• OK, it's on.
  • Please note that many, many Email Addresses used for spam, are not accepted at registration. Select a respectable Free email.
  • Done now. Domine miserere nobis.

D&D; Unreasonable NPCs.

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
I've been DMing for the majority of my 15 years playing D&D. My friends agree that I'm the best DM they play with, and I have to break my general modesty to agree with them. However, I do have a weakness. I have a difficult time giving NPCs unreasonable beliefs and superstition. When a PC reasons with them, they admit when they were wrong and are generally agreeable, except when their irrational aspect is important to their role in the story. I simply have a difficult time remembering that the average person... well, doesn't think too critically and doesn't like to admit when they're wrong. Does anyone have any ideas how to make my NPCs more realistic in this manner?
 

Cognisant

cackling in the trenches
Local time
Today 11:38 AM
Joined
Dec 12, 2009
Messages
11,155
---
Pretend they're overly emotional, on drugs, or insane.
Just don't tell anybody, they'll assume it's "normal".

Edit: Let your NPCs be assholes, try to make your players hate them, very few things are quite as much fun as tying up a mouthy NPC and using him for bait/target-practice/a-living-trap.
 

Hadoblado

think again losers
Local time
Tomorrow 8:08 AM
Joined
Mar 17, 2011
Messages
7,065
---
Model NPCs on real life dickfarmers. If you can make this work, you
a) will be a better DM.
b) feel better whenever you have to deal with an asshole as something positive will come of it.
c) will have a way to get the last laugh.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
... I don't want the NPCs to be jerks or unreasonable in general, I simply want to make them more realistic by including unreasonable beliefs as a backdrop for their dominant interactions. In a world where everyone sets a place at the table for the God of Plague and Famine once weekly, people do this because they consider the consequences very real, it's not as small as which colors they use to decorate the table on a holiday. It's not like they set the place and sacrifice the food and then, at all other times, fail to consider their religious beliefs and practices, as an example.

Most people believe in luck to varying degrees, as another example. In the game, however, I fail to even think a particular NPC might attribute something to luck unless believing in luck is a major aspect of their personality.

In many situations, such things actually are irrelevant, but situations they are not do arise. Essentially, I want the societal moors and practices to be more than just something I explain to them happens or they see when being practiced directly. I want it to be seen as a more real aspect of that society or of that NPC, granted they spend enough time with that NPC or in that society to notice.
 

Cognisant

cackling in the trenches
Local time
Today 11:38 AM
Joined
Dec 12, 2009
Messages
11,155
---
Oh so you want depth of character, you want your players to emotionally invest in your NPCs as people in their own right and act more-or-less accordingly... Damn dude that's... there is a word for this, it's that attitude people have when AMBITIOUS!

Sorry my brain's taking a while to build momentum.

Anytime now...

Okay religions, superstitions and so forth are an expression of your NPCs humanity and arguably ignorance so when coming up with this stuff I recommend first spending some time getting to know who your people are. Are long are their lives, what food do they eat, where does this food come from, what would an average day be, what's the ratio of men to women, is there much for them to be afraid of, etc. By understanding the factors that have shaped their society (topography being a surprisingly significant one) you can understand where their religions have come from and why those religions (if any) are still being practiced today.

In a world where magic is real there's two questions everybody asks:
1. Where does magic come from?
2. How is this relevant to me?

If magic (and by implication fate, children, disease, mis/fortune and many of life's other mysteries) comes from the gods (big powerful dudes/dudettes in the earth & sky) then people will want to beguile or serve them like would a king or any powerful person for that matter. If however magic comes from nature's spirits, wights, eldritch beings or the spirits of the dead, then people may be more interested in wearing charms to protect themselves or doing strange things because they've heard about them in stories (e.g. don't mess with the toadstool fairy circles or misfortune will befall you) I can easily imagine some young lass walking along a forest trail with iron bracelets and signing a tune because she's more afraid of the fairies than the wolves.

Faith is something people emotionally invest in, and in a world where nearly everyone is poorly educated and very real monsters lurk beyond the shadows I imagine people would be very emotional indeed, be it fear, hope, anger, pride (in their faith) or happiness (in simple things, in earlier eras good food and drink was hard to come by).
 

Jesse

Internet resident
Local time
Tomorrow 9:38 AM
Joined
Oct 4, 2010
Messages
802
---
Location
Melbourne
Create a character that has a sick child with no cure, a character that wants something irrationally. Basically pick a simple idea and stick to it no matter what happens.
 

Jordan~

Prolific Member
Local time
Today 10:38 PM
Joined
Jun 4, 2008
Messages
1,964
---
Location
Dundee, Scotland
Think of how the NPC lives and imagine if someone you know had lived like that all their life. Think of characters in other fiction and just try to do that. If you can't think of any, read a book or watch a play or an opera or something.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
My highly rational husband (and DM) recommends reading a writer's guide about developing characters, and reading websites on non-rational stuff like astrology, ghosts, etc. Then try to construct sample dialog that sounds like them. He said he started with astrology. "Hmmm, Jupiter is in the house of Mars, so I cannot help you today." He has gotten really good at it. Some of his characters are completely nuts, including really important recurring characters.

As a player, I enjoy creating irrational characters, too. I had one SF character who "heard voices" and made weird prophesies. The other players were terrified of her. A D&D character had a phobia of rugs and tapestries. My current D&D character is known for her hatred of bards and insisting on casting every spell every day. Irrational characters are fun!
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
My highly rational husband (and DM) recommends reading a writer's guide about developing characters, and reading websites on non-rational stuff like astrology, ghosts, etc. Then try to construct sample dialog that sounds like them. He said he started with astrology. "Hmmm, Jupiter is in the house of Mars, so I cannot help you today." He has gotten really good at it. Some of his characters are completely nuts, including really important recurring characters.

As a player, I enjoy creating irrational characters, too. I had one SF character who "heard voices" and made weird prophesies. The other players were terrified of her. A D&D character had a phobia of rugs and tapestries. My current D&D character is known for her hatred of bards and insisting on casting every spell every day. Irrational characters are fun!
Doing it with recurring characters and important personalities isn't too hard, especially when it's your own PC, it's mostly Joe Shmoe woodcutter, who I didn't even plan out until a PC spontaneously decided he was going to learn how to build a house, or any number of unexpected, minor NPCs. The bigger the role the character has, the easier it is, because you actually spend time thinking about them, but the unexpected minor cast tend to be pretty cookie cutter and lack much irrationality.
 

Jesse

Internet resident
Local time
Tomorrow 9:38 AM
Joined
Oct 4, 2010
Messages
802
---
Location
Melbourne
This conversation actually makes me want to try D&D
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Definitely try D&D, or any RPG system that you can find a group for.

I see your point, Yeti. My husband uses the same techniques for minor characters, and I know he keeps a file of short descriptions in case he needs a quick walk-on.

Unreasonable walk-on NPCs we have met in his campaigns:
Stuck on bureaucratic points of order
Unyielding on honor according to some code we've never heard of
Bigots, such as one who didn't trust eladrin wizards (which I am playing now)
Sworn vassals with limited discretion
Dedicated to absolute truth no matter what (usually they are comic relief)
Just like to kill​

His trademarks are at least one femme-fatale and one creepy doctor per game. He does reuse material with a different name and different voice. He also told me he steals ideas from novels all the time, and frankly we rarely catch on.

For minor characters, he keeps it simple and plays it up a little bigger than life so it is memorable. When this goes wrong, we the players laugh at him. Then as DM, he takes his revenge.

I have been a DM on occasion, and it went well enough, but I'm not nearly as good at it as he is. I am pretty good at making unreasonable characters, though. NPCs are not hard for me. My problem is changing direction fast enough to keep up with the characters.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
I have a few trademarks too, I suppose. I always have "The Tits", as my players call her; A pretty/hot mystery woman who's tied to the plot and is usually a love interest for one of the characters, usually a bad girl, but not always a femme-fatale. I grew that habit when I realized how much attention one or two of my players payed to the hot female NPCs. It's like they think someone's plot relevance is proportional to their beauty and/or willingness to put out.

I also always have someone who's role in the plot is the result of how the PCs treat them on a personal level, sometimes this is also The Tits. There's almost always a dragon in the guise of a mortal, with any degrees of plot relevance (from none to BBEG). I'm also pretty sure Devils have played at least a small role in every campaign I've run, whether they be a single summoning for a cult or trying to move the Prime material plane into hell as a new layer. God, the battle at the end of that campaign was pretty friggin' epic.

