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#11299 From: "Bill Burdick" <bill.burdick@...>
Date: Thu Nov 1, 2007 2:58 pm
Subject: PDQ/FATE mashup early play results
zotimersnerd
Send Email Send Email
 
We played our third game Tuesday night.  We're using the mashup from
the wiki with Questers of the Middle Realms.  Using consequences RAW
from SotC doesn't seem to blend very well with PDQ; it can draw
conflicts out  a lot.  I think consequences add a lot to the story
though.  After a good night's sleep you'll be free of all damage
according to the Questers RAW.  Consequences allow you to carry some
wounds inspite of this.

We're going to try something that the Dresden leaks have been talking
about: consequences that are caused by damage instead of happening in
lieu of damage.  2/4/6 seems too high a rate for PDQ; maybe 4/8/12?
The "taken out" consequence will only occur when you zero out a
quality.  Multiple consequences of a given type will be possible and
result directly from the damage value, rather than bumping up like in
SotC.

One way to make things grittier might be to "recharge" consequences
with free tags under certain conditions.  Maybe when you're all
"healed up" of damage ranks and you enter a new conflict?  Not sure
about that.  Also, I'm wondering about the effects of healing
skills/magic on consequences.

Bill

#11300 From: "merc_hg_80" <merc_hg_80@...>
Date: Fri Nov 2, 2007 4:34 am
Subject: Spirit of the Century: Some Advice
merc_hg_80
Send Email Send Email
 
I've played the game a couple times now and listened to hours and
hours of Actual Play, and I've noticed a few trends in the way some
people tend to play the game, and what works well and what doesn't.
I don't mean to present this as 'the One True Way' to play the game
or anything, but hopefully some of this advice will be helpful.


Advice for GMs

* Get on with it.  Get to the adventure, get to the fun.  It seems
like some GMs are inclined to make the players spend a certain amount
of time groping around in the dark for something to do.  You don't
need to do that.  Don't be worried about 'running out' of adventure --
  I think every single game I've played or listened to has run too
long for the time alloted.

* Related to the above, don't feel like it's your job to somehow get
the characters and/or the players some sort of motivation for the
adventure.  They probably don't need it; if they do, they can darn
well provide it themselves.

* Start the game off with a Compel.  Heck, start every single scene
with a Compel.  It has a number of good effects.  From a purely
mechanical viewpoint, it gives the whole Fate Point economy a bit of
a kick-start.  It'll familiarize you a bit more with the characters'
Aspects.  Because the players have picked Aspects they want in play,
it automatically gives you something that they and their characters
will be interested in.  Seriously, give it a try.

* Feel free to push some of the detailing back on to the players.
This is the way I personally think it should work:

GM:  Okay, so you got a Superb result on your attempt to Research the
mysterious Cult of Osiris.

Player:  Great!  What do I find out?

GM:  That's a good question.  What DO you find out?

It may take a bit to coach the players into running with this, but
when it starts to fire it's really hot.

* Review the Social Combat rules and use them.  A lot of games don't
have a good system, or any system at all, for this sort of thing, so
you might need to consciously go looking for times to use it to begin
with.  Pretty much any time a PC wants an NPC to do something that
they don't want to do, it's time to roll those dice.  Even if the
NPCs yield 9 times out of 10 when they're beaten, it's still worth it.


Advice for Players

* Before your character does anything, ask yourself this question:
What's the MOST DANGEROUS thing that someone might barely plausibly
do in this situation?  Then ask yourself if there's any good reason
why your character shouldn't take exactly that course of action.
Other game systems may have beaten an amount of risk-aversion into
you, and this can be a good way to fight it.

* Look, even if your character is the most bookish, nebbish, fragile
pansy ever to have graced a pulp novel, you want to seriously
consider putting some sort of physical combat skill somewhere in the
top 3 slots of your skill pyramid.  It's just the nature of the genre
that before long you're going to want to knock someone's teeth out,
or beat on them with your umbrella, or fill them full of lead.  And
you'll want to succeed.  Seriously, seriously consider it.

* You may, at a certain point, find yourself a little bored with how
a scene is going.  Find a reason to be interested.  Invoke or Compel
something into the scene to make it interesting, if you wish.  You
don't need to have the spotlight in every single scene, of course, so
use your discretion.

* Put a little check mark beside each Aspect as they're Invoked or
Compelled.  Occasionally review which ones are not seeing any action,
and which ones are constantly in use.

* Try asking less questions and making more statements.  For example,
instead of asking "Do I find the cultists' trail through the jungle?"
try "Hey look!  I found the cultists' trail through the jungle!"  The
GM will let you know if you go to far; it's more common for players
to not go far enough.


Comments and counter-arguments welcome.



Cheers,
Roger

#11301 From: "etmikem" <etmikem@...>
Date: Fri Nov 2, 2007 10:42 am
Subject: Re: Spirit of the Century: Some Advice
etmikem
Send Email Send Email
 
Excellent post, and 100% on the nose!

I can only repeat that fact that I too have listen to a 1/2 dozen
podcasts with actual play and found myself on the verge of yelling at
my iPod, saying, "For God sake make something happen, shoot something,
roll some dice, MAKE THINGS HAPPEN."

In my most recent adventure with my main role playing group they were
searching the cargo hold of a Ocean Liner looking for the kidnapped
movie star and the characters were stopping at each door and
listening! I had to take a moment to remind them a beautiful woman's
life was in danger and that Cyrus Crackshot, the great jungle explorer
and Johnny Spiritwalker, Navajo Policeman would throw the doors open
and boldly walk in, not skulk the halls. Be Bold. Read some pulp
stories. Things are better now :)

