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thejondifool

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Posts posted by thejondifool


  1. I think the key with a large number of players is to engage the other players in the diceroll. I normally reward the really funny, crazy or consequent or even good roleplaying interpretations of boons, banes, chaos stars and sigmar comets with fortune dices. Often I ask the group to interpretate an unusual diceroll. When the players get the hang of it, their creativity add to the story unfolding in a way I as a GM hardly can match on my own, and it frees my to focus  on running the adventure in the larger scale.


  2. I would love to see more cards in use. The biggest flaw IMHO is that so many interesting options is never included in actual game because players are limited to the few cards they buy during career advances. Lending itself to powergaming and the same combos of cards being used again and again.

     

    I would really like a system where you gave a player a stack of cards if he picked up a 2 handed weapon, another stack when he was 1 handed and shield etc. And the same for social actions- 

     

    Especial social actions i think is very frustrating, when having a player that actual have invested in a few cards there and then have to try to use them also in situation where they doesn't really fit. I mean 3 time in a game session a PC use big city bravado, it is no longer really a skill in use, but a character trait. After a few sessions it's just the same. Of cause you can use perform a stunt for really everything , but why not use all the material there is.

     

    In battle a little recharge alternative could be in use aswell ,if you had a pool of 10 card to draw from. Randomly Draw 3 and they are the favorable actions the situation lend itself to. Want other ones, loose a dice, to draw a new hand (with or without shuffle). 


  3. It's never fun to dictate players actions. Give players choices instead. And even better consequences. 

     

    Most adventures have weak spots where the story can break down, the goal of the GM is to be prepared for those situations.

     

    Recently I stepped down as a GM and played as a Pc in an adventure i have been semi exposed too 20 years ago, it first dawned to me during the session that the plot was driven by the pc's acting in public. The problem was that 3 of the pc's had criminal traits and tried as hard as possible to avoid doing anything in the open that draws attention. It does fast getting awkward when the city watch is looking for the group because of a tavern brawl, that the group downplayed to a degree where it soaked the insults , didn't fight back and left without drawing attention to them. But the story required that they where remembered from being there. 

     

    My take is if the PC do stay in character the GM has to change the plot to let them stay there. It's fine to expose a group of hiding players if they fail at hiding. But its just bad use of a plot to expose them anyway, after they have used hours in game time to avoid and succeeded in all actions they made. The its better to change the plot and run a short event where players are drawing attention, without being involved in actions that has to fail for the plot to succeed.

     

    Spoiler/

    My take on the beastmen situation, if the PC doesn't know the NPc he shot is a beastman , maybe he isn't, or at least he is looking perfectly human suddenly. I would roll for it, and change the plot on the fly. Looking at the dead body he could look perfectly human and now the Elf player is a murder, maybe going to face a trial in town when the mother raise charges. 

    The point is that i would let the player meet consequences for killing a NPC out of suspicion, without clear knowledge.

     

    But a player that knows the plot and his PC with Hate for beastmen  and a plot with a beastman trying to pretend to be human, i think GM do have work to do, and if caught unprepared i would have called a time out. taken an talk with the player, and then come up with a twist to the plot, with the aim of letting the player choice between actions and consequences.

     

    To learn a player that he really shouldn't spoil a plot , i wouldn't hesitate to let the beastman horde run down to Strormdorf as a result of the players not solving this part of the adventure, if the NPC was killed before the plot advance.

     

    Spoiler of/


  4.  I will second the  use of http://www.gitzmansgallery.com/wfrp-resources.html and have gone specific for the GM screen replacement 1, that i feel is closest to what the FFG GMs screen should have been. It is now taped over my own GM screen. though it is rarely used with the gaming experience the group now have. 

     

    besides that I have in a small binder Jay Hafners expanded Equipment list, the living index, some little used character creation help stuff, Hafners campaign house rules stuff ..

     

    and most important a homemade table with estimates of the % chances to succeed a dice role with 2-5 skill dice (including reckless and conservative stances) and combined with anything from 0- 3 challenge dice including combination of 1 black. I really do like to have an idea of how likely success of failure is for players - before modifying dice rolls.


  5. thanks for all the suggestions. There is some really good ones that should be easy to use. Unfortunatly I was not clear enough about my concerns for what my players would be up to.

    I am quite sure that they would expect something rotten from at least one of the importants NPC's early one. (they are after all, veterans GM's them self for 20+ years) and what i expect them to do sooner than later is to investigate alot about the 3 major candidates and that could bring them in a situation where their work in "normal circumstances" would be able to rule out at least 1 of them as the cowl. So it's not that i fear they figure out the cowl to early, but more that they can eliminate some of the other candidates too early. To avoid that am consider adding at least a 4th candidate to the pool that has to be figured out first. Because i really think the story would benefit from having many options for the cowl for a long time.


  6. I think it would be close to just as easy to run it with 2 edition as to run it with 3rd. That's basicly because even if it written for 3rd , it is such a huge campaign that each session is bound to require some work to setup and then flesh out and fit into what the characters have been up to. And that part requires a little less work to do with 2nd (imho) than with 3rd.

    About the story, i have a hard time imagine that the Players in my groups will not be innovative about trying to figure the cowl out, to a degree that would force the adventure in new directions, and properly use up a likely candidate or two way to early. I properly have to introduce another scapegoat that the cowl can frame and setup, that can sidetrack them for at least 1/3 of the story. Because else it could be hard to keep the suspension up about who the cowl could be.


  7. I am in doubt that my group would actual keep being interested in that many sessions doing city plots, and as such i am really looking for options to take them out in the wilderness, to the warfront or simellar to break up the city investigation setup x3 that TEW provides. I see that the travells provides plenty of encounters , but I do think my group needs more. As such i am thinking of sidetracking them to "witch song" or something like that after first or second part of TEW. 

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