I suppose I also always have at least one relative of one of the PCs be another adventurer, and I also generally use them as an unreliable or dubious ally. Man, now I want to play SO HARD. Oh, I also usually have a disc-one boss. I like to have a campaign where the general plot remains intact, but the real BBEG is either not revealed until a lesser boss is destroyed or they don't become the BBEG until the other guy who might become the BBEG is destroyed. I like to keep my world open and show that even though you defeated this very major threat, the time spent doing it allowed that other guy to become an even bigger threat. I'm pretty sure I've done a campaign where there were three runners for BBEG. I like the players to see that their choices effect the game as tangibly as possible for something that happens in your head. Kinda like a choose your own adventure book, except with D&D.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
Oh, I just remembered that I usually also have an NPC who's very naive and an NPC who's emotionless or just plain very logical... Vulcanish. None of these NPCs are limited from also being one of the other ones as well.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
You do sound like a good DM, I must say. And I'm loving this thread because I haven't played in a few weeks and I am missing it.

What kinds of NPCs do your characters really like (aside from Tits)?

Our femmes-fatales vary wildly. Some don't want any relationships at all, some are monogamous with a PC or other NPC, some will sleep with anything (though we don't get graphic very often). Some are evil, some are good, some are just completely insane and will kill you as soon as look at you.

The creepy doctors vary, too. Sometimes a PC will be the medic/doctor/cleric (we play different systems) and by tradition we pick one creepy trait. In one case, he wasn't creepy at all, but talked like Peter Lorre. Another one collected incurable diseases and wore a grenade around his neck by the pin, after we got bombed.

A lot of our NPCs are like you described, though. They answer questions correctly and at length. One of my tasks as a player is to cut such discussions short, so the DM can give into his natural rational tendencies once in a while. I cap them at 5-10 minutes by causing some action or simply saying goodbye.

Do you play modules, or only your own material? We used to have mostly custom campaigns but frankly work takes up most of the week, so we have adaptations of modules. It is always obvious to the players when the DM is making up his own stuff, because it is much better and we get caught up in it more.

Oh, and do you play 3.5 or 4E?
 

Devercia

Deleterious Defenistrator
Local time
Today 4:38 PM
Joined
Apr 30, 2008
Messages
202
---
Location
T-town
I always consider the difference between thought and faith. Many people can't withstand the anxiety of possibilities, so they choose one and move on in life, for better or worse. Thought is only used to reinforce that choice, never to criticize it.

As for specifics, I always make up superstitions before a game. I also try to root those superstitions in history. In my current game, the mercury in vermillion has caused cases of blindness, and now all and any exposure to red is thought to cause blindness. Some warriors even paint themselves red so their enemies wont look at them in a fight.

You can do this formulaicly. Consider a rational fear or fetish. Then generalize it to something that does not carry the same danger/desirability, but still has a relationship. This is how phobias and fetishes are created; it adds a seed of truth to stupidity.

Another formula I like to use is correlation=causation. Look up wikipedia's list of fallacies for more.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
You do sound like a good DM, I must say. And I'm loving this thread because I haven't played in a few weeks and I am missing it.

What kinds of NPCs do your characters really like (aside from Tits)?

Our femmes-fatales vary wildly. Some don't want any relationships at all, some are monogamous with a PC or other NPC, some will sleep with anything (though we don't get graphic very often). Some are evil, some are good, some are just completely insane and will kill you as soon as look at you.

The creepy doctors vary, too. Sometimes a PC will be the medic/doctor/cleric (we play different systems) and by tradition we pick one creepy trait. In one case, he wasn't creepy at all, but talked like Peter Lorre. Another one collected incurable diseases and wore a grenade around his neck by the pin, after we got bombed.

A lot of our NPCs are like you described, though. They answer questions correctly and at length. One of my tasks as a player is to cut such discussions short, so the DM can give into his natural rational tendencies once in a while. I cap them at 5-10 minutes by causing some action or simply saying goodbye.

Do you play modules, or only your own material? We used to have mostly custom campaigns but frankly work takes up most of the week, so we have adaptations of modules. It is always obvious to the players when the DM is making up his own stuff, because it is much better and we get caught up in it more.

Oh, and do you play 3.5 or 4E?
4E. I find it incredibly odd how people have such knee jerk reactions to 4th. I don't mind if someone actually tried the system or at least looked at it objectively and came to the conclusion that they simply don't like it, but the jerks who say it's too much like WoW or who claim the role playing aspect has been removed or some other nonsense irritates the bajeebus out of me. Then, there are also still people who had the same reaction to third edition, and second, sticking to their preferred edition. That's fine, I just wish people based it on how the game actually is, instead of a knee jerk reaction and silly rumors.

I have run a module once ever, and then only because I was DMing in the real DM's absence. Modules just seem too... closed, I suppose. They also leave very little for me to imagine up. I mean, sure, it was still fluid, and I had to run encounters and NPCs and such, but I was told how the NPCs acted instead of coming up with a personality... I guess I prefer painting to paint by numbers, not that anythin'g wrong with paint by number. I see the advantage for people who don't have much time to plan, of course, but I don't like them.

My players tend to also like the frivilous, super-charismatic bard leader of a different adventuring group, who serves as both a friendly competitor and, once in a while, comic relief. Who's not amused when this guy gets chased out of town for sleeping with the bartender's daughter?
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
4E....The jerks who say it's too much like WoW or who claim the role playing aspect has been removed or some other nonsense irritates the bajeebus out of me.

I agree, though we have been playing 4E since it came out and it certainly isn't perfect. We had a terrible time getting the role-playing parts in there, largely because combat took forever. Now we use some modified skirmish rules we found online and it goes much faster and we are back to role-playing and having fun. It does take some of the tactics out of it, so we play by the rules for major combats, just not for fighting brigands on the road or a bunch of guards outside the enemy's palace.

We don't stick to one system, though. We like the RuneQuest and Cthulhu system from Chaosium, GURPS, my own favorite Megatraveller and the new Mongoose version of it, and sometimes Amber diceless or something.

I see the advantage for people who don't have much time to plan, of course, but I don't like [modules].

Well, at least it is a starting place. DMing takes quite a lot of time, even with a module, and working parents just don't have so much time. We don't really like the modules, either, though.

Who's not amused when this guy gets chased out of town for sleeping with the bartender's daughter?

That was the creepy doctor, a PC, in our last campaign :)
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
I agree, though we have been playing 4E since it came out and it certainly isn't perfect. We had a terrible time getting the role-playing parts in there, largely because combat took forever. Now we use some modified skirmish rules we found online and it goes much faster and we are back to role-playing and having fun. It does take some of the tactics out of it, so we play by the rules for major combats, just not for fighting brigands on the road or a bunch of guards outside the enemy's palace.

I couldn't claim I think a "perfect" system is possible. Firstly, perfection is subjective if it exists at all. Secondly, there's always going to be the dichotomy of believability and mechanical soundness. Some systems try to be realistic, and some systems focus more on mechanical viability. That's actually one of the reasons I like 4th edition so much, in fact. I don't really care about realism. There's friggin' magic. I mean, sure, my PCs once fought a fire demon thingy that it ends up throwing chairs at the PCs was more effective than their listed attacks, but whatever. Like I said, no system is or even can be perfect.

Also, I agree with you about combat taking a long time. However, I find that much of the time consumed in combat is preparation for combat and/or people taking long times to figure out what they want to do/figuring out what they can do. With a group familiar with the rules and who understand their character's powers, and a DM who prepares for fights before they happen, they shouldn't take any longer than half an hour.

What I suggest is that the player be familiar with general combat rules and have an intimate understanding of their character specifically (they made them, after all!). That's about it for the players. When I DM, I like to have the group roll initiatives before we even begin, and I roll the monster's possible rolls, and then when a fight breaks out, just plug in the nish modifier for whatever they're fighting and no more worry about nish, we go straight into combat. I also like to bookmark the pages their potential enemies are on and/or write down the important information on easily referenced cards, so when it rolls around to the ice troll's turn, I glance at the card and know what it's options are immediately. Pre-reference whatever you can so that combat can go smoothly from turn to turn without unnecessary page-flipping or rules quoting.

We don't stick to one system, though. We like the RuneQuest and Cthulhu system from Chaosium, GURPS, my own favorite Megatraveller and the new Mongoose version of it, and sometimes Amber diceless or something.