Mike



--- In FateRPG@yahoogroups.com, "merc_hg_80" <merc_hg_80@...> wrote:
>
> I've played the game a couple times now and listened to hours and
> hours of Actual Play, and I've noticed a few trends in the way some
> people tend to play the game, and what works well and what doesn't.
> I don't mean to present this as 'the One True Way' to play the game
> or anything, but hopefully some of this advice will be helpful.
>
>
> Advice for GMs
>
> * Get on with it.  Get to the adventure, get to the fun.  It seems
> like some GMs are inclined to make the players spend a certain amount
> of time groping around in the dark for something to do.  You don't
> need to do that.  Don't be worried about 'running out' of adventure --
>  I think every single game I've played or listened to has run too
> long for the time alloted.
>
> * Related to the above, don't feel like it's your job to somehow get
> the characters and/or the players some sort of motivation for the
> adventure.  They probably don't need it; if they do, they can darn
> well provide it themselves.
>
> * Start the game off with a Compel.  Heck, start every single scene
> with a Compel.  It has a number of good effects.  From a purely
> mechanical viewpoint, it gives the whole Fate Point economy a bit of
> a kick-start.  It'll familiarize you a bit more with the characters'
> Aspects.  Because the players have picked Aspects they want in play,
> it automatically gives you something that they and their characters
> will be interested in.  Seriously, give it a try.
>
> * Feel free to push some of the detailing back on to the players.
> This is the way I personally think it should work:
>
> GM:  Okay, so you got a Superb result on your attempt to Research the
> mysterious Cult of Osiris.
>
> Player:  Great!  What do I find out?
>
> GM:  That's a good question.  What DO you find out?
>
> It may take a bit to coach the players into running with this, but
> when it starts to fire it's really hot.
>
> * Review the Social Combat rules and use them.  A lot of games don't
> have a good system, or any system at all, for this sort of thing, so
> you might need to consciously go looking for times to use it to begin
> with.  Pretty much any time a PC wants an NPC to do something that
> they don't want to do, it's time to roll those dice.  Even if the
> NPCs yield 9 times out of 10 when they're beaten, it's still worth it.
>
>
> Advice for Players
>
> * Before your character does anything, ask yourself this question:
> What's the MOST DANGEROUS thing that someone might barely plausibly
> do in this situation?  Then ask yourself if there's any good reason
> why your character shouldn't take exactly that course of action.
> Other game systems may have beaten an amount of risk-aversion into
> you, and this can be a good way to fight it.
>
> * Look, even if your character is the most bookish, nebbish, fragile
> pansy ever to have graced a pulp novel, you want to seriously
> consider putting some sort of physical combat skill somewhere in the
> top 3 slots of your skill pyramid.  It's just the nature of the genre
> that before long you're going to want to knock someone's teeth out,
> or beat on them with your umbrella, or fill them full of lead.  And
> you'll want to succeed.  Seriously, seriously consider it.
>
> * You may, at a certain point, find yourself a little bored with how
> a scene is going.  Find a reason to be interested.  Invoke or Compel
> something into the scene to make it interesting, if you wish.  You
> don't need to have the spotlight in every single scene, of course, so
> use your discretion.
>
> * Put a little check mark beside each Aspect as they're Invoked or
> Compelled.  Occasionally review which ones are not seeing any action,
> and which ones are constantly in use.
>
> * Try asking less questions and making more statements.  For example,
> instead of asking "Do I find the cultists' trail through the jungle?"
> try "Hey look!  I found the cultists' trail through the jungle!"  The
> GM will let you know if you go to far; it's more common for players
> to not go far enough.
>
>
> Comments and counter-arguments welcome.
>
>
>
> Cheers,
> Roger
>

#11302 From: douglaedtke@...
Date: Fri Nov 2, 2007 2:13 pm
Subject: Re: Spirit of the Century: Some Advice
caffeineboy_1
Send Email Send Email
 

This is great advice! In my regular group there are a few guys I've had to strongarm and cajole into trying SotC/FATE against their natural inclinations. They spawned from a hardcore AD&D/D20 backgound and most of them suffer from some kind of abusive DM PTSD. I'm a very player-experience-o-centric GM and even when I was running D20 for them it was difficult to inspire any sense of urgency. It was all about listening at doors, husbanding resources, healing up and going into fights with the fullest possible tactical advantage, even at the expense of pacing and story.

 

So, yeah... *especially* in a pulp setting it's important to get 'em moving and taking ownership of the scene. But heck, even generally, with more narrative systems players often have to be more engaged than they're used to. And your tips are excellent inspiration in that direction. Thanx!


 

-------------- Original message from "merc_hg_80" <merc_hg_80@...>: --------------

I've played the game a couple times now and listened to hours and
hours of Actual Play, and I've noticed a few trends in the way some
people tend to play the game, and what works well and what doesn't.
I don't mean to present this as 'the One True Way' to play the game
or anything, but hopefully some of this advice will be helpful.

Advice for GMs

* Get on with it. Get to the adventure, get to the fun. It seems
like some GMs are inclined to make the players spend a certain amount
of time groping around in the dark for something to do. You don't
need to do that. Don't be worried about 'running out' of adventure --
I think every single game I've played or listened to has run too
long for the time alloted.

* Related to the above, don't feel like it's your job to somehow get
the characters and/or the players some sort of motivation for the
adventure. They probably don't need it; if they do, they can darn
well provide it themselves.

* Start the game off with a Compel. Heck, start every single scene
with a Compel. It has a number of good effects. From a purely
mechanical viewpoint, it gives the whole Fate Point economy a bit of
a kick-start. It'll familiarize you a bit more with the characters'
Aspects. Because the players have picked Aspects they want in play,
it automatically gives you something that they and their characters
will be interested in. Seriously, give it a try.

* Feel free to push some of the detailing back on to the players.
This is the way I personally think it should work:

GM: Okay, so you got a Superb result on your attempt to Research the
mysterious Cult of Osiris.

Player: Great! What do I find out?

GM: That's a good question. What DO you find out?

It may take a bit to coach the players into running with this, but
when it starts to fire it's really hot.

* Review the Social Combat rules and us e them. A lot of games don't
have a good system, or any system at all, for this sort of thing, so
you might need to consciously go looking for times to use it to begin
with. Pretty much any time a PC wants an NPC to do something that
they don't want to do, it's time to roll those dice. Even if the
NPCs yield 9 times out of 10 when they're beaten, it's still worth it.

Advice for Players

* Before your character does anything, ask yourself this question:
What's the MOST DANGEROUS thing that someone might barely plausibly
do in this situation? Then ask yourself if there's any good reason
why your character shouldn't take exactly that course of action.
Other game systems may have beaten an amount of risk-aversion into
you, and this can be a good way to fight it.

