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Wandering Adventure Party

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  3. I...uh....wait...ummm...hold on....wait...

I...uh....wait...ummm...hold on....wait...

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  • D denjin@lemmings.world

    If you've railroaded your campaign that much you're a bad GM. It's not your story, it's your players story.

    macnielD This user is from outside of this forum
    macnielD This user is from outside of this forum
    macniel
    wrote last edited by dmmacniel@feddit.org
    #23

    Rollercoaster are fun yet have rails.

    Are you even a GM to allow yourself such snap judgment? But for you know, we GM/DMs are not your employees RPGs are a group collaboration.

    1 Reply Last reply
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    • D denjin@lemmings.world

      If you've railroaded your campaign that much you're a bad GM. It's not your story, it's your players story.

      pixeltree@lemmy.blahaj.zoneP This user is from outside of this forum
      pixeltree@lemmy.blahaj.zoneP This user is from outside of this forum
      pixeltree@lemmy.blahaj.zone
      wrote last edited by
      #24

      How is this in any way railroading?

      1 Reply Last reply
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      • G grue@lemmy.world

        The crown completely disintegrates, as it was rust all the way through

        Sorry, Mario, the real crown is in another dungeon.

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        S This user is from outside of this forum
        SkaveRat
        wrote last edited by
        #25

        the real crown was the XP we collected along the way

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        • C cenotaph@mander.xyz

          Really, what the DM says goes. So if you want to be boring you can just say it doesn't work for some reason. The answer above re: pivoting to it being a powerful illusion spell or something so there is a reason the spell didn't work is a lot more compelling and interesting imo

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          kichae@lemmy.ca
          wrote last edited by
          #26

          Retconing things to protect muh precious twists is not compelling, though, it's just base metagaming. The unwavering plot is the GM equivalent of the 8 page main character syndrome PC backstory. If I found out my GM was doing that, they wouldn't be my GM anymore.

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          • S sbv@sh.itjust.works

            We don't do that here. The GM provides the model of physics the players accept and expect. If the GM just says "nah" when stuff is inconvenient, players don't know what to expect, and the world becomes inconsistent.

            A big part of the GM's fun in TTRPGs is improving off that. Players always ruin my plans, but that's part of the game.

            KichaeK Offline
            KichaeK Offline
            Kichae
            Forum Master
            wrote last edited by
            #27

            Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying "nah" is the other side of the player showing up with a homebrew bullshit build.

            I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes "it's so obviously a gameist system, why would you ever try to run it as anything else?", and the answer is it's a fantastic physics system. The rules provide clarity and consistency where it's really useful or important, and are easily ignorable where it doesn't matter.

            C S 2 Replies Last reply
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            • KichaeK Kichae

              Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying "nah" is the other side of the player showing up with a homebrew bullshit build.

              I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes "it's so obviously a gameist system, why would you ever try to run it as anything else?", and the answer is it's a fantastic physics system. The rules provide clarity and consistency where it's really useful or important, and are easily ignorable where it doesn't matter.

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              C This user is from outside of this forum
              Cethin
              wrote last edited by
              #28

              Yep, the problem with 5e is all the bullshit exceptions to the rules you have to deal with. My biggest most obvious issue every player deals with is bonus actions. They were never playtested and added really late to 5e, and it shows. It's something like: you can use a bonus action for any action that says it can be used as a bonus action, except you can't cast a spell with it if you've already cast a spell this turn... except for some spells sometimes. The P2e method of everything just costing a set amount of action points, and if you have enough you can always do it, is so much better for players and DMs. It's just consistent and you know what to expect.

              There's still plenty of room for the DM, but the rules can always be trusted.

              1 Reply Last reply
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              • KichaeK Kichae

                Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying "nah" is the other side of the player showing up with a homebrew bullshit build.

                I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes "it's so obviously a gameist system, why would you ever try to run it as anything else?", and the answer is it's a fantastic physics system. The rules provide clarity and consistency where it's really useful or important, and are easily ignorable where it doesn't matter.

                S This user is from outside of this forum
                S This user is from outside of this forum
                sbv@sh.itjust.works
                wrote last edited by
                #29

                I haven't played Pathfinder. Next time I pick up epic fantasy, I think I'd like to give it a shot.

                KichaeK 1 Reply Last reply
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                • S sbv@sh.itjust.works

                  I haven't played Pathfinder. Next time I pick up epic fantasy, I think I'd like to give it a shot.

