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I've been playing Dungeons and Dragons (v 3.5) on and off now for about 10 years. Although I consider myself a novice DM and prefer playing to refereeing, DMing is most of what I do these days. I've slowly been building up reputation here by almost exclusively asking the somewhat obvious questions easily cleared up by the sites more experienced players, and hope to someday be knowledgeable enough to start answering some. That will likely involve branching out into some new RPGs, be it Pathfinder, or one of the FATE systems. If you have a system you'd like to trumpet the merits of, feel free to convince me the next time we bump into each other in chat.


Dec
1
comment How to get players to care about their and each others characters and play them like they are actual people
It's a suggestion/observation, not a real answer, but I think having the players care about each other outside the game often lends itself to transfer to the game itself.
May
2
comment How do I model sinkholes collapsing under the PCs?
I'm not sure if I properly responded to your edits, but I elaborated based on what I understood. I'm not sure the answer provides the "formulae" you were looking for, and I'm not the queen of setting reasonable DCs, but they should give you a starting point to work with.
Apr
20
comment How can I mechanistically empower a prophecy or fortune without railroading the plot?
@Xabei Perhaps Oedipus was the wrong case study to choose. You make a good point. I don't want an unavoidable prophecy as this limits player agency, but I'd like to be able to influence players' belief in the power of such prophesies and fortunes by making them mechanistically more likely to happen.
Apr
20
comment How can I mechanistically empower a prophecy or fortune without railroading the plot?
+1 for a great answer. I guess it says something about my "stick" approach to GMing that I didn't think of the obvious XP approach to the problem ;)
Apr
20
comment Does the target of a spell know who is casting it?
@KRyan Yeah, I was forgetting about the PCs in that sense, and thinking about NPCs. But, as your fighter example demonstrates, there has to be some common sense applied eg, for people who are habitual magic bystanders but choose not to take ranks in spellcraft/arcana.
Apr
20
comment Does the target of a spell know who is casting it?
+1 for a superior answer, but I would comment that I still believe my comment about the target's prior experience or knowledge about magic would modify their perception of "what is going on".
Apr
13
comment What are the essential features of a successful evil campaign?
Thanks for giving me lots of quest ideas for my evil campaign with this answer, as well as voicing the reason why I think this campaign could work without turning into a horror show - evil is often dependent on your point of view.
Apr
13
comment What are the essential features of a successful evil campaign?
Thanks! This answer contains a lot of the concretes I was looking for (wanting to anticipate).
Apr
13
comment What are the essential features of a successful evil campaign?
Also helpful ... rpg.stackexchange.com/questions/2478/…
Apr
13
comment What are the essential features of a successful evil campaign?
I appreciate the insight that perhaps this interest in evil is perhaps a result of my constraining the players overly much :) I will have to do some thinking about that, but in the meantime, I'll toss them a bone with an evil campaign. It may just be a matter of judicious use of "fade to black", agreed upon ahead of time.
Apr
13
comment What are the essential features of a successful evil campaign?
A link that deserves to be mentioned: rpg.stackexchange.com/questions/12032/…
Dec
31
comment How do I encourage player-GM storytelling collaboration without “breaking” my game?
This is a great answer to the second question I asked, but I'm still searching for an answer to the first implied part (perhaps I need to highlight it in my question better) - how do I encourage players to make suggestions in the first place? :) Perhaps you could elaborate?
Dec
30
comment How do I encourage player-GM storytelling collaboration without “breaking” my game?
@okeefe So, maybe I could add rolls for improvised aspects with the percentage dice, depending on how likely I think the suggestion is? I don't know if this mechanic would encourage improvisation though...
Nov
13
comment How can I make my adventures more bard-inclusive?
+1 for suggesting including more significant bards in my campaign, and also for looking up bard handbooks. As obvious as it sounds, I hadn't thought of putting the group up against a bard villain.
Nov
8
comment What should I consider when creating a time travel adventure?
This link is awesome! I will have to take some time to read through it all, but it is exactly the kind of material I was looking for.
Nov
8
comment What should I consider when creating a time travel adventure?
Thanks! This helps :D
Nov
8
comment What should I consider when creating a time travel adventure?
Maybe you could elaborate a bit more on the resilient traveller theory for people (like me) who haven't watched that series or played the game? For instance "Play up the difference between what they know and what actually happened" ... I don't quite follow. Sorry for my denseness!
Sep
16
comment Can the spells used to bind elementals in Eberron's airships/galleons/etc be dispelled?
@JonathanDrain I posted a new question that came from this one that you might want to take a stab at. I wanted to know the explanation for how dispell magic represses magic embued items with a duration of instantaneous (if there is one) ... does the "magic item" descriptor supercede the "instantaneous" one?
Sep
14
comment Can the spells used to bind elementals in Eberron's airships/galleons/etc be dispelled?
@JonathanDrain Thanks - this was the piece I was missing :)
Sep
14
comment Can the spells used to bind elementals in Eberron's airships/galleons/etc be dispelled?
The feat description states "Crafting an item with a bound elemental is similar to making a wondrous item, except that calling and binding an elemental is an integral part of creating the item." Don't know if this helps ...