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Llanwyre2

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About Llanwyre2

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    Tarrytown, New York, United States
  1. Hmm…I enjoy myself if: • I have to prep. (I actually like it, so I stay away from games with "light prep.") • I love the setting and the scenario/adventure. • My players bring creative ideas to the table. • My players push back against the setting and react in non-obvious ways to the scenario's prompts. • I have lots of neat Stuff (cardboard buildings, minis, etc.) on the table. • The game mechanics are easy to learn and get out of the way during play.
  2. I'll be the dissenter (as usual,) and say that I like the idea of using the contest to build a library of convention scenario content. I actually bought a box set specifically to take to conventions, but I'm not a big fan of FFG's short scenarios, and I seldom end up having time to write a quick story to bring with me, so it hasn't gotten used. I'd definitely run stuff at the cons I attend if I had a handful of appropriate scenarios to use. On the other hand, I LOVE one-pagers as well, so I suppose I could also enthusiastically get behind that, too. Whatever--hats off to getting a contest started in any form!
  3. Provided that it gets underway before summer's over so I can have plenty of time to work, I'd participate!
  4. We have a pretty large contingent of board gamers where I live, and my husband and I talked a handful (some new, some experienced) into giving RPGs a go. After having been in several groups as a player that bored me to tears, I wanted to GM for players who have excellent social skills, great ability to tell stories, a fantastic sense of humor, and little desire to rules lawyer. Oh, and I wanted some gender balance, too. And no kids. I'm spoiled in that I live in an area with enough gamers to come up with a group that fits my incredibly finicky bill. Of course, as a compromise, I don't expect my players to put in much time between games refining character histories or thinking about what they'll do. They're just far too busy. I've lived in areas, though, where we tried for 5+ years straight to get a regular group together with no luck--even taking anyone who wanted to walk through the door via gaming shops and internet forums. There's nothing more frustrating. The lack of gaming was honestly something that drove my husband and I to move; it's such a big part of our lives that we didn't want to spend any more years without it!
  5. I use maps, minis, and cardstock scenery, but mostly because I love to build the cardstock scenery. If I don't have time to build, I use flat maps that I make on Campaign Cartographer. I also use images and sounds on my iPad--all of these because they're beautiful. With my particular group, all of those things lead to better roleplaying as they ask questions about what they're seeing and feel more confident about interacting with the scenery.
  6. No. I really struggled with this. Everyone in my group is just so darned busy with their (RL) careers that assigning "homework" felt onerous to everyone, unfortunately. On the other hand, they were more than happy to have me throw something random at them (like, "Hey! You knew this guy in school!") and then they'd just improv off of that.
  7. Hey! I suspect Emirikol suggested Gathering Storm because Eye moves seamlessly into its storyline. On the other hand, I'm not sure it's the one you're looking for. As I remember (I haven't read it in awhile and haven't run it) Edge of Night is far more about political intrigue than TGS (which I did run.) TGS is a SUPER adventure and lots of fun, but it focuses on PCs doing tasks/investigation to put a Macguffin back together rather than on intrigue. EoN, on the other hand, has lots of "behind the scenes" storylines to uncover and is more of a sandbox-style game. Honestly, you can't much go wrong; all of FFG's published adventures are quite good. It's just a matter of finding the one that suits your party's taste. You might also check out the one-page scenarios on The Daily Empire, since they'll give you a good chance to practice statting encounters without the pressure of writing your own material just yet. I hope that helps! I'm not so good at pointing you in the direction of "what to buy," as I have a bad tendency just to buy everything.
  8. I have the opposite problem--I can't run the "serious" enemies nearly as well as the silly ones. Greenskins I can handle; I love having them trip over things, get distracted, attack one another, and just generally do wacky stuff during battle. Serious cultists, though? I sometimes have a hard time keeping them quite as serious as they should be. You might find a teddy bear on a big bad cultist's corpse once in awhile because I just can't resist the temptation to juxtapose awful and silly. (It's odd, though. I have no problem running serious NPC pickups or allies.) Rules-wise, it's numbers of NPCs in the encounter for me. A simple fight of a few big baddies I can do, or a big fight of a bunch of henchman I can do. Mix them together, though, and I tend to get lost, and then we have NPCs falling when it's most dramatic rather than entirely based on RAW.
  9. Those are cool! I like the "behind the scenes" mechanics of the interaction between the pair and the idea of lending one of those expertise dice to the PCs. I had a similar NPC duo that had a different flavor but had much the same kind of complicated backstory; descriptions like this would help me make sure that they stay active in the PCs' storyline. Great idea!
  10. I tend to buy everything Warhammer I can get my hands on because I just like to read it, so I don't mind too much. Back when my husband and I were in school, though, he used to encourage his players to buy supplements by telling them that they could only use a character/trait/ability from a supplement if they were willing to purchase it themselves; if we bought it, those skills were available to NPCs, but not to the PCs. We also just straightforwardly asked for donations at one point, and given that we had a standing game with a lot of players, people were good about pitching in. Now my problem is the opposite: I mention that we might play something in the future, and half of my players buy it and read it before I've even decided if I ike the system enough to run it! Plus, they're dice fiends. They want the specialty dice OR ELSE. Everyone had his own set of WFRP dice within a couple of days of our second session. We just played a game of Mouse Guard with the Box Set, and one of my players was on the web the same evening looking at whether he could get those snake/axe/sword dice. He was disappointed when they found he couldn't. (In fact, he griped to me--as if I could do something about it!) They're going to have a heart attack the first time we play an RPG with standard dice.
  11. Yes, Goblyn, I've seen those sheets before in another post--very impressive. You may actually prep more than I do. Those are stunning work, and I think they'd be useful to me if I ever run for five again. Zombie--that's a good idea to use the iPad and slides! I'll have to consider that.
  12. I had five at times, and I'd echo Emirikol here. Four seems to be the sweet spot; five means you have to do some work to keep things moving. Make sure everyone is "trained" to take his turn quickly and think about his action while the others are going. It's easy for things to lag a bit and for people to disappear into cross-chatter or smartphones, which only slows it down further because nobody knows what's happening on his turn. If at all possible, don't include anyone who has a tendency to overthink. Keep turns efficient by announcing the parts of each player's combat turn at first, making sure that everyone gets into the "routine" of all of the steps. And reinforce RP by having players narrate the outcomes of their own dice rolls. All that should help keep five moving along smoothly!
  13. You know what I'm going to say, of course, but I use Beliefs, Goals, and Instincts from Burning Wheel. Characters write Beliefs at character creation to show everyone what that character most wants at this point in his life; Goals are written each session and reveal what a character wants from the mission or task in front of him. Instincts kind of let your GM know what you're likely to do in a particular situation ("Whenever an enemy is near, I draw my sword," or, "Whenever I notice someone looking at me, I stop and strike a pose.") Those let your GM have some fun with the PCs at key times in the story. In BW, players share these out of character at the beginning of a session, which allows other players to think about how they might interact meaningfully with party members who are friends or foes. (It requires players who can be good about keeping a strict line between what they player knows and what the character knows, but if you're playing with reasonable adults, that's not too much of a problem.) One of the nicest things about the system, though, is that it allows everyone to come back together at the end of the session and appreciate those characters who made significant progress towards their goals, RPed particularly well, or played off of other party members well. For a GM, it also points out to you who isn't getting quite enough spotlight, and reminds you of what they "want" so that you can easily tailor the next session to the players. I just love those mechanics because they create such awesome party interaction. I can't get enough of them. I love the Jenga idea, especially with the modified difficulty of the tower to represent the character's stats. Awesome!!
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