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Messages - Doctor Jest

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Quote from: Omnifray;419699
What does he have authority over? The game as a whole? But the focus of the game is on immersive roleplay. He cannot have authority over immersion, and can scarcely have authority over roleplay (well, he can try). So what else is there left for him to have control over? Only the sequence of events.

Wrong. As GM I do not have authority over the sequence of events. I can't decide when the PCs will act, or how they will act. I don't know if they will turn left or right. I don't know if they will fight the Evil Queen... or join her. I have no authority over the sequence of events. I can only present the setting as it exists at the moment, and I can attempt to lure the PCs in one direction or another, but I can't actually decide the sequence of events.

My In-Game (as opposed to OOC) authority is over two things;

1.) the present condition of the game setting
2.) the actions of the NPCs

The rest is the result of the interaction between the above and the PCs. Those things, taken together, generate the sequence of events.

I dunno, I ran 4e for a few months, and if I were to do it again, I'd probably just run everything from page 42 of the DMG and a little intuition to stat my own creations up on the fly.

Heck I bet I could run a whole campaign using nothing but pg 42 and some rough ideas of hitpoint totals.

Quote from: Omnifray;419684

Please note that by my definitions I am implying that the GM of a roleplaying game is often in effect storygaming

I am implying you're wrong. No, wait, I'm not implying it. I'm just coming out and saying it. You're wrong.

As a GM, I primarily am involved in three activities:

1.) I adjudicate rules.

2.) I *roleplay* NPCs

3.) I present situations (environmental factors and NPC actions) to the players.

I do *not* tell stories. Therefore I am not storygaming.

In a hundred years' time it may be that the word roleplaying game is so commonly used to mean something else that as a matter of usage that simply becomes its meaning, just as egregious IIRC once meant strikingly good, and now means strikingly bad.

Speaking of non-sequitirs. It might be in a hundred years' time people greet each other by sticking their thumbs up their asses too. However, trying to enact greeting people by sticking your thumb up their ass on the strength of your sole speculation on the subject is unlikely to convince anyone that what you're doing is, in fact, polite behavior.

Similarly, your speculation on what the term "roleplaying games" might mean in 100 years time is immaterial to the discussion of what they mean today. So stop trying to stick your thumb up our asses.

When I GM I have no idea what is going to happen. I present the world, players make choices via their PCs to react to said world. Out of this interaction, a narrative Might occur as a byproduct. But this is not the aim or goal. As GM I am not in charge of the "story". I'm in charge of the setting. A setting is not a story. Protagonists doing things in that setting might generate a story, but if they do, it's really quite by accident. And as GM I do not dictate that story. It is as much a mystery to me as it is the players.

Narrative Authority means something very specific in story gaming which frankly isn't really there in most RPGs. The entire concept requires a level of intentional metagaming most of us would find quite foreign.

As GM I have authority over the rules, but over whatever narrative might occur? No.

I used to do a lot of prep. Nowadays I don't. I'm the opposite of grimjesta in this regards: find my best games are off the cuff, rolling with the surprises the players throw my way. The biggest successes I've had GMing are just winging it over trying to plan things out. The more planning I do, the worse the game gets.

I think about the game between sessions, of course, and I may think up an idea for a scene or a battle or what the Big Bad is Really up to... But I never really write it down or anything. I just come with my vague ideas and my creative juices flowing and then throW stuff at the players and watch them react.

One of the joys of GMing for me is when I sit down at the table I have no idea what events will transpire in the game today. I don't know what the PCs will do. But I do know they will surprise me and surprising me will keep me on my toes.

Quote from: CRKrueger;419651
All of the flavor, really?  Even some diehard proponents of Reloaded I've encountered admit quite a bit was lost in the translation, they just think it was worth it.

In actual play, what you lose is vanishingly small. There is a lot of fiddliness in Classic that seems like it is where the flavor comes from, but in actual play contribute very little.

Reload is a slightly different flavor, but the flavor is all there. Different doesn't mean lesser.

Reloaded still has the key elements: poker chips and cards, for instance, still feature in much the same way.