I stick to one system primarily because I don't want to take the time to learn another system. I also always find aspects of those other systems I simply don't much like. The basics of D&D appeal to me, perhaps due to familiarity, perhaps something innate, but either way, I prefer it to other systems.

Well, at least it is a starting place. DMing takes quite a lot of time, even with a module, and working parents just don't have so much time. We don't really like the modules, either, though.

I definitely understand that. Still, I have a habit of my mind wandering while at work, and I've never been much of a note-taker, so I just write down what I remember planning the day before each session anyhow.

That was the creepy doctor, a PC, in our last campaign :)
The creepy doctor was charismatic? Creepy charismatic people are always fun.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Yay! We are gaming tonight. The last couple of weekends were too busy.

...some systems focus more on mechanical viability. That's actually one of the reasons I like 4th edition so much, in fact. I don't really care about realism.

We don't care about realism so much either, but we do care about consistent world building. Without that, the world is unpredictable. Since the DM has for years been interested in transportation economics, trade between cities or planets or piracy or whatever has to be reasonable. We expect any culture we encounter to at least be superficially viable. For example, my eladrin party leader has a reason not to hate drow on sight. Many of them, yes, but it meant a recent foray into a drow city wasn't just a slaughterfest. So we talked to them, and traded with them, and they had to be people, not just wandering monsters. If you read the drow source material, there's no way that culture could work. Sadistic evil for the sake of sadistic evil? That's okay for individuals but not interesting as a basis for an entire culture. So the DM decided to base drow motivations on the HBO series Rome, which it turns out we all saw. This let them be competent, organized, and able to form alliances.

With a group familiar with the rules and who understand their character's powers, and a DM who prepares for fights before they happen, they shouldn't take any longer than half an hour.

I've heard that before, but with 5 PCs and maybe a dozen enemies all taking a turn each round, at least a couple of rolls per person for hit and damage, plus role-playing (obligatory trash talk, threats, improvised weapons, bluffing, and skill checks), that means an absolute minimum of 10 minutes per round, and we usually go 5-6 rounds in a large combat.

We do prepare. I have made "quicksheets" for everyone which has precalculated stuff on one page for each person. The enemies are ready to go. Every character has a default action if we don't have something else planned, so it goes pretty fast. Even so, it can take well over an hour per combat.

So I deeply admire your ability to bring them in at 30 minutes!

I stick to one system primarily because I don't want to take the time to learn another system.... I prefer it to other systems.

Like I said, I also have my favorite. D&D 4E isn't turning out to be anyone's favorite, though we are having fun with it. Changing systems adds for us, since we can switch to science fiction, time travel, horror, or other fantasy. It keeps it fresh.

Also, combat is never our main interest, and most of the fun of 4E is the combat. It is much more balanced than 3.5. But most of our games end up political or economic, or a war rather than a series of combats. In SF games we rarely have any combat in person at all, and either have ship-to-ship or ship-to-planet fights, which end up being brinksmanship and result in concessions rather than bodies everywhere. We also go for the old "ancient artifact" kind of game, which has some kind of mystery combined with major social changes.

The creepy doctor was charismatic? Creepy charismatic people are always fun.

He was a GURPS character, and took the "Lascivious" disadvantage in order to get better marksmanship with his "ancient artifact" style blaster. This was highly awkward because he was also devoutly Catholic, and from the time of Louis XIV. He was after our terrifying commanding officer's daughter, plus all other females. The player kept it pretty clean and funny. The creepy part came from a terrible bedside manner.

Do you read Order of the Stick?
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
Yay! We are gaming tonight. The last couple of weekends were too busy.

I know that feeling! I've gamed once in the past three months, out here. I'm just so damned busy that when I get time to myself, I want it to be time to myself.

We don't care about realism so much either, but we do care about consistent world building. Without that, the world is unpredictable. Since the DM has for years been interested in transportation economics, trade between cities or planets or piracy or whatever has to be reasonable. We expect any culture we encounter to at least be superficially viable. For example, my eladrin party leader has a reason not to hate drow on sight. Many of them, yes, but it meant a recent foray into a drow city wasn't just a slaughterfest. So we talked to them, and traded with them, and they had to be people, not just wandering monsters. If you read the drow source material, there's no way that culture could work. Sadistic evil for the sake of sadistic evil? That's okay for individuals but not interesting as a basis for an entire culture. So the DM decided to base drow motivations on the HBO series Rome, which it turns out we all saw. This let them be competent, organized, and able to form alliances.

Well, yeah. A world that could actually function (ie, is internally consistent) is very important. If the world itself doesn't make sense, the game seems pointless. That's why I usually make notes of what a city's major imports and exports are, what sort of produce the nearby villages produce, what kind of trade routes would be viable given the rivers and landscape, etc. However, they're usually just notes, as the greater economy is hardly ever important to a campaign until the adventurers become so rich that they could buy their own kingdoms, or deflate the value of gold by giving thousands of gold pieces to the homeless, or whatever.

When it comes to societies, especially the evil ones, I tend to go with the rule of survivability. If a society can survive, even if it's effed in the eh, then it could exist. However, there are some societies which, as described, would wipe itself out, such as the drow society you mention. Like piranhas, most species tend not to eat each-other, no matter how vicious they are. In my campaigns, goblins tend to be the example race. They're evil, they're vicious, and they hate everything and everyone... except fellow goblins. To each-other, they're as kind and civil as you'd find most human societies, frequently sacrificing themselves to save their fellows. But if there's a non-goblin around and the odds are in their favor, they generally attempt to kill whatever it is and take it's resources, whatever those might be. They tend to be an extreme of that case.

In other cases, I tend to go with a brutish might makes right attitude, such as with Ogres and other brutish creatures. Like biker gangs, the biggest/toughest guy is in charge, whether because he beat up/killed/ defamed the former boss, or because everyone else simply recognizes they're the biggest, or perhaps they're even born into the position, one family simply tending to be the biggest and toughest of the whole tribe. These groups tend to be hunters or scavangers. Further, just because someone's the biggest and toughest or because they're society thinks someone is fit to lead simply for being most powerful, it doesn't mean that biggest, most powerful leader isn't thoughtful or cunning. A tribe that's getting run into the ground, starving or otherwise having needs un-met wouldn't last very long, after all.

I've heard that before, but with 5 PCs and maybe a dozen enemies all taking a turn each round, at least a couple of rolls per person for hit and damage, plus role-playing (obligatory trash talk, threats, improvised weapons, bluffing, and skill checks), that means an absolute minimum of 10 minutes per round, and we usually go 5-6 rounds in a large combat.

To simplify things, I don't give each monster/enemy/whatever their own, unique initiative. I tend to clump together enemies of a similar role or type, and have them go at the same time. I have a number of groups equal to or less than the number of PCs, so that the focus of combat is more what the PCs do/how they react than what the enemy does. Further, I, as a DM, keep in mind what each enemy would do on their turn, so that when it's that enemy's turn, they do it, and it's done, time for who's next to go. They might talk trash, sure, but in about six seconds not too much trash can be talked. And if you improvise a weapon for some reason, the rules are very simple in 4th edition. Two hands? No proficiency bonus, and 1d8 damage. One handed or thrown? No proficiency bonus and 1d4. Otherwise, it's just like any other weapon. If you use a skill check, it generally is either free, or an action equivalent, so just do it before your turn in the case it's free, or do it when you perform that particular action type on your turn. By "before your turn", I mean right before you take actions. You either know something or you don't, so roll the knowledge check and get it out of the way. If you acrobatics, just move your figure with one hand and roll with the other. Whatever the case is, the only reason combat should take long is if people BS and waste time. Not that there's anything wrong with BS. Half the fun of D&D is bullshitting with friends, just that's the only thing that can slow down combat if everyone's aware of what they can and cannot do.

We do prepare. I have made "quicksheets" for everyone which has precalculated stuff on one page for each person. The enemies are ready to go. Every character has a default action if we don't have something else planned, so it goes pretty fast. Even so, it can take well over an hour per combat.

It can take several hours for my combats. I find the real clincher, though, is people being aware of their options and planning ahead. I really couldn't say why your combats typically take so long if everyone's aware of the rules and what they can do.

So I deeply admire your ability to bring them in at 30 minutes!

I'm sorry that yours take so long. It baffles me.

Like I said, I also have my favorite. D&D 4E isn't turning out to be anyone's favorite, though we are having fun with it. Changing systems adds for us, since we can switch to science fiction, time travel, horror, or other fantasy. It keeps it fresh.

