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Post by Deleted on Jul 30, 2012 10:33:24 GMT -5
i appreciate that mister! ...but i was just thinking again... (oh no) one check to make them all go away is too easy...but having the animal handler make a separate roll/check for each wolf, one per turn, with the wolves already attacking at some point...just doesn't seem very realistic or fair to the animal handler either. perhaps, at the beginning of the encounter, the animal handler makes his Win/Check roll (1 roll) and then each wolf makes a roll. any wolf that doesn't beat the animal handler's roll will run away. that seems like a good balance to me and it seems to logically flow from the rules (to me). EDIT: once the wolves start attacking, the opportunity to use 'animal handler' is gone ('prevent animal attacks'). i would think DIPLOMACY works in a similar manner.
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Post by dare2go on Aug 18, 2012 0:40:23 GMT -5
I look at these solo-adventures as a sort of choose-your-own-adventure book with dice and more options than what is printed. they really aren't GameMaster-less. YOU are the GM and the player. i don't know if you have kids so this may not help but... Imagine you are playing with a kid under age 12 and they say they want to do something that is not explicitly written in the adventure. since it's your kid, if they want to do something that is even wildly reasonable, you might let them do it...but at a cost or with heavy restrictions or with very limited results. these adventures are interactive stories. they don't test mad hand-eye coordination skillz like video games. if they test anything, they test your creativity and luck with the dice. being able to see through the numbers and the rules (like neo seeing people in matrix code) helps a lot...but i think the main point is to become part of the story...so i think a little quasi-cheating (which is called creativity in the real world) is completely acceptable. I couldn't agree more. When I play the games with my boys, if they want to do something creative, I completely encourage them. The programmed adventures take away a lot of the work that goes into GM'ing, but I'd say allow for creativity!
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Post by industrialchild on Mar 4, 2019 20:33:16 GMT -5
I look at these solo-adventures as a sort of choose-your-own-adventure book with dice and more options than what is printed. they really aren't GameMaster-less. YOU are the GM and the player. i don't know if you have kids so this may not help but... Imagine you are playing with a kid under age 12 and they say they want to do something that is not explicitly written in the adventure. since it's your kid, if they want to do something that is even wildly reasonable, you might let them do it...but at a cost or with heavy restrictions or with very limited results. these adventures are interactive stories. they don't test mad hand-eye coordination skillz like video games. if they test anything, they test your creativity and luck with the dice. being able to see through the numbers and the rules (like neo seeing people in matrix code) helps a lot...but i think the main point is to become part of the story...so i think a little quasi-cheating (which is called creativity in the real world) is completely acceptable. I couldn't agree more. When I play the games with my boys, if they want to do something creative, I completely encourage them. The programmed adventures take away a lot of the work that goes into GM'ing, but I'd say allow for creativity! I completely agree! I started playing programmed adventures (Fighting Fantasy, Way of the Tiger, and Critical IF) around two years ago. After a couple of months of reading these to my fiancee', I quickly had to improvise ways to allow her to, for example, pick up an object that was mentioned in the text that wasn't by default an option and on the spot rules for when she wanted to do something with it. It's moments like this that make a programmed adventure, feel like a proper role playing experience for me. In fact, I'd suggest as an exercise to anyone that has the aspiration to GM a tabletop RPG and wants to practice improvisation, to pick up a cheap ready go adventure book. Play through it yourself a few times normally to familiarize yourself with where multiple paths take you. Then, if you have someone in your life that use use a little break from reality, read them the same adventure and let/encourage them to make it their own! You will probably be shocked at how many cool things you can improvise the first time around on the spot and how amazing the story it tells will be for everyone involved!
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