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12:07 AM
Okay, so I have to share this: I started a one-on-one Storium game for an old friend a couple weeks ago and he finally made his first move. We're using the Urban Fantasy setting and I had him start by discovering a chained-up vampire. All the Urban Fantasy cards treat this like some bizarre, unique occurrence, almost unthinkable, which could shake the city to its foundations.
So for his first move?
> James looks through the door.
> “Oh, crap. Another one.”
> He shuts the iron door, softly, but it squeaks on its rusted hinges. The vampire knows he’s there; through the door, James hears a rattling gasp—“Help. Me. Ugh.”
> “Crap! Crap AND crap,” James whispers in a hiss. “This is the fourth one tonight.”
I'm so happy that I've discovered systems--Storium, Fate, etc--which encourage players to grab the narrative and push it in directions I'd never have imagined.
 
1:11 AM
@Grubermensch Yes I have, however it costs some money to list so I have been systematically meeting folks over it to get their takes on effectiveness.
 
@DampeS8N Ah I was not aware that there is a listing fee.
 
@Grubermensch Yeah, they drop it on you towards the end of the process of setting up a meetup, kind of a jerk move
 
1:32 AM
I have had a thought about an mini-adventure I am going to run.
The action-y bits will be set in a manor house, which I have drawn up on my VTT.
It had occurred to me that I could run the entire house part in Combat Time and allow all of the adversaries the ability to do their thing behind the Fog of War each round.
Are there opinions from the peanut gallery on this endeavor?
This game is running the 5e playtest.
The whole map has ~50 rooms/zones.
 
My first reaction is that it sounds like the players will be twiddling their thumbs a long time every round while you do Things They Cannot Know About.
 
This occurred to me; however, I think for reasons of not immediately murderizing them, I think most of the NPCs will not be moving around much when not actively engaged.
 
So, what's the benefit of this technique? What do you hope to achieve by it?
 
Hmm
I was trying to amp up the infiltration/covert ops sort of feel to it.
 
For you, or for the players?
 
1:42 AM
But now that I'm sitting here, it does kind of seem like there needs to be Things They Cannot Know About for that to work.
For the players, I should hope.
To date, my combats have been very open-field kind of affairs.
 
So, I'm not sure that "And now please wait while I roll dice and cackle to myself for a few turns" is going to have that effect.
 
I wanted to go for something more complex
 
You can get the same effect by narrating the sounds of people moving and coughing in nearby rooms, the flicker of a muted TV coming from the guard station, a door they'd left open is closed when they pass by again, and so forth.
 
I suppose that's true.
 
You might find this blog entry interesting and relephant: Worldbuilding and the Okapi's Butt.
GMing is an interesting middle ground nestled snugly between the Okapi and the Okapi's Butt: you don't want to make work for yourself that won't pay off because you need to focus your attention and energy on the okapis that the party can see all of, but you can't rely wholly on okapi butts because the party could at any point go peek behind the bush.
 
1:51 AM
Mmm
 
I started out making whole okapis for everything in my worlds that might possibly be encountered by the PCs. It didn't lead to GM burnout only because my players quickly showed me the foolishness of assuming I knew what they might possibly encounter.
These days I have a wide assortment of okapi butt cutouts, with several post-it notes attached to the back of each cutout suggesting what the rest of the okapi might look like.
 
My dusty unused okapis tend to be languages.
 
That's the approach I suggest you take here. You don't need to know exactly when the guard patrols the hall until it's relephant, so just have him cough every now and then and swing his flashlight around when the party's in a position to notice but not be caught by it.
 
I find them fascinating. But they are just about the least-engaged part of the world, and so every once in a while I put a bunch of effort into them and then realize it was gigantically useless.
 
If/when they start focusing on the guard, then you can decide it takes fifteen minutes to do his patrol but he takes a five-minute bathroom break at 3:42.
(And hey, look, it's 3:37 now. What a coincidence.)
Although some groups [tips hat to @GMNoob] prefer to feel that a setting has solid and unyielding inertia--that is, its nature and existence isn't modified by the fact of their presence but only by the actions they take--I find it makes for better stories of the type I like to tell if the guard's bathroom break is determined to be "when it's most interesting for the narrative," decided at the time we need it to be interesting, instead of being predetermined and then turn out to be an hour prior.
 
2:01 AM
I think I'd prefer a bit of a mixture of the two.
 
Happy mediums are good.
 
That there are maybe a few touchstone events that align for narrative force, but that the rest of it is indifferently progressing from those seeds.
 
At least one of my players [waves to @trogdor] seems to prefer that I have something planned in terms of setting and plot, perhaps because he likes the sense of accomplishment in uncovering and exploring them.
 
