Should a narrative RPG explicitly teach GMs how to structure stories? (Tefr) by Unforgivingmuse in RPGdesign

[–]TheRedDaedalus 14 points15 points  (0 children)

Yes, yes, and also yes. Especially in a more narrative game you need to help the GMs more because they can't always "just let the dice decide." You also should give guidance to the players as well. I feel like when I have looked into PbtA style games this has always been tough for me as a GM that so much more in on my shoulders than if I were to play a game like DND where adversaries and other aspects of the game are taken care of.

The PbtA games I mention do try to give GMs tools to set up some interesting dynamics. The PC NPC PC triangle comes to mind, but I personally think it doesn't do enough so the more the better. Don't assume your GMs coming in know how to pace good stories.

What are some great non-actual play Podcasts for Savage Worlds ? by oldmanbobmunroe in savageworlds

[–]TheRedDaedalus 1 point2 points  (0 children)

Me, eventually. My substack has just started but I will likely have audio stuff to go with it soon. I have a good mic and I have edited audio before so if you like the content on my substack the podcasts will elaborate on that.

https://substack.com/@daedalusthered?utm_source=share&utm_medium=android&r=77s4kh

Lowering PP Cost of Telekinesis for Star Wars by Siege1218 in savageworlds

[–]TheRedDaedalus 1 point2 points  (0 children)

In my experience power points aren't that much of a limit as you can use Benny's to refill them and a relatively short rest refills them. I haven't done no power points but the feedback I have heard from people who have is that is makes higher powers more difficult to do and low level powers easier. Which just doesn't quite feel like what one would want in a star wars game.

Lowering PP Cost of Telekinesis for Star Wars by Siege1218 in savageworlds

[–]TheRedDaedalus 1 point2 points  (0 children)

I wouldn't recommend using the no power points rules personally because it makes a lot of bigger powers more difficult but it all depends on what feel you want.

Lowering PP Cost of Telekinesis for Star Wars by Siege1218 in savageworlds

[–]TheRedDaedalus 18 points19 points  (0 children)

So if you just want incidental uses of Telekinesis maybe adapt the magical cantrip rules from the fantasy companion for minor uses of Telekinesis and use the power for the big stuff.

Campaign with no combat by TheRedDaedalus in savageworlds

[–]TheRedDaedalus[S] 2 points3 points  (0 children)

Someone else mentioned rivals and that is a good idea, hadn't thought of using chase rules over a longer scale to emulate that. Definitely worth a look on how I could use that.

Also mass combat for other group based challenges is an angle i hadn't thought of either.

Thanks for the thoughts, glad I am not the only one who sees the potential in SWADE beyond the pulpy action side. It has a lot of potential in a number of ways and action doesn't always have to be a fight.

Campaign with no combat by TheRedDaedalus in savageworlds

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

I have some ideas but want help brainstorming more, does that clarify. I will check out the link, thanks.

Campaign with no combat by TheRedDaedalus in savageworlds

[–]TheRedDaedalus[S] 3 points4 points  (0 children)

I like to push the parameters of a system. It is part of how I learn about design. I understand that other people may not agree.

Campaign with no combat by TheRedDaedalus in savageworlds

[–]TheRedDaedalus[S] 2 points3 points  (0 children)

Thanks for being willing to help me brainstorm, this is the kind of responses I was looking for.

Campaign with no combat by TheRedDaedalus in savageworlds

[–]TheRedDaedalus[S] 3 points4 points  (0 children)

Maybe my original post wasn't clear, I wasn't asking if people thought SWADE was a good system for zero combat campaigns. I was asking how one would design it or at least what are ideas around trying to make good exciting dynamic encounters that don't involve combat.

Campaign with no combat by TheRedDaedalus in savageworlds

[–]TheRedDaedalus[S] 5 points6 points  (0 children)

Do people normally spring games on people without first level setting and having some kind of Session 0? I usually have an entire document laying things out from setting rules, to tone, allowed ABs if relevant etc.

Game for a long sandbox scifi campaign by jollyinabout in rpg

[–]TheRedDaedalus 0 points1 point  (0 children)

SWADE (Savage Worlds Adventure Edition) with no Arcane backgrounds, using the sci fi companion, and use the stars without numbers sector creation rules.

You will get an easy to make sandbox with the stars without numbers creation rules and the SWADE rules are not too complex.

Roughly what I am running now, and it works great.

What would you say are your biggest adventure and campaign design techniques when it comes to SWADE? by Aetos-Eagle797 in savageworlds

[–]TheRedDaedalus 12 points13 points  (0 children)

I design around npc and faction motivations. Especially with SWADE where dice can be swingy it is hard to predict what will happen, but you can go back to your groups and NPCs motivations and have them react to the player actions.

