Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts
Friday, March 14, 2025
Tidbits
"You're married to Death. That let's you cheat at Russian roulette."
Friday, January 3, 2025
Tidbits
Savage Worlds is not just a game where you lob pointed remarks at one another. #IStandCorrected
Friday, August 23, 2024
Tidbits
Ships and Salsa.
I feel like there's a good one-shot RPG I could do with that title.
I feel like there's a good one-shot RPG I could do with that title.
Friday, July 5, 2024
Tidbits
Is organizing a graveyard rave practicing Necro-dancey?
Necrodancer should be an actual RPG class.
Necrodancer should be an actual RPG class.
Friday, December 17, 2021
Tidbits
A 14-sided die was found next to a 2,300 old skeleton in China. Now we know what happens when you roll one too many crit fails.
Friday, January 24, 2020
Tidbits
Player 1: "I want some pet monkeys."
Me: "Here's 12 of them."
Player 2: "I need some dirt I can manipulate."
Me: "Here's 12 of them."
Player 2: "I need some dirt I can manipulate."
Me: "Have a jar of it."
Typical exchanges when I run games.
Typical exchanges when I run games.
Friday, September 27, 2019
Tidbits
I love it when the quest giver sends the party to explore something
dangerous and, while not sabotaging their chances, is pretty sure
they're going to die. And makes that clear in the dialogue through
little slips. Mad scientists work best for it.
Friday, September 13, 2019
Tidbits
When I GM games people compare me a lot to Markiplier. I even find that
people like to just watch me run games without playing. At some point, I
need to figure out how to record and run table-top sessions over
YouTube or do them as a type of performance art. It'd be an interesting
thing to be known for.
Wednesday, October 12, 2016
Combat and Non-Combat
Good
lesson for RPG designers: if your game is combat-only focused, there is
a cap on how many people will be interested. Mostly because Pathfinder
and D&D are combat focused and - guess what - they are more popular
than you will be. That means you have to appeal to non-combat players to
have any chance of sustainability.
From day 1, you need to think of how non-combat actions will be balanced. Design so that a non-fighting build is just as viable and interesting as the typical warrior or barbarian. If someone doesn't have a chance to talk their way out of a bad situation, or convince the other person to join them, you need to rethink your game system.
From day 1, you need to think of how non-combat actions will be balanced. Design so that a non-fighting build is just as viable and interesting as the typical warrior or barbarian. If someone doesn't have a chance to talk their way out of a bad situation, or convince the other person to join them, you need to rethink your game system.
Wednesday, October 5, 2016
Scenes from a Game 2
Me: I activate my character's Avatar state!
Arbiter: You get this cool cinematic!
Me: Yay!
Arbiter: And then... *rolls* You die.
Me: Oh. Well, definitely not using THAT again.
Arbiter: You get this cool cinematic!
Me: Yay!
Arbiter: And then... *rolls* You die.
Me: Oh. Well, definitely not using THAT again.
Monday, October 3, 2016
Scenes From a Game
Scene from a game I ran in 2015:
Kibou: I kick my slave to punish her for disobedience!
*Rolls*
Me: You miss, tripping and falling onto the ground. Your slave lands on top of you.
Kibou: I bite her face off in frustration!
*Rolls*
Me: You gently kiss her on the cheek. She looks vaguely uncomfortable.
Kibou: I kick my slave to punish her for disobedience!
*Rolls*
Me: You miss, tripping and falling onto the ground. Your slave lands on top of you.
Kibou: I bite her face off in frustration!
*Rolls*
Me: You gently kiss her on the cheek. She looks vaguely uncomfortable.
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