@BESW I had a friend who was a traffic engineer: the rule of thumb he'd learned was that you set the speed limit at the speed where the 80th percentile drives, you try to ticket the fastest 10%, and the other 10% you let live as scofflaws. Apparently that's the way to prevent the "creep" you're describing.
@trogdor Oh, same here. I don't think planners and police departments even talk, never mind try to suss out reasonable policies to enact. But apparently that's the theoretically-optimal way to run things.
@trogdor True--but the key is to make sure that the people you are pulling over are above the 90th %ile for speed.
This is not very convenient, I would have prefered to look up the post number (via permalink, for example, giving me 31590057) and then typed something like @Wibbs: :31590057 to make that connection.
@mxyzplk your comment threw me an inbox-notification, not OP--did you mean that?
can anyone think of an example of a duo who, severally, were mildly problematic but, together, really just fed the worst of each other's habits and spiraled out of control?
Like, if Torville and Dean had each been minor criminals but goaded each other into becoming a serial-killing spree (rather than delighting us with their icy antics).
@JoelHarmon One of my favorite lyrics: "Full bottle in front of me/ time to roll up my sleeves and get to work/ and after many glasses of work/ I get paid, in the brain."
@nitsua60 I counter with one of my favorite lyrics: A woman in liquor production Owned a still of exquisite construction The alcohol boils Through magnetic coils She calls it proof by induction
@nitsua60 Reggie Kray and Ron Kray (as seen in: real history, then a book, then the 2015 movie called Legend. Both had their problems, but together they kinda dragged each other down.
So, in strange artifacts of visual processing: I've been using the "nitsua" username for over two decades now. And it still looks weird whenever I see someone else use it.
> A grizzled old gasman named Peter Lived inside a large water heater. Touched a leak with his light-- He arose out of sight-- And as anyone with a moderate understanding of poetry can tell you he also ruined the meter.
@Simanos It seems like you're advocating trying to "sneak by" best practices in this comment; please don't. Presumably the reason you come here is drawn by quality Q&A. We've learned that arises when people ask the questions they actually have, which sometimes aren't actually a good fit. And that needs to be okay.
@JoelHarmon Standing Monday night game has gone over to DW from 5e. Three-session DW game for a group of new people will kick off next week. Not sure which one you're thinking of?
@nitsua60 you'd pinged me and some people (apparently, you have a post-it note somewhere with my name on it; not sure how I feel about that...) about a 5e -> DW conversion, and you had pacing questions
@Axoren GURPS has books for every genre, including cyberpunk. We played a little D&D-style fantasy (ie, hack & slash) with it, years ago. I haven't played its cyberpunk rules.
@JoelHarmon My AL group's just finished Curse of Strahd, and we've a couple of weeks until Storm King's Thunder drops. At the end of the last session a few people were like "hey, can we try to get a little more descriptive in combat, do some more roleplaying?" To which I said "hey, let me tell you about a game designed to scratch your itch."
@JoelHarmon alright here, wondering if you'll be available tomorrow/Friday night and/or Sat. during the day to do the martial side of what we were exploring earlier, or bring a setup of your own to the table for that matter
@JoelHarmon But it means I'm running a three-session DW adventure for newbies, and I've never had to end a DW adventure before. Or think abot pacing one, or really about structure at all.
@Shalvenay I'm certainly busy Friday/Saturday/Sunday, and not sure how much time I'll have tomorrow
@nitsua60 I recall someone saying to end on a cliffhanger; seems like a reasonable thing to do. Alternately, depending on what your opener is and your front(s), just call the game at a reasonable point
to be fair, and to my frustration/embarrassment, I haven't actually managed to arrange a multi-session DW game. It's been strictly one-shots as both a player and a DM.
@JoelHarmon Interesting. My 3.5->5->DW players are completely hooked. Six sessions in, and each week when we've packed up it's still all "man, I love this system. It feels so much more fun and interesting."
Think I may even get two of them to take tries at GMing--they were totally intimidated by running 3.5, and even 5e. But this looks so easy to them... and I gotta admit, I'm not finding it very hard in any sense.
There's no system that you can just hop in and be a group of hackers and street thugs without there being a prospect of being a stronger street thug or being a better hacker over the horizon.
@nitsua60 everyone I've played DW with seems to like or love the system, but they also need jobs for things like food and houses, which makes it harder to play
@nitsua60 I'm close to getting my wife to try DM-ing in DW (she's terrified of running a game with complex rules when some/many of the players know them much better than she does)
@JoelHarmon I'm jealous: I can barely get mine to play "Little Adventures" with me and the kids while trapped in a a car with no other viable alternatives =\
@Axoren So, here's the fundamental difference between Fate and GURPS, and the answer to "why not GURPS?" In GURPS, you can always find the unique set of mechanics someone has already made for each of hundreds or thousands of unusual circumstances or edge cases; in Fate, there are a tiny handful of general mechanics which can be quickly applied to anything you might think of on the fly.
