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2020-03-25, 02:12 PM (ISO 8601)
- Join Date
- Dec 2013
Re: How to prevent one of Talakeal's Gaming Horror Stories: PC Edition
In regards to the GM being wrong... the thing is, the GM and players have the right to be wrong or right. IF they interpret the rules wrong, as a designer you should take note of that and see if you should change something in how the rules are presented.
The fact that you are also a player in this scenario is... complicated.Last son of the Lu-Ching dynasty
thog is the champion, thog's friends! and thog keeps on fighting to the end!
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2020-03-25, 06:46 PM (ISO 8601)
- Join Date
- Nov 2011
- Location
- Waterdeep
- Gender
Re: How to prevent one of Talakeal's Gaming Horror Stories: PC Edition
Roll for it 5e Houserules and Homebrew
Old Extended Signature
Awesome avatar by Ceika
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2020-04-12, 02:55 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: How to prevent one of Talakeal's Gaming Horror Stories: PC Edition
Sorry for the long delay in responding. These are strange times and I don't have the opportunity to post from work anymore, and I don't think about gaming as much without a weekly group.
I have tried online gaming several times, I have never really gotten into it. I am a very quiet player, and also a very tactile one. This, combined with the lack of actual people around me and the plurality of distractions in my room make it very hard to actually get into the game or even keep track of what is going on.
We actually did an online game started from one of these threads a couple years ago. It went perfectly fine, but because of the medium it was really hard for me to get invested, and when it began to conflict with IRL problems I dropped out.
Basically, Bob has had a necromancer character that he has been wanting to play for years, and as I wanted to playtest the necromancy rules I suggested he use it. It turns out, that character had all sorts of psychological baggage attached to it that I wasn't aware of. We decided we couldn't make it work in a group, and he made a different necromancer who also has less mechanical overlap with our fairy bard.
I slightly tweaked my character mechanically, but also changed my backstory so that I have a history with Bob's new necromancer and a reason to work with and want to protect her.
Sure, I could make the game easier, but I don't think it would be fun for myself as a player or a GM. We have talked extensively on this forum about what the ideal difficulty is in the previous iterations of this thread. I personally think its in a good spot, with a close call every four or five sessions and an actual failure occurring once every 20 sessions or so, but Bob clearly does not.
Right now treasure exists as sort of a "score". You try and get as much treasure and expend as few resources as possible. That is how the game is set up. Without that risk, it becomes much more of a binary pass / fail. Bob see's any adventure where he doesn't come out of it proportionally wealthier than he went in as a failure.
I have tried other alternatives in the past, but that tends to stress out the other players. For example, I had one mission where cultists had kidnapped multiple people and were hoping to sacrifice them, and the players had to rescue as many as possible, but in that case they felt that not rescuing all of them was a horrible failure and felt terrible.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.