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Posts posted by bluesguy
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Do any of you have women in your gaming groups? I can tell you that the women in my gaming group like the cover. 50% of the people in world are women. How many are playing RPGs? How many would play if the people creating the games, art and miniatures would take into account their tastes and sensibilities? I can tell you that the women gamers in my group want to have fun... Killing things isn't that much fun for them. They like a good combat. But they love a good swindle, joke, and chance to outsmart their opposition.
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Who makes that?
A link isn't necessary, just the company name (and maybe the mini's name if you know it).
Thanks.
Dark Sword Miniatures... Almost all their female characters are terrible
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Fantasy Hero has a section on Mass Combat. It doesn't include how to run the scenario without a GM.
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Well I had a conversation w/ my players about that particular session and the universal response was "We hated that." just for the reasons that other folks posted.
Ah my bad. Live, learn and get loves.
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The aliens would appear as holograms to record observations as events occurred. The aliens would make comments about the characters abilities and whether or not humanity was going to be capable of being a threat to anyone in the future. I dropped references to movies such as the Day the Earth Stood Still. The "threat assessment" had more to do with "Will humanity become something like a plague in the galaxy once they get off their planet." When the players figured that out things did change. The characters stopped trying to fight the other aliens and communicate with them the 'laboratory aliens' took notice. Also when the characters came up with a way out of their enclosure and went to another enclosure the aliens became very interested.
This was a single adventure.
The players/characters usually trounce most of the supervillains they run into. This time they couldn't beat the 'bad guy' (the aliens were 'bad', no more so than we study rats in a maze).
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Actually now come to think of it I did run an adventure where the hero team was captured. An strange artifact suddenly showed up at a local park in the middle of the winter. All around the artifact the snow had melted and grass was growing.
The police had put up a protective barrier. The team went to investigate. At some point one of them touched it and they were all transported across the galaxy to be 'observed during stress tests'. The aliens that captured them treated them about the same as a human researcher would treat a rat or monkey (they needed to keep alive) to observe their reaction to 'stress'. The players were quite annoyed. It took them a while to 'escape' from their cell - think large 1950's house - only to find out the entire planet was a 'zoo' of sorts.
The heroes had to deal with other aliens who had also been captured and were mad. They generally ended up fighting with those aliens. And sometimes yelled at their captors.
Eventually the aliens that captured them declared humanity a minimal threat and returned the team back to earth.
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The players who don't like being captured really should watch the old Batman TV show. Yes it was a campy mess. But oh what wonderful death traps they had on that show.
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One observation based on this and your ammo post. You HAVE to have the laziest group of players on the fracking planet. They don't want to keep track of either Money or Ammo. What's next, not keeping track of Stun and Body? When do you as GM tell them to suck it up and learn how to do some simple book keeping?
They would hate me as a GM. I sometimes ask to see character sheets to see if they are keeping track of things.... If they haven't been then I will tell them "Oh it looks like some of your $/ammo/equipment is missing or lost. Now what are you going to do?"
My players keep pretty detailed records of their stuff. And since we use the Obsidian Portal for the campaign I highly encourage them to update their characters on the site with the most valuable stuff. If it is there then it is sure to be kept around.... Money tends to be fluid but some of them have a habit of stashing 10 to 30% of their $s in a 'bank'. They put that info on OP...
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The form definitely looks female, but personally i think the chain mail bikini is a thing in overrated and do not believe it is as pervasive as people make out.
This is a miniature (NSFW)... And there are many more just like it at the same site. I have women in my group and miniatures like this one makes the entire group mad as hell.
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Having GMed a few players with Mentalist characters I tend to be pretty careful about what mental powers they have and how they can be used. Mental Illusion & Mind Control require the player to wisely choose the illusion or mind control command. Over time my players have learned that being subtle is the name of the game.
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I do like it. I like that there is fully clothed female character front and center.
And who knows maybe she is giving the dragon a neck massage and her booted foot is the only way to do it. And maybe the others are merely rearranging the dragon's lair & treasure. -
Another option I would suggest is that a new character is brought in with 80% of the total XP of the lowest number of XP in the current party. This is how I handle a new player in my game after the game has been going on a while.
For instance: Character A has 10 XP; B has 12; C has 15; and D has 10. Character B is killed in a game and so they player creates a new character without any extra XP to start with. Once the character has been built as a new character they get an extra 8 XP to use to flesh out their character. That is 80% of 10 XP.
It works pretty well. Plus in my game I we use Obsidian Portal and I give XP for writing up interesting adventure logs and helping to flesh out the campaign world.
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I wish they still had the rep system.
I have a feeling I am going to regret asking but what is "the rep system"
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I have been building a new campaign world and I intend to run it as a sandbox type campaign. I have been buying adventures that can be put into any game. I usually tweak them a bit to fit my game. Here are a few examples:
- http://rpg.drivethrustuff.com/product/63472/Encounters-Series-0-The-Priest-and-the-Hangman
- http://www.mediafire.com/download/228tceda67fc3sa/NBD-MMFF1-TheHangingGarden.pdf
- http://rpg.drivethrustuff.com/product/100528/PFRPG-The-Ruins?g_sort_test_result=2
I like these products because they provide more than an plot outline and they don't assume to much about the setting. I had to create/use character/monsters from my campaign but aside from that the adventure was ready to go.
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Thank you for supporting the community.
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Ok my apologies. I have been acting like a jerk in a couple of my post.
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I typed in "www.dojlogistics.com" and it said that website cannot be found.
This thread is over 5 years old... So DUH!
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And Mental Illusions because people can be hurt on the holodeck in Star Trek - even killed.
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A long time ago I was playing a samurai in an AD&D campaign. Due to a strange circumstance his katana was broken while trying to save a member of the party. My character was so distraught that he committed seppuku . The other players were startled. They wanted to have my character resurrected or re-incarnated. But I told them that they knew him well enough to know he would not want to be resurrected or re-incarnated.
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When you are dead, you are dead in my world.
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...
So I think Pegasus40218 you have presented us with what not to do when introducing a new group to Hero. Thank you for sharing it with us. I also thinking learning from our mistakes is really powerful. Learning from others is a sign of wisdom.
Back to the main point of the thread : How have you introduced new groups to Hero.
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Most of the players just wanted to play dungeon crawling DnD where ay even vaguely suspicious NPC could be killed with impunity. True murder hobo style.
Well let them murder the wrong NPC. Said NPC should have some very powerful friends who capture the PCs at a later date (many sessions later). They should be tried, found guilty, and then executed.
Then everyone can begin to create a new character.
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So, the question is: how do you convince players to change their style of play? Or do you?
In my Fantasy Hero games I always tell people to be prepared for 50% combat and 50% role playing (no combat - maybe no dice at all) when all the sessions are averaged out over a year. We have had sessions where we have spent then entire session in combat (or a series of combats); other sessions where it was all interactions; and some with a mix. By telling people this ahead of time everyone knows what is expected.
There have been a few players that have been total skill monkeys with practically no combat skills (run away, dodge, use my sling) to almost pure combat monsters (ok so you want to haggle with the merchant about the price of that armor, do you have trading or any other helpful skill? No... Ok, the merchant makes his skill roll and you end up happily paying 2x the normal price... Opps).
Monster of the Day
in Fantasy Hero
Posted
Those are nasty... I like them :-)