I think certainly the point of first infiltration would be one of those conveniently-timed things, but once you're inside, it seems to me that the characters should have to bob and weave through what's going on.
I think that's kind of what I'm aiming for actually.
 
@Grubermensch I'd probably ad-hoc all obstacles to be conveniently inconvenient the first time they're encountered, but then once they're known they can be predicted and exploited/avoided.
 
2:04 AM
The kind of momentum that an infiltration should have.
 
BTW, if anyone other than Trogdor is interested, I'm doing some sketchy planning for a Cthulhu Dark adventure inspired by an old Doctor Who story, over in the Spoil-Lair.

 BESW's Spoil-Lair

CAUTION: High chance of plot. Not for BESW's players.
CDark has a set of suggested guidelines for making a scenario. They're admittedly untested, but I'm seeing how they work out.
 
What I'm trying to avoid is the more relaxed encounter-rest-encounter-rest-... cadence that I've been in.
 
@Grubermensch Then... well, there's lots of ways to do that.
I don't know 5e well enough to say what works best for it, but I've had success in other systems with either not allowing rest until certain objectives are achieved, or in randomly determining if rest is interrupted.
Hmmm. Also consider a countdown timer of some sort.
Not an actual clock-based one, either in game or out, but a representation of opportunities slipping away or some doom approaching.
 
@BESW This is definitely more of a not-allowing rest type situation, given that once they go in, it's only a matter of time before their presence is known.
 
For example, in one of my later and more experimental 4e sessions I put a bowl of candy on the table. The bowl was labelled DOOM.
Anyone was free to eat from the bowl.
You could also take a candy from the bowl to get small mechanical bonuses, like a re-roll, and in certain hard fights the candy could do extra-special stuff.
 
2:13 AM
And the target in this case is a repeat villain who has already escaped from the party once before.
 
But when the candy in the bowl ran out... well, they didn't know what would happen but it was labelled DOOM.
So, for example, you could give them three rests before they're guaranteed to be discovered.
They could get discovered earlier through their own mishap, but after three rests their presence will be known.
 
Unfortunately, that doesn't I think mesh with the system, in that a rest takes an hour.
 
Now they can rest whenever they like, but it's got a bite to it.
Ah.
 
Yeah so Rests are right out.
 
Honestly I'd be tempted to fudge that, but it might set a poor precedent.
 
2:20 AM
It might.
 
2:43 AM
gah, catching up on Mearls' twitter feed today, he and Donoghue are talking about doing a 5e design geek podcast...I wants that
 
3:10 AM
Hey, if anyone spots a 5e question that's eligible for a bounty that needs a better answer, ping me in chat.
 
3:27 AM
Ah, the Doom Candy. Such fun. My players still refuse to eat anything I put on the table without triple assurances of it's safety.
 
@Magician I'm much obliged for the inspiration of that mechanic.
 
:)
 
(Although it was very hard to find something everyone wanted to eat.)
 
M&Ms was a safe bet for us.
 
I wound up using Starbursts.
 
3:41 AM
@BESW Mainly pink ones?
There's also Zappo
 
@JonathanHobbs What?
 
Maybe it's an Australian thing...
these are amazingly good candy
 
I have not seen that stuff on Guam, in the States, in Bali or Japan
 
Oh, those look vaguely familiar from my very early childhood.
They're, like, flat chewy fruity strips, right?
 
and 3 out of 4 of those I have been to just a month ago at most
 
3:47 AM
@BESW they're not strips, but they're compact bricks like starburst candy
maybe they were sold as strips at some point
 
Okay, then I don't think I've ever seen 'em.
 
@trogdor you have probably not seen these either:
 
I have not
 
they are called Iced Vovos, and I consider myself very lucky to be in one of the two countries to get them (assuming New Zealand gets them at all)
i think that is coconut and jam and something like marshmallow
they're among the S-tier of biscuits
 
3:58 AM
@BESW we have a biscuit company named Arnott's
they make many many different kinds of biscuits
like Tim Tams and Gingernuts and Vovos
 
Okay, I know Tim Tams.
 
Tim Tams are A-tier or S-tier depending
btw, S-tier is as in the tier one better than A-tier, as in the best
 
Is this Arnott's own scale?
Or is there some, like, National Australian Candy Rating?
Or is that what Arnott's stands for? Australian Rating for National Optimisation of Tim-Tams?
 
4:35 AM
@BESW Possibly! I think they're just named after a guy, but he could've been named after the rating system, in a wibbly-wobbly timey-wimey kind of way.
There is a Colloquially Accepted Candy Rating
 
 
1 hour later…
5:46 AM
Good morning!
(or whatever time it is for you guys)
@JonathanHobbs What does S stand for? Super? Special?
 
