[QUOTE=Canuhearme?;49833260]Why is it so hard to organize a game? We've got four players and a DM that made it very clear when we meet, and so far we've missed 4 of the 6 sessions we should've had by now because the same player rarely shows due to illness, falling asleep mid-session, or has internet trouble, on top of the occasional other player not being able to show for the same reasons.
If you can't find the time for a 4 hour session every weekend, then just don't bother applying.[/QUOTE]
Our group had this problem.
It was less of a problem for me because I've got 5 people, and we play face-to-face. Basically the rule I apply in my head is that if someone can't be there in person, they play on skype, if they can't play on skype then they miss the session and we play with 4.
If they miss 3 sessions in a row (nobody has missed one yet) then I will talk to them personally about if they're able to continue the campaign, and if they're struggling to make sessions we either have to try and accommodate whatever problems they're having, or if that isn't possible, I will find someone to replace them.
[editline]29th February 2016[/editline]
I understand that not everyone has the time to spend 5-6 hours (my average session time) playing D&D, but unless it's something that has suddenly cropped up, you've got to put in some effort or leave
The easiest solution to people missing sessions is to go on without them, imo. I admit this can be tricky especially if they're actively involved in plots at the minute, or the game is very small, but if the game is just starting out it shouldn't be that hard to just glaze over their presence, and when they do show up, great. Especially if you've got 4-5 other people who did have their shit together
And if for some reason that player's very specific skills are needed (just to use examples from my game, stuff like the decker getting the paydata from a system, or the rigger being around to let the party use his van) I just assume they can manage the utter bare minimum of success or presence, just so the rest of the party can function
Admittedly a bit tougher in longer games because everyone inexorably ends up wrapped up in personal subplots that actually require regular attending to, but unless you left off right in the middle of one you should still be able to work around it if the rest of the party is there
In 5e, are Clerics viable as necromancers or is Wizard the only real option?
I set up an ultralight TRPG game centered around a cyberpunk universe. The first session went well.
Here's a link to the rules if anyone is interested
[t]http://i.imgur.com/l0F0l7k.jpg[/t]
[QUOTE=The Drones;49836345]In 5e, are Clerics viable as necromancers or is Wizard the only real option?[/QUOTE]
Clerics can't specialise in necromancy, so if you are playing a cleric, you will always have necromancy as an option but never as the focus of your character.
[QUOTE=Svinnik;49836378]I set up an ultralight TRPG game centered around a cyberpunk universe. The first session went well.
Here's a link to the rules if anyone is interested
[t]http://i.imgur.com/l0F0l7k.jpg[/t][/QUOTE]
"The GM should create an appropriate list of gear", that's like half of the effort you need to put into making a cyberpunk setting, it's the most materialistic kind of setting I can think of
[QUOTE=Nerts;49836754]"The GM should create an appropriate list of gear", that's like half of the effort you need to put into making a cyberpunk setting, it's the most materialistic kind of setting I can think of[/QUOTE]
I'm currently making it up as I'm going along and it's going well
[QUOTE=Svinnik;49836882]I'm currently making it up as I'm going along and it's going well[/QUOTE]
But how are we to start building a character if we can't sit down and spend 4 hours reading through gearbooks agonizing over our choices? :v:
but then again I am the sort of guy who owns physical gearbooks for games I never play so I am absolutely biased
Also in tangentially related news, since the sammy in my game has basically decided that I get a GMPC in the form of his newest girlfriend, been statting her out. And man, deltaware move-by-wire might have been appropriate for the character when she had her establishing moment out-quickdrawing the samurai, but holy fuck when you're getting a +24 to initiative it doesn't even matter that you only get 2d6 to roll and that's all kinds of nuts
[QUOTE=Svinnik;49836378]I set up an ultralight TRPG game centered around a cyberpunk universe. The first session went well.
