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Subject: Do you have a question you want asked as QOTD? Post here! rss

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Mark Wilson
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GeoffreyB wrote:
Has a weather phenomenon ever affected you when you purchase a game?


I don't understand this one. Are you asking if it's ever rained hard or something when I drove to the game store? Need clarification imo.
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Geoffrey Burrell
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I meant something like a heavy snowfall or other act of God that has prevented a game to be delivered when requested after it has been released.
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Carl Clare
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This may have been asked before but:

OSR, mechanic or mindset?

Realistically do you need OSR rules to run an OSR game or is OSR a style of play that could be run with, for instance, 5e if you made it clear that is what you are aiming for?

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Supplementary: are there too many OSR systems out there and is this gamut of rules just creating confusion amongst those who would like to dip into the OSR world?

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If you write your own adventures for your games where do you get your plot ideas from?

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If you write your own adventures for your games where do you start? Plot, world, villain or somewhere else?


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If you write your own adventures for your games, why do you do it? Is it because it's part of the 'fun' of GMing, is it out of necessity, is it because the published adventures don't meet what your group want, or something else?

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Do you GM at conventions? If so why?


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Do you use a generic rule system or do you prefer your rules to have an associated setting (however broad)?
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“I would have made this instrumental, but the words got in the way...” —XTC, “No Language in Our Lungs”
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Six separate questions (or three if you want to group them):

1 What are some of your favourite adventure hooks or situations from published adventures or settings, and why?

2 What are some of your least favourite adventure hooks or situations from published adventures or settings, and why?

3 What are some of your favourite encounter ideas from published adventures or settings, and why?

4 What are some of your least favourite encounter ideas from published adventures or settings, and why?

5 Who are some of your favourite NPCs from published adventures or settings, and why?

6 Who are some of your least favourite NPCs from published adventures or settings, and why?
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Roger Hobden
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When you post something on RPGG, can you easily tell when it is 'more desirable' to be amusing, or to be accurate ?

How can you tell, and to what extent are you successful ?
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Patrick Zoch
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Mallet wrote:


When you post something on RPGG, can you easily tell when it is 'more desirable' to be amusing, or to be accurate ?

How can you tell, and to what extent are you successful ?


Is this a question about knowing when to joke, tease playfully, use sarcasm, or be plain spoken and frank?
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Paul Unwin
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What are your best and worst skills as a player? That is, what most makes you a good player to have in a game and what most makes you a difficult player to have in a game.
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Roger Hobden
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pdzoch wrote:
Mallet wrote:


When you post something on RPGG, can you easily tell when it is 'more desirable' to be amusing, or to be accurate ?

How can you tell, and to what extent are you successful ?


Is this a question about knowing when to joke, tease playfully, use sarcasm, or be plain spoken and frank ?


When to joke or to be playful on one hand, and when to speak plainly on the other.
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Geoffrey Burrell
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How often does everyone out there make rules bending characters for sessions at gaming conventions? Some conventions have demo games where you can make your own character for one shots. How does everyone out there deal with these situations?
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Douglas Bailey
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“I would have made this instrumental, but the words got in the way...” —XTC, “No Language in Our Lungs”
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What's more important to you in an RPG's combat system: having detailed and realistic rules for fights between humans (or human-like creatures) at the expense of needing simplified rules for non-human combatants, or having combat rules that work in the same way for all creatures regardless of their shape or size?

As illustrations of the former option, I'm thinking of games like HârnMaster and The Riddle of Steel (and its semi-clone Song of Swords) and the marvellously nuts Phoenix Command, all of which have extremely detailed armour-piece lists and hit-location charts for humans, and all of which then offer up completely different rules for use with non-humanoid combatants which essentially bypass the combat system's entire rationale.

For the latter option, I'm thinking of games like RuneQuest or GURPS, which use broader, less finely-detailed armour pieces and hit locations, but which also comfortably handle all kinds of creature types without significant rules changes or exceptions.

Feel free to re-word this, please; I'm not doing a great job of it. (For one thing, I think my bias is obvious.)
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Geoffrey Burrell
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Which gaming universe are you most loyal too? How many different books of the system do you have?
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Patrick Zoch
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Why don't skeleton ever go trick or treating?
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Ghargh wrote:
1. As a GM, do you sometimes make interruptions/intrusions which, in a way, break the 4th wall? I.e. intrusions that play with the emotions of a player as much as with the emotions of their character.



