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Tedology

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Posts posted by Tedology

  1. Hello all and happy Easter! :)

     

    I've tried a search on here for "miniatures" to no avail.

     

    I'm wondering if anybody has a good resource, online or not, where I might find miniatures to use for an upcoming campaign?

     

    I thought of Heroclix, but not sure of a good resource. Also, are they fairly expensive?

     

    Thanks! :)

    Ted

  2. Much appreciated, QM! I had never heard of Blue Booking before, but I see its uses; I especially like how players can have conversations between themselves (and/or the GM) without others necessarily knowing it.

     

    And I think I can see a use for them to keep notes, (or, for example, if I choose to use something like Obsidian Portal).

  3. That is exactly what I have done my last two Champions campaign settings.  It does mean I need to read the paper to be up to date on what is going on because that can help spawn ideas for adventures.

     

    Thanks, David. :) I like the idea of searching my local paper...and, if nothing else, have some NPCs mentioning what's going on...to add realism. :)

     

    Google Maps - Satilite and Street views.

     

    Wkikpedia - Everyone reading from the same page.

     

    Local Tourism Office for Special Events, Stat Holidays, and more.

     

    Battle Maps - Depends on Players for First 3 Sessions. The just keep notes.

     

    Journals - GM notes and Players will always conflict.

     

    Cheat Sheet - PC's SPD, DEX, and Perception Rolls. Players should not make Passive PER Rolls. Active ones only.

     

    I REALLY like the idea of giving each player a journal...so they could use it for whatever reason...to take notes, list clues, dialogue, etc. That may be the schoolteacher in me! :) Thank you for these ideas, Question Man!

  4. Question Man: Wow! This is more than I could have hoped for! Exactly what I was seeking. :) With your permission, I'd like to use it as a basic template to at least create and hand out to my players.

     

    I REALLY like the idea of your luck chits and, again with your permission, use a version (or modified version) in my sessions. Did you use poker chips as the "chits"? Or were they things like index cards, or such? And if I may ask, did you find a good source to purchase the poker chips?

     

    Thanks again for your detailed explanation..it's greatly appreciated!

  5. I'd start with a simple setting (a campaign city based on a real one), and quick notes on a few NPC heroes, villains, and organizations. Then do character creation with your players. If they want a certain something in the setting? Add it. If they don't seem interested in something? Drop it now. Once they players have told you what they want to see, you can go into more detail on it.

     

    Thanks, Indiana Joe. :) I'm planning on basing the city on our actual city, using familiar streets, restaurants, sites, etc. I figure this may make it more "intimate" for the players. No, we're not NYC or SF, but we're a growing city and close to SF, so all should be fine. (I hope!) :)

  6. Hello all,

     

    I was just curious how you best come up with a campaign idea?

     

    I'm currently using Evernote (so I can have access to my notes from anywhere) and I thought I would ask here what's a good way to start.

     

    Is there a certain template that you follow (or have created on your own)?

     

    Do you just break it down by the bare basics? For example, just the locale, star players (NPCs, etc.), and the main goal/plot/storyline? Or do you go into more details (e.g. describing the interior of the Chinese restaurant?)

     

    If you have (or know of) a template, I would be most appreciative to look at it? I wouldn't dream of asking for your existing campaign notes (I know that may be taboo :) ), but even getting a general idea would be helpful.

     

    Thanks very much!

    Ted

  7. I appreciate all these additional ideas and suggestions...thanks to all! :)

     

    Log-Man...great ideas. :) I may incorporate those as well as the psychic exclusion.

     

    This may work...again, thanks to each of you contributors. :)

  8. I have run a campaign where time travel featured and both the heroes and villains had it. I ran the effects of their meddling like back to the future where both sides changed things to make the tide of combat go their way. Part of the campaign was rewritten and an aloof ally took over the enemy's turf and barred the PCs from visiting

    CES 

     

    Sounds like a very fun campaign, CES. I'm not nearly that skilled to keep things organized...but perhaps someday. :)

  9. In the description of how Captain Chronos functions in the Champions Universe, it highlights how careful he always is in the actions he takes and the foreknowledge he shares, to minimize the risk of changing the timeline in detrimental ways. OTOH he often takes deliberate actions, or provides someone with anachronistic information, which his sophisticated calculations suggest will impact the future beneficially. But he almost never explains why he has to do something, because that knowledge may cause people to change their own future actions and thus also affect the timeline. This has sometimes led the Captain to do things which seem random, or even villainous, although his intentions are always good.

