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Author Topic: home made role playing game help  (Read 479 times)
Dr. makebot
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« on: September 10, 2010, 08:54:29 pm »

In need of a little help from those who have played RPGs lots. I working on my own one and need some help with the mechanics of it. I have a class ability and level up system, but I need to know two things. In most RPGs how do players get iteams and how does the GM create monsters and other opponats (is there a system he needs to use or what)?
also, am I correct in saying the GM playes as the opponents in a combat if there isn`t a player playing them allready.
thank you in advance.
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DreamHazard
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« Reply #1 on: September 10, 2010, 09:11:46 pm »

I assume that "iteams" is items... Players tend to get items by looting enemies or by searching. You (the GM) decide whether there's an item or not. you may have a list of where all the major items are at the beginning (this is probably the best idea) or dice roll/just wing it.

opponents are usually randomly generated by the GM, ie when s/he feels it's time for a combat. excepting bosses and story integral combats.

and yes, the GM would play as the opponent, in most cases.


Hope I've helped somewhat,
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Dorian Ambrose
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« Reply #2 on: September 10, 2010, 09:56:02 pm »

Or you could do what I do, and trade the title of GM, for that of storyteller.

I rarely have more than a vague idea of what is going to happen, when I start a game/campaign. I let my players make decisions and react to them, throwing twists and turns at them as needed.
This takes much more imagination and the ability to improvise, without loosing the story, but the result is a game driven by story rather than rules.

It is worth remembering, however, that many seasoned players (from a traditional RPG background), will have A LOT of trouble adjusting to this type of gaming. 
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Dr. makebot
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« Reply #3 on: September 10, 2010, 10:37:09 pm »

I assume that "iteams" is items...
woops, thank you very much, that should help.
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DreamHazard
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Xander Wood


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« Reply #4 on: September 11, 2010, 12:00:29 am »

I assume that "iteams" is items...
woops, thank you very much, that should help.

not a problem Smiley

just consider the best ways to make the game immersive. if you have everything planned in advance, it can seem very wooden, but if you don't plan in advance, it can seem very sloppy. The best games that I have run follow a plan, that takes into account different choices that the players may take, with elements of improvisation.

I think that the best thing for you to do is to get yourself into a few sessions and see how they're run. or ask someone who GMs if you can sit in with them and look at their notes.
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helios
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« Reply #5 on: September 11, 2010, 05:59:36 pm »

Or you could do what I do, and trade the title of GM, for that of storyteller.

I rarely have more than a vague idea of what is going to happen, when I start a game/campaign. I let my players make decisions and react to them, throwing twists and turns at them as needed.
This takes much more imagination and the ability to improvise, without loosing the story, but the result is a game driven by story rather than rules.

It is worth remembering, however, that many seasoned players (from a traditional RPG background), will have A LOT of trouble adjusting to this type of gaming. 


Wait, that's not how you're supposed to do?
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Dorian Ambrose
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« Reply #6 on: September 11, 2010, 08:18:21 pm »

Or you could do what I do, and trade the title of GM, for that of storyteller.

I rarely have more than a vague idea of what is going to happen, when I start a game/campaign. I let my players make decisions and react to them, throwing twists and turns at them as needed.
This takes much more imagination and the ability to improvise, without loosing the story, but the result is a game driven by story rather than rules.

It is worth remembering, however, that many seasoned players (from a traditional RPG background), will have A LOT of trouble adjusting to this type of gaming. 


Wait, that's not how you're supposed to do?

Why not?

True. I have on occasion had players who simply couldn't adjust to this way of playing, but almost all my players tell me that my scenarios are some of the best and most immersive they have ever played.

I believe that the story and the enjoyment that the players get from it, are the most important things. Not the rules. Half the time I don't even have a core rule book or DM's guide with me.

The best game I ever "GM'ed" was my own setting without a single page of written material and nothing planned in advance. Not even character sheets.
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helios
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eliasvonhelios
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« Reply #7 on: September 12, 2010, 02:08:18 pm »

Yeah, I just play, and make up about half the stuff as I go. I adjust stats on the fly, give the players bonus', so on and so forth. It's all about having fun. I just trust my players to assume that the world works, and they don't pull me up when I accidentally create paradoxes in the very fabric of the universe.
So, best advice from me to the OP, improvise. Improvise, Improvise, Improvise. If everything you do is made up as you go, your players will never surprise you by doing something stupid.
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Just call me Rob
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« Reply #8 on: September 15, 2010, 03:03:54 pm »


The best advice I can offer is to grab an old copy of the D&D rulebook (or shadowrun, recon, Warhammer, TMNT, Gurps etc) and read through to see how they do it.
If you want to do something a bit different then grab a copy of Paranoia which has some odd gaming concepts.
(Those are all quite old RPGs now, I haven't played for a while)

I'd suggest you try and play a few existing RPGs to see how they work before you try and design your own RPG.
It's not quite as simple as transferring a computer game onto paper.
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« Reply #9 on: September 16, 2010, 05:12:53 am »

The first thing to do is probably learn how to play.  The best thing you can do is find a local game store and find people who are already playing.  Then get into a game and see how it is done.  While this is the best way to learn how to do an rpg, it is really hard not to be overly influenced by the GM/players/game system.  People tend to stick with one game and it is often the first one they play.  They have a hard time wrapping their minds around other systems and concepts.

If you can, find a local gaming convention.  You can play in a lot of different games with different people.  You may not master a game system or get into the grove that comes with fitting into a playing group, but you get to experience a lot of different systems and GMs.  Maybe you can find one that works for you

Assuming that is not an option, or you want to figure things out for yourself, find an old game or a clone of an old game.  They tend to be a lot easier to learn than many contemporary games.  You can download free copies of OSRIIC. 

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