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Dungeon Master's Guide II

Running a table-top roleplaying game is, to put it mildly, a challenge. A prospective Game Master (or Dungeon Master) has to utilize interpersonal communications, mathematics, creative writing, acting, and endless stores of patience in order to successfully draw a group of players into a gaming experience. With that in mind, most wise DMs use every tool they can lay their hands on to make the job easier. Wizards of the Coast's sequel to the Dungeon Master's Guide may just be the toolkit you've been looking for. Read on for my impressions of WotC's Dungeon Master's Guide II. Dungeon Master's Guide II author Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws pages 288 publisher Wizards of the Coast rating 8 reviewer Zonk ISBN 0786936878 summary A worthy successor to the D&D core book with advice for the starting DM. Like all gaming communities, the table-top community is filled to the brim with nit-picking critics. WotC has gotten a lot of flack for churning out books that are filled with prestige classes, feats, and spells ... and not much else. While I think they're doing much better of late on that front, if you've found this to be your experience this book will convince you there is more than just numbers to the west coast wizards.

DMG II is a deeper mirror of the first Dungeon Master's Guide. Each chapter in the first book is reflected in the sequel, providing more explanation and a deeper look at the subject matter showcased in the original. In addition to mechanics, which was the primary focus of the first Guide, the DMG II examines the process of running a Dungeons and Dragons game by breaking it into discrete elements.

The first few chapters of the second Guide are entirely devoted to the experience of the game from the Dungeon Master's side of the screen. Like another good book on the subject, Robin's Laws of Good Gamemastering , DMG II goes into the psychology of the rules arbiter by laying out what will likely be required from you in your role as DM. The Guide also goes inside the heads of players to offer up to the reader possible motivations for a player coming to the gaming table.

From the broad scope of running a game, the book focuses in on the campaign and adventure specific levels. An examination of campaigns covers a large amount of terrain, starting with game styles and character creation suggestions, and ending up in a discussion of the medieval-renaissance flavor of the default Dungeons and Dragons setting. Adventures as discrete entities get something of a short shrift in the book, with heavy discussion of iconic adventure settings taking up most of that chapter. If you've ever wanted to run a battle in the sky, this tome has what you need. The adventure chapter does have a few worthwhile tips on incorporating material from outside sources into your own campaigns, making a Dungeon Magazine subscription more tempting than it might otherwise be.

Beyond the basics, the mission of the second DMG seems to be to allow DMs with a limited amount of time maximum flexibility. Where the original title had pre-generated NPC statistics to utilize, the second book has chapters on making NPCs more interesting, ways to integrate your players more fully into the campaign world, and an entire mapped out and catalogued city for you to insert into your game. The character chapter includes a system for allowing players to run their own businesses. It abstracts out a good number of factors, keeping the focus of the game on fun and adventure while allowing players to put down roots and make some money. While more realistic campaigns may not find it worthwhile, the average dungeon-crawl will benefit from a small business run using these rules. Similarly impressive is the canned city, Saltmarsh. Saltmarsh is a good-sized town, with plots aplenty and several interesting adventure opportunities spread throughout the different districts. Like the campaign chapter, the city of Saltmarsh gives a window into the standard setting that a first time DM might not otherwise have available.

For a veteran Dungeon Master, there are a few gems that stand out as making this book worthwhile. The sections on Saltmarsh, the business system, and the various tips on tweaking your gameworld (including suggestions for creating prestige classes) would all be handy to have at your fingertips. Newer Dungeon Masters should not miss the opportunity to take a look at this book. The chapters on pacing, performance, and campaign preparation are very well written and will provide some much needed advice for someone just cutting their teeth. Players need not apply. The information a Player would get from this book is simply not worth the money to pick up, unless you're planning on getting into the DM gig.

Wizards of the Coast has created a worthy successor to the original Dungeon Master's Guide. Providing a deeper examination of the original tome's content and a reflection on the performance art that is DMing, to new DMs the DMG II is definitely worth the price-tag.

You can purchase Dungeon Master's Guide II from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

409 comments

  1. even too geeky for /. by super_ogg · · Score: 0, Flamebait

    I know we're nerds here but come on...
    ogg

    --
    Black cat, searing pain, flames...? I must be in Heaven! - Homer Simpson
    1. Re:even too geeky for /. by JohnnyNoSPAM · · Score: 3, Funny

      Okay, roll for geekdom :P

    2. Re:even too geeky for /. by uberjoe · · Score: 1

      Blasphemy I say! Slashdot hordes, destroy the heathen! Cleanse the path for all that is good. Roll 2d10 for attack.

      --

      The days of the digital watch are numbered.

    3. Re:even too geeky for /. by Gabrill · · Score: 2, Funny

      You're no geek. Saying "too geeky for /." is clear proof that you had way too life a teen. You probably have sex on a regular basis, too.

      --
      Always going forward, 'cause we can't find reverse.
    4. Re:even too geeky for /. by Gabrill · · Score: 1

      missed out many words. must defrag the keyboard. *bam* *bam* *bam*

      --
      Always going forward, 'cause we can't find reverse.
    5. Re:even too geeky for /. by super_ogg · · Score: 1

      Boy, can't argue with you there. But can't deny being a geek when I read news for nerds ;-)
      ogg

      --
      Black cat, searing pain, flames...? I must be in Heaven! - Homer Simpson
    6. Re:even too geeky for /. by achacha · · Score: 3, Funny

      Me: I rolled a 1...

      DM: A critical failure, you fumbled.
      DM: "You dropped your linux mug full of coffee on yourself."

      Me: Can I roll for a saving throw.

      DM: No, coffee stains are irresistable, your charisma is 4 until 6pm.

      So where do I get the official slashdot d20?

    7. Re:even too geeky for /. by NoMoreNicksLeft · · Score: 2, Funny

      I'll tap 3 lands and play an instant, the "Moderation of Doom". All D&D nerds take -5/-5, immunity to blue, green and black.

    8. Re:even too geeky for /. by Anonymous Coward · · Score: 2, Interesting

      geek != nerd.

      geek = obsessed with "in-character" socializing (chat/IM, DND, acting, funky clothing, Star Wars, etc)

      nerd = obsessed with science, technology, numbers, Star Trek, etc.

      Geeks tend to be conformist in their social circles and non-conformist with general society. (aka, the Artist). Nerds tend to be the opposite, conformist with society, and non-conformist in social circles (vi! no, idiot, its emacs!,etc)

      You can be either, or neither, some funky combination of the two and I guess thats why people confuse the two. Perhaps I can tell easily because I'm a hard core nerd, completely uninterested in geeky things like DND. My brother is a hard core geek, uninterested in nerdy things like programming.

      The best litmus test I can see is if you are into Star Trek, you are probably a nerd at heart and will be happier doing nerdy things. If you are more of a Star Wars fan, you are probably a geek at heart, and will be happier doing geeky things.

    9. Re:even too geeky for /. by lastchance_000 · · Score: 5, Funny

      dork = pointing out minute distinctions between 'geek' and 'nerd'

    10. Re:even too geeky for /. by BDZ · · Score: 3, Funny

      Wait. Coffee stains have a positive modifier on charisma!?!

      Where the heck is my mug!

    11. Re:even too geeky for /. by Anonymous Coward · · Score: 0

      To play Devil's Advocate, your definition isn't the only one.

      In my area, and my circle of friends, the definitions are almost reversed, but not quite. In general, we distinguish geek by computer affinity/skill, with little emphasis on their social preferences.

      Basically, the terms differ by region, so trying to declare a global definition is pointless.

      -ShadowRanger

    12. Re:even too geeky for /. by It'sYerMam · · Score: 1
      Or: Shut the hell up.

      Seriously, they're two terms that mean exactly the same in all practical capacities. They're interchangeable. Even geeks/nerds scorn those who attempt to distinguish nomenclature that finely.

      --
      im in ur .sig, writin ur memes.
    13. Re:even too geeky for /. by Specter · · Score: 1

      Sheesh, if you're going to drag us into "collectable" card game territory the least you could have done was confine your comments to SpellFire, the rules-lawyering, MTG wanna-be, CCG from TSR.

      http://www.spellfire.net/

    14. Re:even too geeky for /. by Reapy · · Score: 1

      How about we all forget about labeling others and just participate in activities that we enjoy?

    15. Re:even too geeky for /. by Anonymous Coward · · Score: 0

      Umh, no.

      You are correct that geek != nerd.

      However, your definitions are not correct.

      A geek is a circus performer that bites the heads off of chickens or eats live bugs during a stage act. http://en.wikipedia.org/wiki/Geek.

      A Nerd (or Nurd as it was first used by Dr. Seuss) is a derogatory term for one with low social skills.

    16. Re:even too geeky for /. by patio11 · · Score: 1

      "Sweet, you get a charisma bonus for dropping coffee on yourself. Pass me another cuppa, I'm going to ask that girl in marketing out later and need all the help I can get."

  2. Nethack by Rei · · Score: 4, Funny

    Running a tabletop role playing game easy enough. Just take your laptop, run "nethack", and it takes care of itself. That is, until you get a message like

    "You fall into a pit! You land on a set of sharp iron spikes!--more--
    The spikes were poisoned! The poison was deadly...--more--

    Do you want your possessions identified?"

    --
    "99 dead duelists of Dios on the wall. 99 dead duelists of Dios! Take one's ring, pass it around..."
    1. Re:Nethack by Monte · · Score: 2, Insightful

      I find Nethack to be needlessly complicated, with one useless gee-gaw feature after another, eventually turning the entire RPG experience into a mishmash of nonsense.

      Much cleaner and more to the point is the classic, Hunt the Wumpus:

      I feel a draft!
      Bats nearby!
      You are in room 11
      Tunnels lead to 10 12 19
      Shoot, Move or Quit (S-M-Q)?

      Now that is gaming.

    2. Re:Nethack by Rei · · Score: 4, Interesting

      Oh, come on, you have to love a game that takes so much attention to detail that there's code like this in it (god_zaps_you function). This function would be quite simple in most games - a god wants to zap you, it zaps you, you die. Not in nethack:

      * The god sends down a bolt of lightning at you. Normally, you can only evade the lightning by having reflection or shock resistance (caused by several possible means); otherwise you're dead. However, if you were engulfed by a monster trying to eat you, the lightning strikes the monster instead, and if it's not resistance, the game kills it and gives you the experience (since it really takes guts to get your god to kill a monster for you ;) )

      * The god is undeterred if you survive. It zaps you with a wide-angle disintigration ray. Again, your god can kill something that is trying to eat you with the ray, or you can use an intrinsic disintigration resistance to survive (prompting your god, shocked by your basking in the black glow, to exclaim "I believe it not!"

      * The God gives up trying to kill you themself. If you're near ascention, he gives one last ditch effort, and summons three powerful creatures to kill you (which, if you've survived all of this, you probably have plenty of tricks left to take care of them)

      Gotta love a game in which you not only can outsmart a deity's instadeath attack, but can get experience for doing so. ;)

      --
      "99 dead duelists of Dios on the wall. 99 dead duelists of Dios! Take one's ring, pass it around..."
    3. Re:Nethack by snuf23 · · Score: 4, Interesting

      Gotta love the comments too:

      364 | /* "I am sometimes shocked by... the nuns who never take a bath without
      365 | * wearing a bathrobe all the time. When asked why, since no man can see them,
      366 | * they reply 'Oh, but you forget the good God'. Apparently they conceive of
      367 | * the Deity as a Peeping Tom, whose omnipotence enables Him to see through
      368 | * bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943
      369 | * Divine wrath, dungeon walls, and armor follow the same principle.
      370 | */

      --
      Sometimes my arms bend back.
  3. Lame. by infochuck · · Score: 0, Offtopic

    Dude. WTF kind of frist p0st was that?

    1. Re:Lame. by super_ogg · · Score: 0, Offtopic

      So who ever gets first post has to give a distinguished speech on the topic? Oh, thanks, I'll remember that next time. Geek. ogg

      --
      Black cat, searing pain, flames...? I must be in Heaven! - Homer Simpson
    2. Re:Lame. by Anonymous Coward · · Score: 0

      No, but you should have included f(ir|ri)sty{0,1} p(os|so)t in your futile attempt to not be mistaken for a clueless, useless fagot.

      Oh well, now it's too late.

    3. Re:Lame. by Anonymous Coward · · Score: 0

      Do you think that when you're old and on your deathbed, you're not going to look back at you time spent arguing FUCKING FIRST POST PROTOCOL and think, 'What the fuck was I doing, what a waste of time'?

    4. Re:Lame. by Anonymous Coward · · Score: 0

      I hate faggots that need two fucking sigs like this "ogg" dipshit -AC

    5. Re:Lame. by infochuck · · Score: 0, Troll

      Man, you guys are all fuckin' morons. IT WAS A JOKE. SORRY THERE WAS NO EMOTICON.

      Next time, I'll draw a picture for your illiterate asses.

    6. Re:Lame. by ZiakII · · Score: 1

      like most first posts.... lame or racist

  4. Rejuvenated Social Life by ehaggis · · Score: 5, Funny

    I know what I'll be reading next Friday night.

    --
    One ring to bind them - should probably have more fiber and less rings in their diet.
    1. Re:Rejuvenated Social Life by Anonymous Coward · · Score: 1, Funny

      Masturbating to anime porn?

    2. Re:Rejuvenated Social Life by Anonymous Coward · · Score: 0

      Strange title for a book...

    3. Re:Rejuvenated Social Life by Hogwash+McFly · · Score: 5, Funny

      I know what I'll be reading next Friday night.

      Masturbating to anime porn?

      Wow, they've got guides for everything these days...

      --
      Mother, do you think they'll like this sig?
    4. Re:Rejuvenated Social Life by Sweetshark · · Score: 1
    5. Re:Rejuvenated Social Life by Dysan2k · · Score: 1

      *runs screaming*

      I know a few folks who still play Role Monster, but I am definatly not one of them.

      --
      -What have you contributed lately?
  5. I cast... by theJerk242 · · Score: 0, Funny

    I wish I could cast a spell to kill all level 3+ /. trolls. But I don't have the karma points!

    --
    Red Bull gave me wings and I flew into the ceiling fan.
  6. ummmm by COMON$ · · Score: 5, Funny
    ahhh yes the pinnacle of geek discussions...debating the usefulness of a dungeon master book. I can hear weezer playing now....

    also so does every reply in this forum decrease one's chances of ever having sex?

    --
    CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    1. re: ummmm by ed.han · · Score: 1

      not in all cases... :>

      i picked it up over the weekend myself, while the mrs decided to pick up a couple cookbooks. i gotta say, i really like the first few chapters so far. :> very good, esp for the first-time GM but still relevant to more experienced GMs, IMHO.

      there's a mechanic for PCs to imbue some magical power into their own weapons outside of the magic item creation mechanic, something which i think is long overdue in the game.

      ed

    2. Re:ummmm by spellraiser · · Score: 2, Funny
      also so does every reply in this forum decrease one's chances of ever having sex?

      It would, except odds can never have a negative value.

      --
      I hear there's rumors on the Slashdots
    3. Re:ummmm by ClippyHater · · Score: 4, Funny

      Hopefully it won't take back the sex already had...

      That could be a bit messy and uncomfortable for all parties involved...

    4. Re:ummmm by Olix · · Score: 1

      Not in the red light district.

    5. Re:ummmm by badmammajamma · · Score: 1

      God, not wheezer too...

      --
      Any man who afflicts the human race with ideas must be prepared to see them misunderstood. -- H. L. Mencken
    6. Re:ummmm by hchaos · · Score: 1
      also so does every reply in this forum decrease one's chances of ever having sex?
      Yes, each post applies a -3 penalty to your Charisma roll.
    7. Re:ummmm by Anonymous Coward · · Score: 0

      negative value?

      You only need a value of less than unity...
      and when it comes to this lifestyle there are no 1's

    8. Re:ummmm by Rei · · Score: 4, Funny

      I think the book should include some of the less popular spells. For example:

      21: Badly Programmed Illusion
      44: Charm Friends
      84: Deny Reality
      99: Differentiate Without Error
      109: Drawmij's Instant Coffee (components: hot water and cup)
      153: Get Life
      178: Impress Plants
      187: Irritate Self
      205: Lightning Blot
      220: Magic Missal
      260: Nystul's Undetectible Aura
      279: Power Word, Pun
      292: Protection From Weevil
      304: Remove Hand (yours)
      326: Speak With Boring Monsters
      348: Teleport With Lots Of Errors

      I've seen a page with lots more... like "Summon Insect Swarm (range: 3"), but I can't find it offhand. I always thought it might be amusing to play a game with the voluntary restriction of only having access to the "unpopular" spells.

      --
      "99 dead duelists of Dios on the wall. 99 dead duelists of Dios! Take one's ring, pass it around..."
    9. Re:ummmm by ShelbyCobra · · Score: 1

      Your saving throw against getting shot down must now be higher than 20.

      Oh crap, now it's me too.

      --

      -ShelbyCobra

      Living life in the right side of the s-plane

    10. Re:ummmm by Brunellus · · Score: 1

      Roll a d4; if you got a 2,3, or 4, you lose 1 point of Charisma.

    11. Re:ummmm by zenneth · · Score: 2, Interesting

      Weezer? I always played the Conan the Barbarian soundtrack, or maybe Robin Hood: Prince of Thieves or maybe some Enya... although the latter sometimes causes the lower-level players to succumb as though a Sleep spell had been cast.

      --
      The Chronic *WHAT* les of Narnia!
    12. Re:ummmm by hobbesx · · Score: 1

      Yes, each post applies a -3 penalty to your Charisma roll.
      Whoa! Look out TripMasterMonkey!

      --
      This rating is Unfair ( ) ( ) Fair (*) Funny
      Sigh... If only. Modding would be so much more fun.
    13. Re:ummmm by COMON$ · · Score: 2, Interesting
      no offense but that has got to be one of the geekiest things I have EVER read...thinking about making it my sig :)

      seriously one time a friend of mine's fiance went to a magic the gathering tournament with him and she referred to the attendees as "a bunch of little boys who would never have sex" Had to laugh at that one...saying her future husband was one of the refs.

      --
      CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    14. Re:ummmm by Koiu+Lpoi · · Score: 4, Funny

      Actually it does. It's more of a limit to zero.

      And there goes mine...

    15. Re:ummmm by soma_0806 · · Score: 2, Funny

      also so does every reply in this forum decrease one's chances of ever having sex?

      For me, as I'm a girl, I think it seriously increases my chances.
      Now, are they chances I actually want to take....
    16. Re:ummmm by Whafro · · Score: 1

      no need to worry about that.

    17. Re:ummmm by COMON$ · · Score: 1

      prepare yourself for the torrent of proposals due to your post. Me I am married so the wife is more than happy to let me play whatever game it is that I want as long as my intuition scores are high enough to know when I should be in bed :)

      --
      CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    18. Re:ummmm by zenneth · · Score: 1

      no offense but that has got to be one of the geekiest things I have EVER read...thinking about making it my sig :)

      Fame is fleeting... infamy lasts forever.

      In all seriousness, I probably had a lot more fun *not* being DM when I played simply because there was so much effort involved with running a successful campaign. Of course, success is relative... simply not allowing the players to become bored is probably considered a success. The music was usually ignored during my campaigns, mainly because I tried to involve the players more than the DMs that I had been around prior to trying my own hand at the role. I just chose to set a proper mood, I guess.

      As an aside, I've not looked at a DMG or any AD&D stuff in a decade, even though I still have a ton of 2E books on the shelves...

      --
      The Chronic *WHAT* les of Narnia!
    19. Re:ummmm by Anonymous Coward · · Score: 0

      You can use a coat hanger to undo sex already had.

    20. Re:ummmm by Planesdragon · · Score: 4, Insightful

      also so does every reply in this forum decrease one's chances of ever having sex?

      I could respond that not only am I a happily married uber-RPG geek (The "writes his own RPGs" type), or that not a single one of my players, past or present, remains a virgin, or that a suprising number of women play RPGs and, thus, make them actually a way to be MORE likely to get laid.

      But, instead, I'll simply point out that Wizards of the Coast is famous for Magic and buying TSR, and INfamous for the swining orgies and wife-swapping that were rampant in the company in years gone by.

    21. Re:ummmm by tomcode · · Score: 1

      "Communicate with corn"
      "Calm jittery squirrels"

      --
      f u cn rd ths u cn gt a gd jb n cmptr prgmng
    22. Re:ummmm by 19thNervousBreakdown · · Score: 1

      That depends.

      Are you 21-26, charismatic, attractive, at least half caucasian, below 5'7" and 130lbs or under with C cup or larger breasts?

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    23. Re:ummmm by DoomHaven · · Score: 5, Funny

      It's not a case that the odds are good.

      It's a case that the goods are odd.

      --
      "Don't mind me cutting myself on Occam's Razor"
    24. Re:ummmm by hosecoat · · Score: 0
      also so does every reply in this forum decrease one's chances of ever having sex?

      not if your comment is modded as Funny.

    25. Re:ummmm by mattsucks · · Score: 4, Funny
      But, instead, I'll simply point out that Wizards of the Coast is famous for Magic and buying TSR, and INfamous for the swining orgies and wife-swapping that were rampant in the company in years gone by.
      Squeal like a piggy, boy.
    26. Re:ummmm by leftorium · · Score: 1

      As a member of H. sapiens, I am extremely offended that you insist on considering yourself a member of my species. Is it really so bad to be Homo deformibus? You apparently get laid a whole lot and even get to swing with fat moustachioed hambeasts, which is something I cannot claim.