Here's a link to the rules if anyone is interested
[t]http://i.imgur.com/l0F0l7k.jpg[/t][/QUOTE]
I wouldn't call any system which has progression "ultralight" but maybe that's just me.
[QUOTE=Svinnik;49836882]I'm currently making it up as I'm going along and it's going well[/QUOTE]
I guess it's light in comparison to CP2020 or Shadowrun, but a game where the magic system is "the GM should make a list of spells for each class" wouldn't be light.
[QUOTE=Nerts;49836754]"The GM should create an appropriate list of gear", that's like half of the effort you need to put into making a cyberpunk setting, it's the most materialistic kind of setting I can think of[/QUOTE]
this tbh
the gear and augmentation sections of my current project make up almost a third of the wordcount
- Snip, was just butthurt rambling -
The way it works now is that my players suggest things and I accept or adjust them not to be OP. To make it simpler, all long guns do d8 damage and all smaller guns do d6. I'm running this for a few people on the WAYT discord to introduce them to rpgs
One of my players found a sword that talks. But it has decided to only speak to him telepathically.
The rest of the party believes their sorcerer is now completely insane for discussing philosophy with a sword he has no idea what to do with.
[QUOTE=Sunkite;49839544]One of my players found a sword that talks. But it has decided to only speak to him telepathically.
The rest of the party believes their sorcerer is now completely insane for discussing philosophy with a sword he has no idea what to do with.[/QUOTE]
maybe he is?
[QUOTE=elowin;49839554]maybe he is?[/QUOTE]
I believe they all are a bit insane, actually.
This is a game purely meant for fun and as a stand-in if members of the group can't make it to the Only War game.
All members have rolled for races, classes and background. Meaning these characters are rather interesting.
This game is also heavily inspired by JourneyQuest. So there will be shenanigans and bravery.
[t]http://i.imgur.com/BZYrJW9.png[/t]
First time I've made a character over Roll20, did I miss anything?
[QUOTE=Confuzzed Otto;49839914][t]http://i.imgur.com/BZYrJW9.png[/t]
First time I've made a character over Roll20, did I miss anything?[/QUOTE]
You put the +1d6 with thieves cant instead of sneak attack
So the Dungeon World campaign I came into the thread to ask about advice for has gone well-ish so far. Had our second session today, our first session was entirely spent on one room killing 20 Goblins, which as I've found out, is far too many. Whoops.
Regardless, some fun stuff happened, in the room after the one they ended the first session in, there was now a much more reasonably numbered force of Goblins, 6 of them plus a Goblin Warlock. They dispatched 5 of the Goblins with relative ease but were clipped by various acid orbs from the Warlock, eventually our Paladin grew tired of the Warlock's shit and charged shoulder-first into the partially collapsed pillar the Warlock was standing on, it fell, of course. Paladin immediately got up and threw away his shield while rolling, dodging out of the way of the acid orb from the incantation that the Warlock had finished just before he hit the ground and immediately rolling to his feet and lacerating the shit out of it before dropping to his knee on the Goblin's already weak ribcage, and proudly exalting a prayer to his God. So that was pretty badass.
As per our last session, our Immolator once again severely wounded the Paladin by accident, and lightly singed the Ranger. She actually ended the entire session without having lost any HP, which is probably my fault as the GM. Luckily by halfway through after an extremely violent encounter with the Paladin where he pinned her arm against a wall after she tried to melt his head off with a boomerang of pure fire, she realized perhaps a better modifier to take on her fire weapons was to remove the "Dangerous" tag so it didn't hurt her 'friends' as much.
In the last room of the previously much larger dungeon (before a single room took a whole session), the object of their dungeon spelunking was guarded by a at first dormant rock golem, which at first looked simply like an enormous, very smooth boulder.. After discerning realities for a bit they all separately realized various things, which they originally didn't tell each other but in the end all shared. The Ranger noticed that blood from the previous room was trickling directly towards the Orb situated on a pedestal in the center of the room, the Orb incidentally was swirling with the colours of bloodshed (left what colours those were to the player's imaginations). The Immolator noticed that many bugs had fought and torn each other apart in the small basin of the pedestal that the Orb rested in. The much stupider and less wise Paladin noticed there were skeletons all around the smooth boulder.
