem familiar enough. But, like a lot of people, the element of nonlinear storytelling is so absent that I just can't look at The Old Republic or World of Warcraft and think 'roleplaying'. I think it's mostly an immersive thing?

But my point isn't to talk about what MMOs do wrong, but what they could do right. Are there RPG-heavy MMO's that I don't know about?

I've been feeling nostalgic about all the MUDs I used to play as kid, staying up late in using the /roll feature in chat rooms to move deeper into a castle, etc. And, more importantly, I've been thinking about the freeform text-based games I played for years, and how much I still love them. Someone, somewhere, has to have captured that feel in an MMO by now, right? Right?

So, that is my question. Is there somewhere an MMO that people like us would more readily consider a true RPG? I know there are sandbox MMOs like Star Wars: Galaxies, I know there are fantasy MMOs like Everquest, I know there are (vaguely) world-building MMO's (sort of) like Eve Online, and I know there RP servers on these MMOs, but somehow it all seems insufficient. Is there a graphical MMO out there, somewhere, that is immersive and sandbox, an emphasis on world-building, that's mostly played through in-character role-playing, with game mechanics based on that? I feel like the last one is hard to find, but it shocks me that no one, as far as I know, has managed to build one yet.

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