My thought would be that Tuner Mages would hire themselves out to those magic-users that simply aren't that good at their craft. All sorts of plot devices could result of a partnership of this nature (especially if they didn't like each other personally!) Go to Comment
I wholeheartedly agree. One of the mainstays of this site, and what attracted me here in the first place, isn't just the "what it does", it's the "why does it do it"? I love the explanations, and this one is done well. Go to Comment
I've most definitely had this thought before. My firm contention is that a properly-run RPG is still far superior to a video game, because no preprogrammed microchip can replace a human GM to react to the character's actions ("your character does WHAT, now?"). Or at least I hope that's the case, or else I've been wasting a lot of time! Resurrection of a character exists in RPGs for the same reason it does in video games. The loss of a character can be devastating to a dedicated player, so there should be the possibility of a second chance. The trick is to arrange it so that it's not a "click-reset, boom, the guy is back" kind of thing. If it's too easy, then death isn't a threat.
Of course, I find it slightly ironic that there's a whole evil-technology undertone here, even though it's an online post. I think Strolen itself is proof that the pen-and-paper RPG isn't going anywhere. Even though some of us are using laptop computers and digital maps, we organize through text-messaging, etc., the game is still fueled by imagination and that will never change. Go to Comment
I second that, as well, and would like to add that it is always a good idea to reiterate basic writing tips for anyone. Even us veteran GMs have a tendency to develop bad habits, and what you write down always seems to be a bit different when read aloud, ya know? Go to Comment
Excellent! Well-thought, and well-explained. I shall be using steamwalkers in my game (and that, I believe, is the highest compliment one can receive on a sub). I have a thief PC who's been getting a little too cocky lately, and the next strange city he visits... Go to Comment
This is indeed a clever new way to look at spellcasting; I'm already wondering if dancing could be combined with chanting to increase a spell's effectiveness. Kinda like a warrior's "dual proficiency". Go to Comment
Or, perhaps a reporter writes an unflattering story about the PCs themselves and when the PCs object, they meet the Press Gang personally. Many different uses for such a situation. I like it. Go to Comment
I don't know if this counts as a tradition or not, but...
We had a player who really liked his beer. While most of us tended to bring something heavily caffeinated, he would bring a twelve-pack and consume the entire thing. This affected the game because obviously, the drunker he got, the more reckless his character became. Eventually we decided that if this guy was going to drink a beer, his character had to seek out an alcoholic beverage as well. At least this way, it would explain his character's behavior. We ended up having a lot more tavern-based adventures than we normally would. That guy doesn't play with us anymore, but the character/player drinking ratio rule stuck. Go to Comment
Hmm... okay, I do like the idea of a Runestone that's evolved itself into something modern, but I'm still not clear on what it actually does (I know, I know, you're leaving it open, I read that). Are we talking like if you plug the Rune in you get to be Neo the Chosen One for an hour? Complete access bypassing security codes, passwords, firewalls? Go to Comment
Well, yeah, I guess you're right, it's not *really* a snow globe. But aren't most magic items something other than they appear to be? I use the term "snow globe" simply so the reader can get an instant visualization of it. Go to Comment
Weapons or equipment that is heavily relied on can be "named". Then the equipment begins to gain abilities beyond those of normal equipment. They might siphon off some of the experiances of their owners (1 to 5%) and level up on thier own. Could be an unintenitional way of creating artifacts. Ships could become sturdier or seem to just barely outrun the worse of a storm that would have surely sunk another vessle, swords could fumble less or resist dulling more, a farmers plow could turn stones aside easier. Anything that is depended on as much as an inividual can depend on as much as another individual could be "named".
Ideas ( System ) | November 5, 2002 |