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7:19 AM
Today on Doctor Who Gifs my favorite Doctor introduces himself.
 
 
1 hour later…
8:47 AM
@waxeagle mk, good to know
 
 
3 hours later…
11:54 AM
Hello.
Has anybody ever used the G+ roll20 app as a GM?
 
@Zachiel I think @Magician has.
 
@BESW Nope, not me, sorry. I prefer dice.
 
mmmh maybe there's also an online guide
aha, found it
 
12:26 PM
Gmornin
 
'Mornin', Aaron
 
@BESW Which doc is that?
 
@Aaron The "Shalka Doctor."
He missed being canon by that much.
In the early 2000s the BBC decided that since Doctor Who wasn't going to be going back on air, they'd make it a web series.
 
@BESW Ah. So he is not an 'official' doctor?
 
They commissioned a company to make Doctor Who stories using Flash animation. The first story was Scream of the Shalka. It featured some voices we've since seen in the revived series, like Richard E. Grant and Derek Jacobi.
And it would've been a canonical continuation of the Doctor Who franchise, with the Ninth Doctor... except that shortly before Scream was finished and published, the New Series contracts were signed.
The BBC allowed Scream of the Shalka to be finished and it got a low-profile release (you can download it from their site for free), but the Shalka Doctor is not canonical.
 
12:38 PM
Ah.
Just from that gif it looks entertaining.
I will add it to my look into it list
 
:sigh: Cloud9 doesn't work as well as I'd hoped.
 
@Aaron The animation is a little simplistic but it's not bad.
 
@BESW I like web comics so this is just a web comic with animations right?
 
Not really.
Have you seen any of the animated reconstructions of lost episodes?
(If you listen closely you'll hear an uncredited cameo by David Tennant, who was doing voicework in the same studio one day and begged his way into the cameo.)
 
1:31 PM
6
Q: Why is the GM usually the driving force in RPG?

VoracIn my limited experience, the GM provides a story to the players, ant their "main" characters mostly react to the environment. Having a look at a couple of random highly-voted (and IMO high-quality) answers on this site, confirms the same impression: As a GM, it is your job to create an enjoy...

intereting question
 
@JoshuaAslanSmith ooh fantatastic question (haven't read the whole thing, but good title)
it's a bit um...D&D type...centric as other games seek to solve the problem he's describing
 
but for a lot of people their only experience with RPGs is this exact scenario
 
thinking about writing an answer
literally the ideal of D&D is to get all the xp and loot
usually through quests or dungeon crawls
this requires the party to work together to actually be effective and transforms the party into one sort of amalgam character who is then the action hero who goes through a rather flat narrative arc.
 
@JoshuaAslanSmith good point
 
1:39 PM
also the snarky answer I want to give is that narratives fall apart if pulled into too many different directions
 
the party is the protagonist, the subplots revolve around personalities within that character, but the party as a whole is a character.
in the traditional narrative sense
 
yeah working with besw on the fate fractal Stargate SG1 idea really made me think of party based games that way
 
@JoshuaAslanSmith My job is done here.
 
also players tend to act like actors vs, characters, vis a vis they want the best lines, the best scenes, the best roles they all want to be lead
 
I guess a big different between RPing and Dice games I didn't realize until now is dice games is focused on fighting and looting where I have not been in a fight in the rp I do for about a month now.
 
1:46 PM
"Dice games"?
 
@BESW Games that use dice.
Games like dnd that use dice I guess would be better phrasing.
 
Like D&D or like Yahtzee?
 
you can tell stories and if your DM gives xp and loot as part of quest rewards it can lighten the dungeon crawl burden
its just its way easier to balance the speed of advancement using monster fights and loot drops as guides
 
@Aaron Yeah, because there are a lot of RPG games which use dice but have no loot/XP at all, and/or in which combat is not a major focus of the play.
 
@BESW Interesting. Once I tire of pathfinder perhaps I will look into those.
Anyone here read Grim Tales on SNAFU?
 
2:10 PM
nope
@besw it totally makes sense from a GM perspective to look at the party that way, its just from a player perspective that makes no sense
 
@JoshuaAslanSmith I dunno. I think I've had groups which would've at least found the perspective enlightening.
 
