new preview DMG2

Rechan

Adventurer
That is much more a advice one then anything else. It basically is a brief blurb on some of the benefits of promoting resolution between PCs during vignettes.
Ah, okay. So, setting aside a time and place for addressing something.

All this stuff, I think, has been done at one time or another during an Exalted campaign I played in. It was a blast.
 

log in or register to remove this ad

Henry

Autoexreginated
I know I've used Vignettes, or "pseudo-vignettes" in campaigns before to great effect. In one, which I'm sure a lot of Eberron DMs have used before, the players played themselves in the Last War, specifically on the last day on one of the last battlefields of the war. They were outnumbered, outgunned, and planning a defense to hold out against the inevitable -- when the Mourning hit. The next session was five years later. They loved it.

Another I've used is a group of alternate PCs who were in way over their heads, but I used it to give the players a clue on how to succeed at a nigh-impossible task. The "doomed" PCs died, but their mistake told the players an important clue in how to get out of an alien city in a D&D campaign (The Barrier Peaks, actually...)
 

Ariosto

First Post
The game is not my cup of tea, but considered in its context I think the DMG1 is quite excellent. It's hard to think of anyone better fit than Robin Laws to take the helm of that first chapter, and if the rest is at least up to par with the first volume then it should be another work very well done indeed.
 

GrimGent

First Post
Well, we do use some narrative conceits like mechanics that last for the duration of "a scene" and the like. It's a little more than just a name — but you're absolutely right, even with those narrative conceits built into the system, the Storytelling System games and the Storyteller games before them are absolutely traditional RPGs. Have been for over 15 years. There are even Storyteller grognards!
I remember: the original Mage: The Ascension was my first brush with WW RPGs (and edition wars still rage over that game with clockwork regularity). The use of dream sequences, flashbacks, foreshadowing... All that was already featured in the GM advice even back then in the mid-Nineties, so it's not exactly some new innovation come to topple the established order of roleplaying games.

Besides, "scene" isn't all that different from what in modern D&D-speak would be called "encounter", except with somewhat less default emphasis on combat.
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top