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DeathByGrotz

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  1. Like
    DeathByGrotz got a reaction from TheBroodwich in How do you create your own adventure?   
    A good format for putting things in writing is as follows:

    Synopsis.
    Setting
    Actors
    Agendas.
     
    I build my adventures along similar routes.
     
    I pick a setting, scale it down to a region the party can viably operate in (town, country, planet, sector, depending on their means and resourcefulness). I as myself a few important questions:
    -Where is it?
    -When is it?
    -What is there?
    -What incentive is there to go there/live there in the first place?
     
    Then comes the 'who' part. Out of the many possible actors in this setting, I picka  few and flesh them out. These are usually characters the players know or have reason to seek out. Like, if I'm 80% sure my bounty hunter is going to go hunting for weapons, I'll probably put some prep into a gunsmith or arms dealer and possibly toss in some small side quests depending on interaction.
    The next bit of the who part is to pick one or more possible antagonists. Who are they? What motivates them? Would nothing they do immediately affect the players? Ok, put it aside, answer the questions for the next then, until I have a dozen or so, or I bump into something that would perk my party's interest. This agenda gets developed properly into a concrete plan, with the caveat that no plan survives confrontation with the PCs.  I then revisit the ones I've already made and see how they fit in. Would they go along with it? Are some actually in opposition and thus potential allies? Or a third or fourth party?
     
    In the end I, fairly swiftly, have a scenario and a lot of NPCs I can work with and am familiar enough with to run something. You'll notice I haven't so much as mentioned plot yet. This is for a reason. An overall plot, I find, both confines you as a GM in your approach in ways that players can easily break, as well as provides the temptation to railroad. Both can be easily avoided by having a bunch of characters in one large place instead, and have them act naturally. The world you portray will seem more alive for it, and you'll be more confident in portraying your NPCs, no matter how off the wall your players act or how unexpected their ideas are (and they will be!).
     
    With a bit more experience, you can collect and prep for common questions that might pop up. For example, say, what the security level of the city or planet is, what laws there are, what local quirks in culture, etc. Players, when playing a specific kind of character, often repeat the same kinds of questions. In time, you can learn to prep for them specifically. Or, if you're good at improvising, you'll eventually reach a state where you're able to shake it out of your wrist in a second or two.
     
    What helps immensely as well is to have "averages" listed somewhere. Average human, average engineer, average whatever. If you need rolls for statlines from your NPCs, and you know they're above, below or at average, having the concrete value directly at your fingertips speeds things up quite a bit, and helps things remain consistent.
     
    Last but not least, keep notes. Every action, from the players and from the NPCs, may lead to a reaction or other consequences. Cliff notes to remember important things are important when running a game that is fairly free and where the plot is created naturally, with involvement of the players.
     
    Hope this helps! Cheers!
  2. Like
    DeathByGrotz got a reaction from InquistiorCalinx in You know you're playing Black Crusade, when...   
    ...when you go looking for the steeds of chaos to start the apocalypse
    ...and your trip takes you through a place where the veil is so thin you're fighting the ork infestation on the planet in a ghostly rendition of ragnarök/Khorne's battlegrounds
    ...when you then find out the steeds of chaos are not only space ships, but older than Slaanesh, so he doesn't have one...
    ...when one of them is a squat ship...
    ...and has the genetic database to recreate the race inside.
    ...when you decide it's an awesome idea, but tell them they're "chaos dwarves" now.
  3. Like
    DeathByGrotz got a reaction from Alekzanter in Munchkinist's excuses   
    You mean the dreaded "pedantic administratum scribe"? That's just cruel, man...
  4. Like
    DeathByGrotz got a reaction from El_Jairo in Why use only one weapon?   
    So far, the only complaints I've had was when I went easy on them or didn't have NPCs get "creative". Combat is a fairly rare, and climatic, occurrence in my games usually so my players want it no punches pulled and maximum grit.
     
    Most of these restrictions are easily avoided as well, simply by twin-linking the grenadelaunchers in a stable setup with a tripod. Added bonus: You don't need to invest in dual weilding at all to make that work, and tech use, Trade(armourer) is far more universally applicable.
     
