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General Tabletop Discussion
*TTRPGs General
A Series of Concerns
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<blockquote data-quote="Aberzanzorax" data-source="post: 4721891" data-attributes="member: 64209"><p>For point 1:</p><p> </p><p>Have you considered running more sessions, but shorter? That would help with not having to prepare as much for things that don't come up. </p><p> </p><p>Also, for speeding up play/prep there is a pdf out (that I don't have, so can't speak to the usefulness). I can't find it, either, but maybe someone else can? Sorry bout that. It also has a 2.0 version for pathfinder... Maybe someone knows the name.</p><p> </p><p> </p><p>For point 2:</p><p> </p><p>I wouldn't do it. A prior poster put it well. I also think that the "waving the carrot" of XP can backfire. If you have a group dynamic that works, don't change anything (some people LIKE the spotlight and some people LIKE to coast, or are shy). Second edition had individual xp. Third intentionally changed that to group xp. </p><p> </p><p>And you want your group to work together (the players, not always their characters). It's less than ideal to create a metagame challenge/reward system for them to jockey for the one who talks the most, or accomplishes the most. That only encourages individual interest over group interest.</p><p> </p><p> </p><p>For point 3:</p><p> </p><p>Now I am confused. You want to give xp for talking in point 2 but then they get nothing in a very frustrating, nearly purely roleplaying session? Why can't they get xp for being tortured? I know I personally would learn a lot about both myself and the villian if I had to endure that.</p><p> </p><p> </p><p>For point 4:</p><p> </p><p>Hmmm. The challenges of an evil party. I'd say what you did wasn't a bad choice at all.</p><p> </p><p> </p><p>I think one thing you need to decide if this is a game where the PLAYERS are able to be selfish and evil with their characters, or if the PLAYERS decide to work as a group but their characters are evil and backstabby. You'll have a very different evil game. The former usually leads to a quick destruction of the game through infighting. The latter can lead to a more long term story driven campaign.</p><p> </p><p>If you've seen buffy the vampire slayer later episodes, you'll kinda know what I mean (spoiler alert). Willow and Spike both become part of the party, but are arguably evil at points. But the writers find ways and reasons for them to remain part of the group.</p><p> </p><p> </p><p>As far as intimidate goes, I usually don't use it pc vs pc. If you have the first evil campaign going, it's really like each player has a pc AND EVERYONE ELSE IS AN NPC to them. In that sense, the stats rule, and I'd say it is advisable.</p><p> </p><p>If it is the latter, I'd not use it. I'd have the players discuss (as people, not characters) how this gets resolved storywise. Maybe they stalk off from each other, the problem unresolved. Maybe they ask you, the DM for a random encounter to interrupt the argument, allowing them to set it aside due to the distraction. I guess the point here is to have a line where the players work together while their characters don't. Even if the characters can't resolve it, I'd say the players should be able to.</p><p> </p><p>Good luck! (evil is hard)</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 4721891, member: 64209"] For point 1: Have you considered running more sessions, but shorter? That would help with not having to prepare as much for things that don't come up. Also, for speeding up play/prep there is a pdf out (that I don't have, so can't speak to the usefulness). I can't find it, either, but maybe someone else can? Sorry bout that. It also has a 2.0 version for pathfinder... Maybe someone knows the name. For point 2: I wouldn't do it. A prior poster put it well. I also think that the "waving the carrot" of XP can backfire. If you have a group dynamic that works, don't change anything (some people LIKE the spotlight and some people LIKE to coast, or are shy). Second edition had individual xp. Third intentionally changed that to group xp. And you want your group to work together (the players, not always their characters). It's less than ideal to create a metagame challenge/reward system for them to jockey for the one who talks the most, or accomplishes the most. That only encourages individual interest over group interest. For point 3: Now I am confused. You want to give xp for talking in point 2 but then they get nothing in a very frustrating, nearly purely roleplaying session? Why can't they get xp for being tortured? I know I personally would learn a lot about both myself and the villian if I had to endure that. For point 4: Hmmm. The challenges of an evil party. I'd say what you did wasn't a bad choice at all. I think one thing you need to decide if this is a game where the PLAYERS are able to be selfish and evil with their characters, or if the PLAYERS decide to work as a group but their characters are evil and backstabby. You'll have a very different evil game. The former usually leads to a quick destruction of the game through infighting. The latter can lead to a more long term story driven campaign. If you've seen buffy the vampire slayer later episodes, you'll kinda know what I mean (spoiler alert). Willow and Spike both become part of the party, but are arguably evil at points. But the writers find ways and reasons for them to remain part of the group. As far as intimidate goes, I usually don't use it pc vs pc. If you have the first evil campaign going, it's really like each player has a pc AND EVERYONE ELSE IS AN NPC to them. In that sense, the stats rule, and I'd say it is advisable. If it is the latter, I'd not use it. I'd have the players discuss (as people, not characters) how this gets resolved storywise. Maybe they stalk off from each other, the problem unresolved. Maybe they ask you, the DM for a random encounter to interrupt the argument, allowing them to set it aside due to the distraction. I guess the point here is to have a line where the players work together while their characters don't. Even if the characters can't resolve it, I'd say the players should be able to. Good luck! (evil is hard) [/QUOTE]
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