Tag Info

Hot answers tagged

41

Someone has to take the player who invited his girlfriend aside and talk to him one-on-one. (I'll address that to "you", for the moment, since I hope you'll get your GM to read this.) Make it clear that it was OK to bring her, but not OK to turn game sessions into makeout sessions. Then lay down the unfortunate reality of the situation: if they can't cut it ...


38

You've already covered it, let him contribute the level he wants to, even if that's less than other players. Different players want different things out of a game. Don't drive your player away by forcing him to RP if he isn't up for it in every scene. I myself love to roleplay, but this is not a constant from session to session and my energy and emotional ...


34

What can be done to ensure that even a random death down a pit trap is handled respectfully so the player will remember their character well, rather than the rest of the players gathering around to loot their still-warm corpse? Honestly? There's not really much you can do (in the general case). In order for a death to be meaningful, there must be ...


30

The more dice you roll, the more the outcome focusses on the average, as the high and low rolls start evening out. While there's a reasonable chance of getting a 2 on 2d6 (1 in 36) there's no chance in hell you're getting a 240 out of 40d6 (1/6^40, vastly less than one in a trillion, I don't even know how to describe this number) The copout The easiest fix ...


24

I've had similar challenges, both with getting group buy-in to try new systems and with getting people to feel comfortable GMing anything at all. My solution was a long-game process of changing the "landscape" of how people at the table viewed their role in the game. I didn't set out to deliberately address the challenges you're facing, but it's ...


23

I'm this kind of person quite often - A quiet, inexperienced RPer, who is happy to sit back and let the other players/characters 'drive the game' as you put it, while still interacting with NPCs and engaging with the story when necessary. I believe I have just as much fun as everybody else at the table, in any case I have as much fun as I'd like to. I was a ...


20

At the moment I can only see two solutions to this particular problem. The unfortunate thing is that both solutions offer their own challenges and difficulties as well. I agree with you that rolling a bunch of dice and adding it all together is tedious- let's see what we can do about that! Let the Robots take care of it For large sums of dice getting ...


20

I'll never claim to be the greatest GM, but here's a few things that I've come up with after a couple of years running a game: Describe how instead of just saying what Sometimes all you need to do is give the players the gist of the NPC's message if you add in a description of how they say it. Say something about the nervous tick, the furtive glances, the ...


20

With most tabletop RPGs there is going to be a certain level of disconnect between the mechanics of a mysterious effect and its, well, mysteriousness. Here are a few ways to handle this kind of situation sorted from most player knowledge to least. Describe the effect, explain the rules This is probably the simplest option and the one I would recommend ...


16

Before giving ultimatums to anyone, try a little gentle prodding. Depending on your age and social norms, that could be as simple as snickering and saying “Get a room, you two!” when they start up, or you could ask them politely to refrain, or even just say that it makes you feel uncomfortable. That may solve the problem completely and immediately, or it may ...


15

A friend of mine is the epitome of silence. It's absolutely normal for him to speak about 5 sentences in a whole evening. Wasting three perfect sentences on greetings, ordering pizza and goodbye; you barely notice him being around, if not for a very small group. Yet he's always around and seems to enjoy the company. For him roleplaying seems to be a lot more ...


11

There is a way to make a single roll and keep the probability distribution, more or less. It will require some preparations from you, though. For example, let's convert Rogue's 10d6 Sneak Attack into a single d20 roll. Go to anydice.com, put "output 10d6" and it will give you statistics for the roll. Select At Most and Table (or Export). You will get two ...


10

I think of this as a two part issue: "How do I work out what NPC expresses with their answer?" and "How does the NPC express themselves in that answer?" Given that you're only worried about major NPCs, the first part is the easy one: At all times, bear in mind your NPC's motivations, both localised and general. Which is to say, have in mind a rough idea of ...


10

-Beat- ...What? Comedy in a semi-serious campaign is often times, in my opinion, funnier than if you try to go full bore into slapstick wackiness, and that is due to one time-tested principle, the Only Sane Man (TM). Even in grim and dark fantasy, in RPGs there are tons of things that happen that either don't make a whole lot of sense or are great sources ...


10

There's really 3 solutions: Skip rolling entirely, and use the expected result (similar to DnD's "Take 10" mechanic). In the long run, this should not produce any statistical advantage or disadvantage for your players. However, in the short term your players will act differently since it is more deterministic. Approximate the same distribution with a less ...


