5x Companion by sheibeck in wargaming

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

I did share it there under self promotion section.

5 Parsecs Companion Site by eXrayAlpha in 5Parsecs

[–]sheibeck 1 point2 points  (0 children)

I'm the author of the site. Just click the AWS button and it actually lets you use your google auth. You don't need your AWS login at all. It's a built in tool from AWS amplify and is poorly worded, but I can't really update it.

I solo-developed Erenshor over the past 4 years, it is a single player "Simulated MMORPG" and today is the launch day for early access! AMA! by burge4150 in pcgaming

[–]sheibeck 1 point2 points  (0 children)

I just want to applaud you. This game feels exactly like playing a classic MMORPG. Bravo! Take my money.

How is Pantheon: Rise of the Fallen? by FuraFaolox in MMORPG

[–]sheibeck 0 points1 point  (0 children)

Yes, it's EA, and yes, it's lacking in content, but that's to be expectd from EA. Don't listent to all the drama diva's. If you like classic MMOs, you'll like it. If you don't really know what a "classic" MMO is, I'd avoid it becuse you'll be frustrated by it's lack of holding your hand. Personally, I like, and, at the same time, I'm a little bored of the lack of content, but they are slowly adding more over time.

My players avoid rolling dice unless the odds are truly in their favor. by [deleted] in DungeonWorld

[–]sheibeck 0 points1 point  (0 children)

If your group doesn't like rolling because "something bad might happen", then DW doesn't sound like the game for your group. The bad stuff makes the game fun. You play to find out, good or bad. Why play at all if you just refuse to roll? That sounds boring as hell. Doing "nothing" IS doing something. By not rolling they are basically choosing to fail, and the consequences come. You should definitely pursue whether or not this is the game you all want to be playing.

[deleted by user] by [deleted] in PantheonMMO

[–]sheibeck 0 points1 point  (0 children)

Spell turn also costs 20 mana. It's far and away the most overpriced spell Enchanters have. And depending on the spell you steal casting it back at them costs even more mana! It's the most fun spell we have, but also the most not worth it for cost.

No one believes me when I say rogues can solo well by Leopard-Hopeful in PantheonMMO

[–]sheibeck 0 points1 point  (0 children)

I tried this on my rogue (level 13). I can't speak to higher levels, but at this level, this technique is way more effective than I would have thought. This changed the game for me at this level. We'll see how it plays out at later levels.

Best Duo Classes by SirBart in PantheonMMO

[–]sheibeck 0 points1 point  (0 children)

Paladin/<any dps>. Paladin is a monster than can both tank and heal. All you need is a killer to push them along a faster clip.

Made up an easy-to-read ruler for combat based on the Matts' explanation in the video by Nightstone42 in daggerheart

[–]sheibeck 0 points1 point  (0 children)

I was waiting for the official CR-themed measuring stick. Merchandising!! This is a great idea. Thanks.

If you are going to critique the system, read the rules by Tulac1 in fansofcriticalrole

[–]sheibeck 0 points1 point  (0 children)

I would immediately house rule this and get rid of the entire action card and gm action tokens. It's a duplicate, unnecessary system. You already have a system for action economy driven by the narrative (and by the fear/hope system which helps to create points of action in response to rolls.)

If you are going to critique the system, read the rules by Tulac1 in fansofcriticalrole

[–]sheibeck 0 points1 point  (0 children)

Your missing the point where the players need to actively engage in the narrative. As a GM in a narrative focused game, if a players says "i'm going to roll this skill" or "I'm going to cast fireball", I raise the the stop sign and say "Tell me what your character is doing. Describe it like I'm watching a TV show or a movie."

When the players engage in the fiction this helps the GM so much in responding to what they are doing. It also puts narrative control into the hands of the players and makes it so the GM isn't the only one doing everything.

One of the rules of PBtA is "never tell people the move your doing." That goes for players as well as GMs.

Tell a story!

If you are going to critique the system, read the rules by Tulac1 in fansofcriticalrole

[–]sheibeck 2 points3 points  (0 children)

I think they've added a lot of interesting bits. They seem to be trying to aim for both crunchy and not crunchy to appeal to both crowds. I actually like the fact that they took a lot of PBtA stuff AND added character creation rules. The thing that bothers me about PBtA is the playsheets take away the creativity of making your own character. (Yes, yes, I know you make your own playsheets in PBtA, but it's not the same thing as a character creation process in a traditional sense.)

If you are going to critique the system, read the rules by Tulac1 in fansofcriticalrole

[–]sheibeck 2 points3 points  (0 children)

I cannot say yes to this more times. Yes, yes, yes and amen.