Which is preferable depends on the group, of course, but GURPS requires more up-front investment and more reliance on developers to have anticipated your needs.
It doesn't require less system mastery, but it requires a different kind of system mastery that's more flexible but also more improvisationally demanding.
Where so many different things happened and all the players utilized so many different things at their disposal, like tables, chairs, fireplace, liquor, etc.
@BESW sounds like GURPS is one of those games people have described where you spend half the game flipping through the rulebook for just the right chart or rule
tbh i'm not keen on gurps because i've played a lot of games now which are exceptionally good at running certain styles of games, and "generic universal roleplaying system" says to me "we don't do any one thing particularly well, or we do in fact do some things particularly well but we're not up front about how our system works"
The awesome and terrible thing about GURPS is that, like 3.5, it's built on the assumption that all expansion material is available for play unless/until a group agrees to ban it for that particular game--and it's got a much MUCH longer list of books than 3.5.
There's also the low-end milestone effect in Fate, where you get to change your character at the end of each session/mission, but you don't get more resources total for your build.
Essentially, imagine one of those kids' game anime where every villain has a different theme but the game they're playing just happens to have cards/gamepieces in that theme specifically for that character.
> While Infinitron is somewhat playable, the rules aren’t necessarily balanced, or that fun. I’ve played one game of Infinitron, with two friends – it lasted 8 hours, and I’m pretty sure everyone was unhappy by the end. But, that doesn’t mean you won’t necessarily enjoy it! -- thesiteformerlyknownas.zachtronicsindustries.com/infinitron
@Anaphory Grab the comment's link through the "permanlink" option; it'll look like this: http://chat.stackexchange.com/transcript/message/31613668#31613668
Then paste that into a line all by itself, like so:
It's the same technology that lets us one-box any mainsite or meta post or comment, Wikipedia links, image links, xkcd comics, Stack site home addresses, Twitter posts/users, Stack users...
You buy a chilli pepper, slice it up nicely, add to your dish and it can give it no extra taste at all or turn it into a face melting conflagration of infernal dragonfire.
you can even buy two of those "hot" peppers from the same place, same batch and the results will vary widely.
I've set things on fire, served half-cooked beans, made meals that were too salty to eat, and the like--and I've always been pretty conservative about my adventures in the kitchen.
only when you here stuff like that you realise "crepes suzette" are pancakes with a fried snail on it and "calamansi marinaded taro pepper melange" is "end-of-the-week leftovers fried together for a bit"
Calamansi marinated taro pepper melange sounds exactly like something I'd do with end of the week leftovers, if my mother would ever leave any taro by the end of the week.
@eimyr Rotherham technically, but Sheffield is more well known and sounds better :L Not at home, but I'm going to be DM'ing for some friends when I get back to uni in September
@BESW I imagined leftovers as "stuff that I thought I'd use to cook some dinners but somehow wound up uncooked in the fridge/pantry and don't fit any particular recipe I can think of"
@eimyr Ah. I tend to think of leftovers as "the bits of dinners that didn't get eaten that night." But end of the week cooking also has to incorporate the stuff that's about to go bad because it wasn't cooked earlier.
@BESW Very little, I played 4e D&D with some friends for about half a year and then some Pathfinder with some different friends for about the same amount of time, I've been quiet for at least 2 years now though so I'm pretty rusty
We have some people commuting weekly from Sheffield. Rotherham is a bit further away, maybe outside of our usual catchment area. Nevertheless, we accept veterans and newbies alike.
I'm actually running the Mage game there right now (I mean, this Friday, not RIGHT now)
@Matt we meet every Friday and have cycles with games that run for a predefined number of weeks. If you arrive in the middle of a cycle most of the times people are fine with having a one-shot instead or grabbing you as an ad-hoc player.
@BESW We do have DnD and other trad games on the roster though. The games are selected on the "best overall fit" principle and while we do have some weird games there, usually we have one trad and one modern game in long cycles and one modern one indie in short ones.
@eimyr Sounds good, I'll see what I can do - I've got work for another couple of weeks yet, then my girlfriend is visiting, and then I'm back at uni (which is not nearly as close by), so I don't reckon I'll be making it in the short term, I'll definitely keep an eye out when I'm on holiday though!
