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Messages - abcd_z

Pages: 1 2 [3]
System: Fudge

Dire Turkey
HP: Mediocre
Threat Rating: Mediocre
Typically found in groups
Attack: Gouge with beak and/or claws
* Do something utterly retarded
* Act with the element of surprise
* Attack any unknown elements
* Frolick in blood and gore
* Coordinate with their flock

The major threat from the Dire Turkey comes not from the individual turkey, but from their group coordination.  Many an unwary adventurer has chased a fleeing Dire Turkey into a lethal ambush.

For all their cunning group coordination, though, they really are stupid, stupid animals.

My game of choice, Fudge, doesn't come with a default skill list, so I've spent a lot of time thinking about these sorts of questions.

I split perception into two different types: physical perception and social perception.  That way you can have a character who's good at spotting traps in a dungeon but not so good at noticing when somebody bluffing him.  Or vice versa.

Crafting has never come up in my games, even when the players have been given carte blanche to make their own skill lists.  Make of that what you will.

I wouldn't treat Luck as a skill, I'd treat it as a metagame bonus.  There are plenty of systems that handle it like that; fudge points, drama points, hero points, action points, whatever.  The idea is that players get a set number of meta-narrative points that they can spend to get a bonus on a roll, and they regain those points at set intervals and/or by acting a certain way in-game.

Otherwise, what's the point of having "lucky" as a separate trait?  Rolling dice already represents a measure of luck, so having an additional luck trait would effectively just be a bonus to rolls.  Shifting it to a meta-game economy is just a way to prevent it from being overpowered.

Alternatively, you could treat luck as something outside of the character's control and roll the dice without any skill modifiers.  Dungeon World does this for its "not dying" roll; instead of rolling 2d6 plus the character's stat the character just rolls 2d6.

Quote from: Cave Bear;924701
I would start by introducing the books that inspired Gygax and Arneson. I'd have the market cornered.

Lol.  Cheater.  :P

I honestly hadn't thought it through as much as you guys are.  I just wanted a universe where everything directly related to D&D doesn't exist, but everything else inexplicably still exists (improbable as that would be).

To answer my own question, I'd go one of two routes:

The first would be sort-of emulating D&D's pseudo-medieval setting. I'd draw from The Wizard of Earthsea, Name of the Wind, Mistborn, and Game of Thrones.

The second would be to create a game based on fantasy literature that takes place in modern times. For this I'd use American Gods, The Night Watch, Nightside, and China MiƩville's works. More surreal fantasy than medieval fantasy. Also, possibly Dresden Files if I could make it fit.

You have been drawn into a bizarre alternate universe where everything is mostly the same, except RPGs don't really exist. Neither do the books that inspired Gygax and Arneson.  Everything in Appendix A no longer exists. No Lord of the Rings books, no Conan the Barbarian stories, and nothing that drew from the landscape that sprung up around D&D.

It's your job to cobble together a new proto-D&D to jump-start the RPG movement, but you have to base it on books that have actually been printed. Except for the lack of RPGs and RPG-derived stories, everything else is the same.

What stories do you use as inspiration? What kind of character classes do you end up with?

Quote from: AsenRG;924024
To most people here, your behaviour was normal for a newbie, or for a player with bad experiences with GMs. Almost nobody can wrap his head around why you did what you did.
What were the games you ran like?

The longest one I ran lasted for ~6 sessions with a rotating cast of players because of constant scheduling problems.  There were usually about 4-6 players at a time.  The setting was a multiverse with every conceivable setting connected to the others.  

Here are some quotes I posted elsewhere about the game:

Multi-genre Crossover Setting: Jedi, medieval rogues, cyberdeck hackers, space marines and anything else.

I have a mental image of a dimly-lit tavern with neon lighting where an impeccably-dressed bartender serves food and drinks to characters of all classes and worlds of origin.
Aliens from Star Wars and Babylon Five nurse their bubbling drinks. In one corner of the room a Browncoat and a Street Samurai have just gotten into a shouting match. Slender Man and Anonymous are having a silent, yet animated, conversation with each other, and just in front of the exit a harried-looking man in a red jumpsuit is paralyzed with fear by the white carpeting.

A Zone is an area thematically different from the others. This could be a galaxy, a plane, a planet, a city, or something else.
Any supernatural abilities or technology can be used in any Zone.
At some point in each Zone's history, it connected to at least one other Zone.
Examples of connections: Spaceships arrived warp portals opened up tears in the fabric of reality occurred Faerie Fog settled around a location A new discovery/technology/magic spell opened up new physical locations on the same planet or access to other planets or other planes.
In every case, the Zone is now connected to a larger reality.
Tourism's a big thing in some of these areas.
There's no one central hub, but there are several large hubs that one can access.

The Device:
I haven't given it a name yet, but the Device is a high-tech wristband with dedicated holodisplay It looks like something Apple would design. It records your location in 10-dimensional space (but not local space), and any time you enter a rift between zones it can, instead, take you to any other rift you've previously been to.
Of course, GMs who don't like this approach don't have to include the Device in their game. If you're using Guild rules you might include a pandimensional messageboard or social media site that connects different Guild adventurers.
Or not. Your call.