The big complaint I've heard is that cards aren't used for character generation. However, even that has been converted by enterprising fans, so you can still do it that way if you like.

Visit the pinnacle forums if you want to tweak reloaded in certain ways.

Game rules cannot solve social issues. If your GM is a prick, handcuffing him with the rules will not make him stop being a prick.

I really believe people who want to limit GM authority because they are afraid of what the GM will do with that authority are passive-aggressive douche bags. And I don't think game systems can fix them, either.

If you have a problem with a GM or another player, then deal with it like an adult. Don't make bullshit "narrative control" rulesets to avoid having to talk to someone you ostensibly like enough to spend several hours engaging in a fun activity with.

I'm an old Classic Deadlands fan. I ran a pretty epic campaign back in the day. I was also a Savage Worlds fan, since the beta rules. Little known fact, Savage Worlds was an evolution of the Great Rail Wars rules for Deadlands.

Initially, I was A-feared the flavor of dead lands would be lost without the complexity. I am happy to say I was wrong. After actually having played Reloaded, I can't really see going back to Classic, as much as I enjoyed it.

Despite what a previous poster would like to suggest, it's not a watered down or "Muzak" version, it stands by it's own merits. The question is one of rule complexity, not quality. If you like complexity, then there is no reason to change fromClassic, but if you want all the same flavor with less work, Reloaded is the way to go.

Pen and Paper Roleplaying Games (RPGs) Discussion / [SIGH] Savage Worlds
« on: November 21, 2010, 02:03:24 PM »
Quote from: The Butcher;418744

Nowadays I don't mind the stinginess, and in fact I like it, in that it forces people to take Hindrances, which are mostly fun. Nonetheless, two Advances (10XP) is no biggie.

I've never seen anyone not take hindrances. Everyone enjoys taking and playing up their hindrances, at least In my experience. I use the old Deadlands rule that when you RP your hindrance and it causes trouble for you, you get a Benny.

 It just seemed, even with hindrances, players spent one or two of their initial advances getting the character they wanted to play all along. It seems those two advances are helpful to fully flesh out a concept.

Pen and Paper Roleplaying Games (RPGs) Discussion / [SIGH] Savage Worlds
« on: November 21, 2010, 05:44:46 AM »
Quote from: GrimJesta;418722

Also: with a name like Doctor Jest I wonder if you're a sock-puppet account I made in some Tyler Durden-like fashion - i.e. you're my psychotic alter self that I am unaware of. Do you happen to run an underground boxing ring, Dr. Jest(A)!?!  ;)

No comment.

Pen and Paper Roleplaying Games (RPGs) Discussion / [SIGH] Savage Worlds
« on: November 21, 2010, 05:18:42 AM »
There is nothing "broken" about lower die types acing more often. The distinction that is being missed is that acing is not the same as succeeding. Many times the lower die type will need to ace just to get a single success at all.

There seems to be some conflating of "acing" with "getting a raise" and this is not the case. If you look at a Savage Worlds probability calculator you can see it better.

Novices are a bit too low on points. I start everyone with 10xp (two advances). They're still novices, but it helps flesh out the character concept more and put starting characters where it seems they should be.

Savage Worlds plays much better than it reads. I'm another who has been spoiled by the speed and ease of the system. The only system faster that I've played is Feng Shui.

Pen and Paper Roleplaying Games (RPGs) Discussion / Recommend me a System
« on: January 26, 2010, 07:14:07 PM »
Quote from: Nicephorus;356356
My memory is vague on those shows but Savage Worlds is a good choice.  It plays a bit faster than D20.  But it still has feats (called edges in SW)

Pet peeve point: It's the other way around. d20 has edges and calls them "feats". Savage Worlds came out of Deadlands, which had Edges, and predates d20.

That said, I'll jump on the bandwagon with recommending Savage Worlds.

Quote from: GrimJesta;357660
Not even close. The Prison System isn't set up for rehabilitation and it never has been. It's set up to be punishment. It's meant to suck, to make the person not want to go back to jail.

And that works so very well, which is why the US Justice system has so few repeat offenders!

Oh wait...

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