Asmor
First Post
So at a recent game, I started running Warhammer, and decided to run the adventure from the back of the book. I usually abhor running premade adventures, but quite frankly I never ever prepare and usually end up fudging literally everything, which makes me feel like I'm doing a poor job DMing.
Anyways, I thought it was going well, I was following the rules and everything seemed to be moving along at a good pace, but the players didn't really like it. They said they liked it better when I was making up stuff. So in the ensuing conversation, I talked about how in 7th grade me and 2 friends used to roleplay during lunch, no books or anything, just sitting around talking about what we did and we'd take turns being the GM.
So I was thinking... it was fun back then, why wouldn't it be fun now? So I think I'm going to start totally free form roleplaying with them.
The thing is... I wonder just how freeform it should be? At first I was thinking I should have loose power levels, just to make sure everyone's on the same page about what they have a chance against and what they should run like terrified field mice from... It would be something like PL1: Plain old peasant. Hold your own against a goblin, maybe two. PL2: Trained warrior. Hold your own in battle. PL3: Elite warrior. Highest attainable by most NPCs. PL4: Heroic. etc etc. That way you still have clear advancement.
I'm thinking that combat would be resolved by how well you described your actions, with an emphasis on a cinematic style. A PL2 might be able to defeat a more powerful beastie if he does so in an entertaining and unique manner.
And then I started thinking that maybe there should be some stuff that you can roll for... For example, whether they're surprised by an ambush or not.
And then I realized that I was on the road to build a whole system, kinad defeating the whole purpose of free form roleplaying. So what is your opinion? Should I just skip it all, keep power levels (this is what I'm leaning towards), or add some basic stats like perception and such?
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Rather than make two posts and clog the board up, I'll ask this question seperately. I need help lending importance and impact to an event which is largely not going to involve the players much at all. You see, what I'm thinking is that they, and all the other civilized races of the world, are slaves under a brutal race of Gephardo, beings with 6 arms, long heads with multiple sets of eyes, and a little tornado-ish looking effect instead of legs. The Gephardo have ruled the world unchecked for thousands of years, and none of the slave races even have myths predating Gephardo conquest.
Anyways, the campaign would start off just as the Gephardo have discovered the secret to transcendending reality and moving on to a higher existence (if you're a fan of Stargate SG-1, it would be more or less like ascending). Practically over night, every Gephardo on the planet disappears, leaving the slaves behind to build a new world for themselves.
This is probably where I'd have the players come in, but I don't want it to just be "Ok, your race has been enslaved since time immemorial, and now you're not. What are you going to do?" I want them to have a sense of awe, bewilderment, confusion, joy, etc.
Any ideas how I might accomplish that?
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And I'm bored, so here's a little anecdote... On that same game night, after we took a meal break and I found out they didn't want to play it, one of my players decided to take up the mantle of DMing, something I've been trying to get him to do forever. He's not very good with the rules (introduced him to the hobby at least two years ago, been playing very, very sporadically since, mostly D&D or D20 modern and I'm still not entirely sure he can make a character entirely on his own), but I've assured him he would be fine and that if he had any questions I'd happily help.
Anyways, he asked me for any monster books I had, and I gave him them, but then he thought to ask for my D&D miniatures instead, so I gave him those too. We spent the next hour making characters while he planned our adventure.
And I've got to say, it was really a lot of fun. It had an old school feel to it, I think because of his background with video game RPGs. Basically we all woke up in a dungeon, kicked the crap out of some goblins and kobolds... A water elemental dropped a blue orb. There was the Door You Can't Pick Or Beat Down So You'd Better Go Find The Key (tm), which we did, and later on we encountered a fire elemental, among other things, and he said there was an easier way when one person went to attack it... So of course I took the blue orb out, held it in my hand and charged the elemental. It disappeared. Predictable, but quite entertaining. Sadly it was getting late so we had to end right about there... :/ But it was a lot of fun, and I honestly think he did a much better job with that hour of preparation for his first game than I ever do.
Anyways, I thought it was going well, I was following the rules and everything seemed to be moving along at a good pace, but the players didn't really like it. They said they liked it better when I was making up stuff. So in the ensuing conversation, I talked about how in 7th grade me and 2 friends used to roleplay during lunch, no books or anything, just sitting around talking about what we did and we'd take turns being the GM.
So I was thinking... it was fun back then, why wouldn't it be fun now? So I think I'm going to start totally free form roleplaying with them.
The thing is... I wonder just how freeform it should be? At first I was thinking I should have loose power levels, just to make sure everyone's on the same page about what they have a chance against and what they should run like terrified field mice from... It would be something like PL1: Plain old peasant. Hold your own against a goblin, maybe two. PL2: Trained warrior. Hold your own in battle. PL3: Elite warrior. Highest attainable by most NPCs. PL4: Heroic. etc etc. That way you still have clear advancement.
I'm thinking that combat would be resolved by how well you described your actions, with an emphasis on a cinematic style. A PL2 might be able to defeat a more powerful beastie if he does so in an entertaining and unique manner.
And then I started thinking that maybe there should be some stuff that you can roll for... For example, whether they're surprised by an ambush or not.
And then I realized that I was on the road to build a whole system, kinad defeating the whole purpose of free form roleplaying. So what is your opinion? Should I just skip it all, keep power levels (this is what I'm leaning towards), or add some basic stats like perception and such?
------
Rather than make two posts and clog the board up, I'll ask this question seperately. I need help lending importance and impact to an event which is largely not going to involve the players much at all. You see, what I'm thinking is that they, and all the other civilized races of the world, are slaves under a brutal race of Gephardo, beings with 6 arms, long heads with multiple sets of eyes, and a little tornado-ish looking effect instead of legs. The Gephardo have ruled the world unchecked for thousands of years, and none of the slave races even have myths predating Gephardo conquest.
Anyways, the campaign would start off just as the Gephardo have discovered the secret to transcendending reality and moving on to a higher existence (if you're a fan of Stargate SG-1, it would be more or less like ascending). Practically over night, every Gephardo on the planet disappears, leaving the slaves behind to build a new world for themselves.
This is probably where I'd have the players come in, but I don't want it to just be "Ok, your race has been enslaved since time immemorial, and now you're not. What are you going to do?" I want them to have a sense of awe, bewilderment, confusion, joy, etc.
Any ideas how I might accomplish that?
--------
And I'm bored, so here's a little anecdote... On that same game night, after we took a meal break and I found out they didn't want to play it, one of my players decided to take up the mantle of DMing, something I've been trying to get him to do forever. He's not very good with the rules (introduced him to the hobby at least two years ago, been playing very, very sporadically since, mostly D&D or D20 modern and I'm still not entirely sure he can make a character entirely on his own), but I've assured him he would be fine and that if he had any questions I'd happily help.
Anyways, he asked me for any monster books I had, and I gave him them, but then he thought to ask for my D&D miniatures instead, so I gave him those too. We spent the next hour making characters while he planned our adventure.
And I've got to say, it was really a lot of fun. It had an old school feel to it, I think because of his background with video game RPGs. Basically we all woke up in a dungeon, kicked the crap out of some goblins and kobolds... A water elemental dropped a blue orb. There was the Door You Can't Pick Or Beat Down So You'd Better Go Find The Key (tm), which we did, and later on we encountered a fire elemental, among other things, and he said there was an easier way when one person went to attack it... So of course I took the blue orb out, held it in my hand and charged the elemental. It disappeared. Predictable, but quite entertaining. Sadly it was getting late so we had to end right about there... :/ But it was a lot of fun, and I honestly think he did a much better job with that hour of preparation for his first game than I ever do.
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