    Incidentially, "blowing yourself up" is one of the jam results for using grenades and launchers. Guess I don't need overheat after all!
  5. Like
    DeathByGrotz got a reaction from El_Jairo in Why use only one weapon?   
    Generally when new players in my group find out that I actually will allow them to dual weild grenade launchers, and similar weapons, they're all over it. Then they find out there are more, and potentially suicidal, disadvantages to doing so and that when I ask "Are you sure?", I really mean it...
     
    So, you're dual weilding grenade launchers. First off, they're heavy. Without a sufficiently high minimal strength, you're taking accuracy penalties and they're getting overheat, because you might "drop" your aim and shoot a nade at your feet due to the strain of keeping them on target. This is cool with you? Excellent. You'll also be making toughness tests against fatigue that get progressively harder as strenous activities carry on.
     
    So, you minimise the weight somehow, be it by getting power armour, anti-grav suspensors for your guns or a servo-arm to help. Now you find out that carrying two full mags of grenades close to your body can be a horrible idea if:
     
    Your enemies have flamers
    Your enemies have energy weapons
    Your enemies have psykers
    Your enemies have webbers, put themselves on overwatch and fire when you discharge your nade launchers to trap you in a tight metal net with two live grenades.
     
    Now, I don't spring this on you right away. You'll be perfectly fine early on, but the moment you make the news, the moment you let one foe get away, or the moment someone voxes your standard MO to their superiors, the cult you're chasing will adapt and be ready for you.
     
    And if you're using grenade launchers, the odds of making the news are pretty high.
  6. Like
    DeathByGrotz got a reaction from SCKoNi in Untouchables (and how they don't do their job)   
    I think it's a bit of a misnomer about what people mean when they want complex games that's gotten into the rulebooks. Rules need to be universal and bug-free, which is easiest done by keeping things simple. The complexity comes twofold: First from the GM and his plot. The rulebooks can't help you there. Secondly, however, from the crunch in providing options for players. The more they have, the more complex the game. If you're limiting even basic actions such as the untouchable's ability to nullify psykers with an XP pay-wall, you aren't providing options, you're limiting them. The current system of forced progression paths (aptitudes) and nerfs that contribute literally nothing to balance isn't the way to go. Ideally, we would be building upon past editions and their options instead, and introducing genuinely NEW things players can do, instead of limiting them compared to Rogue Trader (which, despite its class system, is still one of the most-played RPGs of the 40k line for good reason: PLENTY of options).
  7. Like
    DeathByGrotz got a reaction from SanguineAngel in Hutt player complications   
    The EU (now defunct ofc) had Hutts in repulsor-sleds when they wanted to move fast and Hutt combat 'armour' that was basically a hutt-shaped mini-vehicle the Hutt inside would drive around. Barring that, it'll be on the player to endear himself enough to the group to have them bail him out and be it by having a crane at hand to grab Hutty and run in a pinch.
  8. Like
    DeathByGrotz got a reaction from Rationalinsanity in Flamers - Overpowered?   
    "You're on a feudal world, you're unlikely to find weapons grade prometheum."
    "Waaa, limiting my playstyle, waaa."
     
    Alright, my opinion of this six year old notwithstanding, if the feudal world's main export is prometheum, odds are they've weaponised it. Equip opponents with firebombs and primitive flamethrowers.
  9. Like
    DeathByGrotz got a reaction from ColArana in Advice for getting the "perfect" character?   
    Or you could...play a system that lets you build exactly what you want instead.
     
