D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
[QUOTE=Nerts;51110652]I wouldn't play table tops with my family, there's enough fights and rules arguments playing monopoly with them.[/QUOTE]
Yes, but now you can actually kill each other without killing each other!
That feeling when you roll a 1 on a not-die save, but you're a halfling so you reroll and get a natural 20.
[QUOTE=DiscoInferno;51114004]That feeling when you roll a 1 on a not-die save, but you're a halfling so you reroll and get a natural 20.[/QUOTE]
our party's rogue had the same situation the other saturday, I reminded him that halflings could reroll and he did and he up and got a 20 and the DM rewarded me for being a rule stickler
Whenver there's D&D happening now, I just auto-play Halflings since I'm so notoriously bad about rolling 1s.
Gnomes in PF have a alternate racial trait to let you reroll 1s as well.
I just played my first ever DnD session ever today.
It was a lot of fun, despite the fact that we've only passed 2 rooms and one hallway in the dungeon that the campaign started in. Of course, it didn't help that our rogue and ranger kept arguing with a magic talking statue about what it means to be 'alive'. We only got out of that room because our cleric accidentally tricked the statue (which was the only thing in the room, besides us) into saying the magic pass phrase that caused a door to appear.
And that's not even mentioning that the very same elf ranger, that also argued with the statue, nearly killed himself trying to close a nest containing giant ants using a bookcase :v:
Is it always this stupidly fun?
[QUOTE=GLH;51123093]I just played my first ever DnD session ever today.
It was a lot of fun, despite the fact that we've only passed 2 rooms and one hallway in the dungeon that the campaign started in. Of course, it didn't help that our rogue and ranger kept arguing with a magic talking statue about what it means to be 'alive'. We only got out of that room because our cleric accidentally tricked the statue (which was the only thing in the room, besides us) into saying the magic pass phrase that caused a door to appear.
And that's not even mentioning that the very same elf ranger, that also argued with the statue, nearly killed himself trying to close a nest containing giant ants using a bookcase :v:
Is it always this stupidly fun?[/QUOTE]
DnD is like a book, it varies from Author to Author.
[QUOTE=thisguy123;51123137]DnD is like a book, it varies from Author to Author.[/QUOTE]
If the book isn't on fire by the time you're ready to close it, you are not reading it correctly.
i like sib's games because they're less novels and more manuscripts that our group takes turns doodling on weekly
You say that like I have any real ability to control what happens
I am less GM than 'enabler of schenanigans who sometimes pulls out a stick to try and steer the boat away from an iceberg causing everyone to drive it straight into the iceberg nonetheless'
It's pretty telling that I've never had a long-term game make it past what I consider their halfway points with any success
its even better when you realize how long those games ran anyways
[editline]28th September 2016[/editline]
were like the kinds of people who play through the first couple hours of a video game over and over again but never beat any
Tonight in the realms of the sword coast: I infused divine energy into my fist after I dropped my sword and killed a Chimera with a punch, knocking all 3 of it's heads off
[QUOTE=No Party Hats;51124182]its even better when you realize how long those games ran anyways
[editline]28th September 2016[/editline]
were like the kinds of people who play through the first couple hours of a video game over and over again but never beat any[/QUOTE]
if there's any real contributing factor I do have to say that it's [i]usually[/i] because we end up with all the early bullshit dragging out FOREVER, not that that's a bad thing, but by the time I finally decide to go 'okay cool let's get our story on' the whole thing has built up too much momentum and either collapses under it's own weight (Rogue Trader, AKA the game where I actually had to make two roll20's for it because the chatlog grew so immense that loading it would freeze my browser for the better part of a minute) or you guys manage to fuck something up and all die (Shadowrun), or we end up with what happened with my RL D&D game and first traveller game, where I decide to insert some thrilling raising-of-the-stakes to prepare to move into the second part of the game and it gets misinterpreted as a climax and the game never recovers
the fact my scheduling is a complete mess when it comes to GMing and I get terrible anxiety and fatigue when running games for a long time probably doesn't help either
but at least with this Traveller I think I managed to get you guys your story goal in early so you guys can still fuck around with that in mind, and if the game actually lasts long enough for it to become relevant and people actually want to play past that then mission fucking accomplished
what do you do when you have high turnover rates
my saturday session is abhorrent as of current, starting with the only person from the original group out of like 5 people being 1 dude that's missed like 2 sessions already, and now has a dude constantly falling out of the group since the beginning of his arrival
i've instituted a 3-strike rule but i feel like that's not really enough to stop people constantly leaving
sundays is fine but i now have like 7 people there
seriously if anyone could provide advice that'd be fantastic
Meanwhile, our group of Bard, Rogue, and Ranger is once again joined by a fourth member, allowing us to continue adventures in spelunking for asshole wizards. The new member is a Cleric, meaning that we can actually not be dead forever, if we are to be brought down to 0HP - a useful trait, in a party where half of it is still below 20 HP at level 3. Oh, and Cleric being an actual combat class, boosting us from having to rely on NPCs to fight most of the shit for us.
