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 Post subject: Re: DM Discussion
PostPosted: Tue Oct 02, 2012 11:56 pm 
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For SIAR II it will be more a "majority vote" situation. If 2/3 of the group know, then the story will progress, taking everyone with it.

SIAR & SIAR II are different animals than most RPs, though. Most of the time you can DM a person following along or leave them behind if they're just not posting.

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 Post subject: Re: DM Discussion
PostPosted: Tue Oct 02, 2012 11:59 pm 
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If it's a simple thing, like you don't want to wait for everybody to enter a room, I see two options. Either leave it ambiguous whether the person entered the room or not (like, by not having them get addressed directly, etc) and let them catch themselves up as possible ("so-and-so entered the room behind the others and did whatever" or "so-and-so decided they wanted to wait outside") or you can DM everybody doing what you think they will do. Normally I prefer the first option when possible, but sometimes it's simply not something you can do, depending on how you want to advance the plot. The second option works best when the players' actions are inevitable, because it's always upsetting if you're a player who had planned to do something and then gets forced into a different action.

If it's a major plot element, and the players' actions are far from decided, I think at the least you should give people a warning and wait a while. Where "a while" is probably a day or so. For example, you can ask "is everybody ok with skipping ahead to _____" and, if you get no response to the contrary, take it as assent.

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 Post subject: Re: DM Discussion
PostPosted: Fri Oct 05, 2012 11:27 pm 
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Question:

When a situation in an RP calls for a little bit of god modding from the Dm to make the Rp enjoyable for more PCs, is the god modding acceptable?

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 Post subject: Re: DM Discussion
PostPosted: Fri Oct 05, 2012 11:31 pm 
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DMs can do virtually anything they want.

I always try to give warning about it to my players, though. For example:

Quote:
What genre will your RP be?

Musicman wrote:
Mindf*ck. That's a genre, right? It should be.

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 Post subject: Re: DM Discussion
PostPosted: Fri Oct 05, 2012 11:34 pm 
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Alright, thanks.

I will keep that in mind.

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 Post subject: Re: DM Discussion
PostPosted: Tue Oct 09, 2012 5:05 pm 
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Well, I started Dming. And so far, I am enjoying the hell out of it! But I'm having trouble from deciding from time to time whether to move on with the story.

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 Post subject: Re: DM Discussion
PostPosted: Thu Oct 11, 2012 9:30 pm 
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Change it too how your region works. You don't have to stay true to the stereotype.

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 Post subject: Re: DM Discussion
PostPosted: Thu Oct 11, 2012 9:40 pm 
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And not all will be par of that mindset, conflict and false friends are often used and very fun.

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 Post subject: Re: DM Discussion
PostPosted: Fri Oct 12, 2012 6:23 am 
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Or from a pc. So many memories.. So many cracked men.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 07, 2012 3:22 am 
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Should a serious rp with constant thievery, drunkenness, and murders have comic relief? Or would that just offend people?

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 07, 2012 3:23 am 
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Every RP needs comic relief. Every. Single. One.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 07, 2012 3:29 am 
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TCD sounded serious. Now we have sex jokes and fingernail pulling, The point is, even the most serious of issues can have some comic relief.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 07, 2012 1:51 pm 
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Ah but the dm cannot have all the jokes, sometimes the best interactions are from those of the players, The Dm will try, and mostly get passed over.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 07, 2012 1:58 pm 
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Br3admax wrote:
TCD sounded serious. Now we have sex jokes and fingernail pulling, The point is, even the most serious of issues can have some comic relief.

The truth is that even if the world as we know it is ending- people will always try to make good of the bad to stay sane.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 07, 2012 7:58 pm 
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It is important to find a mix of light and dark in your RPs. They'll generally lean more one way then the other, and they should. However it is better to have both in some form instead of just one all the time. A RP that is always light hearted or always dark won't be a good as one that can find a good ratio of both.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 21, 2012 1:06 am 
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Question: What are some ways that you guys make battles and combat more interesting? I'm pretty sure that the combat in my DB Roleplay got stale quickly, and would like a few suggestions on how to make things more interesting in my upcoming Fallout RP.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 21, 2012 1:13 am 
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Oh, I suck at DMing combat. :lol:

Ask Kerr, the undisputed master.


