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 Post subject: Re: Tabletop Roleplaying
PostPosted: Sat May 29, 2010 6:20 pm 
Junior Acolyte

Joined: Sat May 22, 2010 5:22 pm
Posts: 99
My experience is rather limited. I barely even know the rules. My first group sort of fell apart. Nobody was that into it. The second group I co-dm'd but I didn't DM much of the battles or anything, just did the personalities for the npcs. Otherwise I just chilled on the couch. I'm not even sure how to find a group. Both times I played I was invited by buddies of mine.


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 Post subject: Re: Tabletop Roleplaying
PostPosted: Sat May 29, 2010 10:56 pm 
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Joined: Wed May 19, 2010 6:17 pm
Posts: 8
My experience is also quite limited, in fact to be honest I have never played tabletop DnD. My only tabletop roleplaying experience has been with the Rolemaster system, with a group which can only meet about once every two or three months. Still, I do enjoy my characters huge stregth bonuses - on a 1 - 100 stat rating my character has 100 strength. Together with a few racial bonuses my character is specialised in the two-handed-sword-and-shield combat style, and yes you did read that right.


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 Post subject: Re: Tabletop Roleplaying
PostPosted: Wed Nov 30, 2011 4:09 am 
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Quote:
I'm currently writing a new epic-level campaign with my friend Andrew, with the express purpose of pissing our players off and having our players piss us off. They're getting Cthulhu thrown at them from the 1E "Deities and Demigods". Because we're jerks :D


that is the most awesome thing i have heard... ever. i was just thinking about that book earlier today - the first^first edition!! the one that had to have the Cthulhu & Melnibonean mythoi cut out over copyright brouhaha! keeping the Nehwon section really wasn't much compensation, IMO :P


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 Post subject: This will take a while, but I've never done it before, so:
PostPosted: Wed Nov 30, 2011 8:03 am 
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for the record:
.
'classic' or 'BECMI' (Basic, Expert, Companion, Master, Immortal) - but everyone i knew just called it 'basic' - is the system in which Elf, Dwarf and Halfling (was Hobbit for a few years, but then... well i suppose they had legal issues! ;) ) were classes (i.e. all fighters, clerics, magic-users and thieves were exclusively human... elves had Elf Spells, iirc). (maximum Halfling level was 8! how pathetic is that? although you did get the title of Sheriff...)
to my understanding, '1e' has always referred to the original A[dvanced]D&D, which was a different way of saying "Gygax's house rules & (in the case of the Dungeon Master's Guide) profoundly disorganized yet detailed notes". i was especially fond of how absurdly complex unarmed combat was in relation to the armed variety (percentile rolls on three different tables depending on whether you were focusing on knocking the target down or whatnot) - and this had nothing to do with the Monk class (whose Open Hand fighting did get some pretty awesome complexity-treatment in Dragon magazine at one point)
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okay, sorry, total digression. my mother told me that i was not to play D&D because our pastor had sermonized about its sinister correlation with... i don't remember - Bad Stuff of one form or another. (i think he may actually have been one of those who said it led to satanism.)
.
most of my friends in 4th grade played or had played it, however, and i would ask them how it worked and then fail to absorb whatever answers they gave.
two years later, i found myself living within walking distance of a new friend who was happy to give his new World of Greyhawk material a spin. i covered all my tracks and rolled up my first character - a Paladin! (what a relief - if i ever got caught i could tell mum "but he KILLS devils!") Aragon (no, not Aragorn, he wasn't a Ranger :P ) debuted by killing a hobgoblin that showed up at an inn for some reason... and was retired after reaching level 4 when an astonishing random treasure roll gave him a +4 longsword, Defender. then i tried putting together an entire party to 'play' by myself (very munchkin thinking - i didn't give anyone a personality - and the beginning of my frequent habit of naming spellcasters and monks after obscure Popes... my favorite magic-user name is still Telesphorus).
.
soon i had traded all of my g.i.joe figures to another neighbor boy for his complete D&D collection (the two core AD&D rulebooks, the first fiend folio, and several modules which were actually for basic, not advanced) and for the first time spent my allowance on something other than candy bars - my first issue of Dragon (#73)! within a few years i was regularly stealing money from my mother and buying the latest AD&D material at the nearest mall. she caught me playing much sooner than she caught me stealing, but as it turned out, my "we can play GOOD characters who FIGHT evil" argument was sufficient for her to leave it be. (in fact, i remember making a solemn, though completely secret, vow to the effect that i would never roll an evil character. that only lasted a few years... however, i never actually ended up playing an evil PC in PnP AD&D, so really the only disgrace was the fact that i stole money from my mother...)
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for the next few years i would make characters, memorize modules, and scribble out monster stats from mags and hardcovers (the ultimate favorite being the original version of Deities & Demigods, since i was pretty much a mythology nut from the day i could hold a book the right way up)... but never really PLAY the damn games (we also dabbled in Rolemaster, although in those days it was mostly just to read the tasty crit tables in Arms Law & Claw Law)... because i was also a victim of Ultima III and IV, and a large variety of games that [the same friend who introduced me to AD&D] got bootlegged copies of for his Commodore 64 (Jumpman, anyone? Beachhead? M.U.L.E.? we tore apart quite a few joysticks during MULE auctions...)
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actually, the computer game excuse can't take all the blame - GURPS (1st & 3rd edition, i honestly don't remember there being a 2nd) ended up creating a whole new hole to fill, and somehow it felt a bit better-geared towards solo campaigns (since we actually never got anyone else to join us for gaming in the '80s) - though we stuck with the Fantasy setting for the most part (Harkwood & Tredroy in particular), at least until we learned to love the Autoduel rendition (if there's one set of RPG materials i truly miss having, it's the AADA Road Atlas & Survival Guide series), since Car Wars had been a guilty pleasure i could get away with at birthday parties even before i had delved into the devilish world of D&D...
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by the time i graduated high school i had played a couple more sessions of AD&D (one excellent session of the new Ravenloft setting, in particular... i was a Necromancer and everything: Onan the Incalculable! wish that campaign had continued...), and had collected pretty much everything available for the Forgotten Realms (the Waterdeep supplement from 1988 is still one of my all-time favorites - extensive detail always captures my interest), including the then-just-beginning Avatar trilogy of modules & novels which was the ultimate [canon, not crpg] precursor to BG!... but most importantly, the sophistication of 2E was coming on the scene.
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but then i got sidetracked by world of darkness products (vampire, werewolf, etc.), and then ars magica.
...fast-forward, maybe i'll get back to this part later...
where once i had about a 10'-high stack of PnP sourcebooks, modules, articles & supplements, i now only have a respectable set of Pendragon and Ars Magica books. and over a 27-year stretch of The Hunger (for RPing), i have never spent as much time in a single campaign as in the weekly Rogue Trader sessions which i began... early last year. all in all, though, the lack of enduring focus has saved me from the inevitable frustration/forced mutation of bizarre mechanics like "a single melee attack takes up 60 seconds of my time? seriously?"...


