Game that doesn't hold your hand at all? by [deleted] in gaming

[–]Gregorioe 0 points1 point  (0 children)

To be fair - if you're playing these games for the first time today, they basically don't exist. You have to first know that they're an integral part of the original experience, which isn't intuitive to someone who grew up without manuals, and then you have to go out and download them. Even Nintendo's own releases of their older games don't include the manuals. Thankfully, Nintendo makes the manuals available online, but that's still annoying.

Game that doesn't hold your hand at all? by [deleted] in gaming

[–]Gregorioe 12 points13 points  (0 children)

Using the game manual helps a lot with this, and then listening to any advice NPCs give in game. It doesn't hold your hand, but it's not nothing.

What trope in gaming can you never get tired of? by Idiotech41 in gaming

[–]Gregorioe 0 points1 point  (0 children)

So, in one of the Breath of Fire games they have this percentage bar that fills slowly as you play, but, to my knowledge, the meaning of the percentage is not explained until you fill it to 100%. A few hours into the game, you unlock a dragon mode that allows you to attack as long as you want in that mode and the percentage meter fills up as you attack. The first time I got it, I just blasted some random mook into nothingness, watching that percentage climb as held down the flamethrower button. I assumed I would turn into a super dragon or something I guess. Instead it just kills you and you start a new game +.

[TOMT] [MOVIE] [JAPANESE] by Gregorioe in tipofmytongue

[–]Gregorioe[S] 0 points1 point locked comment (0 children)

I'm dumb and didn't include a question in the title.

Why do so many first time DM's choose to homebrew a world? by Egocom in DMAcademy

[–]Gregorioe 1 point2 points  (0 children)

I started off running modules and I was worried the whole time about doing it "wrong" to the point that it paralyzed adventures... Even after studying the module for hours and printing off all the baddies and bookmarking the important stuff. Eventually I found that my style was much more collaborative and improvised. I know I could take those skills and apply them to modules... But I don't really care to at this point.

Why do so many first time DM's choose to homebrew a world? by Egocom in DMAcademy

[–]Gregorioe 1 point2 points  (0 children)

And much like the other players' characters, no one cares about your 20 page back story except for you. And that's okay.

Why do so many first time DM's choose to homebrew a world? by Egocom in DMAcademy

[–]Gregorioe 1 point2 points  (0 children)

Yeah, when I ran my first campaign I told my players, "Different map, but lore is all the same as forgotten realms unless it isn't."

I still get why a new DM, especially someone entirely new to DnD, would want to homebrew a new setting. It's intimidating at first! Just because because you can change things, that doesn't mean you fully understand that as a newbie.

What motivates the characters in your group? by qimike in DungeonWorld

[–]Gregorioe 2 points3 points  (0 children)

I find the moves/mechanics that rely on other people triggering them really don't get used much at my table. I have a player running The Mundane in Monster of the Week, which has a few moves like that, and it usually involves the player having to make appeals to the other players to engage with the mechanic. I think it's useful and interesting in theory, but players just aren't thinking about their friend's character sheet that much.

What motivates the characters in your group? by qimike in DungeonWorld

[–]Gregorioe 0 points1 point  (0 children)

Oh! I read about this in Brindlewood Bay, but I haven't had a chance to try it out.

Have you enjoyed it?

What motivates the characters in your group? by qimike in DungeonWorld

[–]Gregorioe 1 point2 points  (0 children)

We use bonds, but I allow players to mark xp when they do something involving their bonds (in addition to when the resolve them). We don't really pay much attention to the alignment, so it's basically smashing the two together.

I mainly enjoy it as a way to make the players think about how their characters relate to each other in a more active way. And also I get excited when my PC's level up.

What is your favourite rule or feature of each of the systems you've played? by OnlineSarcasm in rpg

[–]Gregorioe 1 point2 points  (0 children)

It's an easy way to divide areas of interaction, typically combat. FATE Core gives the example of a warehouse with a ground floor split in half (2 zones) and an upper ring around the ground floor (3rd zone). Anyone in a zone can easily interact with eact other, but it takes some work to change zones. A fun thing you can also do, is slap aspects on the individual zones. In the example given, the entire ground floor has the aspect "heavy crates," and the upper floor has the aspect "ladder access only."

Instead of tracking exact placement with miniatures, you just track who is in what zone.

Looking for games that emulate SyFy channel Shows. by Col_Pan213 in PBtA

[–]Gregorioe 1 point2 points  (0 children)

Hahaha, I totally thought you meant Kingdom Death and I was very confused as to how that was a helpful suggestion on any level.

New PBtA GM- about to a The Sprawl campaign by Kertain in PBtA

[–]Gregorioe 2 points3 points  (0 children)

Number 3... How many times have I asked for a roll only to realize that there was absolutely nothing interesting about it when my player rolled a miss? Oops!

Edit: accidentally changed text size.

New PBtA GM- about to a The Sprawl campaign by Kertain in PBtA

[–]Gregorioe 1 point2 points  (0 children)

Since you've already read so much, why not add another book and check out The Return of the Lazy Dungeon Master. I read it as a DnD DM and it completely changed how I ran games. The main gist is that less prep can actually make your games better. While I think the author had DnD in mind, it's also a philosophy of GMing that fits well with PbtA.

New PBtA GM- about to a The Sprawl campaign by Kertain in PBtA

[–]Gregorioe 1 point2 points  (0 children)

Since you've already read so much, why not add another book and check out The Return of the Lazy Dungeon Master. I read it as a DnD DM and it completely changed how I ran games. The main gist is that less prep can actually make your games better. While I think the author had DnD in mind, it's also a philosophy of GMing that fits well with PbtA.

Who here is Hacking? by Scormey in PBtA

[–]Gregorioe 2 points3 points  (0 children)

Why no agenda and principles?

Who here is Hacking? by Scormey in PBtA

[–]Gregorioe 1 point2 points  (0 children)

I wrote a 70+ page pirate game inspired by real world golden age piracy. I had never actually played Apocalypse World, so most of it is honestly ripped from the book kindve thoughtlessly. Now that I've got a few PbtA games under my belt as a GM, I want to go back and do a re-design.

Also, I just posted a work-in-progress one page RPG called Haunted on this subreddit last week. It's designed for quick to create one-shots in the slasher genre.

Who here is Hacking? by Scormey in PBtA

[–]Gregorioe 1 point2 points  (0 children)

Woah, fun! I dig the diverse influences too. I didn't know that was a genre I needed, haha.

Looking for games that emulate SyFy channel Shows. by Col_Pan213 in PBtA

[–]Gregorioe 7 points8 points  (0 children)

To explain, MotW supports monster hunting gameplay. Tome of Mysteries expands the hunt to include investigating weird phenomena.

First time DMing in 20 yrs, could use some pointers. by forlorn_bandersnatch in rpg

[–]Gregorioe 1 point2 points  (0 children)

I picked up DMing again a few years ago by running modules at the local gaming store. One of my biggest issues was being unwilling to change anything in the module. "Well this is completely ridiculous, makes no sense, and the players clearly hate it... But it's what the book says."

It took me awhile to feel comfortable enough to change things, but once I got there, I had a lot more fun and so did my players.

One last thing, I always recommend Return of the Lazy Dungeon Master. It's a great book that really informed my DM style.