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- [10:15 PM] Winged (she/her): my main piece of advice is this:
- [10:16 PM] Winged (she/her): let your players help you
- [10:16 PM] Winged (she/her): RPG culture has this really frustrating knee-jerk tradition where GMs are supposed to hide basically 90% of the information of a fight, and then do alllllllll the calculation in their heads
- [10:16 PM] Winged (she/her): every bad guy's abilities. Everyone's initiative
- [10:16 PM] Winged (she/her): Even every bad guy's hit points
- [10:17 PM] Winged (she/her): a lot of GMs will do a lot of "oh yeah they're like... hurt... but not too hurt... y'know?" vague gesturing
- [10:17 PM] Winged (she/her): you can resolve all of this by just giving your game a clear information architecture that publicizes shit
- [10:17 PM] Winged (she/her): if players know the bad guy's armor class and hit points
- [10:17 PM] Winged (she/her): then the players don't need the GM's intervention on their own turns
- [10:18 PM] Winged (she/her): they can actually do all the math and all the bookkeeping FOR you
- [10:18 PM] Winged (she/her): the more you show, the more it becomes their problem
- [10:18 PM] Winged (she/her): and the more you can focus on just killing them
- [10:19 PM] Winged (she/her): basic stuff: if players have enough knowledge to know
- 1) who's going next
- 2) all the relevant stats to hit somebody
- 3) how many hit points / armor / etc that somebody has
- [10:19 PM] Winged (she/her): then like poof
- [10:20 PM] Winged (she/her): 80% of the game suddenly becomes a thing a big collective of practiced engine-riding murderers can parallel process for your GMs
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