Thing is, people prefer to do boardgames between the cycles and while it's possible to grab a one-shot then, it's unlikely. They are mostly fillers for times when a cycle can't start for whatever reason or in 4-week oneshot groups
Since my session with my friends will be my first time DM'ing, do you guys have any tips? We're going to keep it fairly informal, but any important rules to keep handy or anything? It's 5e D&D
I have played and tried to GM games since I was in elementary school, beginning with games like Shadowrun, Earthdawn, and Champions. Recently, I've gotten dack into gaming with a variety of other games (newer Shadowrun and Earthdawn, plus TOON! and Outbreak:Undead).
I've found examples of actual...
How can I guide and help a new DM through his first campaign (being an experienced DM myself) without having it look like a grab for power or that I think the new DM is incompetent?
Here's my cardinal rule of gaming, for players and GMs alike: Make sure everyone is safe and happy, in that order, and talk with the group about what will help keep them safe and happy.
And also, remember: this is about fun. You're supposed to figure out together what kind of fun you'd like to have and then do it. It's OK if you make mistakes, but I strongly discourage taking an authoritative stance as a GM. Communication between players and the GM is key to having fun. Be open, honest, treat players as partners.
And on a lighter note, expect your players to come up with awesome things you'd never have thought of. It'll wreck your plans and it'll be glorious. Roll with the punches.
My first time GMing (also my first time playing an RPG) I came in with a great stack of notes and references and sheets and tables, which I threw out half an hour in because the group was doing something totally different and more interesting.
Will do, the one thing I want them to know for sure is that they can suggest anything, with them all being first-timers I'm worried they'll stick to a linear path I set
There will be assumptions everyone brings to the table. As facilitator you would do well to talk about those assumptions a priori, to make sure they are as best aligned as possible.
There is a tool called The Same Page Tool, which is great because it illustrates these differences, but also some people take it too literally and it becomes part of the problem.
I think to print myself a piece of paper with some advice. Most importantly for me is attitude to my players. I've read many advices about being fan of my players and letting them be heroes, but in my first session I stupidly showed NPCs strength and railroaded my heroes. But session still went pretty good and players were happy.
@Matt now it's "Gain their trust and tell them it would be cool if they got stabbed in the back. together figure out the coolest way they can get stabbed and the best knife and the most vicious backstabber. Then watch them stab in themselves in the back, providing exciting details"
@eimyr Yeah, I want them to be the stars, I'll work in some kind of inspiration point system to hopefully get them thinking and acting in character more
There is a famous story about a player who created a halfling nobody character but that character had a donkey with a cart filled with all manner of useful stuff. He had a list of items with exact placement on the cart and contingencies for contingencies when cart stuff was not working. He had appropriate gear for any situation and wanted to be a Batman-like gear expert. GM's first plot? Cart gets stolen. Halfling was now truly useless and the player unhappy. You can't fail harder than this.
I've been playing RPGs for about 11 years, mostly as the GM but intermittently as a player. These days we've reached the point where almost everyone in the group has run at least one session, and anyone who feels like it does.
@RollingFeles Hard question. I started in 2001or 2002 as a player and continued as rotating player/GM for about 5 years with two different groups. Then I transitioned to online MMO roleplay where I was a sorta-player for 4 years. After taht was done I played some PBFs for about 2 years and had a small break. I'm actively playing and GMing a wider variety of indie and modern games since last year.
@BESW thanks! Really interesting! And somehow related to me, because my current GM will be my player. He was in my first try and it were great, because he wanted to be player and he gave great feedback.
@RollingFeles Thing is, you can't really measure a GM in years. While experience is crucial, there are other factors such as the breadth of systems played, openness to new ideas, ability to facilitate social situations, writing and acting skills, in-depth system mastery etc.
e.g. I think my GMing has been sh*t a couple years back. Now I'm more conscious about my role but also more aware of my shortcomings.
Yeah. My GMing skills rose very slowly over the first 7 or so years of running D&D 3.5, then took a sharp jump when I started 4e before plateauing again. When I started studying lots of different systems and trying all sorts of new games about three years ago, I feel like my abilities got much better much faster, and continue to rise in proportion to my exposure to new things.
I find that a passing or utilitarian knowledge of many different things advances you more as a GM than (even extreme) in-depth knowledge of one thing
I realised that I learn more talking about games with people who played 100s of different kinds than with "grognards" who claim ultimate mastery of one chosen system.
When I was designing Colonypunk, I got a lot more help from folks with experience with many different kinds of systems than from folks with deep understanding of the specific systems I was riffing on.
@eimyr I'm sure that's the way how things work in general. Not only with being GM. New expirience inspires new ideas and new views and builds basis for effective and great solutions.
To illustrate the point, which one rigns more true: "I know everything about RPGs and GMing, I've read D&D 3.5e Player's Handbook a 1000 times." or "I can off the top of my head run about 10 different systems in maybe 15 different settings and with some preparation perhaps another 20 or so. I'm by no means an expert though."