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	<title>Comments for Geek on the Borderlands</title>
	<atom:link href="http://www.savevsdm.com/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.savevsdm.com</link>
	<description>Verbal Attacks of Opportunity</description>
	<lastBuildDate>Mon, 28 Feb 2011 08:47:53 +0000</lastBuildDate>
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		<title>Comment on Troops, Weapons &amp; Tactics. Game today by Save-vs-DM</title>
		<link>http://www.savevsdm.com/?p=233&#038;cpage=1#comment-77</link>
		<dc:creator>Save-vs-DM</dc:creator>
		<pubDate>Mon, 28 Feb 2011 08:47:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=233#comment-77</guid>
		<description><![CDATA[Thank god you forgot about the minimum mortar range! Those guys really saved my bacon!]]></description>
		<content:encoded><![CDATA[<p>Thank god you forgot about the minimum mortar range! Those guys really saved my bacon!</p>
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		<title>Comment on GM Exercise: 5 Random Songs by Runequester</title>
		<link>http://www.savevsdm.com/?p=226&#038;cpage=1#comment-76</link>
		<dc:creator>Runequester</dc:creator>
		<pubDate>Fri, 07 Jan 2011 17:12:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=226#comment-76</guid>
		<description><![CDATA[I&#039;ve run games based off an album before, but it works best with concept albums of course.

A quick 5 songs off my play list (shuffle, hit skip 4 times) gave me:
Do what I say (Clawfinger) - about parental authority and child rebellion
Poor twisted me (Metallica)
Hellrider (Sabaton)
Hear me calling (Ace of base)
Have you ever (Offspring)

so er... motorcycles and angst. A riveting game of emo biker rage.

Maybe I need to think about this a bit more.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve run games based off an album before, but it works best with concept albums of course.</p>
<p>A quick 5 songs off my play list (shuffle, hit skip 4 times) gave me:<br />
Do what I say (Clawfinger) &#8211; about parental authority and child rebellion<br />
Poor twisted me (Metallica)<br />
Hellrider (Sabaton)<br />
Hear me calling (Ace of base)<br />
Have you ever (Offspring)</p>
<p>so er&#8230; motorcycles and angst. A riveting game of emo biker rage.</p>
<p>Maybe I need to think about this a bit more.</p>
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		<title>Comment on GM Exercise: 5 Random Songs by koipond</title>
		<link>http://www.savevsdm.com/?p=226&#038;cpage=1#comment-75</link>
		<dc:creator>koipond</dc:creator>
		<pubDate>Tue, 21 Dec 2010 12:47:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=226#comment-75</guid>
		<description><![CDATA[One might say you got Shadowrun because it&#039;s something that you&#039;re running as of late. ^_^

Also, I&#039;m a huge fan of using songs in games.  They tend to inform the game I want to run.  I like this exercise though.]]></description>
		<content:encoded><![CDATA[<p>One might say you got Shadowrun because it&#8217;s something that you&#8217;re running as of late. ^_^</p>
<p>Also, I&#8217;m a huge fan of using songs in games.  They tend to inform the game I want to run.  I like this exercise though.</p>
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		<title>Comment on Why I Chose 4e by Calphaleon</title>
		<link>http://www.savevsdm.com/?p=141&#038;cpage=1#comment-67</link>
		<dc:creator>Calphaleon</dc:creator>
		<pubDate>Wed, 01 Sep 2010 16:51:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=141#comment-67</guid>
		<description><![CDATA[An Amazon reviewer summed it up nicely:

&quot;It boils down to this: if you enjoy the act of playing with your group and the rules are an accessory, then you&#039;ll love 4e. If you enjoy playing with the rules and your group is an accessory, then you&#039;ll hate 4e.&quot;]]></description>
		<content:encoded><![CDATA[<p>An Amazon reviewer summed it up nicely:</p>
<p>&#8220;It boils down to this: if you enjoy the act of playing with your group and the rules are an accessory, then you&#8217;ll love 4e. If you enjoy playing with the rules and your group is an accessory, then you&#8217;ll hate 4e.&#8221;</p>
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		<title>Comment on The Rule of Cool by Calphaleon</title>
		<link>http://www.savevsdm.com/?p=193&#038;cpage=1#comment-66</link>
		<dc:creator>Calphaleon</dc:creator>
		<pubDate>Wed, 01 Sep 2010 16:36:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=193#comment-66</guid>
		<description><![CDATA[I just posted something really similar in the official D&amp;D forums&#039; GM advice thread.  This Rule of Cool, as you call it, is something that -- even though I&#039;m a rank amateur as a DM -- I&#039;ve always played by and always enjoyed in DMs.  That freedom to do &quot;anything&quot; (within the constraints of your game&#039;s universe) is what keeps table-top gaming compelling in the age of MMORPGs that do all the math and bookkeeping for us and show us pretty graphics. 

