sirblastalot

joined 2 years ago
MODERATOR OF
rpg

Sometimes restrictions breed creativity, though.

[–] sirblastalot@ttrpg.network 0 points 1 week ago (1 children)

The DM can not metagame, definitionally

[–] sirblastalot@ttrpg.network 7 points 3 weeks ago

The secret to writing (or playing) characters that are smarter than you are is that you can take your time coming up with what they do. Maybe in-game your character has a razor wit and would have a snappy comeback for any situation. Out of game you've got a list of pre-prepared retorts you can bust out as needed.

[–] sirblastalot@ttrpg.network 2 points 1 month ago

Stick with Star Wars, they have nice, safe-for-work Jizz Music.

[–] sirblastalot@ttrpg.network 4 points 1 month ago

There's also Star Trek Voyager: Elite Force where they get transported to a ship graveyard.

[–] sirblastalot@ttrpg.network 1 points 1 month ago

Blast off and nuke the site from orbit, it's the only way to be sure.

[–] sirblastalot@ttrpg.network 1 points 1 month ago (2 children)

Humans are the real space orcs.

[–] sirblastalot@ttrpg.network 3 points 1 month ago

When Lwaxana scanned the bar in DS9 s01e17 The Forsaken to figure out who stole her broach, she has to look at each person in the room to read them. Perhaps the range for Betazeds is very high or unlimited, but using it requires them to be aware of the person's presence, or to specifically focus on them? Or perhaps there's general vibes, but truly reading someone requires active focus?

[–] sirblastalot@ttrpg.network 3 points 1 month ago (1 children)

That doesn't work for 40k, to my understanding. It's a miniatures combat game

[–] sirblastalot@ttrpg.network 11 points 1 month ago (1 children)

I want to see a Trek episode shot like one of those Eddie Murphy films where he plays all the characters, using Jeffrey Combs

[–] sirblastalot@ttrpg.network 7 points 2 months ago

That's kind of important to the story though.

spoilerV starts off thinking she's dying and her mind is changing and she doesn't know how long she's got, and by the end she's learned that everyone is dying and everyone is changing all the time and no one knows how long they've got. The only real choice is whether you use the time you've got to live, or don't.

[–] sirblastalot@ttrpg.network 1 points 2 months ago

They don't have what we would recognize as an economy, but they do have resources and are on rare occasions willing to trade them with outsiders. (See: Voyager) I can imagine some particularly risk-inclined ferengi trying to strike a deal. Gives me a "goodlife" from Saberhagen's Beserkers kind of vibe.

 

Perhaps obvious to everyone else, but I've hit upon a little trick for better coordinating game time. Instead of announcing "Game will be at 1 o'clock" I've been doing something like "Doors open at Noon, Game starts at 1." This way, the people that want to hang out, level their characters, decide what they like on their pizza, etc all show up at noon, and the people that are running late or decide to come at 1 arrive with the expectation that they're going to walk in the door and immediately start playing. It also provides a natural transition point from the arriving/hanging out mode to game time, which otherwise makes me feel kind of uncomfortably teacher-y, calling the whole class together and whatnot. Try it out, maybe it will help you too.

 

You see something similar in the entranceway to public bathrooms that don't have doors, where it kind of zig-zags for privacy. I'm trying to figure out what this kind of architectural feature is called. Thanks!

view more: next ›