Well, my preferred genre is fantasy. Me and my friends switch it up sometimes, but D&D is just our favorite, and perhaps the most familiar. Further, any of those aspects could be added to D&D. Part of the reason I like 4th edition so much is that they leave the role-playing aspects mostly out of the rules. The role-playing and flavor is whatever the hell you want it to be. Sci-Fi? Add a technology skill, perhaps several, switch around weapon descriptions and names (monomolecular edged blades, phasers, blasters, plasteel armors, whatever you want), and toss the PCs on a starship. Time travel? History checks and the item or machine or artifact that makes time travel possible. No biggy, there. Horror? Make the castle dark and introduce fear rules. I mean, sure, these things would have to be house-ruled in, and some other systems might be better suited to them, but my point is that it's not like D&D is limited from having those elements.

Also, combat is never our main interest, and most of the fun of 4E is the combat. It is much more balanced than 3.5. But most of our games end up political or economic, or a war rather than a series of combats. In SF games we rarely have any combat in person at all, and either have ship-to-ship or ship-to-planet fights, which end up being brinksmanship and result in concessions rather than bodies everywhere. We also go for the old "ancient artifact" kind of game, which has some kind of mystery combined with major social changes.

This is certainly a valid complaint. Combat is certainly the focus of D&D. That's where most of the drama and action comes from. That's how the game's designed. However, that doesn't mean it somehow limits you from interacting socially, or from diplomasizing (hell, diplomacy is a skill!), or any of the other stuff you said. They even have things called skill challenges. Sure, just tossing a few rolls and comparing win to loss ratios isn't fun, that's why you don't tell PCs about the skill challenges at all, just tell them what to roll and how things are turning out because of it.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
When it comes to societies, especially the evil ones, I tend to go with the rule of survivability.

Your solutions are pretty similar to ours. I think you'd find our goblins and ogres similar to yours, though we have a couple of hobgoblin allies. That is quite common for us, to use diplomacy on an enemy. Or, in this case, intimidation and overwhelming force. What fun is it to just kick down the door and spray bullets all the time?

To simplify things, I don't give each monster/enemy/whatever their own, unique initiative.... Whatever the case is, the only reason combat should take long is if people BS and waste time. Not that there's anything wrong with BS. Half the fun of D&D is bullshitting with friends, just that's the only thing that can slow down combat if everyone's aware of what they can and cannot do.

Again, we do pretty much the same. We also have a shared spreadsheet at docs.google.com to track conditions and damage. One person is in charge of that at any time, and makes sure it is up-to-date for all to see. We've even used timers. Maybe it is overindulgence in BS, I don't know.

This is certainly a valid complaint. Combat is certainly the focus of D&D. That's where most of the drama and action comes from. That's how the game's designed. However, that doesn't mean it somehow limits you from interacting socially, or from diplomasizing (hell, diplomacy is a skill!), or any of the other stuff you said. They even have things called skill challenges. Sure, just tossing a few rolls and comparing win to loss ratios isn't fun, that's why you don't tell PCs about the skill challenges at all, just tell them what to roll and how things are turning out because of it.

Well, I wasn't posting to complain, exactly. I mean, we are having fun with the game. We finished a module last night (highly modified by the DM) and frankly it was all politics and very little combat. We made deals and threats and replaced the person on the throne with our own choice. But the drama certainly didn't come from combat. It came from who knew what, and how to get past the traps to make a surprise visit, and considering how Torm might react to our involvement. (We have a paladin of Torm.)

But unlike you, we are starting to think about moving on. I have a GURPS time travel game sequel that I wouldn't mind running, just a little two-session thing to expand on a loose end the DM didn't insist on finishing. There's been discussion of switching to Amber for a while. Since, as you said, every system has its flaws, switching them around means we don't get as irritated about them. You might think we weren't as good at working around them, for the same reason, but actually, seeing how they are solved in another system often gives us ideas.

As for skill checks, we stopped rolling real dice when we got a kitten who liked to chase them, and then later we also had a baby who liked to eat them. Those aren't be a problem anymore, but only about one session in three involves traditional dice, mainly for the nostalgia. Instead, the DM does most of the rolling on his iPad. We can roll our own whenever we want, but it goes faster and doesn't break the mood as much if we aren't announcing numbers.
 

dark

Bring this savage back home.
Local time
Today 5:38 PM
Joined
Sep 19, 2010
Messages
901
---
Okay reading through this thread has made me want to play D&D, but I have one major problem, I've never played it or even know where or how to do so...

Would anyone have an advice on how to go about doing this? I hear people talking about it, not around where I live, but online mostly, and I've been interested in trying it for many years, but never seemed to get a real chance to even discover what it is.

Anyhow before I'm murdered with words... I am not entirely sure what I'm asking for, not like people will magically appear around me that will play with me.:storks:
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Is there a gaming store near you? They often have postings for players, or other events where you could learn. There are a lot of rules but it is highly learnable if you don't try to learn all of it at once. Just learn the basic rules and enough to play one character. Characters advance in levels, so you learn a small number of new things, and then more when you go up a level, and it is easy to pace yourself.

There is a D&D product called essentials. I don't know how good it is but it is meant to be introductory, if you and some friends want to learn together.

Books can be shared, so buy one copy at a time and see if any of them really need duplicates on your group. The books can be pricey, so sharing them on non-gaming days saves a lot of money.
 

Vrecknidj

Prolific Member
Local time
Today 5:38 PM
Joined
Nov 21, 2007
Messages
2,196
---
Location
Michigan/Indiana, USA
When you create NPCs, give each NPC its own Myers-Briggs type, and make it every bit as important to that character as its alignment. Then read and re-read all the types until you think you can mimic their mannerisms and thought processes (at least in a game environment) and you're all set.
 

dark

Bring this savage back home.
Local time
Today 5:38 PM
Joined
Sep 19, 2010
Messages
901
---
I agree completely with Vrecknidj, that would make an interesting thing.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
When you create NPCs, give each NPC its own Myers-Briggs type, and make it every bit as important to that character as its alignment. Then read and re-read all the types until you think you can mimic their mannerisms and thought processes (at least in a game environment) and you're all set.

That is exactly what I do. Yes, do that, it works very well. And it is interesting to try someone else's head space. It can help with filling out an unbalanced party, too. So far I have played:

INTJ - 2
ENTJ - 1
INTP - 4 (The easiest for me, obviously.)
ENTP - 2

INFJ - 1
INFP - 2 (Oddly, both of these were utter disasters. My only true failures.)
ENFP - 1

ISTJ - 1
ESFJ - 1 (Wildly successful, which was a surprise)

ISTP - 3 (Easily my favorite type to play. Lots of action.)
ESTP - 1
ISFP - 2 (Another good type for games.)

I have not yet played ENFJ, ESFP, ESTJ, or ISFJ.
 

Vrecknidj

Prolific Member
Local time
Today 5:38 PM
Joined
Nov 21, 2007
Messages
2,196
---
Location
Michigan/Indiana, USA
It's fun to go to places that seem unusual. For example, in most editions of D&D, creatures like Pit Fiends are extremely clever (NT perhaps), but thrive within a very structured system (SJ perhaps).

So, how about an INFP Pit Fiend who ends up assigned to some horribly boring outpost in the Abyss as a forward commander in the Blood War. Make things worse, put the guy in charge of a town that's otherwise entirely undead.

What happens when the party arrives? The Pit Fiend wants to talk. He really, really wants to just talk to someone who isn't undead. He needs to talk, he has to have a relationship with someone, anyone, even some good-aligned characters. Heck, maybe he even goes out of his way to bind them up into agreements so that they have to come back.

:)
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
Your solutions are pretty similar to ours. I think you'd find our goblins and ogres similar to yours, though we have a couple of hobgoblin allies. That is quite common for us, to use diplomacy on an enemy. Or, in this case, intimidation and overwhelming force. What fun is it to just kick down the door and spray bullets all the time?

All the time? That'd lead to a short game. I agree with the general sentiment, however. My friends and I also have sessions where no attacks are made, though I can't say no skill checks get made such that nothing actually gets rolled. I tend to prefer the kind of game with fewer fights than normal, which can lead to complications when the PCs do actually get into a dungeon environment where it's not really anything except fight, fight, trap, fight, fight, fight with a trap, fight, trap, boss. That's why I generally make dungeons have big impacts on the story and key NPCs. The mechanics are balanced well for it, though. Figuring out how to challenge the PCs properly in fights outside of that environment is the trick.

