Hardcover. I think the book is going to be over 300 pages? The mage book is over 600, so you'll probably looking at a lower price than you see here http://www.drivethrurpg.com/product/149562/Mage-The-Ascension-20th-Anniversary-Edition for Wraith. I've only ever bought V20 with their print on demand, and at that point they still had to split the book into two hardcovers. They are decent quality. I feel I've heard worse things about their softcover stuff falling apart.Yeah, I don't need a collectors edition, thankfully. Their PoD stuff is softcover, right?
I can give some personal takes. We've used FantasyGrounds, roll20 and MapTools.I have decent system mastery and experience but never did online so I'm asking for some advice on the means to do it (I'd prefer texting because I can't always be on the speaker and talking in English is more difficult for me than writing) and the platforms (I heard often of roll20 and I should indeed look it up) so can someone give some advice?
If there's really only one or two players, I'll tone down the encounters an instead of making them rescue the daughter of some random villager (which is the plan atm), I'll make them rescue their sister or something like that to engage them a bit more. That should be a nice start, don't you think?Why not prepare a brief one-shot encounter suitable for 1-2 characters, then if you get more players the following week, it's a fresh start for everyone, and if you don't, it's no great problem to continue. Give that one player a really cool start and their enthusiasm for the game might set the tone you want and also inspire you :-)
Sounds like you've got it all in hand to me!If there's really only one or two players, I'll tone down the encounters an instead of making them rescue the daughter of some random villager (which is the plan atm), I'll make them rescue their sister or something like that to engage them a bit more. That should be a nice start, don't you think?
I'm using premade characters btw for this first session, the plan is to make them learn how to play before allowing them to create their own character.
Thanks, I wasnt that sure about it :)
Using Matt Colville's guide to DMing? This seems to follow that structure pretty close! Right on!If there's really only one or two players, I'll tone down the encounters an instead of making them rescue the daughter of some random villager (which is the plan atm), I'll make them rescue their sister or something like that to engage them a bit more. That should be a nice start, don't you think?
I'm using premade characters btw for this first session, the plan is to make them learn how to play before allowing them to create their own character.
Yup, I didn't even DM (or even play) a single game of DnD before I was done watching all of his videos :) This dude is a freaking genius ! I'd kill to play with him as a DM !Using Matt Colville's guide to DMing? This seems to follow that structure pretty close! Right on!
For anyone who hasn't seen this, Matt Colville has created a bunch of guides with the goal of getting people to start DMing. Here's a link to the series.
Will do :)
I know! I have only ever played, but I am itching to DM after seeing his videos. Highly recommend them to everyone. We should probably put him in the OP to get more people who want to DM.Yup, I didn't even DM (or even play) a single game of DnD before I was done watching all of his videos :) This dude is a freaking genius ! I'd kill to play with him as a DM !
That's a good idea. I've never seen them before, looking forward to watching now.I know! I have only ever played, but I am itching to DM after seeing his videos. Highly recommend them to everyone. We should probably put him in the OP to get more people who want to DM.
Absolutely, I love reading about how other people handle running a session, it's really interesting and a good conversation starter here.Will do :)
I think I'll actually do some sort of bi-weekly reports of what happened (story wise and from a "technical" PoV, like how I managed a difficult situation as a DM or whatever).
Would you guys want to read that?
Agreed. I always like to hear about how others handle difficult GMing questions. It has helped me improve how I run sessions more than once.Absolutely, I love reading about how other people handle running a session, it's really interesting and a good conversation starter here.
Will do :)
I think I'll actually do some sort of bi-weekly reports of what happened (story wise and from a "technical" PoV, like how I managed a difficult situation as a DM or whatever).
Would you guys want to read that?
No real luck, but they did suggest checking around at 3rd Eye Games. See if they have something on their schedule. I am assuming you've been there, yeah?Yeah so far I've only seen games during the week fairly far north of here. Prefer Saturday or Sunday games if they know of one.
At those numbers I recommend adding a perma-NPC (basically a PC run by the DM) that rounds out the party a bit so scope of adventure isn't so constrained. For example, a rogue and a mage would benefit immensely from a tank that doesn't do much more than follow them around quietly and eat up space in combat. The players have more freedom to do what they want, and you can add enemies with more in-yo-face threat factor.If there's really only one or two players, I'll tone down the encounters an instead of making them rescue the daughter of some random villager (which is the plan atm), I'll make them rescue their sister or something like that to engage them a bit more. That should be a nice start, don't you think?
Thanks, I will look into it. And thanks for asking around.No real luck, but they did suggest checking around at 3rd Eye Games. See if they have something on their schedule. I am assuming you've been there, yeah?
Errrm. . . no rules here so yeah, that can be done.Yeah, a DMPC can work, especially if you're also new to the system. Just don't have them help out with puzzles, decisions, talking, etc. You can make it a comic moment if they have a very, very stupid bodyguard or whatever. Then you can make your players sad when their bodyguard dies later on!
Errrm. . . no rules here so yeah, that can be done.
