FQScout wrote::? This has been a question that has been nagging at me for a while so i wanted gather some opinion on the matter.
It all depends on what kind of game you want, what kind of tone you want it to have, and what trappings you like.
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FQScout wrote::? This has been a question that has been nagging at me for a while so i wanted gather some opinion on the matter.
FQScout wrote:I was wondering simply off others personal preferences no need to pick at the question.
Killer Cyborg wrote:FQScout wrote:I was wondering simply off others personal preferences no need to pick at the question.
Maybe ask for "favorite" instead of "best," then.
Colt47 wrote:Any location that has enough background information to make the write up for whatever adventure you are planning easy. Chi-Town is a good one since theirs more information on that particular area than just about any other part of the world, including adventure books. Also be sure to write up your adventure: Rifts is not a good setting for "by the seat of your pants" gameplay.
Snow Hawk wrote:Colt47 wrote:Any location that has enough background information to make the write up for whatever adventure you are planning easy. Chi-Town is a good one since theirs more information on that particular area than just about any other part of the world, including adventure books. Also be sure to write up your adventure: Rifts is not a good setting for "by the seat of your pants" gameplay.
I all ways GM with a loose plan a couple of plot ideas and then just run with it so the break down is about 25-40% prep and about 75-60% by the seat of my pants. I like to build off of my players actions unmotivated players might get bored in my games. It all comes from the way I play as a player I don't function well in a strict adventure and I like to try unconventional things and end up throwing off the GM and making them "fly by the seat of their pants". So as a result I plan (or don't plan as the case may be) for my players to do or go where ever they want. Are they caching what I'm throwing? Some times, but as long as they are doing some thing I will work with it.
Why does this way not work for you?
Colt47 wrote:Snow Hawk wrote:Colt47 wrote:Any location that has enough background information to make the write up for whatever adventure you are planning easy. Chi-Town is a good one since theirs more information on that particular area than just about any other part of the world, including adventure books. Also be sure to write up your adventure: Rifts is not a good setting for "by the seat of your pants" gameplay.
I all ways GM with a loose plan a couple of plot ideas and then just run with it so the break down is about 25-40% prep and about 75-60% by the seat of my pants. I like to build off of my players actions unmotivated players might get bored in my games. It all comes from the way I play as a player I don't function well in a strict adventure and I like to try unconventional things and end up throwing off the GM and making them "fly by the seat of their pants". So as a result I plan (or don't plan as the case may be) for my players to do or go where ever they want. Are they caching what I'm throwing? Some times, but as long as they are doing some thing I will work with it.
Why does this way not work for you?
The problem comes down to a few things. One of them being house rules, which Rifts forces GMs to create to deal with nuanced situations, and another is setting proper power level, scope, and stage. Needless to say, people who plan out an adventure properly often handle these kinds of situations better than those who don't.
Generally, I've found that GMs (including myself) often forget what rules are house rules and which are actual game rules, such as how MD explosives might affect terrain (Palladium MDC settings) or alternative uses for skills (Pretty much any system). In a planned adventure, a GM is much more likely to warn a player of the possible consequences of their actions and therefore prevent a possible issue from occurring due to house rules.
Detail is another part that gets overlooked when running by the seat of ones pants, and this can really come back to bite the player group in completely unfair ways. Describing odors, distinct sights, and sounds are important because not only does it provide a back drop, it can also help players understand the constraints they must work within. When adhocing a room (what I call an area description), a lot of details can be unintentionally omitted due to the GM assuming that certain aspects of the said room will be assumed by the players. If a place is important enough to have a battle or major event occur in it, the place in question is important enough to give a detailed description committed to paper.
Again, this doesn't mean someone is writing out everything that can possibly happen in an adventure, but that the main NPCs are written out, all major rooms and areas are written out (mapping them out doesn't hurt, either), and what rewards are available is written out along with a possible equivalent in currency in case someones character gets no benefit from any of the rewards found in the adventure.
Snow Hawk wrote:Colt47 wrote:Snow Hawk wrote:Colt47 wrote:Any location that has enough background information to make the write up for whatever adventure you are planning easy. Chi-Town is a good one since theirs more information on that particular area than just about any other part of the world, including adventure books. Also be sure to write up your adventure: Rifts is not a good setting for "by the seat of your pants" gameplay.
I all ways GM with a loose plan a couple of plot ideas and then just run with it so the break down is about 25-40% prep and about 75-60% by the seat of my pants. I like to build off of my players actions unmotivated players might get bored in my games. It all comes from the way I play as a player I don't function well in a strict adventure and I like to try unconventional things and end up throwing off the GM and making them "fly by the seat of their pants". So as a result I plan (or don't plan as the case may be) for my players to do or go where ever they want. Are they caching what I'm throwing? Some times, but as long as they are doing some thing I will work with it.
Why does this way not work for you?
The problem comes down to a few things. One of them being house rules, which Rifts forces GMs to create to deal with nuanced situations, and another is setting proper power level, scope, and stage. Needless to say, people who plan out an adventure properly often handle these kinds of situations better than those who don't.
Generally, I've found that GMs (including myself) often forget what rules are house rules and which are actual game rules, such as how MD explosives might affect terrain (Palladium MDC settings) or alternative uses for skills (Pretty much any system). In a planned adventure, a GM is much more likely to warn a player of the possible consequences of their actions and therefore prevent a possible issue from occurring due to house rules.
Detail is another part that gets overlooked when running by the seat of ones pants, and this can really come back to bite the player group in completely unfair ways. Describing odors, distinct sights, and sounds are important because not only does it provide a back drop, it can also help players understand the constraints they must work within. When adhocing a room (what I call an area description), a lot of details can be unintentionally omitted due to the GM assuming that certain aspects of the said room will be assumed by the players. If a place is important enough to have a battle or major event occur in it, the place in question is important enough to give a detailed description committed to paper.
Again, this doesn't mean someone is writing out everything that can possibly happen in an adventure, but that the main NPCs are written out, all major rooms and areas are written out (mapping them out doesn't hurt, either), and what rewards are available is written out along with a possible equivalent in currency in case someones character gets no benefit from any of the rewards found in the adventure.
I hear you and on a lot of points I agree like my NPCs are all fleshed out characters and I will often supply art drawn by me. But I treat the game with a lot of free will as in I don't hand out a lot of in formation unless asked I use the perception roll a lot as well to give hints at my plot lines but if they fail or don't figure it out oh well some stuff will happen wether they figure it out or not but others won't.
CS Special Forces wrote:New West without a doubt..but its where i live and there is inspiration everywhere! Vast deserts and some old building where I live are the perfect backdrop.Also the guys in my game tend to make characters from back east;magic zone area so why did they come west? What are they hiding from? The new west is a great place to start over without "Imperial Entanglements".