| Poster: | azuresorrow |
| Date: | 2008-10-07 17:45 |
| Subject: | |
| Security: | Public |
For D&D any edition, How do you handle lockpicking and trapfinding in your game? I suppose the traditional way, is that the rogue/thief searches for the trap; they make a roll (or a DM makes the roll in secret), and if they pass they've found the trap. Then to disarm it, they make a roll, and if they succeed they disarmed the trap, and if they fail, they've either set off the trap or just been unable to disarm it (so the trap is still armed and poses a potential threat). For locks, they just roll their lockpicking, and if they're successful, they pick the lock, and boom the thing opens (or is just openable, whatever the case may be).
The problem with this is that it isn't very exciting. A trap is a form of challenge, and for it to be resolved on the basis of one or two rolls is pretty anti-climatic. I mean, compare it to a monster encounter - it takes rounds of combats, several die rolls, with possible HP losses on the side of the party, etc. As opposed to pass or fail with a single die roll.
In my experience, playing in or running a game for a party without a rogue/thief actually makes locks and traps interesting challenges. The party has to search for and find the key to open the reinforced steel door (because no one has the ungodly might to force it open), or the players have to find interesting/creative/tricky ways to get around the threshold with the trap. Admittedly, one problem is the whole "I'm not going in first, YOU go in first." I even had a fighter once who carried around warhammers to throw at doorways and thresholds that were potentially trapped as an effort to set off the trap from a distance (it even worked once! the warhammer knocked the wooden door open and acid sprayed down from the ceiling where I would have been standing if I'd opened the door normally!)
One idea that I had was, what if thieves' picks were consumable items. Rationalize that the picks wear and break after so many uses, and say, for example, that a normal set of lockpicks had, say, ten uses. That would at least mean that each lock picked/trap disarmed would cost the party something in the way of resources, making it perhaps matter more if the rogue is running short on lockpicks (eg. I could try to pick this lock, but I've only got a few more left and I think we might run into some traps before the BigBad).
Granted, I don't know how 4E rules handle lockpicking/trapfinding.
thoughts? x-posted to roleplayers
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| Poster: | the_tonberry |
| Date: | 2008-10-03 22:30 |
| Subject: | Long time lurker, first time poster (I think?) |
| Security: | Public |
| Mood: | anxious |
I don't recall if I've posted here before or not, but I come with a dilemma. I've been playing Dungeons and Dragons semi-casually/semi-obsessively for a few years now and I was excited to start on the new 4.0 rule set and convert all my characters over. My favorite rouge became so much more awesome, a fact I'm rather pleased about, but I've hit a speed bump with converting my favorite bard. 4.0 has no bards. Should I try and design my own bard class based on 3.5 or just give up and remake my character in another class?
A lot of my gaming friends, including our GM(s), are having this same problem. We're all rather disgruntled at the moment, which is leading to more arguments than gaming.
14 comments | post a comment
| Poster: | linda_lupos |
| Date: | 2008-10-03 00:05 |
| Subject: | Shapeshifting? |
| Security: | Public |
Hi,
new member here. :) I've been GMing for a few weeks now (but have been playing Dungeons & Dragons for four years), and I'm kind of stuck on a particular bit I'd really like to add to my campaign, but am not sure on how to! Help? :(
(This is kinda long. Sorry!)
( Explanation stuff under the cut )
7 comments | post a comment
| Poster: | thegamemistress |
| Date: | 2008-10-02 09:19 |
| Subject: | There can be only one? |
| Security: | Public |
| Mood: | curious |
I have a player in my group who seems to need to be better than anyone else in the group. He always has to know something no one else knows, or be able to do something no one else can do. If he feels his position is "threatened," he'll spend all of his time looking for a way to get back his "edge."
I'm going to be starting a new game in a few months, and I'm considering asking the other players to allow this guy to play the *only* one of (whatever he decides to play). However, there are only so many "powers" in the system I'm going to be using (CJ Carella's WitchCraft); if I impose that condition, will I be restricting the other players too much?