They don't lead the party by the hand, but my NPCs tend to be more engaged. Just because they're NPCs doesn't mean they're expendable, so I don't always go GeorgeArrgghMartin on the supporting cast. Sure, they can die, but so can the PCs. NPCs can have goals and self-preservation. They can disagree (though it took a while for the players to realize that an NPC disagreeing was a personality thing and not a hint). In my campaigns I make extensive use of party NPCs that come and go to destroy the pattern of detachment between PCs and NPCs. It's not "party and rest of world" but a dynamic society. Friends can become enemies and vice versa, and there's usually at least one DMPC hanging around the group.
What DMPCs are not are the stars of the show. So the one major issue to avoid is a "players as spectators" situation. NPCs can have ambitions but unless they directly align or conflict with the party's goals (in which case it's relevant to the plot so OK), an NPC shouldn't drag the PCs around or leave them watching from the sidelines. The story follows the PCs; if the NPCs have their own places to go they leave. In combat, the DMPC's role should be simple and supportive. No one wants to sit around while the DM resolves NPCs fighting each other.
Example DMPCs include a large dog or even beast that "adopts" a PC and treats him/her like a weird hairless offspring in need of protection (note the PC cannot tell the beast what to do; the beast just follows them around and maybe tries to groom or feed them), a mercenary with an otherwise professional work ethic that only hangs around as long as there's loot to be had, or a highly motivated NPC whose path crosses the party's but will eventually part ways again (e.g. a cleric hunting the same vampire the party was hired to kill).
One thing I have always wanted to try is a pre-made module. My friends who got me into Pathfinder all ran homebrew campaigns and its' carried over into my own games that I've ran as well so I've never actually given them a shot. Thinking about picking up Curse of Strahd and trying to run that, everything I've heard of just hits the right spots for me. Only thing is, I've heard it's a little difficult so I don't have a group to throw it at yet....
I once had players (in a moment of inspired play) hire on a whole company of mercenaries from a tavern to help them with a tough job. They then seemed a bit disappointed that said company, doing 90% of the fighting, wanted a 90% share of the loot, contractual healing, compensation for life-changing injuries and deaths, wouldn't abandon their comrades or use them as bait etc! At the end of the session they were really fond of the company and the way they stuck to a contract's fine print (players were wise enough to say loot would be worked out and paid in gold, not specific items), and, once they parted ways, remained in touch and even bumped into them again later in the campaign when the mercs wanted help with a magical enemy, allowing them to 'hire' the players in a fun 'contracted' way as they wouldn't accept help without paying a fair wage! The sense of trust and mutual respect growing between the adventuring party with their esoteric skills and the footsloggers with their martial camraderie, who took being a nameless grunt REALLY seriously as it was their profession, was great. They always made cool additions whenever the game scaled up a bit, as we all reasoned that after years of adventure it seemed natural for heroes to make contacts like that. The mercs had their own business being hired each year by warring nobles, and I'd occasionally drop in info about where they were, often too far away or too busy to help, but they always replied in a courteous, professional manner to enquiries by courier, even if it took weeks, often supplying info that would have been critically useful a few days previous :DErrrm. . . no rules here so yeah, that can be done.
They don't lead the party by the hand, but my NPCs tend to be more engaged. Just because they're NPCs doesn't mean they're expendable, so I don't always go GeorgeArrgghMartin on the supporting cast. Sure, they can die, but so can the PCs. NPCs can have goals and self-preservation. They can disagree (though it took a while for the players to realize that an NPC disagreeing was a personality thing and not a hint). In my campaigns I make extensive use of party NPCs that come and go to destroy the pattern of detachment between PCs and NPCs. It's not "party and rest of world" but a dynamic society. Friends can become enemies and vice versa, and there's usually at least one DMPC hanging around the group.
What DMPCs are not are the stars of the show. So the one major issue to avoid is a "players as spectators" situation. NPCs can have ambitions but unless they directly align or conflict with the party's goals (in which case it's relevant to the plot so OK), an NPC shouldn't drag the PCs around or leave them watching from the sidelines. The story follows the PCs; if the NPCs have their own places to go they leave. In combat, the DMPC's role should be simple and supportive. No one wants to sit around while the DM resolves NPCs fighting each other.
Example DMPCs include a large dog or even beast that "adopts" a PC and treats him/her like a weird hairless offspring in need of protection (note the PC cannot tell the beast what to do; the beast just follows them around and maybe tries to groom or feed them), a mercenary with an otherwise professional work ethic that only hangs around as long as there's loot to be had, or a highly motivated NPC whose path crosses the party's but will eventually part ways again (e.g. a cleric hunting the same vampire the party was hired to kill).
Yup, I touch on this in an old blog post. The post is really about gauging a party's social influence, but many players miss out on this facet of gaming altogether. Beginning players go after loot; experienced players accumulate connections. As PCs gain experience, they should be gaining a list of contacts as well, as long as they're not psychopathic munchkins. Low-level characters might get to know a village chief or two. Mid-level characters are a threat to regional powers (guilds, nobles, etc.) the moment they stroll into town. By the time they're raising the dead and razing the undead, even if they don't know who the King is, the King will go out of his way to make sure he knows about them, for better or worse. The most common form of the Sword of Damocles in D&D is the party itself!They always made cool additions whenever the game scaled up a bit, as we all reasoned that after years of adventure it seemed natural for heroes to make contacts like that.
