Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

GameMastery Flip-Mat: Dragon's Lair
***** by danmasucci

GameMastery Flip-Mat: Haunted Dungeon
***** by danmasucci

GameMastery Flip-Mat: River Crossing
***( )( ) by danmasucci

GameMastery Flip-Mat: Swamp
***( )( ) by danmasucci

GameMastery Map Pack: Boats & Ships
***** by danmasucci

   RSS Posts    RSS Reviews    RSS Wishlists
Veltargo

DrGames's page

GameMastery Cards Subscriber. 278 posts. 2 reviews. No lists. No wishlists.

Favorites


Sandboxes are persistent. Persistence means once a change is made, it stays made. Kill an NPC, that NPC stays dead. Anyone who never met that NPC, will never be able to.

Themeparks are MMO designed like single player games. Everyone gets to be THE hero who saves the world. The only changes that are made are made by you. This is usually accomplished through things like phasing (in WoW). Pre-Phasing, you were just suppose to shut your eyes and ears to the fact that the guy in front of you just "won the game" as you step up to "win the game"...yay!

(GameMastery Cards Subscriber)

HarbinNick wrote:

-Or are socially awkward people drawn to gaming?

*laughs* Well, that is a stereo-type.

Hmmmm ... it would be interesting to do a survey of average education and income levels for folks who have gamed for at least a year at some point in their life and do that survey at say age 45.

My guess would be that the "socially adept" rabidly non-gamers who were stud-muffins and "uber-kewl" in high school probably would not fare as well with a mid-life check.

I would expect to see the creative and clever gamers tending to do better at life over the long-term.

My son, raised as a gamer, told me that the lessons that he learned in the Zhalindor campaign literally saved his life on more than one occasion in combat in the Middle East.

I used role-playing as a tool with my principals to prepare for a variety of situations and missions on the ground in as diverse and grim a set of circumstances as you can imagine.

Socially adept? I'm not sure what that means, but I would hazard to guess that role-players end up being "better" at life in terms of position, income, and generally happiness over the course of their lives.

in service,

Rich
http://www.zhalindor.com/

(GameMastery Cards Subscriber)

** Worst GM **

My experiences as a player only a couple of months, but that was sufficient time to learn many lessons about how to run a campaign and do's and don'ts of GMing.

The original GM (call him Jon) committed about as many of the faux pas of GMing as are humanly possible. (By the by, he is still active in the gaming world; I just saw a press release indicating he took a technical editing job for one of the few remaining gaming firms.) There were three main players, myself, a long term friend of Jon's (call him Keith) and a mutual friend of shorter acquaintance (call him Dave). Keith's characters showed an extreme form of divine protection. While Dave and I spent nearly as much time rolling up new characters between sessions as actually playing, Keith's PCs were blessed with immunity to all manner of negative effects. He did occasionally roll up new characters, but only when malaise overtook him. (``Send the character away --- he no longer amuses me!'')

On one occasion Keith's character was holding a grenade which detonated. Dave's and my PCs were felled by the explosion while Keith's character was merely grazed. Keith blithely indicated his character was stripping his colleagues of any funds or usable equipment. When Jon indicated that Keith's character's ``friends'' were still breathing, Keith quickly scribbled a note to Jon. Jon indicated that, after Keith's PC was done, Dave's and my PCs were no longer stirring.

Although the most glaring and irksome, favoritism was not Jon's only talent. He was equally capable at being arbitrary and capricious. You never really had any idea of what was possible and what wasn't. During one session, it might be reasonable for your character to get up, walk over to the faucet and get a drink without much difficulty, and during the next session, you might have to roll on a drowning table!

Jon also did some of the worst NPC portrayals I have ever seen. To describe these characters as cardboard would be to do a disservice to paper products everywhere. If there were ever more than one NPC interacting with the party at a time, it was nearly impossible to tell with whom any particular party member was speaking. Jon usually reached his frustration point after a minute or two of character interaction and declared a general melee. (An interesting society to say the least! Imagine the following scene. You walk into a department store, and you ask a clerk where to find the toilet paper. You suddenly realize that you are talking to the manager, and the clerk was either an illusion or teleported away. The manager answers a different question entirely than you asked, but undaunted, you try to follow-up on his cryptic comments. Enraged, the manager, who has inexplicably transformed back into the clerk, pulls out a hitherto unseen great sword and begins hacking at you.)

One would associate some lack of care for the fate of the NPCs under such circumstances, but alas, nothing was further from the truth. Each of Jon's NPCs or monsters was sacred. Nothing enraged Jon more than harming one of his antagonistic NPCs. Frequently rolls would be visibly fudged. NPCs teleported around the encounter area seemingly at random. Weapons' effects changed without warning or cause, and the NPCs commonly evolved abilities as the melees turned against them. Imagine the following scene (these items did not all occur in the same session in this close of proximity, but all of them did occur at one time or another).

Jon: the Kobold blasts you with his staff of fireballs and flies away with his wings,

Rich: But Jon, you said he was badly wounded and that we already stripped him. When did he grow the wings? OK, I'll roll for my character to hit. Wow! A natural 20! Cool! What should I roll for damage?

Jon: None! He has a cube of force!

Dave: Jon, you said I was able to tie him up; plus, you said it was an earthworm!

Jon: The fireballs home in on your two characters. Luckily Keith's character does a triple backflip and avoids all damage.

Keith: Jon, while I'm flipping through the air, I take careful aim with my crossbow and shoot at the Kobold; you know just like I used to do back home.

Jon: [Rolls a one in front of the party, puts the DM screen in front of the dice and states] Nice job! You hit the Kobold through the neck *and* are able to catch the cube of force before hitting the ground.

Dave and Rich: How much damage did the fireball do?

