Results 511 to 515 of 515
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2024-05-17, 05:43 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Somewhere in Utah...
- Gender
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2024-05-17, 06:14 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: Players characters evading direct questions
Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2024-05-17, 06:51 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Italy
- Gender
Re: Players characters evading direct questions
weird, i have an opposite experience: after a handful of combat, narration gets dull and repetitive, and it would be boring to keep trying to describe it all the time. We do some narration and descriptio, but not for every blow.
otoh, fights rarely are about repeatedly hitting a bunch of monsters undistinguishable from each other. we discuss a lot of tactics, both we and the npcs have a lot more complex moves available, and we deal with more complex mathIn memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.
Ridiculous monsters you won't take seriously even as they disembowel you
my take on the highly skilled professional: the specialized expert
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Yesterday, 02:30 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Somewhere in Utah...
- Gender
Re: Players characters evading direct questions
You said that having the GM "control" rolls means a lot of saying the same thing over and over again during combat. I explained that my combats don't work that way and gave an example.
The point remains that having the GM control non-combat rolls is not only important, but necessary to have a good game. Letting the players take the initiative is fine, but the GM is the world. He has final say for what won't and won't require a roll and what factors effect a roll.
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Yesterday, 05:14 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: Players characters evading direct questions
I guess it really depends on the system.
I tend to play crunchier games, and you don't really need to the GM to tell you what dice to roll for a given situation; the rule book already has a list of what tasks fall under each skill and what difficulties are used in various situations. The GM is just kind of there to make the decision in gray areas, for example is balancing on a rock that is slippery due to algae going to count as a "wet surface" or an "icy surface".
But some games maybe not so much.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.