About the Forge
|
Articles
|
Forum
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 06:02:31 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
46709
Posts in
5588
Topics by
13297
Members Latest Member:
-
Shane786
Most online today:
34
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Forums
General Forge Forums
Actual Play
my play and GM style
Pages: [
1
]
« previous
next »
Author
Topic: my play and GM style (Read 626 times)
dugfromthearth
Member
Posts: 65
my play and GM style
«
on:
July 20, 2010, 09:43:08 PM »
I started with D&D, played GURPS for years, HERO (champions and Fantasy Hero), have played Savage Worlds recently, a bunch of WFRP 2nd edition (a tiny bit of 1st edition), Call of Cthulhu small amounts, Shadowrun 2nd edition, Shadowrun 4th edition, Dark Heresy, and some others scattered through.
Character philosophy: all adventurers are at least a bit crazy if they choose to be adventurers. I don't play evil characters and such, but they tend to have extreme personalities. "Sir" was a superhero who was almost invulnerable and would not avoid being hit (once he stepped out of the way when an alien spaceship blew up the building he was in) he postured and gave speeches and was confident that no one could take him out. Chosen Savior was a fantasy hero character. A librarian, he decided at old age that he was chosen to save the world. He brought his book and a mace and went out to do so. He was insane and had a very strong will and was very persuasive. He gave lots of speeches (being fantasy hero he could get bonus damage if he made an oratory skill roll when attacking).
I want my characters to be good at one or two things and not do other things. I don't regard this as min/maxing, I regard it as having a role. My current Shadowrun character is a generalist, which makes him feel like a sidekick - there is a never a time when he is needed, he just helps out.
As a GM I don't like adventurers. I tend to create one shot modules more like books or movies. For instance a Star Frontiers game, the players were forcibly hired to go investigate why a deep space monitoring post had suddenly gone silent. Most of the character's died, but they won.
I don't like the random adventure of the week. I like short, tight adventures, or long storylines based on the characters. I had a GURPS game that I ran for about 4 years. The characters were saving the world, but they were designed with goals that guided what they did. They weren't just caught up in random events.
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
General Forge Forums
-----------------------------
=> Actual Play
=> Game Development
=> Independent Publishing
=> Last Chance Game Chef
=> Site Discussion
-----------------------------
Archives
-----------------------------
=> Guide to the Archives
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> lumpley games
-----------------------------
Inactive File
-----------------------------
=> Endeavor: Ronnies 2011
=> Endeavor: Game Chef 2010
=> Endeavor: Game Chef 2011
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Half Meme Press
=> Universalis