View Profile: PrometheanVigil - Morrus' Unofficial Tabletop RPG News
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    Friday, 22nd March, 2019, 05:05 AM
    https://www.youtube.com/watch?v=SYvWfDxhm_s (I know this is technically a video game but this game will have a seismic impact on bringing new players to the tabletop + affect how the IP is perceived in the mainstream and wider RPG culture so it's relevant especially after the divisive 5th ed release of OWOD Vampire)
    3 replies | 125 view(s)
    1 XP
  • PrometheanVigil's Avatar
    Tuesday, 5th March, 2019, 01:55 AM
    This one is... not so good. But because I'm the curious type, I clicked on the home link up top... ... and was pleasantly surprised. This one? Hilarious! (Players at my tables may have done this to another player once or twice...*grin*).
    53 replies | 1969 view(s)
    1 XP
  • PrometheanVigil's Avatar
    Thursday, 28th February, 2019, 07:28 PM
    Interaction Moments aka IMs. I came up with these a few years ago while hosting 8-10+ player games regularly. They are the best thing for the social side of RPGs ever. I've seen no other GM ever do this or even see it talked about online which is crazy since its so simple but so powerful. They are literally 5-10 mins set aside specifically for players to talk in-character with each other....
    12 replies | 458 view(s)
    4 XP
  • PrometheanVigil's Avatar
    Wednesday, 27th February, 2019, 05:20 PM
    I strongly suggest a different path: Found a club. Found a club. Accomodate larger tables: 7-11 players is a nice size for club games (also an old standby but pricey destination for late-night gaming grub!). All gamebooks and supplements valid unless houseruled out. Get a doc together going over houserules, chargen and club info Just run a normal campaign. Host a campaign that lasts a...
    74 replies | 5757 view(s)
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  • PrometheanVigil's Avatar
    Tuesday, 26th February, 2019, 08:37 PM
    You can mute someone in computer games quite easily. You can blacklist them, too. There's no real cost to the mutee/banee... until you try to get involved in higher-level, proper team play or even when you've just got a few cold kills under your belt. Then effort must be put in and real skill gained. And then most of those trolls and hackers stop playing because its no fun playing against their...
    106 replies | 3591 view(s)
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  • PrometheanVigil's Avatar
    Monday, 25th February, 2019, 06:58 PM
    Buy-in level. ... You literally need just a pen and paper to get started in this hobby. You don't even need to buy a gamebook -- you can borrow a friend's or even spontaneously come up with a primitive form of RPG yourself. You don't even need to GM. Even computer games require you have a PC, a games console or a handheld device AND THEN have a copy of the game itself to play. It is very...
    106 replies | 3591 view(s)
    2 XP
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About PrometheanVigil

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About PrometheanVigil
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Details of games currently playing and games being sought.

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VTMB Bloodlines 2 trailer released -- will it incline? Friday, 22nd March, 2019 05:05 AM

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Friday, 22nd March, 2019


Friday, 15th March, 2019


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Friday, 1st March, 2019


Tuesday, 26th February, 2019


Tuesday, 17th January, 2017

  • 07:08 PM - innerdude mentioned PrometheanVigil in post Power Gaming vs Role Playing
    I read through PrometheanVigil 's response. The tone is fairly representative of "that other RPG forum site" that I generally refuse to frequent, specifically because most of the conversation is in this general vein. But aside from that, I also have to disagree generally with most of the stated opinions. It seems in his opinion that power gaming is the "true" way to game, that "roleplaying" serves only a secondary (at best) function to the actual point of roleplaying which is to "bring the awesome, ALL THE TIME!!!!!!!" (Because obviously, playing an arms race with your GM is the truest way to gaming satisfaction.) His response to Blue here: . . . it's great to see you've tipped your hat to mechanical efficacy since that's the point of all this "role-playing" at the end of the day . . . feels narrow-minded at best, and actively hostile to players looking for character-driven play at worst. But ultimately, as Blue said upthread, these are fundamentally separate axes, or spectra, or continuum...