Jon: It doesn't matter; you're characters are dead again.

Keith: Jon, I go over to the Kobold and cut off the wings. Can I graft them onto my own back and fly?

Jon: Great idea! Sure, now you have wings!

Needless to say, Dave and I quickly figured out another means of role-playing.

** Worst Player **

I've been blessed with only one truly antisocial player in all the years of GMing. We'll call him Michael. The gaming group has always done more than just role-playing. We have always stuck together and played other types of games, done trips, attended movies, etc. Michael's mother came up to me and asked if her son could join the gaming group. Two of the other players' mothers had told her about the group. In both cases, the players, call them Todd and Chuck, had had some minor scrapes with school officials and the law. After playing in the campaign for a bit Todd became an honor student, and Chuck was elected to the student body government. (Todd went on to study history in college, and Chuck became a police officer.) Michael's mother explained that Michael was a good boy, he just needed a positive peer group and some role models. (Yeah, right!) I didn't really have the option of turning her son down without good reason since I was running the group through the auspices of the community youth center. The horror, the horror.

Michael immediately turned the gaming group against him. He took utter glee in having his imaginary friend backstab (literally) the other characters. Michael continually made inappropriate and embittering comments to the other players. I took Michael aside on several occasions and explained ``things'' to him. I spoke with Michael's mother and told her that her son was just not appropriate to the group. Soon afterward the head of the community youth center told me I *had* to keep Michael as part of the group or else we gave up our meeting place. Eventually Michael came around somewhat at the gaming table. One day though Michael just stopped showing up. When I queried what had happened to him, I found out he had been taken into protective custody for assault with a deadly weapon.

** Second Place Worst Player **

There have been unpleasant situations where players have turned to the ``dark side.'' In the Palladium role-playing game (tm) there is a class known as Summoners (tm). The rulebook explains that most summoners eventually take on an evil disposition as time goes on. I stole the class for my own campaign, and I have had several Summoner PCs over the years. The most recent of these followed a classic example of corruption. Let us call the character Reamer. Reamer started off claiming to summon only faeries and other fey folk, but as time went on, Reamer began to dabble more and more with summoning dark forces. Slowly Reamer's motivations became less and less honorable. I knew that the PC had slipped irrevocably to evil when Reamer's controlling player told me that Reamer was going to summon the most powerful demon he could and the instructions would be to ravage the land! Shortly thereafter Reamer summoned an eldritch fiend he was unable to control and sold out the remainder of this party in exchange for seven years of power. Reamer *immediately* became an NPC.

** A Bronze Medal **

I had another player whose character became more and more involved with vile chaos magics. The trouble began when the party first found the dire manuscript. Almost to the last member, the party advocated burning the tome, but this character, call him Pee-Wee, said he would hang on to the dark book. Pee-Wee began reading the book, and it was only a matter of time before one of the spells in the book proved useful to the party. It was not long before Pee-Wee began casting truly horrific spells. (In one case, he inserted an undead cuttlefish into his own abdomen for an extended life span. Yuck!) The last the party saw of Pee-Wee was when the party was captured and Pee-Wee cast a blindness spell on the remainder of the party to improve his chances of escape. Pee-Wee too joined the ranks of NPCs.

In service,

Rich
The Original Dr. Games since 1993.

(GameMastery Cards Subscriber)

pipedreamsam wrote:
Post your most bizarre or unusual encounter.

There are too many to pick from, but one fun one comes to mind ...

Backstory

We were playing RuneQuest back in 1982 ...

RQ has levels of success in skill checks. If you roll low, you can get a critical success. If roll sufficiently high, you can *fumble*, and rolling a fumble is really bad.

To advance a skill in RQ I & II, you had to successfully use the skill to get a "check."

Sometimes players would find very creative uses and situations to use their skills in order to qualify for that precious skill check.

RQ tended to be a relatively bloody and often deadly game.

The design team, mostly Steve Perrin and Gregg Stafford, used their experiences in live SCA fighting to form the basis for the in-game system.

There were no resurrection cemetaries ... there were no three saving throws before death ...

On to the story ...

The Set-up

The party happens upon a scaled, winged critter with two legs and a barbed stinger for a tail ... *obviously* a wyvern.

Wyverns in RQ are tough and bad --> deadly to PCs.

So, like a nice GM, I gave them plenty of advance notice. I never intended for the party to interact with the critter except to notice its deadly beauty from long-range.

One of my players said, "hey Rich, I use my 'Animal Lore' skill to try and identify the creature."

I said, "you all know that it is a wyvern."

He insisted. Why not I figured.

He rolls ... a "00," the worst kind of fumble.

Thinking on my feet both for what would constitute an appropriately painful fumble and to send a message about meta-gaming the skill system.

So, I said, "you are absolutely convinced that it is a friendly, wooly wyvern."

"Really ..."

"Yes, in fact, if you go up and hug a wooly wyvern, it will be a friend for life."

*sigh* "I rolled the dice and am willing to pay the price. Shadow walks up to the wyvern to give it a hug."

The rest of the PCs cowered in fear, readying their weapons, but all hoped that Shadow would just die quickly, preventing their own potential deaths from the wyvern.

To be fair, I rolled the wyvern's reaction roll out in the open on the table -- afterall, a potential PC death was in the offing.

The Punchline

I rolled on the hostile table ... "00" --> wildly, enthusiastically friendly!!!

Shadow walked right up to the wyvern and gave it a big hug!

The wyvern wrapped his tail around Shadow and give the PC a big, friendly lick with his forked tongue.

The party had that darn wyvern for eighteen months of play, and they never failed to use it to the best possible advantage.

It was awesome fun!

I am still a huge fan of allowing a high degree of randomness in gaming ...

In service,

Rich

apology for folks signed up for my GENCON events.



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.