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Post by Merctime on Mar 13, 2013 13:02:12 GMT -6
Hi there, Folks. Name's Tim, I'm new around here. Nice to meet all of you. Recently heard about AS&SH and did some digging around. Like many old-school type gamer's, I found that this product looked really too good to pass up on considering some of the high praise it has been receiving as of late. So, I decided to pick up the boxed set and the adventures. Well, guess what just showed up in the mail today I will post again as soon as I am done drooling all over my shiny new box-set... I can tell you it is taking all of my not-considerable willpower not to tear into this thing of beauty before typing this hello post! Once I have suitably settled in with it, I'll post remarks about it and hopefully will begin to contribute tidbits here and there for those of you to use that might like too. Mr. Talanian, thanks so much for getting this out to me in such a short period of time! Ok, that's all I can bare: Off to open my awesome new AS&SH boxed set! See you all later around the internet. Happy gaming, -Tim
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Post by Deleted on Mar 13, 2013 13:02:56 GMT -6
Welcome, fellow gamer! Pull up and chair and order a drink.
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Post by blackadder23 on Mar 13, 2013 13:31:33 GMT -6
Welcome and enjoy!
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Post by Ghul on Mar 13, 2013 16:07:04 GMT -6
Welcome aboard, Tim!
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Post by mabon5127 on Mar 13, 2013 16:11:17 GMT -6
Welcome Tim! Enjoy the new prize then wow us with your creativity!
Morgan
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Post by Deleted on Mar 14, 2013 6:47:16 GMT -6
...and so another is drawn into the great web. Tlakk-Nakka be praised!
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Post by Merctime on Mar 14, 2013 10:25:48 GMT -6
Heh, I meant to post here about how just absolutely amazed I am about this product. I mean, the shear beauty of everything (!) right down to the box and the CLASSIC dice, all the way to the wonderful little changes to the gameplay (non-standard, but intelligent armor and spellcasting rules, not to mention the D6 resolution for unlisted tasks! ...And all this doesn't even come CLOSE to naming all of this product's outstanding features. They are too numerous to mention... I daresay they are too numerous to even notice in one read-through! But, instead I opted to begin drafting an 'introductory' style adventure as this game has me really excited. Hehe. Hmm, the above statement ^ probably counts as 'shameless advertising But I'm not trying to sell said adventure, so I guess that's allowed, huh? Suffice to say, this product isn't even on a scale of 1-10. It's well beyond that in my opinion. Everyone involved has done an incredible job, and I think this is the best money I've spent all year hands down. By the way, thank you all for the welcomes Happy gaming! See you around, -Tim
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gronkthebold
Level 3 Conjurer
That low level hireling who carries the 10 ft poles...
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Post by gronkthebold on Mar 14, 2013 10:39:15 GMT -6
Welcome to the forum and I hope you enjoy many excellent adventures with your boxed set!
