Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

I think every DM's had the same happen, and also its disappointing when the PCs weasel out of what would have been a good fight.
One of the things I dislike about 5e is the overly long spell descriptions which leaves a lot of room for fuckery. 3e to a degree as well but those spells seemed to either have better proof-reading or the munchining was a feature.
A funny thing, if you just go back and forth and read a lot of Spell descriptions from 3.5 to 5e, you find a lot of word for word copy pasting, but for 5e they either left out crucial sentences that made the spells work for their levels or gave much needed clarity to how they were supposed to function. 5e in a lot of ways seems like a lazy port.
 
Modern Braunstein play isn't really formalized, but I've heard it simplified as much as "multiple actors operating in conflict under a fog of war." To me, it's just letting your players actually be independent actors, transforming the GM from storyteller back into referee.
Ah, I never heard that term before.
I guess strictly speaking Werewolf/Mafia would count.

But I did one game like that.
Having tried something in that vein (Basically 3.5 D&D where one of the players was the BBEG's secret fleshpuppet, the players were aware there was a Necrotraitor [just not that it was another player], players were not "in a party" so much as other towns people, no story just a setting). Basically between MMOs and open-world games, I wanted to do an open world and one of my players suggested doing "Super Werewolf" - Werewolf but with 3.5e character.
I think if "Westmarch" was a thing that had been defined and had resources talking about it I would have gone that route but one of my players was huge Werewolf/Mafia fag so that was what my thoughts crystalized around.

This was done over IRC so it made it "note passing" easy and hidden from players. There was no need to have the "secret closet" or physically separate groups. I think trying to IRL would have really sunk it with administrative bullshit, but I also have a hard time writing one thing and Saying/Hearing something else.

The Good:
-Excellent buy-in from players. Engagement through the roof. Not only was there 100% attendance over the couple sessions we ran it, but the everyone was early and the first part of the 2nd session was people wanting more sessions and trying to allign schedules.
-No GM prep required. Well, Sort of. There was a fair bit of front load setting up the town and important NPCs and setting schedules (inspired by Majora's Mask) and goals but after that it was just keeping up with play notes and managing times/locations.
Oh MS Paint and early desktop apache....
So basically "prep once, run many"
- Everyone had fun until they didn't

The Bad:
Now some of this might come down to my failings as GM, some might be to the group but
- Poor longevity. This flamed out after about three weeks. Its difficult to say exactly how many sessions we got because we moved from once a week to (sort of) three-four times a week; that is, "session 0.5" was Tuesday, all week my IMs were pinged with people wanting more and faster. next Tuesday we added a Saturday session and at the end of the session added a Thursday-Friday "Play-by-Post" sort of check in deal where people would say what they were doing. there was also lots of player back and forth I wasn't involved in.
But officially we had 6, 6 and a fraction sessions. Four tuesdays, two all-day saturdays (like noon to after midnight with meal breaks), and then an abortive attempt to continue that just turned into a slow "this isn't working" realization and just a IRC hang out. So its not like a flash in a pan thing, dozens of hours of entertainment were had, but you sort of do story and then its done.
It was also IRC play which goes slower than real life play, especially when my low DEX ass does the typing. This was helped somewhat with multi-threading based on locations so I could type referee stuff in one location while people at another location were reading and writing their own responses.
- "Strong personality capture" we had 5 players and one or two of them definitely dominated. Since this was player driven it was harder to step in and get the mike to be shared. Time ticks limited the ability to fully dominate a session (sort of, see the the ugly). One of these players was the necrotraitor At least of the players (not the traitor, oddly) was chatty to me in DMs but almost completely silent in group chat.
- Player dawdling/aimlessness. Everything was a little too unbounded and people would wait for things to happen. There was a good bit of dead air, and limited ability for me poke/suggest. This made Strong Personalty Capture even worse.
- Limited ability to have good, meaningful puzzles & traps set up. Players could make/set them, but those are less 'cinematic' and often lack the rewarding clever bypass.

The Ugly:
- We played with "time bubbles", basically nothing you could do could fuck with the time stream. If a player said they were meeting with the blacksmith and you wanted to have something happen near the blacksmith shop, it was going to end up on hold until the first player's interaction ended. (this made Strong Player Capture worse because they would do their bits and then those areas were time bubbled) This caused some issues with particularly the Necrotraitor because people would try to put in wards or detectors that conflicted with the Traitor already being passed them. And players realized they could "protect" NPCs or areas with their presence by just having a dinner or party and getting it RPed/locked in. Basically the more people you have the more realistic the play but the more difficult collating action.
- No guide rails when the players drive the action. They can miss things with no real way to inject GM hints.
- Wasted time. So much wasted time. If players hadn't spend to much time going down so many dry holes and dead ends, the game could have reached the same conclusion maybe twice as fast. Which I'm counted as wasted time because while they didn't HATE it, they were definitely trying to accomplish other goals.