Highlights of the game included fighting Kobolds, fighting !Kobolds who were spiders with Kobold stats, fighting a carpet squid that only died after I put it to sleep (Which is apparently now my Bard's stand), and getting attacked by a Mimic that held 1500 silver coins in it, because random loot tables.
And then every kept rolling 4's, and missing Kobolds.
And if anyone wondering, our previous 4th Member was a Sorceror who was That Guy. He whined about every house rule and had a snake familiar that somehow allowed him to stack his bluff to 32 (at level 2!), and trying to force all his interactions to be Bluff-related. Which included trying to convince a Potion Shoppe's owner that his potions were poor, and that he should sell them at a discount. After the player left the game, we decided that the bought potions were in fact bad - deathly so, which left the Sorcerer's corpse to be buried in the desert by cats.
[QUOTE=Chayste;51125110]what do you do when you have high turnover rates
my saturday session is abhorrent as of current, starting with the only person from the original group out of like 5 people being 1 dude that's missed like 2 sessions already, and now has a dude constantly falling out of the group since the beginning of his arrival
i've instituted a 3-strike rule but i feel like that's not really enough to stop people constantly leaving
sundays is fine but i now have like 7 people there
seriously if anyone could provide advice that'd be fantastic[/QUOTE]
The simplest deal is don't let people join who (bar truly irregular extenuating circumstances) can't make it regularly, at least without giving some advance warning
And if you do end up with people like that, nevermake them important or necessary for the plot to go on. That way if they do miss it's not a huge loss for everyone else
[QUOTE=gufu;51125651]Which included trying to convince a Potion Shoppe's owner that his potions were poor, and that he should sell them at a discount.[/quote]
The DC on that leap of logic would've been so high he might as well have stacked all his points into acrobatics instead.
Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?
[QUOTE=Funktastic Dog;51129776]Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?[/QUOTE]
that depends on your definition of 'ended'. If you're talking about ended in the way the GM intended, I had a short M&M game that was actually a break between parts of my rogue trader game where the players were basically just part of the dimensional police and ran around blowing shit up to save the multiverse. I never really did much with it, it was mostly an excuse to have some cool boss battles and goofy shit to let myself decompress, and it lasted for all of the single arc I had planned, which centered around returning an old game disk that actually turned out to be an album for a refund
If we're talking ended in a way that was probably off-course but still nonetheless a 'close enough' set of events to call it a satisfying ending, then I'd say my original traveller game (which met weekly for most of a summer), and the first part of my RT game (which met more or less twice a week for six months, and had ended with the completion of a battle against chaos, the resolution of the arch-militant's betrayal, and the rogue trader having his wedding, basically giving it three back-to-back endings, and then petered around for a bit) were both close. They didn't end how I wanted them to, but they had pretty climactic endings even so
Also my RL D&D game, which basically got halfway through and had ended with the party having half of the artifacts needed to defeat the universe-destroying superweapon they accidentally released in the second session, which ended on them fighting the first expression of the entities power and needing to utterly destroy a city in the process. Which again, only really a halfway point in my mind, but still a pretty conclusive ending even so
[QUOTE=Funktastic Dog;51129776]Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?[/QUOTE]
I think I've only "ended" one game, but that was a while ago. I think we're nearing sort of the end of Elemental Evil, and I think that game has been going on for over a year now. Otherwise, the games have been cancelled, ended due to losing players, or just forgotten. Mainly due to some form of cancellation, like conflicting schedules or, in the case of our every-other Saturday game or Hoard of the Dragon Queen, things just got too out of hand for various reasons.