      --
      ______
      everyone was born right-handed, only the greatest overcome it.
      http://leftorium.net
    27. Re:ummmm by Anonymous Coward · · Score: 0

      Unfortunately the only people uglier than guys who play RPGs are the hosebeasts it attracts. For the sake of argument we'll say you are the fabled hotty seen hanging around these events (much discussed, never actually seen) but the probability is against it quite frankly (roll a d100, >99 = true).

    28. Re:ummmm by Anonymous Coward · · Score: 0

      She said she didn't feel it the first time, why would the take back be uncomfortable?

    29. Re:ummmm by soma_0806 · · Score: 1

      Ah, not exactly...
      26;
      Charisma of 16;
      Attractive? who knows?
      All Caucasian
      Exactly 5' 7"
      115 lbs.
      Alas, only a B cup.

      Guess if those are your search terms, I do not register as a valid selection.

    30. Re:ummmm by coaxial · · Score: 4, Funny

      I could respond that not only am I a happily married uber-RPG geek (The "writes his own RPGs" type), or that not a single one of my players, past or present, remains a virgin, or that a suprising number of women play RPGs and, thus, make them actually a way to be MORE likely to get laid.

      Look, I was drafted into a few DnD games recently. Yes, there were girls there. However, they were all grotesque and scary looking. So um, count me out.

    31. Re:ummmm by 19thNervousBreakdown · · Score: 1

      Aaah, so close.

      Then again, for someone who ends lines in semicolons, I may be willing to make an exception. Maybe you could eat a lot of pasta?

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    32. Re:ummmm by pete23 · · Score: 1

      i'm sure i have a 2nd edition copy of the DMG somewhere. never caught on - who'd call magic-users mages, ffs?

    33. Re:ummmm by yasth · · Score: 1

      Sadly you haven't even got one proposal nor has anyone even made you a friend, This my friends is the true decline of slashdot.

      Let us all bow our heads.

      Seriously though, posting in a big topic driven forum where relatively few people read the comments, and fewer still make comments with any regularity that would cause familiarity, is not the way to dating greatness, for anybody ... unless of course you want to get into a latex bsd daemon suit. ;)

      --
      I'd do something interesting, but my server can't handle a slashdotting.
    34. Re:ummmm by Anonymous Coward · · Score: 0

      Hey I resemble that remark.

    35. Re:ummmm by EvilGnome13 · · Score: 1

      Out standing... The perfect frame... 5'7" 115lbs. Who cares about breast size as long as they aren't the size of an owlbear... and you actually play these games?

    36. Re:ummmm by daniel_mcl · · Score: 2, Funny

      192 Know Person (in the biblical sense of the word...)

      Sounds useful to me....

      --
      I used to read Caltizzle. I was a lot cooler than you.
    37. Re:ummmm by soma_0806 · · Score: 1

      Trust me, I eat like mad. I'm also eating a ridiculous amount of pasta these days. (I happen to be in Italy right now, and yes, I'm still checking slashdot.)

    38. Re:ummmm by soma_0806 · · Score: 1

      Sure! To name a few I play or have played:

      DnD (of course);
      Call of Cthulhu;
      Paranoia;
      On the Edge;
      Shadowrun;
      Some stuff from Whitewolf that I refuse to name (in the used-to category);
      Rifts;
      And so on...

    39. Re:ummmm by Anonymous Coward · · Score: 0

      Look, I was drafted into a few DnD games recently. Yes, there were girls there. However, they were all grotesque and scary looking. So um, count me out.
      by scary looking you mean 3D, right?

    40. Re:ummmm by Anonymous Coward · · Score: 0

      http://dungeonmajesty.com/home.html

      actual live footage of females playing D&D??
      shit.. i think bigfoot and nessy are in there too.

    41. Re:ummmm by fhknack · · Score: 1

      I remember those swining orgies. I didn't mind the squealing so much, but it always took weeks to get all the mud washed away.

    42. Re:ummmm by BigBlackDog · · Score: 1

      Rifts, now there is a blast from the past.

      May have to dust off my Juicer and ride the ley-lines again soon!

      Thanks for the reminder.

      --BBD
      --
      /* This comment may not be thread-safe */
    43. Re:ummmm by elrous0 · · Score: 1
      326: Speak With Boring Monsters

      Hi Aquaman.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    44. Re:ummmm by orderb13 · · Score: 1

      Hey, some of us like the latex bsd deamon suit.

      wait, did I say that out loud? Damn.

    45. Re:ummmm by DuckDodgers · · Score: 1

      I always liked "Unseen Pervert" and "Wall of Non-Dairy Creamer"

  7. Dungeon Master's Guide II - How not to get Laid by Anonymous Coward · · Score: 0

    Whos the more a fool - the fool or the fool that follows?

  8. Interpersonal communications??? by JWW · · Score: 4, Funny

    If they were truly skilled at this would they be a dungeon master????

    1. Re:Interpersonal communications??? by Anonymous Coward · · Score: 0

      Yeah. They call 'em Pimp Daddy Dungeon Master!

    2. Re:Interpersonal communications??? by gosand · · Score: 0, Flamebait
      If they were truly skilled at this would they be a dungeon master????

      I consider myself a pretty nerdy person, but there are two things that I just never got into:

      1. Star Trek

      2. Role-Playing Games

      I only chuckle at the Star-Trek crowd, but I can't help but just laugh at the role-playing crowd. If you ever hear two or more them in a heated conversation, it is just hilarious. I don't usually rag on people for whatever they are into, but this stuff is just ridiculous.

      --

      My beliefs do not require that you agree with them.

    3. Re:Interpersonal communications??? by MightyMartian · · Score: 1
      I only chuckle at the Star-Trek crowd, but I can't help but just laugh at the role-playing crowd. If you ever hear two or more them in a heated conversation, it is just hilarious. I don't usually rag on people for whatever they are into, but this stuff is just ridiculous.

      Is it any different than people who get into heated discussions about cars, football or anything else? What I don't get is guys like you, to be honest. But it's a free world, and if you wish to be a smug little jerk, then don't let me stop you.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    4. Re:Interpersonal communications??? by blincoln · · Score: 1

      Is it any different than people who get into heated discussions about cars, football or anything else?

      Generally, yes, because you can never really "prove" anything WRT a fictional world. I've seen it most frequently involving Star Trek, which is especially bad since it has poor continuity and the directors are willing to change things around all the time.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    5. Re:Interpersonal communications??? by jp10558 · · Score: 4, Interesting

      Interesting. Personally I just find RPGs as another reason to get together with people and *have something to do*. I never got into the go to a bar, or let's all get together and drink till we pass out. I mean, what do you do there? Stand around, try some small talk, hope there's some interesting conversation.

      I mean I just find that unless there's some planned activity, all gatherings sputter out in about an hour - after you've either ran out of small talk with people you don't know well, or ran out of updtates for friends. Then what? Hope you're drunk by then? (A lot of this outlook may have to do with where I grew up and the fact I just graduated college - maybe in big cities outside the college lifestyle things are very different)

      Aside from that there are a few reasons I prefer RPGs to say computer games. One is how limited computer games feel - it always seems to come down to one way (or if you are really lucky 2 ways) to solve that puzzle. That might be OK if it's the way to activate the gods scepter, but if it's how to get past a guard - in most situations - it's ludicrous. I mean, why can't I try climing to the roof and crawling by him? Why can't I hang off the cliffedge and see if he walks by me? etc...

      Anyway - my main point is that there are lots of things you can do at a party - but one of them is play an RPG. You could also play poker, but to me it seems like after one or two games, it would get pretty repetitive.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    6. Re:Interpersonal communications??? by Louis+Guerin · · Score: 1

      If parties or poker are boring, the participants are to blame.

      L

    7. Re:Interpersonal communications??? by jp10558 · · Score: 3, Insightful

      Or, maybe - like in the recent story about Doom 3 - after the 10,000 full house or two pair, the damn game is repetitive, and boring. For me, it's like twiddling my thumbs - marginally better than watching the paint dry, but not something I'd plan on for any amount of entertainment.

      I really fail to see why it's "normal" to sit around a table playing poker, maybe losing or winning money - but somehow childish to sit around the same table playing an RPG...

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    8. Re:Interpersonal communications??? by MightyMartian · · Score: 1

      I don't know what kind of roleplayers you've seen, but most of the guys I've seen battling it out are generally rules lawyers fighting over a specific point of rules.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    9. Re:Interpersonal communications??? by Dirtside · · Score: 1
      I mean I just find that unless there's some planned activity, all gatherings sputter out in about an hour - after you've either ran out of small talk with people you don't know well, or ran out of updtates for friends. Then what? Hope you're drunk by then? (A lot of this outlook may have to do with where I grew up and the fact I just graduated college - maybe in big cities outside the college lifestyle things are very different)
      Maybe you need to go to parties that have more interesting people at them :P
      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    10. Re:Interpersonal communications??? by gosand · · Score: 1
      Is it any different than people who get into heated discussions about cars, football or anything else? What I don't get is guys like you, to be honest.

      No, those are just as pointless. Jeez, you really need to realize that there are other kinds of people in the world. You immediately lumped me into that group for some reason. Everyone who thinks gamers are dorks must me a meathead or one of those idiots with a Calvin peeing on a "rival" make of vehicle. For having such an expanded imagination, you seem pretty limited.

      --

      My beliefs do not require that you agree with them.

    11. Re:Interpersonal communications??? by gosand · · Score: 1
      Interesting. Personally I just find RPGs as another reason to get together with people and *have something to do*. I never got into the go to a bar, or let's all get together and drink till we pass out. I mean, what do you do there? Stand around, try some small talk, hope there's some interesting conversation.

      So I guess being honest gets modded as flamebait. I guess I should veil my insults better.

      So if RPGs really expand your imagination, perhaps you haven't been playing enough. Why is it that if someone isn't into these games, they must be into mindless binge drinking? You aren't the only one who likes to use this as an example of how the "other people" live their lives. Another popular one seems to be sitting on a couch for hours watching sports. Granted, a lot of that goes on in the US, but you really need to expand your mind a little if you think that doing those things is the only alternative to playing your little games. If the only parties you have been to have been people getting drunk, playing poker, or watching sports then I feel sorry for you. After all, this sub-topic was about interpersonal communication afterall. But I guess there is a reason that you aren't "into" that.

      --

      My beliefs do not require that you agree with them.

    12. Re:Interpersonal communications??? by jp10558 · · Score: 1

      Actually, I never disparaged you, I just stated that in my life, the choices have been:
      A) sit around watching sports (this happens a lot - as does watching movies. Sort of boring for sports, movies are ok, but I'd just as soon go to a theater if I'm watching a movie with a bunch of people - then we can go play pool or something afterwards too).

      B) Sit around getting drunk. Maybe go cow tipping, or try driving an ATV. In college go play a prank on someone - toilet paper a tree, shaving creme a dorm room.(this isn't interesting to me at all).

      C) Have a bbq - same as the described party, but outside and there's food. A big plus there, but still a lot of standing around being bored and drinking.

      D) RPGs... or some other planned activity. Notice I lumped RPGs into a planned activity, I also said another example was Poker - I've also seen video game turnaments and Magic turnaments though those are usually more structured and often put on by an organization - not quite the same vibe as a bunch of friends getting together.

      Look, in Upstate and Western NY, that's it in most communities. And I also love all the people who say that I'm limited - well, why don't you talk about what you do in get togethers or parties? I mean there must be all these people I don't know doing interesting things I don't know about. Please enlighten me, rather than claim I'm close minded.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    13. Re:Interpersonal communications??? by gosand · · Score: 1
      A) sit around watching sports (this happens a lot - as does watching movies. Sort of boring for sports, movies are ok, but I'd just as soon go to a theater if I'm watching a movie with a bunch of people - then we can go play pool or something afterwards too).

      I have watched many sports events in my day. There's nothing necessarily wrong with it, I just think that it isn't healthy if you are a "sports nut". Movies are fun, although I'd rather be at a friends house. Theaters aren't personal enough for my taste, and can be much more expensive than renting. Pools/darts are always fun.

      Of course, there is always participating in sports too. Basketball, volleyball, etc. I have had a blast and been in some mean games of table-tennis.

      B) Sit around getting drunk. Maybe go cow tipping, or try driving an ATV. In college go play a prank on someone - toilet paper a tree, shaving creme a dorm room.(this isn't interesting to me at all).

      Several years ago I would do this, and it did get old. I did my share of wild things, I grew up in remote Illinois. Getting out of that area was a big part of experiencing something other than sitting around getting drunk. And hopefully you do outgrow that. One thing that I find not enough people do is sit around, have drinks, and not get drunk. You can have social drinks, have good conversations, and not have it turn into a drunken mess. Of couse, this depends on what kind of bars you have around you. But if you find one, it is very enjoyable. Drink good beer, take your time, have some good food.

      C) Have a bbq - same as the described party, but outside and there's food. A big plus there, but still a lot of standing around being bored and drinking.

      BBQs are good. There is also going out to eat. You can spend an entire evening on dinner/drinks. Hopefully it would include good conversation and meeting new people. Again, this depends on if you have good places wherever you live, but you should have something that suffices.

      And not every event needs to be overly planned or social. The art of conversation seems to be going the way of the BBS. (my generation's dodo) :)

      --

      My beliefs do not require that you agree with them.

  9. Finally? by Zeebs · · Score: 0, Troll

    Does it finally include a chapter about getting a girlfriend?

    --

    Happy Noodle Boy says "F###ing doughnut! Mock me? You fried cyclops!!"
    1. Re:Finally? by Anonymous Coward · · Score: 0

      Read the chapter about attracting cohorts.

    2. Re:Finally? by Oniko · · Score: 1

      Hey, I (female) met my boyfriend at a d&d campaign run by a mutual friend. Ya never know. ;-)

  10. Saltmarsh by Anonymous Coward · · Score: 0

    I haven't read the book yet, but I wonder if the Saltmarsh reference erlates to the 1st ed. "Sinister Secret of Saltmarsh" trilogy. That was, IMO, one of the finest adventures ever written for the D&D game and (with some stat conversion) still hangs with the best of the 3rd and 3.5 ed. stuff.

    1. re: saltmarsh by ed.han · · Score: 1

      it absolutely does: it's part of the locale's background as written. of course, if you aren't playing in greyhawk, you can still utilize it as AFAICT, no plot hooks appear terribly dependent upon familiarity w/ that adventure.

      ed

  11. As nice as this may be by suitepotato · · Score: 5, Insightful

    I will likely stick with the original manuals and my creativity and leave it at that. Besides by burning hatred for WotC, I feel AD&D has been mismanaged to the hilt ever since Gygax left and I'd rather play old-school with plain blue dice from the D&D boxed set than electronic doo-dads, manuals taking all the creativity out of everything down to the smallest thing, and AD&D being made more like M:tG than the trippy blaze your own trail thing it used to be.

    --
    If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
    1. Re:As nice as this may be by MoodyLoner · · Score: 3, Insightful

      Good point.

      However, between the job and the family, anything that cuts down on my prep time is good. Particularly if I wind up running an iconic 3.5 campaign with the Eberron setting, which seems to be where player demand is going.

      I also wouldn't mind suggestions on simplifying D&D further, as my 4-year old now has an interest in playing. Looks like I'll have to write most of "pre-D&D" myself, though. (Maybe basing this on Basic D&D would work better.)

      I think I'll wait and see if this shows up as a birthday present before I decide whether or not to buy it. And yeah, I miss the old school too.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    2. re: as nice as this may be by ed.han · · Score: 2, Insightful

      while you're certainly welcome to your opinion, IMHO, it isn't like T$R was particularly good for the game, either. they sent cease & desist letters to fansites, licensed altogether too many computer games that were badly done.

      taking all the creatvity out of everything down to the smallest thing? do you not remember the hordes of the complete [noun] books?

      look, while i'm glad you're a gamer and more importantly, playing the game that you want and having fun doing it, if you're going to criticize newer versions of the game, don't dress it up as something it isn't.

      disliking wizards/coast i can understand. finding the cost of change prohibitive i can understand. enjoying the nostalgia of playing the same ruleset for all these years i can understand. these are all perfectly valid reasons and more power to you, suitepotato.

      but some of your arguments were just as true of D&D when T$R was in control.

      ed

    3. Re:As nice as this may be by velocityboy · · Score: 1

      Dice? Pshaw. I'll use the cut-out, numbered chits that came with my 1st edition boxed set! :)

      Though the new system is solid and very playable, what I dislike is the layout of the new books. And not just AD&D either. It seems to be a common theme with all RPG references these days. The inordinate amount of space wasted with color illustrations and page-border doodle. I would rather more space be devoted to game ideas and information, and less to eye-candy illustrations.

    4. Re:As nice as this may be by zenneth · · Score: 1

      I do truly miss Second Edition AD&D.

      *sigh*

      --
      The Chronic *WHAT* les of Narnia!
    5. Re:As nice as this may be by Monte · · Score: 1

      Dice? Pshaw. I'll use the cut-out, numbered chits that came with my 1st edition boxed set! :)

      They went to chits after the sets that had dice. Noob :)

      God, those dice were horrible. The d20 turned into a marble after about 3 games worth of rolling.

    6. Re:As nice as this may be by mbessey · · Score: 1

      The obvious way to simplify D&D is to just start tossing out rules and special cases (especially in combat and character generation).

      Once you've done that, you'll basically have reinvented the old Basic D&D rules. Well actually, you would if you started with AD&D. If you started with the 3.5 rules, I'm not sure where you'd end up, since the structure is very different.

      Actually, I've considered starting a new D&D campaign based on the old Basic/Expert rules, as I find that the reduction in micromanagement and prep time is something of an advantage for throwing a quick game together. On the other hand, some of my friends are the kind of min-maxing, rules-lawyering munchkins that AD&D and it's descendants were invented for, so they might not go for it...

      My take on this would be to run through a couple of basic scenarios (character generation, combat, etc) with a few experienced friends, following your current favorite rule set. Every time you have to look something up in a table, roll a die, or make a calculation, ask yourself whether it's adding to the fun, or just adding complication. If it's not part of the fun, strip it out. Don't worry too much about game balance, a younger player won't be too invested in that, anyway.

      -Mark

    7. Re:As nice as this may be by Monte · · Score: 1

      I do truly miss Second Edition AD&D.

      Why? Did it go somewhere?

      Last I checked all the 2nd Edition books still worked. Just keep playin' what you like. Just because a company doesn't support the game any more doesn't mean the game goes away.

    8. Re: as nice as this may be by Anonymous Coward · · Score: 0

      but some of your arguments were just as true of D&D when T$R was in control.

      Oddly enough - you two might be saying the same thing. Note the GP noted when Gygaxx left. TSR ran for a considerable time under rather unpopular and Gygaxx-less management.
    9. Re:As nice as this may be by Oreo_Borealis · · Score: 1

      They're getting harder and harder to find, though. We've been looking around for a 2nd ed. PHB at a reasonable price for a couple of months, now, and haven't seen anything turning up.

    10. Re:As nice as this may be by lymph · · Score: 1
      I still use the AD&D 2nd Edition Monstrous Manual (the white cover one), and Forgotten Realms Adventures (city layouts are missing in 3rd edition campaign setting for Fae'run) in my campaigns. I'm really excited about this new book. I'm going to run out and buy it right now!

      I just DM'd for the first time last Sat night, and a the others players said I did a great job. This will only help new DM's like me, cause I've only played the game 10 times (9 player, 1 DM).

      From a newbie perspective, the new system, it's much more fun. Sure, it's lacking the little details, but those pendantics can bog down gameplay. Then again, pendantics are kind of a hallmark of a geek,

    11. Re:As nice as this may be by sorak · · Score: 2, Insightful
      I will likely stick with the original manuals and my creativity and leave it at that. Besides by burning hatred for WotC, I feel AD&D has been mismanaged to the hilt ever since Gygax left and I'd rather play old-school with plain blue dice from the D&D boxed set than electronic doo-dads, manuals taking all the creativity out of everything down to the smallest thing, and AD&D being made more like M:tG than the trippy blaze your own trail thing it used to be.

      Sorry to hear about the Gary Gygax thing, but there were two versions of dnd back in the Gary Gygax days:

      1. Basic dnd, where every race was a class with no potential to be anything else. Personally, I think THAT limited creativity by forcing all other races to conform to a single stereotype.

      2. Advanced dnd, in which it seemed like the goal was to cram as many rules into a system as possible. If he had stayed and kept making modifications, it may have eventually eveolved into RoleMaster. Scary thought.

      IMHO, 2nd edition was crap, but WOTC made some nice improvements in third edition by wiping the slate clean and trying to reimagine the game.

      And as for the manuals, they can't infuse creativity into a mediocre campaign, but a good GM draws inspiration from several sources. For example, my group is currently playing a homebrewed setting based primarily on a mix of influences ranging from sci-fi shows like babylon 5 and farscape to Lord of the Rings, anime, current events, and who knows what else. Anyway, the point is that creativity is only hindered when the GM sees a limited number of references as the "true canon" of what gaming should be.

      One of the places where I think the two of us could agree is in the suggestion that, if a GM could only read one book (other than the player's handbook and DMG), he or she would be better off reading a good fantasy or sci-fi novel than the DMG2

    12. Re:As nice as this may be by Monte · · Score: 2, Informative

      Ok, you didn't hear this from me... [cough]

      If you can live without the hardcopy, you can check usenet (alt.binaries.e-book.rpg), or your favorite P2P service for the Core Rules CDs, which had all the core books in electronic (RTF & HTML, IIRC) format.

      I was not here. I did not say this.

