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Why do we need thieves??
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<blockquote data-quote="1QD" data-source="post: 9808594" data-attributes="member: 7053892"><p>To answer your question I would perhaps suggest , the early levels are usually something minor. For that I use encounter rolls. The encounter, and most likely the next few will be something minor, like bandits on the road, or more commonly , adventurers will meet at the adventures guild for a ticket that just happens to require the parties skills and abilities. This is where player become familiar with their abilities, how combat works and also roleplaying. My core book even gives an example gaming session to demonstrate how a game might go, or at the very least is expected to go. It can also be used as a one off as well.</p><p></p><p>This example game takes about 5 pages and introduces the mechanics as though you were actually sitting down during a session, so you as a 1st timer, can see how inish works, how combat works and even how your status as a specific profession can influence your character. In fact the majority of the book is written as though I myself were explaining it to you.</p><p></p><p>Outside of this example I will have a laid back approach, letting characters explore the world. Ab libbing anything of relevance. I generally start with an idea of where I want my story to go, and somewhat due to experience I am able to introduce, hooks and leads. I use a combination of find rolls, encounters and story to direct the players. Stat checks too can direct the players.</p><p></p><p>Taking again the Dark Queen Saga, news of her armies approach would reach the players, then scouts, then recruiting for the allies, then a landing party, then an army....The story would build up around them until they were fully engaged and emersed in the story. I have recorded many of the gaming sessions in writing after the game, and as a result have many campaigns backed up. Short of showing you those I do not feel I can get much more specific.</p><p></p><p>I think it fair to note that my players have come to the table with an understanding. We are here to game, we are her to have fun, and there is a story being laid out for us. In my system players are somewhat part of the story telling. They can award small amounts of exp and even Karma for other players who do exceptionally well. The GM can veto of course, but this is rare. Players understand that GMing is a service and it takes creativity, work and adaptability. For this reason, players breaking away from the group for long times, for example, is generally frowned upon, unless their absence is due to player absence, character absence where no GMing is required or as we all know, work calls with a surprise shift.</p><p></p><p>For players who are disruptive there is -karma, which works surprisingly well because it should not be abused, and there is also just not playing with disruptive players in the first place. I might akin Karma as a slow ban hammer so favoured online, but far more reasonable. Players will understand what they are doing wrong and given chances to correct the behaviour. As I said, reasonable.</p></blockquote><p></p>
[QUOTE="1QD, post: 9808594, member: 7053892"] To answer your question I would perhaps suggest , the early levels are usually something minor. For that I use encounter rolls. The encounter, and most likely the next few will be something minor, like bandits on the road, or more commonly , adventurers will meet at the adventures guild for a ticket that just happens to require the parties skills and abilities. This is where player become familiar with their abilities, how combat works and also roleplaying. My core book even gives an example gaming session to demonstrate how a game might go, or at the very least is expected to go. It can also be used as a one off as well. This example game takes about 5 pages and introduces the mechanics as though you were actually sitting down during a session, so you as a 1st timer, can see how inish works, how combat works and even how your status as a specific profession can influence your character. In fact the majority of the book is written as though I myself were explaining it to you. Outside of this example I will have a laid back approach, letting characters explore the world. Ab libbing anything of relevance. I generally start with an idea of where I want my story to go, and somewhat due to experience I am able to introduce, hooks and leads. I use a combination of find rolls, encounters and story to direct the players. Stat checks too can direct the players. Taking again the Dark Queen Saga, news of her armies approach would reach the players, then scouts, then recruiting for the allies, then a landing party, then an army....The story would build up around them until they were fully engaged and emersed in the story. I have recorded many of the gaming sessions in writing after the game, and as a result have many campaigns backed up. Short of showing you those I do not feel I can get much more specific. I think it fair to note that my players have come to the table with an understanding. We are here to game, we are her to have fun, and there is a story being laid out for us. In my system players are somewhat part of the story telling. They can award small amounts of exp and even Karma for other players who do exceptionally well. The GM can veto of course, but this is rare. Players understand that GMing is a service and it takes creativity, work and adaptability. For this reason, players breaking away from the group for long times, for example, is generally frowned upon, unless their absence is due to player absence, character absence where no GMing is required or as we all know, work calls with a surprise shift. For players who are disruptive there is -karma, which works surprisingly well because it should not be abused, and there is also just not playing with disruptive players in the first place. I might akin Karma as a slow ban hammer so favoured online, but far more reasonable. Players will understand what they are doing wrong and given chances to correct the behaviour. As I said, reasonable. [/QUOTE]
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