    Further amusing tidbit: It would take 10 minutes to create these characters in DH1, about 20 in shadowrun and GURPS....and about five in Call of Cthulu.
  10. Like
    DeathByGrotz got a reaction from UncleSickey in Pirate Prince of the Ragged Helix starting with a ship   
    Essentially a pirate prince is a minion-monger who starts aligned (but has solid advancements in necessary minion-monger skills from the khorne-tree anyway, and with cheap fel, needs no more investment than +10 command as is...), and can thusly grab a bunch of powerful, fanatic minions (note: Fanatic means they get hit instead of you; literal meat shields) early, which allows him to min max the **** out of his build and show up with max Fel and WP. The mentioned special quality makes it easier for him to equip these minions with addiontal equipment and supplement things he's lacking, from melee/ranged capability to psychic powers. He's effectively, very quickly, a one-man party that may well end up recruiting fanatically loyal space marines before he hits 3k XP. Basically, a super-apostate with a space ship who starts with, hands down, the best gear any human archtype has access to, period.
  11. Like
    DeathByGrotz reacted to mouthymerc in [SPOILERS]: Star Wars: Rebels - Thoughts?   
    If a show like MASH can fun for 11 years based on a 3 year war then I think a season or two more is fine.
  12. Like
    DeathByGrotz reacted to A7T in Hutt player complications   
    As for you mobility question, might I introduce Grakkus: http://starwars.wikia.com/wiki/Grakkus
  13. Like
    DeathByGrotz reacted to Desslok in Expanded universe is defunct   
    Sir, you are a scholar and a gentleman. Please have my babies!
     
    I love those books - yeah, they're very much an artifact of the era, but they're fun romps with scoundrels and over the top bad guys and lost treasure, and narly a Imperial or Jedi in sight. Great stuff, and I deeply regret Brian never writing any more in the universe (other than the radio plays)
  14. Like
    DeathByGrotz got a reaction from R5D8 in Expanded universe is defunct   
    You don't need to know diddly squat about Warhammer to ask Warhammer GMs how they do adventures with Vong Tyranids. Directing you someplace where you'll get decent answers is the very definition of "helping". I garuantee you there are more Warhamster GMs out there who've done adventures with literally the Vong in anything but name Tyranids than there are Star Wars GMs who've done the same, because your average SW fan loathes the very idea of the Vong.
  15. Like
    DeathByGrotz reacted to Desslok in Expanded universe is defunct   
    Clearly you are a terrible person and you should be ashamed of wanting to use the Vong. You sit there and think about what you've done.
  16. Like
    DeathByGrotz got a reaction from Revanchist in Expanded universe is defunct   
    I don't get why we're talking about this. The EU is now defunct.
     

  17. Like
    DeathByGrotz got a reaction from LethalDose in Rey (Force Awakens Spoilers- (do we still need the warning?))   
    In this context, I am sorely tempted to post 'Poor Little Sith Lord', but I think it qualifies as NSFW...
     

     
    So I'll just post this. Episode 7 is maximum edge.
  18. Like
    DeathByGrotz got a reaction from Col. Orange in Question about how to fix a minor addiction issue in a character   
    Addictions, even severe ones, are things you can take care of yourself with sufficient strength of will. Without the decision to quit for yourself, nothing anyone says or does can or will make an addict stop for long. As it is, I'd look into cold withdrawal with an MD droid at hand, and then bacta therapy and possible cybernetic replacement of damaged organs.
     
