Thread: Non-Turn Based Action
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May 23rd, 2006, 14:56 #11
When I played/play on MUs, the GM would state "Free RP" when we were free to go around doing what not. I always liked that bit, still use it myself.
DM: For reference sake, when a bad guys dies, I'll turn their token over. So an upside down 'A' or 'B' means it's a corpse.
PC 1: So if we kill a 'M' is it reincarnated as a 'W'?
PC 2: That damn 'O' just won't die!
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May 23rd, 2006, 15:14 #12
Looting Bodies
Originally Posted by OberotenSee you around the table.
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May 23rd, 2006, 15:15 #13Originally Posted by mr_hSee you around the table.
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May 23rd, 2006, 15:28 #14
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Originally Posted by Craw
If you have a featureless dungeon room you can place cobwebs in one corner, and cracked flagstones in another, to give you and your players markers.FG II Full license holder.
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May 23rd, 2006, 15:31 #15
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Originally Posted by Craw
It probably makes the game take a little longer but I think it makes some things (traps ect) easier to deal with. Since I just use one big map for the whole dungeon (WLD) we moslty move tokens around in 'real' time. For long distance travel over familure territory I'll jump the tokens up to save time.
There is no 'marching order' as the characters fall out into an order as they move. It was pretty funny the other night... the character that had usually taken point died. When the characters needed to head out during the next game everyone just kind of stood around waiting for someone else to go first.
rv
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May 23rd, 2006, 19:12 #16
Lesser Deity
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Originally Posted by Craw
For example after a fight when there is a chest or they are searching a room I will always say: "Make sure your character is where you want to be." I do this *all* the time after every encounter. After a while the players get in the habit of moving their tokens around. They know I run random or dynamic encounters sometimes and it gives them a chance to set up. After a while it also establishes a "standard" setup which can be helpful.
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May 23rd, 2006, 19:13 #17
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Originally Posted by John_Geeshu
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