I have this Friday night open, and possibly some time Saturday
morning. The rest of the weekend I'm working at the lab, and next week
I'm in Seattle for two weeks (and though that itself doesn't stop me
from gaming as my server is now my laptop, I'll be occupied the entire
time). When I get back , we have a few days before thanksgiving. Let
me know if this Friday works, or what time after that is good.
Aaron
Aaron
> --
> http://groups.google.com/group/world-of-aeune?hl=en?hl=en
>
Aaron
Ok, everythings up.
Aaron
Aaron
> --
> http://groups.google.com/group/world-of-aeune?hl=en?hl=en
>
I'm sending a heads up to let everyone know what little changes I'm
making to the game to make it more fun to play. I like a game that's
more immersive, and I've been trying to let the map do the DM's job.
It's not working though.
So here's the scoop - I'm going to be implementing a new structure to
the game that's not detailed in the game rules. But we'll be using
the structure as if it was a game rule. So here's how it goes:
Before we enter any room, the first step will be that I'll be
describing what your characters see, giving you some useful detail
about where you are and what's before you.
After this step, I'll be also giving you information about your
character's likely response to it. This will be for each character in
turn. At this time, you can make (non-standard action) checks or
questions about what you see, on your turn. Everyone will have a
turn. If it's not your 'turn', you won't be able to ask me about
something in the game - you'll have to ask the current person who's
turn it is to ask about it.
This will also be two way - as a DM, I'll want to know what your
character's likely action will be, so I'll be asking you a
mulitple-choice type question about your character's responses.
After this step, I'll be 'unfogging' the game room and if there's
combat, it will commence, if not, everyone will take turns with their
actions following the initiative order.
Despite what this might sound like, it will make the game more
efficient for us - note that you will have to pay attention outside
your 'turn', as that will often be your opportunity to find out about
stuff.
During initiative, such as in combat, the person who's turn it is will
have the 'floor'. If anyone else is needing something or has feedback,
they'll defer to the person who's turn it is. We can still joke, we
can still make comments about things, we can still have fun and take
part in the game. The limitation here is that someone who has their
initiative come up will not be overrun by other people asking the DM
questions or interrupting that person. Likewise, please remember that
everyone is allowed to make their own decisions. Tactics and
suggestions to players are best done prior to combat, or during your
turn, and with respect to each player.
When a battle has ended, everyone will have a turn in taking a follow
up action, whether it's looting, investigating something, taking ears,
etc. This will basically be a continuation of the initiative order.
Again, the idea here is that the game is going to be more fun for us,
when we're all taking part, nobody is missing details or information
or being skipped by other players interrupting, and so forth, by
following a structure that facilitates game play much like taking 3
actions in a round (move, standard, minor), or any other game rule.
Also, I think giving more narrative will make everyone feel much more
like they're taking part in an epic story of adventure than they're
rolling dice repeatedly.
So, to be verbose, the new structure is 1) describe room 2) characters
reactions by turn 3) unfog room 4) combat or 5) interaction by turns,
and for all actions done in turns, only one person has the DM's
attention at a time (all actions mediated through the turn taker).
I'll be sending a few emails to organize when we want to meet next to
try out the new structure.
Aaron