- Longevity
Longevity Issues in detail
So the game basically unfolded like a game of Werewolf but with 3.5 character sheets. Which were nearly unncessary, there was actually very little combat but enough you couldn't exactly toss them out. Skills were used heavily. Basically Martial characters get fucking wrecked (per normal).

How things ended up going was the party believed they had dealt with the Necrotraitor, but was incorrect. The Necrotraitor murked the local hermit wizard in his sleep, turned him into an undead minion, and when the party discovered an undead man with magic powers who had been disguised so perfectly as a living person as to have passed all their wards and previous checks, so naturally assumed that was the Necromancer and killed him easy (they assumed the ease was due to their prep & planning).

The Necrotraitor, for his part, then was frozen to inaction by success. Everyone was the same level 10 so he was unlikely to be able to murder other players in one round in their sleep. He was disguised as a cleric - willing to take the XP hits for casting, and avoiding holy ground by basically saying "I already prayed enough in the church today, no I'll go here" and never getting called on it. - and also worried about Wizard's wards. But he had tossed off suspicion - in theory this accomplished his goal of staying undetected but the players were still alive and the players wanted to journey on and he had a catch 22 of "if the cleric stays without gaining suspicion, then when he rolls a new character he's surrendered a town to a necromancer and that is going to make his life harder; if he goes with the party (which is reasonable the Necromancer would want to try avoid the party suspicion, ) that goes against the necromancer wanting to control the town.

I also couldn't just tell the party they had failed or the necromancer was alive. The down side to player-driven action.

But the real issue was the game was a victim of its own success. Players were so invested in the town it made it hard to leave, but they had also fucked up the town so much there wasn't a lot to do if they stayed. Basically it was so cluttered you couldn't move without tripping so that inspired the "stick a pin it, move on".
Additionally, we sort of went too hard. I think a lot of players were a little burned out from so being so involved in sessions. Ironically I think MORE play might have helped that because I think a lot of the burn out was the game taking up so much head space between sessions. So when they got to the new location, there was a lot of aimless poking around and then "hey remember in the old town we did this?" and after a few pokes to get people back on track
I tried to see if people wanted to keep going in the old town, but they weren't really interested; they wanted to know how things had played out but no interest in getting involved again. All their off-the-wall shit in the hunt for the necromancer didn't have a very good shelf life. So I just accepted the magic was gone from the bottle, we had social time, and after dinner we all sort of agreed/made excuses for not continuing, the Necrotraitor revealed himself, and we had a good after-action report and after a break to get something dreamt up, most of players went along for my next traditional campaign which went for a little over a year and fizzled out one holiday break for the usual reasons.

tl;dr: You have a story and tell it, but it just doesn't work as a "campaign". It also seems very...."sometimes food", but I also tend to avoid Theater Majors so maybe just the wrong audience.
 
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Did they get intelligence intercepts from a group of young orphan street urchins who kept tabs on his movements and activities?
Just as long as there's no dark-skinned ones doing that. We all know where Patrick the Fat would source his sausage meat from.
 
Had our first Agent death in Delta Green tonight. In memoriam, Agent Moses(Goldstein). Crit for 20 damage with a heavy pistol.
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1. The tranny behind the Dungeons and Discourse YouTube channel, who was running damage control for WOTC/Hasbro, demonizing Gary Gygax, is now upset Critical Role will abandon Dungeons and Dragons in favor of competing role-playing games. Mind you critical role started as a Pathfinder podcast to begin with. Talking about being a mindless leftist consumer. One of the handful of 5E D&D youtubers that need to be turned into Soyjaks by Soyjak party.

2. I noticed Amazon was already discounting the physical 6E Dungeons and Dragons books. Including the 6E player handbook for 10%. Amazon is still selling ten-year-old 5E books at near full price during the holiday sales.
 
1. The tranny behind the Dungeons and Discourse YouTube channel, who was running damage control for WOTC/Hasbro, demonizing Gary Gygax, is now upset Critical Role will abandon Dungeons and Dragons in favor of competing role-playing games. Mind you critical role started as a Pathfinder podcast to begin with. Talking about being a mindless leftist consumer. One of the handful of 5E D&D youtubers that need to be turned into Soyjaks by Soyjak party.
please stop posting that irish tranny. god that was fucking terrible to skip throuhg at 2x.

So to save everyone time and having to listen to screeching tranny:
Critical Role has announced absolutely jack shit for their show. However there are signs....