* Look, even if your character is the most bookish, nebbish, fragile
pansy ever to have graced a pulp novel, you want to seriously
consider putting some sort o f physical combat skill somewhere in the
top 3 slots of your skill pyramid. It's just the nature of the genre
that before long you're going to want to knock someone's teeth out,
or beat on them with your umbrella, or fill them full of lead. And
you'll want to succeed. Seriously, seriously consider it.

* You may, at a certain point, find yourself a little bored with how
a scene is going. Find a reason to be interested. Invoke or Compel
something into the scene to make it interesting, if you wish. You
don't need to have the spotlight in every single scene, of course, so
use your discretion.

* Put a little check mark beside each Aspect as they're Invoked or
Compelled. Occasionally review which ones are not seeing any action,
and which ones are constantly in use.

* Try asking less questions and making more statements. For example,
instead of asking "Do I find the cultists' trail through the jungle?"
try "Hey look! I f ound the cultists' trail through the jungle!" The
GM will let you know if you go to far; it's more common for players
to not go far enough.

Comments and counter-arguments welcome.

Cheers,
Roger


#11303 From: djc30@...
Date: Fri Nov 2, 2007 2:36 pm
Subject: Re: Spirit of the Century: Some Advice
djczen
Send Email Send Email
 
Well put.  There's really only one thing in there I'd disagree with or reword:

From: "merc_hg_80" <merc_hg_80@...>
> * Look, even if your character is the most bookish, nebbish, fragile
> pansy ever to have graced a pulp novel, you want to seriously
> consider putting some sort of physical combat skill somewhere in the
> top 3 slots of your skill pyramid.  It's just the nature of the genre
> that before long you're going to want to knock someone's teeth out,
> or beat on them with your umbrella, or fill them full of lead.  And
> you'll want to succeed.  Seriously, seriously consider it.

Personally, I love how the conflict system is structured, especially with
maneuvers and declarations, to be able to function pretty well at handling
player creativity.  What I'd say, instead, is "Look at the top three slots of
your pyramid.  Figure out how you'd use at least one of them fairly regularly in
a combat situation, either for a direct attack - Physical or Social - or to help
set things up for yourself or other folks.  If you really can't (if they're,
like, Resolve, Resources and Endurance) then you might want to work something
else in there.  Also, be aware that if all you're able to come up with is
supporting acts, then in combat you'll still be effective and helpful, but won't
be in the spotlight.  If that's not cool with you, now's the time to adjust it."

- D.J.

#11304 From: Fred Hicks <evilhat@...>
Date: Fri Nov 2, 2007 2:55 pm
Subject: Re: Spirit of the Century: Some Advice
iago23
Send Email Send Email
 
These bullet points need a place on the wiki, no? :)

(They're fantastic.)

Fred

merc_hg_80 wrote:
> I've played the game a couple times now and listened to hours and
> hours of Actual Play, and I've noticed a few trends in the way some
> people tend to play the game, and what works well and what doesn't.
> I don't mean to present this as 'the One True Way' to play the game
> or anything, but hopefully some of this advice will be helpful.
>
>
> Advice for GMs
>
> * Get on with it.  Get to the adventure, get to the fun.  It seems
> like some GMs are inclined to make the players spend a certain amount
> of time groping around in the dark for something to do.  You don't
> need to do that.  Don't be worried about 'running out' of adventure --
>  I think every single game I've played or listened to has run too
> long for the time alloted.
>
> * Related to the above, don't feel like it's your job to somehow get
> the characters and/or the players some sort of motivation for the
> adventure.  They probably don't need it; if they do, they can darn
> well provide it themselves.
>
> * Start the game off with a Compel.  Heck, start every single scene
> with a Compel.  It has a number of good effects.  From a purely
> mechanical viewpoint, it gives the whole Fate Point economy a bit of
> a kick-start.  It'll familiarize you a bit more with the characters'
> Aspects.  Because the players have picked Aspects they want in play,
> it automatically gives you something that they and their characters
> will be interested in.  Seriously, give it a try.
>
> * Feel free to push some of the detailing back on to the players.
> This is the way I personally think it should work:
>
> GM:  Okay, so you got a Superb result on your attempt to Research the
> mysterious Cult of Osiris.
>
> Player:  Great!  What do I find out?
>
> GM:  That's a good question.  What DO you find out?
>
> It may take a bit to coach the players into running with this, but
> when it starts to fire it's really hot.
>
> * Review the Social Combat rules and use them.  A lot of games don't
> have a good system, or any system at all, for this sort of thing, so
> you might need to consciously go looking for times to use it to begin
> with.  Pretty much any time a PC wants an NPC to do something that
> they don't want to do, it's time to roll those dice.  Even if the
> NPCs yield 9 times out of 10 when they're beaten, it's still worth it.
>
>
> Advice for Players
>
> * Before your character does anything, ask yourself this question:
> What's the MOST DANGEROUS thing that someone might barely plausibly
> do in this situation?  Then ask yourself if there's any good reason
> why your character shouldn't take exactly that course of action.
> Other game systems may have beaten an amount of risk-aversion into
> you, and this can be a good way to fight it.
>
> * Look, even if your character is the most bookish, nebbish, fragile
> pansy ever to have graced a pulp novel, you want to seriously
> consider putting some sort of physical combat skill somewhere in the
> top 3 slots of your skill pyramid.  It's just the nature of the genre
> that before long you're going to want to knock someone's teeth out,
> or beat on them with your umbrella, or fill them full of lead.  And
> you'll want to succeed.  Seriously, seriously consider it.
>
> * You may, at a certain point, find yourself a little bored with how
> a scene is going.  Find a reason to be interested.  Invoke or Compel
> something into the scene to make it interesting, if you wish.  You
> don't need to have the spotlight in every single scene, of course, so
> use your discretion.
>
> * Put a little check mark beside each Aspect as they're Invoked or
> Compelled.  Occasionally review which ones are not seeing any action,
> and which ones are constantly in use.
>
> * Try asking less questions and making more statements.  For example,
> instead of asking "Do I find the cultists' trail through the jungle?"
> try "Hey look!  I found the cultists' trail through the jungle!"  The
> GM will let you know if you go to far; it's more common for players
> to not go far enough.
>
>
> Comments and counter-arguments welcome.
>
>
>
> Cheers,
> Roger
>
>
>
>
> | Fate * http://www.faterpg.com/
> | SOTC * http://www.evilhat.com/?spirit
> | DFRPG * http://www.dresdenfilesrpg.com/
> Yahoo! Groups Links
>
>
>
>
>

--
Fred Hicks
Evil Hat Productions - www.evilhat.com
Indie Press Revolution - www.indiepressrevolution.com

#11305 From: "merc_hg_80" <merc_hg_80@...>
Date: Fri Nov 2, 2007 4:50 pm
Subject: Re: Spirit of the Century: Some Advice
merc_hg_80
Send Email Send Email
 
> Excellent post, and 100% on the nose!

