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  • The best gaming advice: Talk to each other like reasonable adults.
  • Dice fudging is bullshit.
  • Ignoring rules is a sign that you're playing the wrong game.
  • Rather than hack on the rules of a game, stop to consider that a different game might better do what you want.
  • Rule Zero is bullshit.
  • System matters.
  • “Wubba Wubba!”

    Brevity is characteristic of okeefe's answers. … It's a complete solution to the problem, in a small package. —SevenSidedDie


1d
comment Location generation system?
I start to run out of ideas. Ask your players to help.
1d
comment Does a summoned monster's alignment matter?
@JonathanHobbs So if I take out “also”, you'd be happy? It's certainly a point that matters.
Apr
7
comment How can I let one of my players secretly be a lot stronger than they know?
@SevenSidedDie That's all true, but knowing why would color my answer.
Apr
7
comment How can I let one of my players secretly be a lot stronger than they know?
Either make all of the characters secretly inspired, or tell them beforehand that the story is about one of them being special (and, if they're ok with that, then consider if you want them to know which of them is special).
Apr
7
comment How can I let one of my players secretly be a lot stronger than they know?
My question is: I don't know what your intended story is about. If it's about one character being better than the rest of the characters, then why hide this fact from the players? If all the characters were Inspired, then you'd have less of a problem—you could have them discover during play that they're unexpectedly powerful.
Apr
7
comment How can I let one of my players secretly be a lot stronger than they know?
It seems odd, to me, that you're calling out this one PC…
Mar
30
comment How much are the players supposed to know?
At some point, you have to engage the rules for what they are. Immersion as goal in and of itself makes a poor game.
Mar
30
comment Semi-random name generator
As @AlexP suggested, the Story Games Names Project (pdf) is a list of lists of names broken into types of genres, including cultures. It's easily randomizable (lists are labeled 1-20) but, of course, finite. Russian is included (as are Finnish and Swedish) but not Norwegian, unfortunately.
Mar
30
comment Semi-random name generator
possible duplicate of Online resource for names by culture
Mar
25
comment Is there a fantasy RPG system which does not try to be old-school?
@Anaphory This always comes down to “more rules-heavy than what”? In any case, Dungeon World's GM rules and advice definitely scratch my “no heavy burden on the DM” itch.
Mar
25
comment Is there a fantasy RPG system which does not try to be old-school?
@mcv Old-schools means different things depending on the person. This answer is with respect to the fourth and fifth points as stated in the question.
Mar
23
comment Break through leaking hit point abstraction
There's always the alternative of playing a game with different abstractions. They'll still leak but potentially in a different way!
Mar
19
comment D&D high-difficulty / technical character build suggestions
Have you talked to the DM and group about your character ideas? Their response is more important than ours.
Mar
19
comment What Book was the Kender god detailed in?
You should just quote the relevant portion that answers the question.
Mar
5
comment Can I choose not to defend against an attack?
I don't downvote. Comments are better feedback.
Mar
5
comment Can I choose not to defend against an attack?
It's a bad idea to make rules assumptions across D&D editions.
Mar
2
comment Are there rules in D&D 3.5 for characters who smoke?
What kind of non-flavor text are you expecting?
Mar
2
comment Where could I go to find editing services that specialize in RPGs?
For this question in particular, asking other game designers for references is the right move. See also SevenSidedDie's answer. Cheers.
Mar
1
comment A system that allows for a gritty, fast, simple post-apocalyptic setting?
@wraith808 The answer doesn't read like that at all. A suggestion of particular Powered by the Apocalypse game or games would be a better answer.
Mar
1
comment A system that allows for a gritty, fast, simple post-apocalyptic setting?
Apocalypse World is inherently weird; it's not just the psychic maelstrom, but just about any move that requires roll+weird. Stripping the weird out will be unsatisfying. A lot of the weirdness provides information to the players and GM for keeping the game flowing. AW is a fantastic suggestion if you waive the “without anything weird” requirement.