14,544 reputation
2476
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location Massachusetts
age 31
visits member for 4 years
seen 5 hours ago

Some coding projects and notes. http://code.sagotsky.com

Opinions on RPG game mastering. http://gm.sagotsky.com


Oct
17
awarded  Popular Question
Oct
16
answered How to Balance Magical vs Non-Magical Classes
Sep
30
awarded  Explainer
Sep
25
comment How do I deal with players that do not put much effort on character background?
@acbabis, if you can pull that off, great. Whenever I've done that it's felt like a tangent. It also puts the player on the spot if they aren't expecting it.
Sep
25
answered How do I deal with players that do not put much effort on character background?
Aug
16
awarded  Nice Answer
Jul
21
awarded  Popular Question
Jul
19
answered How do I avoid “prepping too much”?
Jul
8
answered How to use a GMPC for the good of the campaign?
Jul
2
awarded  Curious
Jul
2
awarded  Nice Answer
Jul
1
answered My party doesn't want to get rid of an unbalanced house rule
Jun
18
revised How do you actually crawl through a dungeon in online play?
added 714 characters in body
Jun
17
revised How do you actually crawl through a dungeon in online play?
edited title
Jun
17
answered How do you actually crawl through a dungeon in online play?
Jun
2
revised When designing a campaign plot, how can I test it for complexity?
added 432 characters in body
Jun
2
comment When designing a campaign plot, how can I test it for complexity?
In the back of my mind I always track an active status on my plots. Some are moving and some have yet to get poked. In an A -> B -> C -> D plot, only one of those letters is active at a time. When A completes, B becomes active. I think what I'm describing is two plots A -> B and C -> D, where A and C are simultaneously active.
Jun
2
answered When designing a campaign plot, how can I test it for complexity?
Jun
2
awarded  Popular Question
May
29
comment RPGs about human commandos fighting aliens like in X-Com?
IIRC it was just core, but limited to rules focusing on tactical combat. I think we also had access to higher tech level shenanigans, but only after research. This was simulated by cumulative success in different rolls. So the computer guy could roll his skill once between each mission and kept whatever value he beat the roll by. When those added up to some target number, we got new tech.