Where I diverge a little is I&#039;m not entirely sure I agree that you should just let something work or even make it easy.  Make it a common roll, sure, but not necessarily easy.  If you just let them do something outlandish, the coolness factor is reduced by the ease of accomplishment and your other players may start focusing outside the lines instead of just occasionally looking for the creative solution.  The latter is cool, the former devolves into silliness, ruins the storyline and suspension of disbelief and stops being fun.  Keep in mind, I&#039;m not disagreeing with your philosophy; I agree wholeheartedly.  I just think that to be fun, the creative act needs to have a chance at failure, and to be memorable (a different goal), it should be downright challenging.  

My limited experiences as a player in the early 1980s always involved DMs who knew every rule cold, but who were always willing to apply the rules to interesting proposed solutions.  My own DM&#039;ing experience in 1993 involved a homemade campaign and a whole lot of house rules, DM cheats and executive decisions designed to keep the game moving and keep it fun.  The players didn&#039;t care as long as I was consistent; we were having a blast, and that brings me back to my point:  when you let your players TRY anything -- without guarantee of success -- you can come up with some truly memorable moments.  For as comparatively little as I&#039;ve played and DM&#039;ed (the reason I spelled it out above), I still have certain crystal clear memories 17-28 years later.  Memories of a paladin making a successful God Call by rolling 00 on his percentile dice seconds after the DM said, &quot;roll me a double-ought and you&#039;re successful&quot; and followed by a flustered DM roleplaying an unexpected God Call on the fly (and rolling up a nice but appropriate magic item to hand over in the process).  Or of a mage bouncing magic missiles off the shiny shield of a suit of armor in the corner of a passageway intersection in order to hit an orc who was not in his LOS -- by rolling a natural 20.  Or of a rogue choosing to silently climb the dungeon wall to sneak -- not only past, but OVER -- a party of waiting orcs in order to ambush them from behind -- all dictated by skill check rolls against his climb and move silently skills.  These things were primarily cool because there was a very strong element of chance involved in the execution of what was already a clever idea.  The player had the idea, but the dice determined if fate would smile on them, and the fact that they still pulled it off in the face of difficult odds made the whole group simultaneously and instantaneously BELIEVE.  Oddly, the act deepened our sense of immersion rather than ruining it.