Adjacent Zones:
Just off of the top of my head, a string of connected zones might look like this:
Gothic horror (werewolves, vampires) -> Medieval fantasy -> Urban Fantasy -> Modern day -> Science Fiction
Another connection might be from Modern Day to Cyberpunk to transhuman. Or Science Fiction to Star Wars, and then from there to Roman Mythology by way of an ancient Jedi Temple. There are all sorts of connections, you just need to know which series of connections will take you where you ultimately want to go.
Adjacent Zones generally have similar themes, but this isn't always true. There's no reason you couldn't wander into the Faerie Fog in an Urban Fantasy Zone and wind up on a minor outpost planet in the Space Opera genre.

Because of the kitchen-sink approach you might have in the same party (as mentioned in the thread title) a jedi, a medieval rogue, a cyberdeck hacker, and a space marine.
In the game I'm currently running, the players are a goat, a puritan monster hunter, a cyborg elf blood mage, and an economist-turned politician. It wasn't quite what I had in mind when I started the campaign, but my entire group is a little silly and I'm okay with that. :)
They started off in a medieval fantasy world and are now tracking an alchemist through a sci-fi zone so he can help the medieval revolutionaries overthrow corrupt royalty with a minimum of bloodshed. No idea where it'll go next but isn't that always the fun? :D

I used the Fudge on the Fly rules for character creation in my most recent game, and this is what the players came up with:
* A character that used his hardened blood as a weapon (explicitly Crow from the anime Deadland Wonderland)
* An Earth Mage Nekomimi
* An elven cyborg Blood Mage
* A wolf Fire Mage
* Philosoraptor wielding an uzi.
* A mimic from D&D
* The goat from Goat Simulator, complete with a Glitch skill. By the end of the campaign she became a plaid goat-dragon thingy. My group's a little weird. :)
* A Monster Hunter with a Puritan hat.
* A former dragon trapped in human form. She was eventually given a spell to allow her to retake dragon form.
* An accountant-turned-politician-turned-adventurer. Whatever you do, don't let him roll Persuasion. Or Brawling. Come to think of it, just don't let him roll at all. The Random Number Gods do not smile upon him. :P
Some of the characters were almost completely developed at character creation and other weren't even finished by the end of the campaign. Either way, we still had fun. :)

Quote from: AsenRG;924024
(Also, was there even a system in the game your GF was running?).

For the current game we've been using Fudge for the chassis, using the lightest possible build, and stealing the Dungeon World GM Moves for combat.  I know it marks me as a possible swine (I've been doing some reading), but I really like the way DW handles combat initiative (that is, it doesn't.)

Quote from: Gronan of Simmerya;923995
So, you logged onto an RPG website and expect us to believe you have absolutely no experience with role playing, despite a strong familiarity with jargon?

I...what?  I have quite a bit of experience with roleplaying, just mostly as a GM.  I have trouble wrapping my head around most game systems, and everybody else wants to run their familiar rule system (usually D&D), so if I want to be involved in an RPG I pretty much have to GM.

Something Headless wrote really stuck with me:  

Quote from: Headless;923573
I've run a couple of very successful completely free form 1 or 2 player games.  I always start by asking the players what setting they wanted and what objective they wanted.  Then we refine that a bit.  Then I ask them who they are, we refine a bit.  Then I give them an intro.  "This is who you are, this is who you work for, this is what happening in the world/what's important to you.  This is what you are being asked to do right now. Any questions?"

I realized that I couldn't answer those two questions, "What setting do I want?" and "What objective do I want?"  It was like a big blank spot in my mind.  Even now I struggle to answer it.

So I tried something that's worked for me in the past: cutting the problem into smaller, more manageable parts.  I asked my GF to run a quick session for me, no more than 5 minutes, maybe two skill challenges.  For this, at least, I was able to define myself as a thief stealing a large ruby from a guarded room.

She ran the game, I convinced the guard I was a janitor, and I walked off with the gem.  

It's not much.  In fact, it's almost nothing.  But you'd be surprised how tiny actions, repeated often enough, can snowball into a much larger change of habits.

Quote from: TristramEvans;923567
It was much more clever than the first post, I'll give it that, but at the same time absolutely damning.

Seriously, what am I missing here?

Quote from: CRKrueger;923545
Rofl, nicely played.

Quote from: TristramEvans;923550

What am I missing here?

Quote from: Omega;923540

I'd like to hear what happened after or the OPs reasons for being so against that style of play.

Immediately afterwards, nothing.  We hung out and eventually went to bed.  Later I did some online searches to figure out what went wrong, and came to the conclusion that my character just didn't have any explicit motivation, and that *that* could be remedied by fleshing out the world and connecting my character to the world through his backstory.

It's not entirely wrong, but neither is it the root of the problem.  If I don't engage with the GM, the backstory and motivations could just as easily be turned into, "my character wouldn't do that, and here's why."  Obviously not the best outcome.