Again, we do pretty much the same. We also have a shared spreadsheet at docs.google.com to track conditions and damage. One person is in charge of that at any time, and makes sure it is up-to-date for all to see. We've even used timers. Maybe it is overindulgence in BS, I don't know.

... My groups try to do things on computers, but the fact of the matter is that computers tend to slow things down, we find. Especially flipping through books without being able to actually flip through them. I definitely prefer paper and pencils. This monster's dazed? Pop a squiggle over his remaining HPs as a reminder and it's done. Is it a save or does it wear off? Pop an S next to it if it's a save. It's a simple system, and I don't have to look through files, I simply glance at the monster's HP total before they act to remind myself it has some condition or another. Prone? Set the mini on it's side. It's simple.

Well, I wasn't posting to complain, exactly. I mean, we are having fun with the game. We finished a module last night (highly modified by the DM) and frankly it was all politics and very little combat. We made deals and threats and replaced the person on the throne with our own choice. But the drama certainly didn't come from combat. It came from who knew what, and how to get past the traps to make a surprise visit, and considering how Torm might react to our involvement. (We have a paladin of Torm.)

I'm sure you weren't complaining, but I don't consider a "complaint" the same thing as "whining" or "bitching". And, sure, the simple fact is that D&D developed from a table-top war-game. To remove the fighting would be almost blasphemous, but there's also the role-playing aspect, which ignoring that would be just as blasphemous. Hell, it essentially invented the whole genre. I prefer a mix of both things, or else the game simply isn't fun. I could go whole sessions focusing on non-combat or focusing on combat, but if that's all the campaign is (either way), I get bored. Fights with no purpose are boring, and drama without fights also gets boring.

But unlike you, we are starting to think about moving on. I have a GURPS time travel game sequel that I wouldn't mind running, just a little two-session thing to expand on a loose end the DM didn't insist on finishing. There's been discussion of switching to Amber for a while. Since, as you said, every system has its flaws, switching them around means we don't get as irritated about them. You might think we weren't as good at working around them, for the same reason, but actually, seeing how they are solved in another system often gives us ideas.

Amber? They made a system based in Amber? Who, when, why?

As for skill checks, we stopped rolling real dice when we got a kitten who liked to chase them, and then later we also had a baby who liked to eat them. Those aren't be a problem anymore, but only about one session in three involves traditional dice, mainly for the nostalgia. Instead, the DM does most of the rolling on his iPad. We can roll our own whenever we want, but it goes faster and doesn't break the mood as much if we aren't announcing numbers.

I prefer rolling dice for the speed of it. I mean, sure, software dice rollers are also kinda fast, but you have to input numbers and choose the proper dice. With physical dice, look at the table, use the appropriate di, add. It's faster and you know you had an impact on the result, even if the impact is bad. You rolled it.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
I tend to prefer the kind of game with fewer fights than normal, which can lead to complications when the PCs do actually get into a dungeon environment where it's not really anything except fight, fight, trap, fight, fight, fight with a trap, fight, trap, boss.

Sometimes a good old-fashioned dungeon crawl is just the thing. Especially when work has been frustrating lately. We do have our fight-trap-fight sequences, and after a lot of politicking it can be quite a relief. Like you said, D&D developed from exactly that kind of gaming (and was the original for a lot of aspects), and it wouldn't even occur to us to avoid combat altogether. We just don't see it as the answer to every encounter, even if it is with an enemy.

... My groups try to do things on computers, but the fact of the matter is that computers tend to slow things down, we find. Especially flipping through books without being able to actually flip through them. I definitely prefer paper and pencils.

I like paper, myself, but for combat, we haven't found much difference between our auto-calculating spreadsheet (b=bloodied, deoX=dazed to end of the cleric's next turn, etc.), or a dry-erase board, a cardboard scoreboard, or a sheet of graph paper. We've all been doing combat for so long that it just doesn't make much difference anymore. And we type fast.

Actually, I agree with everything you've said, even if we don't do things the same way.

When I do DM, I am extremely detailed. I haven't run D&D, only Megatraveller. Once I had a list of industry codes for a villainous company and its subsidiaries, never expecting to use it. Session 1, a player went to the library to look up industry codes and subsidiaries. I was so smug when I handed over the list. His eyes were enormous as he concluded that I must have created the rest of the library as well. Moments like that are gold.

Amber? They made a system based in Amber? Who, when, why?

Yes, Erick Wujcik and Phage Press, 1991, probably because of a love of the series. It is completely diceless, which makes it disorienting and (in my opinion) hard to play. The players really have to be good at the nuances of keeping and revealing secrets, and they have to be alert and very clear about their personal goals. It is kind of cool. Jim Butcher said at a book signing that he plays it. From what you have said, it probably isn't for you. But it has a great section in the book about character development, with questions to get you thinking.

And you know you had an impact on the result, even if the impact is bad. You rolled it.

Yeah, but kittens and babies. The cat is mellow now, and the child is 7, so we do still roll them. I mean, no real gamer would give up his or her bag of dice. I have some of the original D&D dice from that boxed set.

Actually, the 7-year-old now wants to game. If I were a better DM, I'd set up a group of second graders, but I don't know that I could pull it off. I mainly run 2-4 session mini games, because I get too stressed out. I do want her to learn, though, so I will have to make it happen one of these days. It is so social and creative and so much fun when it works, so I think everyone should have a chance to try it.

When I do run a game, I do have MBTI types for just about all my NPCs, even the ones I make up on the spur of the moment, since it gives me a starting point for their reactions. I don't bother if it is just someone being asked for directions, I suppose.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
Sometimes a good old-fashioned dungeon crawl is just the thing. Especially when work has been frustrating lately. We do have our fight-trap-fight sequences, and after a lot of politicking it can be quite a relief. Like you said, D&D developed from exactly that kind of gaming (and was the original for a lot of aspects), and it wouldn't even occur to us to avoid combat altogether. We just don't see it as the answer to every encounter, even if it is with an enemy.

Well I can definitely respect that. I get kind of irritated if my players never try diplomacizing with an enemy. I mean, that also depends on the kind of game. I like to switch things up. I ran a game where it was much more skill based and fights would be minimized, and the players tended to listen to the pacifist cleric even when fighting actually was a good idea, and it was still lots of fun. I've also run the occasional "meat grinder", where you don't expect your character to live, because of the sheer frequency or toughness of fights. I've also gotten used to 4th edition enough that I can make a fight as challenging as I want without spending the "XP budget" as normal. I simply look at which monsters to include, decide how many, and figure how tough it'll be based on what I know of the PCs, and then reward XP according to how tough the fight actually was. (Statistically speaking, a monster getting 5 crits in a row is unlikely, and if it happens, the fight is harder, so I give more xp for it. It's not fair to reward xp for something that's supposed to be mildly tough as mildly tough if it was actually pretty difficult).

I like paper, myself, but for combat, we haven't found much difference between our auto-calculating spreadsheet (b=bloodied, deoX=dazed to end of the cleric's next turn, etc.), or a dry-erase board, a cardboard scoreboard, or a sheet of graph paper. We've all been doing combat for so long that it just doesn't make much difference anymore. And we type fast.

Typing fast must be key.

Actually, I agree with everything you've said, even if we don't do things the same way.

And I agree with you, too.

When I do DM, I am extremely detailed. I haven't run D&D, only Megatraveller. Once I had a list of industry codes for a villainous company and its subsidiaries, never expecting to use it. Session 1, a player went to the library to look up industry codes and subsidiaries. I was so smug when I handed over the list. His eyes were enormous as he concluded that I must have created the rest of the library as well. Moments like that are gold.

I'm famous for either not naming NPCs or for forgetting what I named them. I always write it down if I do, but the papers I use for notes are more to get things into my mind than to reference later, and I tend to lose them, and I'm bad with names. So when they run into the Sheriff of Hill Valley, who requests their help tracking down a murderer and theif, I'll remember all the clues he has to work with, his relation to the victims, His favorite food, which improves his attitude if one of the PCs buys some for him, his description, and all of that... but his name? Was it Timothy or Travis?

Yes, Erick Wujcik and Phage Press, 1991, probably because of a love of the series. It is completely diceless, which makes it disorienting and (in my opinion) hard to play. The players really have to be good at the nuances of keeping and revealing secrets, and they have to be alert and very clear about their personal goals. It is kind of cool. Jim Butcher said at a book signing that he plays it. From what you have said, it probably isn't for you. But it has a great section in the book about character development, with questions to get you thinking.
I loved the first five books, but the latter 5 kinda... should have not been made, in my somewhat humble opinion.

