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72 contributions to Game Master's Laboratory
Clocks
Can someone please explain how faction clocks work? Please explain like I'm five. I understand that factions have phases happen and we tick the clock down to signify when, but can someone give me concrete examples? How do I design the phases? How do I know when to run a clock timer down?
1 like • 7d
To build on what Tristan has said, I think of faction clocks as 'what will happen if the players do nothing.' So let's consider a rival gang - without the players in the world, they are likely to: Take over more territory (which could be the players' territory) Bribe the police so they are protected Start a city-wide gang war Each one of these could be a small clock by itself, say four segments. Unless the players do anything to stop this, then at the end of every session I fill in one of these clock segments. I also fill in a segment if the players do something that could allow the rival gang to get closer to their goal. The individual segments are not broken down with specific actions or events, it's the total of the segments that leads to the event that the clock is tracking. Sometimes the clocks are shown to the players for them to see how the world is developing, sometimes they are hidden - I like to have most clocks on display (one index card per faction, with a single active clock) and a smaller number of them hidden for fun. Actually, I have the hidden ones on display as well but I write just the initials on the clock's target on the index card, e.g., TOMO for 'Take over more territory' - that way the players know something is coming, they don't know what, but everything is in plain sight when the clock completes.
0 likes • 3d
@Arun Gupta The clock segments should advance in relation to the overall clock's stated endpoint. For example, consider a clock of 'take over territory' - each segment needs to represent a significant event or passage of time as the overall goal is large. This could be the end of a session or the players failing at a significant goal. But if there's a clock of 'the guards are alerted' as the team is sneaking through a house, then tick off the segments when the players fail sneak rolls.
Tactical Limitiations
So I'm going to through myself under the bus with this one: I suck at tactics. I'm great at plotting out an interesting story and challenging social and exploration encounters... But when it comes to combat my players laugh at me. Does anyone have a process to help train me up to become more tactical and challenging for my players? I've run encounters where they stomp on individual monsters that should be a challenge for them. I've introduced a dragon that was wildly above their level and nearly TPK'd them for no real reason (just trying to show how badly I can plan these out). I've currently got a group of engineers and mathmaticians playing ranged attacking characters that sweep the board of any fight I throw at them. I want to get better at tactical combat but don't know where to start. Help!
3 likes • 7d
I've been debating the whole combat thing recently & have decided that for the games I run, combat needs to always have one of these: 1. Something significantly changes every round (e.g., reinforcements have arrived) 2. There is another goal advancing while the team is delayed with combat (e.g., that ritual is about to complete if the team doesn't get to the evil wizard in time) 3. There is something environmental that is advancing (e.g., the ship they are on is getting closer to being dashed against the rocks) 4. Combat lasts only three rounds & the situation escalates between each round - not my idea, got it from a blog somewhere, I personally love this as the players are told in advance I realise combat is a main feature of D&D (which I don't play) but I find combat a drudge & it often collapses into a dull dice-off with an almost guaranteed outcome (the players win). Make it snappy and fantastical, then get back to the hilarious scheming that our group does so well.
Horror Campaign Development
Some of you may have heard me talk about wanting to do a 5 week mini campaign this Halloween. I've got my players and I've come up with the scaffolding. I sent out the following questionnaire to them. What I love about this is that I'm giving them the opportunity to actually share their real fears with me to be used as material for the game, but I have stressed that I DO NOT WANT THEM TELL ME IF THEIR FEARS ARE REALLY THEIRS OR JUST FEARS I GET TO USE FOR THE GAME. If they give me their real fears they will have a more intense experience. Once I get their questionnaires back I'll put together the actual sessions. Each session will focus on a different horror element with the guiding principle being that if they can hit it, its combat, not horror. If anyone is interested in my over all story I'm happy to share it. I just dont want to type it all out if no one is intertested. As a setting, Im loosley using a four session module called One for the Sorrow - Whispers in the Mist as my sand box. Its ideal because its already split into 4 sessions. I need 5 but I already know what my fifth session will be
0 likes • Sep 18
What system are you running this in?
Happy to Join this amazing site.
I wanted to drop a hello and introduce myself. Im an old school gamer. Started RPG's in 1984 (yeah im that old) with Champions, the Hero System. Had to use a calculator to make my first character. Fun Times. Then I got Teenage Mutant Ninja Turtles and Other Strangeness and started running it in 1987 and have been running games ever since. Ive played more games than I can remember. Different systems and all have been fun. In 1997 I had the opportunity to manager and run a Comic and Games store and did so for 3 years. I found Kult and Fading Suns them. I had already been playing World of Darkness in addition to Palladium games, (such as TMNT). Since then I use Palladium rules set to run my own world, but still enjoy a few other systems, such as Fading Suns, Deadlands and 2nd Edition World of Darkness. I hope my experience can help other in need and look forward to what I can share and the friends I will make.
2 likes • Aug 14
Love that original TMNT, was leafing through it recently, proper old school!
0 likes • Aug 16
@James Goodnight Oh yeah, typical Palladium stuff with the layout & quite dense rules. I was thinking about running it but realised I would have to strip the rules back a bit as my group prefers light on the crunch.
Hi everyone!
My name is Richard and I've been GMing for a group of friends for about 5 years now. We've been playing Green Ronin's Expanse system and are looking forward to switching genres from science fiction to fantasy with their FantasyAGE system (where I'll be the GM again). As a player I've played some Cypher System and some Shadowrun. Looking forward to learning more from this community
2 likes • Jul 24
Ooh, haven't played Shadowrun in years, that's a good reminder to dig it out, thanks.
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Jay George
5
326 points to level up
@jay-george-9809
Light on the rules, heavy on the RP please!

Active 3d ago
Joined Aug 11, 2024
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