What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Saturday, April 23, 2016

Rule Lawyers and You - A GM's Guide on Survival


So a little thing first.  This post was inspired by some postings I saw on a Facebook page I'm apart of.

Now to start - what is a Rule Lawyer?  I'm sure that is a question some of you may be asking and others are all too aware of what one is.

The definition for the phrase is as such (taken from wikipedia):

A rules lawyer is a participant in a rules-based environment who attempts to use the letter of the law without reference to the spirit, usually in order to gain an advantage within that environment.  The term is commonly used in wargaming and role playing game communities, often pejoratively, as the "rules lawyer" is seen as an impediment to moving the game forward.  The habit of players to argue in a legal fashion over rule implementation was noted early on in the history of Dungeons & Dragons.  Rules lawyers are one of the "player styles" covered in Dungeon Master for Dummies.  The rules of the game Munchkin include various parodies of rules lawyer behavior.

Since you now know what a Rule Lawyer is, and what they do, let's move on to how to handle them.


At the start of a game session with players you may not have played a tabletop game with before it will not be apparent who the Rule Lawyer is (not every game group will have one mind you).  Simply follow these steps so that you may learn to survive the derailment of a Rule Lawyer.

    Image result for RPG group
    [Game Group Pic found via Google.]
    Pregame Discussion:  Ok to kick things off let's start with a discussion with your group.  In this regard you want to do this not only to tell everyone about the game and the setting they will be playing in but you also want to be sure to outline the rules.  If you're keen on sticking to the rules, ask your players to quip up if doing something is against the rules, or not.  In this regard the Rule Lawyer can be helpful.

    However if your game might go against what the rules in a book(s) may have stated then you may wish to let your player's know about this before you begin.  Be sure to outline that the rules will be followed for the most part, but if the rules get in the way with story, the fun, or gameplay (such as a player wishing to do something spectacular, or very specific that the rules don't outline or allow for) then the rules will be changed on the fly and that is anyone has a question they may ask - but don't start a derailing argument.


    The Derailment:  Sometimes your pregame discussion just doesn't hit home.  When a game is derailed by the Rule Lawyer the objective is to get the game back on track quickly.  First hear their objection - it can't hurt, right?  Now maybe they have a valid point, but the idea is to get back on track.  Make note of the problem and ask them to write down anything else that comes up.  At the end of the game, or before the next game session the group (and you) will discus the issue and possible create a house rule to address the problem.
    • Now if the fault lies with you in that you didn't allow something that should have been allowed make it up to the group - give everyone some extra XP or other reward for the mixup.
    • If the argument is invalid (their logic/knowledge is wrong) then that is that.  No need to penalize or punish the player.

    Know-it-All:  And here we hit the meat of the problem GM's often face.  It's the guy (or gal) that thinks, or actually does know, all the rules by heart.  Their like an angry wolverine that see's something they don't like and then just go nuts and won't let an issue drop until they feel that they are the winner.

    When dealing with a know-it-all the best thing you can do is take them aside, as in stop the game, and remove them from the group's presence.  Once you have their full attention address the problem.  Some people are really by-the-book types and won't deviate from that.  The key here is to remind them that everyone is there to have fun.  And be sure to question them and get them thinking.

    Are they there to have fun, or debate rules on a regular basis?

    As the GM you are the god of the world you created and in some cases the rules of your world may deviate from what is in the book.  If you already passed out "house rules" regarding such changes then there should be no argument to the point.  Now if you didn't do that, then its something you will have to do, know-it-alls want structure, form, and planning.  If something will deviate then having what that is clearly outlined will help put to rest any arguments.

    But that isn't always going to solve the problem...


    The Troll:  So their not just a Rule Lawyer, but they're also an a--hole about it.  Another term for this is the "toxic player".  This is a person who can't see reason and will argue and debate things just for the sake of being able to do so for their own enjoyment.

    Now occasionally players get really heated and passionate about things that pop up in the game, but it's often not from deliberate acts of the GM.  The troll however does instigate problems on purpose.  If a fellow player does something they question it or work against them - no matter what it is.  They may even go completely off track from the rest of the group in an attempt to just irritate or piss everyone off.  They may even build a character one way to pass a GM's inspection, but once played they play it completely differently.

    And of course when their actions get called out they will start to bring up various rules and want to argue points for any number of personal reasons until people get so irritated that the troll hopes that they give in and let them win, thus giving them - as a player - control over aspects of the world.

    Trolls can be handled in very a very simple method - out of game discussion.  That is you take them aside and get them to stop via polite discussion.  And if they don't, then they know where the door is.


    But their a Friend/Family!:  Yeah and here we have another problem.  Sometimes it can be rough trying to ask a person who is your friend (or family member) to stop acting certain way.  But when it comes to gaming with other people then sometimes some behavior needs to be curtailed.  If their a friend, then they should listen to you and respect your wishes.  But if they ignore this and keep causing trouble...well then their not much of a friend then right?