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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 21, 2012 10:05 pm 
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:oops:

If you want you can just copy my system from Vault 54 and Hircine's Hunt. Anyway have an element of randomness. Using dice rolls along with skills and attributes works well. This also helps stop Mary Sues seeing as it is impossible to be good at everything. Players will always have a chance to win or lose a fight depending on how it goes. If they are skilled, all together, well armed and up against one guy it should be easy. That doesn't mean it is certain they will win. Likewise if they are unskilled, alone, unarmed and against a group it will be really hard. But that doesn't mean they will certainly lose. Players have the knowledge that they might lose the fight and maybe even die. Avoid one hit kills by enemies. They are really unfair on the players. Give players the option to run away. I pretty much always let them run from a fight if things are going bad. Doesn't mean they will take it and might get themselves killed as a result of their actions.

Anyone can die. This helps keep fights tense. PCs can kill any fellow PCs or NPCs. Find a way to work around essential characters or a legitimate reason for them to be unkillable. They are a god/ghost in a fantasy setting for example. That said don't be unfair and just kill PCs just for the sake of it. I want them players to win, but that doesn't mean I should just let them win. If there is no chance of failure things can get dull. I like to think players like winning as a result of them doing well and not just me letting them win.

Alter the number needed to pass the rolls depending on the challenge of the task. Have a critical success and failure thing in place. Take into account not only the dice but also what the player is actually doing. Use whatever kind of dice you want. I recommend this dice roller because you can use any die and number of dice. A D20 or D100 works well.

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 Post subject: Re: DM Discussion
PostPosted: Wed Nov 21, 2012 10:52 pm 
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I think that this site generates things pretty well in general. Also has dice.

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 Post subject: Re: DM Discussion
PostPosted: Thu Nov 22, 2012 12:06 am 
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Imp wrote:
I think that this site generates things pretty well in general. Also has dice.

My God. This site has everything.

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 Post subject: Re: DM Discussion
PostPosted: Thu Nov 22, 2012 12:12 am 
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I've been using this site since I got on the forums, and I still don't understand a few of the generators.

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To be prepared for war is one of the most effectual means of preserving peace- General George Washington

If you are far from the enemy, make him believe you are near- Sun Tzu

When you aim for perfection, you discover it's a moving target


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 Post subject: Re: DM Discussion
PostPosted: Thu Nov 22, 2012 12:26 am 
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Was this the site I 'hacked' in the last pirates?

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 Post subject: Re: DM Discussion
PostPosted: Thu Nov 22, 2012 12:31 am 
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Yes. That was insane.

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To be prepared for war is one of the most effectual means of preserving peace- General George Washington

If you are far from the enemy, make him believe you are near- Sun Tzu

When you aim for perfection, you discover it's a moving target


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 Post subject: Re: DM Discussion
PostPosted: Thu Nov 22, 2012 12:32 am 
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Here's to hoping I hack it once more. I still can't beleive that scene when I destroyed the black mass ship.. Holy mother of god that was brilliant.

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 Post subject: Re: DM Discussion
PostPosted: Thu Nov 22, 2012 3:04 pm 
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Knight Captain Kerr wrote:
:oops:

If you want you can just copy my system from Vault 54 and Hircine's Hunt. Anyway have an element of randomness. Using dice rolls along with skills and attributes works well. This also helps stop Mary Sues seeing as it is impossible to be good at everything. Players will always have a chance to win or lose a fight depending on how it goes. If they are skilled, all together, well armed and up against one guy it should be easy. That doesn't mean it is certain they will win. Likewise if they are unskilled, alone, unarmed and against a group it will be really hard. But that doesn't mean they will certainly lose. Players have the knowledge that they might lose the fight and maybe even die. Avoid one hit kills by enemies. They are really unfair on the players. Give players the option to run away. I pretty much always let them run from a fight if things are going bad. Doesn't mean they will take it and might get themselves killed as a result of their actions.

Anyone can die. This helps keep fights tense. PCs can kill any fellow PCs or NPCs. Find a way to work around essential characters or a legitimate reason for them to be unkillable. They are a god/ghost in a fantasy setting for example. That said don't be unfair and just kill PCs just for the sake of it. I want them players to win, but that doesn't mean I should just let them win. If there is no chance of failure things can get dull. I like to think players like winning as a result of them doing well and not just me letting them win.

Alter the number needed to pass the rolls depending on the challenge of the task. Have a critical success and failure thing in place. Take into account not only the dice but also what the player is actually doing. Use whatever kind of dice you want. I recommend this dice roller because you can use any die and number of dice. A D20 or D100 works well.


I've gotten most of the 'what's going on around the Mojave' stuff down. So just as practice, I'll start to plan a few of the encounters the Prisoners will find on the way to freedom.

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