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- 13 de Mar, 2024
Need more Rifts you niggers.Get your Mega-damage shotgun! Dice Scum is hunting for Dinosaurs on Rifts Earth!
https://youtube.com/watch?v=g_wxxXilSDo
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Need more Rifts you niggers.Get your Mega-damage shotgun! Dice Scum is hunting for Dinosaurs on Rifts Earth!
https://youtube.com/watch?v=g_wxxXilSDo
It was worse than that. He thought his wheelchair would automatically hover over stairs, and be in places it shouldn't be, and so on. I keep telling him that he never brought upgrades to his chair. (The Gazelle player himself got around this sort of thing by buying a separate normal pair of prosthetic legs he can switch to.)
So Wheelchair guy quickly ran himself dirt poor from all the chairs he kept buying over destroyed ones, never upgrading, never seeing different options to resolve a situation, basically become useless as a rock when the chair is destroyed and the party has to haul him around.
I regret not killing his character, I really tried, but the dice somehow make damage aimed at him roll low. The character even survived three bombs in a row because two of them did the minimum damage. It was mostly awful for me and the enemies who tried their best to single him out in combat because he was either looking the weakest link in the group or was a sitting duck with no chair.
It was worse than that. He thought his wheelchair would automatically hover over stairs, and be in places it shouldn't be, and so on. I keep telling him that he never brought upgrades to his chair. (The Gazelle player himself got around this sort of thing by buying a separate normal pair of prosthetic legs he can switch to.)
So Wheelchair guy quickly ran himself dirt poor from all the chairs he kept buying over destroyed ones, never upgrading, never seeing different options to resolve a situation, basically become useless as a rock when the chair is destroyed and the party has to haul him around.
I regret not killing his character, I really tried, but the dice somehow make damage aimed at him roll low. The character even survived three bombs in a row because two of them did the minimum damage. It was mostly awful for me and the enemies who tried their best to single him out in combat because he was either looking the weakest link in the group or was a sitting duck with no chair.
It's annoying because a wheelchair bound/cripple PC/NPC would be kind of interesting to have to deal with if done properly and not just for asspats from communists who don't play the games anyway. I think it could really work in something like CoC where you got an FDR lookin mawfucka who can't get around but may be critical to solving the mystery and/or (may allah forgive me for even uttering this) may actually be a good character that everyone wants to help and protect.That sounds like what I'd want if I played a wheelchair character. It's important and can't be just handwaved away with a super magic wheelchair that makes you better than healthy people. Too bad it's not what the player expected.
I wanted to play one of the craftsman wizards in Ars Magica, who eventually completely cripple themselves in imitation of Vulcan as parts of initiation into their mystery cult, and get a heavily enchanted wheelchair, but the craft I wanted to have was mapmaking, which I couldn't make work given the state of cartography in early 13th century and the limitations of magic in Ars Magica (most importantly, magic can't know things on its own). But I learned a lot about 13th century charts and sea navigation while trying to figure that character out.
It's a shame. But why do they get hyped so much? Is it just because it panders to their politics?I must caution that there are a lot of adventures that are absolute dogshit.
There is an adventure like that. Never read it, saw a review online. It's based on the Winchester House, the party investigates and all the supernatural stuff turns out to be part of some scooby doo like plot. No idea if it's any good.my long-standing idea of a CoC adventure where there is no mythos and it is completely mundane,
"Multiple actors in conflict operating under the fog of war." It's the best way to play the game. Standard RPGs are designed to operate as a bunch of dudes who stick together at all times for no explicable reason, killing things and getting loot. Many games tease the idea of there being some goal - your 1d4 HP-having, color-spray-casting ass aspires to be a grand wizard (not that kind. Or maybe that kind, I'm not your GM) with a big tower and all these arcane experiments. Your sword-and-board, INT-as-a-dumpstat first timer wants to be a warlord, or king of the realm. Warlock wants to be a lich, rogue wants to rule the thieves guild, etc, whatever. Braunstein says - skip the adventure party Getalong Gang part and skip to the end. One player is the king, one is the leader of the powerful band of mercenaries the king is indebted to, one is the mad wizard whose studies put him at odds with the authorities, one is the head of the thieves guild looking to swipe the mercenaries payroll for the biggest heist of their lives, etc.. Give them a central conflict that affects everyone and makes it impossible for everyone to achieve their goals simultaneously, make some simple rules for actions and timing, and let them run wild. Let them conspire and form alliances and backstab one another. They'll love it, I promise.I can't because I don't know what that is
Just re-read the Delta Green discussion from a few dozen pages back.
