• D&D 4e: This edition sucks edition
    5,000 replies, posted
[QUOTE=LiquidNazgul;47385106]And yes you do have stargates and psi and that's okay with me as someone who doesn't like space magic in his sci-fi. And at least psi is caused by a virus made by a post-singularity alien intelligence with an understanding of the universe far greater than ours rather than, oh I dunno, "midichlorrrrrrrrrrrrrians" or "space hell" ie the Warp.[/QUOTE] but there literally is space magic in your sci-fi. only difference is the cool stuff is only available to NPCs And personally, I think space magic is literally the best way to do hard sci-fi, ironically. Or at least, hyper advanced far future hard sci-fi. The reason being, it's rather hard to tell what really is possible with science in the future. For example, i'd say it's pretty fucking implausible that we'll be able to move faster than light just about ever. I might be wrong. In a thousand years, maybe we will be able to, but from our current understanding of physics, it's not really plausible. So inherently, any piece of science ficiton that tries to be truly plausible would need to avoid faster than light travel, but traveling across the stars is such a core concept of science fiction, few sci-fi stories could do without it. Personally, my ideal science fiction setting would have science entirely grounded in reality, moving at most to the levels of "near" sci-fi like Shadowrun(disregarding resonance bullshit and Deus), and bypassing the limitations of that through magic technology.
I get that everyone likes different things, but you have to accept that just because a system doesn't have balls to the wall magic doesn't mean it's bad. My main issue with shadowrun is that magic users are better at everything than nonmagic users. They make better faces, Melee, ranged. Hell they make better tech users. Only exception is maybe a rigger, but that's it.
So my party isn't just split at this point, they literally aren't even a party anymore, one stole the group's vehicle and is heading for a city far to the north, while the other two are both imprisoned in a southern seaside city, awaiting execution. I have a lot to write.
[QUOTE=Funktastic Dog;47385763]I get that everyone likes different things, but you have to accept that just because a system doesn't have balls to the wall magic doesn't mean it's bad.[/QUOTE] i never said it was bad i don't like it because it doesn't have balls to the wall magic, though [QUOTE=Funktastic Dog;47385763]My main issue with shadowrun is that magic users are better at everything than nonmagic users. They make better faces, Melee, ranged. Hell they make better tech users. Only exception is maybe a rigger, but that's it.[/QUOTE] You are wrong. This is objectively incorrect.
[QUOTE=Funktastic Dog;47385763]I get that everyone likes different things, but you have to accept that just because a system doesn't have balls to the wall magic doesn't mean it's bad. My main issue with shadowrun is that magic users are better at everything than nonmagic users. They make better faces, Melee, ranged. Hell they make better tech users. Only exception is maybe a rigger, but that's it.[/QUOTE] Combat magic is waaay worse than firearms in 5e, especially the better guns when you're rolling about 20 dice, and [I]especially[/I] if it's prolonged combat. Most other things, technology is less risky or cheaper, or magic/tech has an option the other doesn't get. Magic only really gets bad when someone starts abusing spirits. [editline]24th March 2015[/editline] And Riggers might as well be magic with some of the things they can do, I can explain the supersonic moped again if you want.
so there's some discussion amongst our group about playing Cyberpunk 2020, and I've been looking through some of the books and this looks so much fun. It's got all the lovely gear pornography that is my favorite thing about shadowrun without magic or the other stuff that I'm really not too fond of. Plus being a generally simpler dice system overall I'm hype
[QUOTE=Rents;47386513]Combat magic is waaay worse than firearms in 5e, especially the better guns when you're rolling about 20 dice, and [I]especially[/I] if it's prolonged combat. Most other things, technology is less risky or cheaper, or magic/tech has an option the other doesn't get. Magic only really gets bad when someone starts abusing spirits. [editline]24th March 2015[/editline] And Riggers might as well be magic with some of the things they can do, I can explain the supersonic moped again if you want.[/QUOTE] Basically, magic is different, not better. Magic does have areas where it's better in some way than technology is, but the opposite is just as true.
[QUOTE=Rents;47386513]Combat magic is waaay worse than firearms in 5e, especially the better guns when you're rolling about 20 dice, and [I]especially[/I] if it's prolonged combat. Most other things, technology is less risky or cheaper, or magic/tech has an option the other doesn't get. Magic only really gets bad when [B]someone starts abusing spirits[/B]. [editline]24th March 2015[/editline] And Riggers might as well be magic with some of the things they can do, I can explain the supersonic moped again if you want.[/QUOTE] Yeah, playing drunk only leads to disaster.