    13. Re: as nice as this may be by MightyMartian · · Score: 0, Redundant

      I remember when TSR went after all the BBSs and Internet sites, to the point where guys were actually having to change the names of attributes just so they wouldn't get sued. Amusingly, this was all happening during the great shrinkage in the market, of which only a few companies survived intact (in fact, I can only think of Palladium as being a company from the late 70s/early 80s that's still run by the same management). TSR heavily damaged itself, and with 2nd Edition, didn't exactly gain a lot of popularity.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    14. Re:As nice as this may be by rodgerd · · Score: 1

      Why?

      I find it ironic people are complaining that modern versions are too rules lawery and detailed, because that's what made most people (me included) think 2nd Ed was a steaming mound, especially once you added in the supplements.

      If you wanted simple, you'd play with Traveller, or the Chaosium rules (Runequest et al), or even Palladium.

    15. Re:As nice as this may be by _Sharp'r_ · · Score: 1

      If you want a comprehensive, yet basic set of rules, try the Simple Role-playing Game (SRPG).

      A character sheet is simple enough that I can put the sample starting character sheet in this post:

      Name: John Doe
      Life Points: 45
      Strength: -4
      Dexterity: -4
      Constitution: 4
      Magic: 4
      Speed: 22

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    16. Re:As nice as this may be by Fujisawa+Sensei · · Score: 1

      Yea! Traveller!

      Traveller was really innovative. Guns were dangerous. Especailly with the neat rules for K.O. (Hand to Hand was lame). It had no alignment system, and encourages smuggeling and starship theft, forgot the term. Characters also started with experience.

      It also sucked in a few ways. The system for skill improvement was neglible. Characters tended to have really low skills, unless you had a munchkin character created with something like mercenary. You could roll up a dead character.

      --
      If someone is passing you on the right, you are an asshole for driving in the wrong lane.
    17. Re:As nice as this may be by Fujisawa+Sensei · · Score: 1

      I'll give in. I'm a noob. I started with the blue boxed edition of Dungeons & Dragons. Some copies came with dice, mine, others came with chits.

      --
      If someone is passing you on the right, you are an asshole for driving in the wrong lane.
    18. Re:As nice as this may be by rodgerd · · Score: 1

      The skills were indeed Traveller's main weakness. It was kind of a bummer to realise you had to play a middle aged character to have decent skills (unless you were using the High Guard et al supplements for generation), and that it was pretty much impossible to progress skill wise. Most people IU kjnow ended up hacking the skill system.

      It was also one of the first classless systems I encountered, and a relief from the Rolemaster/Palladium (or AD&D 2nd ed + supplements) bazillion and one class options.

    19. Re:As nice as this may be by jp10558 · · Score: 1

      Wow, things have changed. When I started - players had to have played for at least a year to try DMing. Good luck with it!

      I've found out 2 things over 6 years of DMing -
      1) Know your players
      2) Don't be afraid to change or ignore rules if it makes the game more fun.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    20. Re:As nice as this may be by Brandybuck · · Score: 1

      That burning hatred wouldn't be because they used to threaten lawsuits against fans for publishing original adventures, would it? Or subsequently coming out with a license "graciously" allowing the publishing of orginal adventures, even though it was already completely legal? Or then threatening to sue fans publishing original adventures without using their new license?

      You've all heard of the FSF's definition of "free". Well, to these guys, "free" means "we won't sue you ... today."

      --
      Don't blame me, I didn't vote for either of them!
    21. Re:As nice as this may be by simong_oz · · Score: 1

      2. Advanced dnd, in which it seemed like the goal was to cram as many rules into a system as possible.

      Heh, you obviously never played rolemaster!

      --
      "Because it's there." - George Mallory, when asked why he wanted to climb Mt Everest, March 18, 1923 (New York Times)
    22. Re:As nice as this may be by lymph · · Score: 1
      Oh yeah! I definitely do that.

      It's like Barbossa said, "..they're more like guidelines than actual rules."

      Anyway, my buddy was the old DM, and he's sick of it cause that's all he ever does, he wants to just play. And I've read all the core books cover to cover, and our campiagn settings too. So I'm like an encylopedia of D&D. So he handed over the reins to me. A bit prematurly I'd say, but patience is not his srtong point. I'm getting the hang of it, I got a 10lv module for us to play from. I'll take us through that for a little (just to get the hang of things) while before I bust out with my Lords of Darkness book and we can start fighting the major baddies in fae'run. Larlock (CR 34) is quite the badass, it'll be a long time before we can take him out, we're only 10th level party.

    23. Re:As nice as this may be by sorak · · Score: 1

      Heh, you obviously never played rolemaster!
      Nope, I almost finished creating a character, but when I got to the past background table, I rolled a 16353; "mugged by an eskimo fisherman, and in a strange stroke of irony, clubbed to death by a baby seal"

    24. Re:As nice as this may be by Newander · · Score: 1

      If you want something really simple, check out T.W.E.R.P.S. There's only one stat, and each of the books is only $4 at Noble Knight. It's not super realistic, but I've introduced a few people to role-playing with it, and it can be a lot of fun.

      --

      Jesus saves and takes half damage.

  12. Optional literature? by AtariAmarok · · Score: 5, Interesting

    The best RPG campaign I remember is one where the DM had no books, no maps, no rules. He had just a ten-sided die. It beat just about all campaigns where there are books and graph paper scattered all over the table.

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:Optional literature? by MightyMartian · · Score: 1

      I've been working with Fudge for some time now. Very sleak set of rules that can be manipulated in almost any way you like. What's more, the basic game comes as a free download.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    2. Re:Optional literature? by ArsonSmith · · Score: 1

      I had one step up the rules farm from this. The best time I had role playing was the first time I played Star Wars Role playing about 1992-3 time frame. I had never played, never read any of the rules. I was given a character sheet and explained the basics of it that were diffrent that than usual Palladium and D&D2e rules I was use to and we went.

      I actually had to discover what I could do and couldn't. There was also the fact that we had a really good DM/GM. and the environment was great as well. (Stationed in Korea Camp Casey and playing all night in the commanders board room)

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    3. Re:Optional literature? by PylonHead · · Score: 3, Funny

      You had a ten-sided die? Luxury!

      Why, when I was young we used to game sitting the swamp water up to our waists. If we needed to leave something to chance one of us would stand up, and we would count the leeches hanging off their legs. Less than 4 and you had made your saving throw.

      Dice. Geez....

      --
      # (/.);;
      - : float -> float -> float =
    4. Re:Optional literature? by Anonymous Coward · · Score: 0

      I don't even think a DM is needed. Best games I've played have been with all the players throwing in ideas and letting the dice create the rest of the randomness.

    5. Re:Optional literature? by AtariAmarok · · Score: 1
      " If we needed to leave something to chance one of us would stand up, and we would count the leeches hanging off their legs"


      And the boys would always help pull the leeches off each others legs, until that one fateful day: "Billy! Stop pulling! That's not a leech!!!"

      --
      Don't blame Durga. I voted for Centauri.
    6. Re:Optional literature? by Brandybuck · · Score: 1

      Actually, for any decent game, the GM may need rules, but the players don't.

      --
      Don't blame me, I didn't vote for either of them!
    7. Re:Optional literature? by serutan · · Score: 1

      Sounds like a MacGiver episode. Didn't he once construct a particle beam weapon using only a ten-sided die, an AA battery a paper clip?

    8. Re:Optional literature? by Murasaki+Skies · · Score: 1

      ...but Billy already knew that. And he still wouldn't stop pulling.

      --
      Waiiii!!!!!! I have bad karma!
    9. Re:Optional literature? by tqft · · Score: 1

      Try foresight
      Start here:
      http://loewald.com/foresight/

      Use google - a pdf of the rules is lurking out there somewhere.

      Foresight - current to the future.
      Hindsight - current/past to fantasy incl magic and religion

      --
      The Singularity is closer than you think
      Quant
    10. Re:Optional literature? by BelaHedgehog · · Score: 1

      Leeches? We used to dreeeam of having leeches. We had to play naked, under the tables at a McDonalds. And to get a random number, we used to count the salt crystals stuck to each others' bums.

  13. Better Name by Anonymous Coward · · Score: 0

    They should have called it: "Guide for the Chaotic Evil Dungeon Master".

    I know I took that from somewhere (Dragon magazine funnies?) but damn, that title is still catchy!

  14. This should be titled... by Anonymous Coward · · Score: 5, Funny

    "Guide to Never Getting Laid. Ever."

    1. Re:This should be titled... by MightyMartian · · Score: 4, Insightful

      Golly, I've been roleplaying for nearly twenty five years, and I've got a wife and kids. Just imagine the fun you missed out on because you had some silly, inaccurate view of roleplayers. That's alright, you probably would have made a crappy roleplayer anyways.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    2. Re:This should be titled... by Anonymous Coward · · Score: 0

      You're an exception. I'm a 24 year old virgin (posting AC for obvious reasons), and I'd venture to say most the guys I know who still play D&D are virgins as well.

    3. Re:This should be titled... by thunderbee · · Score: 1

      Wow, that makes two of us!

      Next thing you know, we'll find out that not only he didn't get laid, but he ALSO missed the good times of a good RPG!

      --
      In my opinion, Scientology is a cult you should avoid.
    4. Re:This should be titled... by jeffvoigt · · Score: 1

      But I have a Ring of Charisma +3, a noble white steed, long flowing locks and the optional "Entice Women" feat!

    5. Re:This should be titled... by zenneth · · Score: 4, Funny

      How about the apparently overwhelming popularity of the "Guide to Posting Inane, Unfunny, and Downright Mean AC Comments"
      (even if they are true)

      not really, though. many nerds grow up to at least have sex with other nerds. some even get lucky and have sex with very attractive people
      (and not have to pay for it... nice try, dude.)

      --
      The Chronic *WHAT* les of Narnia!
    6. Re:This should be titled... by sflory · · Score: 2, Insightful

      I don't know gaming has never gotten in the way of my getting laid. (It didn't help mind you. Other than that one time I LARPed.) If you want to get laid go to bar, or an online dating service.

      Every woman I dated for any length of time prefered me gaming one night a week, every week. Than going out drinking with the guys every so often. Any woman who won't date you because you are a gamer is more trouble than she's worth.

      --
      IANALBIPOOGL (I am not a Lawyer, but I play one on GrokLaw.)
    7. Re:This should be titled... by leroybrown · · Score: 1

      jesus tap dancing christ, it's a joke!

      --
      Founder, Americans Allied Against Alliteration
    8. Re:This should be titled... by nick_davison · · Score: 1

      That's alright, you probably would have made a crappy roleplayer anyways.

      Don't be so quick to judge. Evidence suggests he'd probably have made a fantastic prestige class Troll.

    9. Re:This should be titled... by lymph · · Score: 1
      Amen to that brother!

      I've gone out with women who thought my hobbies were "cute", and others who thought it was embarrasing. The latter tended to be controlling bitches, and got the ejection seat after they tried to change me.

    10. Re:This should be titled... by MightyMartian · · Score: 1

      I've never understood that attitude, though I had a few girlfriends as a teenager and in my early twenties that rolled their eyes at it. I mean, it's a bunch of guys sitting around, drinking caffeinated pop, munching on chips and playing a game. No different than poker night, and other than the junkfood bill, you don't come out with an empty wallet, and you're not out at the bar getting sloshed and trying to cheat on your lady.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    11. Re:This should be titled... by Beardo+the+Bearded · · Score: 1

      My wife and I both game.

      I guess your life sucks compared to mine.

      Oh well, sucks to be you.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    12. Re:This should be titled... by Xaria · · Score: 1

      I'm female, I married my DM. Oh, and we have a baby, so he definitely got laid.

    13. Re:This should be titled... by Anonymous Coward · · Score: 0

      Uhh...so how much does your wife weigh?

    14. Re:This should be titled... by Brandybuck · · Score: 1

      Nah, you can get laid roleplaying. No problem. Your partner may end up overweight with acne and belonging to some strange coven, but you can still get laid. It's not as common as in the SCA(*), but it's still easily doable. I should know, I have an ex-girlfriend who's a heavy gamer. She'll screw anyone who'll buy her a pizza.

      (*) "If you can't get laid in the SCA, you can't get laid at all."

      --
      Don't blame me, I didn't vote for either of them!
    15. Re:This should be titled... by Creepy+Crawler · · Score: 2, Funny

      "Guide to Posting Inane, Unfunny, and Downright Mean AC Comments"

      (snort) Whats Armor Class have to do with that?

      --
    16. Re:This should be titled... by rtelfairm · · Score: 1

      Mod me "Troll" or "Offtopic" if necessary...Nothing personal re: MightyMartian... I am reminded of a Simpsons episode [mod: Redundant] in which ComicBookGuy tries to "return" a fancy-shmancy "belt" he won as a prize at a Star Trek convention, in part because it's only a size "medium"... The vendor says: "Ooh, a fat, sarcastic Star Trek fan....You must be a devil with the ladies...." I have my own fond memories of [A]D&D, but, c'mon, a front page story about a new DM Guide??? Zonk, you're killing me!!! xo

    17. Re:This should be titled... by Anonymous Coward · · Score: 0

      Christ, what are you, twelve?

    18. Re:This should be titled... by Anonymous Coward · · Score: 0

      Hey, don't blame me because stereotypes are stereotypes for a reason. They hold true (or have historically held true) in a significant portion of cases.

      MightyMartian wanted to blow his own horn about how he has a wife and gets laid. I'm saying that (in most cases) hard-core gaming-geek wives have a little meat on the bones. If his wife actually DID some gaming, then all bets are off...we're looking at serious heifer material.

      If his wife did some gaming and lists "wicca" as her religion...jesus.

    19. Re:This should be titled... by Anonymous Coward · · Score: 0

      Do you excersize? Does your wife? If not, then your life sucks much more than I can even begin to imagine.

    20. Re:This should be titled... by theghost · · Score: 1

      "Guide to Never Getting Laid. Ever."

      That "dorks never get laid" joke just gets funnier every time we hear it. It has no been used so many times now that its humor value is approaching infinity. That's why no one laughs anymore when they hear it - it's a form of humor that's too funny for their puny brains.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    21. Re:This should be titled... by DerWulf · · Score: 1

      so true ... so true.

      I like that everyone who actually enjoys themself outside a sports stadium or a frat party is a dork, too. Know your way around cars? "Mechanics Geek". Can code? "Computer freak". Play games? "unsocial looser". Like Books? "you some kind of intar-lectuuu-all?".

      This shit need to stop right now. It can't be that television hugging, half alcoholics who breed with the intimicacy of cattle and consider small talk the pinnacle of social interaction are role models in any sense. Cultur of smart needs to take over. Engaged should beat out passivity.
      Girls have realized this too, which is the reason why intelligence is considered sexy nowadays and dedication used before muscles to size up a man.

      --

      ___
      No power in the 'verse can stop me
    22. Re:This should be titled... by jasko · · Score: 1

      Met my girl in high school. Taught her to game. Married her. Had a kid. Taught him to game. He GMs for his friends now and for his folks on occasion.

      Let's get one thing straight about roleplaying - it's not a barrier to getting laid. But conforming to every stereotype of a nerdy roleplayer is. So the deal here is that if you play RPGs *and* bathe occasionally, your chances are probably just as good as they are for anyone else.

    23. Re:This should be titled... by Newander · · Score: 1

      if you play RPGs *and* bathe occasionallyYou know, I go ahead and take a shower every day, just yo be on the safe side. I'm that geeky.

      --

      Jesus saves and takes half damage.

    24. Re:This should be titled... by Anonymous Coward · · Score: 0

      This is true. I remember one weekend last year, I was playing GURPS with my fellow geeks. The following weekend I was jet-setting overseas to have sex with the hottest girl I have literally ever seen in my life. Ever. Half Japanese, half latina. Perfect body. And she had sex with me WILLINGLY and for FREE. She may have even enjoyed it. I had sex with her for another year after that, until I decided the hotness-to-crazy ratio wasn't actually working in my favor. Hey, she threatened to smash up my computer gear for no apparent reason... c'mon, a girl can be hot, but how long could you live under the everpresent threat of losing all your geekware to a crazy broad in a random fit of rage? Sure, it's worth it for a few months, but believe me, it gets old.

      Although seeing that body walking around in nothing but a thong NEVER EVER NEVER EVER got old. Sigh.

      Anyway, it can happen. Geeks can score. I'm proof.

  15. Re:Girlfriend? by MoodyLoner · · Score: 0, Redundant

    I think my wife would have some words about that.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  16. D&D by Anonymous Coward · · Score: 3, Interesting

    I may likely get Trolled for this, but I wish people would realize how poor a system strict adherance to D&D rules produces. Philosophically, the purpose of these games is to be given freedom to pretend you are a person in a world that we could never really have (and likely wound not want) so why is it that D&D must tabularize everything? A game founded on imagination tries to eliminate almost every shred of it and instead replaces creativity with canned cities/NPCs/damage-amounts-for-falling-on-hard-sur faces etc. When I have played/DMed something somewhat D&D related, all I use are books cataloging spells and equipment. Damage amounts, loot etc. I create based upon judgement, or as a player allow the DM to control. People are so nitpicky and so concerned with getting something that is "+4" than actually having a fun and challanging experiance that they refuse to trust the DM, and instead make him into a sort of catch all LUT/Name generator. The game is about imagination, why stifile with with a million dice rolls and the demand that damage be down according to a table, not according to what the DM judges makes the game the most enjoyable.

    1. Re:D&D by temojen · · Score: 1

      Have you read the second paragraph of this review even?

      I have the DMG II, and I agree that it's not like that at all. It's about how to make good stories, characters, and settings, not rules-correct dungeon crawls.

    2. Re:D&D by MightyMartian · · Score: 1
      In almost every game I've ever played or GMed, we've ended up with a concoction that's some portion the " published system rules and some other portion homemade rules. I can't imagine trying to use any of the systems I've played as they're written up. Most are just too clunky or plain complex. In fact, in the last few years, we've been playing as close to rule-less as possible, particularly on the PBEM I run. I'm interested in narrative play, and dice rolls are kept to a minimum.

      I remember playing games like Twilight 2000 where the GM would make us roll every time my character tried to take off in a jet fighter. It was just plain stupid, and lead to rules lawyering so terrible that half a four hour session would be debating the bounds of various skills. Some people like playing simulationist, but I don't even consider that roleplaying, more like chess or monopoly.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    3. Re:D&D by Monte · · Score: 1

      Two points -

      1) As has already been mentioned, "Strict" D&D games are, in my experience, rarer than hen's teeth. Every game I've been in has had it's own nice littly comfy hodgepodge of "official" rules and homebrew. In fact I remember doin' THAC0 long before it became canon.

      2) D&D was the first RPG. Complaining about it's shortcomings is something akin to complaining about the meals served on the Kittyhawk flight :) Yes, it's got some stupid rules....well, actually, it's got a lot of stupid rules. In fact, it's probably got more stupid rules than smart ones, now that I think about it... ...but back to the point, the upside is that it's kinda a lowest-common-denominator for role-playing. And I don't mean that in a bad way, I'm just saying you may be hard-pressed to get into a Torg campaign, but somewhere there's always somebody playin' D&D.

      Now if you'll pardon me I have to go polish my d20s.

    4. Re:D&D by Sir_Eptishous · · Score: 1

      The DM/GM needs to control that sort of 'acquisition' based gameplay. I did it for years. If players would get the greedy bug for items, etc; then its time to slap them back into place... Players need to relish even the most basic of items.

      But at the same time, the need to be impartial and encourage spontaneous behavior. I would always allow a player to go wherever or do whatever in the game. It may waste time/resources and other player's patience however...

      --
      We play the game with the bravery of being out of range
    5. Re:D&D by BDZ · · Score: 2, Insightful

      I hear you. Long ago I ran a TW:2000 campaign that ran about a year and a half. I ignored so many of the rules. All the looking things up and making so many dice rolls for every little thing got in the way of the story. Not that my players didn't enjoy throwing the bones, but I kept it to dramatic moments like combat and death defying leaps and such.

      I did much the same when I ran a Shadowrun campaign for many years. The decker is off looking for information...rather than have her roll for every little thing we just did some rolling to see what she found and some rolling to bypass ICE (nasty intruder destroying programs). In combat there would be dice rolling and for dramatic moments like leaping from a flaming vehicle, but otherwise we just winged it. I can't understand rolling some dice to see if a player managed to sweet talk some info out of the Don's niece or if they found that rare item in the market. Rules that get in the way of the story or destroy the flow during a climatic scene should be disregarded.

      At least that's how I like it, and my players as well.

      Ah, PBEMs. Yeah, they work best when the story is everything. Only been involved in one though. An Amber campaign. I swear I don't think I've ever worked harder on a character's background than I did for that game.

      Ok, done rambling.

      -BDZ

      Addendum: by the way, if you love your rules and throwing the dice then more power to ya. It's not my cup of tea, but I sure don't look down my nose at you for what you find fun.

    6. Re:D&D by Macgrrl · · Score: 4, Insightful

      There is a whole spectrum between 'strict system games' and 'system-less' games (where all decisions about the game world are determined soley by the GM with no reference to any other source of structure.

      The closer you get to systemless the more arbeitrary the game becomes. Some players perceive this as good, they trust the GM to not bias outcomes against them without good reason, but this can also lead to a sense of betrayal among the players if things go against them and they do not accept/understand the GMs reasoning (greater good, narrative reasons)

      Some players prefer strict rules based systems, where the world may be inherently inconsistent in some ways, the issues are transparent and in the hands of the fates, GM biases do not direct the final outcome.

