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Post by The Perilous Dreamer on Nov 5, 2019 0:36:35 GMT -5
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Post by The Perilous Dreamer on Nov 5, 2019 0:40:44 GMT -5
First hear are some posts that I made on Twitter:
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Post by mao on Nov 5, 2019 6:45:39 GMT -5
I don't like the demons and devils. I find them unsettling, its why I use the Cthulhu Mythos instead
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Post by The Perilous Dreamer on Nov 5, 2019 20:03:16 GMT -5
I don't like the demons and devils. I find them unsettling, its why I use the Cthulhu Mythos instead I agree, I do not use demons and devils IMC either, I do not use anything that smacks of real world occultism. That is one reason that I do not use spell components or familars.
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Post by The Perilous Dreamer on Nov 5, 2019 20:20:20 GMT -5
One poster stated: I replied:
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Post by hengest on Nov 5, 2019 20:31:01 GMT -5
I like the opinions in the OP.
I'm not sure how unpopular this opinion is overall, but here goes:
Play-acting and pretending to be on television is not that fun. Crunching endless bonuses and penalties to manipulate a rigid system is not fun at all. Exploring a new world is fun.
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Post by Hexenritter Verlag on Nov 6, 2019 22:37:51 GMT -5
I don't like the demons and devils. I find them unsettling, its why I use the Cthulhu Mythos instead I don’t mind demons but I agree with not caring for the Occult based “demons” & “devils”, such as Asmodeous, Beelzebub, Orcus and Demogorgon. I do like Cthulhu inspired Elder Gods.
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Post by El Borak on Nov 6, 2019 23:02:46 GMT -5
I don't like the demons and devils. I find them unsettling, its why I use the Cthulhu Mythos instead I don’t mind demons but I agree with not caring for the Occult based “demons” & “devils”, such as Asmodeous, Beelzebub, Orcus and Demogorgon. I do like Cthulhu inspired Elder Gods. I am fine with the Cthulhu inspired Elder gods.
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Post by ripx187 on Nov 8, 2019 12:08:19 GMT -5
I like the undead's power to 'Drain Level'. Many have abandoned it because they don't see it as fair or call it metagaming, but this is the monster's best and most feared weapon.
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Post by ripx187 on Nov 8, 2019 12:36:14 GMT -5
I don't like the demons and devils. I find them unsettling, its why I use the Cthulhu Mythos instead I actually really love the fake D&D demons introduced in 2e. This, I find to be more useful than Christian dogma. I use them sparingly to preserve their impact. I always thought that it was stupid that named demons are out wandering around blindly attacking at random. Demons should be one of the most feared creatures in the game, not random encounters.
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Post by randyb on Nov 8, 2019 18:00:17 GMT -5
The closer the game is to its wargaming roots, the better.
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Post by Hexenritter Verlag on Nov 8, 2019 23:16:39 GMT -5
The closer the game is to its wargaming roots, the better. I agree 100%
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Post by hengest on Mar 14, 2021 8:00:22 GMT -5
Wish this discussion had continued a bit longer.
I'll share another opinion that's probably not so abnormal around here. A character becomes rich (psychologically) through play, not through backstory written before play. Overinvestment in a character just leads to the death-avoidance cult that is too familiar these days.
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Post by The Perilous Dreamer on Mar 14, 2021 18:27:26 GMT -5
Wish this discussion had continued a bit longer. I'll share another opinion that's probably not so abnormal around here. A character becomes rich (psychologically) through play, not through backstory written before play. Over-investment in a character just leads to the death-avoidance cult that is too familiar these days. We will continue this discussion, I think there is a lot more to say. I also agree with your assessment of death-avoidance cult, not in that it is wrong for characters to try to stay alive, but that it is wrong to wimpify the game world and fudge things so that death will not occur. If the players are too dense to have their characters to run on occasion or take actions other than fight and kill everything they meet, then those characters reap a well deserved death from which players should learn. Some say, yeah but we only play once a month. That is why you should pay OD&D, spend an hour making 12 pregens for yourself and have at it. Don't spend time writing backstory and all that other time consuming stuff. Play until you have learned to survive, then you can put a little more investment into a character, once you have learned not to do stupid (i.e. anti-survival) stuff. The ref should adopt a fast play style to make good use of the time. Teach the players to focus and not waste time debating, act, reap the consequences and learn. YOu will have a lot of fun in the process.