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Post by blackadder23 on Mar 14, 2013 10:40:21 GMT -6
Suffice to say, this product isn't even on a scale of 1-10. It's well beyond that in my opinion. Everyone involved has done an incredible job, and I think this is the best money I've spent all year hands down. I agree. This is my favorite "D&D type" game ever, including all of the official ones. The mechanics are good - cleaned up and clearly explained - but in my opinion the setting is the real star; it just blows every previously published campaign setting away. ;D
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Post by Eibon of Mhu-Thulan on Mar 14, 2013 19:11:09 GMT -6
Hi there, Folks. Name's Tim, I'm new around here. Nice to meet all of you. Recently heard about AS&SH and did some digging around. Like many old-school type gamer's, I found that this product looked really too good to pass up on considering some of the high praise it has been receiving as of late. So, I decided to pick up the boxed set and the adventures. Well, guess what just showed up in the mail today I will post again as soon as I am done drooling all over my shiny new box-set... I can tell you it is taking all of my not-considerable willpower not to tear into this thing of beauty before typing this hello post! Once I have suitably settled in with it, I'll post remarks about it and hopefully will begin to contribute tidbits here and there for those of you to use that might like too. Mr. Talanian, thanks so much for getting this out to me in such a short period of time! Ok, that's all I can bare: Off to open my awesome new AS&SH boxed set! See you all later around the internet. Happy gaming, -Tim I have thought about getting AS&SH for some amount of time and haven't. I had read "The Hobbet" and a couple Dungeons & Dragons novels, and I had a brief experience with AD&D and AD&D 2nd edition in the early 90s, but did not really begin to do anything with RPGS until WEST END GAMES' STAR WARS. Then, because I believed I would have some easier time making up my own stuff, I bought some AD&D 2nd Edition books. Played once, and then I got into 3rd Edition. Later, I got into Call of Cthulhu by Chaosium, and having no longer other players, began to play by myself. Believe it or not, this has been great fun and often more enjoyable. It feels like writing stories with chance left to dice. I had done this once with a red-box edition of basic Dungeons & Dragons with good fun resulting. After the Call of Cthulhu playing, I decided to take down from the shelf the AD&D 1st and 2nd Edition books, and I had a blast. I used Unearthed Arcana to create Dianna from the old D&D cartoon (love it). Part of this last bit o' fun I attribute to setting. Because of Cthulhu, I read about 60 Mythos stories by Lovecraft and others. From there, I was led to Robert E. Howard, to The Book of Eibon, and to The Tsathoggua Cycle. Due to these, I decided that my old campaign world's locations are set in Hyperborea, upon this Earth, about 1,000,000 B.C.E.. There is a great timeline in Chaosium's Call of Cthulhu Core Rulebook. By the way, I did make fantasy character sheets to go with that game, and tried it out with great results. But, I like elves and such, and decided that they are the children of The Old Ones and mortals (like "the Sons of God saw the Daughters of Man" in the BIBLE), but not all evil. I don't much care for alignment anyway. That reminds me that I am much interested in the Mongoose CONAN RPG. Well, back to it. Now, after all that, I got online and searched "HYPERBOREA" and found AS&SH. "My goodness!" I thought (a positive and also much stronger, being polite ;D) this might be what I have been kicking around on my own! The art is dark and moody. I like the ray gun in the warrior's hand. The art on the box is...well...ASTOUNDING! It looks like a pulp magazine cover. This is the way my recent, personal games have felt. It looks how the NOX ARCANA NECRONOMICON CD sounds or the spaced-out tracks on The Worlds of Doctor Who soundtrack. I use these while gaming. On the subject of classes, it seems like a little like the CONAN game I mentioned above. My question: how much different are the rules of AS&SH from AD&D 1st and 2nd Edition? Oh, yes, and are stats included for Eibon and Satampra Zeiros? What mythos creatures? Do the Mi-go have their trusty lightning guns? Greeting, by the way. I thought I'd give some of my game bio, ask a question, and say "hello".
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Post by Deleted on Mar 14, 2013 19:27:30 GMT -6
Could you please not post in all bold?
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Post by blackadder23 on Mar 14, 2013 19:32:50 GMT -6
My question: how much different are the rules of AS&SH from AD&D 1st and 2nd Edition? Oh, yes, and are stats included for Eibon and Satampra Zeiros? What mythos creatures? Do the Mi-go have their trusty lightning guns? Greeting, by the way. I thought I'd give some of my game bio, ask a question, and say "hello". [/b][/quote] It is a lot like 1st edition crossed with Holmes Basic, with some quirky original ideas. As I recall, there are no statted NPC's at all in the books. It has basically ALL the mythos creatures, including Colours Out of Space. The mi-go do indeed have energy weapons, save or burn to ashes on the spot. It is simply the best.
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Post by Eibon of Mhu-Thulan on Mar 14, 2013 20:17:11 GMT -6
Could you please not post in all bold? Why not?