      The reality of tabletop gaming is that most games sit somewhere between the two extremes, GMs choose when to force a roll - or not. They may decide to conceal rolls and change the result. They may do some sections of the game as a cinematic, and others as miniatures and probability math.

      The trick is to find a gaming group where you are all happy with the degree of strict vs. arbeitrary

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  17. The First rule of RPGs by Neil+Watson · · Score: 4, Insightful

    I believe it was the first DMG by EGG who wrote that all rules were optional. Too many rules and books get in the way of the true goal of RPGs: telling a good story.

    1. Re:The First rule of RPGs by ChozSun · · Score: 1

      I do believe in DMG 3rd Edition it states that on the first page. I don't know about any other D/GMs out there but that is my MO.

      --
      ChozSun
      ChozSun.com
    2. Re:The First rule of RPGs by Northrundicandus · · Score: 2, Insightful

      Actually, to quote someone I know from various old school message boards: "The role of a superior DM is NOT to tell a story to his or her players. The DM need only provide an interesting and challenging environment for the players to explore and then administer that environment totally impartially. Superior players will be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed."

    3. Re:The First rule of RPGs by Illserve · · Score: 5, Insightful

      As a player I don't want to be told a story, nor do I want to play one out.

      I want to *be* the story.

      And rules can be a nice way to put structure that make it feel that way. It depends on your GM really, some can be objective that it feels like you're running around in a universe.

      But some GM's have trouble evaluating the actions of their players in the absence of rules. While the GM should have some input in how decisions go, his personal biases, likes and dislikes of certain kind of actions shouldn't completely rule the day. When they do, the players become largely irrelevant and that's no fun for anyone but the GM.

    4. Re:The First rule of RPGs by ArsonSmith · · Score: 0

      That works out fine but you have to use the books at some point otherwise you'll have the greedy player that wants to have everything. As soon as you start making up your own rules as a GM the players will push you into making up more and more that will benifit them.

      Of course I also have had players bent on following the rules to a tee and finding every loop hole possible. "You know if I pick A and B they negitives of each cancle each other out and I get double the benifits," type stuff.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    5. Re:The First rule of RPGs by myowntrueself · · Score: 1

      "I believe it was the first DMG by EGG who wrote that all rules were optional."

      Its axiomatic:

      The more rules you have, the less roleplaying you get done.

      --
      In the free world the media isn't government run; the government is media run.
    6. Re:The First rule of RPGs by geekoid · · Score: 1

      "I want to *be* the story."

      If only more GMs made there players the story. That is the difference between really enjoying a game even if things don't go well for the players, and having frustrated players who feel like they don't make a difference.

      Of course, most GM's think it's a contest between themselves and the players.

      There is nothing worse then being pitted against something the GM won't let you beat just so you can be rescued by an NPC.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    7. Re:The First rule of RPGs by endofoctober · · Score: 1

      I agree mostly, but I think this description really does leave out the DM. The DM is (whether your old school friend believes it or not) also a part of telling the story. How well /all/ parties balance their own strengths/weaknesses, devices/desires determines what kind of group you're in.

      A DM who insists on having their own way will end up telling a story - unfortunately the players won't be listening because it's simply not fun for them.

      Adventurers who insist on an adversarial relationship with the DM will end up telling a story as well, but the focus will be elsewhere: bickering, rules lawyering and hardly /any/ role playing.

      I agree completely that a skilled DM should never be absolutely certain where the story is going, though. Despite the weeks of prep on some of my campaigns, sometimes the players would come up with off-the-cuff stuff that turned out to be much more fun to play, and these things challenged me to be more creative as a DM.

      DMing shouldn't be a burden...s/he should be allowed in on the fun as well.

      --
      - Jack
  18. I want the REAL POWER by rayde · · Score: 1
    i find your lack of faith disturbing.

    geek-o-meter... melting...

    honestly though, it's a misconception to summarily categorize all people who enjoy playing DnD with their friends as lacking in interpersonal skills. it is really just a game, afterall. Right? RIGHT????

    1. Re:I want the REAL POWER by Charles+W+Griswold · · Score: 1

      That's not exactly what I expected from a site called "chick.com". :-)

      --
      "Those who are too smart to engage in politics are punished by being governed by those who are dumber" -- Plato
    2. Re:I want the REAL POWER by dougmc · · Score: 4, Informative
      That's not exactly what I expected from a site called "chick.com". :-)
      Keep reading ...
    3. Re:I want the REAL POWER by Charles+W+Griswold · · Score: 1

      Yes, I'm aware of who Jack Chick is. It's just that when I saw the "chick.com" URL I was expecting a site by and for women, possibly with a somewhat geeky slant. My other expectation would have been a site featuring images of (possibly scantily-clad) women, but I couldn't see how that would have been relavent to the discussion at hand. It wasn't until I actually started to read the featured comic that I realized what it was.

      Speaking for myself, I have personally gamed (GURPS) with an actual practicing neo-pagan witch. At no time was I in the least bit tempted to try to casting real spells, although I was temped to try her home-made wine. Never got a chance to do it, though. :-)

      And in case any of you dirty-minded pervs are wondering, no I didn't. 1) She was happily married, and 2) . . . see #1. :-)

      --
      "Those who are too smart to engage in politics are punished by being governed by those who are dumber" -- Plato
    4. Re:I want the REAL POWER by MightyMartian · · Score: 1

      There are going to be nuts in any area of endeavor or interest. For instance, Jack Chick is a Fundementalist lunatic, and yet I won't judge all of Christianity by one maniacal, lie-spreading S.O.B.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
  19. harder than DM'ing by override11 · · Score: 4, Insightful

    Much harder than DM'ing is trying to teach a new player how to play. Trying to get across that a new character isnt rolled each session (most love the character creation, but suck at roll playing) Does anyone have suggestions on reading material for a new D&D player that goes over the basics from a higher level?? I tried to get my wife to read parts of the Players guide, and she got a bit glossed over at all the statistical tables.

    --
    No I didnt spell check this post...
    1. Re:harder than DM'ing by dmiracle · · Score: 1

      I have found that the best way is to put them in a group with other experienced players and have everybody exercise patience. New players catch on pretty quick, especially if the DM and other players are helping keep up with what they are doing. Also it is best if they play something that doesn't have too many book keeping issues (no wizards for noobs). I also think that it is critical for new players to have the first level experience, that way they are not burdened with a bunch of abilities they haven't "earned". Finally consider playing some one shot modules for low level characters for learning. I don't think any book can substitute for game time.

    2. Re:harder than DM'ing by MoodyLoner · · Score: 1

      Pregenerated characers. Simple scenarios. Introduce one concept at a time.

      Least, that's how my four-year-old is learning.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    3. Re:harder than DM'ing by suitepotato · · Score: 1

      Getting past that stat tables takes a lot of perseverance. The best way is not to jump into AD&D but start with the old D&D boxed set, move to the second boxed set, and then AD&D with the most basic adventures. Of course, I've see DMs so many times whip out a complex adventure that spanned three off-the-shelf modules, mixed Greyhawk with their own creations, and threw in campaigns against Orcus and Asmodeus...

      BTW, WTF is it with the obsession with those two lower planes denizens? The first three DMs I ever played with were particularly pathological about Demogorgon and Orcus and getting in the middle of their disputes.

      I usually tell people to imagine all the medieval fantasy films they've ever seen and imagine a character of their own. Describe a dozen monsters they WILL be meeting up with in the beginner adventure, and then tell them to play with the dice and practice rolling and generating numbers. If I can remember, I'll write simple rolls and throws and hand them out.

      Been a long time, but no, it ain't easy to get beginners into it, and has only gotten worse in the age of Doom and instant point, click, type visually oriented gratification. Right about when things went from Zork to The Bard's Tale is when I noticed AD&D adoption going downhill. Those who didn't rock out on Zork didn't do well with AD&D.

      --
      If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
    4. Re:harder than DM'ing by MoodyLoner · · Score: 1

      characters.

      Dammit.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    5. Re:harder than DM'ing by centauri · · Score: 1

      Try "Dungeons and Dragon's for Dummies." No, really, it's a real book and I hear it really presents things in a simplified manner. Comes with some pregenerated characters too.

      --
      Don't blame me, I voted for Durga.
    6. Re:harder than DM'ing by Anonymous Coward · · Score: 0
      Try getting a scaled-back, introductory game. If you want an intro to the current version of D&D (the d20 version), you have three options...

      1 - WotC has put out a "Basic D&D Adventure" type game or somesuch. It retails for about $20. There is kind of a love/hate relationship in the d20 community about this one. It's graphically the slickest, but most feel it's "dumbed down" in all the wrong places, and a lot of people dislike the miniatures tie-in (which the other two options don't have).

      2 - Troll Lord Games has put out a "Castles & Crusades" type basic game - Link here the player's guide will run you about $20 and I don't know if they have the DM's guide out yet. Nifty nostalgia factor: Can get this in a "boxed set" complete with dice and crayon... a lot of people like this one.

      3 - If you're willing/able to "print your own" there is a "Basic Player's Guide" PDF available at RPGNow.com (a mostly-PDF site). It runs about five and a half bucks. It's the cheapest option by far, but no DM guide here, either (though the author has said he is working on one). Most who have commented about the product on RPG.net or ENWorld.org have given it good reviews, too.

      YMMV.

    7. Re:harder than DM'ing by Titusdot+Groan · · Score: 4, Informative
      I just did a D&D day for my son's birthday party. I created 7 different characters complete with character sheets, minature, and a set of dice each. I described the advantages and disadvantages of each character and let the highest die role pick their character first.

      After each adventure I gave them a new character sheet with their new leveled up character.

      Sort of like the Basic Game box but with more characters and real adventures (rescue the kidnapped kid, raid an evil temple and cleanse it, fight a young dragon etc.)

      This way worked *really* well, they were up and playing in 10 minutes and everybody had a real blast.

    8. Re:harder than DM'ing by The+Barking+Dog · · Score: 1

      Pregenerated characters. Simple scenarios. Introduce one concept at a time.

      Least, that's how my four-year-old is learning.

      Can you go into a few more details? I have a three-year-old who I want to get into RPGs (my conservative parents would have never gone for that, hence I want him to get an early start). I actually asked this question as an "Ask Slashdot" question once, but it was rejected. How do you get around the child not being able to read? How do you explain playing a character who can and can't do certain things, and that you need to roll dice to find out if you were successful? Have you tried other game systems, or just D&D? I was actually thinking of Star Wars, since he loves the movies (in fact, is bugging me right now to switch from Elmo to Star Wars).

    9. Re:harder than DM'ing by MoodyLoner · · Score: 2, Informative

      Well,

      I explained to my daughter that her character was like a person in a story, and that we'd tell a story together. I told her that we'd roll dice to find out if her character can do things. We went over her character when it was time to do a skill check, and I'd point out her abiliy modifier (You want to push open the stuck door? You'll need to use your Strength), her skill (You want to look for traps first? Here's your Search number) and have her roll the d20 and count up her modifiers. Mostly, however, we did storytelling. (She wnted to go underwater and help the mermaids. She decided she needed to find a wizard to give her a machine so that she could walk around underwater.)

      As an aside - an idea might be to use smaller dice , like start with a d6. Use smaller numbers for ACs and DCs, as well. This gets into easy addition and comparison.

      Expect a lot of input from the little one about the story. Also expect a shorter game (little one wnts to do something lse in about an hour) and a lot less violence.

      She did get her start at an SF convention when I had to run a game for 9-12 year olds and watch her, though, so it was easier for her to see how things worked.

      She did come across my Champions books and want to play "superheroes", but so far we've just rolled up characters with the random hero generator in the book. I shudder to think of pre-Hero System.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    10. Re:harder than DM'ing by dougmc · · Score: 1
      BTW, WTF is it with the obsession with those two lower planes denizens? The first three DMs I ever played with were particularly pathological about Demogorgon and Orcus and getting in the middle of their disputes.
      People want to be important, if Asmodeus gets involved with you (and treats you as important, or even an equal, which really ought to NEVER happen) you must be important.

      Ultimately, I don't care how high your character's level is, or how awesome his saving throw is against magic, if you ever run into a god, you'd better be respectful (and not be casting magic missle against the darkness) or you'll find yourself splattered all across the room. If a mortal being like you can do it, the gods (and even the demigods, or even their high level minions) can do it, and have already done it ...

      But no. Lolth? I've got a +4 Sword, +6 against Lolths! Attack!

      Seems to me that a good role player would be about playing a role, not trying to become some sort of God ...

    11. Re:harder than DM'ing by lymph · · Score: 2, Funny

      Give her a chocolate bar for each chapter she completes. She'll be playing in no time.

    12. Re:harder than DM'ing by donweel · · Score: 1
      --
      Many a long talk since then I have had with the man in the moon; he had my confidence on the voyage. Joshua Slocum
  20. How come the bonus book wasn't reviewed? by Savatte · · Score: 5, Funny

    When I ordered it, I got a free copy of 101 Ways To Keep Your Virginity

    1. Re:How come the bonus book wasn't reviewed? by stinkwinkerton · · Score: 4, Funny

      Uhmmm.... I am pretty sure there's only one way to keep your virginity.

      --
      "Look! There! Evil, pure and simple from the Eighth Dimension!" --Buckaroo Banzai
    2. Re:How come the bonus book wasn't reviewed? by Anonymous Coward · · Score: 0

      Uhmmm.... I am pretty sure there's only one way to keep your virginity.

      And if you try another way - you're fucked!

  21. Anyone got a torrent to the PDF? by DeafDumbBlind · · Score: 0, Offtopic

    It hasn't been uploaded to alt.binaries.e-books.rpg yet.

    --


    Jesus used to be my co-pilot, but we crashed in the mountains and I had to eat him.
  22. From the book... by Anonymous Coward · · Score: 0

    Chapter 4: Your Dungeon Master and You

    "Whatever you do, don't pay for his share of the pizza. That bastard is fat enough. At night he dreams about you setting off his traps and missing impossible saving throws, so feel free to piss on his toilet seat when you're at his (parents') house."

    Wow, that's pretty harsh.

  23. O! The skill required to play D&D! by exp(pi*sqrt(163)) · · Score: 5, Funny
    interpersonal communications
    Players have to talk.
    mathematics
    I rolled a 2 and a 3. That makes 5.
    creative writing
    You enter a dark and smoky tavern. Everyone turns to look at you as you enter. Then a wizened old man in a dark cloak comes up to you and asks "Are you brave adventurers?".
    acting
    I don't like sand. It's coarse and rough and irritating, and it gets everywhere. Not like here. Here everything's soft... and [touching her skin] smooth...

    OK, I cheated. That last one was professional acting rather than something from a D&D game.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    1. Re:O! The skill required to play D&D! by Anonymous Coward · · Score: 0

      I don't like sand. It's coarse and rough and irritating, and it gets everywhere. Not like here. Here everything's soft... and [touching her skin] smooth...

      Had to look it up to see where the quote came from. My first guess was pron.

    2. Re:O! The skill required to play D&D! by Anonymous Coward · · Score: 0

      I don't like sand. It's coarse and rough and irritating, and it gets everywhere. Not like here. Here everything's soft... and [touching her skin] smooth...

      Its from star wars, and I hardly would have called that line acting

    3. Re:O! The skill required to play D&D! by Anonymous Coward · · Score: 0

      OK, I cheated. That last one was professional acting rather than something from a D&D game.

      You think Episode II is an example of proffesional acting?

    4. Re:O! The skill required to play D&D! by exp(pi*sqrt(163)) · · Score: 1

      The guy got paid didn't he?

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    5. Re:O! The skill required to play D&D! by Allison+Geode · · Score: 2, Interesting

      Don't forget the skill to pay attention! Much as I'd like to involve my best friend in some D&D action, he has SEVERE ADHD. when i invited him, and he asked if he could bring his gameboy to the table to play with when it wasn't his turn....
      I promptly un-invited him.
      Its not that he doesn't want to play, its that he can't pay attention to one thing for longer than a few minutes unless its attached to a video screen, and, really, it seems that this is epidemic among potential players, and I'm having a very hard time finding people to play who are interested *and* able, as it seems everyone I know who *could* be interested in joining, has something that prevents them from being *able* to participate fully.

    6. Re:O! The skill required to play D&D! by exp(pi*sqrt(163)) · · Score: 1
      everyone I know who *could* be interested...has something that prevents them
      A life?

      That's not necessarily meant in a bad way. Sometimes this life stuff gets in the way of a good bit of fantasy.

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    7. Re:O! The skill required to play D&D! by Reckut · · Score: 1
      It's more like
      interpersonal communications
      Players have to talk.
      No. Players have to communicate. On two different levels. One in game as their PC and out of game, to talk to the GM or just crack some jokes. Things can get confusing.
      mathematics
      I rolled a 2 and a 3. That makes 5.
      Again, No. "Alright, I rolled an 18. I'm striking with both hands, so thats one and one half my strength mod, so 18+(5+2)+1+1+4, so thats a 31. Oh shit, I'm flanking him, sorry, thats a 33. Of course you should have your modifers memorized to ease the game along, but that isn't the point here.
      creative writing
      You enter a dark and smoky tavern. Everyone turns to look at you as you enter. Then a wizened old man in a dark cloak comes up to you and asks "Are you brave adventurers?".
      Sure, if you are playing a throw down game you might here some description like this. But in a good game run by a good GM the above setence is abbreviated a bit.

      "You enter a smoky tavern. It's pretty busy, the counter is full at the moment, but you might be able to get a seat at one of the tables in the center. A young boy is going from table to table doing parlor tricks for a few coins. What do you do?
      It's up to the player to find 'adventure' if thats what they're looking for. It's the GM's job to supply possibilites.
      acting
      I don't like sand. It's coarse and rough and irritating, and it gets everywhere. Not like here. Here everything's soft... and [touching her skin] smooth...
      AS for DnD (or any PnPRPG) requiring acting... I'd have to disagree. I doubt I could act for shit in any play or dramatazation, but I
      certainly know that although I may react to a situation in one way, my characters 'personality' requires my actions to be different.
      Which is of course what the game is all about. Thinking through situations and having fun.
      --
      It's all fantasy anyway.
    8. Re:O! The skill required to play D&D! by cowstaker · · Score: 1

      I decided to parody the obvious poor choice of quoting Hayden Christensen with a very long "no." The lameness filter on slashdot prevented it. It seems that slashcode recognises really bad acting.

      Please don't quote Darth v2.

    9. Re:O! The skill required to play D&D! by mpiktas · · Score: 1

      I rolled a 2 and a 3. That makes 5. Again, No. "Alright, I rolled an 18. I'm striking with both hands, so thats one and one half my strength mod, so 18+(5+2)+1+1+4, so thats a 31. Oh shit, I'm flanking him, sorry, thats a 33. Of course you should have your modifers memorized to ease the game along, but that isn't the point here.

      So it is still only adding actual numbers up. That's arithmetics. When you don't have funky notation and few actual numbers, you can't call it mathematics:)

    10. Re:O! The skill required to play D&D! by orderb13 · · Score: 1

      Tell me about it. I used to play once a week. Then I moved. Luckily I moved to a city with a built in friend base who were also gamers. Unfortunatly most of us have wildly varying schedules (3 professionals, 1 bouncer, 1 student, 1 person who teaches at Kaplan) so actually being able to game is impossible. I haven't gamed in a year. :-( Excepting of course Dragon Con.

  24. Best new section by ectotherm · · Score: 0

    How AD&D geeks "roll" with a lady!

    --
    "Nature bats last..."
  25. Your wife? by Hogwash+McFly · · Score: 1

    I guess the assumption that Dungeon Masters don't get laid is correct, then.

    --
    Mother, do you think they'll like this sig?
  26. creating atmosphere by loudmax · · Score: 5, Interesting

    The original Palladium Beyond the Supernatural game had a very good chapter on creating suspense and atmosphere in a game. For example don't say "You hear someone's guts being torn out in the room next door." Instead say "You hear tearing, then a squishy sound followed by a scream. It happened nearby." You can also freak your players out by asking them questions which cause them to think about potential scary consequences (even when there aren't any): "So, are you going to turn that doorknob with your right hand, or your left had?"

    Ideas like these are applicable to almost any Role Playing Game, not just horror games. Creating tension and atmosphere makes role playing much more enjoyable. Personally, I find this kind of advice much more valuable than pregenerated NPC tables.

    --
    KTHXBYE
    1. Re:creating atmosphere by temojen · · Score: 1
      "So, are you going to turn that doorknob with your right hand, or your left had?"

      Do this and my players would never get around to opening the door.

    2. Re:creating atmosphere by guitaristx · · Score: 1

      It's also enjoyable to encourage the idea of perspective to a PC, e.g. a PC attempting to "move stealthily". How do you know if you moved "stealthily enough" to avoid detection? No sensible enemy is going to announce, "I see you!" whenever you don't successfully move. The DM rolls his dice behind the screen, and regardless of whether or not the PC was detected, the DM replies, "you succeeded in moving."

      --
      I pity the foo that isn't metasyntactic
    3. Re:creating atmosphere by smileyy · · Score: 1

      Duh. Left. It's +7 to opening unknown doors.

      --
      pooptruck
    4. Re:creating atmosphere by ArsonSmith · · Score: 1

      It's always great to just randomly ask people what their perception, or similar in system of choice, score is, role a dice and go ewwww. Then continue on like nothing happend.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    5. Re:creating atmosphere by Grand+V'izer · · Score: 2, Funny

      Player: I hide in the shadows.
      DM: [rolls dice] You think you're hidden.

