tag:blogger.com,1999:blog-1646163054327608765.post6240341201817147899..comments2023-10-30T09:58:01.179-04:00Comments on Tankards & Broadswords: When Rule #1 Gets Left BehindJack Badelairehttp://www.blogger.com/profile/10932441028544500024noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-1646163054327608765.post-1145481986714641072008-04-22T10:08:00.000-04:002008-04-22T10:08:00.000-04:00That's just the problem - the GM, from what I have...That's just the problem - the GM, from what I have observed, seems to feel that "random encounters" or what have you do not belong in his master narrative. And the Old Guard in the group seem to be perfectly fine with all this - they LOVE to plot, and plan, and talk endlessly about everything they do, but when it comes to fighting, it's always "how can we do this with as little attention and risk as possible".<BR/><BR/>In the six months that I've been playing, there have been precisely three deaths. One was a crazy old hermit that the assassin knifed because he had some idea as to what we were doing. Another was a knight sent to arrest one of the party members on trumped-up charges in order to slow down our search (his brain was fried by a PC's psychic abilities to create an "accidental death"). The third death was a fight between an "evil" (haha) death cult assassin and <I>our</I> assassin (as well as the elven archer/slut, but that wasn't really a fight so much as it was her surviving getting the crap kicked out of her until our assassin could get into the fight). The death cult assassin was incapacitated, and then the psychic fried his brain after looting it for the information we wanted.<BR/><BR/>And, this world (I'll give beaucoup kudos to whoever guesses the published game world/system I'm playing in...) has very little in terms of "monsters" or bad guys to fight in general. There are baddies, but it sounds like running into them is a very rare occasion.<BR/><BR/>And the worst part is, I <I>know</I> they have gotten into some big fights in the past, but I wasn't there for it, and have no clue when we'll be there again. Supposedly we're looking to steal some stuff from a remote temple of death cult assassin types, but everyone's knees are a-knockin' over how dangerous it will be. My little Dwarven dude will charge the place single-handedly if it means getting some head-bashing in, suicidal or not.Jack Badelairehttps://www.blogger.com/profile/10932441028544500024noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-43442786917104694222008-04-21T22:31:00.000-04:002008-04-21T22:31:00.000-04:00in six months (the group meets all day, once a mon...<B>in six months (the group meets all day, once a month), my Dwarf has yet to raise his axe in anger even once.</B><BR/><BR/>Man, I couldn't do that. I'll follow whatever cockamamie plot the GM wants to spin, but I best be crackin' orc skulls along the way.Jeff Rientshttps://www.blogger.com/profile/17493878980535235896noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-29783339199531499902008-04-15T14:23:00.000-04:002008-04-15T14:23:00.000-04:00Well, I know that one of them (the GM of the game ...Well, I know that one of them (the GM of the game I came in from) is bored out of her mind and frustrated as well, and she's only been gaming for perhaps two years. Another player, the youngest of our group, has other games that he plays in, and I can tell he is bored a lot of the time, but he's also a pretty laid back guy. I'm sure he'd like more action (he was particularly frustrated last session) but I don't think he'd make any moves to change that. Of the other three players, one web-conferences in from NC, and another drives a considerable distance to get to the game (and is in somewhat poor health to boot), and would probably not want to "waste his time" with a side-stepped adventure (which would also be difficult, since the game runs in a very straight narrative - what you suggest would have to be a sort of parallel universe/reality sort of experiment). The sixth player has never played anything else and is the live-in girlfriend of the GM, however I imagine I could get her to try something else (I waved the Savage World of Solomon Kane under her nose and she thought it was cool).<BR/><BR/>So in the end, I might be able to convince the younger players (the girl who GMs the other game has tried Castles & Crusades and likes it with me at the helm) to try new styles of gaming, but the Old Guard, I think, have to be written off. For them, I may have to just work with some subtle nudging.Jack Badelairehttps://www.blogger.com/profile/10932441028544500024noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-43551409051069946852008-04-15T13:18:00.000-04:002008-04-15T13:18:00.000-04:00maybe this game works for the majority of the play...maybe this game works for the majority of the players. It seems after these many years it would have ended if everyone was displeased with it.<BR/>Have you thought about asking the GM if you could take the reigns for a side adventure? Use the same world, same characters, same rules, but you run it and show them your idea of a good time. Take them to a distant or unused area of the campign map and then run them through an adventure with all the stuff you crave (Big bugs, Pirates, ninjas, etc.). and then see what the reaction is. you may find they dont care for the same things you care for, or you may manage to shake things up and breathe some vim and vigor into the campaign.<BR/>Jeffevildmhttps://www.blogger.com/profile/11365812717229067172noreply@blogger.com