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<blockquote data-quote="Harlock" data-source="post: 1047128" data-attributes="member: 4545"><p>1.) What is the best number of players at the table, whether as a DM or player yourself?</p><p> 6</p><p></p><p>2.) How often should you be able to game in an ideal world?</p><p> 6 days a week. Even God rested one day...</p><p></p><p>3.) How long should those sessions be?</p><p> 6 hours.</p><p></p><p>4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?</p><p> I voted 20% Crunchy. This really depends on the product to me, however. Most times that's a good ratio for me. I like to mine ideas and adapt them. Crunch is okay, but PrCs are done to death. New rules just means more I have to implement, test, retcon when I remove it, etc. Flavor I can always modify and make some logical and or fantastic explanation for later if it doesn't work. A DM can never have too many hooks. Of course I also dig random stuff for spur of the moment. NPC stat blocks, names, traps to drop into nearly any situation. Fantasy Flight's Legends and Lairs is pretty cool in that regard, as is AEG's Toolbox, and a lot of the Scarred Lands material (Wise and the Wicked, the Location books, Wilderness and Wastelands etc.) and Ambient's (now EN Publishing) Everyone Else was fantastic for portable NPCs.</p><p></p><p>5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?</p><p> The DM's Great Big Book of Stuff. It would have what I described above for utility. Softcover is fine, but I am certain Hardback would sell better. 320 pages of traps, NPCs both mundane and marvellous, an entire chapter of plot hooks (non setting specific of course or at least assumed standard orcs, goblins, kobolds, royalty/politics etc), Cool first AND last names for race and sex, random encounter blocks (a miniature plot for that encounter alone along with statblocks, and some treasure that can be adjusted based on percentages of standard DMG alotment say 25%, 50% 75% and 100% of standard) all blown out by EL, Character traits (accents, identifying marks, hair colors appropriate by race, overriding personality trait i.e. greedy, caring, helpful, kicks puppies), very utilitarian knock your socks off, flying by the seat of your pants or stuck in a rut and need some motivation kind of stuff! Lately our games have been more and more letting the characters explore and feel the world around them rather than forcing them into a hook, so being able to randomly generate a merchant wagon train on the fly would be cool (as I had to do in tonight's session as my players, as usual, caught me by surprise.) I'd pay 35-40 bucks for such a book even if it were black and white.</p><p></p><p>Mark... if you make this book, I will name my firstborn seamonkey after you. Of course, I have to retcon that... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Harlock, post: 1047128, member: 4545"] 1.) What is the best number of players at the table, whether as a DM or player yourself? 6 2.) How often should you be able to game in an ideal world? 6 days a week. Even God rested one day... 3.) How long should those sessions be? 6 hours. 4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote? I voted 20% Crunchy. This really depends on the product to me, however. Most times that's a good ratio for me. I like to mine ideas and adapt them. Crunch is okay, but PrCs are done to death. New rules just means more I have to implement, test, retcon when I remove it, etc. Flavor I can always modify and make some logical and or fantastic explanation for later if it doesn't work. A DM can never have too many hooks. Of course I also dig random stuff for spur of the moment. NPC stat blocks, names, traps to drop into nearly any situation. Fantasy Flight's Legends and Lairs is pretty cool in that regard, as is AEG's Toolbox, and a lot of the Scarred Lands material (Wise and the Wicked, the Location books, Wilderness and Wastelands etc.) and Ambient's (now EN Publishing) Everyone Else was fantastic for portable NPCs. 5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)? The DM's Great Big Book of Stuff. It would have what I described above for utility. Softcover is fine, but I am certain Hardback would sell better. 320 pages of traps, NPCs both mundane and marvellous, an entire chapter of plot hooks (non setting specific of course or at least assumed standard orcs, goblins, kobolds, royalty/politics etc), Cool first AND last names for race and sex, random encounter blocks (a miniature plot for that encounter alone along with statblocks, and some treasure that can be adjusted based on percentages of standard DMG alotment say 25%, 50% 75% and 100% of standard) all blown out by EL, Character traits (accents, identifying marks, hair colors appropriate by race, overriding personality trait i.e. greedy, caring, helpful, kicks puppies), very utilitarian knock your socks off, flying by the seat of your pants or stuck in a rut and need some motivation kind of stuff! Lately our games have been more and more letting the characters explore and feel the world around them rather than forcing them into a hook, so being able to randomly generate a merchant wagon train on the fly would be cool (as I had to do in tonight's session as my players, as usual, caught me by surprise.) I'd pay 35-40 bucks for such a book even if it were black and white. Mark... if you make this book, I will name my firstborn seamonkey after you. Of course, I have to retcon that... :D [/QUOTE]
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