      --
      Not all random numbers are created equally.
    6. Re:creating atmosphere by Dan+D. · · Score: 1
      "So, are you going to turn that doorknob with your right hand, or your left had?"

      My personal favourite is "are you sure you wanna do that?" ... usually its in a very innocuous situation, but it sets up the premise that they can never be too sure (and makes it easier to slow down the pace to make sure i keep up with everyone's actions, but that's far too pragmatic to talk about)

      --
      People who quote themselves bug the crap out of me -- Me.
    7. Re:creating atmosphere by swv3752 · · Score: 1

      I loved to ask my players to roll a d20. I didn't often make use of the roll but, it sure would add suspense. :)

      --
      Just a Tuna in the Sea of Life
    8. Re:creating atmosphere by gnarlin · · Score: 1

      *sigh*, "I cast knock!", says the gnome wildmage.
      As he walks slowly away to the sound of his crooked cane you hear him muttering to himself
      about ingorance and inexperience in ones so young.

      --
      A bad analogy is like a leaky screwdriver.
    9. Re:creating atmosphere by Brandybuck · · Score: 1

      You have to do this! Otherwise the very few times they roll perception/awareness will be an obvious giveaway that there's something odd about.

      I roll dice every so often just to roll them. Occasionally I'll have my players roll against my roll. Along with awareness rolls every ten minutes. And the occasional willpower or psyche roll as well. It's not to keep them on their toes, but merely to camoflauge the genuine rolls.

      --
      Don't blame me, I didn't vote for either of them!
    10. Re:creating atmosphere by Hast · · Score: 2, Interesting

      Most systems have a way of differentiating between actions where the player has full knowledge of outcome (eg shooting someone), partial knowledge (sneaking) and no knowledge (perhaps hiding an object? hard to think of true no knowledge examples). The idea is that if you try to sneak you can know eg if you step on a twig, but you don't know if the enemy heard you. To solve that both player and DM rolls and only the DM knows the answer, but the player knows his result and hence can guess the outcome.

      This works better with systems that roll multiple dices though.

    11. Re:creating atmosphere by orderb13 · · Score: 1

      One guy I know used to have his players roll random d12s, just to screw with them. They could never figure out what he was doing as this was second edition and only using a bastard sword double handed required a d12.

  27. Re:Girlfriend? by MoodyLoner · · Score: 2, Funny

    Tell your mommy you're not allowed to use the computer anymore.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  28. I'll Wait by Anonymous Coward · · Score: 0

    For Dungeon Master's Guide II .5 thanks...

  29. The 80's called... by Anonymous Coward · · Score: 0

    ...and they want their game back.

    1. Re:The 80's called... by Anonymous Coward · · Score: 0

      They also want their "they want your $THING back" joke back.

  30. pen and paper by captain_blie · · Score: 4, Insightful

    As a veteran gamer and more often DM, I always chuckle when people quip at gamers about not having a life. The game is all about social interaction and without a group there is no game, only a dream.

    One of the many drawbacks of D&D is that it trivializes day to day activities and only focuses on the "fun" stuff. Fun here is a relative term and left to the definition of the players and DM of any game. Because of this one of the most common complaints by players is a lack of realism. If this book can help me/them establish realism for players who want realism while maintaining the fantasy element for the escapists in all gamers then I'm all for it.

    Many of WotC recent books have been virtually useless to me and many gamers I know, simply because the deluge of material is not anything I will be able to incorporate into my worlds soon. But at least it is there for those who want it.

    D&D was the first MMORG (oops MMRG).

    1. Re:pen and paper by lymph · · Score: 1
      I'm atticted to the Forgotten Realms books. I have 4 of em and counting. I'm also Dyslexic, (i read fine, my writing skills suck) and I find that the more redundant resources I have to compile from , the better the game play is. I love redundancy because I don't have to create the atmosphere or setting, I just plug and play!

      Not all geeks are created equal. For me it's a struggle just to plan out simple monster stats, but I need to do it. This book is a god-send for morons like me.

  31. and while you're at it... by Black+Perl · · Score: 1

    ...we'd like Duran Duran back too. They should never have escaped.

    - the 80's

    --
    bp
  32. Laptop D&D by AtariAmarok · · Score: 5, Funny
    "Running a tabletop role playing game easy enough. Just take your laptop, run "nethack", and it takes care of itself..... "

    Let's listen in for a couple of minutes while the DM runs the game using Nethack for his source:

    "Blue screen of death? I make a saving throw!"

    "What do you mean, I am attacked by a Bonzi Buddy?" "Donno. It just appeared on the screen."

    "This is interesting. Did you know that if you give this guy in Nigeria 13,000 gold pieces, he will pay you back 30,000,000 gold pieces and bump you up to a tenth-level character?"

    "What do you mean, my sword's damage was not increased +20? I used C1ALiS on it!"

    --
    Don't blame Durga. I voted for Centauri.
  33. For the lame and lazy by starX · · Score: 0

    Bah, this is for the lame and lazy who don't have enough imagination or creativity to actually play the bloody game. I mean, the whole point of this versus sitting down at a computer and playing nethack is supposed to be making the stuff up yourself, right? This is crap and a half. I can see players wanting to get some of the supplement books to trick out their characters using some official criteria, but this isn't a book about tricking out character stats, skills, etc, it's about tricking out a world. If you need that kind of help, you probably don't need to be running your own game or making your own campaign setting to begin with.

    1. Re:For the lame and lazy by centauri · · Score: 1

      You seem to be implying that creating characters requires more guidance than creating an entire universe for those characters? Are you seriously saying that? If I turn to a table to help me determine a good mix of races and professions in a city that makes me some kind of mental weakling? No RPG book that I've ever seen lays out everything like a video game. The tables help some with balance and inspiration, but leave a lot to the imagination.

      --
      Don't blame me, I voted for Durga.
    2. Re:For the lame and lazy by Stroman+Rebar · · Score: 1

      Using a book like this for the lame and lazy? Screw that! Any tool that you can use to improve the gaming experience is fair game as far as I am concerned. And a book like this is all about improving the experience of the players and the DM. Now granted, it may be slanted to the less experienced DMs out there, but if it helps someone "polish their craft", then I say use it. Sure, if every adventure a DM uses comes straght from a book, that would probably be lame, but if you think that a book like would help your game, why not?

  34. Skim it. by Aedryan · · Score: 1

    The book has some good ideas to toss around the table but for a seasoned DM it's a fairly unecessary purchase, but worthy of a skim or two.

  35. Well, this review was of some use to someone! by kaladorn · · Score: 1

    I have to admit I'd been wondering about buying the product. Let's just say I own every preceding generation of the product and was wondering what they'd offer me now that might be worthy of prying some more gold from my purse.

    It seems that this is a little less mechanistic and a bit more process oriented. That's a good thing, for many folks.

    And I have to admit, I loved the original Sinister Secret of Saltmarsh (Module U1) as a starter adventure. My current 15-16 year old campaign ran the series U1 to U3 about 14 years ago as part of the starting game. It took many of the PCs through a couple of levels and the fight vs. the Shahuagin is well remembered. So to see Saltmarsh reprised as a town with some detail is quite a fun idea!

    So, thanks for the review, even if the slashgeeks do take an opportunity to poke at the rpggeeks (where the two won't admit to crossing over). :)

    --
    -- Mal: "Well they tell you: never hit a man with a closed fist. But it is, on occasion, hilarious."
    1. Re:Well, this review was of some use to someone! by svzurich · · Score: 1

      I used to love Sinister Secret of Saltmarsh (Module U1)! Back in the mid 80s I received a copy and began using its British spelling in school (not a good idea in "progressive" Louisiana). I loved the details! In high school a few years later, I used a map of the town as the main campaign city for PCs set in the middle of wilderness as explorers. I made a wizard's tower, an insane archmage to generate "jobs", and ran with it. That one module gave me so many ideas! Pirates, fake haunting, rural setting, spooky atmosphere, and coastal access. I loved it! Kimmie, tired of WoC's constant churn rate, and annoyed at buying 3.5 core books only to see version II out already.

    2. Re:Well, this review was of some use to someone! by VikingBrad · · Score: 1
      Or download a PDF of the module available here

      http://www.ob1knorrb.com/Saltmarsh/saltmarsh.pdf

      Cheers
      VikingBrad

  36. This is talking about the original? by aarku · · Score: 2, Informative

    I'm sorry, but the original DM guide was from 1979.

    1. Re:This is talking about the original? by CrazyDwarf · · Score: 1

      The original, yes... but probably 3rd edition. I gave up on anything past 2nd edition. I loved 2nd edition, but 3rd just took too much of the fun out and made it more work, IMHO.

      --
      It's easy to stand out when the general level of competence is so low.
    2. Re:This is talking about the original? by Stroman+Rebar · · Score: 2, Interesting

      Sorry, but I have to disagree on that one. I think the new rules actually breathed a lot of life into a very old, very clunky system. While we had some great times playing our old 1st/2nd ed. characters, the d20 mechanics are really elegant, and I think they enhance the fun. We had pretty much given up on AD&D (after 15+ years for some of us), but now it is our groups preferred game again.

    3. Re:This is talking about the original? by Anonymous Coward · · Score: 0
      15+ years

      Upstart

      I quit playing AD&D 15 Years ago.

      Everytime a new book would come out they would fix about a dozen bugs/glitches. But they allways screwed up more than they fixed.

      I think it all started with the Unearthed Arcana. They fixed some fundamental screwyness that people tended to ignore already, Elvin Ranger and Clerics. Expanded the level limits for demi-humans. Then they added the Barbarian, and Cavalier. Made the Paladin a Cavalier, really messing with some concepts, and introduced the concept of 0 and negative level characters as PCs. I won't go into the other atrocities.

      Still they can come out with some good source material, too bad they manage to screw that up too.

      "Vecna Lives" Awsome module, All the Greyhawk material published later: Sucks. Forgotten Realms, some of the best material published in Dragon Magazine. The campaign world? Lame. Dragonlance 3 really good books, 3 average books, piles of manure, especially the munchkin campaign supplement, DL-1 was unlpayable with the original characters, it required a more than generous GM. Best pregen characters? I-11 Needle. Popularity of module and follow up? None.

      I thought there was hope with 3ed. With my wallet $100 lighter I learned my lesson.

      As far as 3rd being an improvement? Ex: The first psionics book had some pretty good ideas. The expanded psionist really dorqued things up.

      I still think about picking up the occasional supplement, the setting where the good guys lost and the forces of evil rule looks interesting. Though the odds of me playing using D20 are limit->0.

  37. awesome! by Anonymous Coward · · Score: 1, Funny

    Now I can proudly hold my Dungeon Master's Guide II as I drive my Segway while wearing my Kopin CyberDisplay video eyewear.

    Look out chicks, here I come!

  38. If... by JChung2006 · · Score: 0, Troll

    If the release of a Dungeon Master's Guide II is "news for nerds," then maybe "News for Nerds. Stuff that matters." is an oxymoron.

  39. Re:Worst. Moneygrab. Ever. by PsychoSlashDot · · Score: 5, Insightful

    I bought DMG2, and I'm a new DM so I suppose I'm reasonably qualified to comment.

    I used to role-play, back 20 years go, during the days of 1st Ed. Then I fell out of it. Now, a friend and I play again, using 3.5e rules. He's massively more experienced than I am. He's great at presenting material to me smoothly, and as a player, I quite like 3.5e ("we" started with 3.0) However, when I try to spin the table around and run a campaign trying to challenge and engage him, an experienced player, it's really not an easy task. The original DMG helps in terms of providing quick & dirty sample NPCs and tables, but the DMG2 covers more important matters: when and how to use those things. It's not so much a rulebook as a style book. And having read the thing, I found myself repeatedly saying "hey, I do that" or "hey, I SHOULD do that". DMG2 provides content that is valuable to me, the newbie DM. And I, surprisingly, am the target market. Go figure.

    As an aside, on the topic of a moneygrab, I think you're missing the point. Those people who own 3.0e manuals don't HAVE to purchase 3.5e materials. There's enough similarity that adventures and other supplemental materials make complete sense to someone using 3.0e core rules. To people who don't already have 3.0e manuals, given that 3.5e offers more content at the same price-point, how can this possibly be construed as a moneygrab?

    My point: if you, an experienced RPG player feel the compulsion to buy manuals you don't like or feel give you value, you've got a sickness, just like the guy who has to pick up the copy of Dark Side of the Moon with "new" cover-art, just because it exists.

    --
    "Oh no... he found the .sig setting."
  40. Save Some Money by Anonymous Coward · · Score: 0

    Save yourself some money by buying it here: Dungeon Master's Guide II

  41. Re:Worst. Moneygrab. Ever. by Iffy+Bonzoolie · · Score: 1

    I haven't read DMG2, but with 3.5 - moneygrabbing scheme or not - they actually listened to players and made a bunch of revisions and clarifications that make the game more fun than 3.0. I have no problem with that.

    Also, consider that you can get all the basic d20 system information for free online, I think it's hard to accuse them of abusing their customers... That includes the player's handbook, the monster manual, and the DMG.

    -If

    --
    Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
  42. WotC didn't start the churn by Monte · · Score: 1

    WotC has gotten a lot of flack for churning out books that are filled with prestige classes, feats, and spells ... and not much else.

    To be fair, this started a long time ago, under TSR's watch. After 2nd Edition came out it was one "Complete ____ Handbook" after another, and IMHO they were full of stuff that used to make for good articles in The Dragon magazine. But Dragon turned into a Supplement-of-the-Month ad, and TSR churned out so much crap... ah well, we all know where that lead.

    On the upside, I was able to sell my "Core Rules II" cds on eBay for a damnsight more than I paid for them originally. Who knew those would appreciate in value!

    1. Re:WotC didn't start the churn by MightyMartian · · Score: 1

      Well, I pretty much dropped AD&D after buying the 2nd Edition, not being able to find the XP tables for new monsters, and then finding out the that fscking monster manuals was now some crappy pages that you had to put into a binder. At that point TSR wasn't even pretending to be nice, and were just out to rip off the players.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    2. Re:WotC didn't start the churn by Brandybuck · · Score: 1

      I stopped playing AD&D long before they started the "churn". There were lots of new modules and adventures, but new rules were rare and far between.

      --
      Don't blame me, I didn't vote for either of them!
  43. Re:Girlfriend? by AtariAmarok · · Score: 0, Troll
    "I think my wife would have some words about that"

    You've only been saying that ever since you plunked down the $20,000 to complete your robot..... your GIRL robot.

    --
    Don't blame Durga. I voted for Centauri.
  44. Too much fargin' work! by frkiii · · Score: 2, Informative

    I DM'd late 1970's to early 1980's.

    I quit because, it be came work and was not fun any more. I had to spend hours getting game together, adventures, random monster tables, etc.

    I wanted a game where this could all be generated so I could actually "have fun", which is how it used to be when I first started to play.

    Now, with the adult restraints on my time, I do occasionally play an MMORPG, I have fun and do not have to "work at it".

    Just hope that the people that still play the "table" version have fun doing so!

    1. Re:Too much fargin' work! by JimatForemat · · Score: 1
      I quit because, it be came work and was not fun any more. I had to spend hours getting game together, adventures, random monster tables, etc.

      I wanted a game where this could all be generated so I could actually "have fun", which is how it used to be when I first started to play.

      Here's my advice: get someone else to DM.

      I find most players want to DM. It usually lasts only for one session, especially if the other players don't appreciate their effort and mock the Gm the whole time and undermine everything he tries to do with silliness and stupid jokes.

      Not that I'm bitter or anything.

  45. Funny. by MoodyLoner · · Score: 0, Troll

    At least the other responders tried to insult my wife and family without quoting commercials.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    1. Re:Funny. by Hogwash+McFly · · Score: 1

      You need to stop being so uptight.

      I see that you 'Freaked' me after I 'insulted your wife and family' by joking about the notion that men stop having sex after getting married. I was considering adding a winking smiley, but that kind of dampens the effect now, doesn't it?

      I'd like to see how you react to genuine insults...

      --
      Mother, do you think they'll like this sig?
    2. Re:Funny. by NoMoreNicksLeft · · Score: 1

      Pissed off a trainee at work once. Told him "Stop asking questions, only stupid people ask questions. You aren't stupid are you?". For once, managed to say it without a hint of it in my voice, totally dry delivery, I was proud.

    3. Re:Funny. by MoodyLoner · · Score: 1

      Yeah, that was out of line.

      I guess if I hadn't read your response after Mr. AC, I wouldn't have been so pissed.

      Rescinded, with my apologies.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    4. Re:Funny. by MoodyLoner · · Score: 1

      At least you didn't get troll-rated for it.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  46. If Zonk himself writes the article... by douglips · · Score: 1

    How is he going to explain the dupe? Schizophrenia?

  47. RPGs have missed the point by pfafrich · · Score: 4, Interesting

    Its always seem to me that all these new fangled computer games like Doom and Diablio took the wrong bit of D&D. The lifted all the rules, dice roling, Hit Points, Strength points, lots of wapons, magic and monsters, but missed the heart of D&D. What made D&D was the fact that you could spend three hours talking to a Dragon, or with a sutibally lenient dungon master you could add a bit of imagination, say take one clock of flying and two wands of fire and pretend to be the red barron. Computer gamres have so far to go if they are ever going to match D&D for the posibilities. GTA getting closer in the fredom aspect but still so limiting. Computer RPGs don't deserve the title Role Playing.

    --
    There are four sorts of people in the world: fools, lunatics, idiots and morons. - Umberto Eco, Foucaut's pendulum.
    1. Re:RPGs have missed the point by Radres · · Score: 1

      I agree with most of your points, but when did Doom and GTA claim to be RPG's?

      For a good example of what a computer can do for RPG's, see nethack, baldur's gate, or star wars: knights of the old republic.

    2. Re:RPGs have missed the point by Blakey+Rat · · Score: 1

      You're playing the wrong games. Try Morrowind, Knights of the Old Republic, or a good RP-based MUD.

    3. Re:RPGs have missed the point by Dracos · · Score: 2, Interesting

      I think what pfafrich was tring to say is that computer RPG's are severely lacking (if not missing entirely) in one crucial aspect: the ability of the player to interact naturally with the other inhabitants of the game, ie, not the other players. Few NPC's in computer games have very limited AI, and most have a pathetically small conversational ability, the upper limit of useful bits of information gained is about 10.

      Then there's the absurd ratio of players to NPC's, which inevitably leads to an economy based almost entirely on the skills avalable to the players, rather than what a realistic population would be capable of. The amount of "adventurers" in a society never surpasses about 3%, except in computer games, where it's about 95%.

      The parts of the game that developers have concentrated on for the past 5 years (graphics, sound) haven't really improved much that I can see. The smart ones should shift their efforts into AI to make the setting more interactive. After all, AI is the virtual GM.

    4. Re:RPGs have missed the point by Anonymous Coward · · Score: 0
      What made D&D was the fact that you could spend three hours talking to a Dragon
      I don't recall that compound being mentioned in PiHKAL, what's the page number?
  48. First Impression by autosentry · · Score: 1

    My first impression of the Dungeon Masters Guide II is the sound of a Dungeon Master's sex life shriveling into a withered husk and crumbling into so many insignificant particles: SCHCCHHCHCHCHCHCHHRRRCKCKCKCKKCCRCK.

    --
    Monster Zero is the reason we cannot live on the surface, but must live forever live underground like this.
    1. Re:First Impression by Veilrap · · Score: 1

      Right, I know more DM's that have been laid, than haven't. 100% Actually.

  49. Also by DrunkenTerror · · Score: 2, Interesting

    Bram Stoker's Dracula soundtrack, Glen Danzig's Black Aria, Gustav Holst: The Planets Suite, and O Fortuna from Carmina Burrana for epic boss fights. :)

    1. Re:Also by KlomDark · · Score: 1

      And don't forget, Black Aria II is out any day now. (Site says it's complete, just doesn't say anything about a release date beyond "Late Srping/Early Summer 2005"

  50. Good ole D'n'D Advanced by devphaeton · · Score: 2, Insightful

    While i unfortunately feel as if i've 'outgrown' such games (at the age of 30)....

    I'm glad to see that people are still playing them and that they're still alive. My friends and I put in a lot of hours to D'n'D and similar, creating and playing our worlds and characters. And this was back in the late 1980s/early 1990s when video games still rawked!

    Oddly, i feel the same way about a lot of video games as i do about tabeltop games.... Strange predicament- I feel "too old" to get interested in them, but rationally I can't figure out why my age would matter at all.

    -hopeless....

    --


    do() || do_not(); // try();
    1. Re:Good ole D'n'D Advanced by lymph · · Score: 1
      I'm 30 and I just started playing a couple years ago. I just started playing Pokemon 8 months ago too(my baby brother got me into it). Your as old as you feel. If you feel you're too old to play, you just cut 10 years off your life, it's called vitality! I get mistaken for 24 all the time, and I've even got some silver!

      Never stop playing, and I don't mean just RPG's! It's as vital to health as eating and breathing. People never grow up, we just get responsabilities.

      BE YOUNG HAVE FUN, DRINK PEPSI!

    2. Re:Good ole D'n'D Advanced by Anonymous Coward · · Score: 0

      It's not your age per say, but the friends that you have to play the game with. How often do you get together with 3-5 buddies just to hang out anymore? What do you do when you do?

      That's one thing I noticed when I started it back up again, it's an excellent reason for me to get together once a month with some college buddies I havent seen in years.

  51. Sheesh by Anonymous Coward · · Score: 0

    I can't believe you're reviewing something so .. geeky! Besides, my Bard/Cleric_of_Olidammara could write a much better book. And anyone who says D&D makes you not get laid, well let me tell you: my bard gets laid all the time!

