60,022 reputation
4123289
bio website d7.pipemaze.com
location Vancouver, Canada
age 33
visits member for 3 years, 7 months
seen 5 secs ago

Roleplayer, lapsed blogger, and full-time dad.

Started playing with AD&D 1e and GMing with AD&D 2e. Ran D&D 3.x, 4e briefly, then became a fan of indie games and the OSR. Particularly fond of GMless and short-form games because they suit a busy schedule and are good for enticing non-gamers into the hobby.

Running Dungeon World in UndermountainPlaying nothing • Scheming nothing • Writing Broken Swords RPGReading GURPS 4th Edition Basic Set


16h
comment When should a GM roll behind the GM Screen?
@BESW Can, yes, but there's wide rolling countryside between the two extremes.
17h
comment When should a GM roll behind the GM Screen?
@Joshua What is the point of adding a system tag to a question that mentions no specific game and is applicable to RPGs in general?
17h
comment How can I learn about other editions of D&D?
For an overview of *D&D clones, see Overview of D&D retro-clones.
17h
comment Carrying Capacity and multipliers
@Zachiel Yep; that would get you 8x.
19h
comment Plausible explanation for large number of armed adventurers in fantasy RPG setting?
I've recently become aware of one example of societal collapse that left ruins everywhere: Britain, at the time of contact with Rome, had experienced a huge population crash over the previous century(-ish? I need to do more reading on this), leaving the previously well-populated island sparsely-settled and littered with the remnants of civilsation. This partly contributed to the Roman's perception of Britain as "barbaric."
21h
comment Would an Empath/Telepath run afoul of the White Council's Laws of Magic?
@Cthos Even that isn't accurate though. You can create a fae with positive refresh, and the Laws don't apply to them (but the Accords do). Unless maybe the do apply: the very first book in the series has a scene that pivots on the uncertainty about who is and isn't a subject of the Laws (see also YS232). I'm just saying this answer would be improved by even just qualifying with "mortals", despite that not being quite accurate either.
22h
comment Plausible explanation for large number of armed adventurers in fantasy RPG setting?
@WolfmanJoe I took that tack because I think it more precisely proposes a feudal society, and asks if adventurers follow from introducing magic, monsters, and treasure; so I proceeded that way. As for monsters: yeah, that's a big question mark! In a nutshell, "what do they eat?" I think the issue of where the monsters come from / how they persist is worth an entire question itself.
22h
comment Has anyone produced a drop-in well-reasoned economy for a fantasy game?
Related: Fantasy economy: how to design a deep, sophisticated crafting system?
22h
comment Plausible explanation for large number of armed adventurers in fantasy RPG setting?
@WolfmanJoe I've already written my own answer to that effect. If you'd like to hear about that sort of thing, you can read it.
23h
comment Plausible explanation for large number of armed adventurers in fantasy RPG setting?
It's not an XY Problem. If every setting had to follow the logical conclusions of abundant magic, then everyone would be playing Eberron or somesuch. As that is clearly not the case, there is logically another factor to account for in setting creation. Any unqualified assertion to the contrary is lacking relevant context.
23h
comment Plausible explanation for large number of armed adventurers in fantasy RPG setting?
"Working on..." is background info, not the actual question, nevermind that not all editions of D&D work how you say. Besides, you don't really deal with it: you say that only house-ruled FRPGs result in settings that aren't analogous to medieval Europe. That's not true. (Also, the note about "and female" adventurers is unnecessary; our own history has way, way more women in "male" roles than most people today think.) This is feedback... incorporate it or ignore it, as you like. I believe there is a flaw that you could address; not addressing it may attract downvotes; proceed as you deem best.
23h
comment Plausible explanation for large number of armed adventurers in fantasy RPG setting?
The reasoning is good, but I do have one big criticism: you can't take it for granted that magic does alter the setting from pseudo-medieval Europe. Not everyone who plays fantasy RPGs is interested in the magic-punk subgenre; lots just want to play bog-standard fantasy. Not to mention, this is a logical outgrowth of only recent D&D editions—not all fantasy RPGs (which is what the question is about) have the kind of magic system that logically leads to magic-punk.
1d
comment Would an Empath/Telepath run afoul of the White Council's Laws of Magic?
Can you expand the Laws reasoning with some more nuance, or to make explicit the implied qualifier (all humans?)? Not all who use magic are subjects of them (extreme examples, for demonstration, are fae and dragons).
1d
comment Is the Pathfinder FAQ considered RAW?
This. "RAW" is an meta-textual concept made up by fans. Designers can't make a rule that they wrote "more official" by saying "this rule written here? It's a rule as written."
1d
comment What should I consider when creating a time travel adventure?
And if the 3e book GURPS Time Travel is not available, its extensive advice for constructing/managing time travel campaigns is incorporated into the 4e book GURPS Infinite Worlds.
1d
comment How to handle player knowledge when they fumble a knowledge roll
Very nice compilation, +1. I'll add that I've enjoyed a very special-case technique lately: "Oh, you failed the roll. Okay then, the answer Calesta dredges from her memory is that the troll is vulnerable to cold. It's so, so very wrong, but if you have Calesta act on it, you get XP... So whaddya do?" Very niche though; it needs the right creative agenda, and the right balance of value between correct action and bribe currency.
1d
comment What is the definition of “hitting” when a move misses but still deals damage
I believe this answer went wrong by answering just what the title could be read as asking, without gathering context from the body.
1d
comment What should I consider when creating a time travel adventure?
This is a very specific interpretation of time-travel paradoxes, but you're presenting it as the only way time-travel paradoxes might work in a fiction. For example, none of this is relevant if time-travel works according to the many-worlds hypothesis (which instead has its own complications unrelated to paradoxes). An answer like this that says paradoxes necessarily work this way is unsupportable.
1d
comment How to handle player knowledge when they fumble a knowledge roll
I've added a note saying that this is an issue of preference that different people feel strongly about. I hope that ends the flood of argument comments.
1d
comment How to handle player knowledge when they fumble a knowledge roll
@Ellesedil I can only advise you to try it: make all knowledge and search rolls secret, then make all attack rolls in secret. You'll notice that it's only useful for knowledge/search. And of course, if you only make a roll in secret when you're going to give misinformation that defeats the purpose... but you don't know that until you see the roll, so you always roll those in secret. And, I make no comment on GMing style; rolling openly or secretly is a valid preference issue; I only note that this solves the problem presented.