1,923 reputation
816
bio website mathworks.com/matlabcentral/…
location Basel, Switzerland
age
visits member for 4 years
seen 9 hours ago

Aug
15
comment How can a GM give treasure to DnD players who overcome challenges without combat?
@GustavBertram: Especially if the encounters are related to Diplomacy, bribery may become an interesting way of funneling plot hook-laden money to players.
Feb
24
comment How can I effectively drop clues of corruption in my campaigns?
Why do you want to drop subtle hints in an RPG? Players tend to miss hints even if the hints dance right in front of their face wearing a brightly colored miniskirt.
Oct
25
comment How to avoid players using the same Approaches?
On an abstract level, this is the same problem as you can have in other games that allow adding bonuses to rolls - you always get people who go out of their way to gather as many +x as they can possibly and impossibly justify. There are two straightforward solutions for the GM: (1) Disallow it when it goes overboard, and (2) make the difficulty of the encounter such that players need every little bonus they can get in order to succeed. However, on a fundamental level, your player (and you?) may not fully appreciate one of the key aspects of fate: failure can be interesting.
Oct
25
comment Betrayed by my GM; how can I respond?
One more way to "get revenge" despite walking away from the game: Run a game. Have your main evil scheming villains modeled after Bob and the DM. Enjoy how your gaming group thwarts their every plan, and works on their untimely demise.
Oct
22
comment Understanding aspects in combat
@JonathanHobbs:Thank you very much for taking the time to fix my question.
Oct
22
comment Understanding aspects in combat
@JonathanHobbs: I am aware of that - I thought I'd add that part to help clarify what kind of compel I meant. There has been a lot of confusion around that part of my question, and user edgerunner for example explained to me that a self-compel does not exist.
Oct
22
comment Understanding aspects in combat
In Fate Core, there is such a thing as a self-compel (unless I completely misread that) - they state it used to be called "invoking for effect".
Oct
21
comment Understanding aspects in combat
@Emrakul: I was thinking of a self-compel, i.e. "I was about to deal with that other guy, but now that I'm blinded, I'm forced to take care of the darkmantle first."
Dec
5
comment What should a DM do if a player wants to do something impossible?
Depending on the wall, it is quite possible to punch through in realistic settings (I'm looking at you, my old apartment).
Dec
4
comment What should a DM do if a player wants to do something impossible?
Yep, that sums it up better than what I was typing. +1
Nov
11
comment How are players meant to find out about special items they find in post-apocalyptic settings?
+1. These tips work well for any kind of setting.
Mar
30
comment How do I quit a game gracefully?
+1 for no offer of unsolicited "constructive" feedback.
Jan
22
comment Why aren't magocracies and theocracies dominant in D&D settings?
@OpaCitiZen: Of course, the explanations are not the be-all end-all, but assuming that humans in the fantasy world are still humans, and gods behave like humans as well, the same mechanisms work as in real life. Just ask yourself: Why are not all countries military dictatorships? Why did the US and the Sovjets fight/fund so many proxy wars (as an example for Hextor vs. Heironeous)? Etc.