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What ROLE-PLAYING have you been doing?
I already have PDFs of Knave and OSE so I will give them a look over. I was holding back for fear of rules overload. Thanks again.
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dysjunct wrote: said this about D&D 5e: Plus, if your kids turn out to really like RPGs then it'd be nice if they could join another group and have experience with the most popular system, and not limited to some obscure nerd game beloved by middle-aged internet nerds, but unknown to 99% of anyone they're likely to meet.
That is a really dumb consideration. My daughter's RPG experience was all OSR and she transitioned just fine into a 5e game at college. You don't need to teach your kids specific games. You just need to teach them how to play an RPG.
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The thing that I am up against now is that they have all been through several encounters (and effectively leveled up) and I don't understand loot or magic items well yet.
I love the post about unidentified magic items. Stealing that one in the near future.
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- ChristopherMD
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www.lulu.com/en/us/shop/michael-curtis/s...roduct-1nq5eywz.html
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- Michael Barnes
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- HYPOCRITE
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I had to break my groups of the notion of playing the character they have set up in their minds and instead let the character emerge through play. They’ve fully embraced starting out as a level 0 or level 1 nobody and developing into a fleshed out character. This results in surprising, unexpected, and original characters instead of the usual stupid tropes. And it’s more fun for everybody. They still pick classes but stats are what they are. I’ve got a Wizard in one of my DCC games that just -sucks- but that’s his character, and that’s part of the story. He’s not whining because he’s underpowered or isn’t the best build, whatever. He leans into his incompetence.
I am firmly against playing idealized characters at least in OSR games. It completely flies in the face of the concepts, and it puts the onus on the referee to keep these perfect dream egos with huge backstories alive. That’s not fun, and it makes the stakes of any encounter or threat zero because you’re not going to kill a character that means the world to a player.
I’m all for the party of deadbeats, ne’er-do-wells, losers, and miscreants that grow into capable adventurers. My kids kind of had a hard time with this at first, “why would I want to play as a cobbler”/“how am I going to survive with only 2HP”, but they get it now. They’ve learned that limitations and failures are often where the most fun (and comedy) lie.
Never ever tell them what a magic item is. You should never say “in the chest you find a +1 sword” or “he’s wearing gauntlets of ogre power”. The potion or powder is always unknown. Make them suspicious, make them work to identify items and figure out what they do.
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dysjunct wrote: If Bendgar’s kids were grown adults like your daughter, instead of 5 and 8, I’d agree. I think younger kids have more challenges with soft skills and abstract thinking, and it makes it harder for them to slip between rulesets while focusing on some big-picture idea of what a game is really about.
All kids are different but my daughter didn't have any problems at ages 5 or 8.
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We won't be able to play this coming weekend as The Witch and The Queen will be out camping, so my wife and I are going to try Night's Black Agents: Solo Ops.
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Trophy is really optimal for GM+3, so having twice the number of players was a bit challenging, especially VOIP where the chance of crosstalk goes up exponentially with every person on the line. The adventures are structured into five "rings," which are thematic or narrative moments in an adventure. The rings ramp up in danger until Ring 5, in which everything goes to hell. As a pacing and spotlight mechanism, each PC is supposed to get one roll per ring (roughly). But this was not really feasible with that many players, so I did about three per ring and tracked it so they were spread out as fairly as possible, within what made sense in the fiction. For the players who hadn't had a roll in a while, I asked them for narrative contributions. The system is very collaborative and the GM is supposed to throw a lot of questions back on the players. E.g. "I roll to find out why the electrical panel is malfunctioning." (Rolls and succeeds.) "Okay, you open it up and figure it out. Why is it malfunctioning?" Based on the answer, maybe the panel was sabotaged, or maybe it has some weird alien fungal infection, whatever.
Some people really hate that, because they don't want to think about anything other than what their character would know and decide. But, I like it, and it certainly makes GMing a lot easier.
The particular scenario revolves around a team of scientists on Mars finding the first evidence of life, and investigating. Doesn't end well. Due to the players' suggestions, the just-released-out-of-stasis Martian was a humanoid fungus with seven eyes and prehensile teeth. There were no survivors.
Edit: Project Galileo is available on DTRPG. $6 for the PDF, has all rules needed to play.
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- Andi Lennon
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Like all DCC jams though, it freaking rocks. High weirdness, random betrayals, and bizarre situations. And -- this all happens in a module made for level 1 PCs! In most other D&D-like games, L1s are hacking at kobolds and goblins and shit. In DCC, they are players in the eternal cosmic war and the rest of the campaign will be completely changed as a result of what they decide.
As a random note, one of the players got a mystical ability "Speak With Potato" that will last 3d6 weeks. I really hope he attempts to use it. I have no idea what's going to happen.
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