Lessons from Games

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Feb 11, 2025 7:58 am
Strong late additions!
Feb 11, 2025 10:00 am
Gamersplane showed me how to think in-between posts to make a story I am GMing more engaging for the players!
The asynchronous, slow-paced nature of this format allows us to develop the story, to follow the players' curved balls...
Feb 16, 2025 10:27 am
GURPS (and to a lesser extent EABA) taught me how good consistent logarithmic scaling is, the concept of free lunches and package deals and what makes them iffy in system design. And the 'it costs what it costs for the utility, regardless of flavour' principle.

Transhuman Space taught me to differentiate between continuity- and pattern-based theory of the self.

Transhuman Space along with Eclipse Phase taught me to reconsider how a body-hopping-OK system should be designed (though I don't agree with all the design decisions).

Exalted, WoD and FATE Core taught me to appreciate the 20-30-Skill minimalism (i.e. when everything is covered by them, no Custom Skills required).

Exalted also taught me linear Dawns, quadratic Sorcerers.

Golden Sky Stories and Active Exploits gave me an idea what diceless systems with resources should look like (even though I consider the specific implementation very flawed).

Cortex seems to have so far only showed me that I don't enjoy irreducible swinginess, even more so than I thought.

Mindjammer taught me the horrors of the stovepipe design antipattern applied to RPGs.

Theatrix may not have taught me anything specific, but contributed indirectly to my vision of what a diceless or low-randomness but high-characterisation RPG should look like.
Feb 22, 2025 4:58 pm
I'm currently running a 6th level monster hunt game in 5e, where the players are up against a Suneater Owlbear and its minions. With 5e, legendary actions and higher level character, a lot is going on and its easy to miss or forget something as a GM (for me anyway)

I found a solution that works for me: We are doing initiative groups, but in the end of my GM posts I have this table, where we can see who has acted, and an ultra-short summery of what they did, and what conditions they are under. It has helped me a lot to keep track of and not forget my player's actions

Initiative group Action taken Conditions
A Quercus kill sunspiret Blessed +1d4
A Anders moves
B Lair Disorienting Light
B Suneater Attacks Quercus
C Arten
C Jeckle Blessed +1d4
C Flash Blessed +1d4
D Faerie-o'-Fire invisible
D Sunsprite
D Summoned Sunsprite
Last edited February 22, 2025 4:59 pm
Feb 22, 2025 11:25 pm
Qralloq says:
Feng Shui taught me never go shopping for bullets. That happens off screen, you don't need to waste precious game time with things that don't matter.
Same! This is always going to be my homebrew rule.

If you're in a town, Unless it's imperative to get something special, you'll always shop with a single post for a roll.
[ +- ] Buying gear and Haggling
Additionally, unless it's a super low income game, I don't care about transacting money for normal food and lodging. Once your character or group has over 100 gold, I'll just randomly say spend 10 gold for cost of living. I try to do it based on how often you've been in town and slept in nice beds or if you've been on the road for 8-10 days eating rations costs about 1 gp (2024- rations 2cp for 2lbs not being malnourished =1lb per day so 5 rations can be 10 days. but who's going to always only eat a perfect half so 8-10)
Feb 23, 2025 12:22 am
# 1 lesson Learned:

Participate in other people's games, take what you like for your own, and make it yours.



Like what Runekyndig just showed, I'll be implementing that into the game I'm running, with him in it.
I've been experimenting with different ways of keeping up with the initiative and sometimes have players post over each other. I make it work, like player A killed the spider but players B, C, and D also attacked it while I was posting about its death. I just kept it alive until all hits were accounted for.
runekyndig says:
[ +- ] What I'm stealing from Runekyndig

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