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Post by Alta on Aug 9, 2010 8:24:54 GMT
Come take a holiday down in Aus. I'll play with you... lol also... is Dark Heresy the same thing as Inquisitor?...
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Post by loplod on Aug 9, 2010 8:43:55 GMT
Yeah, I think one is just the updated/expanded rules of the other
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Post by hosh on Aug 9, 2010 12:37:13 GMT
Dark heresy is a good start for sci-fi. Pathfinder is really good for fantasy. I personally enjoy shadowrun a lot when it comes to a game that is both sci-fi and fantasy.
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Post by killercroc on Aug 9, 2010 17:25:17 GMT
I want to play rouge trader, but what I do play is D&D 3.5, the GOOD one and Robotech. pretty fun games they be.
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Post by 1deadcop on Aug 9, 2010 18:24:27 GMT
Come take a holiday down in Aus. I'll play with you! DUDE i so would( i've always wanted to go), Aus isn't even that far from cali
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Post by gingusdan on Aug 9, 2010 22:34:09 GMT
Rogue Trader, Dark Heresy and Deathwatch are the ports of call for me...
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Post by hosh on Aug 10, 2010 1:47:54 GMT
Holy crap. Someone who knows Robotech. Deploy the Minmay defense system my friend. Only game system where your secret weapons include a girl singing the same song over and over, badly no less.
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Post by psychichobo on Aug 12, 2010 0:24:19 GMT
Warhammer Fantasy Roleplay - the Green Ronin one, not the weird boardgame - I love. It's just so damn fun. Mainly because the way we do it, we have it so that absolute freedom is allowed at all times. You can try to kill the final boss in the first session if you want. The game's ruleset generally means it's quite low and dirty, and your characters really can't walk all over everyone else.
When you allow such freedom, you get a lot of strange results. At one point our whole party began infighting, which was messy but fun. That's always a general law for any roleplay I do - if you railroad someone into a story, it makes campaigns actually rather dull. Giving absolute freedom brings with it the consequences of every action.
Just a li'l bit of roleplay advice there.
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Post by Enigma on Aug 13, 2010 0:23:54 GMT
The problem with having an open-ended campaign as GM is that you have to be a good improviser (I'm alright at that big) and you still want them to get into the plot somehow. You have to shoe-horn them into that first encounter very gently, so subtly they don't even notice. If you know the players to be good at roleplaying then it's easier because they *should* at least have one party member who has the role of "let's-go-fight-this-guy-for-guts-and-glory", but if they're all munchkins, then they'll grind in a forest for 3 gaming sessions then enter a town, kill all the guards, loot the place and finally when they're level 30 or so, go on your level 2 quest.
But I don't play with munchkins, so I don't railroad. The above actually happened when I joined a group and got to GM.
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Post by psychichobo on Aug 17, 2010 0:11:46 GMT
That was the upside with Warhammer Fantasy Roleplay. It wasn't as simple as a videogame RPG style grindfest. If they went into the forest for hours, they'd probably die, and inns don't automatically heal. Plus, getting enough money for a single potion usually involves robbery, muder and getting your face kicked in by the town guard/muggers/etc.
As for the plot, I kinda made it optional and worked on it as they began moving towards it. I did a cheapo billboard system where ads were posted and they would pick one and see where it went. One was for a Giant harassing a small hamlet nearby. Had no idea what would happen if they did go see what it was about, would've improv'd the whole thing. Maybe even had it so they could try and be diplomatic with the guy.
But yeah. If it's a grindable RPG, just raise the bar a little. Maybe have it so they end up killing too much in the forest and everything runs away, or something. Rule No 7 it.
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