Having my character drawn by Commission.
This is the rough draft.
[img]http://imgur.com/HMxnnT5.jpg[/img]
Awwwww yeaaahhhhh
[QUOTE=M.Ciaster;42612570]C'mon, nobody here wants to play Cyberpunk? You're breaking my heart, choombas[/QUOTE]
They're all on board for Mekton Zeta instead. Which is the same system as Cyberpunk, just with giant robots, and hookers. Okay maybe I'm lying about the hookers but still.
I wanna do some cool cyberponk thing or whatever
where do i sign up
[QUOTE=TrannyAlert;42617453]I wanna do some cool cyberponk thing or whatever
where do i sign up[/QUOTE]
[del]Add me on that steam thing that's so popular among the youngsters nowadays and we'll talk business[/del] scratch that, sorry, spot already taken :( if the dude drops out too though you're next in line
[editline]23rd October 2013[/editline]
[QUOTE=Dwarfy77;42617424]They're all on board for Mekton Zeta instead. Which is the same system as Cyberpunk, just with giant robots, and hookers. Okay maybe I'm lying about the hookers but still.[/QUOTE]
Well yeah but my games are guaranteed to have 100% less 15 minute long drink breaks :v:
I'm pretty sure Dwarfy is actually an alcoholic, it would explain a lot of his games.
Still trying to get a Pathfinder game going, and, ran into a little question - currently, my group is 5 people + me, the GM, but I know at least two other people who would probably enjoy playing and be a welcome addition to the group, but I'm not sure about running a game with 6 or 7 players, anybody got any input to share on this?
[QUOTE=Mastahamma;42619026]Still trying to get a Pathfinder game going, and, ran into a little question - currently, my group is 5 people + me, the GM, but I know at least two other people who would probably enjoy playing and be a welcome addition to the group, but I'm not sure about running a game with 6 or 7 players, anybody got any input to share on this?[/QUOTE]
The more players, the longer it takes for combat phases, the less time to do things in a session.
[QUOTE=lintz;42619082]The more players, the longer it takes for combat phases, the less time to do things in a session.[/QUOTE]
Although decent GM work can alleviate this. One of my PF games has five people, so here's some things I do that speed things up:
1) Make the list of initiatives easily visible by everyone. That way people can see "OK, I go after him", and you don't have to tell people when it's their turn. It may also be good to say what a monster's AC is, so they can do their own to-hit calculations.
2) Talking is not a completely free action. If they spend too long coming up with a "plan" or arguing strategy, say "Your move action just got taken up by talking. What's your standard?". This will pretty quickly get the game moving again. I've only had to do this once, because my players aren't big on complex strategies either, but other players may need more convincing. Do this sparingly - don't try to make rounds actually last ten seconds, but if they spend more than a minute on one character's turn before they even perform an action, it's time to push them a bit.
3) Make sure you have space. When I GM for that group, we need a very large table (plus a smaller one for all my crap), and multiple copies of books available (I put PDF copies of the books on a pair of tablets, plus two hardcopies of some books). I also make abbreviated notes of any monsters the players are going to encounter - just health, AC, and attack stats, really. Also keep plenty of dice around.
More players can also make it harder for the DM to share out the spotlight out of combat equally, especially if you have one or two dudes who like to go off on their own/make plans/do interactions that require full DM attention. My current d&d group is 8 people including the DM, and even though he's skilled at juggling us and we're good at not taking up his time uselessly for the most part, it does drag sometimes.
Reminds me of how annoyed people got in Pathfinder when a single person wanted to buy/sell shit, because it was holding everything else up.
[QUOTE=DarkMonkey;42620178]More players can also make it harder for the DM to share out the spotlight out of combat equally, especially if you have one or two dudes who like to go off on their own/make plans/do interactions that require full DM attention. My current d&d group is 8 people including the DM, and even though he's skilled at juggling us and we're good at not taking up his time uselessly for the most part, it does drag sometimes.[/QUOTE]
That's a good time to get a sub GM.
Just a guy that is willing to help you out dealing with fiddly bits like side stuff and managing inventory/spells/combat
It means your group is too big or wants to do to many different things if you really need an assistant GM though.
