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  #121  
Old October 23rd, 2004, 06:26 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Do you want to ask my Tiefling about her opinions Narf? I am pretty sure she could come up with an amazing litany of complaints, if you asked her kindly.

As for myself, I am in the same boat as Jack. It was my first session, so I cannot compare it to anything else. And obviously, I am prone to end up with an arrow in my back, and a rapier near my throat, so that session might not Last for very long for my first character.
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  #122  
Old October 23rd, 2004, 06:42 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Your character isn't too terribly likely to "wake up dead", as my character is good aligned, and narf's filler character follows the lead of the rest. Don't know about Eorg's character, though.
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  #123  
Old October 23rd, 2004, 06:44 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

As for tweaking your character, I do recall narf saying something along the lines of "Feel free to have your character wander off in between adventures and introduce a new character as long as you post first, with no loss of level" in his starter post to this thread.
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  #124  
Old October 23rd, 2004, 07:16 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Yeah, one of the purposes of this is to test different approaches and stuff. Hence the mutability and exchangability of the characters.

My character is sorta YSG. 'Yeah, Sure' Good.
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  #125  
Old October 23rd, 2004, 07:18 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

narf: one thing I might suggest which may improve gameplay:

Sometime before the session, type up your descriptions of the rooms; that way, rather than sitting there typing away, you can do a fairly quick copy/paste action. Ditto for monsters, items, puzzles, and prepared search checks. This also allows you to take your time when making the descriptions that you care about.

So your character is True Neutral then (Neutral via apathy, in this case).
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  #126  
Old October 23rd, 2004, 08:18 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Thanks.

No, not apathetic, just a follower rather than a leader. Bad ideas will definitly get a pass.

The lever puzzle: Good or bad?
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  #127  
Old October 23rd, 2004, 08:31 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Quote:
Jack Simth said:
Sometime before the session, type up your descriptions of the rooms; that way, rather than sitting there typing away, you can do a fairly quick copy/paste action. Ditto for monsters, items, puzzles, and prepared search checks. This also allows you to take your time when making the descriptions that you care about.
You can even add a bunch of text nodes within the OpenRPG tree and send them directly to the chat. You can set up a lot of stuff beforehand using the node system.
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  #128  
Old October 23rd, 2004, 09:06 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

It made for a good door.
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  #129  
Old October 23rd, 2004, 09:27 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Or in other words, no more repititous, boring 'puzzles'?
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  #130  
Old October 23rd, 2004, 11:17 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

The biggest annoyance with that one was the combination of the needed Listen check and the run-through; random chances are great, puzzles are great, but puzzles with a random chance tend to get a bit tedious. Had the levers been a matter of *grind* when one was moved into the wrong position (or passed the right position), and *klunk* when one was moved into the right position, but always hearing something, you wouldn't have needed to drop any hints (other than the three-position one - and that could be dealt with by having the levers set at random positions on entry to the room (one in the middle, one at the top, one at the bottom, another in whichever) as the right position is determined by the unique sound.

Alternatively, you could have included a small diagram of the correct positions quietly etched on the wall on the other side of the stuck door that Alneyan's character could have discovered on the walkabout - it's the the type of thing people who use combination locks sometimes have lying around. Further, him noticing it out of the corner of his eye would have given him a reason to come back and meet up with the party, and given an RP opertunity for him to act all snotty about having solved the puzzle while the rest of us were out playing with the levers.
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