    Withdrawal itself goes from simple things like headaches, double vision and increased bloodpressure all the way to full seizures and terminal breakdowns. She will want the substance and will have to fight her body's need for the drug at every waking moment. She's going to have to police herself with great self discipline not to relapse. Given deathsticks are smoked, passive inhalement might even be a problem. Realistically, I'd subtract a considerable amount of dice from her pools until her body is fully off the drug, which shouldn't take more than 2-3 ingame weeks. After that, she's going to have to put herself back together by whatever means possible, both physically and mentally. The mental bit, the underlaying urge for her fix, well, that might linger for years to come. Or she could funnel that obsession into something else. Many former addicts latch on to a new hobby to fill the void left by the absence of the drug.
  19. Like
    DeathByGrotz got a reaction from Vestij Jai Galaar in Rey (Force Awakens Spoilers- (do we still need the warning?))   
    Oh yeah, mos. def. Kylo's injuries at that point are so severe he literally needs the force to even stay upright. He isn't so much drawing strength from his pain as trying to articulate and focus the dark powers that keep him standing and in the fight at all. that's what I'm trying to say here. If he were actually 'stronger' due to the injuries, he would've won the fight, but Driver I think shows rather nicely how he's barely holding it together in his acting in that scene. Once he loses that focus, it becomes pretty obvious imo. He goes down like a stone
  20. Like
    DeathByGrotz got a reaction from bradknowles in Rey (Force Awakens Spoilers- (do we still need the warning?))   
    Oh yeah, mos. def. Kylo's injuries at that point are so severe he literally needs the force to even stay upright. He isn't so much drawing strength from his pain as trying to articulate and focus the dark powers that keep him standing and in the fight at all. that's what I'm trying to say here. If he were actually 'stronger' due to the injuries, he would've won the fight, but Driver I think shows rather nicely how he's barely holding it together in his acting in that scene. Once he loses that focus, it becomes pretty obvious imo. He goes down like a stone
  21. Like
    DeathByGrotz reacted to Kyla in Rey (Force Awakens Spoilers- (do we still need the warning?))   
    Michael Ardnt (who wrote the initial screenplays for Episode VII and VIII) talked about how the EU served as the basis for characters in the new movies (so Jacen served as the template for Kylo, and Jaina served as the template for Rey in terms of attitude and appearance).  In the interview he mentioned Mara specifically, that the general features of Mara will still be there (red hair, green eyes, fiery attitude, strong in the Force) but the names are all subject to getting played with (like Ben's name being moved from Luke and Mara's kid to Han and Leia's). A specific mention was "Right now they’re looking at using the basic descriptions of EU characters with different names. Luke’s wife will follow the same template as Shira Brie/Mara Jade. Red hair, Green eyes, attitude etc." Moreover, there is the casting of Geraldine James, who is the right age and coloring to be a Mara Jade-type character.
     
    All this points to Luke's wife being in the treatments and early script for Episode VIII (though whether it's via flashback or not is up for debate). I'd say this directly points to a big "Empire" style reveal of "Rey, I am your father."
  22. Like
    DeathByGrotz reacted to Donovan Morningfire in Rey (Force Awakens Spoilers- (do we still need the warning?))   
    It's probably a combination of the two, with him using that pain to as fuel for his Force powers to keep him going as well as what you cited.  How much of either is up to the individual viewer to decide, as I doubt we'll ever get any sort of official answer on the matter.
  23. Like
    DeathByGrotz got a reaction from jldyck in Rey (Force Awakens Spoilers- (do we still need the warning?))   
    In this context, I am sorely tempted to post 'Poor Little Sith Lord', but I think it qualifies as NSFW...
     

     
    So I'll just post this. Episode 7 is maximum edge.
  24. Like
    DeathByGrotz got a reaction from A7T in Attachments/Mods and Game Balance   
    Medical and engineering specialists are useful when things or people get broken that endanger the survival of the group. If your hyperdrive needs repaired NOW 'cause you're being shot at, then you need a mechanic. If your comrade is bleeding out on the floor with 4th degree burns around a festering gut wound, then you need a medic on the spot.
     
    To pick up a couple of vitamin pills or mod a weapon isn't really what your party mechanic or medic is for. That's stuff that has no real urgency and maybe even something they don't actually want to waste their time with. For me, the question is more why your local legal arms dealer doesn't offer mods as a service package. Embrace modern capitalist ideas!
  25. Like
    DeathByGrotz got a reaction from bradknowles in Attachments/Mods and Game Balance   
    Medical and engineering specialists are useful when things or people get broken that endanger the survival of the group. If your hyperdrive needs repaired NOW 'cause you're being shot at, then you need a mechanic. If your comrade is bleeding out on the floor with 4th degree burns around a festering gut wound, then you need a medic on the spot.
     
    To pick up a couple of vitamin pills or mod a weapon isn't really what your party mechanic or medic is for. That's stuff that has no real urgency and maybe even something they don't actually want to waste their time with. For me, the question is more why your local legal arms dealer doesn't offer mods as a service package. Embrace modern capitalist ideas!
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