Tuesday, 10th January, 2017


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Friday, 15th March, 2019

  • 02:38 AM - Fauchard1520 quoted PrometheanVigil in post Role-Players vs. Actors
    This one is... not so good. But because I'm the curious type, I clicked on the home link up top and was pleasantly surprised. This one? Hilarious! Hey, they can't all be winners. Glad you found one you liked though! The longer this comic runs, the more I realize it should be "funny comic first" rather than "illustrated blog first." That's the goal anyway.

Friday, 1st March, 2019

  • 12:38 AM - S'mon quoted PrometheanVigil in post "I Quit" Public Play - Am I just an impatient jerk? (LONG)
    If you're really about this life, I'd suggest hiring a room so there's a neutral location for play. Ideally, this is a paid room which means you have full control of the venue and can ensure privacy for your players so they can roleplay freely. A private room (and bigger) is the primary thing that'll level-up your bar or apartment meetup to a real club -- of course, having regulars alongside casuals is very important too. I just want to boast that my local pub - officially Best Pub in London 2018 - is letting me use the great upstairs function room for free, for a single-group Meetup, and have it all to myself! Not only that, I turned up Tuesday and they had set up the room for me with a single giant table in middle of room, perfect for the RPG group! I'm used to pubs in central London who moan if I move two tables together, so I was right chuffed! I only wish I'd started running there years ago...
  • 12:24 AM - S'mon quoted PrometheanVigil in post Encouraging interactions in new adventuring parties
    ...mple but so powerful. They are literally 5-10 mins set aside specifically for players to talk in-character with each other. They can be interspersed in your session flow as much or as little you like. Ideally, you encourage players to get up, walk around and chat with each other. If they need to make a roll, they come straight back to you and roll in your presence -- other than that, you can get on with some admin work (or hasty re-plan of your scenario if its gone off the rails!). It's really just a big breather for you as a GM but it's a fun one. I've found players will hedge into cliques of 2-4 and they can be fluid based on IC events and internal politics. This is awesome because newer players tend to cling together and experienced link up based on their particular IC needs -- it's also handy for reining in players who are bit antisocial or think they're a Puppetmaster(tm). It's pretty great to see it all when you step back! That's a great idea!! Damn... I just gave PrometheanVigil XP!!! :D I'm worried some players might not be keen ...Maybe if I offered some XP? Edit: Just realised, 5e Inspiration looks perfect for this!

Thursday, 28th February, 2019

  • 06:25 AM - MNblockhead quoted PrometheanVigil in post "I Quit" Public Play - Am I just an impatient jerk? (LONG)
    That's a good point and is a good option for many groups, made much more convenient with Meetup.com (and their current amazing deal with WeWork for free space for your Meetups). But I already run a campaign from my home. What I'm suggesting is missing is the option to play one shots that are not constrained by organized play rules. Specifically, the ability to go and play a higher level character for a one shot. I've looked up gaming groups (using via Meetup.com) in the Twin Cities, Chicago, and New York over the past few years. It is really difficult to find opportunities to play higher tier D&D games. Almost all public play opportunities are AL. Not only do I not play enough in AL to level my characters beyond Tier 1, I've also run into rules about not being able to bring your character into a certain game because it has played in another game. So, I've given up on the idea of playing D&D in public games. I generally search out and join games for other systems where it is far more co...