The one time I DM'd something where players could buy shit, I handled it between sessions, the session would end with characters having some down time, and that's when they bought/prepared shit, and the players would let me know what they wanted whenever before the next session.
[QUOTE=Rents;42620394]The one time I DM'd something where players could buy shit, I handled it between sessions, the session would end with characters having some down time, and that's when they bought/prepared shit, and the players would let me know what they wanted whenever before the next session.[/QUOTE]
It only works if the session is concluded at a proper moment, though. Players might miss things they need if they still have time to go beyond a certain location.
[QUOTE=Chronische;42620369]That's a good time to get a sub GM.
Just a guy that is willing to help you out dealing with fiddly bits like side stuff and managing inventory/spells/combat
It means your group is too big or wants to do to many different things if you really need an assistant GM though.[/QUOTE]
I did a game where a friend of mine was the story DM, and I was the rules DM, so he handled descriptions, NPC dialogue, plot events, while I did combat, traps, rules on perception, magic effects, skill checks. It worked out pretty well since we know each other well and were basically covering each other's weaknesses with the other's strengths
[editline]23rd October 2013[/editline]
[QUOTE=croguy;42620415]It only works if the session is concluded at a proper moment, though. Players might miss things they need if they still have time to go beyond a certain location.[/QUOTE]
Yeah, it takes some planning with your pacing.
[QUOTE=Rats808;42620212]Reminds me of how annoyed people got in Pathfinder when a single person wanted to buy/sell shit, because it was holding everything else up.[/QUOTE]
Last Pathfinder session I played, we spent 40 minutes on this one guy inquiring the DM about some food that was for sale and that he thought looked suspicious. (eg. I want to smell the food to see if it's poisoned, I want to inspect it to see if it was cooked right, etc) :v:
[QUOTE=Chronische;42620369]That's a good time to get a sub GM.
Just a guy that is willing to help you out dealing with fiddly bits like side stuff and managing inventory/spells/combat
It means your group is too big or wants to do to many different things if you really need an assistant GM though.[/QUOTE]
Well we as players are handy with sharing that load. We manage our own inventory, and all of that, in moments where somebody's character is doing nothing they'll be looking something up for somebody else, and judicious use of post-it notes. Much less taxing on the DM to hand him a note with a question while he's talking to somebody else so he can answer when he has a chance and you don't hold everybody up.
I just saw an advert for a Pathfinder game on a chat channel that included the phrase "most classes (no weaboo crap like ninja/samurai)"
[QUOTE=gman003-main;42619267]Although decent GM work can alleviate this. One of my PF games has five people, so here's some things I do that speed things up:
1) Make the list of initiatives easily visible by everyone. That way people can see "OK, I go after him", and you don't have to tell people when it's their turn. It may also be good to say what a monster's AC is, so they can do their own to-hit calculations.
2) Talking is not a completely free action. If they spend too long coming up with a "plan" or arguing strategy, say "Your move action just got taken up by talking. What's your standard?". This will pretty quickly get the game moving again. I've only had to do this once, because my players aren't big on complex strategies either, but other players may need more convincing. [B]Do this sparingly - don't try to make rounds actually last ten seconds, but if they spend more than a minute on one character's turn before they even perform an action, it's time to push them a bit.[/B]
3) Make sure you have space. When I GM for that group, we need a very large table (plus a smaller one for all my crap), and multiple copies of books available (I put PDF copies of the books on a pair of tablets, plus two hardcopies of some books). I also make abbreviated notes of any monsters the players are going to encounter - just health, AC, and attack stats, really. Also keep plenty of dice around.[/QUOTE]
one of the more famous DMs only gives you six seconds to act during initiative, if you haven't moved or done something after 6 seconds, you forfeit that turn
[QUOTE=Rents;42622123]I just saw an advert for a Pathfinder game on a chat channel that included the phrase "most classes (no weaboo crap like ninja/samurai)"[/QUOTE]
wow rude
just because i like running around in black pajamas doesnt make me a weaboo
[QUOTE=Rents;42622123]I just saw an advert for a Pathfinder game on a chat channel that included the phrase "most classes (no weaboo crap like ninja/samurai)"[/QUOTE]
fuk da sistem
[QUOTE=elowin;42622322]wow rude
just because i like running around in black pajamas doesnt make me a weaboo[/QUOTE]
[img]http://0-media-cdn.foolz.us/ffuuka/board/a/image/1337/35/1337359522544.jpg[/img]
Did somebody say weeaboo?