Their gay PbtA clone game Daggerheart is going to be shipping this spring. They have released a video about Daggerheart- not how to play but how to WATCH.

Add to this their 3rd campaign is wrapping up. Viewship was in the toilet but they went back to the well and brought back characrters from when it was good lol it was never good but back when people watched it and its helped. But they are wrapping up 3rd campaign, about to drop their custom RPG all about "cinematic play" so its not hard to figure out that Hasbro offers them some real shit for staying or they move to eating their own dogfood.

that's it, that's the actual content. Nothing official but some interesting moves.

The rest is just tranny screeching, bloviating and speculation.

2. I noticed Amazon was already discounting the physical 6E Dungeons and Dragons books. Including the 6E player handbook for 10%. Amazon is still selling ten-year-old 5E books at near full price during the holiday sales.
Minority report:

Remember when Amazon used to JUST be books? Pepperidge farm remembers.
Amazon is now not just a massive distributor but they are often a broker: odds are something like 60% of your purchases don't come from Amazon, just their logistics network.

What this translates to is that Amazon will broker between publisher and consumer on new books. But for older books, that is often stock held by a third party. Woke-C wants to move their new shitty books and is offering a intro-incentive that Amazon is passing along. Older 5e stuff is likely out of print so that's stock held by 3rd parties who are probably happy to sit on it for MSRP.
 
Does anyone have any recommendations for good resources/guides/youtubers etc for PF2E? I've been shanghaied into a game but I have zero experience of 2E, and only had limited experience with 1E many years ago. At this point I don't even have an idea for what class I wanna play so I'm hoping that simply learning more about the system might inspire me.
 
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Does anyone have any recommendations for good resources/guides/youtubers etc for PF2E? I've been shanghaied into a game but I have zero experience of 2E, and only had limited experience with 1E many years ago. At this point I don't even have an idea for what class I wanna play so I'm hoping that simply learning more about the system might inspire me.
Here's a character builder for PF2e, I haven't played it myself or watched any youtubers talk about it so I can't offer any advice.
 
Does anyone have any recommendations for good resources/guides/youtubers etc for PF2E? I've been shanghaied into a game but I have zero experience of 2E, and only had limited experience with 1E many years ago. At this point I don't even have an idea for what class I wanna play so I'm hoping that simply learning more about the system might inspire me.
If you played D&D 4e, you have some idea what to expect. Instead of everything is math like 1e, everything is feats. They're your attacks, defenses, and reactions. Don't try to multiclass. Just ride the train until the wheels come off.
 
1. The tranny behind the Dungeons and Discourse YouTube channel, who was running damage control for WOTC/Hasbro, demonizing Gary Gygax, is now upset Critical Role will abandon Dungeons and Dragons in favor of competing role-playing games. Mind you critical role started as a Pathfinder podcast to begin with. Talking about being a mindless leftist consumer. One of the handful of 5E D&D youtubers that need to be turned into Soyjaks by Soyjak party.

2. I noticed Amazon was already discounting the physical 6E Dungeons and Dragons books. Including the 6E player handbook for 10%. Amazon is still selling ten-year-old 5E books at near full price during the holiday sales.
Critical role converted there game over to 5e to start there podcast I think for the brand recognition and I think to meet the demands of geek and sundry who they would later blow the fuck out.
 
All the posts about Gods and pantheons got me thinking about how little I actually use any of the pre-written material for my games. I almost always just use my own settings and pantheons for the games I like to run. Maybe I should just steal more, would probably save a lot of time.
Their gay PbtA clone game Daggerheart is going to be shipping this spring. They have released a video about Daggerheart- not how to play but how to WATCH.
Critical Role has been steadily shifting away from an actual game and more to an improv show with a linear story that Matt has written out and C3's chief complaint was that it felt like the entire shitty story was on rails and nobody wanted to be there. I can't wait for Daggerfart to come out and suck ass as the show flounders and dies.

Eat a dick Matt Mercer.
 
All the posts about Gods and pantheons got me thinking about how little I actually use any of the pre-written material for my games. I almost always just use my own settings and pantheons for the games I like to run. Maybe I should just steal more, would probably save a lot of time.
any interesting ones in particular i can rip off take inspiration from?
 
Critical Role has been steadily shifting away from an actual game and more to an improv show with a linear story that Matt has written out and C3's chief complaint was that it felt like the entire shitty story was on rails and nobody wanted to be there. I can't wait for Daggerfart to come out and suck ass as the show flounders and dies.
It hasn't been improv or actual play since... well, really ever. It is semi-scripted.
They sit down before a session, go over what "unexpected plot twists" are likely to occur and make sure everyone is ready.
Now they don't even stream live so what improv there was is now gone.
 