They devised a plan of action. Unfortunately that plan literally consisted of "Immolator, you take my special heirloom cloak (which incidentally is a big part of the plot I'm constructing around my Ranger's heritage, so I quickly scratched off the orb's fabric-burning potential) and wrap in around the Orb then run back. If it makes you go insane with rage we'll... deal with you. If that boulder wakes up, we'll decide what to do." Well, things ended up not going well. The Boulder turned out to be a very weak minor God, and it chased them to the room where they killed the 20 Goblins, they eventually killed it by exploiting the MYSTERIOUS ONYX embedded in the back of it's 'neck' and the fact that the various joints were powered by 'Holy' magic energy, while the Immolator's fire weapons are 'Infernal' magic.
Unfortunately, it was killed by the Immolator as it was in the air leaping towards her. Now the Immolator isn't the toughest of characters, but even by that standard, the party's Paladin was in a shiiiiitty place, 9/23 HP, about 7 of that from friendly fire (literally) from our Immolator. However, as part of his quest, in exchange for a boon the Paladin had forbidden himself to tell lies at the cost of his ability to always sense lies, and before the Immolator had gone to get the Orb by herself, he had sworn to protect despite their racial prejudices and personal differences (AKA she burned him multiple times and melted his armour). And so, our Paladin, with superhuman speed, sprinted towards the Immolator, knocked her out of the way, and was crushed flat by the dead golem's boulder-body.
The other two players were absolutely in shock of this turn of events, both of them had forgotten the Paladin's vow, by all means he haaated the Immolator, but he just sacrificed himself to save her because of an offhand remark he made earlier. Dude's a fantastic roleplayer. I took the Paladin into the other room and described the black gates of the Underworld to him. I've always been a sucker for facades so I slightly revealed that the Pantheon of Gods he and the other men worship are actually for the most part Eldritch beings. This is a happy-go-lucky high fantasy setting keep in mind. Regardless, in return for his life, the cast down Eldritch God of death offered him Paladinship under his name, instead of the God who's blood ran in his veins. The Paladin is nothing if not prideful, and if not prideful, dutiful. He had said he would get this Orb to his employer and god damnit he would through Hell or high water. As I explained to him the tenets that this Eldritch patron would have him live by his smile grew more and more dim, they're practically the opposite of what his character believes, as despite his character's re-god-ing he is still the same person.
Anyway, they finally left, got confronted by a bunch of maybe-Elves wearing fancy golden armour and porcelain masks with shields that bore the same insignia as our Elf rangers cloak did. Important note, every elf but the orphaned ones at the time disappeared 500 years ago, Ranger is one of those orphans. They managed to trick the Elves into thinking that the Orb had shattered, duping them with the Onyx shards from the Rock Golem. They traveled on to a nearby village where the Immolator forged the Ranger a new short spear with her bare hands (the Immolator shattered the Ranger's old one by missing one of the 20 goblins from earlier and straight up slamming it against the ground with all her strength, shattering the wooden handle). The trio went to the town's tiny tavern and introduced the 500 years secluded from society Elf to alcohol. The Immolator ranted to the Ranger about the economy and how inequal it was towards the poorer, oppressed minorities, and the Paladin drank his sorrows.
They didn't want to end the session yet, so I had the Elves from before (the party doesn't know they're Elves at this point) begin ransacking the village looking for the PC's. The Immolator had gone to the bathroom to fiddle with the Orb, causing copious amounts of smoke to poor out from under the cracks of the door, attracting every villager in the tavern to her stall. Upon hearing the Elves knocking on the door, the Ranger pulled up their cowl, the Paladin stood up with his sword in hand, and the Immolator fell face first out the bathroom window into a pile of shit. Karma I guess. A few things happened and we ended the session with 2 innocent villagers surrounded by their friends dead, 1 from an Elf running him through because the Ranger framed him for throwing a stool at the Elf, and 1 from the Immolator accidentally placing a crossbow bolt made of pure, infernal fire directly into his heart.
