• D&D General v3
    11,241 replies, posted
Nope, there's none. Well, there's some old ass DOS programs that make .txt file sheets, but they don't work in win7.
[QUOTE=Rents;41566098]Nope, there's none. Well, there's some old ass DOS programs that make .txt file sheets, but they don't work in win7.[/QUOTE] DOSBox wouldn't work with them?
[QUOTE=Aperture fan;41566964]DOSBox wouldn't work with them?[/QUOTE] We might as well just stick with the pdf
[QUOTE=Aperture fan;41566964]DOSBox wouldn't work with them?[/QUOTE] Could you really be arsed setting that up rather than just doing it in excel
So... gameless...
[QUOTE=DiscoInferno;41567485]So... gameless...[/QUOTE] Do what I did, make one.
GMing is too much effort and I would prefer to be a player.
I really want to be a player but none of my friends have enough initiative (hurr) to GM so the task falls to me but I'm even worse in that aspect :C
Getting off your ass and getting things sorted out for a game is literally the hardest part.
Damn, should I just grab a random game off of Roll20? Because nobody I know plays this, and it seems like fun, and I want to get into it, despite knowing not much.
[QUOTE=Rents;41568483]Getting off your ass and getting things sorted out for a game is literally the hardest part.[/QUOTE] Boy do I know that feeling. I've been in a slump these past few months in regards to my campaign. Not a writers block, I have plenty of things rolling around in my head, but the implementation and storage of the world building. World building is a bitch when you don't have any framework to construct it all in, which is why I'm just kinda floating around until [URL="http://www.wolflair.com/index.php?context=realm_works"]Realm Works[/URL] is released -- hopefully soon so I can start this shit.
So I think I'm going to introduce a cursed weapon to my campaign. One of my players is really weak at the moment (1st time playing, made a fighter that was balanced in pretty much every stat. Would be fine except that there are [I]3 other fighters[/I] in the group, and they all went high str and out-do him at everything), so it will boost him while also being interesting. I'm hoping that he will hang on to it long enough for me to find some more permanent ways of boosting him. The weapon will be decently strong, but every time the wielder gets a kill with it the spirit inside the weapon gets stronger. And it slowly drives the wielder insane. He'll hear whispers coming from it, hallucinate things moving in the shadows, some of his minor items will go missing and he'll find them in other people's backpacks.
[QUOTE=Newbienice99;41573755]So I think I'm going to introduce a cursed weapon to my campaign. One of my players is really weak at the moment (1st time playing, made a fighter that was balanced in pretty much every stat. Would be fine except that there are [I]3 other fighters[/I] in the group, and they all went high str and out-do him at everything), so it will boost him while also being interesting. I'm hoping that he will hang on to it long enough for me to find some more permanent ways of boosting him. The weapon will be decently strong, but every time the wielder gets a kill with it the spirit inside the weapon gets stronger. And it slowly drives the wielder insane. He'll hear whispers coming from it, hallucinate things moving in the shadows, some of his minor items will go missing and he'll find them in other people's backpacks.[/QUOTE] Do you play in person, or over the internet? I don't really understand how you'd have him hallucinate, hear the whispers unless you were in person and could pass him notes or something.
[QUOTE=MeltingData;41573772]Do you play in person, or over the internet? I don't really understand how you'd have him hallucinate, hear the whispers unless you were in person and could pass him notes or something.[/QUOTE] Most programs have a whisper function that allows you to chat to only one player.
[QUOTE=MeltingData;41573772]Do you play in person, or over the internet? I don't really understand how you'd have him hallucinate, hear the whispers unless you were in person and could pass him notes or something.[/QUOTE] Skype and Roll20. I could private skype him, or whisper him in Roll20. But if I want him to react realistically, I wouldn't inform him at all - I'd be crafty and make it seem real to everyone. It would start with very small things ("<player>, you hear something scratching against stone down the hall" or "something seems to run past the open doorway") and then would gradually increase until it's obvious that they have something cursed or something is wrong with him. Mix in real events with false alarms to keep them from disregarding everything he says. Once that happens, or if it gets really far to the point where I need him to RP differently, I can message him. With his help I can keep it going even farther, where he refuses to give up the item, or has split personalities.
[QUOTE=Newbienice99;41573939]Skype and Roll20. I could private skype him, or whisper him in Roll20. But if I want him to react realistically, I wouldn't inform him at all - I'd be crafty and make it seem real to everyone. It would start with very small things ("<player>, you hear something scratching against stone down the hall" or "something seems to run past the open doorway") and then would gradually increase until it's obvious that they have something cursed or something is wrong with him. Mix in real events with false alarms to keep them from disregarding everything he says. Once that happens, or if it gets really far to the point where I need him to RP differently, I can message him. With his help I can keep it going even farther, where he refuses to give up the item, or has split personalities.[/QUOTE] I actually had this happen with a sword in my first lengthy campaign. The spirit in the sword never told my character its name or anything about it, but it had extrasensory awareness and it was definitely evil - but it didn't want him to die because he was a neutral evil wisecracking asshole and it liked that. So it would actually explicitly tell him about shit he couldn't see or hear (after I failed spot/listen checks - I'd fail them and others would succeed and the DM would hand me the note too) In the last session I played, one of the elves in the party murdered him thinking that his evident ability to see things outside his means meant he wasn't a human like he claimed to be, thus that he was a liar and a traitor. When the elf picked up the sword he realized it was inhabited - the spirit laughed at him then forced him to stab himself in the stomach while my character bled out, watching. My last words were "you bastard, I wanted to do that". Never liked elves. Nobody else would touch the sword or either of our corpses, so they just heaped dirt over the bodies and erected a small cairn.
