Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/3/83; site pyuxll.UUCP Path: utzoo!linus!philabs!cmcl2!floyd!whuxlb!pyuxll!ech From: ech@pyuxll.UUCP (Ned Horvath) Newsgroups: net.games.frp Subject: Re: role-playing in frp games Message-ID: <419@pyuxll.UUCP> Date: Mon, 26-Sep-83 01:56:15 EDT Article-I.D.: pyuxll.419 Posted: Mon Sep 26 01:56:15 1983 Date-Received: Wed, 28-Sep-83 03:43:01 EDT References: <2678@umcp-cs.UUCP> Organization: American Bell, South Plainfield NJ Lines: 30 Yes, it can be tough playing a character of high intelligence (or wisdom, or "street-wise" from Traveler, or...). A convention which our group generally, if not universally, applies (we rotate the GM-ship) is to roll against the players characteristic and, if they "make", give him/her a "hint" ("you notice that..." or "you recall that..."). A good example of where this is almost always the case is the Bard trying to "legend lore" an object or monster; there is simply no way to characterize the knowledge gained by attending those Druidical collegia in detail; thus a Bard may "recognize" a monster (s)he has never seen. Similarly, a mage may recognize an object (s)he has heard tales of. Perhaps that broaches the whole subject lan-l!bb invited, namely what is your group like? We tend to put a LOT of emphasis on role-playing, and this requires the GM to help out with the kind of problem you describe. That is a key idea, and tends to make us avoid the tournament-style modules you generally find in the stores: they seem to almost require an "adversary" GM. Perhaps my favorite to date (over 4 years or so) is a long campaign which has had 2 ~four-month installments and is about to have a third (one of the group members is into pre-Columbian civilizations and has had us running around the Mayan empire about the time the Aztecs were gaining strength). Literally everyone in the party has a character (s)he has really come to know well, the monsters are mostly human and from a civilization very different from the medieval Europe D&D seems based (loosely) on but which is historically based. Makes for LOTS of fun, lots of consistency (the GM has lots of obscure sources to draw from), and a lot of character development. 'nuff of that for now... =Ned=