30,429 reputation
5106180
bio website tweetstocampaignby.tumblr.com
location Guam
age 29
visits member for 2 years, 3 months
seen 13 mins ago

My RPGs are collaborative storytelling. Usually the game master, I often design elaborate world settings for my players to frolic in, but I'm learning to give more agency to the players. I love conversation scenes. I play grumpy old folk and characters with unusual superstitions. I'm interested in the influence of environment (at the table and in the game world) on play.

USEFUL/INTERESTING LINKS: Worldbuilding & the Okapi's Butt; Making the Tough Decisions; goblin dice; abstractions are leaky; print-&-fold minis; Paradigms of Play; papercraft dice tower; consequences as positive currency (Fate); Making Superman Truly Invulnerable (Fate Core); Rick Neal's essays (DFRPG); Level 1 Equivalent Damage (4e); improved skill challenges (4e); No Such Thing as D&D; Same Page Tool.

You will often find me in the chat; come on by!

CURRENT RPG HABITS: To accommodate my group's unpredictable schedules, I'm running short-form (mostly single-session) campaigns. We're looking into long-form game options which accommodate our situation.

CONTEMPORARY GAMING: Mostly games like , , , and the Dresden Files Accelerated (playtest), but occasionally I run , , , , , and . I'm experimenting with game design, too: a hack about holy werewolves, and a unique system inspired by My Little Pony: Friendship is Magic.

GAMING HISTORY: Started in and . Dabbled in , /The Princes' Kingdom, , and Stargate SG-1.

CHARACTER NOTE: Never short on Opinions and overambitious Ideas. I want to play a shulassakar and a musteval, and I have an elaborate SG-1 campaign I fear I'll never get to run.

My avatar is "Nøkken," by Theodor Kittelsen.


5h
comment Game that Teaches RPGs effectively “by itself”
Have you had anyone teach themselves on this system?
5h
comment Game that Teaches RPGs effectively “by itself”
Then it'd be great if you use that experience to explicitly inform your answer. Talk about why and how teaching yourself the system was such a good experience that you're recommending it for other.
13h
comment Game that Teaches RPGs effectively “by itself”
Please remember this is a game-rec question with its attendant guidelines.
16h
comment Game that Teaches RPGs effectively “by itself”
To clarify: all you have to add is why the game's features were great for your experience teaching yourself about RPGs with this system. That takes it from "These features are great!" to "I know these features are great because they worked for me."
17h
comment Game that Teaches RPGs effectively “by itself”
The RPG.SE guidelines for game recommendations are linked just under the question itself, as is the more general Stack Exchange guidance on providing good subjective answers.
1d
comment Game that Teaches RPGs effectively “by itself”
Stack doesn't always give fast turn-around on questions like this one, so if you need recommendations fast but sloppy to get something before Christmas, the Role-playing Games Chat could probably help puzzle something out (though it likely won't be as solid or vetted an answer as the main site can provide).
1d
comment Game that Teaches RPGs effectively “by itself”
Stack's requirement that game-rec answers come from positions of experience rather than speculation means only a select few citizens will have useful answers (as many gamers are brought into RPGs under the intimate tutelage of their peers)--but it's an awesome, challenging question and I'm excited to see the answers it attracts. (If it's lacking good answers in a couple days, somebody ping me to put a bounty on this to get more attention on it.)
1d
comment Harmlessly Harvesting Poison from a Monster Companion
To clarify: Since the querent's talking about how to use written mechanics to modify/combine/replace another written mechanic, it seems odd to invent a new rule without explaining why that's preferable to using existing rules. It's more important for SE, though, that a houserule answer be supported with table experience.
2d
comment Harmlessly Harvesting Poison from a Monster Companion
Welcome to rpg.se! Please take a look at the tour and the help center; they're a useful introduction to the site. As Stack Exchange is a Q&A site rather than a forum, answers like this one need to justify challenging the frame of the question. (And homebrew suggestions on any question need to have experience in play backing them up, to keep the site from being cluttered by untested ideas.)
2d
comment How to build an evil campaign
Note: the "patron of PCs" frame works well in non-evil campaigns too! I heartily suggest it as a possible solution for any group trying to overcome aimlessness.
2d
comment How do I finish filling out this character sheet?
Welcome to rpg.se! Please take a look at the tour and the help center; they're a useful introduction to the site. On a Q&A site like Stack Exchange (as opposed to a forum), "simple" and "small" get trumped by "separate" because each answer needs to get equal attention and be rated on its individual merits.
2d
comment How to build an evil campaign
"Evil is having reason, always, many and many. Is only good is not having reason. Little one hugs, no reason. Just is."
Dec
17
comment When laws conflict what does a Lawful character do?
This is far too broad and opinion-based. At the absolute minimum it'd need to specify an edition of D&D, since alignment is handled differently in various iterations of the franchise.
Dec
17
comment How do people handle failure in Roll For Shoes?
Welcome to rpg.se! If you don't want to ask this in a forum, the Role-playing Games Chat is always an option, too.
Dec
16
comment Best brand-agnostic term for encounters?
Welcome to rpg.se! This question may be having a scope problem: the spectrum of RPGs is inanely vast, to the point that what D&D calls "encounters" is actually a very narrow slice of the sort of thing you're trying to define. Feel free to join the Role-playing Games Chat if you'd like to discuss it outside the confines of Stack guidelines, though.
Dec
15
comment How do the Injury and Death mechanics work (Flow Chart)
If you do choose to make a meta post, try to avoid blame and instead focus on understanding why it happened and finding ways to move forward. If the close was made in error, asking for an explanation of the reasoning and how to fix your question to get it re-opened should expose the error. On the other hand if the close was reasonable and you approach this by calling Stack guidelines "silly," you'll get "It's not silly" instead of anything specific to your situation.
Dec
15
comment How do the Injury and Death mechanics work (Flow Chart)
If you want to discuss or challenge the validity of the reason a question was closed, please make that post on Role-playing Games Meta. If you wish to challenge the close process itself, Meta Stack Exchange is a good place for that. In either case, it might help to read the help center on this subject and peruse previous meta discussions; this topic has been discussed before and it's good to come into it from a position of knowledge. You will not get a question re-opened by turning it into a meta discussion on the main site.
Dec
15
comment Do melee attacks provoke attacks of opportunity from other combatants?
Welcome to rpg.se! Please take a look at the tour and the help center; they're a useful introduction to the site.
Dec
12
comment Dealing with difficult male players, when you're a new female player?
I like the first and last bits of this! But the "Person 2" section basically depends on the GM to police the group's social misbehaviour with in-game fiat, and there's a lot of ways for that to be insufficient and/or inappropriate, where it's possible at all.
Dec
12
comment Dealing with difficult male players, when you're a new female player?
Singling out the GM as responsible for the social welfare of the group is perhaps putting too little pressure on the other participants and misrepresenting the role of the GM at the table. Just as it's not the sole responsibility of the dealer to enforce good behaviour at a poker table, nor the bank in a game of Monopoly, the GM's game-specific authority (in systems which grant it) doesn't translate to a social leadership role unless the specific group of participants grants him that role.