@besw not disagreeing, just saying its not immediately apparent from a player perspective when you've gone through all the trouble to make a backstory, flesh out your character concept (mechanically and storywise) and you barely know the other persons' because for RP purposes you just met at a tavern, you shouldnt know their entire backstory
 
2:25 PM
What book does the Tinkerer class appear in?
 
@JoshuaAslanSmith But from the get-go, the typical adventure game expects you to recognize that you have to act as a group, for instance. Present a united front all the time. Integrating the personalities and all that is just part of the internal character development of the party.
 
Nevermind finally found it.
 
@Aaron The Big Book of Homebrew?
 
@Metool The official name is technomancer it is in AEG magic
 
True, I also feel its an issue where the myth of D&D conflicts with the reality as a 4e player/gm. I've had to deal with so many people's ideals which we influenced by stories about 2nd and 3rd edition and usually about highly dysfunctional parties
 
2:49 PM
I'm discovering NetHack (thanks to dlras2's comment), is it any good ?
 
@Trajan Nethack? the computer game? I love roguelikes! haven't played a ton of nethack, but I've played a lot of Rogue and a ton of ADOM
though I'll confess to never having ascended in either game
 
@waxeagle Yes that one. What is ADOM ?
 
@Trajan ancient domains of mystery. it's a different roguelike
IIRC it's available on abandonware sites
 
only roguelikes I played are FTL (9.5/10, a really awesome, timesinking, hard game) and Dungeon of Dredmor (hard and/but fun)
 
@Trajan nethack is very...throrough, they even threw in the kitchen sink
 
2:57 PM
NetHack is fun, in the Dwarf Fortress way.
(or the other way around)
 
@SvenB. always wanted to try this one two, but it seemed to need to read like tons of documentation to begin to understand the game
 
3:19 PM
@Trajan Yes, Dwarf Fortress does need some side reading, but I found the Wiki to help a lot.
But as a game with no victory condition and plenty of ways to lose, ranging from miserable failure to disaster of peic proportions, the Dev's motto "Losing is fun" makes a lot of sense
 
I think my favorite "Fun" was making a glass lava-filled hammer suspended above the entrance to one's fort.
(I've never played, but I have friends who... consult... me for ideas.)
 
@BESW Nice ! Might steal that next time my pc visit a dwarven fortress
 
The game's most appealing feature to me was the high moddability.
 
@Trajan I also worked with them to create a hollow world.
Step one: find/build a really tall mountain.
Step two: build two pumps, one for water and one for magma, with spouts at the top of the mountain.
 
@SvenB. I barely have time to play, even less to mod. Besides I'm a bit too attached to my current programming language
 
3:27 PM
Step three: place all your dwarves, and crates of every animal/plant you might want, at the top of the mountain.
Step four: flood the world with water.
Step five: Drop magma onto the water, creating an obsidian layer across the water's surface until it covers the water completely.
Step six: pump the water from below the shell to above it.
Step seven: set up your fortress in the hollow world-spanning cavern beneath the sea.
 
Doesn't the water overflows at the sides of the map ?
 
@BESW Sounds like an orbital magma cannon to me.
 
@BESW This sounds minecrafty
 
@SvenB. If it does, they found a way around it.
 
I might use that for my next house.
See what it looks like.
 
3:29 PM
@shatterspike1 All you need is a tall mountain, and a magma pump at the top with a "fuse" that trips to turn it own when the water hits a certain height.
 
@BESW Sounds fairly simple. Probably would just use a pressure plate or something.
Although that could result in fun.
 
@shatterspike1 Then you have a glass "fuse" to trigger when the magma should stop.
You can set the whole thing up to run automatically while your dorfs are safe in their mountain stronghold.
 
@BESW Oh, they won't be safe. Some idiot hunter will ignore my order to head to the burrows and get himself killed.
 
Dwarf Fortress : because somebody thought that micro-managing manic-depressive drunkards was fun.
 
@SvenB. Well... he was right.
 
3:38 PM
Indeed.
 