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Post by Deleted on Mar 14, 2013 20:24:04 GMT -6
I have thought about getting AS&SH for some amount of time and haven't. This is one reason why I picked up the PDFs first. They are a great bargain -- of course, I eventually gave in & purchased the boxed set and later two of the players manuals... okay, and another boxed set for the extra map and referee's book. My early experiences in rpgs are not too dissimilar to yours. Various books, game systems, etc led to many interesting & fun adventures for my players. It's the whole fun of the group experience with everyone bringing their elements of lore and imagination into the game that really makes it enjoyable. Back in the day, I used to transcribe my games into stories for my young nieces & nephews. It even helped later in my games when so many years had passed, bards would sing and spin tales of my old games as "legendary adventures" to new PCs. Ah, then you should have gotten the D&D cartoon when it was first released. It came with character sheets of the cartoon characters! er... not that I ever bought them... That was another benefit of rpgs: the discovery of new books and tales! There are simply too many great elements of AS&SH to mention here in one post. It is easily adaptable to anyone's "sandbox". Take what you like from it, or change whatever you wish. If you don't like something, discard it. Make the setting your own. It is very user-friendly in that way. Best of luck in your journeys.
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Post by Eibon of Mhu-Thulan on Mar 14, 2013 20:24:52 GMT -6
My question: how much different are the rules of AS&SH from AD&D 1st and 2nd Edition? Oh, yes, and are stats included for Eibon and Satampra Zeiros? What mythos creatures? Do the Mi-go have their trusty lightning guns? Greeting, by the way. I thought I'd give some of my game bio, ask a question, and say "hello". [/b][/quote] It is a lot like 1st edition crossed with Holmes Basic, with some quirky original ideas. As I recall, there are no statted NPC's at all in the books. It has basically ALL the mythos creatures, including Colours Out of Space. The mi-go do indeed have energy weapons, save or burn to ashes on the spot. It is simply the best. [/quote] The Holmes Basic: is that like the 1980s basic set (Erol Otus cover)? I do not know all the history. Burn to ashes! In d20, one is electrocuted. I do like the old SAVE or DIE bit! I decided that a character came upon a sleeping nymph (using 1st edition), she rolled over, and he fell dead. It was great fun! ;D
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Post by Deleted on Mar 14, 2013 20:25:04 GMT -6
Could you please not post in all bold? Why not? It's hard on the eyes of us grognards.
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Post by Eibon of Mhu-Thulan on Mar 14, 2013 20:59:02 GMT -6
Besides clicking the insert image button, how does one place images? I wanted to copy and paste.
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Post by Eibon of Mhu-Thulan on Mar 14, 2013 21:10:58 GMT -6
I have thought about getting AS&SH for some amount of time and haven't. This is one reason why I picked up the PDFs first. They are a great bargain -- of course, I eventually gave in & purchased the boxed set and later two of the players manuals... okay, and another boxed set for the extra map and referee's book. My early experiences in rpgs are not too dissimilar to yours. Various books, game systems, etc led to many interesting & fun adventures for my players. It's the whole fun of the group experience with everyone bringing their elements of lore and imagination into the game that really makes it enjoyable. Back in the day, I used to transcribe my games into stories for my young nieces & nephews. It even helped later in my games when so many years had passed, bards would sing and spin tales of my old games as "legendary adventures" to new PCs. Ah, then you should have gotten the D&D cartoon when it was first released. It came with character sheets of the cartoon characters! er... not that I ever bought them... That was another benefit of rpgs: the discovery of new books and tales! There are simply too many great elements of AS&SH to mention here in one post. It is easily adaptable to anyone's "sandbox". Take what you like from it, or change whatever you wish. If you don't like something, discard it. Make the setting your own. It is very user-friendly in that way. Best of luck in your journeys. The idea of using my adventures as a campaign world builder (aren't they always) has been very much on my mind and with that idea of the bards passing on the tales-vary good, indeed. Now as to the cartoon DVDs: I did get the one with the 3E book with character stats. I simply made a thief acrobat, gave her the ability to dodge some attacks (opposed rolls) using an Acrobatics proficiency, and her magic staff she may throw each combat to strike up to three targets at a certain distance, rolling once for all the targets ACs. I had to throw a Warlock into the mix with a ferret familiar, a Red Sonja type, warrior woman, and a bard named Halliver the Mad. He is like the singer in Men without Hats, I think. You know, "We can dance if we want to..." Like him in the music video, doesn't seem right. ;D I am very thankful to Chaosium for Call of Cthulhu for getting me to read that stuff.
