

This is a good policy.
I do movie nights sometimes, and I tell people similarly: “Doors at 6, show at 7.” It’s good expectation setting.
This is a good policy.
I do movie nights sometimes, and I tell people similarly: “Doors at 6, show at 7.” It’s good expectation setting.
I usually just kept a list of what the various factions are up to. If the players were like “ok let’s go see if we can convince Priscilla to smuggle the uranium with her drug stuff” I have a rough idea of what she’s up to and if she’d help, or help at what cost.
I want to play again with a group that comes up with reasonable plans that play to their competencies.
I think a lot about how in a modern day magic game, the players wanted to contact another (NPC) group. They learned the NPCs were like double warded against magic, but spent a lot of time trying to punch through the wards to teleport to them. After two expensive, failed, attempts I was like “do you want a clue?”. They were like yes. I was like “if you just want to talk to them, why don’t you try calling them on the phone?”
I want to play again with a group that comes up with reasonable plans that play to their competencies.
I think a lot about how in a modern day magic game, the players wanted to contact another (NPC) group. They learned the NPCs were like double warded against magic, but spent a lot of time trying to punch through the wards to teleport to them. After two expensive, failed, attempts I was like “do you want a clue?”. They were like yes. I was like “if you just want to talk to them, why don’t you try calling them on the phone?”
Is there a written form for us old timers who prefer reading? I’m such a relic, I know.
Next you need player buy in
This is huge. I tried to do a horror game once and one of the players just wasn’t taking it seriously, and it ruined it completely.
I was fully prepared to be like “why on earth would you convert werewolf to D&D 5th edition”, but then I realized thankfully this is not that.
Some actual feedback: That font is real hard for me to read.
I imagine you’d either have no phone, or one of those prepaid with cash ones. You could also probably turn off the cell parts and only use wifi
I still want to play Fate. I just don’t have a group and don’t feel like doing the whole lfg+ interview people thing.
In my pandemic game, goblins were described as sort of perpetual teenagers. Some of them could be really smart, but a lot of them were impulsive, prone to going along with the group, and being kind of cruel.
They found a pack of goblins that had robbed some travelers… to steal their concert tickets. Most of them scattered, but they caught up with one. The monk decided not to punch this small humanoid in the face and instead asked “wtf are you all doing?”
The goblin told them they wanted to go to the show. the show! everyone’s going to the show! (The show turned out to be put on by an evil warlock, and the players had to intervene to stop the bands from summoning a lord of pandemonium into the world. Everyone loves a battle of the bands)
The players essentially adopted this goblin, Windy, for the rest of the campaign. Windy learned to play drums and flute, and I think they eventually got them enrolled in wizard school.
I think there can be some intra-group tension when half the group is going for “how can we win this fight cleanly with minimal resources spent?” and half is going for “what would my character do? What would be dramatic?”
It’s something to clear up in session 0, I think.
My personal fantasy right now is being part of a highly skilled and competent team. I’m tired of always being the three stooges.
Also bad: when part of the group wants to play for clean victory, and part of the group does but it really bad at it.
I don’t think DND or close relatives is as good a first system as people think it is. It’s very idiosyncratic. It wastes a lot of time with stuff like “8 is -1 and 14 is +2”. But mostly I don’t recommend it because at its core it is a resource management game, and that’s not what most people imagine roleplaying is about. It will teach people bad habits, or at least habits that don’t translate outside of DND + their group very well.
I like Fate. I think Fate is more intuitive and rewards creativity more consistently. You don’t need to read long lists of classes and spells. It does, however, ask for a lot more creative input than DND does. You can’t just be “Bob the fighter” and go. But it’s a lot more rewarding when it does sing, IMO.
I think people have radically different ideas about what “minimal background information” is.
Some people think the Silmarillion is a suitable primer for their setting.
Some people have like one paragraph for the big picture, and one paragraph for each major faction.
There are players that would say both is too much.
I think a couple short paragraphs should be enough for a quick start for a custom setting, but I’ve had players that just refuse to read anything at all. As someone else said, it’s makes it really hard to do some sort of stories if all the players are utter neophytes/amnesiacs/from-another-world/etc
I tried to do a game of Vampire once, but the players refused to read anything about the setting. All the political intrigue fell completely flat because they didn’t understand what the different factions were looking for, nor did they understand how vampires worked.
That group might have just been kind of bad players, but I feel like bad players are more common than good. By “bad” I mean “doesn’t think about the game very much, doesn’t retain anything about the story or rules”. They couldn’t really do anything more complex than a simple dungeon crawl.
Yes, you can make players pre-plan. You nudge them.
No amount of nudging will make some players do anything. Some players are obstinate and frankly not very good, but honestly the solution to “this player won’t stop looking at their phone and their turns take forever” may be to remove them from the group.
Why does it matter how much time everyone takes?
I don’t want to wait 5 minutes for someone to dither and dither and finally decide “I attack”
This was a weirdly aggressive comment.
The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.
You cannot make players pre-plan. The timer encourages pre-planning, or at least rapid decision making on the fly. Both have the desired result of the game moving at a quicker pace.
It also has the benefit of creating an impartial tool for measuring, instead of relying on subjective “You’re taking a long time.” It is harder to argue with a clock. This is an advantage.
There was a problem, and in trying to fix it, the DM created a second problem.
What is the second problem?
I don’t always run a timer, but it is a tool in my box.
Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There’s a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.
I’ll say “I’m starting a five minute timer. If it hits zero, something interesting will happen”.
If it hits zero and they’re still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.
In combat rounds I sometimes do the same, but only if it feels like they’re not making progress. Maybe it’s a little rude sometimes, but I value keeping the scene moving forward. I don’t want to keep spending three minutes on “should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?” stuff. Especially if it’s rules minutia they should already know.
The amount of times I had to remind an old group’s bard that yes, in DND 5e you can move AND take an action was too high.
This is a good answer.
At my job, there was a desire to do a big rewrite of the system. It was a disaster. We spent like 8 months on this project where we delivered no value to customers. Then there was essentially a mutiny from the engineering team and we killed it.
We’ve since built on top of the original system and had, in the words of product leadership, “the most productive quarter in the history of the company”.
Now, why was it a disaster? The biggest reason was that people, especially people in leadership positions, did not understand the existing system very well. They would then make decisions based on falsehoods and mythology.
I don’t think 5e is an especially coherent game.
Cute idea, but I really don’t find this kind of ultra light 1d6 and two stats mechanic fun. I’d rather use Fate
This is the dream.
Sometimes I get players that have ideas, but then they’re like “oh that sounds too dangerous, nevermind”, and I’m like “it’s not going to be much of a game if we don’t take any risks”
It’s probably partly my fault for making the dangers clear to the players. I wanted them to have an understanding of the risks and factors!
Like one time, the players were told another faction would only help them with their problem if they dealt with a vampire that was in the local cemetery, and his little cult. This was a game of Mage, where even starting tier characters have a lot of strong options. One of the players just was like “you’re asking us to punch Cthulhu in the face! I don’t understand what you want us to do!”
I was like … there are so many options. Your character can literally control flame, a major weakness of vampires. You also have a strong alliance with a paramilitary group. You can go during the day. You have 3 other party members. One of them can open portals. Like, to places where it’s daytime. Trust me, you can win a 4 v 1 fight. Maybe deal with his cult first if you don’t want civilian casualties. Or maybe talk to him and see if you can negotiate.
But she just wanted to spin her wheels and complain. Worst player I’ve ever had, honestly.