3:52 PM
Greetings
 
Hello
 
4:10 PM
I'm looking for a little advice/discussion on the topic of player-character backgrounds and motivations. Mostly motivations.
 
Mmm, that's sticky.
What's got you thinking about it?
 
Every time I've had to create a character? :)
I can come up with fun concepts or mixes of class/abilities... but when it's time to explain "why?", I tend to get stuck. Not only why the character is adventuring, but also why he sticks with the other characters.
Of note: my current thinking is "D&D fantasy" but I doubt the genre or setting is what's giving me trouble.
I was wondering how others did it and if there was any trick I was missing. Or maybe there isn't and it does a week to write a proper background & motivation?...
 
shouldn't take that long
you should come up with a core pitch
and then you can spin it out from there
 
So, you start with a mechanical concept and then backwards-engineer a character background/motive from it once you've built him?
 
@JoshuaAslanSmith Maybe I'm trying too hard. One thing is that it irks me when things don't make sense.
 
4:19 PM
I agree with BESW that you should always pick the class/mechanics you want to play first and then refluff or build a background to fit
 
@BESW Yeah... it's a reflex. Concepts get my imagination going... but you could say they're empty shells.
 
I'm not saying it's wrong. I've done it many times.
There are those who will tell you it's wrong.
 
but to continue on what im talking about, tell me who this is: a young millionaire watches sees his parents brutally murdered before his eyes in a petty robbery gone wrong, in response he devotes himself and all that he has to a one man war on crime with one rule, no killing
 
Well, whether it's wrong or not, I happen to be a concept person, so yeah. I'm more "That dude has a draconic ancestry and can manipulate fire!" rather than "Mm, some guy looking for redemption".
@JoshuaAslanSmith Batty? :)
 
yep
you can have both concepts
that you list
one is the mechanical concept and the other is the story concept
 
4:22 PM
@JoshuaAslanSmith You're saying I could... work separately on either and then smash them together?
 
im saying the mechanical concept should inform your mechanical choices and from there you layer the story concept ontop
to return to batman, when he first showed up in detective comics you didn't have the iconic backstory yet
just the mechanical concept, man in a bat suit fist fights villians
he has no super powers, just gadgets
it was later that the creators of batman wrote the origin story (the story concept) for why the character became a dude in a batsuit fighting villians with gadgets
 
@JoshuaAslanSmith Sounds tricksy. While I wouldn't mind postponing the backstory, it seems like it would be hard to play such a character. How to imagine their decisions without knowing what makes them tick?
Or are you just saying "mechanics first, then backstory", but still prior to a game?
 
yes
the last thing you wrote
as in create your draconic heritage fire mage, and then write up why hes looking for redemption
 
@JoshuaAslanSmith OK. My problem, though, is that I tend to be stuck before even "looking for redemption". More like "I have a fire mage... now what?". I know he's going to go into dungeons and kill stuff... but why would he do that? And I don't just mean for a single scenario where there may be a hook (though not always)... more like a general "why would such a person become an adventurer?" (or a spy, or a space pirate, or whatever else)
 
if you're at a lack for actual inspiration, steal it
I would suggest tv tropes
tvtropes.org
 
4:32 PM
I'm currently trying to come up with an out-of-context list of what I deem plausible motivations for adventuring. I may be frozen by too much freedom still.
 
my caution is that ultimately you will not find full satisfaction unless you are in a 1 player controlling a party (2-5 characters with one defined main character) game
realistic mechanical constraints mean that your story will never fully get the spotlight and there are certain OOC things that just need to happen, the party staying together because the DM can't adjudicate all of your separate adventures
 
@JoshuaAslanSmith You're saying the usual tabletop party tends not to make sense? :)
 
from a purely in character of 1 of the PCs point of view, yes
 
Hmm...
 
the best way to address this is to have a big first adventure where the PCs are forced to be in a party for a long while despite their differences and through that adventure they form a common bond
 
4:35 PM
D&D gameplay does not lend itself to "normal" motivations.
 