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Post by Eibon of Mhu-Thulan on Mar 14, 2013 21:12:06 GMT -6
It's hard on the eyes of us grognards. Then I shall do it no more, and I may start double spacing everything.
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Post by Merctime on Mar 14, 2013 22:19:16 GMT -6
Welcome to the board, Eibon! Hehe, I'm new around here myself, but figure I'd say anyways Sounds like your having a great time with the games. If you like that sort of thing, I might suggest picking this game up. The PDF is ten bucks. If I were to guess, I'd say this is more like the holmes basic mixed with first (not really second) edition Dungeons and Dragons, but with a few new game mechanics that don't exist in any edition of the game. There are no feats, or 'skill points', or things like that, but some of the ways that resolve how a player character accomplishes things are quite ingenious (and fast in play, it appears to me! But, like yourself, I game solo as I don't have a current group either.) Also the way weapons do damage are more like basic editions with some nice updates in those mechanics. I like how it's presented. I really think you won't be unhappy with this game if you pick it up! You might look at www.swordsmen-and-sorcerers.com/ and under the products tab, look for the review links for further information. Regarding Mongoose's Conan rpg, I loved it but personally grew tired of the 3.5 type things like feats and skill points. I tried to play it, but found myself focusing more on the "Deadliest character feat build" than actually playing the game and decided I'd had enough of that business. But, as a resource to Conan's world, I think that those books (in particular, the "Road of Kings" supplement, either edition) are second only to Robert E. Howard's actual stories themselves. If you don't get any other book, get Road... It's just fantastic. In any event, have a great time! Nice to meet you, and happy gaming! -Tim
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Post by Eibon of Mhu-Thulan on Mar 15, 2013 1:18:14 GMT -6
You know, Tim, it is odd to me. I have experimented with AD&D and Pathfinder (Forgot to mention that) almost back to back. It has almost brought me to the thinking that some aspects of this are an illusion. I liked the way that old D&D didn't feel like I was creating demigods or something of that nature. I did translate the Mi-go into 2nd Edition and make reptilian aliens with energy weapons, however. There was a sense of limitation to the good. That, however, could be seen as relative. Even so, there was something concise, condensed, and the sense that the character must be defined by his or her name, look, personality, and history, if to be defined at all. I would use proficiencies or ability checks, but if I recall, 20 is always a success and 1 a failure in these cases. With DCs, there seems to be a greater range. One could, I suppose, remove the 20-1 rule for adding modifiers and making higher rolls needed. I liked the self-contained feel of Old D&D saves, and there was something in the name: make a Fortitude Save verses SAVE VERSES DEATH! The number needed was not external; its on the character sheet. I am sort of attempting to give positives about all the systems I have listed. I forgot, too, my experience with 4th Edition. I could not stand healing surges or the fact that it would take forever to run combat, but loved the At-will powers. You wrote about skills and feats. For one, I found myself using 3rd edition rules with AD&D, even Power Attack and Attacks of Opportunity. The thing with 3E. and Pathfinder, I feel overwhelmed by the number of rules and options, some of which I found to be foreshadowed in the AD&D 2nd Edition Player's Options. I had mages in light armor with d6 for HP, and wielding swords. Now, there are many rules in those old games, but it did not feel like it. I felt like I could do what ever I pleased. I would make up some stats or damage values on the spot, jot it down quick, and get to it. By the way, do all weapons do 1d6 damage in AS&SH? I like seeing a weapon that does more damage and being able to say, "Ooo! That is awful!" I don't know about Skill Points. I have read the opinions of others that sate that those turn the game into a "ROLLPLAYING" game rather than a Role-playing game. How are most checks handled in Old-school games to notice an individual sneaking up on someone. Well, now that I think of it, I do not believe "most" is the right way to put it. I used WIS checks (still