[QUOTE=DiscoInferno;41567940]GMing is too much effort and I would prefer to be a player.[/QUOTE] would you rather play in a game that i GM'ed? didnt think so
[QUOTE=elowin;41582376]would you rather play in a game that i GM'ed? didnt think so[/QUOTE] A fair point.
[QUOTE=DiscoInferno;41582408]A fair point.[/QUOTE] now get off your ass
[QUOTE=elowin;41582559]now get off your ass[/QUOTE] No
Is it a good idea to try and GM a game even though you are kind of new to pen and paper games in general with only a few sessions and half-finished campaigns under your belt?
Sure, GMs don't grow on trees
I like being a GM It's tough, sure, and stressful as hell dealing with player bullshit, but it's really fun when people quit bitching and just play the game Not for everyone, I agree, but I think it's a really rewarding experience, plus you get all the benefits of a free class in creative writing and improv And I've only really GMed one campaign, and scarcely played before that. Most of the mechanical stuff comes pretty easily after the first session or two, it's just getting a coherent plot going and building a world that's the really difficult stuff.
[QUOTE=SiberysTranq;41584165]I like being a GM It's tough, sure, and stressful as hell dealing with player bullshit, but it's really fun when people quit bitching and just play the game Not for everyone, I agree, but I think it's a really rewarding experience, plus you get all the benefits of a free class in creative writing and improv And I've only really GMed one campaign, and scarcely played before that. Most of the mechanical stuff comes pretty easily after the first session or two, it's just getting a coherent plot going and building a world that's the really difficult stuff.[/QUOTE] I think I've reached the point where GMing is more fun than actually playing the game. foreverGM
[QUOTE=HellSoldier;41584423]I think I've reached the point where GMing is more fun than actually playing the game. foreverGM[/QUOTE] I've only actually played the game once and that was just a starter dungeon for a campaign that never got going. For the past 6 months, I've DM'd two campaigns since and it sure as hell is loads of fun but I wouldn't mind being a player for once. Half of the fun of D&D is pissing off the DM, and the guys I play with sure do a good job of that. Also, quick poll. What do you prefer, making your own campaigns from scratch? Or using pre-made ones? Personally, I like making my own. It's loads more work, but allows you to do some hilarious stuff with your players.
[QUOTE=TheGoodDoctorF;41584665]I've only actually played the game once and that was just a starter dungeon for a campaign that never got going. For the past 6 months, I've DM'd two campaigns since and it sure as hell is loads of fun but I wouldn't mind being a player for once. Half of the fun of D&D is pissing off the DM, and the guys I play with sure do a good job of that. Also, quick poll. What do you prefer, making your own campaigns from scratch? Or using pre-made ones? Personally, I like making my own. It's loads more work, but allows you to do some hilarious stuff with your players.[/QUOTE] Personally, playing pre-made adventures goes against the whole theme of imaginative expression that tabletops are all about.
Currently I am sticking with a pre-built adventure to start with, and then expand into custom stuff later. Mostly because my players have already destroyed 3 campaigns, so I don't want to get all invested with making custom stuff for the campaign to just shit itself. I can be lazy until I find out whether they will actually play nice together, and I get to learn their characters motivations and have a simple short term thing to bond them all together.
[QUOTE=TheGoodDoctorF;41584665]I've only actually played the game once and that was just a starter dungeon for a campaign that never got going. For the past 6 months, I've DM'd two campaigns since and it sure as hell is loads of fun but I wouldn't mind being a player for once. Half of the fun of D&D is pissing off the DM, and the guys I play with sure do a good job of that. Also, quick poll. What do you prefer, making your own campaigns from scratch? Or using pre-made ones? Personally, I like making my own. It's loads more work, but allows you to do some hilarious stuff with your players.[/QUOTE] Premade ones are good for getting the hang of DMing, but taking off the training wheels and making a game exactly the way you and the players want is best, if you can pull it off.
[QUOTE=TheGoodDoctorF;41584665]I've only actually played the game once and that was just a starter dungeon for a campaign that never got going. For the past 6 months, I've DM'd two campaigns since and it sure as hell is loads of fun but I wouldn't mind being a player for once. Half of the fun of D&D is pissing off the DM, and the guys I play with sure do a good job of that. Also, quick poll. What do you prefer, making your own campaigns from scratch? Or using pre-made ones? Personally, I like making my own. It's loads more work, but allows you to do some hilarious stuff with your players.[/QUOTE] Sometimes I'll take characters from premades, because sometimes they have good characterizations and descriptions, but that's it.
Premades are more taboo than crack for me. although some people would say that it doesn't really seem like crack is all that taboo to me
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