How does Delta Green act as an idea mine?
Context.
I'm looking for specific types of adventures for a game I want to run, though players will likely pass. A liminal space/analogue horror type game with some action/combat. Two things came up again and again.
First was the module "case files" for a rules lite game "Liminal Horror". It's paywalled, but what I've seen so far doesn't fill me with confidence.
Second was Delta Green. Just that. Delta Green as a whole. The official adventures are supposedly all top tier, as is the game itself. The problem is that what I find online sounds like anti-fun to me.
"OMG! They fixed sanity. Instead of being a number that retires you character when it hits zero, you instead spend time after the session roleplaying therapy sessions!"
"You can play as cool characters like FBI agents and Navy Seals, but the game goes out of it's way to make those jobs mundane and if you fire a weapon for any reason, you have to spend time filing reports justifying the shooting!"
"The adventures are all fantastic. Like the one where you take down a cult of incels!"
I think I'm just going to have to write from scratch, but I wanted to know if there's anything out there.
It's a shame. But why do they get hyped so much? Is it just because it panders to their politics?
There is an adventure like that. Never read it, saw a review online. It's based on the Winchester House, the party investigates and all the supernatural stuff turns out to be part of some scooby doo like plot. No idea if it's any good.
The 2025 Shotgun Scenario contest has 81 entries. You can read all the entries over the years here. So many opportunities for scenarios. Especially because you have rules to run as just normal people instead of government agents.How does Delta Green act as an idea mine?
Chill. That's item number one.TL;DR: Retarded baby has never DM'd before but recently got the chance to do so in about a month. She has spent the last four days trying to learn a system completely new to her (Advanced FASERIP) so that she can DM it and would like some help with finding online resources and figuring out the combat/traversal systems. Some help with DMing in general is also appreciated. Thanks muchly
That was sort of my point. Sometimes you actually have to force the players to do something they will actually like once they submit to your will. But you do this at the risk of being an overbearing faggot who is insisting on something only YOU would like.Somebody already made the "5e" joke, but the serious version is that the demands of the players are at odds with what they want.
Chill. That's item number one.
I probably should have clarified-- this is largely what I have plotted out. I'm just calling these things "plots" because it's what I'm used to and it's quick and easy.First, don't think primarily in terms of "plots" - just situations. A game is nothing but a series of interesting choices, and my personal philosophy is that a roleplaying game is a series of interesting, immersive choices. You're not scripting a season of TV. If anything, you're pitching the premise for a movie. You should have an initial situation. You should have what would happen if the players do nothing. Beyond that, it's almost entirely reactive.

Aye aye, cap'n. I was worried that a lot of my subplot ideas might be kaput since they're pretty vague right now. "Mutant tensions are high and small terrorist cells are cropping up," "the Avengers are having roster troubles so NYC is looking for newer heroes to pick up the slack," mostly vague indeterminate stuff like that. I have some important locations in mind for some of these plots, but not a lot of them. Should I be focusing more on where/when something might happen as opposed to why?Have interesting ideas for IF the players do this, or if they go here, but never assume that they will do those things.
Another part of me is screaming at myself that I'm overpreparing and I should just start with the one premise for the party's meeting that I have and go from there, specifically due to this kind of stuff, partly as a means of being lazy and not actually doing much plotting work myself. Please don't encourage that part of me.What my players tell me were the best sessions they've ever had are ones where they never actually engaged with entire sprawling plots I devised for them and got entirely hung up on a minor side thing I mentioned in passing to flesh out a scene. I've had games where I've spent weeks planning out Byzantine political intrigue, only for them to spend the entire session at the library.
