Here's an interesting thread about how to encourage player interaction in s

I think it's the most tricky task in GMing ...

Have a look at disroot:

they offer nextcloud as part of a package.

@kensanata @awinter
I know, in the only two instances of space combat I've done so far we didn't care about distances at all.

But that's not the point: it's more like my little collection just would feel more complete with those "space battle on a hex map" rules 🤪

ah, cool, so that's both "classic traveller", do they differ at all?

I have a german translation of "The Traveller Book" from 1983, which I think is still pretty much the same rules.

Unfortunately it has space combat based on distance bands, no vector movement for hex maps ...

I like that, just before I actually read your post yesterday, I had the idea to ask two other GMs I occasionally meet to take for a spin ... so that'd make us three 👍.

there's no SRD, but you can get core rules, a demo adventure and character sheets on the burning wheel website


@Gorgmorg @HufflepuffBR @Canageek

So for the games I know so far, if you're asking for systems which good at supporting narrative / social interaction AND also have interesting combat systems, I'd say and and maybe also

And I suspect GURPS in fact plays easiest at the table (once the game is set up 😬 )

@kensanata @PresGas

The interesting question for me is: what can I adopt from the rules to hone my general GMing skills. And how can I apply those skills in rules light games or ?

How can I help my players to actually enjoy their characters failures, and experience them as grand opportunities for deep character development ... I guess I'm asking for quite a bit here 😆

@kensanata @PresGas

right, and while is only mentioned briefly in the introduction, it's pretty obvious how these ideas lead to the design of said game.

@kensanata @PresGas

It's a noisy recording, but here's what I get from it:

- risk and feedback make a game interesting, rewards trigger our dopamine reward system

- games need restrictions (a.k.a rules), to not be boring. If you cheat, the reward doesn't make sense.

- restrictions work good if they are clear and rigid

- our beloved first ever fantasy rpg, has *no rules* about roleplaying (!)

- ethical and moral decisions lead to *indentification*, which implicitely "rules" roleplaying

@kensanata @PresGas
yep, this totally starts to make sense now. And probably it's also valid for players. I just remembered some rather harsh critique I got after a series of Basic D&D sessions. Players complained about not having a chance to *develop* their characters - which left me baffled because, I had been wondering why they wouldn't do *just that* all the time. The answer is simple: because there are *no rules* for that in early D&D.

Will listen to the podcast ;-)

Laurens boosted

Anyone have any recommendations for good people or groups to follow? Funny or insightful or creative people to flesh out my homepage with more than just bots.

@kensanata @PresGas
Maybe has got this special appeal, because it actually codifies the kind of game we all sort of wish for: A game with deep characterisations, wherein *everything* counts, a game that puts our beliefs at stake, and let's us learn and grow dynamically from our failures as well as our successes.

All that crunch those rules bring about might be the price to pay for such a game.

(and yes: "maybe not", I wonder how @Judd would reflect on this ;-)

so I think that you're saying is, there are two responsibilities for a GM that should get more attention:

1. how to coax players into actually playing with each other, instead of taking turns in playing with the GM.

2. Make sure players actually take advantage of the rules, and actually get some leverage out of applying them - which is an issue particularly with games of and the like.

@Canageek @Gorgmorg


I think this review sort of nails it:

TLDR: is an amazing rules system, but it demands 3-4 players with full commitment and rules knowledge, with something like 6 month weekly play being something that'll pay off ...

phew... not going to happen in my gaming group 🤷‍♂️

I actually just ran across a copy of the burning wheel and picked it up while killing some time in Newcastle. I thought 30 £ is kind of a good deal.

It's an amazing read but it's just so opposite of what I usually look for in a rules system. There seems to be sort of everything in it: lifepaths, point buy, bonds, fate points, corruption mechanics, lots of implied setting, it's just huge. Wonder if I'm ever going to play it.

aficionados who also play , which edition of traveller do you prefer, and why?

Laurens boosted

Cavegirl on why she likes the #OSR
This ... is what I love about the whole OSR movement. Nobody owns it. Nobody has authority over it. It's a shared communal space that exists either through a weird quirk of a licensing agreement around D&D or else in a sort of rejection of the big company's claim that they get to decide what D&D *is*.

Oh yeah, I had one of those. Bought it for some 150 bucks in 1997 I think.

The best story about this machine was that I absolutely needed a 3,5" diskette drive but of course the machine had only one 5.25" floppy drive and also no support for those drives in DOS 1.0 or whatever it was. So here's what I did: I phoned IBM support about this, and they totally mailed me a floppy with a custom driver for the newer disk drive - for free! Those were the days ...

Sounds rather like problematic players than problematic rule set.

On some of these occasions I use my handy 10 minute hourglass so I don't forget to roll for some nasty random encounter while they argue ...

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