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commandercrud

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Posts posted by commandercrud

  1. I've never played RuneQuest but would like to learn how to play before introducing it to my group. I see there is a SoloQuest book for an older edition available? How hard would it be to convert that for use while learning the game?

  2. 11 hours ago, Dethstrok9 said:

    So you think of the game a little more like a video game with its sense of accomplishment ect. Not as a storytelling game where the dice really should not be used much anyway.

    Which makes sense, but just is very different than how I run and play. The dice are not the gods of our world, we are.

    If there is a mentality that one can "win" a role-playing game. Otherwise, it is not cheating to collaboratively tell a compelling and engaging story better with the occasional die fudge. But I agree that if the players know it could very well ruin part of the game for them, and so my next conclusion is to generally not let players know you ever change rolls. Or which ones you change for that matter.

    In the end I will also put the disclaimer that my opinions on this are all based around Call of Cthulhu specifically. This rather general thread title implies an end all be all, but it depends on game, group,and subjective opinion whether fudging is okay or not.

    The dice are a tool to help direct the story, instead of it just being a GM/Player story hour. If you're ignoring the dice, you might as well just sit around a campfire and talk. The dice make it a game. You don't have to have a "video game" or "win" mentality to respect the role the dice play. As a Keeper, I can direct the story however I want, but if I decide to roll the dice, I'm going to use their result. If I'm going to just ignore what they say, then why bother rolling?

  3. 1. The second attempt is a pushed roll. Make sure the players know there can be dire consequences of failing a pushed roll.

    2. Time pressure depends on the adventure you're running. Sometimes the investigators can take as long as they want, sometimes they can't. They might get fired, the monster might murder more victims, anything.

    3. Try asking the less active players what they want to do. Ask each player before resolving any of the actions. It can also help to alleviate the other two problems. But yes, more active characters will improve more. In the end, that's their fault.

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