As for why I was so against her plot hooks?  I'm not entirely certain.  I could give you a few guesses, but that's all they'd be; guesses.  Maybe I was passive-aggressively indicating that I didn't like her plot hooks.  Maybe I've been the GM for so long that I've picked up some bad habits as a player.  Maybe I'm afraid of becoming emotionally vulnerable, so I have to keep my character safe no matter what happens. (Don't laugh; I've had some messed up stuff happen in my past.)

Thank you to all of you who were willing to engage with me and give constructive advice, even if you did suspect me of being a troll.  Skywalker, Omega, mAcular Chaotic, robiswrong, thank you for your advice.  Edgewise and AsenRPG especially, thank you.

Sniderman, yes, I realize I handled that wrong.  If this entire thread is any indication, I handled the entire situation wrong.

Ratman_tf, thanks for that.  Made me laugh.  ;)

AsenRP, Edgeless, and Headless: thank you for sticking up for me (or at least giving me the benefit of the doubt).  You were right; the biggest reason I didn't respond was because of the backlash.  I hadn't planned to respond, but then my silence was being used as evidence that I was a troll, so... I guess I felt like I had to prove to random people online that I'm not a troll?  I probably didn't think that one through very well.

Going forward, I'm going to work on treating the game as a collaborative work.  "Yes, and" instead of "no, because".  

Thank you again to those of you who gave me the benefit of the doubt.


So. Apparently I'm a murderhobo (my words) that runs from plot hooks (her words).

For the record, this was her first time running an RPG. Neither of us had a strong preference for what sort of setting we wanted, so we decided to leave the world and the character sheet empty and fill in the details as necessary.

She suggests that I might need to put points into video game skill, then places my character in the Dune setting and flat-out tells me that my character's goal is to, and I quote, "ride the worm".

She meant the Shai-hulud, but I have a dirty mind and was not okay with riding a gigantic phallic creature. Also, she made it fairly obvious that she was trying to pull a twist ("you were in a VR world all along!"), but she did this by trying to withhold knowledge that my character would have known. I pushed back and finally got her to admit that this was a VR game, but that my character still felt a strong urge to "ride the worm".

Even after I made a boatload of double-entendres about this she still didn't understand why I might not want to do this. My character shuts down the VR game. Okay, I'm in an arcade, with a cute girl who wanted to see me ride the worm. Apparently my character wanted to impress her (GM's words, not mine). I make several more double-entendres about the female NPC being a yaoi fangirl, then left.

Then I contact an NPC friend of mine, who I made up on the spot. He meets me at a local pizza place and tells me "we need to talk".

I'm seeing red flags here. See, my character was supposed to be friends with the NPC for a long time, but from my out-of-character perspective this was my first interaction with the guy and I didn't trust him at all. For all I knew, the GM was planning some sort of plot twist that would screw me over. In fact, I was tempted to just throw down a stun-grenade and get the hell out of there. I didn't, but it was a close one.

Anyhow, he tells me that he's part of a secret organization. I make fun of him and tell him he's spent too much time playing VR sims (again, mostly because I, the player, didn't trust him, the NPC). He puts his hand on my shoulder and we get into a completely freeform fight where he doesn't take any visible damage from my attack and avoids my stun grenade before spraying me with something that makes me woozy and disoriented. I didn't even get a saving throw against it, but the GM later admitted she should have rolled for it and messed that up. I decide to head home and she spends a lot of time focusing on how I get home, how other people are reacting to me as I appear to be drunk, etc. She's asking me to make a lot of decisions about non-urgent things, which I don't handle well in the context of RPGs. I'm not having fun, so we end the session there.

A few hours later, after going over the Dungeon-World inspired combat rules again, she starts by making an hobo NPC with several Moves, including "swindle money". We run a mock encounter that starts with him approaching me for spare change. I immediately get as far away from him as possible.

She decides to have him show up again in the direction that I run, and I think, "if nothing else, this is turning into a decent horror RPG." Several iterations of the same hobo appear. I jump up and over the one blocking me, kneeing him in the face in the process, and make it to the main road. It should be busy, but the street appears deserted. I close my eyes and run around, trying to bump into somebody (I suspect they're still there, just hidden from my sight). This is exactly what happens, and when I open my eyes again everything is normal.

Then she spends 5-10 minutes asking me what I do, where I go, etc. etc. in tedious detail. I was coming back from picking up some last-minute supplies from a local drug store. I'm getting ready to move away from the town. I walk home. My luggage is packed. I'm going to take the bus to the plane station. Now I'm on the bus, and the hobo appears in the seat next to me, saying, "you won't get away so easily." I, the player, want to punch the hobo NPC in the face, but I don't interrupt the GM and suddenly I'm back in town.

I had been asked to make a lot of non-urgent decisions, which, again, I don't handle well in RPGs (it drains me), so we stopped there.

Three potential plot hooks. I ran away from the first one, attacked and then ran away from the second one, and ran away from the third one. I tried to correct her GMing after the game but she really didn't enjoy that, so now I'm just wondering what I can do to keep this from happening again.

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