1,404 reputation
918
bio website glorantha.temppeli.org/digest/…
location
age
visits member for 4 years, 1 month
seen Dec 16 at 8:31

Gaming background in D&D (Basic & 1st ed. AD&D), Traveller, Judge Dredd, Call of Cthulhu, Rolemaster but have played pretty much only Glorantha-based games this millenium, excepting games at cons, with kids, and some other one-offs. I like reading rulebooks, though.


Nov
28
comment Was Chaosium's founder first to buy a copy of D&D?
@SevenSidedDie "put the red herring to rest" - His info is excellent, but there are possible answers to the fine-detail part of this qn that are consistent with what I know of the situation that would suggest the naive interest of the story is not entirely a red herring. And thanks: your suggested change strikes me as sound: I shall add it, and justify the interest of the fine-detail bit to some extent.
Nov
28
comment Is it a bad idea to steal characters from other media?
Robin Laws wrote a bit about growing interesting PCs from Hollywood-cliche characters - this is sound advice. I should go find a link, I suppose.
Nov
28
comment How do I get my PCs to not be a bunch of murderous cretins?
@K.L.- I love the picture you paint of your group. To relate this to my summary, the gaming contract is going to affect which options are going to work. Democratic GMing makes option #4 clearly unacceptable.
Oct
20
comment Narrativist Gaming: How do you transition more traditionally-trained players into them?
@BESW: Well I could edit in words to the effect of "The problem is maybe that your players are responding to the anti-narrativist incentives built into the XP system, so removing that might help", but this diagnosis is mentioned by others, so I doubt its lack in my answer explains the downvotes.
Oct
20
comment Narrativist Gaming: How do you transition more traditionally-trained players into them?
I'd be very interested to hear what you tried and how it worked out...
Oct
20
comment Narrativist Gaming: How do you transition more traditionally-trained players into them?
@Graham: maybe, but this is the simplest solution that could possibly work, and I think your answer sees this as a problem that must be solved by the GM doing a lot of work that I think the players likely will not appreciate.
Sep
11
comment Would the alignment of a character with multiple personality disorder change?
@KRyan - I've rewritten the 1st paragraph: not all personality switching is DID, and I've provided a ref to that effect.
Jun
20
comment How do you force a character to reliably tell the truth?
Would sense motive's detect surface thoughts break through a spymaster's deep cover? I guess it can't (dndtools.eu/classes/spymaster)
Jun
10
comment How do I get my PCs to not be a bunch of murderous cretins?
@mxyzplk - If you think option #3 is nothing to do with in-game fiction, then I'm not doing a good job of communicating. I happen to think that in-game fiction solutions can only partly resolve conflicts about what players want from the game, so you will usually need assistance from either game mechanics or gamer-to-gamer discussion. The difference between #2 and #3 is that #2 aims to solve problem mechanically on the gamist level and #3 on the narrativist/simulationist levels, perhaps with support with changed mechanics. Maybe the distinction isn't as clear as I hoped.
Jun
10
comment Systems with a dice mechanic that handles very easy and very difficult tasks
@BrianBallsun-Stanton: Yes: the book was called "Designers and Dragons", was brought out in October 2011 by Mongoose, weighed about 400 pages, and is now out of print. Appelcline is currently working on a revised and expanded 4-volume version to be published with Evil Hat: IIRC, the drafts of the first two volumes are with the publisher, and the other two drafts are nearing completion.
Dec
19
comment Searching for a simple fantasy system similar to WoD
Lowell Francis' review of Hillfolk I found worth reading, which explains how it relates to some well-established Laws themes: ageofravens.blogspot.co.uk/2012/10/…
Sep
4
comment Flaws that aren't flaws
@seven: That would make half of a good two-sentence answer.
Sep
4
comment Flaws that aren't flaws
To sloganise: character advantages and flaws are open-ended
Jun
5
comment
"I am against several things that we have permitted on this site" - Mmm, I think of you as a fairly stringent closer, but that's stringently applying the same understanding of the rules as pretty much everyone else. Is there something else you mean by this?
Mar
7
comment Do Teleportation spells transfer kinetic energy?
Planetary motion? What's that? Everyone knows the gods created the firmament to be unchanged and unchanging. The sun rises in the east, sets in the west, and at night passes through the underworld, driving up the ghosts to harass the unrighteous.
Jan
27
comment How do I make weather an important part of the game?
Right. For amplification, having the players be rendered unable to fight due to being rendered exhausted and numb from exposure, and so be captured by slavers, say, should make your players pay more attention next time you warn of adverse weather conditions. PCs who worship sun and storm gods should really pay attention to the weather, and might get benefits or penalties from weather omens.
Oct
29
comment How to introduce item descriptions
@Maurycy: The last paragraph does address the quick to remember bit a little. I guess I could generalise the advice to say that I think that if descriptions are centered more in narrative than in features it makes them easier to fit in the game. And if your plot requires that the players need to remember things, the easiest thing is for you to drop hints. I know that as a player I can be incredibly obtuse sometimes.
Oct
26
comment Does Constitution influence Charisma?
Body builders are not always healthy. Getting muscles ripped for shows is a pretty harsh strain on the body.
Oct
26
comment Does Constitution influence Charisma?
I like this idea. I designed game a few years back where there was a close relationship - both beauty and constitution were a pair of attributes that were jointly dependent on RQ-style POW (spiritual force) and SIZ (natural size), with another two pairs of tied attributes influenced by INT and either POW or SIZ. I never got the system into a shape I wanted to inflict on players, though.
Oct
26
comment How do I create a sense of mystery about magic?
Part 3 of Ron Edward's classic Fantasy heartbreakers article touches on a lot of ideas for this.