13 comments | post a comment
| Poster: | shaglarp |
| Date: | 2008-10-01 15:09 |
| Subject: | Do You S.H.A.G.? |
| Security: | Public |
LARPers Wanted Hello, I am just trying to get the word out about a portal that has been created to draw together LARPers in the Portland and Salem, Oregon, and Vancouver, Washington, areas. We are looking for all kinds of LARPers from boffer players, to socio-political players, to horror players, to comedy players, to medieval players, so on and so forth, to get together and network. There will be resources for GMs and Players from all backgrounds of games, and we are looking to add more. We are also looking to get the word out about games, conventions, and chronicles/long running games. You can find the site at:
http://www.shaglarp.com
Thanks! SHAG
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| Poster: | lord_maahes |
| Date: | 2008-09-17 11:20 |
| Subject: | Resources |
| Security: | Public |
I am currently looking for a number of resources or one good encyclopedic-type resource for creating a science fiction RP. I was hoping that someone here might have some advice or sources. I am looking for ship building resources, a dictionary of non-proprietary science fiction terms, and any other things that would make pulling this RP together easier. I have already put a lot of work into it, and don't particularly mind continuing to do the necessary research, but it would just be easier to find it all in one place and to have something I could look at that may cover things I haven't thought of.
Apologies if you see this twice. x-posted to a couple of places.
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| Poster: | azuresorrow |
| Date: | 2008-08-30 16:59 |
| Subject: | |
| Security: | Public |
I'm goofing around thinking about dungeons. What are some ideas for unique or interesting dungeon-crawl challenges? Not just an unusual trap or monster (no one expects a Barghest!), but take the basic formula - [Room - Trap - Monster - Treasure chest]; how do we flip it on its head, turn it inside out, or even reinvent it completely? And not necessarily for fantasy-type games either. Any "dungeon" type challenge is acceptable Give me your rooms with weird gravity fields, time reversal chambers, battles in unusual situations, dual dimensional spaces, etc.
x-posted to roleplayers
11 comments | post a comment
| Poster: | creativedv8tion |
| Date: | 2008-08-28 17:50 |
| Subject: | Online Gaming Inquisitionality |
| Security: | Public |
| Mood: | curious | | Music: | Doomsday |
Poll #1249810 Online gaming
Open to: All, detailed results viewable to: All Do you run/play online roleplaying (not MMORPG) games? How often does a game reach completion/come to a good ending, as opposed to fizzle out? How do you play your games online?
9 comments | post a comment
| Poster: | thegamemistress |
| Date: | 2008-08-18 12:38 |
| Subject: | More special than thou |
| Security: | Public |
Inspired by a post made on another LJ community...
Has anyone here had players who had a case of what a friend of mine called, "Special Snowflake Syndrome?" They're the ones who aren't satisfied with being a vampire, a wizard, or whatever - they have to make their character extra special.
For example - in a Changeling: The Dreaming game I used to play in, one player wasn't satisfied with just playing a "regular" changeling. She had to make up a three foot-tall African fae with a vampire True Love and a werewolf business partner that she kept trying to bring "on stage" (in a game specifically limited to changelings and mortals, yet). As a friend of mine put it, "What's next? Is the ghost of this character's great grandfather, who was a Gypsy hero, going to show up?" In a Werewolf: The Apocalypse game I was running, another player wanted to bring in a Garou with a changeling boyfriend (that he wanted to play as well) and who was friends with a number of vampires. Neither player reacted too well when I asked them to modify the characters.
Does anyone have any advice for dealing with "Special Snowflake Syndrome" or any stories of your own that you'd like to share?
17 comments | post a comment
| Poster: | jhubert |
| Date: | 2008-07-11 20:27 |
| Subject: | The Arcana Wiki - Distilling Real World information into gaming material |
| Security: | Public |
I've recently started The Arcana Wiki - a wiki which is intended as an aid for game masters of all kinds.
I got the idea for this wiki when I was reminded, once again, what a wonderful source of inspiration the real world can be for adventures, campaigns, and even entire campaign settings. It has often happened to me that I looked at a random Wikipedia article and thought to myself: "That would make an awesome adventure!" But unfortunately, the Wikipedia does not permit others to add adventure seeds to a specific topic.