This sounds like a playing the player question -- running the game to have an effect on the player in addition to on the player character.

Edit: metagaming wasn't quite right (that is more about leveraging game knowledge as a player that a player character would not have in making a decision)
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pdzoch wrote:
Ghargh wrote:
1. As a GM, do you sometimes make interruptions/intrusions which, in a way, break the 4th wall? I.e. intrusions that play with the emotions of a player as much as with the emotions of their character.



This sounds like a metagame question -- running the game to have an effect on the player in addition to on the player character.

Yes, thank you for rephrasing it to be clearer
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Roger Hobden
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If you had lived in the Medieval Ages, would you have been a Rationalist, a Nominalist, or neither, and why ?


Shorter discussion here:

https://www.thoughtco.com/nominalism-vs-realism-2670598

https://gohighbrow.com/problem-of-universals-realism-vs-nomi...

Longer discussion here:

https://plato.stanford.edu/entries/universals-medieval/

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Roger Hobden
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Have you ever run a scenario where the characters encountered an unidentified red button ? How did the scenario play out ?


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Robb Minneman
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Jackasses? You let a whole column get stalled and strafed on account of a couple of jackasses? What the hell's the matter with you?
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Inkwan wrote:
What is the composition of your main / favorite group you rpg with? (e.g. 4 older guys, 1 wife of the guys; your son and 2 of his friends; your 3 best friends from elementary school)


We've done this one before, but it's been at least a couple years. It's a good question.
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Hans Messersmith
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Here is one:

When you create adventures that use "props" (e.g. elaborate battle mats, minis), how much do you obtain the props first then make the adventure, versus make the adventure then search for the props?

I ask prompted by this Kickstarter...
https://rpggeek.com/geeklist/250272/item/6719798#item6719798

That is an interesting artifact, and the maps seem quite nice, but it would be literally useless to me in every way given the way I design adventures (even if I ran a lot of games that use battlemats, which I don't). The only way it would seem useful, it seems to me, is if you designed adventures AROUND it, as opposed to the other way around. But maybe I am missing something? Or maybe I care too much about specific details?
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skalchemist wrote:
Here is one:

When you create adventures that use "props" (e.g. elaborate battle mats, minis), how much do you obtain the props first then make the adventure, versus make the adventure then search for the props?

I ask prompted by this Kickstarter...
https://rpggeek.com/geeklist/250272/item/6719798#item6719798

That is an interesting artifact, and the maps seem quite nice, but it would be literally useless to me in every way given the way I design adventures (even if I ran a lot of games that use battlemats, which I don't). The only way it would seem useful, it seems to me, is if you designed adventures AROUND it, as opposed to the other way around. But maybe I am missing something? Or maybe I care too much about specific details?


Sort of related to this, and to today's question. What props do people like when playing an RPG? Perhaps including LARPs which can be way more prop-oriented.
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Robb Minneman
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Jackasses? You let a whole column get stalled and strafed on account of a couple of jackasses? What the hell's the matter with you?
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How about something that seems relevant to today's news:

"Have you ever used blackmail in an RPG, either as a player or a GM? How did that work out for your group?"
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Roger Hobden
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robbbbbb wrote:
How about something that seems relevant to today's news:

"Have you ever used blackmail in an RPG, either as a player or a GM? How did that work out for your group?"


Simulated blackmail, right ?
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Douglas Bailey
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What are examples of RPGs where the equipment price list tells you something significant or distinctive about the game?
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Felix Lastname
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trystero11 wrote:
What are examples of RPGs where the equipment price list tells you something significant or distinctive about the game?


Great question!
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If you write your own adventures for your games, what percentage of them would you say run as originally intended? What percentage of those would you say are as fun for those you run it for as you expected? More fun? Much less fun?
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Roger Hobden
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What RPGs do you like, that have a corresponding tabletop game that you enjoy also, or vice-versa ?

For instance, if you like the Infinity Corvus Belli miniatures wargame, do you also enjoy the Infinity RPG published by Modiphius ?
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Can't remember if there's been a question about which franchise/property/IP/whatever you;d like to see adapted into an RPG.
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