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    A GMing telling the players about the gameworld is not like real life

    I don't know... if an Npc wants to kill a Pc, and the latter is ok... Pc dies. You didn't answer, btw. You really mean veteran Pc are not aware of their increased and increasing capability of sustain more and more heavy combats? I don't think you mean that.
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    A GMing telling the players about the gameworld is not like real life

    Sure. Not usually hits, I know that... nonetheless a veteran Pc knows he can stand a lot of rounds, enemies, fights, before receiving harm. Or do the players pretend their Pc to be afraid as if they could die instantly?
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    A GMing telling the players about the gameworld is not like real life

    Don't get me wrong, certainly not the actual numbers, like 18... But One hit can kill them? Of course this is not true, and a Pc is aware of that, because it actually happens in the fiction. Happens every combat, as soon as levels go up. Or are you saying that what happens during a combat is...
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    A GMing telling the players about the gameworld is not like real life

    Yeah, but after the unaware Pc survives the freefall, the Pc now is aware he can do it. Or not?
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    A GMing telling the players about the gameworld is not like real life

    If my Pc survives a freefall, how could he be not aware that he can easily survive freefalls? It's established fiction by then. Same after managing to win a fight against six orcs. The Pc can go into the tavern and say: "I can handle six orcs by myself using this!" (Drops loudly his sword on...
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    A GMing telling the players about the gameworld is not like real life

    I don't see any problem in having the Pc well aware of his Hp. I mean, it's like having an 18 in charisma, or strenght: a pro boxer IRL is conscious of his own strenght, endurance, and overall technique ability, before jumping on a ring to fight, actually even before organizing the match itself...
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    A GMing telling the players about the gameworld is not like real life

    The actual resolution bit was missing in my previous quote: " If you get three successes, your character's action succeeds. If you get one or two successes, your action succeeds. And if you fail, you fail. This novel mechanic is the source of much of the silliness of Elfs, as using Dumb Luck is...
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    A GMing telling the players about the gameworld is not like real life

    Edwards "played" with the concept of Stances in his 2001, little, humorous rpg Elfs. The following quote is from an old online review: "Rules-wise Elfs is quite simple. A character has three stats, a sort of alignment, a one-sentence description, a kill list, and an equipment list. For...
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    A GMing telling the players about the gameworld is not like real life

    Well, if I was Maxperson, I would say it's an advice in the preface of DMguide, actually, but nonetheless the line of thought goes down from the author to Dm to veteran player to newbie, there's always room for improvement and ideas.
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    A GMing telling the players about the gameworld is not like real life

    Seems to me that players are kinda waiting for the info dump by the Gm before even starting to think of stating goals, while this info is not gonna come and instead the Gm already is playing, slowing introducing things/Npcs... and if players don't actively declare, he goes on that way
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    A GMing telling the players about the gameworld is not like real life

    Well we know each other from a long time. The Gm wanted us to stay put roleplaying while he slowly introduced the Npc situation (he probably planned we later on had to go with them to face the "big encounter"). Other players just were in Audience mode waiting. One of them has a shadow mage pc so...
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    A GMing telling the players about the gameworld is not like real life

    Around four hours each. the first one was also clunky cause the Gm was transitioning from recapping to establishing new stuff rather freely and we had to stop play and review his assumptions, in case roleplay a bit, then resume our Reckoner stance. Slow, boring process. The second was a sort...
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    A GMing telling the players about the gameworld is not like real life

    "Act now, plan later" motto of BitD is very good. Like a Time coordinate for the Spatial one "Draw maps, leave blanks" of DW, and to achieve a 3D structure of sort: "Ask questions, build on answers" regulating the flow of content intro among all players at the table. The use of flashbacks is...
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    Suggestions wanted: Adventure set in Medieval Italy

    Glad you like those pics. I'm from Rome, so... proud also ;) Btw, Mantus had a wife goddess: Mania, maybe it is her behind the evil happening... https://esoterx.com/2013/05/23/the-etruscan-evil-of-mantus-and-mania-celebrity-couple-of-the-underworld/ Wiki page for Mantus...
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    Suggestions wanted: Adventure set in Medieval Italy

    Sounds nicely grim :D Some pics for the ambience: A few medieval fortified villages on the hills around Rome/centre Italy and the Necropolis of Banditaccia* in Cerveteri** *big bad banned bandit **ancient Caere (vetera Caere in latin)
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    Suggestions wanted: Adventure set in Medieval Italy

    Hi. Italian forumer here. I have an idea for a D&D italian based adventure set in real history. The year is 450 CE, technically just before the proper middle ages, the western roman empire is still going but crumbling under the assaults of barbarian tribes from the eastern europe. The story...
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    A GMing telling the players about the gameworld is not like real life

    Could they allow to have a glimpse at Dm-notes for that particular encounter, beyond common knowledge? Maxperson said so, if I got it correctly.
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    A GMing telling the players about the gameworld is not like real life

    Sounds like Fortune in the Beginning...
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    A GMing telling the players about the gameworld is not like real life

    Which boils down to: Roll to Declare, then Roll to Action...
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