     

    Imagine translating those restrictions to time-traveling PCs in an adventure. They have to do something in another time which may set them at odds with heroes from that era, but they can't afford to explain their reasons for doing it. Or they do decide to explain, but that impacts the development of their home era.

     

    Wouldn't this be hard to run through PCs? I would have to let the player "in on the plan" (so to speak)...when I may not even have an idea what the plan is! LOL

  10. I was going to suggest setting limits on how close to "present time" the ability would work. Lord Liaden's suggestion covers that nicely by completely avoiding the ability to be in a time where you already exist.

     

     

     

     

     

     

    Young Spock: "You lied."

    Old Spock: "I exaggerated."

     

    LOL! Thanks for the Spock quotes....I'll use them in the game! :)

  11. Cancer and Lord Liaden....thank you both for your responses. :)

     

    Cancer: I think my group would have a blast if I can do some absurdity from time to time...I just wonder if I could pull it off. I'm a funny guy, but sometimes not absurdly funny. :) Would be fun to see if I could do it though, eh? ;)

     

    Liaden: I REALLY like your "Psychic Exclusion" principle and will present that. Brilliant! :) I even like the name of the principle. :) Thank you!

  12. Thanks, Bluesguy and Cassandra, for your input.

     

    Bluesguy: I like your idea of having geographic location being part of the equation. Also, you're right...it would NOT be used in combat, nor would I allow it to "bring back a fallen ally from the brink of death", or "I'll time travel back to when I wasn't imprisoned in this tank of hungry sharks". I believe the player (being a GM himself) understands the implications.

     

    Cassandra: Your examples hit home. I think the "thrust into future" to see disaster would make for some very good roleplaying and/or plot devices. Thank you!

     

    I also thought about letting the player know that I would be rolling an 8 or less to see if any problems happen. Next time he tries to time travel within a given time (24 hours perhaps?), it would be 11 or less; third time: 14 or less; fourth time - he's playing with chronological fire. :)

  13. Thanks for your input, Christopher. I especially like your comment about "over-shooting" a destination.

     

    As I said, I know there may (most likely will) be problems. And there's a chance I will have to have the player re-create his character... but I don't want to squelch his enthusiasm. :)

     

    So this isn't really a "Should I allow it?" thread. It's more of an "If I allow it, does anybody have any ideas on how to best handle/manage it?" 

     

    If you don't allow it, or you don't have any ideas...that's okay. I know each GM has his/her own style. :)

  14. Hello all,

     

    I know that having a PC being a time traveler isn't the best idea; I've agreed to give one of my players a chance at it, with the caveat that things may go "awry" from time to time. I'm also planning on telling him that he won't be allowed to "go back five minutes before the explosion to evacuate the bank."

     

    I'm wondering if any of you may have suggestions of how I can handle the "awry" factor. Perhaps you've GMed a player who travels back/forth through time. How did you get the point across that the powers should be handled respectfully? For example, did you mention something like, "Thanks to Captain Chronos's last escapades, it seems that there is a rash of killings happening in the lower part of town. These bear a striking similarity to the murders of a one Jack the Ripper"?

     

    Thanks for any ideas.  :)

     

    I'm planning on using his character to help springboard adventures and such. Plus, he and I came up with a very cool origin story and, best of all, he's very excited and enthusiastic to play.

  15. Thank you all for your suggestions on how I could best handle this.

     

    I think I'm going to make the decision that he'll have to just choose another concept; I feel that in the long run he'll thank me because I'll explain that I want him to contribute more to the adventure/story.

     

    I especially like Tasha's idea that I need to mention that there should be some sort of offensive power, defensive power, movement power.

     

    I just need to be firm as the GM and ask that my players have well-rounded characters.

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