Just a guy

[he/him]

If you manage or know an art community that doesn’t allow AI, tell me about it and I’ll try to contribute

  • 7 Posts
  • 14 Comments
Joined 6 months ago
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Cake day: November 14th, 2024

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  • I realize the hypocrisy of saying this, as the person who started the conversation, but yes, its considered very rude to point someone out as an egg in a genuine fashion, for multiple reasons but including outing against their will, the idea that they might already transitioned in their own way, the idea of trying to define someone without their consent, etc.












  • Not all games use that type of system. Masks, for example, along with a few other PbtAs give players Exp/Potential when they fail a roll. That’s an incentive for trying riskier actions, as well as not power-gaming and only use the attributes/labels you excel at since failure has its own reward - besides being fun.

    When you’re trying to think about how to distribute/grant exp, its not just about how characters are growing, but also why. Sure, you can have that TES-like system where you need to train Lockpicking, but how many opportunities will a GM have to present enough situations where a player can lockpick for Exp? Imagine every time someone played Skyrim and forged a hundred daggers because they needed to level up blacksmithing and how that would translate to a ttrpg (or not, since its a particularly bad system by itself)

    I believe RPGs often benefit from narrative exp, and to use your Burglar example, they could have exp triggers that involve deception, forgery, stealing, etc. So whenever they lie to someone for self-profit, use their skills for ill gain, steal without clear necessity and such, they’d gain Burglar exp, and eventually perfect those moves or learn new ones.





  • “Don’t split the party” never felt like an axiom to me, the more appropriate guideline is knowing when and for how long to shine a spotlight in player’s affairs, but also to maintain a singular objective across the party in your particular narrative. A lot of my time playing (outside of combat) has been with a split party, and with my current Lancer campaign that I’ve been running for a few months the players are also comfortable trying things at their own pace.

    It helps to have a Common Objective that all PCs share and want to fulfill, so the “main” missions of the narrative will involve all of them together, but any kind of bonding scenes, Downtime, narrative hangouts and such, don’t necessarily need to have everyone together. You still should prod other characters about their thoughts on [X]'s PC idea/action/feelings, and give them a chance to intercede. Also when [X] talks about doing something, ask if they don’t want to take someone together - or ask someone if they don’t want to join.

    Relationships between PCs will grow organically, so over time they’ll have more interests and goals in common, giving you ammo for any time they want to do something. If two players have a shared specialty and one of them wants to act on that, ask the other what they think. If two players share a hobby, and one of them want to make a show of it, ask the other player for their opinion.