3,207 reputation
1548
bio website retrocade.net
location Poland
age 25
visits member for 4 years, 6 months
seen 5 hours ago

A fanatic games developer and a big fan of RPG games.


Dec
30
revised Zombie apocalypse systems that use lots of d10
added 188 characters in body
Dec
30
comment Systems similar to D&D 3.5
Is there some kind of "rules-lite" document available? I'd like to read more about this system without having to go through the whole book :).
Dec
30
asked Zombie apocalypse systems that use lots of d10
Dec
15
awarded  Nice Question
Dec
5
comment Systems similar to D&D 3.5
I will look into it if/when/should I have free time. I used to like some Warhammer books as a child so I have fond memories of the universe (though when I read them again as an adult the same books seemed silly and low quality).
Dec
5
comment Systems similar to D&D 3.5
Shucks, even if I wanted (I won't say I don't, I just don't have opinion) it wouldn't work - the players who I play with don't like Warhammer. Actually they ridicule it on each step, primarily because they once played through character creation with an awful awful GM, it's kind of traumatic experience for them :).
Dec
5
comment Systems similar to D&D 3.5
Which is why I mentioned only a grain of it.
Dec
4
asked Systems similar to D&D 3.5
Nov
11
comment Role playing/plot focused one shot sessions
Yea, unfortunately. One lesson learned though, don't play RPGs with this guy - he was actually playing in one of my one-shots before, and back then he also couldn't remain serious even for a minute (yes, I wrote above that he never played before, but he did, once). Anyway, thanks once again for your post.
Nov
11
comment How do I resolve the conflict between realism and uniqueness when designing campaigns?
After half a year of slow gaming I've got a bit more experience and I can safely say your last paragraph couldn't be more true. More than once I had a situation, where I gave my players a problem, and then listened to them coming up with their own solutions and how it is possible - if I hadn't had ready explanations, I'd just have to listen and chose one I like most.
Nov
11
comment How to introduce item descriptions
Yea, I can't disagree with you. My main concern with them writing things down is still the fact, that they quite own just scribble some illegible or out of context notes which one, two, three, four sessions later require our whole group to unify their brain cells in order to decipher the writing. As for slowdowns making game better - for a quick I'd guess it is that players need some time to "parse" or "digest" the good moments, and so the slowdowns are useful; a constant stream of action will quickly become monotonous.
Nov
11
comment Role playing/plot focused one shot sessions
For any curious souls out there, the session was a pretty much disaster. We went with something along the lines as Joe mentioned in the comment. As unlikely as it is, two of my usual players were really nice, helpful and didn't try to make my life harder. My friend and his girlfriend, who were the main characters were the problem (they never played before). He refused to be serious, and she was probably too intimidated to play well (she is a pretty shy person). Suffice to say, they did not uncover the plot at all, though they managed to get the villain... grounded by her father :).
Nov
10
awarded  Nice Question
Nov
1
comment How to introduce item descriptions
Just to make sure I wasn't misunderstood in the question - I have nothing against item descriptions taking time, I only referred to the fact that after the item appears players take time to write it down which boggles down the moment a bit. Aaand players don't like to have to write too much. Nevertheless great advice (as always) which made me question my Game Mastering skills to be honest.
Oct
31
comment How to introduce item descriptions
It is kind of popular in my group... I mean it was when we were still playing DnD, as we are off to different shores now.
Oct
31
comment How to introduce item descriptions
Taking example of DnD, only better or plot-specific items don't end up being sold, at least by my players. This example was kind inspired by DnD so that's why.
Oct
30
comment How to introduce item descriptions
Thanks, I will gladly look at it, nevertheless I am not planning on changing systems. My players and I are so far addicted of the gritty realism from The Riddle of Steel.
Oct
29
comment How to introduce item descriptions
Well obviously some systems will be more fledged in this situation than others. Nevertheless DnD has some fancy rules for item damaging and material from which items are made - this alone allows you to throw around some numbers, damage and attack modifiers, critical hit range modifiers, weapon resistance to being damaged. You can let weapons have some visible flaws, because of which the weapon has 10% of breaking in half on attack attempt. I don't know T&T battle system so I can't compare, but that doesn't change the fact that the possibilities exist, you just need to see them.
Oct
29
comment How to introduce item descriptions
Regarding #2 - not necessarily need to play such system, as it wouldn't be difficult to make it work in, for example, DnD 3.5 or any other system where a short sword is nothing more than a short sword... yet! I especially like point #3, as it is again something I didn't think of and a very nice touch.
Oct
29
comment How to introduce item descriptions
true, though that's because I didn't know how to better phrase what I had in mind with few words. I changed it to Quick to Record as I think this is closer. My bad, sorry!