talking about Old-school) and even resorted to using the resistance table from Chaosium's Call of Cthulhu. And, too, the resistance table in "Realms of Crawling Chaos: Lovecraftian Dark Fantasy" from Goblinoid Games. Thieves using percentiles as Call of Cthulhu characters made this easy with the Chaosium game's resistance table. The "Crawling Chaos" table was developed for psionics and uses a d20-good for opposed ability rolls. I want to discuss the "feel" of a game. This is important. You have no doubt seen those Pulp magazine covers with vile sorcerers and naked women on sacrificial alters, or with some horrible undead. How about Dungeons & Dragons "Eldritch Wizardy"? There is a website: www.eldritchdark.com/. It is dedicated to Clark Ashton Smith. Look at some of the art on that sight, the old book covers, some surreal and modern. Now, my point is this: after reading Lovecraft, Smith, and Howard, playing AD&D felt to me the way that art looks. That is the best I can do to convey my feelings on this topic. No longer did this game feel like "The Hobbit". The first thing I noticed about AS&SH is the art. It has this quality, like some AD&D covers. 3rd edition does not capture this at all. I love it, I love some of the Pathfinder work even better, but it is missing the darkness, no matter how scary a dragon is painted. I played an adventure where a sorceress and bard looked in on some cattle mutilations and folk gone mussing. The ended up in an underground Mi-go facility taken from a Chaosium product, and found a friend that the aliens had put his mind into a plant. Those creatures want to understand humans and demi humans. What were they getting at? I am not sure, but this whole fantasy felt like those works of art that I mentioned. Once again, I must say that music is a great addition. I use Nox Arcana's Necromomicon and DOCTOR WHO. Why should an RPG be so different from your favorite movies and television. If I have something ludicrous occur in a game, I ask, "would this make good television?" If yes, it is law. What fun! Back on the subject of rules: I believe that game rules make a difference. We all know how things can be slowed down or be too complicated. But still, I have come to some sense that it is all, if you'll pardon my way of expressing this: crap on a piece of paper. When I started Pathfinder, after converting my AD&D characters to it, something felt amiss. This was the feel. I decided to continue the adventure I had started under the old rules. You know what? It felt almost the same. Could it be that is due to my playing both systems almost back to back. I would have told you, before doing this, that it would make it more acute, that lack, but I would have been in error. I believe that it is difficult not to become burdened by 3.5 and 3.75 rules. That is how I have felt. Take what I wrote about Diana's staff. I felt perfectly free with AD&D to make her weapon do whatever I wanted. When I tried that stunt with Pathfinder, it was like a compulsion to try to look up the "correct" way to handle this. I overcame this, and wrote it as I desired. Is it too much. Well, uh, it is a magic staff. It was loads of fun to have her beat the living *&^% out of some degenerate Morlocks! ;D I have never really cared that much for making the "best" character, stat wise. Although, I hope one doesn't see Dianna's staff as a contradiction. I like the vibe: Azygous the Warlock is a scary presence, at least unsettling to be in the same room with. You know he has this sick, greenness to his skin, and talks to that confounded animal that he keeps in his tattered, black robe. Ought to be burned at the stake, me thinks. Black magician! Sorcerer! There is a quote by Lovecraft I shall give at the end of this post. Here, see what I am trying to say. I didn't mean "Plot" or "Story" of what have you, none of those am I very capable. It seems as though, starting simple, the whole thing builds itself, right? Now, just because I like Pathfinder and CONAN is no reason for me not to have a good time with AD&D or AS&SH. Concerning the latter; I could use some of the ideas in that with any game I choose, couldn't I? Besides the fact that, there, Hyperborea is a place beyond this world, what is it like. It sounds like what I have been playing around with anyway, except more sophisticated. I may very well give it a try. I wonder if people would mind if I occasionally give info on my game world- It is very basic, often merely a name and some idea about what I want- and ask for advice or help building