Wednesday, 27th February, 2019


Tuesday, 26th February, 2019

  • 09:06 PM - Morrus quoted PrometheanVigil in post Why does the stigma of the "jerk GM" still persist in our hobby?
    Y You're moving the goalposts. That's just bad faith. Especially for a discussion that from the outset is primarily anecdotal (as most like these are). In fact, inquiring into hard numbers requires providing your own set first for others to dispute, if that's how you're going to play it. Not at all. There aren’t any goalposts to move; it’s a question of clarification. The OP claimed there were more jerks in our hobby than others. I asked “Are there?” I don’t know if there are or aren’t. But I’d be interested in hearing what leads people to believe there are, which is the precursor to the question “why is that so?”
  • 08:47 PM - lowkey13 quoted PrometheanVigil in post Why does the stigma of the "jerk GM" still persist in our hobby?
    Individual financial wealth IME is strongly correlated with effort, risk and mindset. That's why I use it as a filter in the face of imperfect data. People don't like it but its effective. People who are doing stuff not only have this as a higher stat but are also likely to have workable social ability as a minimum. That "don't ask, don't get" type life ain't for me, personally. As someone who, because of my job, has to unfortunately socialize with those of obscene financial wealth on a regular basis (as opposed to just regular ol' great financial wealth), I can assure you that I infinitely prefer the company of the poorly-paid service members, or poorly-paid adjunct professors, or poorly-paid middle school teachers, or poorly paid "shift workers" in the retail industry that I consider my friends. But hey, I'd probably self-select out of your game, so it's a win-win. You be you! :)
  • 01:20 AM - Morrus quoted PrometheanVigil in post Why does the stigma of the "jerk GM" still persist in our hobby?
    Buy-in level. ... You literally need just a pen and paper to get started in this hobby. You don't even need to buy a gamebook -- you can borrow a friend's or even spontaneously come up with a primitive form of RPG yourself. You don't even need to GM. Even computer games require you have a PC, a games console or a handheld device AND THEN have a copy of the game itself to play. It is very unlikely -- outside of your teenage/undergrad years -- you will know someone you can just borrow expensive kit like that. You cannot spontaneously come up with your own computer game -- that requires a talent called "programming" and that's just cut off 70% of humanity already from the jump. Archery: you need to pay to be a member of an archery association, plus regular dues to a club you've joined so you can shoot at their range and use their equipment (+ your own personal gear expenses) Sailing: you need to at least pay a time-share on a vessel, you need to have training and a license to sail, you need to have a...
  • 12:11 AM - Bedrockgames quoted PrometheanVigil in post Why does the stigma of the "jerk GM" still persist in our hobby?
    Buy-in level. ... You literally need just a pen and paper to get started in this hobby. You don't even need to buy a gamebook -- you can borrow a friend's or even spontaneously come up with a primitive form of RPG yourself. You don't even need to GM. Even computer games require you have a PC, a games console or a handheld device AND THEN have a copy of the game itself to play. It is very unlikely -- outside of your teenage/undergrad years -- you will know someone you can just borrow expensive kit like that. You cannot spontaneously come up with your own computer game -- that requires a talent called "programming" and that's just cut off 70% of humanity already from the jump. Archery: you need to pay to be a member of an archery association, plus regular dues to a club you've joined so you can shoot at their range and use their equipment (+ your own personal gear expenses) Sailing: you need to at least pay a time-share on a vessel, you need to have training and a license to sail, you need ...

Monday, 25th February, 2019

  • 07:06 PM - lowkey13 quoted PrometheanVigil in post Why does the stigma of the "jerk GM" still persist in our hobby?
    Buy-in level. ... [snip] The vast majority of hobbies require decent disposable income and/or some level of skill to do them at a level where you're getting anything out of them. This means we've already filtered for a certain caliber of people. If you have even half-decent disposable income AND you're paying rent and bills, you're probably going to be at least semi-competent socially. And if you're a snooker cue, it's likely going to be in an endearing or charming way. In my experience, in the many online and offline games I've run, at least half the table is filled with people who are shift workers, on contract or are students. The other half is usually like myself (NB: I'm in my twenties): white-collared, salaried young professionals or those who run their own companies (either straight successful or getting there). When the former group come to play, a lot of them are there for power fantasies and vicarious gaming. If they're players, they come to get themselves validated; GMs, they're there...

