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On February 28 2013 04:29 Tadatomo wrote: The challenge of the game is to roleplay your character.
I think the suggestion of muting the audio for certain people at key interactions where there characters were not present would enhance the roleplay experience not detract from it.
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In theory that stuff sounds like a good idea, but in practice it rarely is.
In most cases you can just assume that the characters will give each other status updates when there is a bit less action, so it really only matters in cases where one of them deliberately wants to keep something hidden, or in short-term tactical situations.
The "wants to keep something hidden" situation can best be solved by just secretly writing stuff to the dm, and the shortterm tactical stuff just is not worth the hassle of having to constantly deal with who heres what. Also it means that people get bored because you can only here what the others are talking half the time, and the rest of the time you just sit around waiting. You can't play those situations simultaneously because you have only one dm, and just sitting around waiting and not doing anything is not a lot of fun.
Basically, the main focus of the whole game is still to have fun, and sometimes trying to make stuff too realistic is really detrimental to that goal.
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On March 04 2013 20:25 imJealous wrote:I think Gen started to get it about half way through the second week. She was definitely frustrating to watch at first but I think she's doing fine now. It probably just takes some getting used to. I'm sure Ryan/Bregor will get a little more comfortable soon too and show us his personality as well and all four players/characters will start to gel into an entertaining cast of misfits. And I personally can't wait. The show is entertaining enough already and only two of the players have really been cutting loose... how good is going to be everyone figures out how to "be" their character and all four of them are playing off one another! I feel like week one was the "Tudagub Episode" with JP + Show Spoiler +smashing goblins and magical orbs and week two was the "Vincent Episode" with Geoff + Show Spoiler +obliterating the giant ogre and fighting/interrogating/attempting to seduce the sexy elf assassin. I'm excited to see what happens tonight!
One thing I think is slowing them down is, that they are not used to such open world. Every time they meet someone new NPC, I have this feeling that they are waiting to be told some 2-5 options what you can say to him and choose from those instead of saying something on their own.
You can see it also in their assumption that the wizard just waits where he is now, while party completes the escort, and that they can just come back later and continue like nothing happened.
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Surely you can see the fishing for hints from the DM about which is the optimal way to play. About if this is caused by playing video games, I can't say.
Surely in a sense there are certain options. Those are the options the DM has considered/prepared. And surely, while not limiting the player's choices, the DM would like the player to do what he expects them to do. I can see it as being very annoying when you give the PCs a plot opportunity and they just outright ignore it. Not to mention a player ruining hours of prep by making the 'wrong' decision.
In fact, one has to wonder if JP considered what he was about to do when he did what he did. And in a sense, the player kind of has to ignore this, but once you are aware it is hard to do so.
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On March 05 2013 00:10 Tadatomo wrote: Surely you can see the fishing for hints from the DM about which is the optimal way to play. About if this is caused by playing video games, I can't say.
Surely in a sense there are certain options. Those are the options the DM has considered/prepared. And surely, while not limiting the player's choices, the DM would like the player to do what he expects them to do. I can see it as being very annoying when you give the PCs a plot opportunity and they just outright ignore it. Not to mention a player ruining hours of prep by making the 'wrong' decision.
In fact, one has to wonder if JP considered what he was about to do when he did what he did. And in a sense, the player kind of has to ignore this, but once you are aware it is hard to do so. i suspect he'd figure if it broke it was unimportant and if it wasn't broken then it was important. and if it broke and everyone died. then he'd LOL for days.
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On March 04 2013 21:16 Simberto wrote: In theory that stuff sounds like a good idea, but in practice it rarely is.
In most cases you can just assume that the characters will give each other status updates when there is a bit less action, so it really only matters in cases where one of them deliberately wants to keep something hidden, or in short-term tactical situations.
The "wants to keep something hidden" situation can best be solved by just secretly writing stuff to the dm, and the shortterm tactical stuff just is not worth the hassle of having to constantly deal with who heres what. Also it means that people get bored because you can only here what the others are talking half the time, and the rest of the time you just sit around waiting. You can't play those situations simultaneously because you have only one dm, and just sitting around waiting and not doing anything is not a lot of fun.
Basically, the main focus of the whole game is still to have fun, and sometimes trying to make stuff too realistic is really detrimental to that goal.
