Bear

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6 posts. Alias of Dizzydoo42.


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Ragadolf wrote:

Sloppy Joes are delicious, because they are sloppy.

Also easy, and everyone in the house agrees to like them. :)
I think that correlates? O_o

I had homemade version of 'PF Chang's Lettuce Wraps', with potstickers and egg drop soup. Yummy.

Tonight I think the plan was/is Sweet Salmon (salmon fried in butter and honey) with spicy shrimp on top. Also called 'Salmon la' Orleans'?

Can I come to your house, with eats like that I would trade places with your k-9, I even have fleas.


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Yqatuba wrote:
When there's some show/movie I like where two characters who are really good friends/lovers on the show but you find out the actors hated each other in real life. I don't know why it makes me so sad, I guess because it kind of breaks the illusion.

Aunt Bee hated Andy so Mayberry was not quite the Utopia we thought it was.

it does make me sad.


The use dice in the resolution of the story [mystery] gives me the heebeegeebees. Your PCs could have a bad night of throwing dice, and miss some key clues. Ending up hanging the wrong suspect and releasing the actual murderer. It is better to give out clues at the time the PCs asks a question, then you know the character has all of the information to make a deductive conclusion. Then you also know that the red-herrings have their effect.
If you want to burden a character down with skills why not have a Forensics skill that would allow characters to read blood spatter to determine the size and shape of the weapon. To follow a trail ( similar to the ranger skill ) gaining information on the size, weight speed. gait, the number of suspects in a group the race if barefoot, if not the style of shoe or boot. How to read a corpse and determine a time and cause of death.
Then there is Sleuth Skill which would be the interpersonal aspects such as methods interrogation of experts, witnesses, and suspects. How to build a case. How to find and process information
As for these skills they can be used for other specialties such as during gathering information for dungeonering or spycraft.
Remember the dice gods can be fickle. Why let them ruin a good story?


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I think with the right PC and a willing GM the possibility of the Mystery genre flowering in the Fantasy genre garden might be a good thing. Why would you limit a PC by restricting them with the burden of the rules? The rules are for those without imagination.
On the side of the PC are the usual question: What, When, Where, How, and Why. Using these five questions you can solve every mystery. It is more a role-playing thing than rules thing. The rest just use your common sense.


Brother Fen wrote:
It can be difficult to come up with lines on the fly for your villains. I find it useful to write out a sheet of possible lines. When the time comes, I pull out my sheet of lines and grab whichever ones seem appropriate.

That cheat sheet of funny quips is a great idea. One of the things that I do for my NPCs is to write out a couple of things they would say, the voice you are going to use, and the accent you imagine they may have.

If you are as unfunny as I am you might need to work on your timing and material on your cat (tough audience).

I have a tendency to fall in love with my villains which takes the edge off them. A villain is a blowtorch don't turn the flame down.


It is likely that players will get attached to clear and distinct NPCs. It's great fun to develop character in NPCs that PCs respond to. It's just like Dr. Frankenstein exhilaration over the bride of Frankenstein with the same affect. That bride has a toe tag coming in to story and leaves it the same way. You want your Players to have emotional attachments NPCs. How you handle the life and death of an NPC separates a good GM from the great GM. BE WISE.