Spectacularly Splendid 'Splosion
 
6:20 AM
@kviiri left as an exercise for the reader/listener
 
"Slightly better than A".
 
@kviiri that'll do
 
6:54 AM
'morning.
 
Morning!
 
 
2 hours later…
9:18 AM
@InbarRose Heyo.
 
Morning.
 
Hi
 
9:56 AM
[wave]
We are currently in The Calm Before The Storm.
Which is an Actual Literal Thing, for anyone who has never experienced it.
 
[puts hand up]
Brisbane's January and February are Massive Storm Season
 
I've experienced the Weird before the Storm, although we probably have wussy storms compared to the Pacific.
 
This thing just upgraded from Tropical Depression to Tropical Storm in the last few hours.
 
what's Tropical Depression mean for the weather? Wind and rain?
 
It's a not-yet-storm: spiral-y movement and bad weather but not yet coherent enough to have stuff like feeder bands.
This one should pass us in the early morning (less than 12 hours from now), which is up from the estimates of noon we got earlier today.
That means it's speeding up, which usually means it's also losing power.
(Storms can sustain forward and circular momentum, but increasing one almost always comes with a decrease in the other.)
We once had a storm grind to a halt and just sit on us for two days, getting progressively stronger.
 
10:05 AM
@BESW Oh, wow...
 
@BESW The way I would play that situation, is that the players say that they want to wait for an opening, and we roll a 1d4 to figure out how many hours passed until they found it
 
I have a problem with passing time in RPG's, making it meaningful.
 
@kviiri It's only meaningful for time limits, and day light.
And if you want to play real old school, food rations.
 
At the same time I want the players to consider the frustration of the characters when something takes long, but I don't want the players to actually become frustrated themselves.
 
@kviiri I liked a suggestion I once read for 4e, which suggested using up a healing surge.
 
10:07 AM
Aye. I've played it like that, and it worked, but these days and with this group the extra die-rolling and in-character thumb-twiddling creates pacing problems at the table, decreasing investment and interest.
The increased sense of "realism" and "living world" hasn't been valuable enough to my group that it's worth the tradeoff.
 
Yeah, I'd want a way to make spending time costly without making it frustrating. For example I think the most entertaining DnD 4e we've had featured a "time limit" where the party had to complete five encounters in a row, ranging from easy to fairly hard, without long rest in between.
 
@JoshuaAslanSmith Other than the fact that the basic rules lists 5, and they have made lots of comments on it, I think it's a good idea. Might increase search results :)
 
Subverting the five-minute workday in a non-contrived fashion has been a struggle for some of my games.
 
I guess the best way to make the players "feel" the time in the game is encouraging a sense of urgency. Have the bikers leave the town and warn them that "they'll be back tomorrow with their friends".
 
@BESW It's interesting because without it, my table gets very bored and says "Nu, what's the next major plot point?"
 
10:16 AM
If the players just slack off and have a long R&R break between each fight, well, the enemies are doing that too.
 
@kviiri Personally, if they are taking too many rests (they normally don't) I just say things like, "After spending 3 years waiting for the cows to come home, your beards grow grey and you talk of the days when you were my age." i.e. I used sarcastic comments and they get the point, laught and say "right, let's stop wasting time"
 
@GMNoob Unfortunately, that doesn't work as well when my players know it's actually the legitimately superior strategy for the system we're using.
 
Yeah, that's why I want to make it a horrible idea (in-universe) to keep on resting.
 
I thought per-session powers were a brilliant solution to the problem when I first ran across them in games like Fate, but that crashed and burned as soon as I realised they're balanced on an unstated session length which doesn't seem to match mine at all.
 
@kviiri If I remember correctly, that's why the random encounter table was created. One thing I like that they did in 5e was move the 5 minute rest to a 1 hour rest, so you could legitimately have random events break it up if needed.
 
10:21 AM
@GMNoob I get that. I really value the living world ethos, but I accomplish it through character, atmosphere, and reactionary plots, rather than through pre-designed and/or randomised setting elements.
 
Yeah, I prefer having the players keep pushing for the sake of their goal.
In my current homebrew, they were given a time limit. 24 hours to surrender before the dragon is unleashed on the county..
 
@BESW I don't see the problem with that. If that's how they want to run things, then why does the time have to be meaningful? Why even worry about if you rested 8 hours or 10 minutes? In many of the games we played we only cared about hp per battle, and so we upped the level of battles, so using a daily was needed.
That is, I only see time limit abilities as being cool for their evocotive nature.
not as a legitimate balancing factor.
 
Because it slowed the pace and diminished the urgency at the table as well as in the game.
It's one reason I left games where it's a mechanic.
 
