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    Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)

    I'm not changing my argument at all, I just maybe didn't state it clearly enough the first time around so you misunderstood what it was. My point wasn't that no other game offers the same sort of long-term replay value as tabletop rpgs, because many other types of games clearly do -- a deck of...
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    Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)

    But I imagine the games they're playing are mostly/entirely the arcade-style ones that wouldn't normally be considered analogous to (or in direct competition with) tabletop rpgs. I agree that some console-games are endlessly replayable, the same way pinball, poker, chess, basketball, golf, etc...
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    Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)

    So you know a lot of folks who are still playing Adventure or Swordquest: Earthworld?
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    Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)

    Perhaps the biggest advantages of tabletop rpgs is that they're extremely cheap to play. Only 1 person in a group of 5-6 actually needs a copy of the rules, and beyond that all you need to play are pencils and paper (which it can be safely assumed everybody already has -- though you might need...
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    [Myspace] "Worship"

    For a company so insistent on the current edition's superiority and that "200x was the Best Year Ever for D&D" they certainly play enough on old-edition nostalgia...
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    Expedition to the Ruins of Greyhawk - got it!

    I'll expect a detailed and spoiler-laden review as soon as you're able to get to it, Allan :)
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    Expedition to the Ruins of Greyhawk - got it!

    So, here's the big question (at least for me): for someone who doesn't play 3E D&D (never has) and who hasn't been following and couldn't care less about Greyhawk "canon" from 1987 on (as far as I'm concerned Rary was a joke-name character created by Brian Blume who was only played in a handful...
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    Requiring Players To Draw The Dungeon Map!

    As a player I love drawing maps -- it increases my sense of immersion, provides a sense of accomplishment (we've explored/cleared all this), and serves as a record of the game (this is where we met monster x and got treasure y, we still need to explore here and here and here). I don't care if...
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    Vanilla Essence: 1E Demographics and the Implied Setting

    Fantastic post -- too good for a message board, this should be published as an article somewhere. A lot of the 3E-centric mechanical stuff went over my head, but I certainly agree with the general jist of the post in regards the feel of the game and scarcity of high-level adventuring-type NPCs...
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    Help the bad guys

    So, if I'm understanding right, a pressure plate within the silenced area triggers an alarm outside of the silenced area? Yeah, that works.
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    Is WoTC even relevant to you anymore?

    The last time I bought a WotC product was, umm, never. Although I did recently come across a copy of The Primal Order in the used section at the FLGS and briefly considered picking it up as a historical curiosity...
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    Help the bad guys

    The big drawback to the permanent zone of silence around the entrance to this room is that it will presumably mean the kobolds won't be able to hear the party approaching (though they may be able to see their light, if the party is carrying light). This makes it harder to justify the kobolds...
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    Help the bad guys

    OK, I like the idea of the silence effect being pre-existing (for whatever reason, hopefully at least vaguely defined) and the kobolds having deliberately chosen to lair in this area for that very reason :)
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    Help the bad guys

    What's the reason going to be for the permanent silence effect? If I were a player in this game and the DM stuck an arbitrary silence effect on a group of kobolds solely in order to keep me from being able to sleep them, I'd be annoyed...
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    Mongoose's New IP: Traveller is BACK

    I can't think of a single instance in all of Classic Traveller where task resolution WAS "roll 2d6 + 1/5 stat + skill >= 7". Mostly because there was no "task resolution" system as such in Classic Traveller (at least until Digest Group Publications intorduced the prototypical UTP in their...
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    Mongoose's New IP: Traveller is BACK

    The Universal Task Profile (UTP) system in MegaTraveller is brilliant, IMO the best such system ever devised for an rpg. A few points that don't become apparent until you've played around with it for awhile: Having 7 and 11 be the target numbers for the two most commonly rolled difficulty...
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    Runequest 2e. . .

    Cults of Prax has all the common PC cults, plus tons of new spells and skills, and lots of info about Prax. I can't really imagine running a Gloranthan RQ2 game without this book. Gateway Bestiary has a ton of non-Gloranthan (or at least non-Glorantha-specific) monsters - animals, bugs...
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    Why do levels one and two suck so bad?

    That's correct. I'm so used to talking about my prefered version(s) of the game (OD&D, 1E AD&D, and Classic D&D (i.e. Basic, Expert, etc.), in descending order of preference) both here and elsewhere that I forget that not everyone (especially here) will understand implicitly that anything...
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    Why do levels one and two suck so bad?

    That said, I don't follow this guideline and never have. Typically the quick-advancement characters (clerics, thieves) will hit 2nd level after 3-4 sessions, everybody else will follow shortly thereafter so that by about 6 sessions pretty much everyone will be 2nd level and the clerics and...
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    Ending the game at Name level?

    Not by design, but by practice we usually ended our campaigns about the time the highest level characters hit 10th-12th level (which is more-or-less name level, depending on your class). It was a combination of boredom (by the time a character hit that level you'd likely been playing him for 2...
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