it. I watched "Hercules and the Captive Women", 1961. The Atlantian armor of the people transformed by the stone made of the blood of Uranus looks cool, a bit Roman. I imagine that Atlantis makes androids for soldiers and sends them to battle on the backs of Byakhee, carrying great lances that blast gouts of green, eldritch fire. They emerge from Wizards' towers to terrorize the people of both Zarr and Harlithonia, making war and all such nastiness. Zloigm the Necromancer (name stolen from Lin Carter, I think) found one of the remaining few of these droids, animated by technology and perhaps Vrila. Zloigm is a member of the cult of Tulzscha the Green Flam, an Outer God of the Mythos, perhaps the real face of Sharahama, the goddess of death. He first met the cult while being pursued by the minions of the cult of Illumthyer, the sun god. A ghostly mist destroyed the high priest's minions and Zloigm fled into caverns beneath the crypts of a village near to Uzldaroum. He met the cult there, as its members slithered from large holes in the cavern walls (see the Lovecraft quote). He was given, in time, the cults guarded secret of life overcoming death. Now he is one of THE WORM THAT WALKS. Note how I used "The Door to Saturn" by Clark Ashton Smith. Later, much later, the town of Gaulia (CELTIC LIKE) was outraged when one of the town's tower guards fell lifeless from his post, and a mysterious rider on a flame-enshrouded horse burst through her massive gates. The man in the demonic armor, as some of Gaulia's citizens are content to call it, spoke with a horrific voice. "The Lord of the Mountain (Wicklow Mountain to be precise) demands tribute." He grabbed a small child and went back through the gates, leaving a wall of fire to prevent any from immediately following. The "Lord of the Mountain" is Zloigm the Necromancer. Now, I know that it may be that it did not take well, the magic used to transform him, it is an art to be sure. It may in fact be that he needs youth, so he vampires, if you will, the life force of the captive children, or perhaps he wants to sacrifice them to incarnate his god. Maybe it is nothing more that an annual celebration that needs the proper hecatomb. I am not sure. Anyway, the citizens are to stay in town, or feel the wrath of some hereto unnamed curse. Even so, six adventurers have fallen trying to reach Wicklow Mountain, killed by Harpies not in any way connected to the real problem. Four, however, have recently made it into the caverns of the mountain, beyond the raging waterfall at its entrence. Now, what do I do with this? Further, in CONAN's Hyborea... Nefrunaset (6th lvl.) is a Stygian Sorceress in Shadizar the Wicked. She lies asleep in an inn in the desert, just outside the city proper. She is exhausted after overcoming an attempt to rob her in an ally. Close to her breasts, she holds the religious iconography of her faith: the serpent eating its tail. She is awoken by a crash outside and a mumbling stir outside her door. To the worshippers of Mitra, she is the filth on Hyborea's backside, a Stygian witch. There was an odd man eyeballing her in the House of Suwong. She wonders. I made her Move Silently check (success). She walks to the door to listen, carefully putting ear to aged wood (Listen base 15 for whispering and 5 through a door, roll 23-success!). What does she hear? Would a failure necessarily have prevented her from hearing anything at all. Would anyone have had his or her player stand on the other side of a real door as he or she whispered on one side? That might be good. With old D&D, I would resort to WIS or percentile rolls, or the opposed method I gave above, perhaps. But, my question is: what does she hear? Now for that Lovecraft quote: "[H]appy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For...the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of the earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl." -Abdul al-Hazred, The Necrnomicon (H.P Lovecraft, "The Festival")
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Post by Deleted on Mar 15, 2013 9:10:29 GMT -6
Sorry Eibon - it was a little rude of me to respond like I did to one of your first posts. Apologies.
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Post by Eibon of Mhu-Thulan on Mar 15, 2013 10:04:05 GMT -6
Sorry Eibon - it was a little rude of me to respond like I did to one of your first posts. Apologies. It is alright. I did not know what you were talking about. I made it bold because I thought people would have an easier time reading it.