Thanks, Mike!  Much appreciated.

> I can only repeat that fact that I too have listen to a 1/2 dozen
> podcasts with actual play and found myself on the verge of yelling at
> my iPod, saying, "For God sake make something happen, shoot something,
> roll some dice, MAKE THINGS HAPPEN."

Well... yeah; I don't want to come down too hard on these guys.  I
don't want to discourage anyone from podcasting their AP, because it's
a great resource and great fun.

Some of it stems, I think, from GM and player unfamiliarity with the
ruleset.  Things slow down when everyone is trying to figure out
everything is supposed to work; it just comes with the territory.

It's also worth remembering that RPGs in general are not, as such,
spectator sports.  I've no doubt that it's more fun to be playing one
than to be listening to people play one.  After all, it's not the
point of a gaming session to produce an amusing podcast.  So, for us
just listening in, the problem probably seems worse than it really is.

The one thing we can avoid is a 'soft launch' into the actual gaming
session.  I'm as guilty of this as anyone.  Sometimes it's not really
obvious right at the beginning of a gaming session that the game is
actually beginning!  There are various ways to signal everyone that,
hey, the game is starting right this moment -- simply announcing it,
using a ritualized phrasing like "When we last left our heroes...",
yelling at everyone to shut up and listen, etc.  In "The Moon Monkey
Mystery" I recommended starting off with a 'non-interactive cut scene'
which essentially serves the same purpose.

Thanks again for your comments.


Cheers,
Roger

#11306 From: "merc_hg_80" <merc_hg_80@...>
Date: Fri Nov 2, 2007 4:55 pm
Subject: Re: Spirit of the Century: Some Advice
merc_hg_80
Send Email Send Email
 
> This is great advice!

Thanks, Doug!  Hope it helps some people out.

> In my regular group there are a few guys I've had to strongarm
> and cajole into trying SotC/FATE against their natural inclinations.

It does seem fairly common.  I think players end up with a distorted
impression of "What's the absolute worst thing that could happen
here?"  But it's part of the job of the GM to give them a good firm
grasp of what to expect.  It doesn't happen overnight, but every bit
helps.



Cheers,
Roger

#11307 From: Katrin Schemmann & Ralf Wagner <katrinundralf@...>
Date: Fri Nov 2, 2007 5:00 pm
Subject: Re:Spirit of the Century: Some Advice
ralfxwagner
Send Email Send Email
 
Hi,

thanks for your post. I simply love the advice you're giving.
That's the spirit! (pun intended)

--

=======================================
Katrin Schemmann & Ralf Wagner
Auf der Alm 3
57080 Siegen
Tel.: 0271 / 38 26 741
=======================================

#11308 From: "merc_hg_80" <merc_hg_80@...>
Date: Fri Nov 2, 2007 5:15 pm
Subject: Re: Spirit of the Century: Some Advice
merc_hg_80
Send Email Send Email
 
> These bullet points need a place on the wiki, no? :)
>
> (They're fantastic.)

Awww, thanks Fred.  I'm still tidying things up a bit but I'll get
them over there eventually.



Cheers,
Roger

#11309 From: "merc_hg_80" <merc_hg_80@...>
Date: Fri Nov 2, 2007 5:14 pm
Subject: Re: Spirit of the Century: Some Advice
merc_hg_80
Send Email Send Email
 
> Personally, I love how the conflict system is structured,
> especially with maneuvers and declarations, to be able to
> function pretty well at handling player creativity.

Yeah, that's fair enough.  I kinda consider that sort of thing an
'advanced' player technique.  There's also the danger that a player
will really get himself into some strange contortions trying to
justify how he's beating up a mook with, say, Gambling.

But I'll see if I can't make things a bit clearer or more inclusive
there; thanks.


Cheers,
Roger

#11310 From: "Daniel M. Perez" <halwhitewyrm@...>
Date: Fri Nov 2, 2007 5:41 pm
Subject: Re: Re: Spirit of the Century: Some Advice
halwhitewyrm
Send Email Send Email
 
Whatever podcast it was you listened to, do go and tell them your feedback. Trust me on this, we always want to get feedback. You won't discourage anyone.
 
---
Daniel M. Perez
Highmoon Media Productions -
www.HighmoonMedia.com
The Gamer Traveler Podcast - www.TheGamerTraveler.com
The Digital Front Podcast -
www.TheDigitalFront.com
 
Products available at: RPGnow.com & DriveThruRPG.com.


----- Original Message ----
From: merc_hg_80 <merc_hg_80@...>
To: FateRPG@yahoogroups.com
Sent: Friday, November 2, 2007 12:50:36 PM
Subject: [FateRPG] Re: Spirit of the Century: Some Advice

> Excellent post, and 100% on the nose!

Thanks, Mike!  Much appreciated.

> I can only repeat that fact that I too have listen to a 1/2 dozen
> podcasts with actual play and found myself on the verge of yelling at
> my iPod, saying, "For God sake make something happen, shoot something,
> roll some dice, MAKE THINGS HAPPEN."

Well... yeah; I don't want to come down too hard on these guys.  I
don't want to discourage anyone from podcasting their AP, because it's
a great resource and great fun.

Some of it stems, I think, from GM and player unfamiliarity with the
ruleset.  Things slow down when everyone is trying to figure out
everything is supposed to work; it just comes with the territory.

It's also worth remembering that RPGs in general are not, as such,
spectator sports.  I've no doubt that it's more fun to be playing one
than to be listening to people play one.  After all, it's not the
point of a gaming session to produce an amusing podcast.  So, for us
just listening in, the problem probably seems worse than it really is.