Yeah, but kittens and babies. The cat is mellow now, and the child is 7, so we do still roll them. I mean, no real gamer would give up his or her bag of dice. I have some of the original D&D dice from that boxed set.

Me and my friends never played around the kids or pets. They were always with the mother or outside or whatever.

Actually, the 7-year-old now wants to game. If I were a better DM, I'd set up a group of second graders, but I don't know that I could pull it off. I mainly run 2-4 session mini games, because I get too stressed out. I do want her to learn, though, so I will have to make it happen one of these days. It is so social and creative and so much fun when it works, so I think everyone should have a chance to try it.

With such young children, I'd probably pre-generate the character for them, and explain every roll they make, and use an overly cliche plot. This lizard-man kidnapped the princess, and now you have to travel through 8 magical lands to save her.

When I do run a game, I do have MBTI types for just about all my NPCs, even the ones I make up on the spur of the moment, since it gives me a starting point for their reactions. I don't bother if it is just someone being asked for directions, I suppose.

MBTI isn't really a big deal to me. I usually come up with a character and then type them, instead of using their type as a guideline. Though, I do use it a bit once I figure it out.
 

Vrecknidj

Prolific Member
Local time
Today 5:38 PM
Joined
Nov 21, 2007
Messages
2,196
---
Location
Michigan/Indiana, USA
Actually, the 7-year-old now wants to game. If I were a better DM, I'd set up a group of second graders, but I don't know that I could pull it off. I mainly run 2-4 session mini games, because I get too stressed out. I do want her to learn, though, so I will have to make it happen one of these days. It is so social and creative and so much fun when it works, so I think everyone should have a chance to try it.
I have two kids: 22 and 17. When the 22-year-old was 6, our D&D sessions went like this:

Dad: So, you want to see what Cave-ar is up to today?
Kid: Yeah!
Dad: Let's go get our drawings.
Kid: Okay!

We go to the file cabinet and get the colorings we've made of Cave-ar, his friends, the cave he lives in, the people he's met, and the places he's been. Cave-ar is a "cat-man." I asked my son what kind of hero he wanted to pretend to be and he said "A cat man," so, Cave-ar was created.

Dad: Today, Cave-ar and his old man friend, the one with the gray robes and white beard are journeying across the river. Do you remember what Cave-ar knows about the river?
Kid: Ooh, yeah. I remember. Cave-ar's friend, the lady with the potions, said that the other side of the river was dangerous and that she didn't go there anymore.
Dad: Right. So, if Cave-ar and his old man friend are going to journey there, what do you think Cave-ar should do first, so he's safe?

Etc.

No dice, no minis, no maps, no books. Just crayons, pencils, paper and imagination. I had to keep track of Cave-ar's friends and journeys, so, later on I drew maps for myself and took notes. (You'd be surprised just how razor sharp a 6-year-old's memory can be, so, take notes.)

We did this for about two years, and then we cracked open the books and played a similar game, with rules, (he thought a game with rules was really cool), and dice and maps and stuff.

Just some food for thought.

Dave

PS Oh, and I started taking him to GenCon every year when he turned 6 (and I did the same with my now-17-year-old). We just got back from our 17th consecutive GenCon as a father/son pair.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Stupid deployment indeed. I have never been to GenCon, so I am jealous.

Vrecknidj, I would not be at all surprised how sharp a 6-year-old's memory can be. When they are interested, of course. For several years, we've sung a story to the tune of "Rock a bye, baby," in which there is a class action suit against the makers of Treetop Baby Rockers, for not properly labeling their product for ground-level use only. I asked her after a month's hiatus, "Now where were we?" and she said, "The jury was still trying to select a foreman."

Yes, we have done story telling like you describe, and it is fun, but she wants to get her hands on some dice. She can read at a fifth grade level, but not think like it, if you know what I mean. Usually I steal material, like The Wizard of Oz. She likes the book and movie, and it saved me some world building.


Me and my friends never played around the kids or pets. They were always with the mother or outside or whatever.

Yeah, but I am the mother. By the way, being pregnant makes gaming much harder, especially if you have a male character at the time. Not that this will apply to you, of course.

With such young children, I'd probably pre-generate the character for them, and explain every roll they make, and use an overly cliche plot. This lizard-man kidnapped the princess, and now you have to travel through 8 magical lands to save her.

That could work. Kids are better game-wreckers than a ring of three wishes, though.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
Stupid deployment indeed. I have never been to GenCon, so I am jealous.

GenCon is a magical land, full of fairies, elve, dragons and sorcery. And nerd games.

Vrecknidj, I would not be at all surprised how sharp a 6-year-old's memory can be. When they are interested, of course. For several years, we've sung a story to the tune of "Rock a bye, baby," in which there is a class action suit against the makers of Treetop Baby Rockers, for not properly labeling their product for ground-level use only. I asked her after a month's hiatus, "Now where were we?" and she said, "The jury was still trying to select a foreman."

Haha, I need a copy of this song.

Yes, we have done story telling like you describe, and it is fun, but she wants to get her hands on some dice. She can read at a fifth grade level, but not think like it, if you know what I mean. Usually I steal material, like The Wizard of Oz. She likes the book and movie, and it saved me some world building.

My son hasn't really ever seen me game, but I'm sure he'd want to try it if he did. He's getting the impression that he and I like are more similar than he and his mother, I think. Which might actually be true. He's all about video games, at any rate. I can't wait to get back and play Mario with him.

Yeah, but I am the mother. By the way, being pregnant makes gaming much harder, especially if you have a male character at the time. Not that this will apply to you, of course.

Yeah, that one time I was pregnant, gaming was really difficult. Because... of the frequent urination, I suppose. Or, as you intimated, the sudden mood swings and horniness over pickled dipped in peanut butter.

That could work. Kids are better game-wreckers than a ring of three wishes, though.
Game wreckers? Maybe. I do get frustrated with my son's lack of attention span sometimes, but I don't plan on pencil and paper gaming with him until he's at least 10. Don't have a good reason, just figure his attention will settle down a bit then.
 

gwydion85

Redshirt
Local time
Today 2:38 PM
Joined
Jul 18, 2011
Messages
15
---
*sigh* I wish I had friends out here in BFE who played. I haven't played a game in like, 8 or 9 years. I've been trying, unsuccessfully I might add, for a couple/few years to find some way to play D&D online. Back a few years ago they started working on that D&D Tabletop for 4.0 which looked awesome, and then it got cancelled while I was on deployment and that really irritated me. Anyone have anything to help out with this? My work schedule, plus detachments I'll be going on and family life leave me not really able to commit to anything local, so it's pretty much online for me or bust. =\
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Haha, I need a copy of this song.

I really wish I had it written down. It is extemporaneous, sometimes redundant, always with the familiar tune, and the last line "down [came/will come] baby, cradle and all." I don't bother with rhyme or scan, of course.

That wasn't brought up in discovery
Your honor, I object, in the strongest terms
Council for defense must play by the rules
Because down came baby, cradle and all.

I'm afraid it doesn't get any better than that.

Yeah, that one time I was pregnant, gaming was really difficult. Because... of the frequent urination, I suppose. Or, as you intimated, the sudden mood swings and horniness over pickled dipped in peanut butter.

:) No, it was just the high levels of estrogen made it really hard to concentrate, and amazingly hard to play a male character. (I'd been running him for a few months before then.) About a third of my characters are male, and usually the others in my group say it do a good job of it, but in this case, I got complaints that he was too effeminate, which wasn't what he was supposed to be. He was supposed to be more of an intellectual James Bond. Also, I couldn't do math in my head then, which made life much more difficult.

Game wreckers? Maybe. I do get frustrated with my son's lack of attention span sometimes, but I don't plan on pencil and paper gaming with him until he's at least 10. Don't have a good reason, just figure his attention will settle down a bit then.

Mainly, my daughter doesn't see why the DM gets to be the one to make everything up. She likes to change the world suddenly. "I pull out my flying machine and shoot the bad guys with my giant laser guns!" "Well, no, you don't have a flying machine or a gun. Where would those come from?" "I have a magic pocket that has anything I need in it." "Sigh. Okay, the bad guys all die." I suspect that some day, she will be a very good DM. She has an endless imagination, and loves being right.

