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Results tagged with Search options user 3263

For questions about the practical arts and methods applied to gamemastering (GMing).

2
votes
Start slowly and introduce mechanics and situations one by one, starting from simple ones. Play with as much public information as possible. Start with a simple situation. For example, tell the pla …
answered Jul 26 '17 by Thanuir
4
votes
If you want a game of heroic combat and action, and (some) players want a game of figuring out smart solutions to problems, and you want to play in the same game, then you need to design the game so t …
answered Jun 27 '13 by Thanuir
13
votes
3answers
Introduction In Amber diceless roleplaying game players get extra points for building their characters by committing to player contributions, such as: Writing a diary, writing game reports, drawing c …
asked Mar 23 '12 by Thanuir
6
votes
1answer
In Burning Wheel, the base obstacle of a test and disadvantages are treated separately. (By "base obstacle" I mean the obstacle without conditional modifiers; this terminology might not appear in the …
asked Jul 12 '18 by Thanuir
3
votes
Some people say: You can't solve out-of-game problems with in-game solutions. In some cases I think that the saying makes sense. In this case the player and you seem to miscommunicate something - may …
answered Mar 21 '12 by Thanuir
6
votes
Treat the fiction as primary and the rules as a fallible and negotiable representation of it. Make this explicit to the players. Whenever you encounter a situation that the rules do not explicitly co …
answered Mar 14 '17 by Thanuir
3
votes
1answer
I'm running a D&D sandbox (with my own variant of D&D, of course, but it is reasonably compatible with old versions of D&D and various retroclones), and I use several adventure modules and random tabl …
asked Jan 31 '15 by Thanuir
2
votes
Maintain a consistent world and let players worry about getting the information Many of the dangerous threats are automatically hinted at - you only need to consider what kind of impact does the crea …
answered Feb 11 '16 by Thanuir
6
votes
Supposing the game has knowledge-type skills: When players are curious about something or encounter something they might know, first tell them whatever immediately springs to mind about the subject an …
answered Apr 16 '12 by Thanuir
5
votes
I would keep playing and recruit a new player to replace the one who left, and advising the new player to create a combat-capable character. The setting you should continue with - what gives more res …
answered Mar 30 '12 by Thanuir
5
votes
If the player plays past his aspects, why not tell that to him? Having suitable aspects is mechanically useful, so I assume most players would be happy the change them. If his character would never d …
answered Mar 22 '12 by Thanuir
6
votes
It is not a problem (in a challenge-oriented sandbox game) I've been running a sandbox Pathfinder game. Some characters are level 1, some are level around 5. (I don't know their level, as it is not r …
answered Feb 1 '18 by Thanuir
1
vote
Your solution is overpowered, especially in the hands of an optimizer, as it gives a significant boost to all characters, even without finding unintended synergies between the free abilities and the e …
answered Feb 1 '17 by Thanuir
2
votes
By the rules, good stuff and bad stuff affect initial reactions, descriptions of events, and the way NPCs react to the actions of the character. The character with very good stuff should always have …
answered Sep 7 '18 by Thanuir
1
vote
This answer assumes sandbox play where changing encounter difficulty is not really an issue. If you prefer a game with precisely balanced encounters, you will need to take this into account when doing …
answered May 26 by Thanuir

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