The one thing we can avoid is a 'soft launch' into the actual gaming
session.  I'm as guilty of this as anyone.  Sometimes it's not really
obvious right at the beginning of a gaming session that the game is
actually beginning!  There are various ways to signal everyone that,
hey, the game is starting right this moment -- simply announcing it,
using a ritualized phrasing like "When we last left our heroes...",
yelling at everyone to shut up and listen, etc.  In "The Moon Monkey
Mystery" I recommended starting off with a 'non-interactive cut scene'
which essentially serves the same purpose.

Thanks again for your comments.


Cheers,
Roger




| Fate * http://www.faterpg.com/
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#11311 From: "etmikem" <etmikem@...>
Date: Fri Nov 2, 2007 8:11 pm
Subject: Re: Spirit of the Century: Some Advice
etmikem
Send Email Send Email
 
Daniel/Roger;
I hope I did not come across as being too critical of the recorded
session pod casts out there - perhaps I was being a bit dramatic (in a
pulp kind of way.)

Podcasts like the Game Master Show and Midnight's Lair have become
amazing resources and I never miss an episode. I routinely send people
over to listen to Episodes 2,3,and 4 of the Game Master Show for them
to get a good taste of SOTC. All of my current players had an
assignment to listen to the shows before the first game session. The
three episodes total over 3 hours long - luckily they have long drives
to work.

Speaking of Podcasts - Daniel deserves some note for his Digital Front
Podcast. If you are at all interested in the pdf/electronic side of
the business you should subscribe. I don't think it was ever mentioned
here buy He had Fred on for an interview in the most recent edisode (#5).

Podcasting is a lot of work, so thanks to all of you who do it!

Mike McDonald


--- In FateRPG@yahoogroups.com, "Daniel M. Perez" <halwhitewyrm@...>
wrote:
>
> Whatever podcast it was you listened to, do go and tell them your
feedback. Trust me on this, we always want to get feedback. You won't
discourage anyone.
>
> ---
> Daniel M. Perez
> Highmoon Media Productions - www.HighmoonMedia.com
> The Gamer Traveler Podcast - www.TheGamerTraveler.com
> The Digital Front Podcast - www.TheDigitalFront.com
>
> Products available at: RPGnow.com & DriveThruRPG.com.
>
>
>
> ----- Original Message ----
> From: merc_hg_80 <merc_hg_80@...>
> To: FateRPG@yahoogroups.com
> Sent: Friday, November 2, 2007 12:50:36 PM
> Subject: [FateRPG] Re: Spirit of the Century: Some Advice
>
> > Excellent post, and 100% on the nose!
>
> Thanks, Mike!  Much appreciated.
>
> > I can only repeat that fact that I too have listen to a 1/2 dozen
> > podcasts with actual play and found myself on the verge of yelling at
> > my iPod, saying, "For God sake make something happen, shoot something,
> > roll some dice, MAKE THINGS HAPPEN."
>
> Well... yeah; I don't want to come down too hard on these guys.  I
> don't want to discourage anyone from podcasting their AP, because it's
> a great resource and great fun.
>
> Some of it stems, I think, from GM and player unfamiliarity with the
> ruleset.  Things slow down when everyone is trying to figure out
> everything is supposed to work; it just comes with the territory.
>
> It's also worth remembering that RPGs in general are not, as such,
> spectator sports.  I've no doubt that it's more fun to be playing one
> than to be listening to people play one.  After all, it's not the
> point of a gaming session to produce an amusing podcast.  So, for us
> just listening in, the problem probably seems worse than it really is.
>
> The one thing we can avoid is a 'soft launch' into the actual gaming
> session.  I'm as guilty of this as anyone.  Sometimes it's not really
> obvious right at the beginning of a gaming session that the game is
> actually beginning!  There are various ways to signal everyone that,
> hey, the game is starting right this moment -- simply announcing it,
> using a ritualized phrasing like "When we last left our heroes...",
> yelling at everyone to shut up and listen, etc.  In "The Moon Monkey
> Mystery" I recommended starting off with a 'non-interactive cut scene'
> which essentially serves the same purpose.
>
> Thanks again for your comments.
>
>
> Cheers,
> Roger
>
>
>
>
> | Fate * http://www.faterpg.com/
> | SOTC * http://www.evilhat.com/?spirit
> | DFRPG * http://www.dresdenfilesrpg.com/
> Yahoo! Groups Links
>
>
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>

#11312 From: "etmikem" <etmikem@...>
Date: Fri Nov 2, 2007 8:14 pm
Subject: Re: Spirit of the Century: Some Advice
etmikem
Send Email Send Email
 
Daniel/Roger;
  I hope I did not come across as being too critical of the recorded
  session podcasts out there - perhaps I was being a bit dramatic (in
  a pulp kind of way.)

  Podcasts like the Game Master Show and Midnight's Lair have become
  amazing resources and I never miss an episode. I routinely send people
  over to listen to Episodes 2,3,and 4 of the Game Master Show for them
  to get a good taste of SOTC. All of my current players had an
  assignment to listen to the shows before the first game session. The
  three episodes total over 3 hours long - luckily they have long drives
  to work.

  Speaking of Podcasts - Daniel deserves some note for his Digital front
  Podcast. If you are at all interested in the pdf/electronic side of
  the business you should subscribe. I don't think it was ever mentioned
  here but he had Fred on for an interview in the most recent edisode (#5).

  Podcasting is a lot of work, so thanks to all of you who do it!