I'm sure your son is equally eager for your return. It must be awful, being away from your family for so long.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
*sigh* I wish I had friends out here in BFE who played. I haven't played a game in like, 8 or 9 years. I've been trying, unsuccessfully I might add, for a couple/few years to find some way to play D&D online. Back a few years ago they started working on that D&D Tabletop for 4.0 which looked awesome, and then it got cancelled while I was on deployment and that really irritated me. Anyone have anything to help out with this? My work schedule, plus detachments I'll be going on and family life leave me not really able to commit to anything local, so it's pretty much online for me or bust. =\
Battle field Earth?

My friends and I have been looking into ways of accomplishing online gaming. One of my friends recently found the answer, he thinks, but I'll wait to see how it works before I give it too much credit.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
I really wish I had it written down. It is extemporaneous, sometimes redundant, always with the familiar tune, and the last line "down [came/will come] baby, cradle and all." I don't bother with rhyme or scan, of course.

That wasn't brought up in discovery
Your honor, I object, in the strongest terms
Council for defense must play by the rules
Because down came baby, cradle and all.

I'm afraid it doesn't get any better than that.{/quote]

Classic.

:) No, it was just the high levels of estrogen made it really hard to concentrate, and amazingly hard to play a male character. (I'd been running him for a few months before then.) About a third of my characters are male, and usually the others in my group say it do a good job of it, but in this case, I got complaints that he was too effeminate, which wasn't what he was supposed to be. He was supposed to be more of an intellectual James Bond. Also, I couldn't do math in my head then, which made life much more difficult.

Something I've always wanted to do is to play a character who would be gay over one of the other PCs, but I'm not sure which of my friends would appreciate the gay dude swooning over them. Further, as much as it sounds fun to do that, it also seems like it'd be an irritating character to play on a long campaign, so it'd have to be a short campaign. I mean, I could pull it off, but playing a gay character is just... well, PCs are different from NPCs, in that I have handfuls of NPCs to worry about at a time, but my PC is the only one I have, and I'd rather not be unable to empathize with him or her.

Mainly, my daughter doesn't see why the DM gets to be the one to make everything up. She likes to change the world suddenly. "I pull out my flying machine and shoot the bad guys with my giant laser guns!" "Well, no, you don't have a flying machine or a gun. Where would those come from?" "I have a magic pocket that has anything I need in it." "Sigh. Okay, the bad guys all die." I suspect that some day, she will be a very good DM. She has an endless imagination, and loves being right.

Yes, I could see that. I mean, why not allow it? Like a 6 year old is going to understand the rules as they are and take them that way, right?

I'm sure your son is equally eager for your return. It must be awful, being away from your family for so long.
It sucks, I won't lie. Not just being away from my family, though. All the stupid rules and all the time that's wasted on BS.
 

gwydion85

Redshirt
Local time
Today 2:38 PM
Joined
Jul 18, 2011
Messages
15
---
BFE = Bumfuck Egypt =D If the online part works out, that would be awesome
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Something I've always wanted to do is to play a character who would be gay over one of the other PCs, but I'm not sure which of my friends would appreciate the gay dude swooning over them. Further, as much as it sounds fun to do that, it also seems like it'd be an irritating character to play on a long campaign, so it'd have to be a short campaign. I mean, I could pull it off, but playing a gay character is just... well, PCs are different from NPCs, in that I have handfuls of NPCs to worry about at a time, but my PC is the only one I have, and I'd rather not be unable to empathize with him or her.

We have very different playing groups. A female NPC in our present game became enamored of my female PC, and although I hadn't thought of her as bisexual when we started, the two have been a couple for a while. We have a very mixed gaming group, both for sex and sexual orientation, so our characters vary as well. They might be straight, bi, gay, sexually active, lascivious, repressed, or asexual. I don't think we've had a transsexual PC or NPC, but we could. So what you propose would be unremarkable in our campaigns.

You could just ask the players if they would have a problem with it. If the PC says no in game, that's the end of it, except for some sighing. If it gets too uncomfortable, you could always drop the subject. I don't see why it would be irritating over the long run, unless the character himself was irritating.

Yes, I could see that. I mean, why not allow it? Like a 6 year old is going to understand the rules as they are and take them that way, right?

Oh, I do. Of course. Cooperative storytelling is wonderful however you do it. As long as everyone has fun, right?

It sucks, I won't lie. Not just being away from my family, though. All the stupid rules and all the time that's wasted on BS.

Well, come home soon and safely. I can't even imagine it.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
We have very different playing groups. A female NPC in our present game became enamored of my female PC, and although I hadn't thought of her as bisexual when we started, the two have been a couple for a while. We have a very mixed gaming group, both for sex and sexual orientation, so our characters vary as well. They might be straight, bi, gay, sexually active, lascivious, repressed, or asexual. I don't think we've had a transsexual PC or NPC, but we could. So what you propose would be unremarkable in our campaigns.

I've only ever had two consistent playing groups, one of them is my friends from back in the days of yonder, middle school and beyond (to this day), and some of my battle buddies in my current unit. My buddies back home, as a group, have never been too excited about role-playing sexy things and all that, as a group. A few of them like it, and everyone wants there to be realistic romances and sex to a point, it's mostly the degree to which they each desire description.

But that wasn't even the meat of it. I simply cannot empathize with homosexuality, and sexuality is a pretty large and important aspect of my personality. I wouldn't want to play a character sao vastly different from me, because I cannot empathize with him. I could do it for a while, and I have no problem doing it with NPC, but if it's my character I want to empathize with them, or else I'll lose interest.

You could just ask the players if they would have a problem with it. If the PC says no in game, that's the end of it, except for some sighing. If it gets too uncomfortable, you could always drop the subject. I don't see why it would be irritating over the long run, unless the character himself was irritating.

My friends are usually good about letting each person play the character they want to play. As I said, it's not so much that it'd bother my friends, that's a minor concern. It's more my lack of empathy for the character.

Oh, I do. Of course. Cooperative storytelling is wonderful however you do it. As long as everyone has fun, right?

Fun is the point, so yeah!

Well, come home soon and safely. I can't even imagine it.
You betcha. I just find it irritating how long it's been since I've been on a mission. I've been on my FoB for too long. This FoB sucks.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
But that wasn't even the meat of it. I simply cannot empathize with homosexuality, and sexuality is a pretty large and important aspect of my personality. I wouldn't want to play a character so vastly different from me, because I cannot empathize with him. I could do it for a while, and I have no problem doing it with NPC, but if it's my character I want to empathize with them, or else I'll lose interest.

That makes sense, though it isn't what I do. Sometimes I do want a character that is like me. I have created 4 INTPs, after all. But I often create characters that are nothing like me, way outside my comfort zone, just to see if I can, and live in a different head for a while. (Gaming for me is very escapist.) Playing a different sexual orientation is not difficult for me, though.

My biggest challenge was probably my salesman-type character, an ESFJ. I went into that campaign not even knowing if it was possible. He was an outgoing, energetic, generous but manipulative, itinerant merchant. I started by faking it, but ended up really enjoying playing him, and it got easier over time. The other tough one was INTJ, which was easy enough, but she was evil to the core, another thing I couldn't empathize with. Another player reformed her, quite against my will, but I admit it was a relief when it happened.

However, there is another player in my group who only plays beautiful scientists, and prefers not to include personality flaws. Basically she plays herself, but with all her good points turned up to 11. I can't imagine her playing a male character, or a homosexual one. We both love gaming, but obviously we get different things out of it.

This FoB sucks.

I'm sorry to hear that, but...non-military type that I am...what is FoB?
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
That makes sense, though it isn't what I do. Sometimes I do want a character that is like me. I have created 4 INTPs, after all. But I often create characters that are nothing like me, way outside my comfort zone, just to see if I can, and live in a different head for a while. (Gaming for me is very escapist.) Playing a different sexual orientation is not difficult for me, though.

Gaming for me brings with it all the joys of writing, except it's in real time. I can't claim I'm escapist at all, I simply like the game. Escapism must have some part in it, but for me it's all about the story and it's characters.

My biggest challenge was probably my salesman-type character, an ESFJ. I went into that campaign not even knowing if it was possible. He was an outgoing, energetic, generous but manipulative, itinerant merchant. I started by faking it, but ended up really enjoying playing him, and it got easier over time. The other tough one was INTJ, which was easy enough, but she was evil to the core, another thing I couldn't empathize with. Another player reformed her, quite against my will, but I admit it was a relief when it happened.

