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Nescire autem quid ante quam natus sis acciderit, id est semper esse puerum. Quid enim est aetas hominis, nisi ea memoria rerum veterum cum superiorum aetate contexitur? -- Cicero, Marcus Tullius (106-43BC)


Aug
20
comment Techniques for fast paced storytelling
The budget analogy is very good indeed! I would add that the GM can let the player describe his encounter during $fluff. The GM is then free to use whatever the player made up as part of his world thus making the world richer. Good players might surprise you and come up with really interesting content.
Aug
12
comment What are the key considerations to creating compelling environments?
down votes without feedback are unhelpful...
Aug
8
comment Increase power of or control over accidentally discovered abilities?
That does make it clearer. Thanks. I would upvote you again, but I already did that... ^_~
Aug
8
comment Increase power of or control over accidentally discovered abilities?
Some of your factors could be collapsed together, or maybe I need a little more information to differentiate between them. For example, accuracy, finesse, and manipulation all sound synonymous to me.
Aug
7
comment Increase power of or control over accidentally discovered abilities?
I would think of control akin to an inverse variance (small variance is lots of control) in a normal distribution. The power, I view as an amplitude. Hum, this kinda works in my own head but seems unclear....
Aug
4
comment How to make a dense, immersive horror atmosphere?
@RobertF: If could be but in most cases it is not. Players generally trust each other by default and thus the inflected PC has all the advantages. It can work well but in most cases, the rest of the players will feel cheated.
Jul
30
comment What are the setting implications of significant and minor blasts?
@SevenSidedDie: Okay, cool! ^_~ Thanks for the feedback! It was surprising but helpful in making the answer a better one.
Jul
29
comment What are the setting implications of significant and minor blasts?
@SevenSidedDie: really? I am surprised by your comment... Hum, lemme rephrase things.
Jul
22
comment How to GM a zombie-apocalypse game?
I suggest you checked about the question Atmosphere of alienation and horror — halloween game which offers some insight to what I wanted to do in the same situation. Of course my own answer to Preventing saturation in a horror campaign might well be helpful.
Jul
17
comment How to deal with combats where the enemies cannot damage the PCs?
Yes, it is. It makes a good alternative to slaughtering the opposition.
Jul
17
comment How to deal with combats where the enemies cannot damage the PCs?
+50! This is a very good answer. Note that even in system that do not feature GM intrusion mechanics, this is still valid. Also, your addendum at the end should be more prominent.
Jun
30
comment Should a quest completed be its own reward?
@JonathanHobbs: Thank you for the feedback! Does my edit make the answer less conformational?
Jun
30
comment Should a quest completed be its own reward?
@Flamma: You make a very good point, answer edited.
Jun
30
comment Should a quest completed be its own reward?
This is a very D&D centric answer and won't work in any other system/settings that do not use D&D alignments.
Jun
27
comment What happens when an Uruk gets an elvish sword?
@WesleyObenshain: You are quiet correct. Many thanks!
Jun
25
comment Getting laid in the Dark Ages
Although you might have more luck on history.se about this...
Jun
25
comment Getting laid in the Dark Ages
I know, I was being sardonic. ;)
Jun
25
comment Getting laid in the Dark Ages
Because you know, brothels and prostitution never existed before the Renaissance⸮... Wait, What?
Jun
16
comment Does the taint in my aura from Diablerie ever fade?
@KRyan: ROI is fat finger syndrome for RAW. The letters are like, next to each other⸮
Jun
13
comment Does the taint in my aura from Diablerie ever fade?
@Rob: Yeah, not sure if it fits as an answer here, even with the edit.