  Mike McDonald
>
>
> --- In FateRPG@yahoogroups.com, "Daniel M. Perez" <halwhitewyrm@>
> wrote:
> >
> > Whatever podcast it was you listened to, do go and tell them your
> feedback. Trust me on this, we always want to get feedback. You won't
> discourage anyone.
> >
> > ---
> > Daniel M. Perez
> > Highmoon Media Productions - www.HighmoonMedia.com
> > The Gamer Traveler Podcast - www.TheGamerTraveler.com
> > The Digital Front Podcast - www.TheDigitalFront.com
> >
> > Products available at: RPGnow.com & DriveThruRPG.com.
> >
> >
> >
> > ----- Original Message ----
> > From: merc_hg_80 <merc_hg_80@>
> > To: FateRPG@yahoogroups.com
> > Sent: Friday, November 2, 2007 12:50:36 PM
> > Subject: [FateRPG] Re: Spirit of the Century: Some Advice
> >
> > > Excellent post, and 100% on the nose!
> >
> > Thanks, Mike!  Much appreciated.
> >
> > > I can only repeat that fact that I too have listen to a 1/2 dozen
> > > podcasts with actual play and found myself on the verge of
yelling at
> > > my iPod, saying, "For God sake make something happen, shoot
something,
> > > roll some dice, MAKE THINGS HAPPEN."
> >
> > Well... yeah; I don't want to come down too hard on these guys.  I
> > don't want to discourage anyone from podcasting their AP, because it's
> > a great resource and great fun.
> >
> > Some of it stems, I think, from GM and player unfamiliarity with the
> > ruleset.  Things slow down when everyone is trying to figure out
> > everything is supposed to work; it just comes with the territory.
> >
> > It's also worth remembering that RPGs in general are not, as such,
> > spectator sports.  I've no doubt that it's more fun to be playing one
> > than to be listening to people play one.  After all, it's not the
> > point of a gaming session to produce an amusing podcast.  So, for us
> > just listening in, the problem probably seems worse than it really is.
> >
> > The one thing we can avoid is a 'soft launch' into the actual gaming
> > session.  I'm as guilty of this as anyone.  Sometimes it's not really
> > obvious right at the beginning of a gaming session that the game is
> > actually beginning!  There are various ways to signal everyone that,
> > hey, the game is starting right this moment -- simply announcing it,
> > using a ritualized phrasing like "When we last left our heroes...",
> > yelling at everyone to shut up and listen, etc.  In "The Moon Monkey
> > Mystery" I recommended starting off with a 'non-interactive cut scene'
> > which essentially serves the same purpose.
> >
> > Thanks again for your comments.
> >
> >
> > Cheers,
> > Roger
> >
> >
> >
> >
> > | Fate * http://www.faterpg.com/
> > | SOTC * http://www.evilhat.com/?spirit
> > | DFRPG * http://www.dresdenfilesrpg.com/
> > Yahoo! Groups Links
> >
> >
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam protection around
> > http://mail.yahoo.com
> >
>

#11313 From: "Daniel M. Perez" <halwhitewyrm@...>
Date: Fri Nov 2, 2007 8:47 pm
Subject: Re: Re: Spirit of the Century: Some Advice
halwhitewyrm
Send Email Send Email
 
First of all, thanks for the kind words. I'm glad you like The Digital Front and that you support podcasts in general.
 
I didn't think you were critical (well, you were, but in a good way). My comment was more to the effect of 'send feedback to the show, yes!' Most podcasters will tell you that the amount of feedback we get is very, very miniscule, and while 'no news is good news' applies, we also like to hear if someone has suggestions and things like that. That goes double for the AP shows, since they are doing those as excercises in developing the craft, in themselves and others, so comments like those you included when you began this thread, which are gold for sure, will be very welcomed at those shows and may lead to new conversations that help the podcast with new material and more engagement with the audience.
 
So, short version (HA!) - let them know.
 
---
Daniel M. Perez
Highmoon Media Productions -
www.HighmoonMedia.com
The Gamer Traveler Podcast - www.TheGamerTraveler.com
The Digital Front Podcast -
www.TheDigitalFront.com
 
Products available at: RPGnow.com & DriveThruRPG.com.


----- Original Message ----
From: etmikem <etmikem@...>
To: FateRPG@yahoogroups.com
Sent: Friday, November 2, 2007 4:11:05 PM
Subject: [FateRPG] Re: Spirit of the Century: Some Advice

Daniel/Roger;
I hope I did not come across as being too critical of the recorded
session pod casts out there - perhaps I was being a bit dramatic (in a
pulp kind of way.)

Podcasts like the Game Master Show and Midnight's Lair have become
amazing resources and I never miss an episode. I routinely send people
over to listen to Episodes 2,3,and 4 of the Game Master Show for them
to get a good taste of SOTC. All of my current players had an
assignment to listen to the shows before the first game session. The
three episodes total over 3 hours long - luckily they have long drives
to work.

Speaking of Podcasts - Daniel deserves some note for his Digital Front
Podcast. If you are at all interested in the pdf/electronic side of
the business you should subscribe. I don't think it was ever mentioned
here buy He had Fred on for an interview in the most recent edisode (#5).

Podcasting is a lot of work, so thanks to all of you who do it!

Mike McDonald


--- In FateRPG@yahoogroups.com, "Daniel M. Perez" <halwhitewyrm@...>
wrote:
>
> Whatever podcast it was you listened to, do go and tell them your
feedback. Trust me on this, we always want to get feedback. You won't
discourage anyone.

> ---
> Daniel M. Perez
> Highmoon Media Productions - www.HighmoonMedia.com
> The Gamer Traveler Podcast - www.TheGamerTraveler.com
> The Digital Front Podcast - www.TheDigitalFront.com

> Products available at: RPGnow.com & DriveThruRPG.com.
>
>
>
> ----- Original Message ----
> From: merc_hg_80 <merc_hg_80@...>
> To: FateRPG@yahoogroups.com
> Sent: Friday, November 2, 2007 12:50:36 PM
> Subject: [FateRPG] Re: Spirit of the Century: Some Advice
>
> > Excellent post, and 100% on the nose!
>
> Thanks, Mike!  Much appreciated.
>
> > I can only repeat that fact that I too have listen to a 1/2 dozen
> > podcasts with actual play and found myself on the verge of yelling at
> > my iPod, saying, "For God sake make something happen, shoot something,
> > roll some dice, MAKE THINGS HAPPEN."
>
> Well... yeah; I don't want to come down too hard on these guys.  I
> don't want to discourage anyone from podcasting their AP, because it's
> a great resource and great fun.
>
> Some of it stems, I think, from GM and player unfamiliarity with the
> ruleset.  Things slow down when everyone is trying to figure out
> everything is supposed to work; it just comes with the territory.
>
> It's also worth remembering that RPGs in general are not, as such,
> spectator sports.  I've no doubt that it's more fun to be playing one
> than to be listening to people play one.  After all, it's not the
> point of a gaming session to produce an amusing podcast.  So, for us
> just listening in, the problem probably seems worse than it really is.
>
> The one thing we can avoid is a 'soft launch' into the actual gaming
> session.  I'm as guilty of this as anyone.  Sometimes it's not really
> obvious right at the beginning of a gaming session that the game is
> actually beginning!  There are various ways to signal everyone that,
> hey, the game is starting right this moment -- simply announcing it,
> using a ritualized phrasing like "When we last left our heroes...",
> yelling at everyone to shut up and listen, etc.  In "The Moon Monkey
> Mystery" I recommended starting off with a 'non-interactive cut scene'
> which essentially serves the same purpose.
>
> Thanks again for your comments.
>
>
> Cheers,
> Roger
>
>
>
>
> | Fate * http://www.faterpg.com/
> | SOTC * http://www.evilhat.com/?spirit
> | DFRPG * http://www.dresdenfilesrpg.com/
> Yahoo! Groups Links
>
>
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>




| Fate * http://www.faterpg.com/
| SOTC * http://www.evilhat.com/?spirit
| DFRPG * http://www.dresdenfilesrpg.com/
Yahoo! Groups Links

