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-   -   OT: Narf has gone looney and wants to GM.(Edited2) (http://forum.shrapnelgames.com/showthread.php?t=21196)

Alneyan October 23rd, 2004 06:26 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
Do you want to ask my Tiefling about her opinions Narf? I am pretty sure she could come up with an amazing litany of complaints, if you asked her kindly.

As for myself, I am in the same boat as Jack. It was my first session, so I cannot compare it to anything else. And obviously, I am prone to end up with an arrow in my back, and a rapier near my throat, so that session might not Last for very long for my first character.

Jack Simth October 23rd, 2004 06:42 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
Your character isn't too terribly likely to "wake up dead", as my character is good aligned, and narf's filler character follows the lead of the rest. Don't know about Eorg's character, though.

Jack Simth October 23rd, 2004 06:44 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
As for tweaking your character, I do recall narf saying something along the lines of "Feel free to have your character wander off in between adventures and introduce a new character as long as you post first, with no loss of level" in his starter post to this thread.

narf poit chez BOOM October 23rd, 2004 07:16 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
Yeah, one of the purposes of this is to test different approaches and stuff. Hence the mutability and exchangability of the characters. http://forum.shrapnelgames.com/images/smilies/happy.gif

My character is sorta YSG. 'Yeah, Sure' Good. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Jack Simth October 23rd, 2004 07:18 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
narf: one thing I might suggest which may improve gameplay:

Sometime before the session, type up your descriptions of the rooms; that way, rather than sitting there typing away, you can do a fairly quick copy/paste action. Ditto for monsters, items, puzzles, and prepared search checks. This also allows you to take your time when making the descriptions that you care about.

So your character is True Neutral then (Neutral via apathy, in this case).

narf poit chez BOOM October 23rd, 2004 08:18 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
Thanks.

No, not apathetic, just a follower rather than a leader. Bad ideas will definitly get a pass.

The lever puzzle: Good or bad?

Fyron October 23rd, 2004 08:31 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
Quote:

Jack Simth said:
Sometime before the session, type up your descriptions of the rooms; that way, rather than sitting there typing away, you can do a fairly quick copy/paste action. Ditto for monsters, items, puzzles, and prepared search checks. This also allows you to take your time when making the descriptions that you care about.

You can even add a bunch of text nodes within the OpenRPG tree and send them directly to the chat. You can set up a lot of stuff beforehand using the node system.

Jack Simth October 23rd, 2004 09:06 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
It made for a good door.

narf poit chez BOOM October 23rd, 2004 09:27 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
Or in other words, no more repititous, boring 'puzzles'? http://forum.shrapnelgames.com/images/smilies/laugh.gif

Jack Simth October 23rd, 2004 11:17 PM

Re: OT: Narf has gone looney and wants to GM.(Edit
 
The biggest annoyance with that one was the combination of the needed Listen check and the run-through; random chances are great, puzzles are great, but puzzles with a random chance tend to get a bit tedious. Had the levers been a matter of *grind* when one was moved into the wrong position (or passed the right position), and *klunk* when one was moved into the right position, but always hearing something, you wouldn't have needed to drop any hints (other than the three-position one - and that could be dealt with by having the levers set at random positions on entry to the room (one in the middle, one at the top, one at the bottom, another in whichever) as the right position is determined by the unique sound.

Alternatively, you could have included a small diagram of the correct positions quietly etched on the wall on the other side of the stuck door that Alneyan's character could have discovered on the walkabout - it's the the type of thing people who use combination locks sometimes have lying around. Further, him noticing it out of the corner of his eye would have given him a reason to come back and meet up with the party, and given an RP opertunity for him to act all snotty about having solved the puzzle while the rest of us were out playing with the levers.


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