View Profile: mockman1890 - Morrus' Unofficial Tabletop RPG News
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About mockman1890

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Date of Birth
October 13, 1974 (44)
About mockman1890
Introduction:
Mostly plays D&D5e, Call of Cthulhu, Maid, KULT, and a bunch of other weird RPGs and tabletop games
About Me:
Comic artist, illustrator, former manga editor, sometimes game designer
Location:
San Francisco, CA
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No
Sex:
Male
Age Group:
31-40
My Game Details

Details of games currently playing and games being sought.

State:
California
Country:
USA
Game Details:
Running D&D 5th edition right now, but the game is full at the moment...

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Matthew Sprange, Mongoose Publishing, Discusses Traveller and Paranoia Thursday, 11th July, 2019 09:24 PM

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Yesterday 07:02 PM
Join Date
Wednesday, 3rd June, 2015
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My Game Details
State:
California
Country:
USA
Game Details:
Running D&D 5th edition right now, but the game is full at the moment...
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Wednesday, 12th June, 2019

  • 04:09 AM - Blue quoted mockman1890 in post The Roleplayer's Guide To Heists
    I didn’t mind the planning time that turned out to be wasted by a few bad die rolls; that’s IC roleplaying time being engaged in coming up with cool plans. But YMMV I loathe 2 hours of game time spent arguing over the best way to accomplish something with the fires of a thousand suns. Good inter-character drama? I'm for it. This isn't it - it's usually from a player perspective. Interesting puzzles for the players? I'm for it. but with the twists that the characters don't know the answer will be wrong. I'm not sure what you can get out of it. Let's try it this way. if your entire session was 2 hours of planning heists that you knew you didn't have all the information for and nothing else, do you feel you would regularly have a good time?
  • 01:41 AM - Blue quoted mockman1890 in post The Roleplayer's Guide To Heists
    idk; some of my favorite memories of playing Shadowrun have been when we’d plan a heist and TOTALLY f’ it up. Once our plan hinges on “stealing a truck for a getaway vehicle” and we totally failed at this, got in a fight with truckers, someone died and the whole evening was spent on the blowback from something that wasn’t even part of the site we were supposed to be breaking into. And it was super fun and hilarious. This is a bit orthogonal to my point. Of course the wild improv parts are fun - and you still get them. The part that wasn't fun was the two hour long RL planning session that in the end meant nothing.

Monday, 8th June, 2015

  • 03:27 PM - jayoungr quoted mockman1890 in post Dragon Queen Question: Why Not Interrogate the Cultists?
    Honestly, what's *really* the most illogical part of "Hoard" to me is why the cultists are bringing the treasure 1000s of miles to the north, just so it can be carried on a floating castle BACK TO THE SOUTH (based on the location of the Well of Dragons on the map... -_-) My favorite answer to that one is in the "Enhancing HotDQ" thread: I find that a lot of the weirdness in the cult's plans gets explained away if you play up the rival factions and jockeying for power. Why does Rezmir take the treasure waaaay out of the way? Because she takes it to *her* castle, where *she* can have oversight over the cataloging and appraisal of it. Who cares if there's a dwarf five miles from the Well of Dragons who can do it? Then the dwarf gets the glory, not Rezmir. And she justifies it by having a flying castle bring it in instead of using a ton of manpower to carry it over/through the mountains and into the Well.
  • 03:13 PM - DEFCON 1 quoted mockman1890 in post Dragon Queen Question: Why Not Interrogate the Cultists?
    Honestly, what's *really* the most illogical part of "Hoard" to me is why the cultists are bringing the treasure 1000s of miles to the north, just so it can be carried on a floating castle BACK TO THE SOUTH (based on the location of the Well of Dragons on the map... -_-) It's actually completely logical. Ao the Overlord knows that many completely new people to Faerun are going to be adventuring around the town of Phandalin in the north for about 5 leve-- er-- weeks and knows they have to find something to do after that. So he just coincidentally has the Cult of the Dragon caravan approach the Mere of Dead Men at that exact moment in time so those new Faerunians can take a quick trip south to meet it at the Roadhouse for Episo-- Week 5 leading into 6 at the Castle. The storytelling is airtight, I'm telling you. ;)

Sunday, 7th June, 2015

  • 09:43 PM - Staffan quoted mockman1890 in post Dragon Queen Question: Why Not Interrogate the Cultists?
    Honestly, what's *really* the most illogical part of "Hoard" to me is why the cultists are bringing the treasure 1000s of miles to the north, just so it can be carried on a floating castle BACK TO THE SOUTH (based on the location of the Well of Dragons on the map... -_-) Well, the flying castle is in/near Parnast and the Well of Dragons to begin with - they go there via a gate from Castle Naerytar. And Parnast is on the other side of a mountain chain as well as undead-infested territory. It also makes sense if the cultists are conducting raids all over the Sword Coast and using Naerytar as a gathering point. What doesn't make any sense is that the cultists go from near Greenest to Baldur's Gate, and then overland to Waterdeep. It would make more sense to go either via Berdusk and Scornubel if you want to go by land, or take a friggin' ship from Baldur's Gate to Waterdeep. No-one ever moves goods via muscle-powered transportation if they can help it. Before the Suez canal was built, trade bet...

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