<*> To visit your group on the web, go to:
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#11314 From: Palmer <palmer@...>
Date: Fri Nov 2, 2007 9:05 pm
Subject: Re: Re: Spirit of the Century: Some Advice
palmerofthet...
Send Email Send Email
 
On 2 Nov 2007, at 17:14, merc_hg_80 wrote:

> There's also the danger that a player will really get
> himself into some strange contortions trying to
> justify how he's beating up a mook with, say, Gambling.


Four words answers this.

Razor sharp throwing cards.

====================
I am Palmer, Squishy of Squishies. Look upon my bulk, ye mighty, and giggle
uncontrollably!

#11315 From: Jetan <dtribble@...>
Date: Fri Nov 2, 2007 9:22 pm
Subject: Re: Re: Spirit of the Century: Some Advice
jetan888
Send Email Send Email
 
Yes! the original comments certainly got me thinking of a God of Gambles type character.

On 11/2/07, Palmer < palmer@...> wrote:
On 2 Nov 2007, at 17:14, merc_hg_80 wrote:

> There's also the danger that a player will really get
> himself into some strange contortions trying to
> justify how he's beating up a mook with, say, Gambling.


Four words answers this.

Razor sharp throwing cards.

====================
I am Palmer, Squishy of Squishies. Look upon my bulk, ye mighty, and giggle uncontrollably!


| Fate * http://www.faterpg.com/
| SOTC * http://www.evilhat.com/?spirit
| DFRPG * http://www.dresdenfilesrpg.com/
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<*> To visit your group on the web, go to:
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#11316 From: "David Hoberman" <hoberman@...>
Date: Fri Nov 2, 2007 9:30 pm
Subject: Re: Re: Spirit of the Century: Some Advice
dphoberman
Send Email Send Email
 
See, to me this wouldn't work, because Gambling is all about reading people and taking chances - this would be something covered under the stunt that lets you use anything as a weapon.

David

On 11/2/07, Palmer <palmer@...> wrote:

On 2 Nov 2007, at 17:14, merc_hg_80 wrote:

> There's also the danger that a player will really get
> himself into some strange contortions trying to
> justify how he's beating up a mook with, say, Gambling.

Four words answers this.

Razor sharp throwing cards.

====================
I am Palmer, Squishy of Squishies. Look upon my bulk, ye mighty, and giggle uncontrollably!



#11317 From: djc30@...
Date: Fri Nov 2, 2007 9:53 pm
Subject: Re: Re: Spirit of the Century: Some Advice
djczen
Send Email Send Email
 
From: "David Hoberman" <hoberman@...>
> See, to me this wouldn't work, because Gambling is all about reading people
> and taking chances - this would be something covered under the stunt that
> lets you use anything as a weapon.


Yeah, I don't see the razor-sharp cards falling under Gambling, either (as a
roll - it's way cool for a character, though).  But you said it yourself -
Gambling's all about reading people and taking chances.

You keep a poker face, stay difficult to read, while watching for "tells" in the
mook's eyes and movements that let you know where he'll be a second from now...
which moves are fakes and which are real... you fake him out by acting the
fool... you read your chances.  You pull a maneuver to put an "Outplayed and
Outread" aspect on him, and collect the free tag for a suckerpunch.

It's not all going to be useful for an actual attack roll to hit a mook -
straight combat's always gonna be more efficient there - but maneuvers are where
it's at. :-)

- D.J.

> On 11/2/07, Palmer <palmer@...> wrote:
> >
> >   On 2 Nov 2007, at 17:14, merc_hg_80 wrote:
> >
> > > There's also the danger that a player will really get
> > > himself into some strange contortions trying to
> > > justify how he's beating up a mook with, say, Gambling.
> >
> > Four words answers this.
> >
> > Razor sharp throwing cards.
> >
> > ====================
> > I am Palmer, Squishy of Squishies. Look upon my bulk, ye mighty, and
> > giggle uncontrollably!
> >
> >

#11318 From: Jetan <dtribble@...>
Date: Fri Nov 2, 2007 10:01 pm
Subject: Re: Re: Spirit of the Century: Some Advice
jetan888
Send Email Send Email
 
Absolutely.

It is nice that most characters could add a "combat skill" by instead adding a stunt that allows them to use another skill for combat in appropriate circumstances. But I would also expect it to take a stunt.

On 11/2/07, David Hoberman <hoberman@...> wrote:
See, to me this wouldn't work, because Gambling is all about reading people and taking chances - this would be something covered under the stunt that lets you use anything as a weapon.

On 11/2/07, Palmer <palmer@...> wrote:

On 2 Nov 2007, at 17:14, merc_hg_80 wrote:

> There's also the danger that a player will really get
> himself into some strange contortions trying to
> justify how he's beating up a mook with, say, Gambling.

Four words answers this.

Razor sharp throwing cards.



