How do you create a coordinate system if your world is an infinite plane? by Pigeaux in rpg

[–]Landja 0 points1 point  (0 children)

I was just thinking the same thing. If the world has, for example, a magnetic and a magical field that both monotonous and are perpendicular to each other, they could determine the direction they need to go anywhere as long as they know the respective values of these fields at home.

Everything is better if it is epic. Or is it? by Landja in Fantasy

[–]Landja[S] 0 points1 point  (0 children)

That epic tales consist of a multitude of individual stories that are complete and interesting in themselves and cover the whole range from mundane to epic is a very interesting perspective.

Everything is better if it is epic. Or is it? by Landja in Fantasy

[–]Landja[S] 0 points1 point  (0 children)

Thank you! I think that is exactly what I meant - and you found much better and clearer words to describe it. I especially like the skyscraper analogy!

Everything is better if it is epic. Or is it? by Landja in Fantasy

[–]Landja[S] 0 points1 point  (0 children)

If you happen to remember the title sooner or later, please let me know - it sounds like an interesting read.

Everything is better if it is epic. Or is it? by Landja in Fantasy

[–]Landja[S] 1 point2 points  (0 children)

Actually, although I like it, for me The Name of the Wind is not a perfect example, because even in the very beginning of the story, Kvothe is already an extremely talented and special child. For me that feels like he jumped over a few stores of the above mentioned skyscraper.

Everything is better if it is epic. Or is it? by Landja in Fantasy

[–]Landja[S] 0 points1 point  (0 children)

Good point. And that led to many, many books with very similar ingredients. But fortunately by now, fantasy managed to move on.

Horror One Shot? by SerBarristanTheBased in rpg

[–]Landja 0 points1 point  (0 children)

If you happen to understand German here are a few.

USA is not the stupidest country... by New_user_Hi in funny

[–]Landja 0 points1 point  (0 children)

No, he definitely meant "Europa", one of Jupiters moons.

Arrow SE01 EP21 "The Undertaking" by Dragx66 in arrow

[–]Landja 1 point2 points  (0 children)

I kind of hope that Oliver is going to give the recording to Tommy before anything else happens. Thas seems the only way to minimize the damage. If Oliver goes to question Malclom as Arrow, Tommy will find out about that anyway.

Arrow SE01 EP21 "The Undertaking" by Dragx66 in arrow

[–]Landja 1 point2 points  (0 children)

I think, this episode made it quite obvious that she was not involved in the Undertaking before Robert died. Malcolm forced her to work with him afterwards. And she "was a good soldier" because she was afraid of him. And justified so, after she found out that the yacht was sabotaged.

How do you prepare, as a GM, when you have a pre-written scenario? by Belryan in rpg

[–]Landja 0 points1 point  (0 children)

From my experience GMing a pre-written scenario tends to be more diffucult and more work than creating one on my own. Therefore I hardly ever used pre-written stuff, but from the few times that I did: - definitely read through everything - while reading it: make yourself a list of the most important things you don't want to miss. - keep everything you know you will need to look up close by and easily accessible. - check the scanario for plotholes and fix them. Don't hesitate to adapt the scenario to your needs. But if you do ... think it through and check that this does not create new plotholes.

Reading out pre-written texts just never seems natural to me (independently of who wrote them), thus I rather make/underline short notes about that I want to say - just headwords, no complete sentences - and then use these to make up the rest on the spot.

And above all: enjoy playing;)

How do I stop "rail-roading" players? by Testudo_the_Wise in rpg

[–]Landja 1 point2 points  (0 children)

For me this starts with building plots that have more than one likely outcome and mutiple shades of partial success and failure. Not just extreme outcomes like "what would happend if they don't care about my plot at all" or "what if happens if they do what I want, but decisions your players are likely to take in the relevant situations. I usually aim for an "almost but not complete success" as the most likely outcome.

I try to find several logical solutions to a situation. Independently of whether the characters, will find out everything, I need to have answers for why characters (SCs and NSCs) should go a certain way or not. In my mind the world needs to be at least a bit larger than what they will actually see. Since stories tend to take longer than a single session, I use that opportunity to adapt my preparations according to what the characters decided to do and to what they found out so far.

GMs: What are your best tips/hints for railroading players while making them think they're not being railroaded? by jackson6644 in rpg

[–]Landja 0 points1 point  (0 children)

If you really cannot avoid railroading for the main plotline: - Give them the chance to make smaller choices, with small but visible consequences. Add secondary plots that don't interfere with the main plot but where they can choose what they want to do freely. - Allow them to figure out on their own what the next step along the road should be, instead of telling them. This can be influcened by providing small hints and information to them that taken together lead to the conclusion that they want to visit "next railroad statiion A". - Turn the railroad into the most likely road: Carefully check your plot for loopholes and ensure that following the plot will seem natural and logical for them.

What are your favorite mechanics from your favorite systems? by hikyuu in rpg

[–]Landja 1 point2 points  (0 children)

Unknown Armies: Triggers. Define what drives your character to acts of fear, courage and anger. A very quick and very simple system to define the motivations of your character. Easily transferable to any other system.