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Gears of Revolution: Notes on my campaign
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<blockquote data-quote="Riastlin" data-source="post: 5633403" data-attributes="member: 94022"><p>Excellent rundown. I'm particularly interested in the skill challenge thoughts. My take on skill challenges is that I still love them, but I suck at running them. Part of this has to do with my players (they tend to just grab the dice and roll rather than describe their actions) and part of it is me struggling with describing the unfolding scene and laying it out in a natural way that is both descriptive (i.e. letting them know they are in a challenge and what needs to be done) and immersive (i.e. not saying "Okay this is a SC you can use x, y, and z skills.")</p><p> </p><p>One side thought on the fight, you mentioned you were worried about a tpk. Personally, I think this fight was a perfect example of "failure not having to be a tpk". Although the dockers are obviously criminals to an extent, they are not exactly bad people either. Beating five RHC officers into unconsciousness is one thing, killing them quite another. Beating them gets them tossed in the slammer for a while. Killing them may well mean they never see the light of day again. So, just some food for thought on how we as DMs can potentially avoid the tpk while still having a really bad failure on the PCs part.</p><p> </p><p>Of course, now that I write that I've written that I realize you were probably way ahead of me on this regard, but hopefully it will help others.</p><p> </p><p>One question I have since you are using map tools is how is the roleplay aspect? I've always been hesitant to try to run online for fear that either the actual mechanical gameplay gets bogged down or that the roleplay would get lost in the data streams.</p><p> </p><p>Edit to add: Thornt surely was deserving of at least a +2 bonus to checks for having actually read the player's guide. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Riastlin, post: 5633403, member: 94022"] Excellent rundown. I'm particularly interested in the skill challenge thoughts. My take on skill challenges is that I still love them, but I suck at running them. Part of this has to do with my players (they tend to just grab the dice and roll rather than describe their actions) and part of it is me struggling with describing the unfolding scene and laying it out in a natural way that is both descriptive (i.e. letting them know they are in a challenge and what needs to be done) and immersive (i.e. not saying "Okay this is a SC you can use x, y, and z skills.") One side thought on the fight, you mentioned you were worried about a tpk. Personally, I think this fight was a perfect example of "failure not having to be a tpk". Although the dockers are obviously criminals to an extent, they are not exactly bad people either. Beating five RHC officers into unconsciousness is one thing, killing them quite another. Beating them gets them tossed in the slammer for a while. Killing them may well mean they never see the light of day again. So, just some food for thought on how we as DMs can potentially avoid the tpk while still having a really bad failure on the PCs part. Of course, now that I write that I've written that I realize you were probably way ahead of me on this regard, but hopefully it will help others. One question I have since you are using map tools is how is the roleplay aspect? I've always been hesitant to try to run online for fear that either the actual mechanical gameplay gets bogged down or that the roleplay would get lost in the data streams. Edit to add: Thornt surely was deserving of at least a +2 bonus to checks for having actually read the player's guide. :) [/QUOTE]
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