9

You're trying to set a tone. This is an abstract quality that will inform and emerge from your game. To shape how it goes, you'll need to keep your desired tone in mind during preparation and play, and identify specifics that will help guide you. Gritty Drama vs. Lighthearted Adventure You're used to grit. Let's define some of the qualities that ...


8

Run short demo games If people are only willing to play or GM in familiar games and/or systems, try running one to three session introduction games. This will take some of the burden of off you in running a full-scale campaign for every new system you want to try, and will give them a chance to experience a "preview" of the game that might get them more ...


8

Microscope works fine for this. The two problems you note aren't actually problems Microscope itself brings to the table: Microscope focuses on historical events and questions. This is the usual focus of Microscope, but it's an effect of the type of history the group has chosen, not the game itself. Choosing the history of a group of people will result in ...


8

Fate Core, and other Fate-based systems, seem to do exactly what you're asking for. Since you're asking specifically about character backgrounds, I'll skip the part about collaborative game-world creation, which is also present in these games, and skip straight to the characters. Chapter 3: Character Creation (FC30) opens with the header "Character Creation ...


7

I'll add one more to the list: Fast Counting Bulk Rolls As has been pointed out the biggest problem with this number of dice is the addition. You can make this easier by grouping the dice into sets of 10 points after the roll. Even with a low number of dice I have found this to speed up counting. 1) Roll your huge pile-o-damage. 2) Sort your dice into ...


7

This answer assumes that one of the things interfering with the memorability of your character deaths is disrespect and looting from peers. We have done a few things in our campaign that address this, which you may consider in yours. Our campaign features occasional character death. One of my concerns as Game Master was that looting the corpses of one's ...


6

Even aside from the detail that they're making out, your question mentions that they're distracted from the game sufficiently that the GM is having to repeat things for them and that the rest of the group is having to wait for them to catch up and get with the program. This is an issue regardless of whether it arises from them making out, getting lost in ...


6

I've found 2 ways that really work for the groups I've run with. But first thing's first: random die rolls, and things they really couldn't avoid are a no go. That would only serve to annoying the players. Make sure it's early in the campaign (so rerolling isn't such a chore). Make it seem kinda obvious that fighting here would get you killed. "This giant ...


5

Let it happen. Forced comedy rarely works, and is even more rarely actually found to be funny. The best situations arise out of misunderstanding, misinterpretation or just plain human error. One of the best stories in all of roleplaying, "The Gazebo" came about because someone didn't know the meaning of a word. Set the stage While forced comedy rarely ...


5

The Angry DM has a good article about non-combat encounters, generally. Speaking to dialog with NPCs in particular, his advice (which I've started using, to good effect) is to give each NPC a(n): Incentive: why might they help the PCs? Objection: why might they not help the PCs? Alignment (even if the game/system doesn't use alignments; they're more ...


4

Let 'em roll. Part of the fun, excitement, and suspense was always watching and counting the results. Rarely did a player have enough d6 to make a roll such as that, so we'd group them into a reasonable number, say 10d6, four times. If the total damage by roll 3 was enough to kill the target, then you're done. As DM, I'd declare that all that was left was a ...


4

Groups of tens In Starwars d6 we sometimes deal with dice rolls of 10-13 d6 (extreme cases) - adding these up is fairly easy I think. What I do personally is quickly grouping them in sums of 10. E.g. I'd group a 6 and a 4, two 5s, two 3s and a 4, ... and eventually add up the rest. For me this method is quick and reliable. Huge numbers of dice > go ...


4

Count 4,5,6 Counting dice with a specific result is quite fast, even more so when you group multiple results together. So instead of adding up all results, quickly count the number of dice greater or equal than 4. Statistically, rolls of 4, 5 and 6 average out to 5, so count every such result as 5 (which is a very nice number for doing math with, ...


4

I'm an introvert, but not shy by any means. My struggles in RPGing is when I DO want to say something, and I can't get a word in because the other players forget I'm there, or are just being their boisterous selves. Both of the guys who GM our games have noticed this. GM 1 is less diplomatic about it - and sometimes I'm bothered by how he deals with it. If ...


4

First, we need to understand what a fractal is. Then we can see how that applies to a story generating system, for this I'll use Microscope as an example since I'm familiar with that game already. Wikipedia: A fractal is a natural phenomenon or a mathematical set that exhibits a repeating pattern that displays at every scale. If the replication is ...



Only top voted, non community-wiki answers of a minimum length are eligible