  52. The Sinister Secret of Saltmarsh by greyfeld · · Score: 1

    If you do go out and pick up the new DMG2 and decide to add Saltmarsh to your campaign, it would be worthwhile to go pick up the old module "The Sinister Secret of Saltmarsh". It is actually the first of a three part series that leads to some pirate ship adventure and more. The first one actually begins with the exploration of a haunted house (or is it?) just outside of town and proceeds onto the high seas of adventure in the following two modules. Well worth seeking out and fairly easy to run, but you'll have to do some conversion for the new rules.

    1. Re:The Sinister Secret of Saltmarsh by mythosaz · · Score: 1

      I'm pretty sure Scooby Do already solved the haunted house mystery. It was Old Man Winters, and, were it not for those meddling kids, he would have gotten away with it.

  53. parent is a moronic referrer scheme bastard. by bturnip · · Score: 1

    Thanks, Kaleidojewel! I wouldn't have any idea where to buy it if you hadn't put up your referring link! Who would have thought about buying it online at an online bookseller like Amazon. Good work! Too bad your referrer link isn't also "Anonymous Coward"!

  54. Magic Missile by Anonymous Coward · · Score: 0
  55. Paying to avoid thinking... by EvilNight · · Score: 5, Insightful

    Has anyone besides myself noticed that at some point, the games became less about roleplaying and more about the rules? When did the rules lawyers become the new priesthood? People collect D&D3 books like they were stamps or baseball cards.

    I can name a dozen RPGs that have rules so simple you can learn them in five minutes. The only thing they have in common is that they are usually superior in imagination and quality to the popular games, as well as unknown and ignored by the majority of roleplayers, as you can see simply by glancing at the games being run at conventions like GenCon. Page after page, and nothing but D20 and derivatives.

    The rules aren't optional for the players. For this new breed of gamer, if it's written, it's the law. They've paid their thirty dollars for Tips and Tricks of Thievery Volume 7 Version 5 and by god, that book is the final word. How many games have you been in where one of the players tries to use these rules to push the GM around, and gets angry if they are denied?

    Watching two rules lawyers at odds is like watching some perverse mental fencing match, and for fifteen minutes nothing gets done while the sacred rules of the game are read from dusty tomes in voices of hused awe and righteous fury. I used to laugh at it, but now it's just getting old.

    D20 strikes me as one of the worst things to ever happen to the industry, and I mean that very sincerely. The unique, creative rules for each individual game used to be part of that game's atmosphere. Learning the new rules and seeing the new ways of doing things was part of the fun of playing a new game. It was not work. I can still remember how pleased I was when I first picked up Deadlands (a wild west RPG) and found the designers had worked in poker chips and playing cards as part of the system.

    Now everything new just slaps D20 on because it's easy instead of getting creative, or because if they don't they'll be ignored by gamers who can't be bothered to learn a different paradigm for a change. D20 became the mindshare monopoly that GURPS always wanted to become.

    If you like your D20, that's fine, but don't laugh when I tell you that you simply don't know what you're missing. There are games where the game is about what happens in the game, not about the rules defining the way the game works.

    I can take one of these simple games, walk into a convention, pick up a half dozen gamers, and usually give them a session better than anything they've had in the last couple of years, all on a game they didn't even know how to play ten minutes ago. I am not that good at GMing, either. I much prefer to play. The reason they enjoy it is because it is unknown. They don't know the setting, they don't know all the rules or all the details, they can't predict every nuance of the game in their heads, and they know there's no arguing with the GM... things are just too simple. All that's left is story and roleplaying. That's where most of the fun is.

    Sorry for the rant, but I was laughing at the idea of needing another revised expanded edition of the Dungeon Master's Guide. A stack of all of WoTC's D20 books over the last couple of years could probably build a bridge over the Mississippi river.

    --
    Hell is being intelligent in a world full of idiots.
    1. Re:Paying to avoid thinking... by korea · · Score: 1

      I agree that this book does undermine the creative soul of tabletop gaming, but D20 isn't terrible. Without a fairly solid system, tabletop gaming becomes playing house with a group of sweaty guys.

      --

      --

      "pain is weakness leaving the body."
    2. Re:Paying to avoid thinking... by deepsky · · Score: 2, Interesting

      I completely agree. I've been playing dnd since ad&d first edition, and now i find D20 overtechnical and devoid of inspiration. I am looking for alternatives (I once played Mage and liked it a lot).
      Since you say "I can name a dozen RPGs that have rules so simple you can learn them in five minutes. The only thing they have in common is that they are usually superior in imagination and quality to the popular games", could you name that dozen as a suggestion?

    3. Re:Paying to avoid thinking... by Anonymous Coward · · Score: 0

      Are you insane? Posting this comment on Slashdot???

      d20 is popular because the base rules are free, as in freedom, as in Free Software; because there was and is an existing base of rules to draw upon for your own derivative works as long as you accord that same privilege to others!

      Take a look at the Open Gaming License that most d20 games use.

      Then talk to us about why d20 became popular.

    4. Re:Paying to avoid thinking... by Anonymous Coward · · Score: 0

      Simple rules don't sell books.

    5. Re:Paying to avoid thinking... by Metex · · Score: 1

      There are rule lawyers because of jackasses like me. I was playing this striped down RPG with a few of my friends. Had a board with 8 rooms surrounded by a an interconnected hallway. It was a mighty fun night but I dismantled the GM's plans fairly quickly.

      ME: I move 5 spaces down the hallway.
      GM: you run into a trap and a boulder falls onto you.
      ME: does this game have a search for trap skill?
      GM: yep all you have to do is roll above a 5 on 1d10 and all the traps in the room are revealed.
      ME: I search the hallway.
      GM: ... you found all the traps in the hallway all 24 of them.

      Well I paid for that when I lead the group into a room and the GM summoned 8 'Grand Wizards' aka the head boss of the campaign. All in all I escaped by kicking down the door, tossing a torch from the hallway onto it and kicking the wizard into the resulting fire as I stole his wand of get the fuck out of there.

      The wizard was not amussed at how I man handled his elf.

      --
      Never could figure out why my girl liked my bitch tits, then I found out she was a lesbian.
    6. Re:Paying to avoid thinking... by RedWizzard · · Score: 1
      The rules aren't optional for the players. For this new breed of gamer, if it's written, it's the law. They've paid their thirty dollars for Tips and Tricks of Thievery Volume 7 Version 5 and by god, that book is the final word. How many games have you been in where one of the players tries to use these rules to push the GM around, and gets angry if they are denied?
      That's a problem with the players, not with the game system.
      Sorry for the rant, but I was laughing at the idea of needing another revised expanded edition of the Dungeon Master's Guide.
      You seem to be complaining that there are too many rules and that DMs are using the rules as a crutch, so how is the addition of a book that appears to focus on teaching people to become good DMs (rather than just adding more rules) a bad thing?
    7. Re:Paying to avoid thinking... by Anonymous Coward · · Score: 0

      All the rules in the world aren't going to help a DM with a poor grasp of physics. In the time it takes for a solid wood door with a torch laying on it to turn into a deadly blaze, the wizard should have had time to magic you, your party, and the prostitute you spent last night with at that sleazy tavern right out of existence...

    8. Re:Paying to avoid thinking... by botsmaster25 · · Score: 1

      The basic rules of D&D are simple. It is how they tack on rules to compensate for the simplicity like saving throws and the ability to spot secret doors on a special d6 roll for example, that end up making it not as good as some games.

      Having said that and basically agreeing to what you said, here is my list:

      1. Marvel Superheroes.

      2. GURPS.

      3. Anything from Chaosism's classic games (Runequest, Call of Cthulhu, Superworld, etc.) Yes it was like D&D but the skill system made it work.

    9. Re:Paying to avoid thinking... by Brandybuck · · Score: 2, Interesting

      Rules easy enough to explain in five minutes so that the players don't need their own copies:

      1) Runequest
      2) HarnMaster
      3) GURPS
      4) FUDGE
      5) FATE
      6) HARP
      7) Paranoia
      8) Stormbringer
      9) Call of Cthulhu
      10) James Bond 007
      11) BESM
      12) MERP

      Note that these rules aren't necessarily simplistic. Some may have complicated character creation rules, complicated combat rules, etc., but they all share one thing in common, and that's a cohesiveness in the rules. With any of the above games you can certainly get away handing out pre-generated characters with a five minute explanation.

      --
      Don't blame me, I didn't vote for either of them!
    10. Re:Paying to avoid thinking... by tfoudray · · Score: 2, Insightful

      You're right, rules lawyering sucks the life out of a game. The fact that they are given 15 minutes to argue about this or that rule is not, however, their fault (alright, it is, because the are morons, but whatever, the world is full of them, so deal.) -- rather the DM that either allows them to continue on that way, or that takes their bait and does the arguing him or herself is at fault. it is the DMs job to run the game. That doesn't just mean that have to prepare some adventure (although some of my best games have been spontaneous), but that they need to run something fun. Who is having fun when there is an argument going on? just the one rules lawyer who is masturbating over his or her great success, I suppose. When I DM, Rule #1 is the DM is always right. I don't care how wrong I am, I'm right so that the game can go on. people grumble occassionally, and I'll verify the rules (or justify my choice) AFTER the game to whomever wants to discuss it, but usually by then they have cooled down or simply forgotten, and we can all get on with our lives.

      Also, mod me informative:
      openrpg for online roleplaying!

      And mod me +5 is a DM AND plays online, but isn't a virgin. :-P

    11. Re:Paying to avoid thinking... by Twylite · · Score: 1
      12) MERP

      And 16 photocopied pages of tables.

      At least its not Role Master.

      --
      i-name =twylite [http://public.xdi.org/=twylite], see idcommons.net
    12. Re:Paying to avoid thinking... by Brandybuck · · Score: 1

      The rules are simple even with the tables. That's the point. "Roll the dice and look it up" is easy to do. The actual game may get bogged down with chart fumbling, but the mechanics themselves are simple.

      --
      Don't blame me, I didn't vote for either of them!
    13. Re:Paying to avoid thinking... by EvilNight · · Score: 1

      You got most of mine in there, although some of those you list are more complex than I like.

      Let me add these...

      Unknown Armies
      It's an occult RPG... if Cthulu weren't the standard this would be THE cult RPG. The sourcebook is dynamite reading, expertly well written, and the game is a blast of fresh air. It's gritty, evil, and tons of fun. You can be playing it after about fifteen minutes. I love the 'fight, flight, or freeze' mechanic.

      Ironclaw
      It's a standard fantasy RPG, but with anthromorphs. Yeah, that's right, it's a furry RPG, so sue me. It's got one of the finest skill systems I've ever seen. The book also manages to seperate itself from 'furry culture' so it isn't carrying all of that baggage along for the ride.

      Deadlands
      Wild West RPG, I mentioned it in my first post. Try it even if westerns sound kinda boring to you. The game system design is brilliant, and tailored to include poker elements. It's a lot of fun to play, and fairly fast paced, even in combat. Initiative is handled by drawing cards, as is spellcasting. Karma is handled with poker chips (fate chips). Dice are used for the numbers. This game is a great icebreaker to folks who are in that 'D20 haze' and need a shock to get them interested different kinds of game mechanics.

      Earthdawn
      Earthdawn was FASA's fantasy RPG, back in the D&D 2nd edition days. It has a lot of similarities in the mechanics to D&D3, but without going so far overboard with them. I highly recommend this one if D&D3 is wearing thin on you and you want a different fantasy game. The atmosphere of this game is easily the finest of any fantasy game I've played. Positively Tolkienesque, if you dig into it, but without the pretentiousness. I think this game found the proper balance between a 'level based' and 'skill based' system, and it's unique in its handling of those mechanics.

      Most of those have simple systems, but not minimalist. I've saved my favorite, by far, for last.

      Continuum
      This is without equal in every roleplaying game I've read, and believe me I've had my nose in more than my fair share of books. The system is so simple a single D10 roll resolves hours of in-game combat. There's nothing to this game except for the story itself... the game forces you into the story, and many of the mechanics and conventions force plot developments in the story itself. The game is almost like a recursive storytelling hack. Another unique feature is that it is nearly impossible to have a conversation that is out of character. There are even some situations where one of the players ends up GMing for brief periods.

      Just one ten sided die. There are no experience points. No levels. No advancement system. Just skills, and the skills improve through use as you play, almost as an afterthought. So do the three primary attributes. There's no skill list... just make them up and use them as you need them.

      It's a damn good thing the rules are that simple, because Continuum is a time travel RPG, and you haven't got the brainpower to deal with complex mechanics and time travel in the same game. The setting is basically all of human history, and in the socieites that have grown up around time travel. This book will make your brain bleed... learning to think fourth dimensionally is not a natural act, but once you're into it, you'll love it. The real genius of this game is the way they handle time travel, and exploring the mechanics for time travel is half the fun.

      You can also take this game's time travel rules and use them in absolutely any game, just by adding two new numbers to that game's character sheet. It's brilliant. The only downsides I can think of is that it puts a massive amount of story-strain on the GM, at least initially, and that you can't just jump right in to the 'high level' types of scenarios without fourth dimensional thinking experience. Otherwise you end up trying yourself up so tightly in the results of your time travel that you choke.

      I know it sounds like bullshit tha

      --
      Hell is being intelligent in a world full of idiots.
    14. Re:Paying to avoid thinking... by EvilNight · · Score: 1

      It's great for all those reasons, sure. Open licenses, however, can have a downside if they become the most popular, just like closed ones. They precipitate a tyrrany of the majority, where the one single standard becomes the only standard, and anything else is lost in the ocean.

      How many D20 players won't touch any system not based on D20? How many new players learn D20 and don't even know alternatives exist, or think that those alternatives aren't worth a second thought despite having never experienced them? If the D20 players are the majority, you release your game in a D20-compatible format or you perish, because nobody will even look at you twice just based on that one thing. It doesn't matter if you've got the finest game ever created, because you aren't catering to the expectations of the majority, and they can't be bothered to spend any time looking at you.

      Feel free to draw whatever parallels you want between that and open software. There's plenty of commonality. Is TCPIP the best, last network protocol? Is the start-menu/desktop paradigm the only way to interface with a computer? Is D20 the best ruleset for an RPG?

      These are the kinds of questions that nobody thinks to ask (or cares to hear answered) once some standard takes over public mindshare. It doesn't matter if the standard is closed or open. Once it is in place, by its popularity alone it drives everything else out to the edges of its space, or prevents alternatives from forming altogether. Whether that's a good or bad thing depends largely on the situation.

      --
      Hell is being intelligent in a world full of idiots.
    15. Re:Paying to avoid thinking... by EvilNight · · Score: 1

      The purpose of this book is more to line the pockets of the folks at WoTC. If the book actually does teach people to be better GMs, that's great. Somehow, though, I doubt the book will tell you to stop buying books, dice, miniatures, and other distractions and instead concentrate on using imagination, story aspects, and learning better roleplaying.

      --
      Hell is being intelligent in a world full of idiots.
    16. Re:Paying to avoid thinking... by RedWizzard · · Score: 1
      The purpose of this book is more to line the pockets of the folks at WoTC.
      Of course, and I don't see what's wrong with that. Attempting to sell people stuff does not automatically make that stuff bad or unworthy or whatever. It's not like WoTC are looking up roleplayers everywhere and forcing them to buy this book at gunpoint.
      If the book actually does teach people to be better GMs, that's great. Somehow, though, I doubt the book will tell you to stop buying books, dice, miniatures, and other distractions and instead concentrate on using imagination, story aspects, and learning better roleplaying.
      You seem to be discounting this book without having examined it. I haven't seen it either, but the reviewer seems to be saying that it does try to teach people better GMing without adding rules (which was the point of your original rant: too many rules). So what's the problem? Or do you just object to it because it's a D20 system product?

      Look, I understand your point and I agree that minimalist games can be fantastic, but they are much more dependent on the quality of the GM and great GMs are quite rare. Most GMs need the help that comprehensive rule systems provide and many players are happier playing in that environment too. Not everyone wants a minimalist game.

    17. Re:Paying to avoid thinking... by EvilNight · · Score: 1

      I picked it up and flipped through it today at the local gaming store. The price is $40. It's organized a bit better, and there's perhaps fifteen percent more DMing material in there than in the previous iteration. That'll probably seem heavy to anyone who's been in D&D3 for their entire experience, but overall there's nothing in there that hasn't been beaten to death in dozens of other books on the topic, most of them far cheaper. One can find more informative DMing instruction via Google for free. It's just another iteration, and readers won't find anything new unless they're pretty green at RPGs.

      To make use of a slashdot colloquialism...

      1) Make a bunch of good gaming books.
      2) Make them real purdy so you can use printing costs as a justification for high book prices.
      3) Release 'updated' versions of them similar to the originals, so folks keep rebuying the same book. (Like DVD special editions)
      4) Rely on munchkins, the bragging factor, and annoying rule inconsistencies to push people into buying the latest versions.
      5) Flood the market with a lot of expansions, most of which are fluff. (Everyone big does this.)
      6) Release your (admittedly quite decent) gaming system openly so that the majority of third party products gravitate to your platform.
      7) 1-6 get you dominant mindshare, which in turn increases the power of 1-6, giving you a bit of a feedback loop.
      7) Massive, record breaking profit!

      I don't fault WoTC for doing this... indeed, it's a brilliant bit of business strategy, and they are certainly giving the fans what they want. They are a very good gaming company. I'm just a bit disappointed over the collateral damage they are causing, the bad habits their game tends to breed in gamers, and that generally most gamers think the whole thing is just great because they don't know any better.

      --
      Hell is being intelligent in a world full of idiots.
  56. DMG II by korea · · Score: 1

    I don't think it is worth it's cost. I've went through this book and opted out. At it's price point it certainly can't beat the effective utility of scores of existing netbooks with plot points, adventure hooks, and character concepts ready to roll with perhaps some tweaking for edition revision and suiting them to your own campaign. This book should be lower in priority than purchasing new monster manual books or even a campaign book that has much of the information the DMG II has but suited to a specific world. With the monster manual you can create endless possible organizations and societies and slowly introduce new elements by allowing monstrous races. It's ceiling is much higher than one offered by a DMG supplement. What I would find much more useful is better DM screens for groups of varied experience levels.

    This is completely different from 3E -> 3.5E. My hesitation to convert was mostly monetary. Buying new books becomes very painful. For the money, an older book of plots and hooks are of greater value and utility. Besides, when you do digging like that, you have a greater chance of surprising a group of experienced players or bringing back feelings of nostalgia. A PC that reads the DMG II may not find the application of the things within the book as impactful as if one was to use old/net books that are distributed blisfully cheap-or-free. Besides... the internet is the best resource. WotC has a random tavern generator, there are a handful of random treasure/npc/town generators. I hope very much that this book doesn't do well. WotC is printing money every month. Accessory books for just about every class at $20+ price points seconds before pumping out new core books and rules is a slap in the face. This isn't a Pokemon card game that WotC is holding randsom, but it's fell into an enterprise structure that treats it like it is. New cards/rules/books = money for rehashing the same thing and enumerating possible ideas and elminating them from creativity. Thanks for CRAFTING a Ninja prestige class for a Medieval-fantasy game. I couldn't have possibly done it myself :|.

    http://www.wizards.com/default.asp?x=dnd/dnd/20010 223d http://www.mathemagician.net/ http://www.aarg.net/~minam/ http://www.google.com/search?hl=en&q=dungeons+%26+ dragons+netbook&btnG=Google+Search
    --

    --

    "pain is weakness leaving the body."
    1. Re:DMG II by MightyMartian · · Score: 2, Interesting
      Quite frankly, I'd never buy another rule book, ever. I've spent hundreds over the years, have a huge Palladium collection, and an assortment of games from an old GDW's Traveller 2300 to the old Steve Jackson Fighting Fantasy rule book, and no matter how much or how little I played them, I ended up jury-rigging the system to work how I wanted. I've come to the conclusion that a rule system that takes more than five pages to explain the basics is either too complicated or is filled with filler crap.

      What I'm interested in now is settings. Harn used to be like that before they started hawking their own system, but in the old days it was a world environment that you popped your gaming system on top of. That way, if you want to play D20, AD&D, Palladium or hell, even Tunnels and Trolls, go right ahead. Rules, to my mind, just get in the way, so keeping them simple and to a minimum, so they don't interfere with the actual roleplaying.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    2. Re:DMG II by korea · · Score: 1

      the d20 system helps prevent tabletop gaming from being playing house with sweaty dudes. :|

      --

      --

      "pain is weakness leaving the body."
    3. Re:DMG II by SABME · · Score: 2, Interesting

      Hey, another Harn fan from the olden days!

      I went out and bought Harn and Cities of Harn for these very reasons: most of the work comes in writing a background story. Harn provides an excellent starting point for your own environment.

      I'll echo many of the other comments here: the greatest part of D&D (and RPGs in general) is the encouragement for you to make up your own rules and your own settings, to pick and choose what you like, make up whatever you need, and throw out what you don't like.

      This thread brings back a lot of great memories of fun times I had playing these games for hours on end with my friends.

  57. Meta-system by Charles+W+Griswold · · Score: 1

    I would probably buy it if it had some sort of meta-system for designing balanced core classes. One of my beefs with the D20 system is that it's too tied in with the established gaming worlds, and it's too hard to build your own campaign from the ground up if it's way different that the established worlds. Inclusion of the aforementioned meta-system would go far to alleviate that problem.