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Post by hengest on Mar 14, 2021 20:44:55 GMT -5
We will continue this discussion, I think there is a lot more to say. I also agree with your assessment of death-avoidance cult, not in that it is wrong for characters to try to stay alive, but that it is wrong to wimpify the game world and fudge things so that death will not occur. If the players are too dense to have their characters to run on occasion or take actions other than fight and kill everything they meet, then those characters reap a well deserved death from which players should learn. Some say, yeah but we only play once a month. That is why you should pay OD&D, spend an hour making 12 pregens for yourself and have at it. Don't spend time writing backstory and all that other time consuming stuff. Play until you have learned to survive, then you can put a little more investment into a character, once you have learned not to do stupid (i.e. anti-survival) stuff. The ref should adopt a fast play style to make good use of the time. Teach the players to focus and not waste time debating, act, reap the consequences and learn. YOu will have a lot of fun in the process. Personally, I think of the character as part of the game world for which I am responsible. It is another thing to explore along with the ruins, old well, abandoned staircase, whatever. So to me, it makes as little sense to write intense backstory for a character as it would to make up a story about the ruins before we get there. It is almost easier for me in PbP, I see, despite the social limitations. I can write the post and don't have to worry about pausing, let the character be explored a bit in the post, read it over, and send it all off at a click.
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Post by The Perilous Dreamer on Mar 15, 2021 0:12:55 GMT -5
We will continue this discussion, I think there is a lot more to say. I also agree with your assessment of death-avoidance cult, not in that it is wrong for characters to try to stay alive, but that it is wrong to wimpify the game world and fudge things so that death will not occur. If the players are too dense to have their characters to run on occasion or take actions other than fight and kill everything they meet, then those characters reap a well deserved death from which players should learn. Some say, yeah but we only play once a month. That is why you should pay OD&D, spend an hour making 12 pregens for yourself and have at it. Don't spend time writing backstory and all that other time consuming stuff. Play until you have learned to survive, then you can put a little more investment into a character, once you have learned not to do stupid (i.e. anti-survival) stuff. The ref should adopt a fast play style to make good use of the time. Teach the players to focus and not waste time debating, act, reap the consequences and learn. YOu will have a lot of fun in the process. Personally, I think of the character as part of the game world for which I am responsible. It is another thing to explore along with the ruins, old well, abandoned staircase, whatever. So to me, it makes as little sense to write intense backstory for a character as it would to make up a story about the ruins before we get there. It is almost easier for me in PbP, I see, despite the social limitations. I can write the post and don't have to worry about pausing, let the character be explored a bit in the post, read it over, and send it all off at a click. I agree with you, that is why I don't use modules, it makes (IMO) the referee a passenger in someone else's story, instead of a participant in some unique.
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Post by hengest on Mar 20, 2021 19:32:14 GMT -5
I agree with you, that is why I don't use modules, it makes (IMO) the referee a passenger in someone else's story, instead of a participant in some unique. I am seeing this more and more clearly, especially as your PbP and mao's get started. It is so much more engaging to feel that you are in the world that someone (you know) made up. Of course, someone made up a module, too, but it was bought in a box and wasn't made by the person reffing it. It almost feels like I can do it. Maybe I have the imagination, although I think the hard part for me would be shaping and marshalling what I come up with for presentation to the players.
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Post by hengest on Mar 20, 2021 19:38:59 GMT -5
I am actually not sure how unpopular this opinion is, probably not really unpopular around here, but I think in some circles it would be unpopular: I think some use of randomizers (dice, coin, whatever) is great and far better than constant use of them (extreme focus on mechanics) or no use of them (pure collaborative storytelling). I have basically no interest in either of those extremes (though no problem with people who have fun that way) and very high interest in the middle where there is a lot of intent and then also a randomizer that is outside everyone's control (even the ref's).
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Post by The Perilous Dreamer on Mar 20, 2021 20:56:02 GMT -5
I agree with you, that is why I don't use modules, it makes (IMO) the referee a passenger in someone else's story, instead of a participant in some unique. I am seeing this more and more clearly, especially as your PbP and mao 's get started. It is so much more engaging to feel that you are in the world that someone (you know) made up. Of course, someone made up a module, too, but it was bought in a box and wasn't made by the person reffing it. It almost feels like I can do it. Maybe I have the imagination, although I think the hard part for me would be shaping and marshaling what I come up with for presentation to the players. You absolutely have the imagination, but I will admit refereeing is a lot different from writing. I work to write, but I live to referee. When I sit down at the table everything opens up for me and I seem to have access to unlimited ideas, but sitting here writing I have to work for the ideas because without players it does not come easy. While it is not the same as face to face, even with the Play by Post game, I get into an entirely different mindset than I do just writing. I wish I could have recorded and transcribed all the games I have reffed. I think you could referee, but I don't have any idea what you are like face to face, so I wish I could game with you live and in person.
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Post by The Perilous Dreamer on Mar 20, 2021 21:02:21 GMT -5
I am actually not sure how unpopular this opinion is, probably not really unpopular around here, but I think in some circles it would be unpopular: I think some use of randomizers (dice, coin, whatever) is great and far better than constant use of them (extreme focus on mechanics) or no use of them (pure collaborative storytelling). I have basically no interest in either of those extremes (though no problem with people who have fun that way) and very high interest in the middle where there is a lot of intent and then also a randomizer that is outside everyone's control (even the ref's). This is probably the only place this opinion is not unpopular. These days it seems like the vast majority of gamers live at one of those two extremes. You and I are part of an extremely rare group outside this forum in D&D circles. But we have quite a bit of company here at least among active posters.
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