Hi there, y'all!
Finally, I could shave off some time to do something really pleasant and so I have started to read the Rifter in earnest.
Heroes Unlimited CSV New HopeI love this article. The author gives a great "how to get into your superhero role" introductory adventure and background. The background is deep and excellent. So good in fact that it would serve similarly well as the backdrop of a space opera. If there is anything to critizise at all, it would be that the author wraps up the adventure sequence to quickly. The part when the alien (now new born) superheroes actually arrive on earth would have deserved a more spacious treatment.
Trust and IntimidateAkashic's article is a worthy well-written read. I think the article is extremely valuable as it illustrates the "mechanics" of human to human relationships in the context of the trust and intimidate rolls. The author gives a rule extension model that I find ingenious (simple, practical, good translation of a hard to catch concept (human relations) into rules, fitting in smoothly with the basic concept), even if I will likely not use the rule itself. For me personally, the great value of the article for me rather lies in the description and categorization of human behaviour (action-reaction; trust; intimidate). Kudos to Liam: it is very hard to write about such a complex topic in such a smooth way. I am looking very much forward to the follow-up article on "Charm and Impress".
Damian Magecraft wrote:I found Hendriks article highly informative and (on a side note) useful even with gamers who are NOT children.
All too often we forget the ROLE-play aspect of the game and his article gives us methods for introducing it back into our games (speaking as a GM).
Damian, thank you very much. I am very pleased and honoured that you see it that way.
My kids taught me a lot. I think I have improved as a gamemaster due to the experience playing with them. I still play by the book but I am more relaxed with adapting to situations than before. It helps that I am really comfortable with the Palladium rules and think they are conductive to improvisation.
I wanted to focus on enabling them to game and see what the beauty really is, that is how I saw the game when I first played and how I was drawn in: endless possibilities, unshackled ... and not bogged down in the minutiae of tiny rule x or y .... You know, let them slowly get a feel for the game, their characters and then go rather than have to ask "how" too much. It is not about teaching a board game after all. Monopoly you should (at least start out to play) under the rules. RPGs are so much more open. A cool experience was when they started to "shape reality" with questions like, "there is a horse in that stable right". That is when you start playing ball and have to be careful how much of that you want to reign in and how much you let them do. Some things felt like Princes of Amber, which was also great. All that is before the actual details of combat. And, facing it, combat is really about rolling a D20 high and being creative about how you strike more than anything else. Not much more to tell at stage 1.
I agree, we "pros" tend to forget that and rules haggle/focus more and it may be a good idea to step out of that sometimes.
I am really happy that you can draw from the article!
Kindest regards
Hendrik