But the Arcana Wiki does.
To give you an example of how it works, take a look at this entry. It details the Aufhocker, a nasty spirit from German folklore. First it lists the "factual" information about the topic - information that has been distilled from third-party sources - and then it lists a number of adventure seeds in a second section. And it's easy to add new adventure seeds to the bulleted lists, as well as branching off existing ideas.
But the wiki can be about more than mythology. For an example, take a look at the entry for Transhumanism - an SF concept which, as it is explained, does have quite a few applications for the fantasy genre. Or read about the Technisches Hilfswerk, a disaster relief agency which could play a much more significant role in a world with superheroes.
Inspiration is where you find it. And I hope that this wiki will make inspiration a lot easier to find - so please take a look and contribute!
And if you don't know what to write about, just start with writing about your hometown (as I did with Aachen). Research local legends, think about what kinds of places and local events would make for interesting fight scenes, and tell us about interesting historical tidbits - anything that others could use for adventures!
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| Poster: | kurimsky |
| Date: | 2008-07-09 14:53 |
| Subject: | Good ideas for non-combat ghost encounters? |
| Security: | Public |
Hi all,
I'm interested in creating a resource for non-combat ghost encounters.
Ghosts are a staple of myth, horror, fantasy, crime and even "great literature". They can serve many purposes in an RPG: a clue, a plot device, an ally, a mystery, the source of a riddle, etc.
So, if you're interested—
You see a ghost. What does it look like? What does it do? What does it want?
4 comments | post a comment
| Poster: | thegamemistress |
| Date: | 2008-07-07 08:14 |
| Subject: | Running NPC allies |
| Security: | Public |
| Mood: | curious |
( Spoilers for my game. My players keep out. )
14 comments | post a comment
| Poster: | ziabatsu |
| Date: | 2008-06-27 17:03 |
| Subject: | Third Party adventures, GSL, and monsters |
| Security: | Public |
In case you haven't been reading the new GSL, note its no longer called the Open Gaming License, you aren't allowed to reprint monster statistics from the monster manual. You aren't even allowed to cite the page number of the monster, only what book it is in. Assuming you want to make a convenient adventure and have all the stats in there, this means you're options are:
A: Make your own monsters. Balance issues aside. The fact that WotC has a good 4 months to print Monster Manuals means there will be a conflict between what you write and the official content
B: Wait for the Wizard Approved Content License. Not rumors to back it up, but I wouldn't be suprised to see the bigger third parties pay to have a superior version of the GSL.
C: (The Realization I made) Include blank monster templates in your adventures. Why? this way, instead of forcing the GM to constantly refer to the MM, they can take the time in their prep sessions to ink in the important monster statistics. Yes, not the most ideal solution, but a lot better then only having "4 Goblin Cutter, Monster Manual"
I'm sure others have come to this realization as well. Yes the GSL blows goats, but you have to design under their rules.
4 comments | post a comment
| Poster: | asmor |
| Date: | 2008-06-24 17:43 |
| Subject: | |
| Security: | Public |
I'm pleased to announce my latest creation, Power Tracker!

Power Tracker is designed for players of Dungeons & Dragons 4th edition. As the name implies, it's a utility to help you keep track of your powers, including what they do and what you've already used!
Click the image above to download.
While I'm at it, let me pimp some of my other creations:
4e Monster Math Cruncher, which takes all the tedium out of making monsters!
4e Random Encounter Generator, which generators random encounters for your 4e games.
DiceChucker, a powerful dice-rolling program.
MicroDie, a dice-rolling program focused on a small footprint and being unobtrusive. Stays on top of other windows and you can control it from any window using the number pad.
5 comments | post a comment
| Poster: | xbuilder |
| Date: | 2008-06-19 14:22 |
| Subject: | 4th Ed |
| Security: | Public |
Good... Bad... ?????
Anyone trying it out?
I refuse to buy it because I found the the idea of selling the preview books to promote the book just in bad taste, marketing and greedy.