@kviiri You don't find that too much book keeping as a DM?
 
As for random encounters... I understand the idea of random encounters but I can't really buy into them for two reasons.
 
10:25 AM
@GMNoob In DnD? That's the least of my worries, hehe. Besides, that's just what I told them. I'm not really keeping very precise track of time - just enough to keep them on their toes.
 
First I'd rather trust that my players choose to rest when they actually need to, and talk with them out of game if it's getting ridiculous, rather than institute a mechanic which punish them in-game for behaviour the system requires them to take.
Second, my players' time is valuable. I feel that random encounters, by their very nature, trivialise the fact that my players carve out a lot of time every week to spend with me and my worlds, by asking them to spend time on what is, in the end, filler.
 
If they have a long rest or travel, we go from morning to afternoon, or afternoon to evening, or evening to night, or night to morning.
 
@kviiri Ah Ok. Cause that was one part of the rules that I always just skim over and dismiss. Who needs the headache of keeping track of time.
@BESW Interesting. when i was younger, setting up for camp was more of the suspensful moments of game play. We would make preparations for if we couldn't rest, and were very excited when the random encounters didn't arrive. Though I have noticed that the later modules don't have that experience so much anymore.
 
@GMNoob Time is often interesting in-universe. It's not something like rations or carrying capacities!
Stuff happens as time progresses.
 
I rather enjoyed DFRPG's approach to time.
 
10:32 AM
@kviiri Time progresses as the next stuff happens :P
 
@GMNoob Yeah, and I make the next stuff happen based on whether the party takes it slow or fast.
 
@kviiri But yeah, if a module has lots of cool events happening at 6pm then 7pm etc I can see that. But it's rarely well written.
 
@GMNoob Again, I think this is part of the very fundamental difference between our play styles: my PCs are generally proactive, which is not something D&D does very well.
 
But when it is well written is rather awesome. That's why we have been enjoying the WFPRG 1e modules
 
@GMNoob I don't keep track of time by the hour, as I said.
I do it just enough to instill a sense of urgency in my players.
 
10:35 AM
D&D generally assumes a reactive play stance: the GM presents a challenge for the players to overcome, and they do so, then await the next challenge. This is demonstrated in part by the downtime mechanics in many D&D games.
 
@kviiri Right, in D&D that's dismissing the rules though, which I do as well.
 
Games like Fate are designed for proactive characters who seek out challenges to overcome.
 
@BESW Modules are written that way, but the DMGs and rule books, are written telling how DMs to set challenges for what the players want to accomplish.
 
You know, kinda the opposite to the computer RPGs where, no matter how important some task is claimed to be, it can always wait.
 
I think time works very differently in these two play stances.
 
10:38 AM
I'll have to find it, but I remember that the examples giving in the basic rules, and the downtime rules are written from the perspective of "A player wants to do X, this is how you challenge them in it."
 
DnD does have the annoying little thing where I'm supposed to come up with in-universe rewards to get people to adventure.
 
@GMNoob D&D tries to accommodate all playstyles, and I'm not interested in a debate about whether it succeeds. The default approach for D&D (as defined by the kind of adventure its designers create for it) is that players are provided with challenges; and more significantly I started talking about these play stances in terms of the contrast between my stance and (as I understand it) your stance, so whether D&D does other things is quickly irrelephant.
 
@BESW I see... I just don't see it as something "D&D also does", I see it as the main part of the fun. I.e. If I only wanted to do the challenges that were presented to me, I'd play a computer game. One of the great parts of RPGs is as a player, telling the world what you want to try to accomplish and then having the challenges for doing so. That is, I don't see it as a difference in style of play. Both styles do that, they just do it differently.
 
(I'm trying to have an interesting conversation with you without devolving into yet another session of "getting told how I'm wrong every time I say something you disagree with," because many people in the chat are getting tired of that. You've got cool insight and a very different set of experiences which I'm eager to tap into, but I won't be lectured to on the wrongness of my games.)
 
As in, here is a module. And while playing hte module one of the players says, "Yes, this treasure will look great on the new headquarters we will build later." And you have instant new things to do.
 
10:44 AM
@GMNoob I'm not sure that's the scope I'm thinking of.
 
Huh? I never said anything about the wrongness of your games...
@BESW Ah, then what did you mean about downtime stuff?
@kviiri Yeah funny thing happened with me on that the other day. The Dead in Thay module doesn't give any obvious rewards, and my players were like "So, um, why are we going to sacrifice ourselves to help save the Sword Coast? Do we get anything out of this at all? :P
 
@GMNoob Only because I've been keeping out of most of the conversations, so you may not know that you disparaged me and my players when you accused others of being deliberately disingenuous for misunderstanding you, or insulting their chosen games.
 