[QUOTE=DiscoInferno;47387292]Yeah, playing drunk only leads to disaster.[/QUOTE] what are you talking about it's 100% a good idea especially when you're GMing
[QUOTE=elowin;47387723]what are you talking about it's 100% a good idea especially when you're GMing[/QUOTE] Dan can, and will vouch for this. He'd probably have killed us all, then himself if it wasn't for drowning his sorrows with booze in the middle of games.
[QUOTE=elowin;47387723]what are you talking about it's 100% a good idea especially when you're GMing[/QUOTE] I recall the sudden appearance of a bloodmage adept that disagrees with that.
[QUOTE=UzumakaiPatch;47387864]I recall the sudden appearance of a bloodmage adept that disagrees with that.[/QUOTE] [I]Vampire[/I] bloodmage adept. That got retconned the next morning.
[QUOTE=Dwarfy77;47387850]Dan can, and will vouch for this. He'd probably have killed us all, then himself if it wasn't for drowning his sorrows with booze in the middle of games.[/QUOTE] Have you noticed I've been saying my booze is out? Have you noticed I've been saying the apocalypse is coming? I'll let you figure out the rest.
Opinions please, what makes a good GM, and what makes a good adventure?
A good GM keeps the game on track and keeps the players interested and wanting to come back for the next session. A good adventure is, obviously, enjoyable for the whole party, catering to everyone more or less equally so everyone has their moment to shine, but still encourages cooperation between the players and makes them want to do "something like that again".
[QUOTE=SeamanStains;47392141]Opinions please, what makes a good GM, and what makes a good adventure?[/QUOTE] A good GM plans, but doesn't plan too much. Players tend to have a way of going the direction they want, and really, that's what separates Table Top from video games. Have a plan that allows for plenty of wiggle room, and don't get too hung up when players decide that instead of taking out the massive dragon that you've got planned, they'd rather run off and hide in a forest or become thieves or something. In regards to a good adventure... really, that's partially up to the players as well. Everyone wants a little bit of something else out of their games; some really /really/ like combat, while others might hate it. Talk to your players and see what they want to do, what kind of characters they want to play, and devise a story based around that. If you've got a group who's not big into combat, for example, why not create an adventure where they're a band of traveling merchants? There's plenty of danger involved in that that doesn't involve dragon slaying. And yeah, that's just my two cents on the deal. [editline]25th March 2015[/editline] Also yeah, what the guy above me said.
[QUOTE=SeamanStains;47392141]Opinions please, what makes a good GM, and what makes a good adventure?[/QUOTE] I've been told I'm a good GM. As such, I can offer you this 100% foolproof GMing guide. Never plan ahead. At least, no more than half an hour. When you start the campaign you get a piece of paper that won't last more than said half hour and you write down the gist of what you reckon will happen in the campaign. Then, you start the session. You get your Players together and you try to give them their mission/quest. Once they have made an important and totally factual reason to dislike said questgiver, you flawlessly incorporate it into your plan. "Oh damn, I didn't expect you guys to find out he was a minion for the BBEG until a few sessions! Nicely done guys". You briefly consult your pad of paper, scribble off the quest giver and wonder if anyone cared enough about him to possibly give this some sort of consequence. Then you remember, he's the BBEG's minion! This is how the BBEG notices the players, because an infiltrator of his was dispatched when he couldn't possibly have been found out. The PCs must be super sleuths or divinely ordained or from the Secret Police or something! I've got to stop them! You nod as you scribble out the name, "Okay guys, you've mixed me up a little bit here. Can I have a minute to sort it out?" You cobble together a very minor bodyguard entourage for this now-BBEG minion who're watching through the window across the street. They come over to find the PCs high-fiving each other over the dead body of their boss, they attack! From here on in, you can effectively set your original campaign plot on fire because nobody even cares anymore, especially not you. You've cunningly made up a convincing narrative and pulled it from the seat of your pants, you're like fucking Shakespeare or something! For a good session, it's fun for everyone involved. If the PCs are a band on stage, there's a spotlight and a guitar riff for each of them. They picked their class/whathave you for a reason and they always ought to have something to do. If they don't, you make something for them or take up their first suggestion. Leading on from the final point, it's not just up to you! The Players have to take an active role in guiding the story as well, and if that means you get to take a half hour break to weep internally while they talk in-character, then hurrah!
