View Profile: John Out West - Morrus' Unofficial Tabletop RPG News
  • John Out West's Avatar
    Monday, 24th June, 2019, 03:55 AM
    This sounds like it could be fun to play with. Dropping a "Little did they know, this new character would lead to their downfall." Then watch the players squirm to protect themselves without breaking character. My players tend to be good about meta-gaming. They even go so far as to narrate: "I know that this is a trap, but my character doesn't, so I walk right in!"
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  • John Out West's Avatar
    Tuesday, 11th June, 2019, 04:22 AM
    I think you have it right with the Card system. You don't need to do it at night, you just need to have everyone give everyone a card, and force them to shuffle before looking at them. This means that some cards would be neutral, while some cards can also be good or defensive. You could also have all Players always facing away from each other. If they are sitting in a circle, they don't...
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About John Out West

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About John Out West
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Calgary, AB
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Challenging assumptions/tactics while giving hints Monday, 24th June, 2019 03:55 AM

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Tuesday, 11th June, 2019


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Tuesday, 7th May, 2019


Monday, 6th May, 2019

  • 07:48 PM - robus quoted John Out West in post [5e] Printable Adventure: Krillo's Tomb
    I'll definitely figure out a system for later levels. It would depend on what state their in, how much total health they have, if they are a human/beast/monster. Lots of factors to consider... Don't overthink it. The basic system is simple. Leave HP out of it (you keep mentioning health but that's not a thing in 5e so I think you're talking about HP?) Use Advantage/Disadvantage where applicable (if the knocker is 1 size larger=Advantage, 1 size smaller disadvantage etc), beyond that it's just not achievable as a single action.

Saturday, 20th April, 2019

  • 09:50 AM - CubicsRube quoted John Out West in post [5e] Offensive and defensive stances
    Thats very interesting, because i made an extremely similar ruleset, (Even using the words Aggressive and Cautious Stances) however mine was with the intention of making a social combat. A good coincidence! These days I'm mostly looking at slight but impactful changes to 5e. I'm not sure if illget a group buy in to try this out but its interesting to think about

Wednesday, 6th February, 2019

  • 05:44 PM - Celebrim quoted John Out West in post Help with city-based campaign
    It might be easiest to think of a plot on the highest tier and work your way down to its lowest levels. Good advice. Answer: The King's Vizier, a wizard and personal adviser to he king, is attempting to create a disease outbreak in the poor part of town. The Vizier is a good man who has warned the king multiple times that in the case of a siege, the town would almost immediately succumb to an outbreak of diseases, and that the king should prepare for it now. He has been ignored, and is now going to manufacture this disease outbreak. I dispute the claim that this is a good man. He may be a practical man. He may have something that looks like a good intention and he may not be self-interested, but I have a hard time assigning "good" to the behavior of spreading disease to the poor parts of town. The alignment descriptor I'd associate with that behavior is 'lawful evil', an alignment associated with "pruning away the weak to protect the strong". This is someone who wants what is 'best' f...
  • 06:28 AM - der_kluge quoted John Out West in post Help with city-based campaign
    It might be easiest to think of a plot on the highest tier and work your way down to its lowest levels. I'm imagining this being a plot by someone very powerful and influential, which the players cannot touch at their current level, but as they gain more power they'll eventually be able to take him down. Question: Who is trying to create a disease outbreak and why. Answer: The King's Vizier, a wizard and personal adviser to he king, is attempting to create a disease outbreak in the poor part of town. The Vizier is a good man who has warned the king multiple times that in the case of a siege, the town would almost immediately succumb to an outbreak of diseases, and that the king should prepare for it now. He has been ignored, and is now going to manufacture this disease outbreak. The Vizier, unlike the king, is an elf. He has lived through a disease filled siege before hundreds of years ago and knows the woes it brings, yet the king refuses to act. The Lower District in which the butcher sho...

Wednesday, 30th January, 2019

  • 04:59 PM - Alexander Kalinowski quoted John Out West in post Observations on matching "One vs. Many" combat mechanics to cinematic combat
    So, first of all I need retract a few things because I did misread the AW play example indeed. The grenade hard move was in response to a prior failure and the gender of that ganger was not determined on the fly it was just never announced previously (not that the latter makes much of a difference). What some of you do not seem get however is that trad games DO define the physics of a game world. It's not a physics simulation in a scientific sense. But they DO define how much you can do in, say 6 seconds. How many arrows you can shoot, how far you can run, how far you can throw, how much damage you take when you fall. These things vary slightly from ruleset to ruleset, adding to each game's unique feel. And they do constrain the narration. Intentionally so. So that's what I am referring to by 'the mechanics define the world's physics.' Also: Narration isn't decoupled from mechanics. Mechanics drive narration. That holds equally true for D&D and PbtA. On the other hand, narration also dri...

Tuesday, 1st January, 2019

  • 08:46 AM - 5ekyu quoted John Out West in post Can a system that allows Players to make any magic item in D&D be balanced?
    Hey Luis, you're pretty much describing both the Artificing system as is, as well as the Magic Item system in Westbound, the Tabletop RPG I made before this. its so eerily accurate that I feel like you might be trolling me... Hey Blue, I agree with you, but only in that we seem to differ in our fundamental philosophies. I agree that, in a Dungeon Crawl scenario where Combat is king, anything beyond the Gold+EXP equation will tip the scales one way or the other. However, in an Open World scenario with a balance of combat, exploration, and social interactions, there is no "Balancing Math," as the open world aspect means that the players adjust to the world and not the other way around. In this case, gaining power does not increase the difficulty of the world, but the difficulty of challenges the players choose to seek. Rats do not become more fierce, instead the encounter is skipped as it is deemed too trivial. This is the philosophy I typically use. Now, when I said "Balanced for the GM," I meant ...

Monday, 31st December, 2018

  • 11:47 PM - ccs quoted John Out West in post Can a system that allows Players to make any magic item in D&D be balanced?
    Hey Eltab, The question of balance for this craft is not for the player, as any advantage is a net positive, but balanced for the Game Master. Can a player use this craft without breaking the game for the DM or making the DM do too much work? I would argue no, that while the player can make almost anything they want, the GM still has fundamental control over the input and output of magical items. (Gems and Anti-Artifices) So you wrote 19 pages of stuff on crafting & concluded that it's still going to be a hassle for the DM and require their involvement? Lol; I could've just told you that....

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