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Fear the Boot

Nov 6, 2006

We start this episode with a bad player habit that we missed in our previous two shows.  After that, we take on a series of topics related to character creation: unlisted perks and penalties, restricting races and classes, obscure supplements that can wreck games, and player illustrations.

Also, don’t forget the Baron von Badass art contest that’s still running!  You can find details in our forums:

Hosts: Adam, Chad, Dan, Dawn

Doc Holaday
over thirteen years ago

I think your view of GM\'ing as expressed in this episode is too authoritarian. Of course, it\'s your right to express an opinion and have whatever kind of game you want, as a group. But if you don\'t like Elves, or Half-orc monks, or whatever, then I would say you just shouldn\'t play D&D. Disallowing extra materials is fine, but gutting a core rulebook really means you don\'t like the \"game\" itself. Why bother? It\'s just going to poison your relationship with players to set such restrictions at the outset. I wouldn\'t agree to run a game that turns my stomach. (E.g. I don\'t know about the \"new\" stuff, but I thought the old World of Darkness Vampire line was inherently flawed and I would never have agreed to run it.)

And by the way, I am the last person you could expect a D&D apologetics from, but the Comet/U.F.O. module was from 1st ed. AD&D. It pre-dates most of your listeners\' births. I would stick with picking on the current ed. There are plenty of targets there, without reaching back.

Despite this response, I like the show. I was listening to the \"story-time\" episode while in bed and I got to \"silently\" laughing so hard I woke up my wife. She is pissed at you, by the way.

Bill Gates
over thirteen years ago

I also don\'t think that there is a problem with altering the game. The problem is altering the game when you don\'t fully understand the effects of altering it. This might have also been briefly mentioned in today\'s podcast. You can\'t go all willy nilly and take out a Druid\'s ability to wildshape without sitting down and seeing how it affects the game from both the player and GM perspective.

Another thing to keep in mind is that all changes should be made upfront, before play, and should be made known to the players, as one of the first things mentioned. Of course, there may always be situations that arise in the middle of a game, but the process as a whole can become cluttered depending on how much effort you put into it.

P.S. I can\'t wait for the Game Design podcasts. I\'ll be more active in the forum once those topics start coming about. Be prepared.