So, I&#039;m all for letting players explore the limits of your game world (even if it means bypassing encounters you planned for weeks); but I say make the accomplishment of unusual tactics appropriately challenging.  If the idea is a bluff (the spellbook/mating ritual idea), then maybe it&#039;s as simple as roleplaying it and making the guy actually convince you in character (maybe you cut him some slack for his CHA score).  Maybe if he wants to knock out a retreating villain with a thrown hubcap, you just base it on his thrown weapon skill and throw in some small minuses for the unfamiliarity of the impromptu wep.  If he wants to pull off a one-in-a-thousand shot, you go ahead and make it 1-in-20 odds in the framework of your game system to show that it&#039;s difficult but doable.  If it&#039;s one-in-a-million, you break out the percentile dice; and if he wants to break the rules of your universe&#039;s physics, you just say no.  Or, better, you let him try it, and you narrate in your DM voice the description of it failing:  &quot;As you expend the last of your helium, the horse seems no closer to becoming airborne.&quot;]]></description>
		<content:encoded><![CDATA[<p>I just posted something really similar in the official D&amp;D forums&#8217; GM advice thread.  This Rule of Cool, as you call it, is something that &#8212; even though I&#8217;m a rank amateur as a DM &#8212; I&#8217;ve always played by and always enjoyed in DMs.  That freedom to do &#8220;anything&#8221; (within the constraints of your game&#8217;s universe) is what keeps table-top gaming compelling in the age of MMORPGs that do all the math and bookkeeping for us and show us pretty graphics. </p>
<p>Where I diverge a little is I&#8217;m not entirely sure I agree that you should just let something work or even make it easy.  Make it a common roll, sure, but not necessarily easy.  If you just let them do something outlandish, the coolness factor is reduced by the ease of accomplishment and your other players may start focusing outside the lines instead of just occasionally looking for the creative solution.  The latter is cool, the former devolves into silliness, ruins the storyline and suspension of disbelief and stops being fun.  Keep in mind, I&#8217;m not disagreeing with your philosophy; I agree wholeheartedly.  I just think that to be fun, the creative act needs to have a chance at failure, and to be memorable (a different goal), it should be downright challenging.  </p>
<p>My limited experiences as a player in the early 1980s always involved DMs who knew every rule cold, but who were always willing to apply the rules to interesting proposed solutions.  My own DM&#8217;ing experience in 1993 involved a homemade campaign and a whole lot of house rules, DM cheats and executive decisions designed to keep the game moving and keep it fun.  The players didn&#8217;t care as long as I was consistent; we were having a blast, and that brings me back to my point:  when you let your players TRY anything &#8212; without guarantee of success &#8212; you can come up with some truly memorable moments.  For as comparatively little as I&#8217;ve played and DM&#8217;ed (the reason I spelled it out above), I still have certain crystal clear memories 17-28 years later.  Memories of a paladin making a successful God Call by rolling 00 on his percentile dice seconds after the DM said, &#8220;roll me a double-ought and you&#8217;re successful&#8221; and followed by a flustered DM roleplaying an unexpected God Call on the fly (and rolling up a nice but appropriate magic item to hand over in the process).  Or of a mage bouncing magic missiles off the shiny shield of a suit of armor in the corner of a passageway intersection in order to hit an orc who was not in his LOS &#8212; by rolling a natural 20.  Or of a rogue choosing to silently climb the dungeon wall to sneak &#8212; not only past, but OVER &#8212; a party of waiting orcs in order to ambush them from behind &#8212; all dictated by skill check rolls against his climb and move silently skills.  These things were primarily cool because there was a very strong element of chance involved in the execution of what was already a clever idea.  The player had the idea, but the dice determined if fate would smile on them, and the fact that they still pulled it off in the face of difficult odds made the whole group simultaneously and instantaneously BELIEVE.  Oddly, the act deepened our sense of immersion rather than ruining it.</p>
<p>So, I&#8217;m all for letting players explore the limits of your game world (even if it means bypassing encounters you planned for weeks); but I say make the accomplishment of unusual tactics appropriately challenging.  If the idea is a bluff (the spellbook/mating ritual idea), then maybe it&#8217;s as simple as roleplaying it and making the guy actually convince you in character (maybe you cut him some slack for his CHA score).  Maybe if he wants to knock out a retreating villain with a thrown hubcap, you just base it on his thrown weapon skill and throw in some small minuses for the unfamiliarity of the impromptu wep.  If he wants to pull off a one-in-a-thousand shot, you go ahead and make it 1-in-20 odds in the framework of your game system to show that it&#8217;s difficult but doable.  If it&#8217;s one-in-a-million, you break out the percentile dice; and if he wants to break the rules of your universe&#8217;s physics, you just say no.  Or, better, you let him try it, and you narrate in your DM voice the description of it failing:  &#8220;As you expend the last of your helium, the horse seems no closer to becoming airborne.&#8221;</p>
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		<title>Comment on A Brief Plee for Help by PlainSimpleGarak</title>
		<link>http://www.savevsdm.com/?p=173&#038;cpage=1#comment-63</link>
		<dc:creator>PlainSimpleGarak</dc:creator>
		<pubDate>Thu, 01 Oct 2009 07:04:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=173#comment-63</guid>
		<description><![CDATA[I will knit the person who finds it a piratical hat!]]></description>
		<content:encoded><![CDATA[<p>I will knit the person who finds it a piratical hat!</p>
]]></content:encoded>
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		<title>Comment on Creating Dynamic Fight Environments by Runequester</title>
		<link>http://www.savevsdm.com/?p=167&#038;cpage=1#comment-62</link>
		<dc:creator>Runequester</dc:creator>
		<pubDate>Thu, 13 Aug 2009 04:21:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=167#comment-62</guid>
		<description><![CDATA[As Ive mentioned before over beer.. I think D&amp;D players could do worse than look to old Nintendo and Amiga era platform games. Disappearing platforms, sliding floors, ledges that disappear into the wall every 3 turns, etc.