Sorry I ended up storytiming so long, I'm mostly just basking in the glory of finally having peeps to play P&PRPGs with.
[QUOTE=Sunkite;49839593]I believe they all are a bit insane, actually.
This is a game purely meant for fun and as a stand-in if members of the group can't make it to the Only War game.
All members have rolled for races, classes and background. Meaning these characters are rather interesting.
This game is also heavily inspired by JourneyQuest. So there will be shenanigans and bravery.[/QUOTE]
[video=youtube;A_HRoxxAEDU]http://www.youtube.com/watch?v=A_HRoxxAEDU&ab_channel=KharanKnight[/video]
Good on ya.
[QUOTE=CapLaPorte;49841296]-Dungeon World Storytime-[/QUOTE]
Was this Immolater, by any chance, Nerts, Elowin, or Me?
Because accidentally almost killing other party members totally sounds like the kind of thing we'd all do. :v:
[QUOTE=elowin;49839953]You put the +1d6 with thieves cant instead of sneak attack[/QUOTE]
Dude you're playing rogue wrong if you use the +1d6 for sneak attack, everyone knows thieves cant hurts
[QUOTE=Confuzzed Otto;49842601]Dude you're playing rogue wrong if you use the +1d6 for sneak attack, everyone knows thieves cant hurts[/QUOTE]
Never underestimate a mean insult. It works for the bards so why not the rogues?
thieves cant is pretty much purely written language
basically think of how burglars mark houses with like eyes and shit like that in order to signify different things like 'homeowner is armed and will attack' and shit like that
[QUOTE=No Party Hats;49842971]thieves cant is pretty much purely written language
basically think of how burglars mark houses with like eyes and shit like that in order to signify different things like 'homeowner is armed and will attack' and shit like that[/QUOTE]
i'm pretty sure it's usually a sign language in D&D
[QUOTE=Rats808;49841885]Was this Immolater, by any chance, Nerts, Elowin, or Me?
Because accidentally almost killing other party members totally sounds like the kind of thing we'd all do. :v:[/QUOTE]
I've only ever killed another player by accident once, and that's because they were standing in my line of fire and I crit failed. The other times I intentionally risked people's lives.
[QUOTE=No Party Hats;49842971]thieves cant is pretty much purely written language
basically think of how burglars mark houses with like eyes and shit like that in order to signify different things like 'homeowner is armed and will attack' and shit like that[/QUOTE]
Thieves' Cant is specifically a spoken language. It's basically "saying something by saying something else" - using general phrases and words (in the game's description, 'specific dialect, jargon, and code') which mean something specific to someone who understands Thieves' Cant. That's also why it says it takes four times as long to communicate a message in Thieves' Cant as to speak it plainly.
Basically it's speaking a hidden message in an otherwise normal sentence.
Oh my god nothing like having infinite options to make me break down and become unproductive in every possible way
A proposal has been made for a Savage Worlds game in a Numenera-like setting and been told basically anything goes and I am just crippling myself dealing with this
Literally have built 4 characters plus backstories in the space of 3 days and have no ability to choose one or stop myself making more send help
[QUOTE=elowin;49843051]i'm pretty sure it's usually a sign language in D&D[/QUOTE]
I always assumed you were talking normally but you were dropping hints in the words and in the way you speak
[editline]1st March 2016[/editline]
[url]http://www.candlekeep.com/library/articles/cant.htm[/url]
This seems like a good idea
[QUOTE=elowin;49843051]i'm pretty sure it's usually a sign language in D&D[/QUOTE]
Thieve's cant is all three: slang, handsigns, and tags.
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