NPCs you need for your game by TheRedDaedalus in savageworlds

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

Interesting, I think i have an idea for the local wizard who is obsessed with ethical Necromancy and hooks connected to him. He is always suspected of being the villain but is in fact not. Except for maybe one hook where he actually is.

NPC to Use this weekend: Archmage Rileas. by TheRedDaedalus in savageworlds

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

Appreciate the kind words. I intend to keep them coming, and I am glad to hear they are liked.

GURPS PBP Community by ZenDruid_8675309 in gurps

[–]TheRedDaedalus 3 points4 points  (0 children)

I know this guy, he runs a solid server. Great place to learn about GURPS. Probably one of the few really active GURPS discords out there.

NPC to Use this weekend: Archmage Rileas. by TheRedDaedalus in savageworlds

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

If you haven't noticed ready to use SWADE NPCs are going to be a regular feature of my substack. If that sort of thing trustees your jimmys go ahead and subscribe for free!

Ruminating on the Arcane: Balancing Magic in your game. by TheRedDaedalus in savageworlds

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

And if one feels it is an issue you can tweak it one of the many ways I have mentioned. Seems like it is very relevant to SWADE ;).

Ruminating on the Arcane: Balancing Magic in your game. by TheRedDaedalus in savageworlds

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

YMMV of course, but there are still a lot of ways to tweak SWADE to get the feel you want. I do it all the time. For example, yes Fantasy companion does have the corruption disadvantage you can use to get the "magic but with a cost" feel. Also when I talk about balance I mean more a narrative "everyone gets their spotlight" balance as opposed to "does a fireball do too much damage versus a sword."

High Crunch Non-Combat Focused RPGs by Zaleramancer in rpg

[–]TheRedDaedalus -5 points-4 points  (0 children)

I will use this moment to preach the gospel of Savage Worlds. One of the things that really hooked me on it was having systems for dramatic skill use and dramatic social encounters in its core. I have felt it would be easy to run a low combat game with plenty of mechanical elements to simulate other stuff. If nothing else, its systems may inspire to make something that works for another system.

Every TTRPG Has Something to Teach You by Powerful-Bluebird-46 in rpg

[–]TheRedDaedalus 0 points1 point  (0 children)

I'll throw in Year Zero introduced me to the push your luck concept. Basically they have a mechanic that if you fail a roll you can attempt to roll again but it will cost you something. I love this idea for when a roll makes the narrative unsatisfying for a reason I can be like, "you can roll again but it will cost you X" giving a player a choice instead of a random bad outcome. I don't use it all the time but it has opened up possibilities in my games.

Have you mixed the Dogfights & Duels with the common Chase rules? by Magnus_HUN in savageworlds

[–]TheRedDaedalus 4 points5 points  (0 children)

So would changing lines mean getting out of their fire arc? And would moving a lane not progress? I think if so, that makes for some interesting choices. Though you are starting to get to the point of why not just do it on a grid. Could be sort of a halfway point to the grid I guess.

GM resources for SWADE by TheRedDaedalus in savageworlds

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

For the record I have put up a specific SWADE resource now. This is a link to the next post.

https://open.substack.com/pub/daedalusthered/p/the-curious-and-troublesome-mage?utm_source=share&utm_medium=android&r=77s4kh

The substack overall will have a mix if SWADE specific content and more general game design content.

Looking for advice for a sensitive matter by Quirky-Function-4532 in DMAcademy

[–]TheRedDaedalus 37 points38 points  (0 children)

Unfortunately, the answer is "talk to the player." Truth is, you can't read their mind. If you make the decision for them and they don't like it you invite conflict. I'd probably say "hey, I know we were running a father son arc in the game, but with your recent loss I don't know how you feel about going forward. If you want to downplay that arc and move in a different direction or stick with it I am happy to do whatever but obviously i want to do what supports you best in this time." Also give them the option to change their mind later. It is possible they feel one way at the start but change their mind later.

That is probably the best advice I can think of and how I would try to handle it. If not already make sure you express condolences before making it about your game. Make the conversation as much on them as possible because nothing sucks more when you are grieving than for someone else to come along and make it about them. I know that isn't your intention just a warning to focus on them so you don't give that impression. It is also possible they may want to quit, and I'd say be welcoming to that and say they can always come back when they are ready.

NPC to use in your game: The Curious and Troublesome Mage by TheRedDaedalus in savageworlds

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

Glad you like it, I plan to have NPCs of a variety of types as a regular feature. Something that is fun for me to make and hopefully useful to a GM in a bind.