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As a GM i like it, takes some of the work out of me describing the results of every roll. Its a lazy GM's dream come true LOL. It might be nice so I can focus on the players de railing my plot instead of describing every test result.
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Here's a screenshot: www.enworld.org/forum/4903847-post2.html of the dice mechanic breakdown.
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
There's something like 6 symbols to learn and a whole lot of interpretation isn't required. I didn't need anyone to tell me hammers were going to be good and skulls bad. It's going to be easy.
Thanks for posting the dice picture and the character sheet.
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Prior to this, I kind of relied on the "level of success" and just general description of the player to describe their actions. So, if Noble-Hans is flirting with the Floozy in the Last Drop Tavern and got a high level of success, then I'd describe accordingly.
Trouble is, some players are pretty damn lazy and non-roleplayer so they say stuff like "I'd like to make a gossip check with the floozy." Uhhhh...uhhhhh...derrrrr...duhhhhh Nice roleplaying ;)
In this case you still have that, but it gives the GM more to work with in description.
jh
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
Necronomicus said:
As a GM i like it, takes some of the work out of me describing the results of every roll. Its a lazy GM's dream come true LOL. It might be nice so I can focus on the players de railing my plot instead of describing every test result.
SOme people think that when players manage to get off a railroad plot, the GM doesn't have anything for them to do, but of course he does.
Getting them back on his railroad plot.
The call of cthulluh huh? Yeah I heard about it too.
"Oh I love you."
"Of course it wasn't just a one night thing."
Do I get a bit of call back?
Slimey promiscuous gastropod git...
http://youtherewhatdayisthis.wordpress.com/
LOL!
Ah, the ease of GMing railroad plots...
I think there's something to be said for Both D&D style scenarios (railroad to the dungeon) and Savage Worlds (one sheet of ideas). WFRP always fell somewhere in between nicely. I personally LIKE easy-to-run-fun-to-play scenarios, but then again who doesn't?
jh
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
GM's railroad plots are destroyed by players more often then my eyes blink :P
By experience I can say it's better to have o simple idea of how things should go (if you're running an home-made adventure) or to know quite well where the pgs should get to go on (if you're running a published adventure) so to be able to react to players behavior without limiting them... not too much at least.
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