@BESW I see. I was trying to make a point by example that you can spin things to make anything sound bad.
 
@GMNoob Ah. I'm using downtime mechanics as an example of the broader notion that time is different in various playstances.
 
@BESW As in Fate has no "downtime" because building a castle as a player goal becomes the main goal since it was player initiated??
 
10:48 AM
@GMNoob Oh, no. Fate has downtime, that's the thing.
I've been trying to track down an online source for DFRPG's Time Ladder.
 
@BESW K, you'll have to explain further then, I didn't know that existed :)
 
@GMNoob Fate has two kinds of downtime.
 
This new 5e contest is going to make me not ask questions! Lol
 
The most obvious kind of downtime is recovery: you play a short scene about taking time to deal with your sprained ankle/jitters/bruised ego/whatever, make a check (or have someone else make it for you, depending), and then it can start to recover.
That's pretty reactionary.
It's a bit more narratively engaging than D&D's rests usually are, but it's still "I stop to bind my foot."
 
@BESW mind blown. Why is that considered "downtime" and not "part of the adventure"?
 
10:52 AM
@GMNoob It's not, not explicitly.
I'm not talking about "things called downtime." Fate doesn't have that.
When I look at downtime in D&D or Fate or any other game, I see narrative beats.
 
Ok so any time you "fade to black" is downtime?
 
Roughly, but not always. Downtime is what you do between the primary beats of the game, when there's not adrenaline and the stakes aren't as high--if there are any stakes at all.
For most games, the primary activity is interpersonal conflict, whether social, political, or physical.
 
like, in 3e, Downtime would be the Wizard taking a week off to write some stuff in his spellbook.
 
Sometimes you also have conflict with the environment, but it's the same smell in the end.
Yes, exactly. Downtime is not-conflict, not-tension. Breathing.
D&D's weird because its recovery mechanics demand downtime, but for whatever reason it also provides random encounters to increase tension in the time for not-tension. That's bizarre to me.
 
Ok, gotcha.
 
10:57 AM
Now, the cool thing about Fate downtime is that it's also got proactive downtime as well as reactive.
 
@BESW Have you read a lot of 1930s sword and sorcery stuff?
 
@GMNoob Oh, I'm aware of many of the sources for D&D's notions. I still think it translated poorly.
I'm glossing over that stuff because it's very tangential to the topic at hand.
Most downtime is reactive: "I've run out of spells, let's rest," or "I've got to bind my leg, let's take a break."
By contrast, a wizard taking a week to learn a new spell is proactive. D&D doesn't have a lot of that in the editions I've played.
 
@JonathanHobbs Right but it's downtime in 3e because it takes a week, not because he's writing in his spell book. A mage taking an hour to write in his spell book is generally thought as being part of the encounter. So the terms mean different things.
 
@GMNoob It's usually still a breather, a pause; you don't write in your spellbook when adrenaline is pumping.
Fate builds proactive downtime into its mechanics, though it doesn't always get used. DFRPG is especially good at placing proactive downtime front and center.
It does this because Fate--and especially DFRPG--rewards preparation.
 
@BESW Its something that has always been in the rules, but most tables and games have definitly ignored. when I was younger I used to laugh at all the rules written about gathering hirelings and building castles, thinking to myself "who wants to do that? go kill stuff!", but now that I'm older, I've learned that lots of people found the adventure to just be a means to building the castle.
 
11:01 AM
@GMNoob yeah, like BESW pointed out. It's the stuff you're doing that generally involves just taking a break and doing nothing for a while. Resting, for instance. (I know you can do some stuff in resting, but in my experience groups have just tended to say "okay we rest for a few hours, then...")
 
@BESW I actually did that during a fight with a vampire in one of my play by post games, so we could kill the thing :)
 
@GMNoob By "doesn't have a lot" I didn't mean to say it doesn't exist. Just that even in the rules themselves it's sidelined and super-abstract.
 
Mages taking an hour to write in their spellbook may or may not really feel like downtime, but saying "we stick around for a whole week in town and get drunk and stuff whilst the wizard writes his spells" is almost certainly gonna feel like downtime.
 
A DFRPG wizard spends anywhere from minutes to years preparing to cast a spell, but the player can't simply say "a week passes and then I cast the spell." That week is spent making rolls and narrating how he gathers special materials, researches exactly the right place, practices the words, fasts and ritually cleanses himself.
 
@BESW Right, I''ve learned that it depends on the table. I met some people that are really into the "I can build a stronghold and craft wonderous items and become a famous local person."
 