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Post by blackadder23 on Mar 15, 2013 12:21:24 GMT -6
I made her Move Silently check (success). She walks to the door to listen, carefully putting ear to aged wood (Listen base 15 for whispering and 5 through a door, roll 23-success!). What does she hear? Would a failure necessarily have prevented her from hearing anything at all. Would anyone have had his or her player stand on the other side of a real door as he or she whispered on one side? That might be good. With old D&D, I would resort to WIS or percentile rolls, or the opposed method I gave above, perhaps. But, my question is: what does she hear? As someone who's been a DM for 30+ years now, I personally don't like to think about these things too much. Getting into a lot of minutiae can really bring the game to a screeching halt. I like to keep things fast and furious, even when I'm not running a pulp fantasy game, so I just don't worry about it that much. YMMV. If someone makes a listening check in my game, I make a snap judgment about what they hear, depending on what's in the room (and possibly nearby rooms). I don't need any special rules for that. It's just how I roll. ;D
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Post by Eibon of Mhu-Thulan on Mar 15, 2013 12:54:38 GMT -6
I made her Move Silently check (success). She walks to the door to listen, carefully putting ear to aged wood (Listen base 15 for whispering and 5 through a door, roll 23-success!). What does she hear? Would a failure necessarily have prevented her from hearing anything at all. Would anyone have had his or her player stand on the other side of a real door as he or she whispered on one side? That might be good. With old D&D, I would resort to WIS or percentile rolls, or the opposed method I gave above, perhaps. But, my question is: what does she hear? As someone who's been a DM for 30+ years now, I personally don't like to think about these things too much. Getting into a lot of minutiae can really bring the game to a screeching halt. I like to keep things fast and furious, even when I'm not running a pulp fantasy game, so I just don't worry about it that much. YMMV. If someone makes a listening check in my game, I make a snap judgment about what they hear, depending on what's in the room (and possibly nearby rooms). I don't need any special rules for that. It's just how I roll. ;D I should have stated this, but that last question was an invite for a person or people to put something on the other side of that door. To tell me what or who it is, so she may act accordingly. I was playing and being playful. I simply wrote that without giving any explanation.
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Post by blackadder23 on Mar 15, 2013 12:57:44 GMT -6
D'oh! Sorry, I thought you were looking for refereeing tips. Never mind me. Carry on...
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Post by Eibon of Mhu-Thulan on Mar 15, 2013 13:13:19 GMT -6
D'oh! Sorry, I thought you were looking for refereeing tips. Never mind me. Carry on... Tips are always good, and I don't know what I am doing. But, don't be sorry. I was writing like a mad man or something, asking this and proposing that. I like to see how others handle such instances. Thanks for writing back. The last question was THE question, but any others were more casual, I think. Like, "what's up and what do you think?" That is the best I can explain it. Refereeing tips are good. ;D What is on the other side of that door?
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Post by blackadder23 on Mar 15, 2013 22:45:22 GMT -6
What is on the other side of that door? Through the door a woman can be heard having a serious and impassioned, albeit one-sided, conversation. Glancing through the keyhole reveals that all of her remarks are directed to a lifelike mannakin sitting in a chair.
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Post by Eibon of Mhu-Thulan on Mar 16, 2013 2:47:56 GMT -6
What is on the other side of that door? Through the door a woman can be heard having a serious and impassioned, albeit one-sided, conversation. Glancing through the keyhole reveals that all of her remarks are directed to a lifelike mannakin sitting in a chair. I am surprised to find that it is not Norman but Norma Bates! Ha ha ha ha! Now, on to it: You wrote "mannakin". Is it a piece of obvious religious iconography of a known deity? Never the less... Nefrunaset quickly and as quietly as possible puts on her quilted-leathered armor and takes up her War Spear. Gently, she opens the door to great the woman. She tries to conceal her weapon, for there is no use in looking like a threat.
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