In post 24, T-Bone wrote:What job do you have that you can do that? Because I want one!
I manage a FLGS. On the plus side, I have to play games and read comics as part of my job. The downside is I make minimum wage for the first ~38 hrs I spend at the store every week, and nothing at all for the remaining 15-20 hrs.
My DM is a writer for Pinnacle, so we get to do playtest campaigns pretty regularly.
Currently running a 4E campaign, a 13th Age Campaign, and starting up a V:tM game pretty soon.
Also play in a campaign on random weekdays, and am probably going to do a series of 1-shots throughout the year because there's a bunch of things I want to try.
We're about to start a Supers game in FATE Core, but rather than players vs. GM we're going to have Hero players vs. Villain players, with GM as referee/environment. I'm ridiculously excited to see if it works.
In post 30, Mr. Flay wrote:We're about to start a Supers game in FATE Core, but rather than players vs. GM we're going to have Hero players vs. Villain players, with GM as referee/environment. I'm ridiculously excited to see if it works.
I've done a PvP free-for-all before.
Basically, I set up a big city with quests, resources, and NPCs, and let the PCs each start in different part of the city. It would be rotating solo session unless PCs ran into each other, in which case I brought both of them in.
It's incredibly time and effort consuming, but it was amazing. In fact, some players refused to play normal PvE D&D after that point because it was so good.
In post 30, Mr. Flay wrote:We're about to start a Supers game in FATE Core, but rather than players vs. GM we're going to have Hero players vs. Villain players, with GM as referee/environment. I'm ridiculously excited to see if it works.
I've done a PvP free-for-all before.
Basically, I set up a big city with quests, resources, and NPCs, and let the PCs each start in different part of the city. It would be rotating solo session unless PCs ran into each other, in which case I brought both of them in.
It's incredibly time and effort consuming, but it was amazing. In fact, some players refused to play normal PvE D&D after that point because it was so good.
Yeah, we're going to set it up so that the Villains team gets to plan their heist/overthrow/whatever and kick it off first, then the heroes respond (because that's how comic books work, heroes are essentially reactive). Then the Heroes get to try to stop/fix/defend/etc.
Remember Fate Points spent on invoking aspects don't head into people's pools until the end of the scene! A big problem with Fate 3.0 was that Fate Points went into the pools immediately, leading to a form of ongoing stalemate where the points wouldn't run out.
Need advice on good systems/campaigns to use for newbies. We bumbled our way through Pathfinder but in general the system was pretty complex and the rules were so many in number that it kinda made it hard for us to get a campaign done. I wouldn't know about certain abilities characters had or how they worked exactly and it'd upend my plans; or, characters wouldn't know certain things COULD happen and would get upset.
What are some systems recommended for a starting group that would let us kinda play out several campaigns/sessions to get a feel for the whole IDEA of playing a tabletop RPG before we tried to understand the minutiae of Pathfinder again? I looked into GURPS but some stuff I read said the social aspect of the game sucked and I think my players would love some good social interaction.
Things our group liked: class based system, character progression, traps/puzzles, dynamic combat
Things our group disliked: an hour of the same seven turns in combat over and over again, having to cross reference a massive spreadsheet to see what they could or couldn't do, having to nail down how many feet away they were from something to see if they could actually use this ability (in general we didn't like the specificity of the combat system, it took longer to manage than the actual combat)
In post 6, xRECKONERx wrote:now they're split in two separate areas because they all made different decisions at the end. I need a way to mend it back together, and I have some ideas, but I'm iffy on them. If you wanna talk story, message me.
LotR is a great example of typical D&D game.
We have an adventuring party that sets off from Rivendell or whatever.
Gandalf realizes that he multiclassed his wizard with too many fighter levels in Moria, so he tries to kill his character off at what is clearly an encounter they're not ready for. (FLY YOU FOOLS!) Then after he takes a cig break, he makes a deal with DM to let him back in the game with a new character. This time, Gandalf makes a pure wizard, who everyone knows is absolutely broken. Just to ensure his victory, Gandalf tells Pippin and Merry, who got kidnapped by bunch of low-level mooks cuz we all know halflings are trash, to send the treemen at Saruman, who obviously didn't prepare any fire spells for that day. After Isengard gets cheesed by trees, Gandalf show up loaded with fire-resist spells and taunts Saruman, who now prepared nothing but fire spells to beat back the tree people. (LOL!)
Boromir gets owned cuz he built a pure fighter and didn't invest any points in Survival cuz who the hell invests points in Survival as a Fighter. But the DM tipped off Aragorn/Gimli/Legolas that they were going to be fighting in trees a lot so those three maxed Survival, and Boromir gets fucking separated and lost in the woods and gets surrounded and killed by bunch of mooks.
Meanwhile, Frodo dumped his Con so bad and he needs to be carried by Samwise half the game, who's playing a straight fighter and rolled all 18s, a.k.a. reliable as solid rock. Sam solos bunch of encounters and spiders and levels up like crazy, and ends up soloing a tower full of orcs. Sam carries Frodo to the Mount Doom and guess what happens??? Frodo fails ONE JOB he's given and fails his Will Save vs the ring. At this point DM goes "Aw helllll No I'm not playing any more of this shit" and sends in Gollum to finish the game, who bites Frodo's finger off just for good measure.