It hasn't been improv or actual play since... well, really ever. It is semi-scripted.
They sit down before a session, go over what "unexpected plot twists" are likely to occur and make sure everyone is ready.
Now they don't even stream live so what improv there was is now gone.
Watching people play a game while not playing it yourself is the TTRPG equivalent of cuckoldry, but watching people not even play a game but pretend to play it is something beyond mere mortal cuckoldry.
 
How disappointed will 6E have to sell to see WOTC panic? Even if I doubt they will ditch 6E as fast as 4E, I can picture releasing an OSR spin-off of Dungeons and Dragons to appeal to older fans. Especially if the modern audiences, WOTC caters to stop buying new D&D shit. Hasbro, not happy with MTG, is still falling behind Yu-Gi-oh in popularity despite spending big bucks on Marvel, Lord of the Rings and Doctor Who Licenses. Sooner or later Hasbro will be asking how OSR kickstarters make millions, yet WOTC struggles to sell MTG cards. When a company like Disney starts rolling back a lot of tranny and gay propaganda in kids' media, we will probably see Hasbro take similar action. Even WB is becoming desperate enough to say the Superman reboot will be apolitical interviews.
 
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How disappointed will 6E have to sell to see WOTC panic? Even if I doubt they will ditch 6E as fast as 4E, I can picture releasing an OSR spin-off of Dungeons and Dragons to appeal to older fans. Especially if the modern audiences, WOTC caters to stop buying new D&D shit. Hasbro, not happy with MTG, is still falling behind Yu-Gi-oh in popularity despite spending big bucks on Marvel, Lord of the Rings and Doctor Who Licenses. Sooner or later Hasbro will be asking how OSR kickstarters make millions, yet WOTC struggles to sell MTG cards. When a company like Disney starts rolling back a lot of tranny and gay propaganda in kids' media, we will probably see Hasbro take similar action. Even WB is becoming desperate enough to say the Superman reboot will be apolitical interviews.

I like Questing beast but he's been taking some hits of that dank hindu copium as far as OSR goes for a while. Which I mean makes sense, he's one the main OSR proponents but his takes need to seasoned with a good helping of salt.

jsut to tl;dr people for this video:
OSR has been growing pretty briskly since pandemic and growth hasn't leveled off. However when you look at the overall market, 5e is still the 800-lb gorilla. They are over triple the market representation of OSR even if their YoY growth has slowed, 5e is still growing.

Think what he's missing is while OSR & 5e have been growing in the RPG market, it comes at the expense of the "everything else" segment. Or to put a finer point on it:
When I am making a kick starter to shift my books, I am going to look at successful kickstarters and I'm going to see that slapping "5e compatible" or "OSR" is a quick away to ape what those who have been successful are doing, even if my game isn't really 5e or OSR (or functional or good at all).
 
It hasn't been improv or actual play since... well, really ever. It is semi-scripted.
They sit down before a session, go over what "unexpected plot twists" are likely to occur and make sure everyone is ready.
Now they don't even stream live so what improv there was is now gone.
I've been saying that since the beginning it's basically the pro wrestling formula, a match is decided ahead of time and how much scripting is decided by the wrestlers but they get in the beginning the outcome, length and what spots they should put in the match.
 
Talking to someone about DnD and he casually mentioned the amber room. He seemed surprised I didn't know. Said it's basically the new version of the trove. Anyone heard of it?

Does anyone have any recommendations for good resources/guides/youtubers etc for PF2E? I've been shanghaied into a game but I have zero experience of 2E, and only had limited experience with 1E many years ago. At this point I don't even have an idea for what class I wanna play so I'm hoping that simply learning more about the system might inspire me.
I don't. But a couple of builds to look into from the DM side.

An intimidation build. At high levels you can make people die of fear.
A pet build. I kind of like pet rules, so a pet focused build could be fun.
Martials seem nuts. On the internet people complain about "muh third action", but in practice, martials in PF2 aren't just "attack attack attack". It's more "I double slice then raise my sheild" or "I lunge and then grab the guy with my off hand." or "I back away, trip the guy with my spear then stab him while he's down." This could just be my players since there was a rogue that did the "attack attack attack" thing.
 
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I can't wait for Daggerfart to come out and suck ass as the show flounders and dies.

Eat a dick Matt Mercer.
If its anything like their other TTRPG Candela Obscura or whatever it was, its going to be an absolute shitshow, I skimmed through what can be charitably consider their rulebook and its just a buncha half-assed suggestions and "You make your own rules!" The whole thing is so vague and DM dependent you might as well sit down and pencil whip your own RPG.
 
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