11:04 AM
Each of those elements of preparation is narrated as part of the story and its outcome determined mechanically, but in most cases it is not a time of breath-pumping adrenaline.
A wizard taking a few minutes to prep his finding-clues spell is a kind of proactive downtime for before the fit hits the shan.
Instead of restoring himself to his ordinary level of resources (as a D&D wizard does when he rests and prepares spells), a DFRPG wizard starts out with minimal power at his command and uses proactive downtime to temporarily access powers which he wouldn't be able to handle normally.
Similarly a Fate Core sniper takes several rounds to set up his shot, and a politician will spend the night before a debate going over his notes.
 
oh right. so that's where it's proactive vs reactive. D&D wizard: "the game has reached a condition and presented me with a need to do a thing, now I must do a thing." DFRPG wizard: "Today is a nice day. I'm going to do a thing."
 
A D&D wizard gets to choose his spells ahead of time, but it's still a matter of hoping you got the right stuff to react appropriately to what comes.
> I realize that I am generalizing here, but, as is often the case when I generalize, I don't care. [Dave Barry]
 
11:27 AM
@BESW that's a rather good quote
 
[bow]
BTW, @JonathanHobbs, I'm uploading some songs you might enjoy. Drop into Skype again some time and I'll tell you about it. (No rush, this'll take some time to upload.)
 
Okay :o
 
11:57 AM
Morning
 
Good morning!
 
Hey
 
I believe I understand what you are saying now. I was just trying to clarify that in D&D, mainly because of the way some old style books were written, "downtime" is more defined by the amout of time spent than what you are doing. (Sorry for the long delay, guests came to the door)
@BESW That is one of the more interesting subtle changes in 5e. Now the Wizard has more spells than he can cast.
@Magician @Joshuaaslansmith I think you were commenting on the xp from levels 10-12.. Apparently it's by design.
> Mike also comments on the way the XP table kinks at level 10. "Level 10 - 11 XP: It's by design. Data shows campaigns stop at 10, we're trying to speed up 10+ a bit so groups can reach 20 in a campaign. Part of thinking behind that is it looks like campaign length might be dictated by how long the group can consistently meet. Interestingly enough, groups seemed to want to level much faster than we expected, and campaigns were shorter than we expected, too."
 
12:19 PM
@GMNoob I haven't read it too closely, but it seems very reminiscent of 3.5 sorcerers, in a backwards kind of way.
 
@BESW So a wizard can prepare int mod + level spells. So for example, at level 1 you will prepare 4 spells, but you can only cast 2 of them.
And ofcourse you can cast the same spell twice
 
Ah, so it's... hrm, more like 4e's Channel Divinity feature.
 
Oh wow.
I like that system a lot!
S'like a merger of spontaneous and prepared casting.
 
But At level 20, you'll be able to prepare 25 different spells, but can cast 27 times.
But for most levels, you'll be preparing 2 -3 more spells than you can cast.
 
If that's the wizard, is there a sorcerer?
 
12:26 PM
Yes, there is a sorcerer
The sorcerer in the phb will have the option of using draconic magic, or wild magic
We don't know if it's draconic like the playtest or something new. Wild magic basically has a wild magic table for when you roll for your spells.
which can possibly have random side effects
 
Wild Magic always reminds me of (oldskool) ToME's thaumaturge. Randomly generated spells every level.
The best part was getting a really awesome LOS attack and using it to clear large areas just like that
 
There is a better picture elsewhere on the internet. But I like this version best.
http://www.enworld.org/forum/attachment.php?attachmentid=62043&d=1402006711&thumb=1
 
What was the playtest's Draconic Sorcerer like?
 
You use features to gain claws, dragon scale hide, flight , dragon breath etc.
 
I am very much deterred from the wild magic feature, but that's mainly because I don't like random results tables like the one I saw. But I am interested to see how they handle a sorcerer when a wizard also has a form of spontaneous casting as their mainstay...
 
12:30 PM
And some other features to make you a gish.
And there were some fancy useage of spell points. I didn't pay much attention to it because for a while they said that sorcerer was going to be a subclass of Mage.
 
@JonathanHobbs A couple flavours of 4e sorcerer were designed like WoW's moonkin: alternating energy keywords gave greater effect.
 
I never did play the moonkin, so Dx
@BESW But that is neat
I never heard of those
 
I much preferred my druids furry and big-butted.
 
@GMNoob So it sounds like they're trying something totally new with the sorcerers, rather than just make them be wizards who cast differently. I like the sound of this...
 
(But as a primary healer I felt it was important for me to at least know the basic theory behind each class and spec I was healing.)
 
12:35 PM
Yes, the idea is that you have inate magic in your body rather than someting you learned in school.
They also said that when they make new classes, they want to make sure the class has it's own proper merrits. Not just "Class X but"
Also, in the DMG they have said that they will provide alternative casting methods. Spell points, Vancian, AED, etc.
 
