Saturday, November 30, 2019

Building a Better PC - 2019 addition

Here are other ways to Build a Better PC, following on the ones I listed in these posts:

Building a Better PC

and the posts linked here:

Stuff I Like: Being a Better Player

One of the reasons I can play with such a large group is this trait of my players:

Offload From the GM

The GM has a lot to do. The GM is the bottleneck of play - and the GM's attention cannot be focused on more than one area or one player at a time. The GM is needed to keep things moving - it's a GM-centric approach to play.

Because of this, any administrative tasks the GM needs to perform take away from time that could be spent focusing on resolving PC actions. It's valuable as a player to limit the amount of admin a GM needs to do.

In my own games, for example, my players offload the following:

- rolling to hit and damage
- effects of damage on PCs
- calculating margin of success
- tracking consumables, loot, and encumbrance
- calculating spell costs
- calculating and tracking spell energy recovery
- timing of spell effects

amongst other things. This allows me as the GM to focus my attention where the players can't fully offload the task from me, such as NPC actions, arbitrating decisions, and describing the world.

The more you can take off the GM's plate, the more smoothly game can run.

Friday, November 29, 2019

Das Schwarze Auge?

The CRPG fanatic began playing a computer game based on Das Schwarze Auge - "The Dark Eye." That game is Realms of Arcania. I have not played either.

I've long been casually curious about Das Schwarze Auge. It's one of those games that for me just seemed to come up in online forum discussions. People would refer to it, but it was only in German so that was that. You'd have to take someone's word on what it contained, how it was, what you were missing out on, etc.

There is now a Wikipedia entry on it and a number of editions. One of them was translated to English.

It's the earlier ones that hold the most interest to me though. It's the game I flet was teased around the edges as this novel, innovative game that catered to the German market in a way that D&D and other English-language games never could.

Have any of the earlier editions, especially the first, ever been translated into English? It seems from Wikipedia that it's only in German up until 4th (and now 5th) editions. It seems like someone must have made the effort, especially given the interest in the last 10 years or so in older game editions. It would be interesting to read.

Thursday, November 28, 2019

Thankful for . . .

This year I'm thankful for:

- the DFRPG Bestiary I was thankful for last year came out this year.

- my large and entertaining gaming group.

- my lack of additional mutations on Hillbilly in Gamma Terra.

- one of my players getting some actually readable dice for some game sessions.

- the willingness of my players to try out old games like AD&D instead of playing their beloved characters (who keep dying, so I'm thankful for their willingness to make up new paper men!)

- and the people who read, link to, and comment on my blog.

Thanks everyone.

Wednesday, November 27, 2019

Cardboard Moathouse from T1 The Village of Hommlet

ChicagoWiz is building a replica of the moathouse from T1 The Village of Hommlet for a convention.

You can see his progress pics and so on here:

Tuesday, November 26, 2019

Car Wars 6th edition is coming soon

I got a prompt for a launch notification on this today:



I'm not sure if I'm in, but I'm interested in a look. And they're promising a "day one bonus." It launched on Black Friday, which is a work day for me, but I'll give it a look after work and see what's what.

Monday, November 25, 2019

Finally facing my Waterloo?

I stumbled across this at a Christmas boutique at Lambert Castle over the weekend:



It was all of $15 for the 1962 edition.

Two downsides to it:

- it was pretty battered. It's seen a lot of getting crunched around since 1962.

- it was tied closed and the staff informed me, unasked, that they can't open it as they're responsible for ensuring none of the contents are lost.

The second part made sense, of course, but the guy I asked couldn't tell me if it was complete or not, or know who would know.

So I passed on it. It would be fun to have a really old Avalon Hill game to play, and $15 would be a fine price for even a one-shot playthrough. But if it's missing pieces, or they're all messed up . . . eh. I didn't want it that badly.

It's still out there if you want it . . . and they run this holiday boutique until 12/1 .

Sunday, November 24, 2019

My Large Gaming Group - How did we get here & the effects of size

My current crop of regular gamers - in DF Felltower and in AD&D, and in andi's GT game as well - consists of a lot of people.

How did this happen?

We started with five, only four of whom could make the first session. They were guys from my previous gaming group and a friend who'd popped in and out of my games for years.

Over time, we added two more online acquaintances. We lost a couple of the originals over time. Then we added back in two guys from my previous game. Then the son of one of the players began to play, at the same time as a new acquaintance tried the game. Then his sons joined in. We lost one to "occasional only" status due to work, and another dropped out after the big Beholder fight, coincidentally or not. One guy who popped in for GT became a semi-regular in DF and in GT, and plays AD&D with us sometimes, too.

This has left us with nine regular players not including me, and a couple of occasional players.

It's why I'm reluctant to add players even when people have asked. Returnees are always welcome, though. Potentially, we could have a session with 14 players if everyone came back.

The benefits and difficulties of size have really been apparent, recently.

The sheer physical size of the group means that if a lot of people can come to game, we need a lot of room. A table with a folding table on the end, with the GM trapped in a corner, is standard these days.

We can't easily run games balanced for a smaller group. Have a D&D5 adventure set for five gamers? We're going to double that.

But we can run really old-school tournament adventures no problem. Nine PCs like in the A-series and G-series? No problem. We can take a solid crack at the 20-man roster from Tom of Horrors or Barrier Peaks with only one or two people needing run a third character. Maybe with some running only one if we get an especially full house.

It's bad for my love of henchmen and hirelings. I wrote DF15 and it gets less of a workout in my GURPS games when people show up with 8-9 PCs to explore 3-yard wide dungeon corridors.

It's good for running games in general, because we only need 3-4 people to play the game with a solid base of adventurers, and that means any day we choose is good enough.

It's bad when we have no idea if we'll have four or eight on a given day, though.

Games can be slow - and combats even slower. If everyone takes 1 minute to resolve their turn, a 9-player roster takes an hour for a 6-turn fight - and that assumes the GM can get through all of the NPCs in 1 minute! I've needed to offload some of the responsibilities to coordinate big fights to the players just to keep up.

Overall, it's a plus. I get to run big games, and there is no one in my group that I'd be happy to see leave. I'd be even happier if the ones who can't come regularly or who quit long ago were able to come back. But it's not without complications and benefits.
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