@BESW That may partly explain why I'm having trouble. Though even in normal writing (of which I barely do any), I tend to suck at motivations anyway...
 
for example: Theres a war and a draft is on and you and everyone else in the party were rounded up and selected for your special talents to form an elite squad, OR
You all are gladiators (some by choice, some from debts, some were slaves) forced to fight as a team in the arena to win your freedom
countless other examples
@leokhorn 1st rule of writing, fake it till you can make it. Crib from other, successful writers and stories until you fully grasp the concept and can do it yourself
 
@JoshuaAslanSmith I see, the usual "patron" thing, or some other excuse to keep disparate characters together, eh?
@JoshuaAslanSmith Really? Mh...
 
this isnt a patron or a contrivance so much as there are powerful external reasons for the party to initially be together against their will and divergent individual goals, when they escape from or fufill these obligations they are essentially free again, but they now have solid friends/colleagues and the party as a whole should have matured and grown into a unit in a sense
 
There's not really any such thing as an original idea. What we do is take existing ideas and play with them in interesting ways.
@JoshuaAslanSmith Ah, the VtM model.
 
4:39 PM
@BESW VtM?
 
issues being that players rarely actually RP their characters realistically and actual character growth in terms of values, story, personality rarely occur
 
Vampire: the Masquerade. Its character mechanics and inbuilt personality system gave characters very little reason to want to work together--in fact, it frequently encouraged them to attack each other.
So the GM generally started each campaign with "if you don't work together, a very powerful and unpleasant person/group will kill you all."
 
@BESW Um.... okay XD
 
@BESW A group of Italian players I know is trying to play Vampire by the book. Turns out it's way better than how it was traditionally played in their group.
 
PCs are usually played like action heroes (rambo, john mcclane) where they get more poweful but dont have a real arc and players arent interested in an arc just in being a badass at what they do.

Vs. the dramatic example where you see a characters internal outlook and abilities change allowing them to make new actions. King's Speech is a good example. Looper actually shows the two different character arc approaches within one film.
 
4:42 PM
@Zachiel Not surprised.
 
It has things like "at the end of the session, players -tell what their charachter has learned- and get 1xp. It's really similar to Apocalypse World in that regard (except for the "if the ST agrees" formula)
 
that's a way to do it but there's no way to ensure that players will actually incorporate that into anything their character actually does in the future.
 
@leokhorn If you want to take a mechanical build and attach a motive to it, look at the combinations and speculate on what would cause someone to make those choices.
 
@JoshuaAslanSmith Well, see, I'm not even sure I'm even aiming for character development (though it'd be cool). Just... excuses for things to work as they do. But I'm definitely noting the "external force" thing since it's a classic.
 
totally agree with besw, I even think your original example works perfectly
 
4:46 PM
As for why he dungeon delves... the issue here is that the motive can't ever be resolved. If he delves for money to bail his dad out of jail, then he stops delving when he gets X gold.
 
the fire mage with draconic heritage is out for redemption because as a teenager he misused his developing powers to burn down a village in reaction to persecution for his heratige
 
So use eternal motives: exploration, adrenaline, bloodthirst, or even just "Because my friends are doing it."
 
@BESW Right, I've thought of doing that. Assuming I don't mind spending the time, I even think justifying every skill and ability can be nice to patch the holes. But it's really hard work...
 
(That last one is a great reason to agree to individual quests, too.)
 
Also, why do they remain adventures can be best answered by they've come to enjoy the new life they took on for reason X even though reason X was resolved by Y.
Ah, don't take stats or skills or feats or items based on their name and their fluff
fluff can always be refluffed
 
4:48 PM
@BESW Eternal motives. I like the sound of it. So, basically, motivation is "because I love doing this!", with a few varied reasons that, most often I assume, won't be quite explainable.
 
@BESW Nami from One Piece had the "I need enough money" as a motivator and then moved to other reasons.
 
so always take mechanics for mechanical reasons than if you have to refluff to fit your vision
 
@JoshuaAslanSmith No, no, I was saying the other way around. Look at the build and try to think of a few background elements that can justify most of them. It's often possible to combine many into one: "I have Cleave, Power Attack and a lot of Strength because I was trained by Sir Hitsalot of the Grand Eagles" (plus, NPC and potential plot hooks, woop)
 
this is 3.5 or 4?
or pathfinder
 
If it was Fate, these would probably be Aspects
@JoshuaAslanSmith Pathfinder in this case, though it's really just an example.
 