That was a good read, thanks!Yup, I touch on this in an old blog post. The post is really about gauging a party's social influence, but many players miss out on this facet of gaming altogether. Beginning players go after loot; experienced players accumulate connections. As PCs gain experience, they should be gaining a list of contacts as well, as long as they're not psychopathic munchkins. Low-level characters might get to know a village chief or two. Mid-level characters are a threat to regional powers (guilds, nobles, etc.) the moment they stroll into town. By the time they're raising the dead and razing the undead, even if they don't know who the King is, the King will go out of his way to make sure he knows about them, for better or worse. The most common form of the Sword of Damocles in D&D is the party itself!
That can happen, but it doesn't always have to manifest cynically, and in fact that's arguably more difficult than a more optimistic take. For starters, the extreme risk of crossing a high-level party should give even the most depraved manipulators pause. They transcend conventional social structures and precisely because of that, they can enact real change, for better or worse. An NPC might convince them that he's the rightful heir to a kingdom, but if he doesn't run the kingdom to the party's satisfaction, he can just as easily be replaced. What he's gonna do, have them arrested for treason? Poison them? Threaten the commoners? Shenanigans that work IRL are jokes to a high-level party; as such they're the de facto power behind the throne of any kingdom they visit merely for existing. It's plausible that rulers would keep a close eye on powerful adventurers because they're terrified of them.The world doesn't revolve around the players, but once they reach the point where they can change the political landscape (on a local or wider level) by removing factions, having others rushing to exploit their ability to do so feels both natural and cynical. Perfect for less optimistic game worlds and encouraging the players to think about consequences, and having their actions taken with the best intentions lead to further complications they feel invested in.
Fair points- if I was a high-level enemy I'd figure my best bet was if the party didn't know I existed, rather than try to manipulate them. So easy for pawns to bite the hand that feeds them quests! :-)That can happen, but it doesn't always have to manifest cynically, and in fact that's arguably more difficult than a more optimistic take. For starters, the extreme risk of crossing a high-level party should give even the most depraved manipulators pause. They transcend conventional social structures and precisely because of that, they can enact real change, for better or worse. An NPC might convince them that he's the rightful heir to a kingdom, but if he doesn't run the kingdom to the party's satisfaction, he can just as easily be replaced. What he's gonna do, have them arrested for treason? Poison them? Threaten the commoners? Shenanigans that work IRL are jokes to a high-level party; as such they're the de facto power behind the throne of any kingdom they visit merely for existing. It's plausible that rulers would keep a close eye on powerful adventurers because they're terrified of them.
Hah hah, well said. :-) Oh, absolutely, I'm gen x myself, and on the odd occasion I play fantasy rather than CoC these days tend to lean more towards heroic optimism these days. Most of these games happened twenty years ago for me, I suspect I wouldn't find exploring the same stuff quite as interesting now for similar reasons. What's gripping and relevant when you're starting out in your career and surrounded by good drinking buddies isn't quite the same when everyone has to get home to put their children to bed with a nice bedtime story.That's a perfectly valid way to handle it, but I'm GenX so I've already lived through twenty years of cynical, anti-humanistic melodrama from Shadowrun to Game of Thrones. For my generational peers the point has been MADE, yo. So personally, I think social responsibility provides a convenient segue for retirement. If the players or DM aren't interested in the PCs ascending to fight the gods, but there's nothing mortal left to challenge them, they can each settle down in regions of their choice and meddle in local affairs for the rest of their long lives. But there's nothing necessary or interesting about role-playing the maintenance of a nation stabilized by the presence of a high-level character, so the campaign ends. "Under the vigilant eye of dragonchild, the Kingdom of ResetEra prospered until the end of his days and for many years beyond. The End."
Exalted 3 is amazing and a must try IMO. It's my main thing right now, so I can do a write up for the OT if it's needed Nairume .While we are talking about updating the OP, Exalted's 3rd edition is released. However, it, like all other Onyx Path games, is print on demand. I've read a lot of good things about it, but the game is a horrifying monster.
Goodness me, I really need to try out Mekton. Giant mecha is right up my alley.
I'd also love to read some play-by-plays from a new GM
That'd be great. I'm playing catch up with some of the new stuff (and probably should update the vampire entry with stuff about the playtest), so any help is very appreciated.Exalted 3 is amazing and a must try IMO. It's my main thing right now, so I can do a write up for the OT if it's needed Nairume .
In a year? On one hand that's kind of impressive. I don't know if sampling does certain games justice, though. Some games take a bit of time to pick up or can be a bit of an acquired taste.The games I've played so far:
- D&D 5th Edition
- Alternity
- World of Darkness
- Adventures in Middle Earth
- Mutants and Masterminds
- Cthulhu 1920
I'll try to write something this weekend and I'll PM you :)That'd be great. I'm playing catch up with some of the new stuff (and probably should update the vampire entry with stuff about the playtest), so any help is very appreciated.
I'm actually a little embarrassed I completely missed that Exalted 3rd ed has been out this whole time.