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Things I Believe About RPGs

Started by jrients, October 16, 2007, 03:43:37 PM

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grubman

Quote from: jeff37923Dar was right. You're jealous of Koltar. ;)

Duh!  Look at that shelf full of cool stuff behind him that he can page through every day!:D

Koltar

Quote from: grubmanDuh!  Look at that shelf full of cool stuff behind him that he can page through every day!:D

Thats not even the RPG section of the store. The wall behind me in that shot is the traditional & family games area.
 Our RPG section has 4 LONG shelves of books across from a whole wall of miniatures (Reaper, Ironwind, Warhammer...)


- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

grubman

Quote from: KoltarThats not even the RPG section of the store. The wall behind me in that shot is the traditional & family games area.
 Our RPG section has 4 LONG shelves of books across from a whole wall of miniatures (Reaper, Ironwind, Warhammer...)


- Ed C.

:worthy:



(now get us an avitar of you dressed like a wizard!)

alexandro

  • character motivations are better than missions for motivating players
  • RPG theory is like puberty: people will always thing about new ways to make the hobby fun (for them) and there will always be people who think its "unnecessary" (because they already have found their answers)
  • a GM should adapt his games to reflect the tastes of his players
  • if he isn't sure about those tastes, a GM should run his games in way that he would enjoy, if he was a player
  • wargame-y turn-based combat turns newbies away from RPGs
  • overly simplified rules turn newbies away from RPGs (no one wants to play the dumbed-down version of your older brothers cool game)
  • the age when one can start playing RPGs is far lower than most think it is
  • RPGs are neither an art, nor a craft- they are just entertainment
  • Having said that, there is the potential for deep, meaningful emotional investment in RPGs, but it is different for each and every player and anyone suggesting that there is a tried and true formula to achieve it, is just full of shit.
Why do they call them "Random encounter tables" when there's nothing random about them? It's just the same stupid monsters over and over. You want random? Fine, make it really random. A hampstersaurus. A mucus salesman. A toenail golem. A troupe of fornicating clowns. David Hasselhoff. If your players don't start crying the moment you pick up the percent die, you're just babying them.