I agree with your last paragraph. There is no "right" way to play RPGs. You play it the right way when you & everyone else in your group is having fun. If a player enjoys hanging around with the rest of the group, just participating in fights & basically hanging back during all social interactions that's fine. Sure a good DM should try to get him to participate in the beginning (to learn if the player is just too shy) but after it's known the player is fine with the way the games been played, why care? He's having fun, he's not disrupting the game (and people probably enjoy each other's company). Win:win for everyone.
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On March 05 2013 00:10 Tadatomo wrote: Surely you can see the fishing for hints from the DM about which is the optimal way to play. About if this is caused by playing video games, I can't say.
Surely in a sense there are certain options. Those are the options the DM has considered/prepared. And surely, while not limiting the player's choices, the DM would like the player to do what he expects them to do. I can see it as being very annoying when you give the PCs a plot opportunity and they just outright ignore it. Not to mention a player ruining hours of prep by making the 'wrong' decision.
In fact, one has to wonder if JP considered what he was about to do when he did what he did. And in a sense, the player kind of has to ignore this, but once you are aware it is hard to do so.
However, as a player you really shouldn't try to find the way you think is the way the DM planned you to go, instead you should take the way you think is correct for the character. There is one exception: Keeping the group functional. Some of this can be solved by character generation, but it is really not the dms job to find some reason for a group of characters which completely hate each other to stick together. Don't evolve your character into someone that has absolutely no reason to stay with the group unless you want to start a new character. This does not mean that there should not be tension in the group, just always also have a reason to stick with them, and if it is only that you need the money.
But other then that, there is really no point in adding a second level to the game where you try to guess what the dm wants you to do. Of course also don't do stuff just to screw the dm over (Which i do not think is something that happened here)
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This is the best thing that has ever happened to me.
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It's going to happen even if you try not to.
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I always encourage my players to pick actions in line with their characters. Metagame as little as possible, and remember that the goal is to have fun - not to 'beat' the DM, not to complete your quests - have fun. How you get there changes from player to player.
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Can't wait for this to start : D
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according to twitter stream is on timeJP not itmeJP
good work jp xD
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I wasn't too concerned about the roles of each character and how each person played them but one thing that broke my immersion as a spectator was when Bregor was constantly dropping his bow. An offhand remark made a comment on how they could roll so low that the shot hit a party member instead of just flying away. For me this would create a lot more immersion then Bregor dropping his bow when he is standing on solid ground, it was more understandable when he was up in the tree. A trained ranger has a chance to not keep his bow in his hands but every shot he fires seems to not strike a friendly even if it is wildly off target. Seems a little strange considering that archers firing on their own was a real problem in real life. I have never role played, much less DMed, so I don't know how hard this would be to implement but if you could brew up some house rules at the very least it would be easier for me as a viewer to immerse myself into the world. I would be curious as to any response because I haven't played so I doubt I realize the full logistics of the situation.
And maybe this is just a case of really shitty rolls but for a ranger to drop his bow, even a 1 in 20 chance, just seems so out of place for me.
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Almost every system has something in place that means that ranged attacks can hit friendlies in melee on bad rolls. Usually there is some kind of table that determines what happens on a critical miss, which can range from hitting friendlies or self damage to your weapon breaking and being destroyed. Usually friendly fire is a lot more probable then something like that. Also, "dropping weapon" must not necessarily mean "dropping weapon", it could also just mean that you hurt stubbed your finger, or something like that, which prevents you from shooting for a few seconds.
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It's always in place, but it's a bad system. Mundanes never get nice things.
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So I have no idea how DnD works. Does the dungeon master basically make everything up on the spot? Is there a very detailed program he inputs stuff?
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He should usually not make everything up on the spot, and instead have some kind of plan. However, since the players have full freedom, if they happen to do something he has not anticipated, he needs to improvise. Being a good dm involves both planning and improvisation, and even planning for improvisation (having some characters lying around that can be flexibly used in different situations, stuff like that)
There is no detailed program, however, there are rules, which mostly deal with different conflicts (fights, sorcery, diplomacy, that sort of stuff) which are based on dicerolls.to determine the result. Characters have statistics which influence those dicerolls, so one might be better at talking, and an other one better at punching people, while a third one is good at being stealthy and shooting a bow.
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Interesting, thanks. I opened the stream for 5ish minutes last week during a show, and today a bit. I found it to be incredibly uninteresting or entertaining, but I kept the stream on. I gotta say, at this point, I'm not hating it anymore
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Tonight was very fun; it was a treat to watch. + Show Spoiler +Though I do feel bad for Geoff for being on the sidelines through basically the entire Overhill (?) section.
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