Good ole spell points
 
Heheheheheh.
My first exposure to spell points was as a homebrew system in a 3.5 game; the first in which I didn't GM.
I broke their system in about five minutes and gained magic points every combat.
 
Why were spell points in 3e such huge numbers?
 
It's been hard to take MP seriously ever since.
 
MP?
 
12:39 PM
Magic points, spell points
 
I should look up one day if anyone did a good WoT system of magic.
I like the idea of different amounts of the elements in different shapes creates new magical effects. But could never find a way to make it work nicely before it came down like a house of cards.
 
Saidin/saidar? Doesn't seem like it'd be an easy system to 'port into another engine; the implications and consequences of the two magics are simultaneously too lethal and too social.
@GMNoob That sounds like Ars Magica.
 
No, just the "ooh look I used this element in a new weave, and wow, I can do something nobody ever did before"
 
Ah. That's DFRPG magic in a nutshell.
Improvisational and combinational magic with freeform results in a resilient crunchy outer shell.
 
have a link directly to the magic rules?
 
12:47 PM
A friend described a RPG they played praisingly. They didn't have any dedicated offensive magic, just stuff that could be adapted to offense.
 
@BESW How on earth did you do that?
 
@GMNoob No, but my profile has a link to Rick Neal's blogs on DFRPG, which includes a series of good essays on the magic.
 
For example one character had a particular knack for making things larger, and they used it to assassinate someone inside a building. A quick rifle shot aimed at the wall was transformed into cannonball-sized chunk that burst its way through the wall with ease.
 
@JonathanHobbs Spell point regen was scaled off of casting stats, but they shared spell points from multiple classes in a single pool.
Wizard 3, Cleric 3, Theurge for the rest; I was getting MP back twice as fast as the system had been designed for.
 
Oh wow.
 
12:50 PM
It wasn't until I was able to cast four or six spells per round that I ran the risk of running out of mana--and then only if I stuck to higher-level spells.
 
Was this a different game altogether to the Bag of Holding Lich, or the thing where you were the All The Things polymorpher?
 
@JonathanHobbs This was that same game, yes. The Bag of Holding Lich was this infinite-mana caster.
 
Oh my.
 
It was a lousy untested homebrew, but this was the game where they ignored HD when calculating ELA, so....
 
What's ELA?
oh, level adjustment?
 
12:54 PM
Aye.
 
@BESW Ah I was thinking of something more along the lines of discovery rather than stating what you want to do.
 
If you want mix-and-match mechanics you're bound by a finite number of possibilities, so "something nobody ever did before" becomes vanishingly unlikely.
At some level the participants have to start innovating, if you want the game to contain truly new elements.
 
@BESW There are an infinite number of numbers between 1 and 2. There are ways to do these things, though I haven't seen it yet. Also, I meant in the game universe, not in all instances of the game.
 
1:10 PM
Then I don't know what you mean.
 
1:36 PM
@BESW If you take the element of air and the element of spirit and weave them together with 5 points, you are able to heal a minor wound. With 8 points a major wound. Then, one day you spend 15 points and after 10 points worth of wounds are healed, you try to come up with what the other 5 points healed and you "discover" that it also heals emotional wounds.
 
@GMNoob This is the kind of system I have always wanted for magic.
Predefined spells are silly.
 
@Grubermensch It sounds like Ars Magica might do that, but I haven't found a solid explanation of the rules yet.
So far I just found there are 5 techniques and 10 formats, but I'm not sure how they interact.
 
Ask Magician.
Since Brian's absence from chat, Magician's our resident Ars Magica guru.
 
@GMNoob There's also a supplement to Burning Wheel that does it.
Though I've never actually played BW, so I don't know how it works in practice.
And now I have to run. Catch y'all later.
 
Goodnight.
 
1:48 PM
@BESW Ttfn.
 
2:04 PM
@BESW It sure has been a long absence, too...
 
@Grubermensch I can't access that forum
 
@GMNoob You can't? It seems to work for me
 
@JonathanHobbs I always get the same page, don't know or understand why
 
@GMNoob ........ that's extremely weird
 
403 FORBIDDEN!

Either the address you are accessing this site from has been banned for previous malicious behavior or the action you attempted is considered to be hostile to the proper functioning of this system.

The detected reason(s) you were blocked are:
Bothost and/or Server Farm (HN-0072).

Your IP, Domain Name (if resolvable), the referring page (if any), QUERY, POST, User Agent, time of access, and date have been logged and flagged for admin review. Please either 1. Stop the bad behavior, or 2. Cease accessing this system.
 
2:06 PM
Oh, okay, that's less weird. Here's the quote:
> The Magic Burner, Chapter 2: Abstractions.