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 Post subject: Re: Tabletop Roleplaying
PostPosted: Sun Jan 22, 2012 1:43 pm 
Priest(ess) of the Pink Mage
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Joined: Tue Feb 23, 2010 10:06 pm
Posts: 360
Location: Nijmegen, Netherlands
I'm currently leading three girls through a world of darkness campaign with the option of turning it into a vampire game.

Personally I'm not too stoked about getting them changed.. it is so much easier to terrorize them as human characters. I mean, there ARE things that can easily scare vampires, but it's a veeeery different sort of feeling, I think.

Still, I really enjoy myself. Despite my better wishes I'm clearaly a better storyteller than a player.

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 Post subject: Re: Tabletop Roleplaying
PostPosted: Mon Feb 27, 2012 12:58 am 
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Joined: Mon Feb 27, 2012 12:40 am
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Lisra wrote:
it is so much easier to terrorize them as human characters.


i wasn't entirely pleased with the overhaul of werewolf (or to a lesser-disappointment extent, vampire/mage/changeling), but i'm so happy they gave "basic WoD" a better fleshing-out than "the hunters hunted" and much [too] later Hunter...

Quote:
Still, I really enjoy myself. Despite my better wishes I'm clearaly a better storyteller than a player.


i wish i were a better storyteller, or game-runner in general, because they are always the hardest to come by. i'm not even a particularly good player, even being a trained actor; what i'm really best at is rolling more characters than anyone could ever have time to play, on the computer and off :P


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 Post subject: Re: Tabletop Roleplaying
PostPosted: Mon Apr 16, 2012 9:30 pm 
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Joined: Wed Apr 11, 2012 10:14 pm
Posts: 6
I'm GM and I was wondering about time-themed scenario for my players. We are at the beginning of new high-fantasy campaign and my idea is to write a one-shot taking place few years later, in grim sort-of-post-apo future where players lost. Epic levels, epic equipment but big scars on body and soul.

General goal is for players to /visit a place?/hunt a person?/hunt artifact?
to gain possibility to go back in time.

Can someone recommend any RPG adventure, book or TVseries episode that could be used as sketch? And back to the future, doctor who and groundhog day doesn't count ;)

Or at least english site where people could answer that kind of question? Googling haven't helped.


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 Post subject: Re: Tabletop Roleplaying
PostPosted: Tue Apr 17, 2012 3:56 am 
Junior Acolyte
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Joined: Mon Feb 07, 2011 6:23 pm
Posts: 133
The wrecked future from Dragonlance (Legends v3, Test of the Twins) where Raistlin killed the gods is a pretty good example of a dying world. Just combine this with some kind of series of environment based challenges (no living monsters) to emphasize the absolute bleak lifelessness of the land following the party's failure to prevent armageddon.

Challenges like places where magic does not work or is erratic (see Forgotten Realms, Time of Troubles), endless hordes of low-level undead, absence of plant life, lack of food and other supplies, unnatural weather like acid rain or landscapes blasted by lightning from eternal hurricanes, vast deserts, etc. are all good.

The main thing to remember is, divination spells + teleport/fast travel spells can often shortcut this type of adventure. So, you know, be careful what magic you let the party have. Making travel magic either non-functional or otherwise unappealing is essential to this style of campaign. Maybe teleport turns you inside out now...

Anyway, above everything else, have fun.

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 Post subject: Re: Tabletop Roleplaying
PostPosted: Tue Apr 17, 2012 2:56 pm 
Priest(ess) of the Pink Mage
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Joined: Tue Feb 23, 2010 10:06 pm
Posts: 360
Location: Nijmegen, Netherlands
And now my little girls have been turned into vampires!

(A mekhet, a gangrel and a ventrue... this will be fun!)

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