    --
    "Those who are too smart to engage in politics are punished by being governed by those who are dumber" -- Plato
    1. Re:Meta-system by Anonymous Coward · · Score: 0

      Check out the Unearthed Arcana then. It has rules for extra flexible balanced core classes.

  58. Re:Worst. Moneygrab. Ever. by captain_blie · · Score: 1

    Yes but the online SRD (free rules online) has differences from the material in the book. For instance the skill a ranger gets at second level.

    For the most part the SRD is useful but you'll find some differences here and there but not enough to cause major problems with casual play.

  59. Wrong DMG! by faust2097 · · Score: 1

    Curses! I thought this was a followup to Dieselboy's brilliant 2004 mixtape entitled "The Dungeonmasters' Guide". Not that super-evil drum & bass fits with D&D that well...

    1. Re:Wrong DMG! by houdini_cs · · Score: 1

      Nice! I was hoping the same thing.

      --
      ^]:wq
  60. Perhaps it is by Urusai · · Score: 2, Funny

    the fool who deigns to comment on said fools. Or the fool who comments on the foolishness of the aforementioned fool. Or the fool who....STACK OVERFLOW

    1. Re:Perhaps it is by blazer1024 · · Score: 1

      That's an awfully small stack.

  61. Re:Shoutz to my budz in the CIA... by super_ogg · · Score: 0, Offtopic

    You rule.
    ogg

    --
    Black cat, searing pain, flames...? I must be in Heaven! - Homer Simpson
  62. Exciting new opportunities available now... by going_the_2Rpi_way · · Score: 1

    A prospective Game Master (or Dungeon Master) has to utilize interpersonal communications, mathematics, creative writing, acting, and endless stores of patience in order to successfully draw a group of players into a gaming experience.

    That's why I'm going to Devry.

  63. So what's the scenario? by djdavetrouble · · Score: 1

    I tuned in to this thread mostly for the inevitable +5 funnies, but I think it bears mentioning that Busta Rhymes name checks Dungeons and Dragons in A Tribe Called Quest's The Scenario. Not only was this one of the seminal songs of the era, but many would say that Busta's famous verse in that song is what catapulted his career to the level that it is now (his group, leaders of the new school was a floundering cutesey mess). While the verse is an exercise in non-sequiters and nonsense, his delivery and vocal style were innovative, fresh and imbued with an explosive energy, and he stole the stage right out from under the questers.

    Watch, as I combine all the juice from the mind
    Heel up, wheel up, bring it back, come rewind
    Powerful impact BOOM! from the cannon
    Not braggin, try to read my mind just imagine
    Vo-cab-u-lary's necessary
    When diggin into my library
    Oh my gosh! Oh my gosh!
    Eating a toadstool like the one Peter Tosh-a
    UH uh UH, all over the track, man
    UH, pardon me, UH, as I come back
    As I did it yo I had to beg your pardon
    When I travel to the Sun I roll with the squadron
    RRRRRROAW RRRRRRROAW like a dungeon dragon
    Change your little drawers cause your pants are saggin

    what were we talking about again? Oh yeah .. These dungeon masters NEVER get laid.

    --
    music lover since 1969
  64. No picture? by promodog · · Score: 1

    I noticed right away no associated picture with the news story. Any reason why?

  65. Favorite bumper sticker: by sgant · · Score: 4, Funny

    Jesus saves...everyone else takes 2d20 crushing damage

    But really, the best rules were the totally incoherent 2nd edition rules for AD&D. Yes, I loved that it was a pain in ass and led to so many arguments. That was part of the game! Now everything is too sterile.

    But the 2nd edition rules also pushed me and my friends into different game systems. Anybody remember "Fantasy Hero"? or "Danger International"? Probably not. We were some of the few that actually played that system on a regular basis. It was fun.

    But nothing topped "Call of Cthulhu". Going back to AD&D after that was painful...so we rarely did.

    --

    "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    1. Re:Favorite bumper sticker: by mr_shifty · · Score: 1

      Which is why at my table, we now play HackMaster.

      It's what 3rd Edition D&D should have been.

      --
      And the circle of life continues to spin, occasionally wobbling on its axis thanks to the weighty presence of dumb.
    2. Re:Favorite bumper sticker: by Mingco · · Score: 5, Funny

      Jesus saves...everyone else takes 2d20 crushing damage

      Jesus is not immune to piercing damage, however.

  66. No, that was not professional acting... by RoverDaddy · · Score: 1

    It was a crime against humanity.

    --
    RETURN without GOSUB in line 1050
    1. Re:No, that was not professional acting... by Nasarius · · Score: 1

      No, the crime against humanity was writing that dialogue. The greatest actor in the world couldn't have made those lines any less awful.

      --
      LOAD "SIG",8,1
  67. Ahh, Nostalgia by Phoenix666 · · Score: 1

    You know, some of my fondest game playing memories are from AD&D, esp. DM'ing adventures. I've played a lot of RPG video games since, everything from Wizardry to Bard's Tale and everything afterward, and not one of them comes even close to D&D.

    Sure, some of the video games are great, and the networked games are a step in the right direction, but nothing beats a room full of people rolling dice, hamming it up, and generally having a great time.

    At the end of the day, there's really no substitute for good ol' fashioned human interaction.

    --
    Do what you can, with what you have, where you are.
    1. Re:Ahh, Nostalgia by Sebastopol · · Score: 1

      for those of us too nerdy even to cavort with other nerds, PC-based RPGs (and when I say PC, I mean Apple //e and C64) provide the nostalgia. my experiences finally playing D&D after years of electronic RPGs was that the former sucked balls. in fact, the Dr. Demento show did a skit on D&D that perfectly mirrored my encounters.

      but i still love to read the modules by myself. i spent many years reading D&D material and hoped one day that i'd play a game that matched my expectations. never happened. now my adult ADHD prevents me from enjoying something like this. ;-)

      --
      https://www.accountkiller.com/removal-requested
  68. Strict vs Fun by Jinsaku · · Score: 1

    It's hard to be both. Whenever I DM (which, granted, hasn't been for a long time), I use stats and such more as a guide, rather than strict rules, which makes the game a lot more fun for the people in the game (and for me.. no rules lawyering).

    Basically, I have a base story in mind, a guideline, and I wing-it. I keep the game challenging, but not impossible. I keep it fun. Someone says "I want to bash down this door".. I look at his strength (16), and say.. "ok.. roll a D20", and just make up a DC relative to how strong the door probly is, and that 16 strength. I do the same thing with people trying To Hit, no exact numbers (and I never tell the guys the numbers), I modify things on the fly if the opponents are too hard and everyone's about to die.. I make up exp points and treasure based on how thrashed the party got.. it really makes for a fun time for everyone, and keeps the game moving.

    Aren't games supposed to be fun?

    --
    -- Jinsaku
    1. Re:Strict vs Fun by Pop69 · · Score: 1

      E Gaxy Gygar always said that the books were guidlines, not hard and fast rules.

      Only a rules lawyer can't figure out that the only important rule is the DM is always right.

  69. Here's a link to the full list by unsinged+int · · Score: 4, Informative
    1. Re:Here's a link to the full list by snorklewacker · · Score: 1

      Also check out progressquest's list of spells. A couple I can remember:

      Cone of Annoyance
      Itch

      --
      I am no longer wasting my time with slashdot
  70. Simplification...voila... by MsGeek · · Score: 1

    Big Eyes Small Mouth. TriStat DX system. Reminiscent of old-school Traveller with its minimalist rules. More role-playing, less roll-playing. I love it. AD&D D20 is still too complex for my tastes, and the AD&D system out in the 1980s was totally nuts with requiring bags full of polyhedra and a roll for almost every move.

    http://www.guardiansorder.com/games/tristat/

    --
    Knowledge is power. Knowledge shared is power multiplied.
    1. Re:Simplification...voila... by MoodyLoner · · Score: 1

      BESM is a good idea, and an excellent excuse for me to pick up the latest edition.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  71. Gygax is God! by Sir_Eptishous · · Score: 1

    Here, Here! No truer words could be spoken as far as D&D/AD&D goes.

    I ran a campaign for most of the 90's where we used the original PH, DMG, FF, etc; All the books before the 2nd edition crap came out.

    As you say, after they got rid of Gygax, it became extra lame and cheezy. They wanted D&D'ers to fork over $$$ to buy lame new 'guides' with rule re-writes that didn't need to be done. Yes, there were a few things that needed revision, but on the whole, the 1st edition system was good.

    In addition we added many of our own rules for things like critical hits, new spells, etc; This in itself was great, as it allowed our group to fine tune the game and add our own spin on things.

    The best modules were anything written by Gygax, especially the Giants/Drow series!

    --
    We play the game with the bravery of being out of range
  72. It's articles by Anonymous Coward · · Score: 0

    ...about dumb shit like this that makes me ashamed to read Slashdot sometimes...

  73. whats the name of my dj?! by dubthach · · Score: 1

    whats the name of my dj one more time whats the name of my dj dave trouble thank you for bringin' it back to the cultural relevance it has...d&d is still part of our landscape /'ers aside. and if you don't believe me check out this link courtesy of bb http://www.flickr.com/photos/pumpkin/23610215/in/s et-538104/ any yea i quit gamin' for a long time coz i was gettin' laid...still reflect fondly on one of the best dm's i ever had the pleasure of gaming with...(tony heath if i can out ya...sprngtex83), ofcourse i don't recall it as fondly as bustin' a nut at 70 on i-5 headin' oughta seattle in a civic stickshift with a delicious blond on my lap... :O put that in your gamepipe an' puff it. peace

  74. How's your social life? by craenor · · Score: 4, Insightful

    You know...I find this hilarious. Everyone who barely has a life away from their computer is bashing the people who play Table Top RPG's for having no life.

    Meanwhile, let's ignore the fact that a table top rpg requires you to socialize face to face with other people normally.

    A significant portion of these "other people" are gamer, geek females. A subculture of geeks that 90% of you would cream yourself to just meet...and I hang out with 3 of them, all single, on a weekly basis. The last 10 girlfriends I've had over numerous years, including the most recent, my current wife, have all been gamers.

    News flash, bashing rpg's for being too geeky went out of style in the late 1980's..when something more geeky came along, the PC.

    1. Re:How's your social life? by painandgreed · · Score: 4, Informative

      Have you seen the new WotC ads? It has a some guy sitting infront of a comptuer lit only by light from the monitor and says "If you're going to sit around and pretend to be an elf all night long, you might as well do it with friends."

    2. Re:How's your social life? by Barryke · · Score: 1

      I dont find rpg's geeky!
      I just find the act of acting about made up things air very stupid.
      Maybe, i find watching it more interesting, but that's another point, not for this post.

      I (and i suppose this goes for lots of ppl) can not see the satisfaction in it.
      If i play such a game, my first action would be to quit, i just dont see the fun in it.

      Sure, conversations are fun, but i dont see any reason to act like elves or other fantasy identities.

      Personal, if i want a satisfaction, i have to create something. Like a php-website, a automated-ant-and-insects-burner, some weird overdone security measure around the house (*think 'Home Alone II'), or some design for some robot i'm never going to finish anyway.
      That; also is unstatisfactionary for a lot of ppl.
      I dont stop them of thinking so, they may.
      You dont stop me of thinking so, i may.

      Why rpg's are nicknamed geeks,
      may be because its just so strange for ppl who dont see or get the satisfaction by playing an rpg,
      dont see the need to act about all the fuss that isn't there actualy anyway.

      For me rpg games are very much close to seeing the typical 'i-worry-to-much-about-nothing' -girl act up because something that doesn't matter at all.
      Like the bold and the beatufull, but without a murder involved. (i hate that show, its just sooooo stupid by any measurement)

      For me, its lots of fuss about very little air. For you, its satisfaction.
      For you, maybe creating stuff is lots of work for nothing. For me, its satisfaction.

      --
      Hivemind harvest in progress..
    3. Re:How's your social life? by Anonymous Coward · · Score: 0

      "A subculture of geeks that 90% of you would cream yourself to just meet...and I hang out with 3 of them, all single, on a weekly basis."

      I must be in the 10%, since i make "Nude Modeling Web Sites" for females, I bet you would ditch your gamer females to just participate in one phot shoot with just one of my girls..

    4. Re:How's your social life? by JimatForemat · · Score: 1

      The last 10 girlfriends I've had over numerous years, including the most recent, my current wife, have all been gamers.

      Let's hope she doesn't read Slashdot...

    5. Re:How's your social life? by Anonymous Coward · · Score: 0

      gamer geek females? Wow, you little punks are F-ing pathetic. Here's a novel idea. How about going out into the real world and walking up to an attractive woman and just chatting her up without needing any sort of social crutch or pretext? In other words, be a man.

    6. Re:How's your social life? by snuf23 · · Score: 2, Insightful

      You might get some additional satisfaction out of improving your English spelling and writing skills.

      --
      Sometimes my arms bend back.
    7. Re:How's your social life? by snuf23 · · Score: 1, Funny

      Yeah total bullshit. How about you take out a woman and give her what she really wants, a stiff drink, two lines of blow and your dick up her ass.
      Rar! Rar! Thump! Thump!
      That's what a REAL man would do.

      --
      Sometimes my arms bend back.
    8. Re:How's your social life? by Anonymous Coward · · Score: 0

      Is your group looking for another 15th Level Mage/Rogue ?

      I'm available :)

    9. Re:How's your social life? by MasterRyu · · Score: 1

      I don't play tabletop RPGs, but that's not relevant, I noticed your reply while browsing through and felt I had to respond... I just don't understand why you choose to insult people...oh that's right, you are a real man because you utilize countless cliched pickup lines in an attempt to get a quick lay...let me tell you something, REAL men have a little integrity, and treat woman with a modicum of respect, not like cheap whores. and they also actually create accounts instead of posting anonymously. That is all I have to say.

    10. Re:How's your social life? by FLEB · · Score: 1

      .nl != .uk || .us || .etc

      (and yes, I know that's improper form, but it explains better than a switch construct)

      --
      Information wants to be free.
      Entertainment wants to be paid.
      You just want to be cheap.
    11. Re:How's your social life? by FLEB · · Score: 1

      Fighting generalization with generalization... does nothing.

      That said, I like geek girls (and, I suppose, geeks of all sexes) because... well... it's an affinity. People like people who have things in common with them.

      And, as to the GGPP's post about PCs taking over RPG's geekdom... maybe as late as 1990, but that's gone mainstream by now.

      --
      Information wants to be free.
      Entertainment wants to be paid.
      You just want to be cheap.
    12. Re:How's your social life? by troc · · Score: 1

      How about you go out and improve your Dutch skills?

      Troc

      PS I don't give a toss how your mates mod me, I'm invincible

      --
      Troc's dubious podcast and blog: http://www.trocnet.net
    13. Re:How's your social life? by snuf23 · · Score: 1

      Now why would I do that?
      Won't make me more money. Won't get me more satisfaction. :P

      arrogant yank fuck all the way then

      --
      Sometimes my arms bend back.
    14. Re:How's your social life? by festers · · Score: 1

      That sounds like a great ad, where did you see it? (And is it online somewhere?)

      --


      -------
      "Every artist is a cannibal, every poet is a thief."
    15. Re:How's your social life? by DerWulf · · Score: 1

      no they aren't. 90% of P&P 'Gamers' are pimple faced, pale 16 year old males. Also, 99% of all statistics are made up on the spot.

      And no, gamer girls are not the types I want to meet. For the most part, they are not very attractive. Also, usually they play one their bfs pc which would then be mine. Sorry, can't have that.
      Also, I play lots of games as is, I'd want to meet someone with different hobbies they can introduce me too, you know, just to broaden my horizon.

      Bragging on the internet? Only the worst type of loosers do it.

      --

      ___
      No power in the 'verse can stop me
    16. Re:How's your social life? by Atreide · · Score: 1

      Gamers girls I have met were not less attractive as males. And more than a few were really cute.

      People do not play games because they have crap face and people do not play because they cant socialize.

      I know gamers who are handsome/cute and others who are not. I know gamers who are freaks and others are very sociable people with no nerdness.

      --
      The world belongs to those who get up early. - I'm far from being the king of Earth then :-(
    17. Re:How's your social life? by DerWulf · · Score: 1

      you're right ;) ... gamers are awesome and often extremely good looking, if I might say so myself *g*. I still don't want a gamer-gal. Not until I meet one that isn't there for the 'I'm special' factor.

      --

      ___
      No power in the 'verse can stop me
    18. Re:How's your social life? by Elsebet · · Score: 1
      And no, gamer girls are not the types I want to meet. For the most part, they are not very attractive.

      Not everyone defines attractive the same way, so regardless of her physical looks a guy (or another girl) could be extremely attracted to a gamer girl simply due to her hobby. This may come as a shock to those of you with more shallow tastes, but a woman's personality/intellect might be what is the captivating factor in such relationships.

      Odd it is in what we deem such an advanced, intellectual society most still look down upon women gifted with more brains than beauty. Such a sickening double standard.

      --
      Sacré-bleu! Where is me mama?
    19. Re:How's your social life? by DerWulf · · Score: 1

      I know, wanting someone who is in addition to other important qualities also good looking has become the 8th sin. I'm so going to hell.

      --

      ___
      No power in the 'verse can stop me
    20. Re:How's your social life? by Barryke · · Score: 1
      Now why would I do that?
      Won't make me more money. Won't get me more satisfaction. :P


      So, vice versa, why would I. *sigh*

      Some people wich make me want to put their head up a tuba.

      On related shit;
      I can't write but do pronounce all english words correct. Its the same with a lot of ppl, its called dyslectia ro something. Also, its about 4am here so dont expect to much hassle from my end.
      Whats in it for me? Nothing? Ah well.

      On less related shit;
      And now im wondering why i typed this comment to a stupid post, its not that i will get satisfacton of it.

      ah well here something to raise the satisfaction factor of this post:
      If i ever meet you, remember to fold a shark around your head. And after that i will insert the tuba in a unhumain way. As if there's a humane way anyway. That already feels a lot better, thanks.
      --
      Hivemind harvest in progress..
  75. D&D Nostaligia Can't Be Banked Upon by humankind · · Score: 1

    One day I dug up all my old AD&D stuff, including first editions of all the original books, and tons of modules including some obscure ones. I thought since I wasn't using them I could put them up on eBay, but after perusing the auctions, even 30+ year old, mint versions of this vintage material, it's hard to sell them even for their original face value. Pretty depressing in more ways than one.

    1. Re:D&D Nostaligia Can't Be Banked Upon by humankind · · Score: 1

      I just checked ebay, and here's an auction with 5 hours to go, the high bid is $14.50 for a First Edition DM Guide and 13 modules.

      Now that's just sad...

      Maybe some people here will follow the link and bid but otherwise, this is typical of the depreciation of this material, which is still 100% useful -- no it's not my auction. I'd rather give my stuff away to someone in the neighborhood than put it up for auction at a fraction of what I paid for it. At that price it's almost not worth the trouble to pack and mail it. Seems to be clear evidence that AD&D is definitely dead.

    2. Re:D&D Nostaligia Can't Be Banked Upon by Sebastopol · · Score: 1

      Sad? If these were the ORIGINALS I would bid, but they look like 90's editions. Foo! Only two of them have original covers (A4 and the AD&D DMG). Ok, I'm a pedant. ;-)

      --
      https://www.accountkiller.com/removal-requested
    3. Re:D&D Nostaligia Can't Be Banked Upon by Anonymous Coward · · Score: 0

      Also helps to get Gygax to sign them.

      There's a unicorn on the title page of the 1ed PHB. He signed his name coming out of its butt. I'll never sell that one =)

  76. Dungeon Master's Guide? by Anonymous Coward · · Score: 0

    Bah! Give me the Arduin Grimoires any day of the week.

  77. Home-made RPGs by aeric67 · · Score: 2, Interesting

    When I was 14 or so, I had a friend once with too much time on his hands... He made this RPG once that we all played, but I'd never seen anything like it before. It was actually quite fun too (pehraps more because of the people not the rules)...

    Anyway, instead of traditional formulas/modifiers and dice rolls, he made tables. He had tables for almost any event you could think of in the game. Some for attacking, some for defending, for lock-picking, even for love-making (sad indeed).

    On one side of the table was a die roll--usually d20, but sometimes d100. The top was some other factor (like your skill or attribute related to the action in question or another modified die roll, perhaps). And inside the table when cross-referenced was the result of that action.

    This guy had pages and pages of tables he had drawn up on graph paper. It was mind-blowing! He had written down sometimes very detailed results in these tables, many of which essentially role-played for you. Like one of the attack results might have been, "The attack does x 10 damage. If killed, the target is decapitated, launching its head into the nearest wall or ground" or [for picking locks] "Your pick breaks and cuts your finger (Failure)". He had written up by hand hundreds and hundreds of these results within an indexed binder (before computers were affordable).

    It was mind-numbing how much time he had apparently spent on it. I mean, I had made some basic RPGs in my day, but nothing like that...

    1. Re:Home-made RPGs by MachineBrainz · · Score: 1

      I hope your friend grew up to be a computer programmer. Lookup tables are much faster than calculating an answer!

  78. Chaosium had it right by Infonaut · · Score: 5, Insightful
    RuneQuest's 2nd and 3rd edition rules were brilliant in their simplicity. Mechanics were skill-based, combat had a realistic feel but proceeded rapidly, and the system was so flexible and easy to use that GMs could adapt on the fly. The system encouraged creativity and never had a dogmatic feel. The RQ rules were modified slightly for Call of Cthulhu, which ultimately became a far more popular and long-lived game.