[QUOTE=Funktastic Dog;51129776]Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?[/QUOTE]
I ran an Exalted game a while back, that lasted 10-11 sessions, and ended with the group crashing their airship into a tower in the center of the Hundred Kingdoms, killing the King and his 2 advisors(and a bunch of mortal guards), and claiming the kingdom as their own. At the cost of one of them dying.
I'd call it a successful ending since there wasn't really any plot left to be resolved at that point that had been going on, though like Sib's games, it's not where I wanted it to end.
[sp]I actually was trying to lead it in a completely different direction, but the players weren't having any of my plothooks, so they fucked off to capture a kingdom for themselves instead.[/sp]
I have only seen ONE end properly, and that was a game of Princes of the apocalypse I joined that halfway though. It was also the fist game after several that I actually saw and killed my first EVER real Dragon.
[QUOTE=Funktastic Dog;51129776]Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?[/QUOTE]
Been playing since around last February in the session I usually post stories from. Campaign will be wrapping up in the next month or two. Normally we'd play once a week on Saturdays, sometimes two sessions a week when work schedules align.
[QUOTE=Funktastic Dog;51129776]Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?[/QUOTE]
I've only played in one game beginning to logical end. It was the first edition of Dark Heresy with some folks in this thread back in 2012. I got to around session 50 with 3 other characters from the original team of Ordo Hereticus acolytes, all with what I consider a character arc.
'Twas a special thing, and we're still having a great time trying to do it again.
Shoot well now you guys are scaring me I hope I can finish my campaign.
The only time I see a game as 'failed' is when it peters out after a month or two. TPKs, us fucking the plot (like in our shadowrun game where we totally caused a nuclear war at the end), as long as it's exciting it's a success
[QUOTE=Funktastic Dog;51129776]Im curious, how many of you have actually sucessfully ended a game thay lasted 20+ sessions? Even 10+ sessions?[/QUOTE]
I played from the beginning to the end of Shawn Ellsworth's Seas of Vodari campaign, all the way from session #0 to session #57. Long games can be done, if you have the right group of people. We played (almost) every week for about a year and a half.
Based on this, and how rare it is, GMs should focus on shorter, more satisfying campaigns in general, and save the big long plot stuff until they can get a solid group in order.
Pushing the idea that every GM should aim to keep the game going indefinitely is really lame in a lot of ways.
Evil can be more self-serving instead of just a murderhobo. It also kinda depends on what the DM will let you do. You can make a case for an evil character to help others as part of an extended plan but if the DM goes "nuh uh, you're evil, you gotta kill them" then there's not much you can do.
You can be evil and still be "heroic", you're probably just in it for the fortune and glory rather than wanting to be helpful or having a cause. Of course that means you probably don't give a fuck about some of the stuff the rest of the party wants to do, but it's fun to play as someone going complaining and dragging their heels about helping out yet another random commoner, or trying to BS something about using money gained from less moral deeds for the greater good later on. You don't have to be twirling your mustache and tying people to train tracks to be evil, killing everyone one for giggles is to evil what lawful stupid paladins are to good.
[editline]30th September 2016[/editline]
Or just pretend you're playing Shadowrun.
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