Thursday, 21st February, 2019

  • 07:03 AM - Ilbranteloth quoted PrometheanVigil in post Decapitation and lethality in your game
    How important is it for you to have the possibility of decapitation for any character unlucky enough to receive damage? What should the chance of a character being maimed be? Does this add to the lethality of a game or is it a step too far? How severe should the effects be? Does it depend on the system or setting? We have it. It can occur from a critical hit. In our system, on a critical hit you choose the hit location. The target gets a saving throw, with advantage if that body part is armored. If they fail by 10 or more and the roll is a natural 1, or fail by 15 or more, decapitation or some other instant death occurs.
  • 06:43 AM - 5ekyu quoted PrometheanVigil in post Decapitation and lethality in your game
    How important is it for you to have the possibility of decapitation for any character unlucky enough to receive damage? What should the chance of a character being maimed be? Does this add to the lethality of a game or is it a step too far? How severe should the effects be? Does it depend on the system or setting?None. I consider it detrimental to a game.

Wednesday, 20th February, 2019

  • 09:11 PM - Saelorn quoted PrometheanVigil in post Decapitation and lethality in your game
    How important is it for you to have the possibility of decapitation for any character unlucky enough to receive damage? What should the chance of a character being maimed be? Does this add to the lethality of a game or is it a step too far? How severe should the effects be? Does it depend on the system or setting?In real life, the possibility of decapitation is low enough that I can stay invested in actually doing anything. You can bet that, if there was a 5% chance of losing my head whenever I got into a car, then I would spend a lot of time hiding in my bed. Decapitation in games is a little bit more acceptable, but not by much. If I feel like anything I do has a chance of invalidating all of my previous work, then I'm unlikely to want to do anything. If I'm swinging an axe around, the chance of me cutting my own head off is significantly less than one percent. Even if someone is swinging an axe at me, as long as I'm wearing armor, the chance of decapitation is not high. Decapitation in combat is...
  • 05:01 AM - Ratskinner quoted PrometheanVigil in post Decapitation and lethality in your game
    How important is it for you to have the possibility of decapitation for any character unlucky enough to receive damage? What should the chance of a character being maimed be? Does this add to the lethality of a game or is it a step too far? How severe should the effects be? Does it depend on the system or setting? For me, most of my answers would really depend on genre. For example, if I were getting into a supers game, I would want to know what era and what the "comics code" for the game would be. Fantasy and Sci-Fi could go in any direction, but I would expect horror or military genres to have a good amount. In games, setting is informed by system, and unfortunately that doesn't always work out for the best. This kind of question, to me, points out some of the limitations of a HP-based system. It just doesn't spit out meaningful results for the fiction. I first noticed this back when I had to use a Troll. (1e, IIRC. Possibly Red Box Basic) The description made clear that they could regrow or ...

Monday, 18th February, 2019

  • 06:01 AM - Umbran quoted PrometheanVigil in post Decapitation and lethality in your game
    How important is it for you to have the possibility of decapitation for any character unlucky enough to receive damage? Not really important at all. In real life combat, it basically doesn't happen. In movies and books and comics, it happens, but it is really a narrative device to say, "this person is well and truly dead." So, in a game, if you reduce the opponent to whatever it is the game says kills them, if you want to add decapitation as a descriptor, that's fine. But there's no need to add a chance of it beyond that. What should the chance of a character being maimed be? I answer a question with a question: What genre are you playing? If I am playing Scooby Doo Adventures, maiming just won't happen. If I am playing The Walking Dead, that's a different story. I only rarely add such things if the game rules don't already have them baked in, because I don't usually bend a ruleset outside it's intended genre. It it was important to the game's genre, it'll already have these thin...