#11319 From: "Manveru" <manveru@...>
Date: Sat Nov 3, 2007 2:38 am
Subject: RE: Re: Spirit of the Century: Some Advice
j0vin
Send Email Send Email
 
> -----Original Message-----
> From: FateRPG@yahoogroups.com
> [mailto:FateRPG@yahoogroups.com] On Behalf Of djc30@...
> Sent: Friday, November 02, 2007 3:53 PM
> To: FateRPG@yahoogroups.com
> Subject: Re: [FateRPG] Re: Spirit of the Century: Some Advice
>
> From: "David Hoberman" <hoberman@...>
> > See, to me this wouldn't work, because Gambling is all
> about reading people
> > and taking chances - this would be something covered under
> the stunt that
> > lets you use anything as a weapon.
>
>
> Yeah, I don't see the razor-sharp cards falling under
> Gambling, either (as a roll - it's way cool for a character,
> though).  But you said it yourself - Gambling's all about
> reading people and taking chances.
>
> You keep a poker face, stay difficult to read, while watching
> for "tells" in the mook's eyes and movements that let you
> know where he'll be a second from now... which moves are
> fakes and which are real... you fake him out by acting the
> fool... you read your chances.  You pull a maneuver to put an
> "Outplayed and Outread" aspect on him, and collect the free
> tag for a suckerpunch.
>
> It's not all going to be useful for an actual attack roll to
> hit a mook - straight combat's always gonna be more efficient
> there - but maneuvers are where it's at. :-)
>
> - D.J.

That's such a great example, it deserves .... *pounce* a WIKIIIIIIIII!

*gives a WIKIIIIIII!, using his thumb too*

#11320 From: "merc_hg_80" <merc_hg_80@...>
Date: Sat Nov 3, 2007 4:21 pm
Subject: Giving feedback to podcasters (Re: Spirit of the Century: Some Advice)
merc_hg_80
Send Email Send Email
 
> Whatever podcast it was you listened to, do go and tell them your
feedback.

Excellent point, Daniel.  Seems like sometimes the only time people
offer feedback on anything is when they're unhappy!

If you enjoy the fruits of someone's unpaid labour, drop them a line
just to let them know they're not just shouting into the abyss.  It
really does make a huge difference.



Cheers,
Roger

#11321 From: "kevinryanvt" <kevinryanvt@...>
Date: Sat Nov 3, 2007 2:35 pm
Subject: Amazing Tales RPG (review request)
kevinryanvt
Send Email Send Email
 
I've written an RPG which I'm hoping makes gaming very easy, balanced
and fun.  I'm looking for feedback on it, and encourage folks to drop
me a line.  The game is called Amazing Tales, and can be found in the
files section.

kevinryanvt@...

#11322 From: "mgagan1" <mgagan1@...>
Date: Sat Nov 3, 2007 6:17 pm
Subject: Re: Spirit of the Century: Some Advice
mgagan1
Send Email Send Email
 
Great advice and thread.  I'll just add that a bookish Academic type
with the "It's Academic" Stunt is a great asset in a fight,
particularly when the characters have wandered in into Strange and
Unknown territory (as Pulp heroes are wont to do)...

#11323 From: "Fred Hicks" <evilhat@...>
Date: Sat Nov 3, 2007 6:50 pm
Subject: Re: Re: Spirit of the Century: Some Advice
iago23
Send Email Send Email
 
Exactly.  With the right application of stunts to one of your top three skills, and even with some of the core trappings of skills, nearly every SOTC PC should have SOMETHING they can do in a fight that will be significant to the action; and failing that, Aspects can be brought to bear that will take a lower-tier combat skill into a competitive territory.  So that thing you're noticing with Academics?  That's entirely as designed. :)

On Nov 3, 2007 2:17 PM, mgagan1 <mgagan1@...> wrote:
Great advice and thread.  I'll just add that a bookish Academic type
with the "It's Academic" Stunt is a great asset in a fight,
particularly when the characters have wandered in into Strange and
Unknown territory (as Pulp heroes are wont to do)...



| Fate * http://www.faterpg.com/
| SOTC * http://www.evilhat.com/?spirit
| DFRPG * http://www.dresdenfilesrpg.com/
Yahoo! Groups Links

<*> To visit your group on the web, go to:
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--
Best,

Fred Hicks

#11324 From: "lunch4worms" <peter@...>
Date: Sat Nov 3, 2007 7:28 pm
Subject: Re: Amazing Tales RPG (review request)
lunch4worms
Send Email Send Email
 
I'd love to give it a read, but I have no program that will open "wps"
files.  Can you please repost in a more universal format, like PDF?

Thanks!
--P

#11325 From: "David Hoberman" <hoberman@...>
Date: Sat Nov 3, 2007 8:38 pm
Subject: Re: Re: Amazing Tales RPG (review request)
dphoberman
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Is this based off the FATE system? If not, I'm not sure this is the right venue.

David

On 11/3/07, lunch4worms < peter@...> wrote:

I'd love to give it a read, but I have no program that will open "wps"
files. Can you please repost in a more universal format, like PDF?

Thanks!
--P



#11326 From: "arsfourth" <arsfourth@...>
Date: Sat Nov 3, 2007 9:32 pm
Subject: Re: Amazing Tales RPG (review request)
arsfourth
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*.wps files are in MS Works format and are not especially compatible with other, common programs.

After skimming the document, it seems to bear a very strong resemblance to Risus , and I'm not sure why it's being posted in the FATE forum. 

#11327 From: Fred Hicks <evilhat@...>
Date: Sat Nov 3, 2007 10:39 pm
Subject: Re: Re: Amazing Tales RPG (review request)
iago23
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arsfourth wrote:
*.wps files are in MS Works format and are not especially compatible with other, common programs.

After skimming the document, it seems to bear a very strong resemblance to Risus , and I'm not sure why it's being posted in the FATE forum. 
Ah, I see.  I had approved this because I thought it might be Fate or Evil Hat relevant.  If it isn't, I'm gonna have to ask that this thread be shut down in order to keep things on-topic.

That said, I'd encourage the original poster to take things over to The Forge or a similar place that's better suited to advice & development of other RPGs!  www.indie-rpgs.com

Fred
-- Fred Hicks
Evil Hat Productions - www.evilhat.com
Indie Press Revolution - www.indiepressrevolution.com

#11328 From: "Andy Fix" <ajfixer@...>
Date: Mon Nov 5, 2007 5:15 am
Subject: SotC Actual Play: The Empire City Centurions
ajfixer
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I just posted an actual play report over on RPG.net for my first session of an
ongoing SotC
game. Here's the link, for anyone who wants to read it:

http://forum.rpg.net/showthread.php?p=8030771#post8030771

The game was a lot of fun, and everyone had a great time. I am looking forward
to our next
session in two weeks, and I'll update the AP report after every session.

- Andy Fix :-)

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