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Things that don't translate to the table top
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<blockquote data-quote="GMMichael" data-source="post: 6552599" data-attributes="member: 6685730"><p>Several features of video games can be converted decently to RPGs if the GM pays close attention to his choice of words.</p><p></p><p>Getting closer to something:</p><p>GM: There's a potion ahead of you, on the table.</p><p>(PC walks up to it)</p><p>GM: It's a big flask, and is red.</p><p>(PC grabs it)</p><p>GM: There's a golden braid running from the cap, and dangling on the end is a tiny, black skull.</p><p></p><p>Witnessing a monstrous creature:</p><p>GM: The earth trembles and quakes. You see three of everything, your eyes shake so much. It seems as though a mountain has picked itself up to walk past you, crumbling and crunching. And just when you can focus and clear your head, the monster's other foot hits the ground, and you fall flat on your back.</p><p></p><p>Being startled by a zombie:</p><p>GM: The corpse in the coffin looks almost happy to be there. Its dead eyes are partially exposed, the eyelids dessicating up into the skull.</p><p>PC: Is it dead?</p><p>GM: It's a corpse. Of course it's dead. It hasn't moved since it died.</p><p>PC: Phew. Okay, I start looking around the room for the key then, until my friends get here.</p><p>GM: Okay. (Rolls a die) you start by crouching at the lower, dusty bookcase. You brush some dust away when a sickly, gray hand reaches over your shoulder, offering you a key...</p><p></p><p></p><p>Brainstorming here, but could you simulate continuous motion by employing player help? In exchange for die contests (you have to beat X after modifiers to win), maybe you can give each player a certain amount of thumbs up and thumbs down. Then you ask each player to help you judge outcomes, adding four (or so) brains to your computing power. Was a maneuver effective? Count the thumbs up compared to the Broad Difficulty Category (1, 2, or 3). Each player announces his general intentions for the round, and then everyone hands out their ups and downs, to whomever they think deserves one.</p><p></p><p>What keeps a player from being biased in favor of himself or his team is that he has X thumbs up, and once those are gone, he can only abstain or give out thumbs down. Also, throwing out something like Armor Class would mean that you don't stop to determine success, you just count progress until there's one decided winner.</p><p></p><p>I guess you have to go more abstract to get more speed, huh? Or get more processing power. Delegate.</p><p></p><p>I addressed this in my game by freeing characters to act at any time. So turns are representative of priority-of-actions rather than who-can-act-when. Also, there's the suggestion that characters who have used all their actions for the round are "busy," not standing around, doing nothing (which is a pretty common interpretation of what the character's doing who took the first turn that round).</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6552599, member: 6685730"] Several features of video games can be converted decently to RPGs if the GM pays close attention to his choice of words. Getting closer to something: GM: There's a potion ahead of you, on the table. (PC walks up to it) GM: It's a big flask, and is red. (PC grabs it) GM: There's a golden braid running from the cap, and dangling on the end is a tiny, black skull. Witnessing a monstrous creature: GM: The earth trembles and quakes. You see three of everything, your eyes shake so much. It seems as though a mountain has picked itself up to walk past you, crumbling and crunching. And just when you can focus and clear your head, the monster's other foot hits the ground, and you fall flat on your back. Being startled by a zombie: GM: The corpse in the coffin looks almost happy to be there. Its dead eyes are partially exposed, the eyelids dessicating up into the skull. PC: Is it dead? GM: It's a corpse. Of course it's dead. It hasn't moved since it died. PC: Phew. Okay, I start looking around the room for the key then, until my friends get here. GM: Okay. (Rolls a die) you start by crouching at the lower, dusty bookcase. You brush some dust away when a sickly, gray hand reaches over your shoulder, offering you a key... Brainstorming here, but could you simulate continuous motion by employing player help? In exchange for die contests (you have to beat X after modifiers to win), maybe you can give each player a certain amount of thumbs up and thumbs down. Then you ask each player to help you judge outcomes, adding four (or so) brains to your computing power. Was a maneuver effective? Count the thumbs up compared to the Broad Difficulty Category (1, 2, or 3). Each player announces his general intentions for the round, and then everyone hands out their ups and downs, to whomever they think deserves one. What keeps a player from being biased in favor of himself or his team is that he has X thumbs up, and once those are gone, he can only abstain or give out thumbs down. Also, throwing out something like Armor Class would mean that you don't stop to determine success, you just count progress until there's one decided winner. I guess you have to go more abstract to get more speed, huh? Or get more processing power. Delegate. I addressed this in my game by freeing characters to act at any time. So turns are representative of priority-of-actions rather than who-can-act-when. Also, there's the suggestion that characters who have used all their actions for the round are "busy," not standing around, doing nothing (which is a pretty common interpretation of what the character's doing who took the first turn that round). [/QUOTE]
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