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Name: Stan the Man Comments: I recently listened to your show were you did the gamer forge on the shadow plane. I have a simiular game going on with my group but my group has had to undertake a trip to the Plane of Dreams. Now I have a rough idea of how to run the game there. But I thought I would get your guys input first? Gamer Forge Response: When walking in the Plane of Dreams (and not on sunshine), DCR says: 1. Time passes, things change. Think Inception. All that talk about how time passes differently in a dream. Also true here. The longer they stay in the dream, the more things will change around them. Spires get taller, forests get...forest-ier? This will be key in setting up for the climax as the heroes leave the dream, but more on that later. Also, the dream is a two sided coin. It should represent both a good dream and a bad one. During the daytime, have spells achieve maximum effect, travel times nonexistent, and most importantly, all the drinks be CHEAP! At night, the darkness is impenetrable, the woods go on forever, and damage be cut in half. Worse yet, things that players expect, for instance a vorpal sword causing instant death, be mitigated somehow. Opponents can heal damage that would otherwise be grievous in the Prime Plane. 2. Its going to be about subtlety, especially to get the initial shock of being in a dream. When they first enter the Dream Plane, make like nothing happened. Your heroes wake up in the same tavern or base camp or house they slept in. Its just like any other day. Play as if nothing happened. Let them adventure like usual. But then you let them keep going. Give them lots to do in a day. Battle after battle after battle. Its when they start wondering just how long they've been at it is when you begin the downward spiral. Like we said before: time passes, things change. 3. Ultimately, the dream itself is the enemy. Just how does one escape something like a dream? The players can't know that being killed in a dream wakes you up, because they've never seen the movie! Indeed, that would be textbook meta-gaming. Instead, give them cues to understand the urgency of getting out of the dream world. Bodily needs like food and water become a factor, as the food and drink in the dream world doesn't sustain them; its just a dream, after all. If you want to be a real jerk of a dungeon master/referee/storyteller/game master, if and when they escape the Dream Plane, give them only a little experience for doing so. Everything they just did was in a dream and has no bearing on their physical advancement. But only if you want to be a big jerk and have your players hate you forever.
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Name: Targ of Malboone Comments: I am starting up a new group and playing for the first time. Any hints or suggestion on how to do character creation quickly? We are running 3.5. Gamer Forge Response: To speed things up, DCR says: 1. Use the pre-generated score arrays. The D&D fourth edition core rulebook gives a listing of scores that, when used, put everyone on the same level playing field. This also takes a step out of the process of generating ability scores and now all the players have to do is assign those scores as they see fit. Also, the 3.5 handbook assigns starting equipment packages to the classes, USE THEM. Let characters shop later. You've got a game to play! 2. Time limit. Give them a set amount of time to finish characters, or at least be ready to play with characters and stick by it. You say 20 minutes, the game starts in 20 minutes. You mean business and so should they. Veteran players should be able to finish in 20 minutes. Which brings us to... 3. Let 'em try on some shoes. Certain things don't need to be filled in to start the game. Final skill point allocation, feats, and even spells can be cemented once the new players have had a chance to see exactly what does what. Let 'em play once and see how the mechanics work and what more than can do, then by the next session, have them cement their final statistics. Also, vitals, such as height, weight, hair color, and favorite color don't need to be written in to start. Give a little leeway on that. In the end, its not what's written on the paper, its how the players describe it. Gamer Forge Listener Email:
Name: REX Comments: Hey guys, I know you generally cover role-playing when you do the gamer forge but I am looking for something different. I want a table top game that is fun but is not role-playing. I am wanting to take a break but still maintain our gaming nights. Any suggestions? Gamer Forger Response: When it comes to taking a break, DCR recommends: 1. Get outside. Try lawn darts. Throw the frisbee around. Go see a movie. Any movie. But get away from the table or basement. Breathe some fresh air. 2. For some good OTHER games, some good solid choices are Settlers of Cattan, Killer Bunnies and the Quest for the Magic Carrot, Poo*, or Red Dragon Inn. All of which accommodate more than four players, so everyone can get involved. That being part two of this point, INCLUDE EVERYONE. 3. Drinking games should only be played if all involved consent. Meaning: "If one person doesn't drink, pretty much no one does." The whole point of this is friends getting together for a few hours and having fun. Its just no good when one person gets excluded. *Yes, this is the real name to a real game. See also, Nuts. Guy Named Joe believes Nuts is the funniest game, followed by Killer Bunnies. Gamer Forger Listener Email:
Name: Alison Comments: Okay I am in some serious trouble here. I recently decided to try and play a mage in my gaming group and up till now I have only ever played rogues or fighters. I really feel like I am way over my head. I forget half the spells I have memorized for the day and I really feel like I am dragging my team down. Please help me!! Gamer Forge Response: When playing as a wizard (or any kind of mage), DCR says: 1. Index cards, plastic card sleeves, binders, and dry erase markers are your new best friends. Many gaming websites have specialty cards that can be printed for free, and include all the info you will need to keep things organized. Its important to have the info separated and itemized, so it can be easily read at a moment's notice. Include things like relevant key abilities and material components, along with the number of die used to calculate area of effect, damage, and duration. Keeping them in card sleeves or a card binder makes them even more organized and when used, the dry erase markers can be used to simply cross them off your list for the day or encounter, and then easily wiped clean when refreshed. 2. Play multiple roles. Contemporary RPG books define mages as a "controller". Don't be fooled. You can do more than this. Sure, fireball hurts multiple enemies simultaneously, but what about using it to create water by melting all the ice in ice troll's cavern? Every new area you walk into, think of how each of your spells can be used on the surroundings. Slow down your enemies so the heavy hitters can do their job or make it easier for the thief to sneak in or out of something. Shoehorning your mage with a role like "controller" is just plain silly. 3. Knowledge is your best defense. Your are, in theory, a smart character. Play that way. Know when running is better than standing and fighting. You are squishy like a soft nougat. You wear little to no armor. You aren't supposed to enter the fray. No one would hold it against you for keeping your distance. "He who fights and runs away, can live to run away another day." Gamer Forger Listener Email:
Name: The Chaos Lord Comments: Okay first off let me say that you guys are great and I have greatly enjoyed your show. Second did you know that last weeks show is nothing but dead air after your intro and then every now and then you hear sound drops. I am not sure if the file is corrupt or something was wrong with your systems? Hopefully its fixed this week because I have a question for the Gamer Forge. My question is simple and yet not so simple. I am running a campaign which has brought my players, which about 12th level, to fortunetly, or unfortunetly however you see it. The group has entered the plane of shadow and must fight through the shadow plane and come against some demon for the final fight. Help me out here. How can I run the showdow plane well and what kind of demon is worthy of a boss fight? Gamer Forge Response: When it comes to walking the Plane of Shadow, DCR says: 1. The biggest threat is corruption. Heroes are in an unfamiliar area, let alone an unfamiliar plane of existence. The whole point of the Plane of Shadow is that it is a twisted version of their home plane. Buildings and castles that are normally kept pristine and majestic are crumbled and weathered. Staying there for prolonged periods can corrupt the player characters. Try telling them things that aren't true to throw them off-balance. The paladin's coin purse is missing, and there happens to be a thief in the group. Uh-oh. Also, bear in mind that food sources are scarce, as all the food on that plane is tainted and inedible. They will need to find some way to feed themselves. Even better, magics should also start to be a little less effective, as they too, are subject to the corruption of another plane. Being in a constant environment of darkness takes it toll on even the strongest wills. Think solitary confinement in prison. 2. Normal rules don't apply. By it's nature, the Plane of Shadow is different than the Prime Material Plane. Who knows, when the heroes walk into a cavern, they may just start floating to the ceiling? Its dark all the time and light sources don't work the same way that they are used to. Creatures and even sentient beings don't have to follow the same rules like gravity, inertia, or even time. 3. The best boss fight here: Shadow versions of the heroes. Yep. Give them the same powers, hit points, strengths and weaknesses as the heroes. Since normal rules don't apply, let the shadow heroes know the darker secrets of the normal heroes and coax them into fighting on shadow terms. If at all possible, try to get the heroes to fight the shadow versions one-on-one. They will have to best their own inner demons to come out of this fight in one piece. DCR Listener Email:
Name: The Rick-Mietser Comments: Hey guys I am having trouble coming up with a story for my gaming group. And since I see you have the gang from Writing Snippets with you maybe they coudl help me out. I am wanting to run a game with political intrigue, a kidnapped princess, a stolen magical broach, and tyrant king. But I am not really sure where to begin let alone how to tie it all together? Help! Your friend and listener, The Rick-Miester! DCR Gamer Forger Response: To get that magic mix of intrigue, princess, tyrant king, and a fashion accessory, DCR and Writing Snippets say: 1. Consider the possibilities if the princess wasn't really kidnapped. Maybe she left of her own volition. Maybe she was supposed to be kidnapped but escaped at the last moment. Maybe the characters thwart the kidnapping without realizing the big picture. Intrigue! 2. Maybe the magic brooch isn't magic at all, but has a significance altogether powerful. Maybe it's a symbol of the rightful ruler and the princess is stealing it from the tyrant king. Or... 3. The king just has the reputation of being a tyrant and the princess is actually selfish and wants to rule herself. Intrigue! 4. Show the scope of the machinations. Don't include the king and princess directly, but use their servants and handmaidens and guards. These are powerful people and likely will use pawns to make their political maneuvers for them. Especially those hapless players characters. Intrigue! 5. The brooch is EVIL. The king isn't evil, but the brooch has a will of it's own and making him do terrible things. This makes for a litany of, you guessed it...Intrigue! 6. This is important: Bank on your players wanting to get the brooch for themselves. You are drawing attention to it, thus it will become the object of their desires. Plan elements of your story around this. DCR Listener Email:
Name: Barton Comments: best way to run a futuristic game? DCR Gamer Forge Response: To build a wicked-smooth future game, DCR and Writing Snippets say: 1. Infrastructure. Is the government still standing? What does it look like? Has a new one taken its place? Are the players going to be outsiders looking in, or vice versa? Figure out a time period where this will be taking place in relation to the present. 2. There is a schism between people, but how did that happen? Future/dystopian stories often explore themes dealing with the human spirit or the human condition. Think of a very broad theme to help set the tone throughout. Common themes include justifying survival, willingness to tell the truth, capitalism vs. socialism, and forsaking personal love. Have events of this nature be heavy and give players some time to cope with the consequences. These are great role-play opportunities. 3. Opposition. Create conflict before the game even starts. One group of people have evolved into nature revering elves, while another group has evolved into intelligent cannibals, while another has secluded themselves and devoted themselves to the preservation of technology. Now the players have to pick a side and fight for it. To go the extra mile, some good source material to check out: 1. Read "The Hunger Games" novels 2. Play Fallout 3 on the Xbox 360 or PS3 3. Watch The Terminator, Akira or Logan's Run movies 4. The Rifts Earth, Eclipse Phase, and Post-Apocalypse Hero 5th edition are all great sources and systems with which to play off of. Special thanks to the crew of Writing Snippets to help level up your next game. |
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