tag:blogger.com,1999:blog-5517252849670943939.post6490685598415009861..comments2024-03-10T15:43:05.467-07:00Comments on Tower of the Lonely GM: My latest Old-School campaign attempt’s ruminationsTzimiscedraculhttp://www.blogger.com/profile/16762161243138880483noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5517252849670943939.post-44544134322030586102013-01-25T08:32:10.932-08:002013-01-25T08:32:10.932-08:00Oh, and I forgot 2 things:
-> If you or your c...Oh, and I forgot 2 things:<br /><br />-> If you or your crew have any feedback regarding the house rules or creatures of this blog, please, feel free to sent them to me (as any other doubts or questions). My email is: tzimiscedracul - at - gmail - dot - com.<br /><br />-> I'm glad to meet another Malazan fan! I believe I'm the only one in Brazil that read those books.Tzimiscedraculhttps://www.blogger.com/profile/16762161243138880483noreply@blogger.comtag:blogger.com,1999:blog-5517252849670943939.post-81576210831143317582013-01-25T08:28:13.247-08:002013-01-25T08:28:13.247-08:00Hi Christopher!
I’m glad (and honored) that this ...Hi Christopher!<br /><br />I’m glad (and honored) that this blog is of help to newcomers to the hobby.<br /><br />“(…) Six months down the road, and after some rocky pathfinding, I've realized that Pathfinder ( and D&D, etc...) isn't so much about closely following the rules of the game, as it is about story, oratory, role playing, improvisation, and play-tested house rules (…)". <br /><br />Personally, I believe that your conclusion works for 99,99% tabletop RPGs out there. The aspects you mentioned – particularly oratory, role playing and improvisation – help a lot when either the system or the adventure fails. Although remembering the rules is important, your skills as a narrator and a referee are in my opinion more important.<br /><br />Talking (generically) about approaches, I think it all comes down to what you and your group enjoy.<br /><br />If you have players that love tactics, mathematics and rules, then I believe you should start a game "by the book": show them the character creation rules and basic mechanics, help them roll some checks and choose their character’s traits etc. In other words: show them the “inner skeleton” of the game.<br /><br />However, in my experience, most “newbies” are impressed not by tabtetop RPG’s rules, but by their character’s seemingly freedom of action. They love interacting with the story (or adventure). Unlike videogames, you have a lot of options when reacting to a specific challenge or encounter in RPGs. In these situations, forget the rules and try to focus on the description. Tell your players what they see and then ask them what they want to do about it?<br /><br />Don’t say “Do you make a Full Attack?” or “You’ll suffer an attack of opportunity if you leave the threatened area”. Try to avoid any “rules jargon”; leave it for later, when your players are already comfortable with the game dynamics. Use description and – above all – be a fair referee. Instead of just saying “No” or forbidding certain actions, explain the “whys” and show the risks for every action; be honest with your players. Leave the final choice to them. You’re at their side and if you’re consistent and just, they’ll never complain of failing or dying (especially if you make their failures – or even deaths – interesting). Once they get this and start doing all kinds of crazy things, then you begin to teach them the rules. This isn’t the only way, but its how I approach most games.<br /><br />I apology beforehand for the text (English isn’t my native language) and I hope it can help you at your table.<br /><br />Take care and good games,<br />Tzimiscedraculhttps://www.blogger.com/profile/16762161243138880483noreply@blogger.comtag:blogger.com,1999:blog-5517252849670943939.post-36473384421204572542013-01-23T17:09:22.294-08:002013-01-23T17:09:22.294-08:00Hello,
I am a new table-top/role play gamer. My f...Hello,<br /><br />I am a new table-top/role play gamer. My friend got a Pathfinder Box Set about six months back and we decided that I would GM. I immediately gobbled up as much knowledge as I could from the GM guide and core rule book, trying to learn and memorize as much as possible. I thought that in order to run a smooth pathfinder game I needed to follow the rules as close as possible.<br /><br />Six months down the road, and after some rocky pathfinding, I've realized that Pathfinder ( and D&D, etc...) isn't so much about closely following the rules of the game, as it is about story, oratory, role playing, improvisation, and play-tested house rules. <br /><br />As a GM who has never seen another take on Game Mastering, I was wondering how you approach your game sessions. I very much enjoyed reading your description of you and your wife's session, and I was hoping you might do a post some time (or email me, whichever) about what kind of preparations you make before a session? Do you narrate most things, leaving the player to come up with the world into his mind, or do you orate using detail and description in a more role-play-like fashion? Do you use a lot of quick reference charts? Do you use monster/character/name/encounter generators? Do you decide upon a Plot for your adventure to navigate through, or do you make it up on the fly? <br /><br />I was prompted with the questions as I read through your many blog posts, and was hoping you could maybe give some advice to a new GM who's hoping to make a memorable experience for his crew. We are all big fans of gritty fantasy (all of us are lovers of the Malazan style fantasy: a dark and gritty universe - we love your Jaghut stat block) and I am working on adopting a slight adaptation of your proposed E12 leveling style (which I also loved).<br /><br />I look forward to reading more posts. I'm very interested in your insights into this terrific game of imagination. Keep up the great work, thank you, and may more glorious adventures await you!<br /><br />Sincerely, <br />ChristopherAnonymoushttps://www.blogger.com/profile/03579285077695569863noreply@blogger.com