In more related news, does anyone know of an AD&D 2E character sheet I can print out? I need to condense all this shit onto one or two pages.
[QUOTE=MeltingData;42622686]In more related news, does anyone know of an AD&D 2E character sheet I can print out? I need to condense all this shit onto one or two pages.[/QUOTE]
Level:
Can cast spells? [Y/N]
All you need to know.
[QUOTE=Rents;42618291]I'm pretty sure Dwarfy is actually an alcoholic, it would explain a lot of his games.[/QUOTE]
I believe I would classify as the fun kind of alcoholic.
[QUOTE=Rents;42620416]I did a game where a friend of mine was the story DM, and I was the rules DM, so he handled descriptions, NPC dialogue, plot events, while I did combat, traps, rules on perception, magic effects, skill checks. It worked out pretty well since we know each other well and were basically covering each other's weaknesses with the other's strengths
[/QUOTE]
I need to do this. My dialogue and plot aren't great, but I love drawing out the maps and I know the rules well.
[QUOTE=Rents;42620416]I did a game where a friend of mine was the story DM, and I was the rules DM, so he handled descriptions, NPC dialogue, plot events, while I did combat, traps, rules on perception, magic effects, skill checks. It worked out pretty well since we know each other well and were basically covering each other's weaknesses with the other's strengths[/QUOTE]
That's actually seems like an interesting idea. Kind of want to try that myself for a campaign. I like to work on story, plots, and concepts but I don't care much for all the loops with rules and mechanics. At least with more complex and/or annoying game systems.
[editline]23rd October 2013[/editline]
[QUOTE=Newbienice99;42623263]I need to do this. My dialogue and plot aren't great, but I love drawing out the maps and I know the rules well.[/QUOTE]
Merge with me. Make us whole, Isaac..or..err..Newbienice.
[QUOTE=Dwarfy77;42623143]I believe I would classify as the fun kind of alcoholic.[/QUOTE]
Until you piss your pants, considering from our games I judge that you have a bladder the size of a peanut.
[QUOTE=lintz;42619082]The more players, the longer it takes for combat phases, the less time to do things in a session.[/QUOTE]
The main reason my group switched to using VTT. We once managed to reach a 53 round encounter in under 10 minutes because of the increased flow. No going back after you've had that much streamlining.
[QUOTE=Axznma;42625607]The main reason my group switched to using VTT. We once managed to reach a 53 round encounter in under 10 minutes because of the increased flow. No going back after you've had that much streamlining.[/QUOTE]
VTT? Virtual Tabletop?
Is that the name of a program, or just the type of program, because I haven't noticed much difference in turn speed of other virtual tabletop programs like Roll20 vs normal graph map and tokens.
A Song of Ice and Fire from a GM's perspective
Combat is deadly as shit but I already knew that. The wound system is pretty neat and really makes a difference between fighting for your life and fighting to first blood. The intrigue system also seems fairly robust although I think I'll need a little more time to get to grips with it. Rolling up NPCs is pretty much painless (all you need is the ability to do basic arithmetic: everything is part of a simplistic point buy). Some of the more advanced stuff can see you make some moderately complex rolls but in terms of the actual system as a whole it's pretty solid.
The main appeal is the setting, however. I don't know if it'd fare nearly as well as a universal setting or as part of an original universe.
[QUOTE=RearAdmiral;42625846]A Song of Ice and Fire from a GM's perspective
Combat is deadly as shit but I already knew that. The wound system is pretty neat and really makes a difference between fighting for your life and fighting to first blood. The intrigue system also seems fairly robust although I think I'll need a little more time to get to grips with it. Rolling up NPCs is pretty much painless (all you need is the ability to do basic arithmetic: everything is part of a simplistic point buy). Some of the more advanced stuff can see you make some moderately complex rolls but in terms of the actual system as a whole it's pretty solid.
The main appeal is the setting, however. I don't know if it'd fare nearly as well as a universal setting or as part of an original universe.[/QUOTE]
Romance of the Three Kingdoms: the RPG, maybe? Same sort of setup being a battle for the throne you'll just have to ignore the actual history.
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