Adventure Design

I think you are taking my comments to an unintended extreme. I am referring to games where the players insist on doing nothing but "roleplaying", where combat or rolling dice is a "bad" thing. Also, getting into a character's mindset can be done in combat and any other situation. But if I do not know how to interrogate someone, then, by-golly, I want a die-roll resolution if my character does know how. If I play a character who wants to dazzle the NPCs with a dance, no one expects me to twirl around the room in "roleplay", do they? Or actually sing to have my character sing... and so on. Why should interrogation, intimidation, bribery or sweet-talk be treated any differently?

Rolling dice does not preclude getting into the character's head and/or mindset - I can do that even in combat, which is dice-heavy. I can grunt with mock-pain when my characters are struck and hiss a curse when my character misses his foe or howl in barbaric fury when I bash in a foe's head - why should social situations preclude the die-rolling? When did dice-rolling and role-playing become mutually exclusive in some people's minds? I think melee combat shows that it does not have to be - and I think social situations can be handled the same way.

Rolling the dice stops certain... whimsies (not sure what word to use here) by the GM. In once campaign I was playing a barbarian. For the first two or three sessions this Barbarian was a real lady's man, bedding nearly every female NPC he came across. Then, suddenly, he was inept with women. Every attempt was met with a slap or laughter, even by the NPC he had already slept with. I asked the GM what happened and he claimed he didn't remember the Barbarian being that good with women and he didn't remember the encounter with the NPC. The GM never again let the character be all that successful with women again - just on his whim because he thought it was funny. If we had skills back then, I could have put the amount of skill points I wanted in the appropriate skill and had a more objective chance to have the character I wanted. Does the dice-rolling preclude getting into the character's head? The dice rolling keeps the Gamesmaster from overrunning the player's concept of the character. Now, if the dice are always failing, then that can add a new facet to the character - but adding facets to a player's character should be up to the player, not to the GM.

My actual point, which admittedly got lost, was that talking to merchants really does not have much of a place in Sword-and-Sorcery style games like it would in a "Lord of the Rings" type fantasy style game.

I had a gamer tell me he once played a game for two years on a weekly basis with only two fights - the rest of the time was spent talking to the locals about mundane stuff. I had a girl actually play a few games with my group and leave, complaining that I had more combat in one session than she had had in over a year of weekly gaming with her "roleplaying" group. If that is what "roleplaying" games are intended to be, then yes, talking to merchants and locals about the weather is unnecessary for me. Getting into a person's mindset and playing through a plot, that is fine and I can deal with that. But, for a straight sword-and-sorcery game (as opposed to a generic fantasy game), I do think conflict and combat is an important part. My AD&D and 2E games were generic fantasy, and were played differently than I play Conan.

If the dialogue directly plays into the plot (buying a sword rarely does), then I enjoy the acting part. If it is extraneous to the plot, I'd rather roll a die than waste the time on something unimportant (like buying a sword).... in a sword-and-sorcery game.
 
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So, when are we playing conan again?

I just want to say, that while I was in the navy, I use to compare other GM's and DM's to Vince's style of gaming. Nothing came close, at that time.

Now that I'm a wee bit older, I realized that growth does come into play. People change. I, myself have changed, perspecives of a perfect game have changed. I can think back on the OLD days and think, "I wish it was like that". But, in the end, it doesn't really matter, as long as we are all having a fun time.

What could be changed? Get rid of the city adventures where you are wasting game time buying equipment. I use to be part of a LARP (White Wolf), deep intel gathering and equipment gathering was done by either message boards, Denny's, or an off night.

The rest was all game playing.

If the game was dedicated to no dice playing, then I'd lose all the time, I'm not the perfect roleplayer, I need my dice to help me out in certain situations. Though, in other situations, I belive the dice could ruin other roleplaying aspects.

Is there a perfect game system out there? Yes, Rolemaster (just kidding).

In the end, I'm looking forward to playing again, thinking about driving allllll the way up to indy to look around at gencon.

Quite upset that FFG refuses to upgrade me to runebound 2.0.
 
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I think we all have a certain amount of nostolgia about our early years with the game. I still can never recreate the old games I used to play with Charlie and my cousin Dale or the sense of wonder that went with them, or, later, even the games with Charlie and Mark or Charlie and Dennis, all with the original AD&D.

Seriously though, if I did try to recreate those games, I think we'd get bored fast. It was pretty much all dungeon crawls, going into rooms, killing monsters and taking their stuff. There was very little 'roleplaying' in the modern sense of pseudo-acting, but we certainly took the parts of those characters in the way that we proclaimed the doom of the monsters. We'd go on quests for magic items, particularly artefacts, and we'd slay monsters and take their stuff until we took what we came for.
 

Odovacar's Ghost said:
What could be changed? Get rid of the city adventures where you are wasting game time buying equipment.

Have I had city adventures that involved the buying of equipment in the past year or so?

Odovacar's Ghost said:
Is there a perfect game system out there? Yes, Rolemaster (just kidding).

I have never played Role-master. When do you want to GM a session and show us its superiority and perfection?
 
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Nope, haven't seen any equipment buying adventures of yours. But, that was a general statement for other GMs.

Also, I was joking about the rolemaster system being superior. Rolemaster, Rulemaster, and Chartmaster is based on the percentile system, though it is possible to roll over a hundred, due to bonuses. Also, RM is more of a point buy system with everything from the 8 stats to hitpoints, attack abilities, and spell casting. A typical character sheet is atleast 5 pages long, if you are a spell caster.

Perhaps when one gets use to a particular system, they feel it is superior to all other systems. I can't really say what system is superior, since I've played in a number of different systems.
 

Odovacar's Ghost said:
Perhaps when one gets use to a particular system, they feel it is superior to all other systems. I can't really say what system is superior, since I've played in a number of different systems.

Well of course the Hero system is vastly superior to every other system. Except for maybe Tri-Stat, which is also vastly superior in its superiority. Or maybe Palladium (although it pains me to even joke that Palladium might be the superior system.) Perhaps they will have a superiority battle royale with the last system standing winning the World Heavyweight Superiority title.

And you will be happy to know that I just came up with a great D&D adventure. Full of buying stuff in the city and mind flayers. Lots of mind flayers. :)
 

So, let me guess. A city full of mind-flayer vendors. Where they will dominate our minds, if we don't pay the extremely high priced 1,000 gold for a mere torch.
 

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