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Dungeons & Dra.. What's a DM to Do? Players Looting EVERYTHING among other things.
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9 months ago  ::  Sep 18, 2012 - 10:40PM #111
JTheta
Date Joined: Mar 22, 2011
Posts: 400
I understand what you're saying here, but I think that your favored play style involves quite a bit of customization of the game. If I were going to try an LIM campaign with lots of player input, I'd do it with the Minimus system, which is already designed for something similar.
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9 months ago  ::  Sep 18, 2012 - 10:46PM #112
iserith
Date Joined: Jun 1, 2005
Posts: 5,191
Not really. Nothing I'm suggesting isn't already in 4e materials or isn't based firmly in D&D game design of old.
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Sep 19, 2012 - 12:07AM #113
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 18, 2012 -- 9:43PM, iserith wrote:

Sep 18, 2012 -- 6:04PM, LunarSavage wrote:

D&D is a flexible game. You can make it the best at anything.




That depends on how much work you want to put into it to get uncertain results. It's a broad game that's great in some areas and hit or miss in others. I'll use D&D to play the things it's really good at with no major effort on my part and save stuff like horror and mystery, for example, for other systems.




If you're not willing to put the work in, I'm going to go back to calling that lazy DMing.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 19, 2012 - 6:18AM #114
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,440

Sep 19, 2012 -- 12:07AM, LunarSavage wrote:

If you're not willing to put the work in, I'm going to go back to calling that lazy DMing.


In my experience it often actually requires more work since the players that like this style of gaming pick things you never considered yourself. The work though is done after the session, when you modify your plots and game world based on what the players did. It is certainly not for every group, but with the right kind of players it keeps the DM on the alert and it can be fun even though lowering one's control over the game can be a challenge in itself. One big benefit is that it reduces frustration, because for example nothing frustrates me more than a DM telling me my player tripped and shouts loudly in pain because I rolled a 1 on stealth, even though the end result of that check is still 24, high enough that no low-level monster will hear it

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9 months ago  ::  Sep 19, 2012 - 6:38AM #115
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 19, 2012 -- 6:18AM, Madfox11 wrote:

Sep 19, 2012 -- 12:07AM, LunarSavage wrote:

If you're not willing to put the work in, I'm going to go back to calling that lazy DMing.


In my experience it often actually requires more work since the players that like this style of gaming pick things you never considered yourself. The work though is done after the session, when you modify your plots and game world based on what the players did. It is certainly not for every group, but with the right kind of players it keeps the DM on the alert and it can be fun even though lowering one's control over the game can be a challenge in itself. One big benefit is that it reduces frustration, because for example nothing frustrates me more than a DM telling me my player tripped and shouts loudly in pain because I rolled a 1 on stealth, even though the end result of that check is still 24, high enough that no low-level monster will hear it




Italics: I'm glad you recognize that it's not fit for everyone.

Bold: That sounds more like a problem with natural 1s than an issue with the DM/playstyle. Maybe suggest doing away with 1 = failure?

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 19, 2012 - 7:03AM #116
JTheta
Date Joined: Mar 22, 2011
Posts: 400
My group loves crazy things happening on critical failures/successes. That's one area where we probably make up the details of what happened as often as the DM does.

Not really. Nothing I'm suggesting isn't already in 4e materials or isn't based firmly in D&D game design of old. 




You heavily borrow mechanics from Dungeon World. I'm not saying this is a problem, but how is it not a custom modification of the game? 

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9 months ago  ::  Sep 19, 2012 - 7:12AM #117
iserith
Date Joined: Jun 1, 2005
Posts: 5,191
I heavily borrow the good ideas on GMing and organization that Dungeon World espouses which aren't particularly new and came from... D&D. Location-in-motion is just a dungeon with an ecology.

I use 4e mechanics for all rolls and the like. Shared storytelling and other concepts like that are straight out of the DMG1/DMG2 for 4e.
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Sep 19, 2012 - 7:12AM #118
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 19, 2012 -- 7:03AM, JTheta wrote:

My group loves crazy things happening on critical failures/successes. That's one area where we probably make up the details of what happened as often as the DM does.

 





Haha, I love those too. My players enjoy it from time to time, but mostly only the successful stuff (who wouldn't, right?). In our last session, the player rolled a 1 and the sword flew out of his hand and landed in an area shrouded by the psionic's darkness ability. It was really the least of the bad things that could have happened.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 19, 2012 - 7:15AM #119
JTheta
Date Joined: Mar 22, 2011
Posts: 400
Right, so it's not a heavy modification; mostly just a change in how you organize things. But the changes that would be needed to run, say, mystery or horror are similar in scope, I think. Maybe if I tried to do one of those I would change my mind.
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9 months ago  ::  Sep 19, 2012 - 7:58AM #120
iserith
Date Joined: Jun 1, 2005
Posts: 5,191

Sep 19, 2012 -- 7:15AM, JTheta wrote:

Right, so it's not a heavy modification; mostly just a change in how you organize things. But the changes that would be needed to run, say, mystery or horror are similar in scope, I think. Maybe if I tried to do one of those I would change my mind.




If how I write my notes down on paper to run a game is somehow mandated by D&D, that's news to me. I do D&D for one thing: Fantasy adventuring. It does it well.

A good mystery or horror game has different designs and mechanics that work for those genres. You'd have to be putting a lot of work into it to make it work or developing additional non-transferrable skills with a specific group that buys in to get a reasonable success rate. I'm not willing to do that when I can just pick up another game and run that instead and get more consistent results. That's no slight on D&D.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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