4:51 PM
I mean fate is infinitely immutable and all of these are way easier to do in fate
all of that pathfinder stuff could be an aspect: Trained by a Master
Im also saying that minor mechanics don't need to factor into the story
just because you take a feat doesnt mean that feat and its mechanical abilities should have any bearing on your characters story
 
@JoshuaAslanSmith My example was a little too detailed. I'd usually go "okay, he's a melee fighter, how did that happen?"
But if he has some other ability that doesn't mesh with "fighter type", I think it would need a separate justification
 
what I was saying is despite said power/feat/item's description, you could ignore that description and describe it (fluff) as something else entierely whiles still using the mechanics of said thing
 
Say he has high Bluff. A fighter with high bluff? Mhh, but why? In Pathfinder, if you really plan to use it for Feints, then, maybe that's the deal: it comes from his fighting style. But maybe he's really just good at fast talking or lying. It may be nice to explain why.
@JoshuaAslanSmith You mean skinning?
 
yes
and your latest example just gets back to core character concept
 
Consider anchors.
 
5:03 PM
Well, skinning is often limited in complex systems (PF included imo)
@BESW looking
@BESW Seems like what I mentioned earlier: introduce setting elements and hooks by justifying "aspects" of the character. A little lost beyond that.
 
It's a strategy, not a solution.
It might help you to think in terms of a specific "person/place/thing" to attach to your mechanics.
 
Right, OK
 
Also, try this: make up three or four anchors, and then build a personality and backstory which fits them together.
 
I like it when the mechanics and the fluff just click togheter
 
<a href id="BESW">
 
5:14 PM
Like - hexblade + draconic disciple is a good combo. Add Black Guard and you add charisma to your saves again, plus you get a terrifying aura just like dragons.
@JohnCraven nice anchor
 
@Zachiel Oh dear, is that what it was? XD
 
I didn't close the tag though so everything that is being written in it is included
 
hey theres a mega 1 day sale on amazon on sd cards
fyi for everyone
 
A HA HA HA YOU ARE ALL MY MINIONS NOW
</a>
 
</a>
 
5:15 PM
@leokhorn you can reskin anything, just dont change the mechanics but how you describe it
 
@JoshuaAslanSmith but beware. Some DMs are really of the opinion that if you reskin it then other characters can't recognize what it is and it's an unfair advantage for you.
ttfn
 
@JoshuaAslanSmith What I meant is that some reskinnings don't quite fit. A recent example was a suggestion to skin "normal human legs" (a default) into "a tail-like body" (mermaid and such). It can partly work (character may slither as fast as two-legged characters) but sometimes it won't (you can mechanically wear boots but... um...)
 
you would be wearing one boot on your flipper
and instead of slithering you would hop around
 
@JohnCraven That's... I...
 
IT IS CALLED GENIUS SIR
4
<--- points to his head
THE GENIUS MACHINE NEVER STOPS WORKING
 
5:19 PM
@JohnCraven It's certainly on a roll
 
thats a pretty extreme reskin example
vs taking say MCing into another class to nab a power (say of the divine type) but then still describe how the power works as martial or arcane
 
@JoshuaAslanSmith Mm... how do you deal with, say, resistances to the specific type? If I take a Divine Ray that does divine damage, but skin it as an Arcane Ray... won't it still do divine damage?
 
@leokhorn That's an artifact of Vancian magic which can easily be ignored or explained away.
 
@leokhorn IMO if you skin it as a lesser damage type it's no biggy to change it, though I'm not a fan of changing damage types at all...just reflavoring it (with no mechanical differences even if it clashes with the flavor every once in a while)
 
yes it still deals divine damage but thats in the mechanical world
 
5:25 PM
I guess that'd also depend on your world... if you have a place where clerics can only deal divine damage and arcane damage is specifically something that only mages can do, I think that would need to have a pretty decent explanation for it
 
I think where were differing on skinning/refluffing is that I basically see it as only changing the fluff/descrption of said power and non eof the mechanical ramifications.
 
and after a while, yeah, you're no longer reskinning so much as you are writing new spells/abilities/erc.
 