                  KichaeK Offline
                  KichaeK Offline
                  Kichae
                  Forum Master
                  wrote last edited by
                  #30

                  You've triggered my trap card. I'm going to do the special interest info-dump now. Apologies in advance.

                  It's good. It's written a little weird -- it uses inheritance, like computer programming, which can be a little more difficult to wrap you head around than it needs to be if you're not at least a little familiar with coding, and it's written as if it's doing everything possible to shut down rules lawyers, so whatever doesn't read like API documentation reads a bit like legalese -- but the actual system is nice.

                  It's highly balanced, which is an awful word that its fanbase doesn't seem to understand, but it means that it totally shuts down winning in character creation, and shifts the power game to one of tactics rather than build. The result is that much of the discussion about the game treats it as if it's exclusively a tactical combat game (because most discussing the game are crypto-power-gamers), rather than a fantasy RPG, and the most enthusiastic players push back hard against any kind of reframing. But it has a ton of support fo roleplay focused tables, and it pares down easily for casual tables.

                  Plus, you know, it's free! And it's fairly easy to convert from 3.x/PF1, meaning that there's a whole generation of content out there for it beyond first party offerings, for just a little more effort than standard prep.

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                  • KichaeK Kichae

                    You've triggered my trap card. I'm going to do the special interest info-dump now. Apologies in advance.

                    It's good. It's written a little weird -- it uses inheritance, like computer programming, which can be a little more difficult to wrap you head around than it needs to be if you're not at least a little familiar with coding, and it's written as if it's doing everything possible to shut down rules lawyers, so whatever doesn't read like API documentation reads a bit like legalese -- but the actual system is nice.

                    It's highly balanced, which is an awful word that its fanbase doesn't seem to understand, but it means that it totally shuts down winning in character creation, and shifts the power game to one of tactics rather than build. The result is that much of the discussion about the game treats it as if it's exclusively a tactical combat game (because most discussing the game are crypto-power-gamers), rather than a fantasy RPG, and the most enthusiastic players push back hard against any kind of reframing. But it has a ton of support fo roleplay focused tables, and it pares down easily for casual tables.

                    Plus, you know, it's free! And it's fairly easy to convert from 3.x/PF1, meaning that there's a whole generation of content out there for it beyond first party offerings, for just a little more effort than standard prep.

                    S This user is from outside of this forum
                    S This user is from outside of this forum
                    sbv@sh.itjust.works
                    wrote last edited by
                    #31

                    Neat! I'll have to take a look sometime. Thanks for the explainer.

                    I GM a fair bit, so the idea of a healthy collection of modules is compelling.

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                    • KichaeK Kichae

                      You've triggered my trap card. I'm going to do the special interest info-dump now. Apologies in advance.

                      It's good. It's written a little weird -- it uses inheritance, like computer programming, which can be a little more difficult to wrap you head around than it needs to be if you're not at least a little familiar with coding, and it's written as if it's doing everything possible to shut down rules lawyers, so whatever doesn't read like API documentation reads a bit like legalese -- but the actual system is nice.

                      It's highly balanced, which is an awful word that its fanbase doesn't seem to understand, but it means that it totally shuts down winning in character creation, and shifts the power game to one of tactics rather than build. The result is that much of the discussion about the game treats it as if it's exclusively a tactical combat game (because most discussing the game are crypto-power-gamers), rather than a fantasy RPG, and the most enthusiastic players push back hard against any kind of reframing. But it has a ton of support fo roleplay focused tables, and it pares down easily for casual tables.

                      Plus, you know, it's free! And it's fairly easy to convert from 3.x/PF1, meaning that there's a whole generation of content out there for it beyond first party offerings, for just a little more effort than standard prep.

                      C This user is from outside of this forum
                      C This user is from outside of this forum
                      Cethin
                      wrote last edited by
                      #32

                      You forgot the most important part: it isn't owned by Hasbro! Even if it didn't have any of the advantages it does over 5e, this alone would be huge.

                      KichaeK 1 Reply Last reply
                      1
                      • C Cethin

                        You forgot the most important part: it isn't owned by Hasbro! Even if it didn't have any of the advantages it does over 5e, this alone would be huge.

                        KichaeK Offline
                        KichaeK Offline
                        Kichae
                        Forum Master
                        wrote last edited by
                        #33

                        Touché! A truth I have really started to take for granted.

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