Here is a continuation of my participation in #RPGaDAY2015 . This will be brief and easy to skip for those of you who don’t really care at all.
22nd: Perfect Gaming Environment
Good friends who love to play and hang out, a decent sound system for BG music, comfy chairs and lots of room for my GM stuff (small side tables).
Maybe one of these tables:
Not much else to say about that. I’m sure that most people will likely have a similar answer…
23rd: Perfect Game for Me
Something that is quick to learn, easy to use, intuitive and adaptable to a variety of moods.
I like universal mechanics with enough flexibility so that making rulings is easy and natural
I’m liking Dungeons & Dragons and Dungeon World right now. My next game will merge the two a bit. That will be just about perfect for me, at the moment.
24th: Favourite House Rule
I have a few that I’m a fan of:
- (D&D 5e) Letting players spend Inspiration to buff up their spells and abilities to max them out
- Letting people meta-game (giving ideas to the other players if they’re stuck, suggesting a course of action that both highlights the other character’s abilities and is awesome/funny)
- Yes but, Yes and, No but, No and to crazy ideas, failed rolls or dead ends
- Letting someone negate all damage from one source by letting their shield or helmet get destroyed
25th: Favourite Revolutionary Game Mechanic
Yikes. I’ve witnessed more than one heated debate on this topic. I’ll just stick to subjective experience for this answer.
GUMSHOE’s ideology that the clues can automatically be found with the right skills; it’s how to interpret and follow through with the clues that’s challenging and interesting.
I mean, it’s not rocket science: most people that I’ve played with dislike it when the investigation either grinds to a halt or gets derailed into a pointless red herring because the PCs failed their “search for clues” rolls or looked in the wrong box at the crime scene. What’s also not all that great is moving the clues to wherever the PCs look so that they always find them anyway, no matter what course of action that they take. On the other side of the GM screen the players might not even notice… But their brains might eventually.
I just like to skip that whole problem and say: “Jane, your character has extra specialization in investigation skill X? YOU figure out right away that there’s a clue THERE.” This lets me move the game along to where I really want it to go: chases down alleyways, discovering gruesome altars in basements, gunfights with tentacled horrors and sneaking into a mausoleum at night.
There’s more to it than that. I really like everything else about the GUMSHOE game system. Read up about it here on the Wiki.