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Can I Make My Games More Like Pirates of the Carribean?
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<blockquote data-quote="bento" data-source="post: 2940153" data-attributes="member: 36597"><p>I'm taking the OP's message to not necessarily mean run a better pirate story, but instead take some of the "fun-ness" he's seen in the movie and inject it into the spirit in his game.</p><p></p><p>A few suggestions (and book purchases) I would make:</p><p></p><p>* For incorporating more evocative settings there's a section in the DMG II on doing this - fighting in a lava field, on an ice bridge, and so forth. I don't know the ruleset you use, but you might also want to pick up some of the D&D setting books like "Stormwrack" or "Frostburn". They're good for giving you details on water, desert and freezing settings that you can enrich your game with, and rules on fighting in specific conditions.</p><p></p><p>* Action points are a great way to help your players loosen up and be more heroic. Another idea would be to incorporate a minion rule for yourself - if a hero gets a successful hit on a minion, they automatically go down, rather than reducing their hp. Essentially they are "knocked out." </p><p></p><p>* Use interesting magical items or developing interesting character features - this sounds like something that a ruleset such as FUDGE or FATE might work better with. Both sets of rules encourage unique hero creation that allow for unique, one of a kind items, that better define the character. Both rules (FATE is a variation of FUDGE) are free on the Internet and allow for more cinematic play. Check here <a href="http://www.fudgerpg.com/fudge.html" target="_blank">http://www.fudgerpg.com/fudge.html</a> and here <a href="http://www.faterpg.com" target="_blank">www.faterpg.com</a></p><p></p><p>* I think you could be encouraged by reading how other GMs/DMs raise the bar on their performance by visiting web sites like <a href="http://www.treasuretables.org/" target="_blank">http://www.treasuretables.org/</a> and <a href="http://www.roleplayingtips.com" target="_blank">http://www.roleplayingtips.com</a>. Both are very good places to pick up new ideas and broaden your experience.</p><p></p><p>If you have a vision for what you want to play I would suggest presenting them to your group and see what kind of reaction you get. If you get a general agreement, or a compromise between what you have today and where you want to be, write up a Social Contract <a href="http://www.treasuretables.org/wiki/index.php?title=Social_Contract" target="_blank">http://www.treasuretables.org/wiki/index.php?title=Social_Contract</a> with your group stipulating the kind of game you want to run. This way everyone is in agreement and works towards making it happen. </p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="bento, post: 2940153, member: 36597"] I'm taking the OP's message to not necessarily mean run a better pirate story, but instead take some of the "fun-ness" he's seen in the movie and inject it into the spirit in his game. A few suggestions (and book purchases) I would make: * For incorporating more evocative settings there's a section in the DMG II on doing this - fighting in a lava field, on an ice bridge, and so forth. I don't know the ruleset you use, but you might also want to pick up some of the D&D setting books like "Stormwrack" or "Frostburn". They're good for giving you details on water, desert and freezing settings that you can enrich your game with, and rules on fighting in specific conditions. * Action points are a great way to help your players loosen up and be more heroic. Another idea would be to incorporate a minion rule for yourself - if a hero gets a successful hit on a minion, they automatically go down, rather than reducing their hp. Essentially they are "knocked out." * Use interesting magical items or developing interesting character features - this sounds like something that a ruleset such as FUDGE or FATE might work better with. Both sets of rules encourage unique hero creation that allow for unique, one of a kind items, that better define the character. Both rules (FATE is a variation of FUDGE) are free on the Internet and allow for more cinematic play. Check here [url]http://www.fudgerpg.com/fudge.html[/url] and here [url]www.faterpg.com[/url] * I think you could be encouraged by reading how other GMs/DMs raise the bar on their performance by visiting web sites like [url]http://www.treasuretables.org/[/url] and [url]http://www.roleplayingtips.com[/url]. Both are very good places to pick up new ideas and broaden your experience. If you have a vision for what you want to play I would suggest presenting them to your group and see what kind of reaction you get. If you get a general agreement, or a compromise between what you have today and where you want to be, write up a Social Contract [url]http://www.treasuretables.org/wiki/index.php?title=Social_Contract[/url] with your group stipulating the kind of game you want to run. This way everyone is in agreement and works towards making it happen. Good luck. [/QUOTE]
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