    The problem I have with d20 is not that it creates standardized rules. In theory a standardized set of core rules could lead to more creative individual game suppliments and worlds. But that's only if the game system itself is open-ended and flexible enough to allow for wide variety without necessitating endless reams of additional world-specific rules.

    One of the worst things about D&D and the d20 system is its emphasis on classes. Sure, characters can multiclass, but that only adds to the confusion. I find it much more interesting when characters are not identifiable as being of a certain class. Classes are essentially templates, and even when you modify them by creating many options within the class, you're still creating an artificial and needlessly confusing system.

    I heartily concur with you that story and roleplaying are at the heart of truly satisfying roleplaying. Rules facilitate great games, but too many rules bury the game in the overhead of excessive die rolls and rules consultations.

    I'm part of group of friends who have known each other since high school, when we spent a lot of time gaming. We are now all approaching our 40s, and for many years we have only been able to get together infrequently at best for gaming sessions. But when we do get together, usually I GM a game. Recently we have experimented with games in which the players don't even have standard character sheets.

    They know their relative strengths and weaknesses, and have a list of what things they're good at and to what relative degree. The game mechanics are invisible to the players. I let them know when they have to make a good roll, and what it is for, but other than that, the certainty of numbers is removed from the equation altogether.

    When your character is hit and bleeding, feeling woozy and impaired in his ability to fight; but you as a player don't know how many hit points the character has left (or even how many he had when healthy), it puts the uncertainty back into the game and forces a player to think like a character.

    This approach doesn't work all the time, and I don't recommend it as the be all, end all of pencil and paper gaming, but to me it's a reminder that roleplaying games are about letting your imagination take charge.

    --
    Read the EFF's Fair Use FAQ
    1. Re:Chaosium had it right by Anonymous Coward · · Score: 0

      Chaosiums Runequest was years ahead of its time. Everytime some one points to Ultima Onlines 'innovation' of being skill based, I point out that the idea is at least 20 years old having been first implemented (I think) by Runequest

    2. Re:Chaosium had it right by Infonaut · · Score: 1
      Chaosiums Runequest was years ahead of its time.

      That's for sure. I picked up the 2nd ed. rules in about 1982-83, and it was the first time I'd ever seen a skills-based RPG system. The world of Glorantha was also years ahead of anything TSR published, because Chaosium rightly focused on the histories, the religions, and the beliefs of the world's denizens, rather than on valueless data and charts upon charts upon charts.

      --
      Read the EFF's Fair Use FAQ
    3. Re:Chaosium had it right by simong_oz · · Score: 1

      RuneQuest's 2nd and 3rd edition rules were brilliant in their simplicity. Mechanics were skill-based, combat had a realistic feel but proceeded rapidly, and the system was so flexible and easy to use that GMs could adapt on the fly.

      The RQ rules were great, and pretty realistic. In fact, so realistic that combat mostly ended in whoever was hit first being stone cold dead. Very realistic, but not much for adding gameplay - it kind of limits fantasy setting stories somewhat when the players actively try to avoid combat all of the time because they quickly realise how deadly it is, even for experienced characters.

      --
      "Because it's there." - George Mallory, when asked why he wanted to climb Mt Everest, March 18, 1923 (New York Times)
  79. Re:ummmm (quality vs quantity) by tidepool · · Score: 1

    "I could respond that not only am I a happily married uber-RPG geek (The "writes his own RPGs" type), or that not a single one of my players, past or present, remains a virgin, or that a suprising number of women play RPGs and, thus, make them actually a way to be MORE likely to get laid."

    Quality, not quantity buddy...

  80. Re:ummmm (quality vs quantity) by Planesdragon · · Score: 1, Troll

    Quality, not quantity buddy...

    Yes. Because we all know that a woman starving herself and never thinking about anything more than how she looks in a dress makes for GREAT lovemaking. ;)

    Well, *I* know the folloy of that. I won't presume to speak for you, but maybe someday you to can actually have sex.

  81. Socializing normally????? by technoextreme · · Score: 2, Funny
    Meanwhile, let's ignore the fact that a table top rpg requires you to socialize face to face with other people normally.
    Wait a second so you normally walk up to people and say,"I will attack your level 3 mage with my level 10 knome with a mythril axe."
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
    1. Re:Socializing normally????? by snuf23 · · Score: 4, Funny

      "knome"

      Is that the unholy offspring of a codebase merger between KDE and Gnome?

      --
      Sometimes my arms bend back.
    2. Re:Socializing normally????? by Zoshnell · · Score: 1

      I usually just walk up to women and say I put on my Wizarobe and wizard hat.

      --
      "Do you suppose that's why God lives in the Heavens? Because he lives in fear of His creations?" - Steve Buscemi
    3. Re:Socializing normally????? by Anonymous Coward · · Score: 0

      *blink blink* I wish I knew how I fucked THAT one up...

  82. I'd rather have sex by joeybear801 · · Score: 0, Troll

    sex is definitely a better distraction from reality than D&D

    --
    something should be here besides this dumb message
    1. Re:I'd rather have sex by Anonymous Coward · · Score: 0

      Yeah, but it doesn't last as long.

  83. Get one signed by a supermodel by SteeldrivingJon · · Score: 1


    That'd make it truly unique.

    --
    September 2011: Looking for Cocoa/iOS work in Boston area Cocoa Programmer Quincy, MA
    1. Re:Get one signed by a supermodel by humankind · · Score: 1

      Sure thing. Let's do a saving throw on that to check the probability... (roll 5000 d20s, if 20 comes up every time, you get your AD&D module signed)

  84. Unless you're creating a world, don't bother. by bigtangringo · · Score: 1

    Our roleplaying group gave this a once-over this past Saturday, unless you're creating a world from scratch, don't bother. If you *are* creating a world, it may be worth a looksie.

    --
    Yes, I am a smart ass; it's better than the alternative.
  85. Try by geekoid · · Score: 1

    Savage worlds. I think you'll like it.
    It's a little odd to get the 'feel' for it, but it's easy, and once you relize you don't need a rule for everything, it becomes quite enjoyable and fun.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  86. ROK on by tripslash · · Score: 0

    A few months into my tour (Camp Hovee) I started gaming with a GM who didn't use notes, aides, screens; none of the usual stuff. He just seemed to pull it all from his head, and make the calls (mostly) without dice. But, if he did reach for "The Book" it was time to take cover! Good times, those.

    The best games seem to be when everyone focuses on just playing/telling the story, instead of getting caught up on points and dice and attributes and ... well, "rules observance."

    Nice to know the dice are still rolling.

  87. Two words: by geekoid · · Score: 1

    Savage Worlds.

    Not the d20 version.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:Two words: by Charles+W+Griswold · · Score: 1

      I'll check it out. Thanks.

      --
      "Those who are too smart to engage in politics are punished by being governed by those who are dumber" -- Plato
  88. Re:Worst. Moneygrab. Ever. by Lord_Dweomer · · Score: 1
    I agree with your statement, however I think the real gripe coming from experienced players is that they spend all their time putting out these types of books that help the beginners, and less time putting out books that are actually useful and interesting to the advanced players who undoubtedly make up the vast majority of their customers.

    --
    Buy Steampunk Clothing Online!
  89. Basic D&D by Anonymous Coward · · Score: 0

    Basic D&D is still good stuff. You can easily fix those little problems with a couple house rules or just with some good roleplaying. And the manuals are cheap, they printed literally millions of them back in the day. I've bought some on ebay for $5...
    And if you get the Basic and Expert sets and you can run entire campaigns, even though those rules add up to only 128 pages total. That's a far cry from the latest pagecount in 3.5 edition (just short of 1000 pages in the PHB/DMG/MM core rules).

  90. One peeve about original AD&D by Chaset · · Score: 1

    Though I wouldn't begrudge your fondness for the original AD&D, the one aspect of it I'm glad to see "corrected" in later editions is the unarmed combat system... As written in first edition, it was basically unusable unless you wanted to mire yourself in hours of dice rolling. The complexity didn't really add anything to the game.

    --
    -- "This world is a comedy to those who think, a tragedy to those who feel."
  91. McDonalds by Brandybuck · · Score: 1, Funny

    AD&D is the McDonalds of roleplaying games. Sorry, that's not fair to McDonalds. Let me rephrase that. AD&D is the Windows of roleplaying games. People play AD&D (or d20) for the same reason people eat Big Macs or browse with Internet Explorer: they either don't know there's something better, or they're too lazy to switch.

    Yes, I know AD&D is popular. But so Windows and McDonalds. The only d20 games that are in any way worthwhile are those that managed to sneak in a decent campaign to go with the crappy rules. So it still baffles me after twenty five years why people still play AD&D. Why? I gave second edition another chance, but it wasn't much of an improvement. I have third edition yet another chance, but it still lacks a fundamental quality.

    --
    Don't blame me, I didn't vote for either of them!
    1. Re:McDonalds by tzuriel · · Score: 1

      Can you suggest some games that you think are better?

    2. Re:McDonalds by serialXP · · Score: 0

      Good, I play D&D know and had played many others RPGs (rolemaster, DC heroes, you name it) but I aways come back to D&D. Why you ask? Because, contrary to what every one think I like rules, I play D&D like a interactice video game and like it... Is that so bad?

    3. Re:McDonalds by Cyphertube · · Score: 1

      Your comment shows that you haven't engaged in the new d20 stuff.

      I started off with D&D (Basic and Expert - red and blue books). Then I saw AD&D and though it was really cool (1st edition). I liked the flavour of 1st Ed., but it felt a little limited.

      2nd Ed. was when I really started playing. TSR released loads of books, and it was interesting, but the Non-Weapon Proficiencies made little sense (high stats meant FAR more than practice). They finally got some things right with the Player's Options, but that should've been in the original, IMHO.

      3rd Ed., which is the original d20, is a fairly decent game. Yeah, some things were a little broken (haste and cast more spells, etc.) 3.5 fixed a number of things, and the expansions allow for a better game, especially since with the d20 licensing, some other writers have been able to contribute.

      Perhaps you don't like the abstraction of hit points? Maybe you don't understand some of the new changes (like criticial hits changed). Most of the complaints I ever hear are that it's too simple and that someone wants more rules. If you want them, add them.

      For many of us, the ease of gaming, particularly in d20, means less memorisation of rules and more real gaming. If I compare two WotC games, Magic: The Gathering and Duel Masters, I find them very similar. But with all the expansions, it can take me about 20 minutes to get somebody up and running on MTG, whereas with DM, it takes about 5. D&D 3.5 is a lot easier to learn than Cyberpunk, Shadowrun, World of Darkness, and many more. They're all games I like, but they are definitely geared for the hard-core gamer who loves rules.

      --
      Linux - because it doesn't leave that Steve Ballmer aftertaste.
    4. Re:McDonalds by Brandybuck · · Score: 1

      For many of us, the ease of gaming, particularly in d20, means less memorisation of rules and more real gaming.

      Then why aren't you playing Fudge?

      --
      Don't blame me, I didn't vote for either of them!
    5. Re:McDonalds by Brandybuck · · Score: 1

      I could list other games, but then you would pick them apart for one reason or another. The point is that not every game will be a perfect match for every player. But oddly enough, people think that AD&D is the exception that doesn't have to follow the rule of pleasing everyone. My game has to be perfect, but your game doesn't. Screw that!

      It's like Linux. No matter what example Linux distro I suggest, you'll find something imperfect about it to cause you to recommend Windows instead.

      But I'll list some games anyway. Maybe I'm just a masochist.

      My current game is Harnmaster (third edition). The rules are very simple, but well geared towards "gritty" fantasy campaigns. It works well for the world of Harn, as well as Middle Earth, but not so hot for high fantasy heroic campaigns.

      Before that was Rolemaster. Otherwise known as Rollmonster. It's biggest flaw is the mass of charats and tables. But having actually run Rollmaster for ten years, the reputation surpasses the reality. But if it still scares you, try HARP, which is essentially Rolemaster without the charts. MERP (Middle Earth Roleplaying) is Rolemaster "lite", fully compatible with RM but much more accessible.

      If you want simple easy rules that won't get in the way, check out Fudge (or Fate which is derived from it). Or if you want something grittier and more "simulationist", try GURPS or HERO. Also good are any of the (originally) Chaosium games: Call of Cthulhu, Stormbringer, and Runequest.

      AD&D is still good for the mindless dungeon crawl by a party of minmaxed munchkins. But if you want to go overboard in that area, check out Hackmaster. I personally dislike the game, but it's the epitome old school hack-n-slash.

      A game I would NOT recommend is the current Decipher's Lord of the Rings. Despite its slick production, it's unfinished, full of errors, and horribly unbalanced. If you want to play in Middle Earth, stick to MERP (rolemaster-lite), HarnMaster or Runequest.

      --
      Don't blame me, I didn't vote for either of them!
    6. Re:McDonalds by serutan · · Score: 1

      In other words, you don't like AD&D. Millions of people disagree with you. That's life.

    7. Re:McDonalds by Brandybuck · · Score: 1

      Millions of people disagree with me about Windows and McDonalds as well. I don't drink Coors or Budweiser either, nor do I listen to the currently popular music.

      I'm not at all ashamed that I don't use the "Britney Spears" of roleplaying games...

      --
      Don't blame me, I didn't vote for either of them!
  92. Fantasy Hero by svzurich · · Score: 1

    Fantasy Hero is alive and well, part of the Hero 5th Edition Revised and Expanded system. www.herogames.com

    1. Re:Fantasy Hero by sgant · · Score: 1

      That's great to hear. I haven't gamed in a LONG time, but it's good to see that system didn't become extinct.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
  93. but! by ninjakin · · Score: 0

    But I want to cast Magic missle!

    1. Re:but! by orderb13 · · Score: 1

      Roll to see if I'm getting drunk!!

  94. Re:Worst. Moneygrab. Ever. by geekoid · · Score: 1

    becasue they know a surprising amount of people will go ouot and rebuy the core books. Even though they gave a free erratta for 3.0 players.

    Sad really.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  95. Re:Worst. Moneygrab. Ever. by geekoid · · Score: 1

    "...hey actually listened to players and made a bunch of revisions and clarifications that make the game more fun than 3..."
    they listened to some players, and did a pick and choose of which changes they like.

    thus making the mechanics more like a video game.

    Quite frankly, I have not been able to find anyione who likes the spell changes. The duration of many of the new spells has rendered them useless.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  96. A dissenting view by Anonymous Coward · · Score: 0

    I've been reaing this in stages at the local Borders, and I've come to a conclusion. It is nauseating.

    I wonered why it seemed like i had read it before, down to the point of being able to accurately predict what would be on the next page. Then I went home and cracked out my issues of Dragon...and found out why. ALMOST EVERY SINGLE WORD IN HERE WAS PREVIOUSLY PRINTED IN DRAGON MAGAZINE!

    Now tht isn't necessarrilly a bad thing, since the articles they reprinted-without-credit-to-author were actually DAMN good. What is disgusting is the fact that this is being presented as "new" material, that is is not properly credited, and the material that actually IS new...is nothing but attempts to justify why they ignored the rules and advice they just gave ?!?!?!

    Take the Prestige Classes section for isntance. It says pretty clearly that no PrC should be inherently more powerful than a base class without accurately paying for that power with "dump requirements", and to NEVER provide unfettered access to the primary role of two base classes (such as a fighter's high BAB and a wizard's spellcasting). Then they try to say that the Eldritch Knight (fighter/wizard with the best of both, and no "dump requirements" AT ALL) and Mystic Theurge (wizards that get free cleric spellcasting levels, again no requirements to speak of) EXEMPLIFY what you SHOULD do with a PrC?!?!

    Piss off WotC. I will NEVER buy a damn thing from this company full of hacks again. :(

  97. Anyway, about the Review... by serutan · · Score: 1

    All the discussion about D&D is interesting, but what did you think of the review, guys? I thought this was a well written and well thought out review. The comments on Saltmarsh and the business system in particular make me want to at least page through the book.

    One thing I'd like to know is what does the "II" in "Dungeon Master's Guide II" actually mean? I own a full set of the First Edition books, a few of the 2nd Edition and the 3rd Ed DMG and PH. I've lost interest in re-buying this stuff, but I hear it's up to 3.5 or something now. So when the reviewer calls the new book "a worthy successor to the original Dungeon Master's Guide" I sort of wonder which one he considers "original."

    1. Re:Anyway, about the Review... by seebs · · Score: 1

      This is a 3.5 book, so it's a followup to the 3.5 DMG.

      You could use it with any of them, but 3.5 is the system used for the rules, on the occasions when it matters.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  98. Speaking of being a dork by AoT · · Score: 1

    So I have a quick thread hijack question here.

    I got the d20 modern book(crap as far as the system and classes are concerned) and I got some ideas from it. I am thinking of running a game set in the modern world that consists of all greenskin PCs(no, not politically correct). But what is the best system I can use?

    I have looked at Shadowrun; and though it is pretty good, it is too based on being in the future. I would like to use the cyberpunk rules but I do not know a good way to mod them for use with non-human races. I am stuck here.

    P.S. My dream game would be a gang of goblins/snotlings living in the 'burbs trying to make do squating. I have also thought of using "call of chthulu"'s insanity point system but in reverse, i.e. the more "normal" stuff the goblin gang sees, the more crazy they go.

    Any help?

  99. Catching up with Rolemaster? by malkavian · · Score: 1

    Could it be that the AD&D world has just cottoned on to a book that the Rolemaster game has had for years?
    For a good read on interesting topics for a GM, GM Law really does the trick. It's not geared solely to Rolemaster either, but covers a whole range of topics and ways of running a story (fast and loose rules of thumb that are of interest, rather than hard rules).

  100. Great review by brainwipe · · Score: 1

    The review is great. I completely agree, the new DM handbook is a good piece of work and will definitely cut down the start-up time for the casual or time-limited GM.

    --
    Brain
  101. a story of a game killed by rules lawyering. by Gen.+Rasputin+X · · Score: 1

    I've literally had campaigns killed by rules lawyering.

    A story that some might enjoy, though without all the details that make it really fun.

    The rules lawyer had been out to get me for a while, since I was playing my character in a manner that opposed his, given that I was a priest and he was a technocrat. He convinced the DM and the rest of the party, that the party would be better if my priest died.

    Thus the DM proceeded to bring in his buddy, the UberDM, to create a 100% perfect kill for my character. So, I died, and rolled up a new character.

    The new character, a ranger, got thrown into the party without a reason to join them. He ends up traveling with them mostly to cut down on the danger, and spends his time being cunning but impulsive.

    I end up a little bored after a nasty encounter, where the rules lawyer argued with the DM over size issues, and the DM called the UberDM for a ruling.

    Thus, when the next challenge, a huge cliff with a lake at the bottom comes up, I do the math and leap on the cliff, figuring that I'd survive unless the dm rolled 9 sixes. The odds of that are huge, and I'm willing to lose a character over odds like that.

    However, the rules lawyer wasn't, and spent the next 90 minutes trying to argue how the damage from the fall should be calculated, and a variety of other things.

    It was at this point that 2 of the players left, and in the end, it was just the DM and the Lawyer arguing, while I sat there.

  102. Re:Worst. Moneygrab. Ever. by Anonymous Coward · · Score: 0

    They put out 1 setting specific book and 1 splatbook a month ... so no, relatively the time spend on this book isnt significant.

  103. Hijacked! by TheWormThatFlies · · Score: 2, Interesting

    What kind of system you use should depend on how much system-detail you want in your game, and what kind of feel you would like the game to have. There possibly isn't any system which is perfect for what you want to do, but you could just nick the mechanic from somewhere and ignore the rest, since you seem to want to use the setting from the sourcebook you have.

    Have you ever looked at the Unknown Armies system? It has nice, simple mechanics and some good ideas which I think can be used in any setting.

    It's based on a percentile roll. Under special circumstances, you can flip your dice to get a different result (for example, change 93 to 39). Doubles are extraordinary failures or successes (since they can't be flipped). There's a botch and an amazing success. Damage is calculated from the attack roll (something I really like). There is a list of skills, but you can make up your own skills as well. There is a psychological well-being gauge which is more complex than Cthulhu's sanity system, and which may or may not be appropriate for you depending on what your setting is like.

    The advantages: it's dead simple. There is no adding of millions on numbers together, and no flipping through the book to find Obscure Rule no. 349, clause A: "Fighting with your off-hand uphill in the rain while under the influence of hallucinogenic drugs". The system is designed for character-based games - special abilities that characters have are based directly on important parts of their personality. This means that a character's history and personality are actually important to the game, and not just a veneer of flavour painted over combat stats.

    Disadvantages: because it's so simple and freeform, it can be broken and abused by power gamers and rules lawyers. People who like having well-defined boundaries and rules for what can happen will probably not like the vagueness. The DM cannot rely on an encyclopaedic reference of cases to fall back on in the case of a dispute, and will have to wing it. The players have to trust the DM's judgement in situations where no rule exists and a decision has to be made (that bit, mind you, is true of any similar freeform gaming system). The combat system is very simple (although I'm sure you can add various weapon bonuses and things to make it more complex), which may not please people who like complex combat systems.

    I think the system is great for once-off adventures with pre-generated characters. I've never played in a campaign (although I know of several successful campaigns), so I don't know if the vagueness becomes a problem over time. I imagine it depends on the GM and the players.

    Most of the UA sourcebooks deal with the UA setting; I don't think the section with the rules themselves is very long. If you want to check them out I suggest *cough* borrowing the book from a friend *cough*.

    1. Re:Hijacked! by AoT · · Score: 1

      Hijacked and modded up. That is a quite impressive feat. Glad I could be a part of it.