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  1. loverdrive

    Advice for new "story now" GMs

    A game about players overcoming challenges demands that outcomes are only contingent on how well (or poorly) the actions taken are suited for the challenge at hand, so the players can express their skill. In a game about creating satisfying stories, on the other hand, the exact same action in...
  2. loverdrive

    What keeps uninterested players showing up each session?

    More pressing question is why uninterested players keep being invited, I think.
  3. loverdrive

    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    You don't think there are mutually exclusive priorities? No, they don't? There's nothing about tacticality that fundamentally requires it being slow. It's a difficult problem in tabletop space (although, no, it's not particularly difficult either, it's just TTRPGs consistently find the slowest...
  4. loverdrive

    Is it fun to plan a heist?

    I mean, like, planning the "component" job of, say, a stealing a big enough transformer from Spirit Wardens through flashbacks.
  5. loverdrive

    Is it fun to plan a heist?

    I don't enjoy uhm short-term planning. Like, best case scenario is that we play the exact same damn thing twice. I do enjoy long-term planning, though, where you set out goals to be achieved in the future. How will we take down Lord Scurrlock? Ok, we will have to build a sparkcraft device to...
  6. loverdrive

    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    To be fair, "you are constantly pressured and always are just a step away from a disaster" is pretty broadly applicable.
  7. loverdrive

    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    This is what astounds me a lot with PbtA (and now FitD, I guess). "Ooh, Bakers made a game where you always have something someone else wants and want something someone else has! Let's reskin it into a cozy game about running a catboy cafe without changing much". And then everyone makes a...
  8. loverdrive

    The "G" in RPG

    I found the best approach for me is to compartmentalize G into its own thing so it can leave the whole RP business alone. Basically A) Make rules as abstract as possible, so they don't map 1-to-1 to the fictional situation B) Make resolution mechanic be an interesting game in of itself C) Use...
  9. loverdrive

    What makes a "bad GM" or a "bad player"?

    While I think there are many "paper cuts" that can make a bad GM or player, the overwhelming factor that overrides everything else is simple: inability to set expectations and stick to them. If I am invited to "uhmm a game I guess it will be cool!", nah, I'm not going. If I was invited to a...
  10. loverdrive

    What TTRPGs have the best tactical combat rules?

    I'm not entirely sure I understand what you mean by scale here. In many (if not most, honestly) games combat is basically a self-contained minigame that only vaguely conforms to the fiction. If anything, it's often the opposite, where fiction is heavily influenced by constraints of the combat...
  11. loverdrive

    What TTRPGs have the best tactical combat rules?

    Would you consider chess to be a tactical game? It does require a lot of thinking about positioning, so it counts at least in my book.
  12. loverdrive

    What TTRPGs have the best tactical combat rules?

    I would argue that having to make guesses, educated or not severely reduces the tacticality, but that's another tangent. What the enemies can do to prevent those options from being used? What can you do to prevent enemies from preventing you from taking those options?
  13. loverdrive

    For me it's the players not the game

    I mean, paying a more-or-less unbroken attention to the game state while keeping in mind at least most of the rules for 3-4 hours is bound to be a taxing activity regardless of how you slice it, and if you don't do either, you just basically offload this tax to someone else, which is also, uhm...
  14. loverdrive

    For me it's the players not the game

    While yes, I will broadly enjoy a bad game with good people, I find the idea of using an RPG as a hangout activity just utterly bizarre. Like, if I want to chill with friends, a mentally and emotionally taxing activity that event at the most minimum of minimums requires a non-trivial amount of...
  15. loverdrive

    What TTRPGs have the best tactical combat rules?

    The issue with "tactical" RPGs is that they are almost always reliant on player options. The end result is that there's no tactics, there's just a closed loop that works all the time. Most of the time the loop is short: "I HIT HIM WITH MY SWORD!", sometimes it requires a bit of set up: "I buff...
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  17. loverdrive

    Should personality or mental stats exist?

    I'm not sure I understand. 25% chance of success is not "reliably succeed more often than not"??? Typical DCs table in 5E DMG states that DC 15 is a "moderate" difficulty, with DC 10 being easy, which means that a person with only 10 in a given stat has only a 25% chance at succeeding at a...
  18. loverdrive

    Should personality or mental stats exist?

    Overall, I think stats that describe what the character can bring themselves to do or stop themselves from doing are ultimately both more important and more immediately useful than stats describing their ability to persuade or solve riddles.
  19. loverdrive

    Should personality or mental stats exist?

    Or take average DC of 15 as a baseline. Yeah, an "average" person has only 25% chance of a successful negotiation! That said, this isn't an issue with stats themselves, that's an issue of the very specific way D&D stats work that is not universal to all games that have social and mental stats.
  20. loverdrive

    "Oddities" in fantasy settings - the case against "consistency"

    Aside from everything else, now I wanna run or play a game about the last mage in a dying world, that sounds like a blast ...at least as long as I'm not the one playing the last mage
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