That sounds like my experience too! I've been steadily buying the new hardback releases of the Lone Wolf saga.
I didn't like most of the novels (only the earlier ones were really any good), but I have all the original gamebooks, except for #27, which I could never find in the end.
I also have the d20 RPG based on the Lone Wolf setting.![]()
Yeah, I had the original three from the 70's and later one hardback hero's and monsters or something like that. I probably still have the all in a closet at home with a bag of dice.I was a three booklet boxed set guy, but also a later edition with the big hardback books. Been a long time though.
Back when I was into these games, there was an enormous variety of play styles to choose from. I'd imagine that's still true today. I played Champions a lot, a superhero game that would've driven you insane with its massive piles of numbers, but a game like Vampire: The Masquerade was much more about roleplaying, where it was actually better if the GM rolled all of the dice in secret. There was one game in the '90s that didn't use dice at all, but I can't remember what it was now. And of course there's live-action roleplaying, which is a little different from tabletop roleplaying, and generally requires more of the participants - more commitment; more safety features for combat and character interactions that might make someone uncomfortable; more investment of time and/or money; more skill in a lot of ways, whether it's in making costumes and props, or speaking and behaving "in-character" to a degree that it's basically improv theater. (Even though I was frequently a Game Master in every game I played, I always sucked at that last part, doing accents and giving non-player characters distinctive personalities. I'd have been a terrible LARPer.I feel these games might be really fun if you don't have any dice or statistics, but instead just make it story-based, with everyone contributing and your game master leading the adventure. The biggest turnoff for these things is just how many statistics there are ... it's like, eugh.
Imagine you create your characters, and come up with their strengths and weaknesses. You then can have an adventure without worrying about boring statistics or "battles" ... you can still have encounters for dramatic and story purposes, but why not just solve those creatively? You can focus on the story your characters are going through, which I think would be something really fun to play. You could just decide, based on your players' histories with their characters, whether they're tricked or not, or successful with a negotiation, etc.
Original D&D is funny to read.
Vampire: The Masquerade
I've been trying to read and engage with the thread but it's all just lost on me.Same here.
Well... I've had one try where it was the first attempt for everyone involved, including the would-be DM. We did not get very far.![]()
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I know a lot of us do pen and paper role playing games, but somehow we don't seem to have a thread on role playing games!
To start the discussions:
I've run into an issue when I DM games when players try and do social tests with the villain. For example, I was recently running a one-off set on Barsoom / John Carter of Mars (swashbuckling adventures set on fantasy Mars) where one player character, a royal princess, was trying to convince the villain, a pirate queen, that the pirate queen should release the party as they came in peace with the implied threat of the royal navy coming to search for her - and the royal navy's habit of ending threats against the royal family. This was an action in line with the character, rules, and setting so I allowed it. The princess rolled very well and the pirate queen rolled terribly. However, I didn't want to let the party just walk out and completely bypass the big final fight; so I gave them a bunch of advantage dice and moved into the boss fight. How might you guys have resolved the impasse I found myself in?
Related, how do you handle DM characters trying to persuade/deceive player characters? In the above campaign, I had the pirate queen's trusted lieutenant try and convince the player characters there was no hope of escape because a sandstorm would cause any airship to crash against the canyon walls (though it was perfectly clear outside). Because the lieutenant is trying to deceive the players, I made the players roll an insight/intuition test to see if they could tell they were were being lied to. The players failed the roll, however, because I called for an insight/intuition roll, they knew their characters were being lied to and it was a bit awkward for the party to do something they as players knew was wrong. Any advice on handling these sorts of situations?
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I feel these games might be really fun if you don't have any dice or statistics, but instead just make it story-based, with everyone contributing and your game master leading the adventure. The biggest turnoff for these things is just how many statistics there are ... it's like, eugh.
Imagine you create your characters, and come up with their strengths and weaknesses. You then can have an adventure without worrying about boring statistics or "battles" ... you can still have encounters for dramatic and story purposes, but why not just solve those creatively? You can focus on the story your characters are going through, which I think would be something really fun to play. You could just decide, based on your players' histories with their characters, whether they're tricked or not, or successful with a negotiation, etc.
Have you seen What We Do in the Shadows?Those groups always seemed a bit intense.
just think of that time playing a RPG game on computer and out of the four options you had you wanted to do someting elseI've been trying to read and engage with the thread but it's all just lost on me.
It's a satire, like This is Spinal Tap, but with vampires.No. Now I'm scared.
It's a satire, like This is Spinal Tap, but with vampires.
Like the pre-AD&D? Lawful/Neutral/Chaotic, Elf is a class sort of D&D?
Those groups always seemed a bit intense.
We ran into that so much in the group I played VtM with. Every body knew the lore inside and out and it could get immersion breaking sometimes.I think you're always going to have situations where we know as people irl something our characters don't, and it is up to the party and DM to make it work. Our D&D campaign has had multiple occasions of just a couple characters in our party talking out of ear shot of others, and we don't all take the time to vacate the room in real life or anything. There's a certain amount of trust and acceptance in really being able to place yourself in the shoes of someone who is not rolling the dice because they're the actual elf monk, and sometimes, you have to pretend to hear/know/see something or not hear/know/see something you did or didn't (woo that was a banger of a sentence). Insight checks are your best bet and the party just has to RP them well. As someone who has read an ungodly amount of Forgotten Realms literature, played a lot of D&D video games, and am super familiar with 3.5 and 5e campaigns, there are lots of time my character in this campaign has had to not know some sort of lore/history/reference I knew 'irl' because I had read about it in a novel. Even with my character having really good religion and history and related skills, I remember one occasion my character horrifically misidentified a dragon, shortly after reading the literal time of dragons or whatever trilogy. Stuff happens.
I feel these games might be really fun if you don't have any dice or statistics, but instead just make it story-based, with everyone contributing and your game master leading the adventure. The biggest turnoff for these things is just how many statistics there are ... it's like, eugh.
Imagine you create your characters, and come up with their strengths and weaknesses. You then can have an adventure without worrying about boring statistics or "battles" ... you can still have encounters for dramatic and story purposes, but why not just solve those creatively? You can focus on the story your characters are going through, which I think would be something really fun to play. You could just decide, based on your players' histories with their characters, whether they're tricked or not, or successful with a negotiation, etc.