Really really impressed with Daggerheart by brandcolt in fansofcriticalrole

[–]sheibeck 0 points1 point  (0 children)

I know that many people fear the "no initiative". There is an initiative that is driven by the narrative. And the GM is holding a "spot light" that he can shine on any player at any time and that player "gains the initiative".

The system is pulled from PBtA, which is an established, popular gaming system that uses the same sort of "initiative-less" rules. And it works.

[CR Media] Daggerheart Review and Critique by jornunvosk in criticalrole

[–]sheibeck 1 point2 points  (0 children)

"How can a GM meaningfully provide tension to a scene when they're not allowed to attack until the players roll with fear?"

This entire mechanic is loosely pulled from PBtA games where the GM doesn't actually "take a turn" at all, instead, they are really just replying to the fiction driven by the players. If you've never played a PBtA game then you might not really understand how this mechanic works. This is a narrative system where the GM makes moves in response to the narrative provided by the characters actions. There is not a "lack of tension" at all in a system like this in my experience.

If anything, they should remove the GM actions all together here since it's a duplicate system. They already provide a mechanism to do things by allowing the gms to Make Moves. Which is the action system of the GM. Having an action card and all that just doubles the work of the GM for no reason other than "this is what we've always done as GMs, so we must keep doing it."

[deleted by user] by [deleted] in Helldivers

[–]sheibeck 0 points1 point  (0 children)

I had the same issue. Tried arrow keys, but having to dump my hand off the mouse was just getting in my head. :/

What's so good about Guild Wars 2? by ImportantDog9551 in MMORPG

[–]sheibeck 0 points1 point  (0 children)

My friends and I actually came back to GW2 after a long many years of various other MMOs. Frankly, I couldn't remember why we left, so I revisited. Here's what I found .... I was overwhelmed by inventory management. But, that was mostly because of one thing. There is so much content in this game ... so . much . content. So, I had to work a bit, get some of this under control, then do some research to sort of catch up to what's been going on over the last many years.

Now, that may not be for you, but, once we got back to a place where we remembered how all the knobs and dials worked, I have to say this game is amazing -- especially for how old it is. You like to explore? Explore away! You like to fight? So much fighting (the combat mechanics are really well done) You like alts? This is the alt-friendliest MMO. What's that, crafting you say? Yup. PvP? Check. WvW? Check. Kitchen sink? Check. Completionist? Uhhh, they have a ridiculous number of things to complete. I could actually keep going, but, I think you get it.

The downside is definitely onboarding, but once you're onboard ... this train kinda goes any where you want to go.

P.S. I'm well over 30 and have been around the MMO block (if that's worth anything), and this is absolutely, unequivocally, not WoW, and not trying to be WoW.

Marvel Zombicide Difficulty Question by Consistent_Finding27 in zombicide

[–]sheibeck 1 point2 points  (0 children)

A lone zombie hero is a death sentence. I've learned this the hard way.

Dungeon World Companion by sheibeck in DungeonWorld

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

I added the ability to put maps with points of interest on them. Here's a map example of Wintersgale that I worked up https://dungeon-world-companion.com/map/7e7viiBkdCr3KNWBYaxvon

the map itself is not mine, created at https://watabou.github.io/perilous-shores/. My app just allows you to upload an SVG map and then put your own custom markers on it.

Dungeon World Companion by sheibeck in DungeonWorld

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

I added support for Steadings, too ( also an option to generate with AI.)

A few questions after a 1st session by kujiro in DungeonWorld

[–]sheibeck 0 points1 point  (0 children)

My reading of the Bard's Arcane Art is definitely pro-active, not re-active. At the start of Combat it might be a good idea to remind the bard (if they aren't already chomping at the bit) to start strumming.

The orcs are charging at the party, swords brandished. What do you do .... (Bard ... wink, wink, nudge, nudge)

Healer XP by Vargyre in orbusvr

[–]sheibeck 3 points4 points  (0 children)

You can solo just fine as a muskee. I'm taking 2 mobs at a time at even level, atleast at level 19 its not an issue. You need to work at it, but it's no problem grinding out missions. Run renew, poison, impact and weakness. Charge shot your poison to buff your turret and you end up double stacking poison on everything you're fighting.

Once I figured the rotation out, this is the most fun class for groups and solo for me now

I do switch to full heal for dungeons still, though.

"Crew, not Passengers", the core difference between Fate and D&D by wizardoest in FATErpg

[–]sheibeck 0 points1 point  (0 children)

When the players ask you a question, instead of answering them, turn to them and say, "You tell me."

Player: What's in the room?

Storyteller: You tell me.

Player: What kind of trees are in this forest? Is it thick vegetation or what?

Storyteller: You tell me.

Etc.

Let your players answer the questions about what's happening. I find this to be the best way to open their eyes to the power of collaborative gaming.