Abstraction is the art of using the core elements of Sorcery to form new spells. This process allows a wizard to relatively quickly produce nearly any effect imaginable---so long as he is well versed in the fundaments of sorcery.

Based on the Wheel of Magic found in the Burning Wheel, this is a new, versatile and unpredictable addition to any Burning Wheel game. (The chapter includes a revised and updated Wheel of Magic, and expanded rules for Unwanted Summonings as well!)
 
It's very wierd!
 
I haven't been able to access it for 3 years, from different computers and houses.
 
> If you haven't seen last month's chapter, you can look at the pdf of this new lifepath set here
> Also, don't forget to come and check out the new BW forums
 
2:42 PM
5d6
 
 
2d6
 
 
3:05 PM
Anyone active?
 
3:17 PM
I'm around, working on my 5e wizard for the next little bit, then gotta snag lunch and clean my dining room and kitchen
 
Trying to figure out how a Headband of Vast Intelligence and Crimson Sphere Ioun Stone would interact with eachother. I figured out I don't think they stack.
I remembered reading somewhere that after wearing the headband for awhile it counted as a permanent bonus but I don't think that is the case I think I missread it.
 
3:32 PM
@Aaron possible, or whoever you were reading had a houserule/was misinformed, or there is another rules cite out there somewhere
 
@waxeagle I remember reading it somewhere I am digging now but not having much luck.
 
man, I really need a second monitor at home :(
Trying to choose spells from Basic and type in a document is getting annoying
Wall of Stone is an awesome spell.
10, 10'x10'x6" stone panels, and if you maintain concentration for 10 minutes, it's permanent. my wizard is totally building a castle out of this.
give him a few weeks, and he's have something awesome built and just hire some workers to do the interiors...
 
3:54 PM
@waxeagle Just make the Interior from stone as well XD Then all you have to do is transmute or something
Actually permanent prestidigitation would work I think. It can change the texture and feel of items right? Err this is 5e isn't it? Is prestidigitation still a thing in 5e?
 
@Aaron it is, but it's a cantrip and as such I think it's temporary
 
4:19 PM
Has anyone here ever played a modern era game where the players are playing themselves? So for example, you could be playing All Flesh Must be Eaten or even a World of Darkness game where the players have all been turned into vampires?
Specifically where the setting and the world the PCs are in is our own with the twist of the game and the PCs are based on the players playing them.
 
I haven't, I know some folks have done that with non-RPers and Dread, but I have no personal experience there
 
@waxeagle Hm, I guess it would work for non-RPers. I didn't think about that because I thought of playing yourself in a wildly different context is still roleplaying.
 
@DampeS8N definitely, and an experience RPer would have a lot of fun with that. But it's an easier role for a non-RPer to step into when they can think "what would I do in that situation" rather than "what would someone else do in it"
 
I'm thinking about running a game of Feng Shui that is more-or-less the plot of Big Trouble in Little China where the players play Jack.
 
4:50 PM
I wonder where my Feng Shui got itself lost to.
Along with my Castle Falkenstein, Amber Diceless and any number of other game books I had in my youth.
 
@lisardggY I probably bought them on eBay
 
@DampeS8N Damn you! *shakes fist*
I actually dug through my father's house last week to look for my Falkenstein book, but no go. :(
I can live without my old GURPS Camelot and 2e Complete Vikings Handbook, but there were some games there I still want today.
 
I'm not sorry.
 
Guh, I still have the Complete Vikings Handbook. Why did I ever buy the damn thing?
I never played a viking in my life.
 
@lisardggY So, do it now.
 
4:55 PM
It has deck-plans for longships, and everything.
 
@lisardggY Not hearing a down side to having it.
 
And a full color map I never even bothered to rip out the back and unfold.
Well, it's 2e AD&D, not a system I expect to find myself playing again any time soon/.
 
@lisardggY So, if you hate it, I'll take it. I have lots of 2E books.
...Most of them signed
 
Oh, I don't hate it. I just have it around for nostalgic reasons.
 
@lisardggY Gimme it! :P
 
4:58 PM
Also the Complete Wizard's Handbook, which I loved.
Though I gave away most of my 2e books somewhere along the way.
 
@lisardggY I probably have them.
 
I'm starting to worry.
Do you have my old Greyhawk Adventures 1e/2e book? There was a cola stain on the first page.
 
@lisardggY Don't have that one.
 
*whew*
 
I do have the one where someone doodled penises in the margins.
 
5:05 PM
Quite sure it's not mine. My 2e games had very few penises. Very few indeed.
 
They are very noodley and twisty. Like ribbons.
Like someone was drawing filigree around the margins but then added balls to one end and a D to the end.
 
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