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Fear the Boot

Apr 23, 2008

* Episode 100 is coming up next.  If you have any questions for that show, please send them quickly to Dan or Luke.  Also, there may be only a bonus episode since, since 100 will take two weeks to prepare.

* Don’t forget Diecon, particularly if you’re into Warmachine.

* The end of Living Greyhawk and start of Living Forgotten Realms.

* Playing a robot in a roleplaying game.

* Comparing point-buy and random rolling for RPG character creation.

* What gets us to keep playing a video game.

* Balancing adversity and challenge in a game.

Hosts: Dan, John, Luke, Matt

almost twelve years ago

I feel a very strong need to retort on the \"point-buy\" discussion in #99. I\'ve never had my D&D players roll stats, and I\'ve never had them roll hitpoints at each level. Why? These are the only two *permanent* qualities of the PC that the book suggests be randomly determined. A barbarian rolling 1\'s twice in combat doesn\'t prevent the character from being effective throughout his career; rolling 1\'s twice for HP does. A player who gets frustrated trying to play his PC with his hand effectively tied behind his back is likely to just quit. (Never lose sight of the fact that your player is doing for entertainment; doubly never lose sight of that for the sake of the false god of \"realism\"!)

If I\'m placing obstacles in front of a player to \"make it interesting,\" I\'ll make them external obstacles, not internal to the PC. Saying \"bad roles make the character interesting\" is the equivalent of saying \"your roleplaying hook is now that the other guys are better than you because they rolled better.\" I wouldn\'t do that any more than I would tell the player of a Wizard, \"hey, your character never found someone who taught him\" *roll* \"Magic Missile or Sleep. Now your character can be interesting because he\'s flawed!\" Players who like roleplay will do so; those that don\'t are probably better encouraged with the carrot, not the stick. (If you\'re upset that your player loses his PC and comes back with the exact same character, your true problem is the player, not that the system permits him to do so.) :)

For me, the game is a social activity first, a game second, and a simulation last. I need the players to feel like they\'re all contributing roughly equally; I won\'t add something that makes that harder without a good reason (and \"realism\" doesn\'t count for me). Point-buy gives the player the ability to fine-tune the core abilities of their character. Surrendering that control can be an interesting change, but shouldn\'t be the default suggestion.

Jim in Buffalo
almost twelve years ago

Yikes! The rest of the site is redirecting to a godaddy parked domain page, and I think it\'s because your domain name expires today!

Better renew it quick, Dan!

almost twelve years ago

OMG tEh Site is down.

almost twelve years ago

One additional thing about random ability scores: You often have to watch the players roll. When they roll in front of you, there will be good scores, bad scores and mediocre scores. When players roll their scores at home, you will rarely, if ever, see rotten numbers. \"I dunno how I got all those 17s. My dice were hot. My mom watched me roll if you want to call her.\"

almost twelve years ago

Is it just me, or are the people who make fun of married people being \'whipped\' either single, unhappily married or misogynists?

almost twelve years ago

The separate droid creation rules were in West End First Edition Star Wars. You had one die in each Attribute and a larger pile of skill dice.

When I ran GURPS Transhuman Space, I chopped up the point system and gave the players $200,000 to build their character. So if they wanted to play a robot, it was fine as long as they stayed in budget. They could even buy multiple robots.

almost twelve years ago

It keeps giving me a bad link. Somethings not right.

almost twelve years ago

Hussar, I just tested the link and it\'s fine as of right now.