| bio | website | |
|---|---|---|
| location | Hampshire, United Kingdom | |
| age | 48 | |
| visits | member for | 1 year, 8 months |
| seen | 15 hours ago | |
| stats | profile views | 236 |
I live in Lymington, Hampshire, and work in the Law Courts, which may have made my English slightly pedantic. I realize that Americans and other ex-colonials labour under a disadvantage, and regard it as an holy duty to assist them in speaking (and thinking) clearly.
|
15h |
revised |
What benefits do I get from sneak attacking a knocked out enemy with two-fisted shooter? coup de gras sounds fun, but is not canonical |
|
15h |
suggested | suggested edit on What benefits do I get from sneak attacking a knocked out enemy with two-fisted shooter? |
|
16h |
revised |
How can I run games in Shadowrun, without going overboard? Doh! |
|
19h |
revised |
How can I run games in Shadowrun, without going overboard? formatting |
|
20h |
suggested | suggested edit on How can I run games in Shadowrun, without going overboard? |
|
20h |
answered | How can I run games in Shadowrun, without going overboard? |
|
2d |
comment |
How effective would a mech be in a city environment? +1 for the first sentence. You need to match your forces to the intended objective; to destroy a city entirely, a salvo of tac nukes (or possibly a strategic nuke, matter/antimatter bomb...) is far better than any ground force. |
|
May 15 |
comment |
How should GM deal with 'standing orders'? 'Checking for secret doors or traps when he checks in for the night is reasonable'? Try it in RL and see what it does to your reputation. |
|
May 13 |
comment |
How can I screen new players to make sure they are a good fit for my game? Like the last point, but the rest seems far too controlling. The players should have (and in the end will have, willy-nilly) as much say in the shape of the campaign as the GM. |
|
May 8 |
answered | How to make GURPS combat fast? |
|
May 8 |
comment |
What is a good system to play LOTR? I think you may have to compromise a bit here. LOTR is lower-magic than any RPG systsem I have ever seen (as in, there are no human, non-villainous magic users), but players tend to like using magic. The reasons for this are interesting, but off-topic; what you will have to decide is how mch magic you want in your universe. |
|
Apr 30 |
answered | In-game rewards for game-related work? |
|
Apr 26 |
answered | Dealing with extreme luck |
|
Apr 24 |
comment |
How do I increase resistance to drain? What about Brian's point that 'Errata clarified that NO focus can help with drain'? |
|
Apr 17 |
comment |
How does a DM correct the balance after accidentally giving the players too much gold? Related (near dupe): rpg.stackexchange.com/q/22786/2451 |
|
Apr 13 |
revised |
How do new characters get equipment? tidied up English |
|
Apr 13 |
suggested | suggested edit on How do new characters get equipment? |
|
Apr 11 |
comment |
3 novices, 1 Warhammer Fantasy. How do I make sure my friends don't have a bad first experience? Though this is all good stuff, I think the emphasis is wrong in your first point. Players (particularly novices) will always do what they're good at rather than what needs doing; if all you have is a nunchaku, everything looks like chaff. The trick is to ensure their actions actually do advance the plot, for example because an NPC is so intimidated by seeing the flail in action that he gives up the vital information the party were supposed to deduce. |
|
Apr 10 |
comment |
At what point did polyhedral dice become part of D&D? As I understand it the 'players' of the Prussian Kriegsspiel (more like umpires on a military exercise) cut cards to decide points that couldn't be agreed, since dice would be ungentlemanly. |
|
Apr 10 |
comment |
How to make players care about a community You need to be careful with the first point: a unique/cheaper/better resource is a good reason for the party to go there, not so much to stay or care about the place (except in a 'protect the source of healing potions' way, which doesn't seem to be what OP's looking for). |