The most difficult character to play for me was probably the Crusader (Book of Nine Swords, 3.5). I tried to make it more than a word at the top of his character sheet. He was the leader of the group, and being DM more often than not made it very difficult actually making the group's decisions (as opposed to giving them the options and waiting to see what they do, it's the exact opposite of what I got comfortable doing). I think I pulled it off, but it was difficult, especially when one of the other players thought we should do something else. Fortunately, my ability to reason and deliberate left most of the other players at least satisfied that I wasn't just randomly going places to see the sights. My favorite was probably the Eladrin wanderer, though. He was really fun, but he was also very like me.

However, there is another player in my group who only plays beautiful scientists, and prefers not to include personality flaws. Basically she plays herself, but with all her good points turned up to 11. I can't imagine her playing a male character, or a homosexual one. We both love gaming, but obviously we get different things out of it.

... A character with no flaws?! What is there to overcome?! I mean.. internally.

I'm sorry to hear that, but...non-military type that I am...what is FoB?
Forward Operations Base.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
Gaming for me brings with it all the joys of writing, except it's in real time. I can't claim I'm escapist at all, I simply like the game. Escapism must have some part in it, but for me it's all about the story and it's characters.

I think it has to be about the plot and characters, especially for the DM. I am deeply dissatisfied if my character doesn't change by the end of the game. Usually I do something explicit to make sure of it, such as an unbreakable commitment to something or someone, or reacting to a bad event in the game with something permanent. Even tiny fateful actions add up. For me, this is actually part of the escapism. The more believable the character, and the more dire the plot, the happier I am.

The most difficult character to play for me was probably the Crusader (Book of Nine Swords, 3.5). I tried to make it more than a word at the top of his character sheet. He was the leader of the group, and being DM more often than not made it very difficult actually making the group's decisions...

That does sound hard to do. We often have characters that are, for some reason, under orders from an NPC, like a liege lord, but they rarely travel with us. How did you end up with an NPC leader, anyway? I am not familiar with the Crusader class.

My favorite was probably the Eladrin wanderer, though. He was really fun, but he was also very like me.

Eladrin are great. I love playing non-human characters and trying to make them continue to seem a little alien in their approach to things. It is really hard to do. We have a lot of Celtic mythology around the house, plus plenty of fantasy novels, so we based Eladrin society on those.

... A character with no flaws?! What is there to overcome?! I mean.. internally.

My thoughts exactly. I would find that unplayable. She enjoys secrets and enemies, as long as they aren't too serious, and not due to any past indiscretions. Hereditary enemies are fine, but she would never play a fugitive from the law, or unattractive, or deluded, all of which I found fun. No addictions, phobias, poor impulse control, or bad fashion sense for her. She doesn't like her characters to make mistakes, either. This makes her characters rather unmemorable and self-similar, alas. They are risk-averse and they tend to dither, though I don't know if she realizes it. I love gaming with her, so I won't tell her, either. Our DM usually finds a way to make her character question what she knows of her past, and it works out.

So how do you handle doing it all on paper? 4th edition has an outrageous amount of calculation to do. Do you use Character Builder from Wizards of the Coast? Or just do a lot of number crunching before each new level? Sometimes I dread having a new magic item just because I have to recalculate so many things. You said computers slow you down, or maybe you meant only in combat, but I find them invaluable.
 

SpaceYeti

Prolific Member
Local time
Today 3:38 PM
Joined
Aug 14, 2010
Messages
5,592
---
Location
Crap
I think it has to be about the plot and characters, especially for the DM. I am deeply dissatisfied if my character doesn't change by the end of the game. Usually I do something explicit to make sure of it, such as an unbreakable commitment to something or someone, or reacting to a bad event in the game with something permanent. Even tiny fateful actions add up. For me, this is actually part of the escapism. The more believable the character, and the more dire the plot, the happier I am.

Definitely agreed. It seems most of the people who play for me or whom I've played with or for agree, too.

That does sound hard to do. We often have characters that are, for some reason, under orders from an NPC, like a liege lord, but they rarely travel with us. How did you end up with an NPC leader, anyway? I am not familiar with the Crusader class.

Oh, no, he was my PC. I was playing for someone else. I'd only ever have an NPC lead around a party if the party was all a bunch of new people and they needed direction. And I'd also find a convenient way to kill him off or otherwise remove him when the PCs started getting it. A leader NPC really wouldn't be so difficult to pull off, because that's why he was made, in order to help the PCs. But because I DM so much, I grew to disliking having a significant impact on the decisions of the PC group, even if I'm part of that group. That's why the "I'm here to help my buddies" personality type is my standard PC personality if I don't have much time to think before creation.

Eladrin are great. I love playing non-human characters and trying to make them continue to seem a little alien in their approach to things. It is really hard to do. We have a lot of Celtic mythology around the house, plus plenty of fantasy novels, so we based Eladrin society on those.

That's why I liked this Eladrin. He was alien to humans, and he wanted to be alien to his own people (part of his character is how he disliked his own people, not even realizing how typical of them he was himself). He was basically me when I was a teenager, except he cared about less things. Part of the fun was learning to care.

My thoughts exactly. I would find that unplayable. She enjoys secrets and enemies, as long as they aren't too serious, and not due to any past indiscretions. Hereditary enemies are fine, but she would never play a fugitive from the law, or unattractive, or deluded, all of which I found fun. No addictions, phobias, poor impulse control, or bad fashion sense for her. She doesn't like her characters to make mistakes, either. This makes her characters rather unmemorable and self-similar, alas. They are risk-averse and they tend to dither, though I don't know if she realizes it. I love gaming with her, so I won't tell her, either. Our DM usually finds a way to make her character question what she knows of her past, and it works out.

Phobias are the best! Xenophobia is always pretty fun. Racism is fun to RP, too, because it gives me practice being unreasonable. Justifying racism is kind of rewarding, in that way.

So how do you handle doing it all on paper? 4th edition has an outrageous amount of calculation to do. Do you use Character Builder from Wizards of the Coast? Or just do a lot of number crunching before each new level? Sometimes I dread having a new magic item just because I have to recalculate so many things. You said computers slow you down, or maybe you meant only in combat, but I find them invaluable.
There's really not that much to track. Each character keeps track of their bonuses, and the DM simply uses the bonuses monsters have already. It's hella simpler than 3.5.
 

Trebuchet

Prolific Member
Local time
Today 2:38 PM
Joined
Aug 17, 2009
Messages
1,017
---
Location
California, USA
That's why I liked this Eladrin. He was alien to humans, and he wanted to be alien to his own people (part of his character is how he disliked his own people, not even realizing how typical of them he was himself). He was basically me when I was a teenager, except he cared about less things. Part of the fun was learning to care.

That sounds like an interesting character. What did he not like about his own people? My Eladrin disagrees with most of her society that eladrin are better than elves and drow.

Phobias are the best! Xenophobia is always pretty fun. Racism is fun to RP, too, because it gives me practice being unreasonable. Justifying racism is kind of rewarding, in that way.

Phobias can be fun, certainly. One of my characters was phobic about rugs and tapestries. My eladrin is terrified of bards. I have played xenophobia a few times, but I am not very good at it, so it comes across as half-hearted. It is certainly a challenge to have character who thinks they can justify racism, slavery, murder, or other heinous thing, and I've enjoyed the challenge of all of those. It often leads to some insight into why people would think that way for real, and gives me a chance to deeply consider my own arguments against those things. Who says RPGs are just for fun?

There's really not that much to track. Each character keeps track of their bonuses, and the DM simply uses the bonuses monsters have already. It's hella simpler than 3.5.

Wow, something where I disagree with you completely. In 3.5, you just had to make a list of the spells or feats you had, and then say "I waste him with my crossbow!" (I love Knights of the Dinner Table.) There were flanking rules and line of sight, and tracking encumbrance was always a pain, but that was about it.

In 4E, I have this ridiculously cumbersome list of available spells, since I'm playing a wizard, and everyone has to keep track of how many daily item powers or daily powers they used, actions points, which implement or item they are using, whether it has the "Fire" or "Martial" keyword, whether the opponent is bloodied or insubstantial or whatever.

I do use the Character Builder, which does a lot to precalculate everything. Then I produce the quicksheets for a one-page list of most-used powers and feats. I have my spells in two sets, so I don't have to spend time choosing them each day, and I just alternate. It seems like no matter what we do to simplify and precalculate, though, it is just cumbersome. I think we've found the difference in the times our combats take.

To be sure, I have never been much of a tabletop wargame player. Starfleet Battles is certainly more complicated than 4E.
 
Top Bottom