@JohnCraven in my example the PC has specifically MC'd into the class to legally get the power
 
An arcane or martial class which deals divine damage could actually provide interesting RP opportunities. Are you the arcane equivalent of a paladin? Did you attempt to make a deal with a higher power and got an angel instead of an elemental?
 
hes just describing it differently
fluff is just the oil that floats atop the deep waters of mechanics
 
5:27 PM
yeah, as far as I'm concerned, if a player wants to reskin the crap out of something, go with it as long as it a. makes sense and b. doesn't unbalance the game (which gets back to your point about a reskin being about changing the fluff and not the substance of the ability)
I would tend to encourage that sort of creativity, in fact
 
I dunno. I still have an issue with it if the refluff ends up not making sense in-setting. I do think it works really well with lighter systems where damage is damage (Fate, Mutants & Masterminds, Savage Worlds possibly) and such.
And for the previous example, I don't mind if the magic user does divine damage with an ability. As BESW says, there are ways to justify this happening in-setting, and it can make for very interesting hooks.
 
setting should never trump gameplay in my opinion, but thats why I play 4e
 
@JoshuaAslanSmith I assume 4e still has Undeads more vulnerable to divine damage? What happens when your arcane-but-really-divine attacks hits one? That's what I don't get :)
 
fluff doesnt change mechanics
 
@leokhorn it's a radiant damage type, and in 4e basically everyone can deal it :)
 
5:39 PM
I think youre hung up on words Im using to describe it vs. what it actually does
 
@JoshuaAslanSmith It's quite possible. I am confused about this.
@waxeagle Ah, I can see how it would be easier to justify.
 
allow me to share with you what a 4e power card looks like
 
I've played some 4e, just not much and a long while ago.
 
@leokhorn Also, only some undead are vulnerable to radiant damage.
 
5:41 PM
@JoshuaAslanSmith Sweet looking
 
Mechanics are everything on that card EXCEPT the title and the italics
 
There's very little in 4e which is true about an entire category--be it creatures, classes, weapons, whatever.
 
so you could rename Curse of the Dark Dream and describe HOW its working in a story sense differently but you'd still use the mechanics (keywords etc.) for that power
so the only thing you could or would change on the card on the left would be "Channel: Divine mettle" and the text "your unswerving faith in your diety empowers a nearby creature to resist a debilitating affliction. "
this is extremely important for divine classes because often you have to worship a specific deity or alignment of deity to get access to certain divine powers for your class.
its silly because 4e does not care about alignments at all outside class options for divine classes
 
@JoshuaAslanSmith What happens with the refluff in that case?
 
@leokhorn The requirement is VERY easily ignored.
 
5:51 PM
@BESW But.. that's house-ruling, not reskinning, is it?
 
[shrug] No skin off my nose. The deity-specific reqs are kinda silly for 4e, I always thought.
 
its a sort of house rule but its really on an outlier that on the border between house rule and reskin
alignments existing at all in 4e is a vestigial holdover from past editions and frankly was put in either because the designers couldn't think to not put it in despite it in no way affecting mechanics for anyone outside the example I gave or because of the grognard ire that would have erupted.
 
@BESW What I've been confused about is understanding whether some players/GMs use reskinning without house-ruling mechanics/restrictions (I'm sure it's the case), and if so how far removed from the mechanics the reskinning is allowed to go.
I personally tend to limit it in a system such as Pathfinder because almost everything is mechanically defined, whereas I don't care much in Fate/M&M because either it's not defined, or the rules explicitely tell you to define it yourself for every ability.
 
Ah I think the distance between us is that you see reskinning and houserule/custom content on a spectrum whereas I see them as completely separate groups where only a few outliers from one or the other meetup up.
 
@JoshuaAslanSmith I do?
 
5:58 PM
I dont know if you do but your words seem to group them together
 
Let's try an example so I can express my definition of each :)
 
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