    Now with all these things in mind the idea here is to resolve the problem through dialogue.  Just remember a few things.

    • Don't lose your temper.
    • Be respectful.
    • But don't be a pushover either.
    • And don't be afraid to kick someone out if they are not even trying to be helpful or get along with anyone else.
    Other unacceptable ways of dealing with a Rule Lawyer include:
    • Attacking with a Force FX Lightsaber.
    • Attacking with a sword.
    • Throwing your dice.
    • Throwing your shoes.
    • Throwing your books.
    • Throwing the table.
    • Throwing another player.
    • Throwing a punch/kick or other attack.
    • Throwing any lose object that happens to be lying around.
    • Harsh language.
    • Using unforgivable curses.
    • Using the Force.
    • Using drugs.
    • Using rope (to tie them up).
    • Using poison...and I don't mean bad cooking.
    • Using bad anime - this can be considered a violation of certain Geneva Convention laws.
    • Using torture - obviously against the Geneva Convention.
    • Using a hillbilly - sure their lonely but again we look to the Geneva Convention here.
    • Using the Brady Bunch - again the Geneva Convention.
    • Using Little House on the Prairie - GENEVA CONVENTION
    • Using Teletubbies - this is not just a violation, but can result in a crimes against humanity conviction.

    I could keep listing things, but I would be at it all day.

    Enjoy your day and enjoy your games everyone.





    Monday, April 11, 2016

    Homebrew RPG - Thoughts on Dragon Ball


    Ok so in my pursuit to build a game system I've hit upon a quandary while watching Dragon Ball Super.  In the anime and manga it never explicitly states what training offers, physical strengths, and in general what how the whole Ki thing works, not to mention what exactly occurs when a character transforms - is it just a boost in ki, or is there more going on there?

    I'll give an example of where my thoughts are taking me here.

    Attributes (the core of what makes up a character) - These are set scores that I'm thinking won't increase often.  Now in the show character's with large muscles aren't shown as being slowed or inhibited by their body mass...so no reason to correct this in a tabletop RPG.

    Stats (The derived factor from Attributes) - Here is where the attributes factor into the things the character can do.  Now the question here is whether these can be improved individually on their own, or if you need to buy traits to improve these.

    Skills - So far I'm happy with what I want to do here.

    Traits - The idea behind a trait is that it offers some sort of bonus or benefit to what the character can do.  For example there's Improved Strength which increases aspects of how the Strength Stat is figured.  But along these lines I could just simplistically offer this to be done with Stat increases.  Others may allow the character to use weapons proficiently, or offset penalties for range.

    File:VidelGSMS02.pngPowers - Ok so here is the kicker.  Now I laid out my initial thoughts of having 3 separate means of having powers: ki, magic, psychic.  Now Magic and Psionics are fairly easy to figure out.  However its Ki that is difficult to figure and have it feel like it is apart of that world.

    Now ki is not something characters seem to always have in supply.  Initially they need to draw it out or "power up".  From there it's used to enhance themselves physically, create energy blasts, fly, and so forth.  Eventually as things progress the characters can fly without needing to draw out their ki.  Then there is the matter of Godly Ki.

    Scrapping the original thought I had on this I figured I would source this out to those who read and follow my blog and get some thoughts on this.

    ---------------------------------------------------------

    Gathering Ki:  Characters have 3 options on how they may gather ki to use.

    1. Use Melee attacks to build up ki.  When characters make melee attacks they build up X amount of ki with each hit.
    2. Limited Draw:  Here the character uses an action to draw out a limited amount of ki adding to what they may generate with melee attacks.
    3. Power Up (Max Draw):  Here time is taken to draw out the maximum amount of ki you can in one go, leaving yourself open for attack as you concentrate on drawing out as much ki as you can.

    A character has 0 ki when they are out of combat typically (unless they possess some special trait that allows for this to be ignored).  Once enough ki is generated the character can start using various techniques which will use their ki.  Characters will have a "max" ki level.  This is a number of ki points that they physically stand to have at one point.  Exceeding this Max is possible but the person who does so will typically suffer penalties for going beyond the amount of power that they can typically handle.  An exception is the character is using a technique with the "charge" option.

    The other way of raising one's max level of ki is via transformations.  There's two forms of transformation that I'm thinking of based upon what has been shown in the anime/manga.  First there are the traditional Super Saiyan forms; then there is the compressed forms used by Frieza which work in reverse, where the characters normal form is suppressed with multiple transformation levels due to the amount of power that is there being more than what the character can normally handle (but how to go about dealing with that).


    Some of you may be asking, but what about Battle Power/Power Levels?  Power Levels are abstract means of determining one's strength in relation to another.  For example if one has a Power Level of 10,000 then a person who has a Power Level of 5,000 should stand no chance against them.  Now I will have options on figuring a character's Power Level, but it likely won't figure quite the same as that in DBZ.



    With all that said, does anyone have any thoughts they may want to share?  I'm open to advise and suggestions.