That's who this reminded me of...hong said:You are still Bugaboo, and I am STILL waiting for my severed head of Eric Noah.
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That's who this reminded me of...hong said:You are still Bugaboo, and I am STILL waiting for my severed head of Eric Noah.
dead said:(They also equated it with miniatures gaming. They said that 50% of the fun was playing, while the other 50% was painting them. Those who didn't paint their minis, were only pretenders.)
GreyShadow said:Real miniature gaming, you start with a block and carve your own.
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Your not cheating using published adventures. This person might have well as said, your playing 3e? That's cheating. Real gamer's make their own games!
I use everything.
(D/T)rollLostSoul said:Yes. If the players have to do the work at the table, roleplaying and everything, then the GM should do his part and actually sit down and write and adventure for them.
CalrinAlshaw said:The guy bashing you is an idiot
I have to say that I have three players: 2 of them (who do all their character work at my house) have spent a combined 8 hours preparing character backgrounds, histories, styles, personalities and images. They have character sheets with over a dozen pages and have probably written 5000 words each. The guy who doesn't create his characters at my house is normally pretty busy as well, and I can expect a few thousands words on his character sheet to.However, just as there are excellent public servants, there are, of course, excellent players... but not a single one would ever put in as much effort pre-game as even the single worst DM.
As both a player and a DM, I'd have to disagree. Everybody is free to his opinion and I respect that, but your statement is totaly wrong. Using a published adventure means a lot of work as well. You need to read it, understand it, work out the encounters (a lot of adventures provide just the main plot line, and mabe a list of monsters for an encounter, but you still need to work out the tactics. Otherwise it would get boring very fast). And unless you wan to trail-road your party down the main plot line, you need to be prepared to allow and ad-lib sidetrecks and alternative routes to the final goal. Using a published module may on ocasion be even more dificult then writing your own. Writing your own adventure, you know all there's to know about it, while in a published module you often have to guess what the writer meant.LostSoul said:Yes. If the players have to do the work at the table, roleplaying and everything, then the GM should do his part and actually sit down and write and adventure for them.
Not true, a GM could cheat its called loaded dice. Or throwing a 3lv party against a terrasque armed with only toothpicks or something like that.maddman75 said:It is impossible for a GM to cheat.