22 comments | post a comment
| Poster: | peter_lorax |
| Date: | 2008-06-19 12:05 |
| Subject: | Suggested crime |
| Security: | Public |
I'm running a Firefly game and I have major plot threads and events scheduled to trigger based on the PCs' histories. What I need more of are simple, one-shot jobs WITHOUT plot impact or far-reaching impact. So break out your favorite space piracy jobs, shodowruns, cyberpunk ops, cattle rustles, or or other nefarius deeds. I need simple filler "episodes," ideas here. Any help would be appreciated. Thanks y'all.
EDIT: For reference, this is a game in the setting with a whole 'nother crew and a whole different ship.
18 comments | post a comment
| Poster: | kurimsky |
| Date: | 2008-06-17 15:52 |
| Subject: | So, this treasure-laden adventurer walks into town, and... |
| Security: | Public |
? ? ?
As a sort of corollary to my previous gold thread, what's the most note-worthy, clever or funny thing you've had a PC do with thier various riches?
6 comments | post a comment
| Poster: | kurimsky |
| Date: | 2008-06-17 15:43 |
| Subject: | Collaborative 4th edition Campaign advice? |
| Security: | Public |
My gaming group and I are going to be starting a new collaborative 4th edition campaign. After each adventure, we're planning to switch DMs but keep the same characters, setting (the generic 4th ed setting) and plot.
We all have alot of ideas about how this should work and we're getting together on friday night to discuss. Whether or not you've tried this before, do you have any good ideas or advice?
Thanks.
4 comments | post a comment
| Poster: | asmor |
| Date: | 2008-06-16 10:31 |
| Subject: | |
| Security: | Public |
I had an epiphany a few hours ago... One of the annoying things about dice programs, my own DiceChucker included, is that using them can be quite inconvenient. It requires bringing the window into focus, mousing around, it's just a pain if you're in the middle of a game and trying to manage all your other stuff.
So I created a new dice roller called MicroDie. What sets MicroDie apart is that its design focuses on ease of use and unobtrusiveness. It stays on top of all other windows, but its small footprint (the screenshot is full size) means it dosn't get in the way. Even better, you can use the number pad keys as a shortcut to roll dice, even while working in a different program!
Click the image for more if you're interested.

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| Poster: | kurimsky |
| Date: | 2008-06-11 09:38 |
| Subject: | What if gold couldn't buy magic items in D&D? |
| Security: | Public |
The way the game is currently set up, there is a strong incentive to gain as much gold as possible and spend it on new magical gear. Regardless if a character is supposed to be "heroic" or "hedonist" or "insane" (or any other personality type) — when it comes to money, characters make pretty buttoned-down, reasonable choices about upgrading their gear.
This isn't very realistic, even in a fantasy world. It encourages PC's to be motivated solely by money. It isn't very interesting. It doesn't encourage roleplaying. It doesn't give the DM many new ideas.
What if instead, PC's knew they were going to get magic items based on their actions and level and not on their gold? PC's would (hopefully) act on their character's personal goals and allegiances. Gold would take on a whole different role in the game, a role that could lead to interesting roleplaying and adventure hooks. For example, PC's might choose to donate their gold, found a school or just drink it away. All of these things will lead to more interesting roleplaying and adventure hooks then PC's spending all their gold at the "Ye Olde Magic Shop".
These are some quick ideas I had about how the idea could work. I'd love to hear your ideas, if you've tried this before and any general thoughts about the concept.
Players would be given out-of-game "gold" to spend on non-transferable magic items. This would be based on level, goals completed, and roleplaying (including how they spend their in-game gold). There are lots of possible variation in flavor here, but these are a few I came up with:
Your god gives you magic items.
Magic could come from within, items become magical through use.
Heros might attract "spirits" who ensorcel their gear.
Interdimentional wizards, not interested in gold, might trade magic items to suck the psychic residue off of your gold. (after all, money is a reflection of time and work).
Thanks. I look forward to hearing what other people's thoughts are.
18 comments | post a comment
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