[QUOTE=SeamanStains;47392141]Opinions please, what makes a good GM, and what makes a good adventure?[/QUOTE] a good gm is one that makes everyone have fun a good adventure is one that makes everyone have fun thats all
[QUOTE=SeamanStains;47392141]Opinions please, what makes a good GM, and what makes a good adventure?[/QUOTE] Alcohol. To both questions.
[QUOTE=SeamanStains;47392141]Opinions please, what makes a good GM, and what makes a good adventure?[/QUOTE] A good GM knows his party. If a GM makes any of his players upset, he's done something wrong. That includes accounting for the actions of other players. If you have a disruptive player, you have to deal with it. A good adventure is one that leaves the players fulfilled. So many adventures just go on and on with no end in sight, and it leaves players feeling tired. A good adventure will make them want more each session.
a good gm kills his players often to remind them who's boss
[QUOTE=Funktastic Dog;47393009]A good GM knows his party. If a GM makes any of his players upset, he's done something wrong. That includes accounting for the actions of other players. If you have a disruptive player, you have to deal with it. A good adventure is one that leaves the players fulfilled. So many adventures just go on and on with no end in sight, and it leaves players feeling tired. A good adventure will make them want more each session.[/QUOTE] This. Figure out what your players actually want. I have one party that just wants combat - "roleplaying" is just something the GM does to give their fights context. I have another party that skips most combat in favor of doing the craziest shit possible. Most games are flexible enough to work with a variety of styles - I have to tailor each session to the players.
If every player survives a session, you're too soft on them.
Imo the three most important things a DM needs to be able to do are 1. Be good at storytelling 2. Find a good balance between seriousness and joking around 3. Be creative Going for my 2nd session tonight, looking forward to what we'll be doing now that we've effectively beaten the first big baddie. :v:
[QUOTE=SeamanStains;47392141]Opinions please, what makes a good GM, and what makes a good adventure?[/QUOTE] A good GM either is a pixie or loves pixies, fairies, and all varieties of wee winged women. A good adventure is one made by, or involving (in a heroic or triumphantly evil capacity) pixies.
[QUOTE=DiscoInferno;47393295]A good GM either is a pixie or loves pixies, fairies, and all varieties of wee winged women. A good adventure is one made by, or involving (in a heroic or triumphantly evil capacity) pixies.[/QUOTE] Don't forget the ERP.
[QUOTE=DiscoInferno;47393295]A good GM either is a pixie or loves pixies, fairies, and all varieties of wee winged women. A good adventure is one made by, or involving (in a heroic or triumphantly evil capacity) pixies.[/QUOTE] You didn't specify it to be a triumphantly heroic capacity, confirmed to like watching pixies get rekt
[QUOTE=elowin;47394022]You didn't specify it to be a triumphantly heroic capacity, confirmed to like watching pixies get rekt[/QUOTE] Ah, that's where you're wrong. If you would read that from the correct point of view of the author, as a pixie it would be a given that "heroic" would naturally include "triumphant" as pixie and fairy cultures are largely optimistic. Note how I had to specify the triumphantly evil and not just evil. To a pixie, an evil campaign is like a circle jerk of dickish escapism. You know, like Reddit and Tumblr. This is basic literary analysis, Elly-Welly, unless you always operate under "Death of the Author" which I don't.
[QUOTE=DiscoInferno;47394132]Ah, that's where you're wrong. If you would read that from the correct point of view of the author, as a pixie it would be a given that "heroic" would naturally include "triumphant" as pixie and fairy cultures are largely optimistic. Note how I had to specify the triumphantly evil and not just evil. To a pixie, an evil campaign is like a circle jerk of dickish escapism. You know, like Reddit and Tumblr. This is basic literary analysis, Elly-Welly, unless you always operate under "Death of the Author" which I don't.[/QUOTE] i know for a fact that you do not consider good as triumphant since you're evil so basically you're a liar and i'm gonna go kill a bunch of pixies now
[QUOTE=elowin;47394267]i know for a fact that you do not consider good as triumphant since you're evil so basically you're a liar and i'm gonna go kill a bunch of pixies now[/QUOTE] I'm only half evil, the other half is good.
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