I'm trying to do this, yeah. It's a little hard atm, when half my players haven't really got characters yet, but it's why I was making all those polls and I've been putting a decent amount of emphasis on having them work with me one-on-one for backstories.There's another lesson in that - pay attention to what your players engage with, and give it to them. You're there to entertain them. Making everybody do the tedious kingdom succession plot when they really want to go see what's up with that fisherman's hut you mentioned an hour ago is a great way to lose players.
I wouldn't have the balls...Building on that - your players are the stars, not your NPCs. If you have to have one NPC talk to another, it should be relatively rare, last less than twenty seconds, and have something relevant to your PCs. Do not sing to your players. If you must sing to your players, don't do it for three straight minutes. (This might be a personal note...)
if only I were so kindPlayers often feel powerful, typically warranted as GMs haven't been generally willing to murder characters for twenty years,
I'll seek it out and try to learn, then! Many thanks, for both the recommendation and expansive post.so they aren't typically motivated by fear or danger. Give them an NPC they like (and you have very little influence over whether they like this NPC, you have to develop this naturally) and put THEM in danger.
Finally, he hates you and wants you dead for posting here, but Matt Colville's "Running the Game" series on YouTube is a masterclass in the craft.
Which clichés? "The party walks into a bar?"What he said, but with the addition of "it's improv", have fun, see where situations lead. The players are the main characters so it's okay to have those cliches.
I probably will, just because I will want feedbackDon't forget to report here how the sessions went. One of the best things about RPG is listening to people's stories to steal some ideas for our own campaigns.
They just happen to hear conversations at convenient times. Little contrivances to keep things moving, so the party doesn't get derailed (for too long). If they're looking for a guy, they can just stumble into him, and that starts a chase through a city or crowd.Which clichés? "The party walks into a bar?"
I didn't play it, but in a similar vein was the Stress levels in the recent Alien game. There's simply a level when everyone just can't take any more regardless of training or background or job and once you start failing those Stress resistance rolls, your character starts panicking and your actions become harder and harder to do until you just break and run. I think it's a neat mechanic considering most of the time you're playing a space trucker or some other such job. Even the Marine characters have the same Stress reaction. It doesn't matter how many Bug Hunts you've been on, there comes a point when your brain simply says "nope, that's enough."I actually do kinda like Delta Green's approach to Sanity. Every player has "Bonds," be it a spouse, a friend, a church group, an organization, what have you. When you face sanity loss, you can choose to project onto a bond. Rather than take the San loss, you damage the relationship with that bond. "Home scenes" are meant to be roleplaying this damage - lashing out at your wife because you've seen horrible things you can't talk about with anyone. The home scenes are not 100% necessary, just flavor. But if you're taking that San hit at the same time as the party, you create a new bond - Delta Green - that can grow, representing you withdrawing into the job until it becomes your entire life.
I think it's neat.![]()
Even if you're experienced they'll tend to let shit slide so long as you aren't an asshole about it and everyone is having fun. I've been permaDM'd for years with my group and I'll straight up tell them "I'm too lazy to look it up right now so we'll just do it like this for now" and if they have any objections I'll hear them but my word is still final.I just dm'ed for the first time last week and I had like 15 minutes setting up the VTT and winged the entire session. I didnt do great but my players said they had a fun time, you need to remember that you arent some actor like on youtube and your players want to roll dice and have fun. If they know you are new they will let stuff slide.
And this is part of the thing about being an absolutely tyrannical dictator. You pretty much HAVE to do this as a GM. But if you're a retard about it, everyone leaves and your game dies. So you really have to be a benevolent tyrant. Your final word has to be something that everyone more or less agrees with. In short, if you go whizzard or something, you're getting punched in the face.Even if you're experienced they'll tend to let shit slide so long as you aren't an asshole about it and everyone is having fun. I've been permaDM'd for years with my group and I'll straight up tell them "I'm too lazy to look it up right now so we'll just do it like this for now" and if they have any objections I'll hear them but my word is still final.