Saturday, 16th February, 2019

  • 02:15 PM - Ovinomancer quoted PrometheanVigil in post Blades In The Dark
    Let me be more specific: a crime syndicate. Not just the PCs as one crew acting independently with the occasional favor from an associate -- the PC crew is instead the core leadership of a structure involving multiple crews planning and executing various criminal schemes semi-autonomously under their banner. Does this come under the game's prescribed gameplay?Not really. Not trying to be a stick here, but a general definition of organized crime wasn't sufficient above and it doesn't help here. As hawkeyefan said, you can run big gangs with diverse capabilities, or maybe mix and match seperate crews, but I'm still not clear on what experience your looking fir, and that is important. Bkades emulates actually doing crime. It's, at its core, all about the score. It has some really tightly integrated rules for the setting and downtime, but those feed the score engine. So, can Blades do organized crime? I'd say that organized crime is a fundamental part of the setting/structure, but it pushes most o...
  • 06:16 AM - hawkeyefan quoted PrometheanVigil in post Blades In The Dark
    Let me be more specific: a crime syndicate. Not just the PCs as one crew acting independently with the occasional favor from an associate -- the PC crew is instead the core leadership of a structure involving multiple crews planning and executing various criminal schemes semi-autonomously under their banner. Does this come under the game's prescribed gameplay? I think the game does allow this to an extent. One of the resources your Crew can accumulate is Cohorts. These can be either a Gang or an Expert. There are several types of each. Your Crew could have a Gang of Thugs to break legs and perform shakedowns, and a Gang of Rooks to deal in vice like gambling and drugs, and then have an Expert that’s a ruthless assassin. Alternatively, you could play multiple Crews of PCs and have them all connected under the same criminal organization, but there would be some mechanical considerations on how to handle this. Each Crew earns XP and gets new abilities sinilar to a PC, so I think you’d have to treat...
  • 06:06 AM - hawkeyefan quoted PrometheanVigil in post Blades In The Dark
    Does this game support running an organized crime faction? I'm seeing some strategic elements mentioned (particularly hawkeyefan's rundown) that seem a bit too high-level for a heist crew. Or is this something you would have to homebrew to do effectively? I think the game could support that for sure. My players chose to be Hawkers, which means they deal in illicit goods. But they’re not limited to that based on their choices. Wherever they want to go with the fiction is where we’ll be hoing. And they seem to be interested in establishing a large criminal enterprise. The other Crew types are Assassins, Bravos (muscle for hire), Cult, Shadows (thieves/spies), and Smugglers. As Ovinomancer says, there’s a good deal of variety in the Crews, but there’s still some overlap. You could mix and match your choices to replicate any take on the crime genre, from The Warriors to The Godfather and everything in between.
  • 05:53 AM - Ovinomancer quoted PrometheanVigil in post Blades In The Dark
    Does this game support running an organized crime faction? I'm seeing some strategic elements mentioned (particularly hawkeyefan's rundown) that seem a bit too high-level for a heist crew. Or is this something you would have to homebrew to do effectively?Not sure what you mean by organized crime, but I'd hazard yes. The crews are varied in focus, but aren't limited and xan move into different areas.

Saturday, 7th April, 2018

  • 08:37 PM - Celebrim quoted PrometheanVigil in post PVP combat issue
    Gods eye view, this sounds like a terrible situation at the table. Not because of the scenario but because of how it was handled. "Well, that's enough of that tomfoolery!" should not be an acceptable way of handling this offensive-bodily-product. You should totally just have the healer character heal the character being less of an inbred-donkey. That or something else much more authentic/realistic. So, never handle OOC problems with IC solutions. IC my character did not know which of the two characters was being less of an "inbred-donkey" as you put it. And I wasn't going to put myself in a situation of having my character choose on the basis of which player was less of an "inbred-donkey". So I had my character respond in a very IC way, namely something like, "As you all know, I'm escorting my daughter. My primary duty is to her safety. These two gentlemen were clearly poor choices of travelling companions, as they resorted to resolving whatever differences that they had between them through ...


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