Lots of scenic madness]]></description>
		<content:encoded><![CDATA[<p>As Ive mentioned before over beer.. I think D&amp;D players could do worse than look to old Nintendo and Amiga era platform games. Disappearing platforms, sliding floors, ledges that disappear into the wall every 3 turns, etc.</p>
<p>Lots of scenic madness</p>
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		<title>Comment on The WW2 Rules Quest: Landser by Runequester</title>
		<link>http://www.savevsdm.com/?p=163&#038;cpage=1#comment-61</link>
		<dc:creator>Runequester</dc:creator>
		<pubDate>Mon, 10 Aug 2009 07:53:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=163#comment-61</guid>
		<description><![CDATA[And because I am a tinkerer, here&#039;s a few thoughts on how to adapt the rules a bit:
Self loading rifles: Add a Marching Fire action. Perform a normal move and do covering fire. However a 1 indicates a jam with no second roll for confirmation.

Automatic rifles: Treat as better of SMG and Rifle at any given range, but may not fire full auto (recoil) and may not fire at Extreme range.

Bren, DP and BAR are LMG, not GPMG. This should balance reasonably well.]]></description>
		<content:encoded><![CDATA[<p>And because I am a tinkerer, here&#8217;s a few thoughts on how to adapt the rules a bit:<br />
Self loading rifles: Add a Marching Fire action. Perform a normal move and do covering fire. However a 1 indicates a jam with no second roll for confirmation.</p>
<p>Automatic rifles: Treat as better of SMG and Rifle at any given range, but may not fire full auto (recoil) and may not fire at Extreme range.</p>
<p>Bren, DP and BAR are LMG, not GPMG. This should balance reasonably well.</p>
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		<title>Comment on Super Mario Syndrome by PlainSimpleGarak</title>
		<link>http://www.savevsdm.com/?p=154&#038;cpage=1#comment-60</link>
		<dc:creator>PlainSimpleGarak</dc:creator>
		<pubDate>Wed, 05 Aug 2009 02:42:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=154#comment-60</guid>
		<description><![CDATA[See?  but Super Mario works because the gameplay itself is fun... find yourself where the gameplay is fun (roleplaying or otherwise) then you don&#039;t give a rat&#039;s turd which castle the princess is in.  If you have the right system that helps a lot.

But tabletop roleplaying just doesn&#039;t give you that oh-so-satisfying &#039;broing!&#039; every time you jump up for a soda, tho...]]></description>
		<content:encoded><![CDATA[<p>See?  but Super Mario works because the gameplay itself is fun&#8230; find yourself where the gameplay is fun (roleplaying or otherwise) then you don&#8217;t give a rat&#8217;s turd which castle the princess is in.  If you have the right system that helps a lot.</p>
<p>But tabletop roleplaying just doesn&#8217;t give you that oh-so-satisfying &#8216;broing!&#8217; every time you jump up for a soda, tho&#8230;</p>
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		<title>Comment on Super Mario Syndrome by Save-vs-DM</title>
		<link>http://www.savevsdm.com/?p=154&#038;cpage=1#comment-59</link>
		<dc:creator>Save-vs-DM</dc:creator>
		<pubDate>Wed, 05 Aug 2009 00:22:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.savevsdm.com/?p=154#comment-59</guid>
		<description><![CDATA[Quite valid points indeed, though I will interject that some GMs (myself included at times) don&#039;t tend to know how things are going to end when all is said in done.  Some GMs can avoid Super Mario Syndrome (tm) while &quot;winging it&quot; if they use the right system.  One reason I really like D&amp;D, actually: they can kill all my monsters and that&#039;s fine, as I can always send in more next week.

But everything else is very solid advice, and the lack of preparation is probably pertinent to the bigger majority of GMs.  Plus this whole article tickles me pink, as I&#039;ve totally been playing Super Mario World on an emulator lately.]]></description>
		<content:encoded><![CDATA[<p>Quite valid points indeed, though I will interject that some GMs (myself included at times) don&#8217;t tend to know how things are going to end when all is said in done.  Some GMs can avoid Super Mario Syndrome &#8482; while &#8220;winging it&#8221; if they use the right system.  One reason I really like D&#038;D, actually: they can kill all my monsters and that&#8217;s fine, as I can always send in more next week.</p>
<p>But everything else is very solid advice, and the lack of preparation is probably pertinent to the bigger majority of GMs.  Plus this whole article tickles me pink, as I&#8217;ve totally been playing Super Mario World on an emulator lately.</p>
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