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Author Topic: [Poi~] Poi is once again permitted (Happy thread)  (Read 7833389 times)

Arx

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190935 on: September 16, 2019, 01:41:58 am »

"May not earn much" I'unno at current exchange rates that pays significantly better than the job I was aiming for next year, even if it takes several minutes to transcribe a minute of audio.

Edit: I haven't submitted my thesis, but I think it's ready. Soon.
« Last Edit: September 16, 2019, 04:55:20 am by Arx »
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Firse uthega yaara [Rise once again]

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Hanslanda

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190936 on: September 16, 2019, 10:38:50 am »

My moral waiver paperwork is in the recommendation stage, meaning I'm only 5 bureaucratic steps from boot camp!
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Iduno

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190937 on: September 16, 2019, 11:00:19 am »

I have gotten my girlfriend and my munchkin hooked on Dungeons and Dragons. It's been wonderful to storytell agian. It's largely the only thing keeping me sane at this point.
Thatís cool
A DND club started in high school the year after I graduated, so my brother is able to play it and maybe learn how to GM a game, then maybe his friends and I could play a game

D&D is one of the easier games as a player (very simple character generation, small list of abilities for non-mages). Shadowrun is easier for learning to GM, because the normal game is episodic (one session is one job). If everyone is new, you might look into stuff like Arkham Horror Card Game or something like the old Hero Quest board game. It's not the same, but it starts getting you into the mindset of playing a character as part of a team, trying to accomplish the goal together, and maybe making some decisions in-character.

Having someone actually teach how to GM would have been real helpful when I was learning. I'm not even sure where someone would go to learn, or where I got any of the advice I pieced together.
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Naturegirl1999

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190938 on: September 16, 2019, 11:52:54 am »

I'm waiting for a time when the friends come over again. It's been a while. I've been playing RTDs where teams are a thing, so I understand how the team playing worrks. I tried running a DnD game with my brother as a character, and improving as I went. He didn't seemto like improv too much for some reason. Doesn't every plot start as an idea? wouldn't improv be a logical first step?

Hanslanda

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190939 on: September 16, 2019, 11:59:02 am »

It can be. Its usually better to have a bunch of prepared, prepackaged stuff to use for Plot, and improv the in between bits.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
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Iduno

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190940 on: September 16, 2019, 01:27:08 pm »

It can be. Its usually better to have a bunch of prepared, prepackaged stuff to use for Plot, and improv the in between bits.

My setup for preparing a Shadowrun was 1) recap of the previous week, written as a news story for the players to read while I got everything organized 2) written out speech for the employer of the week, so the players knew what the mission was 3) a list of the locations they would go to and who was there to meet (I also sometimes created character sheets for important enough characters, and knew about how much opposition of what types they could/would face at different times) 4) any details/notes 5) page references for rules I knew I needed and 6) rewards for completion. This is usually 3/4 of a page of paper, total.

Number 3) is literally just a list, maybe with some description of the place. I'm not planning out how the players get there or what they do while they're there. My job ends at setting up a puzzle and some goals. The players are the ones who interact with it (and the entertainment I get is mostly from them coming up with stuff I hadn't considered). As long as I give them less-than-complete information or something isn't what they were expecting (I add a twist to what I told them), I only need to put together a goal and some places. It's less work, gives the players more options, and it's real hard to go off the rails when I didn't bother creating any.

To help with making stuff up on the fly, I make sure I have some knowledge about what's going on in the background. If you're attacking the half-finished death star that nobody is supposed to know about, what is security like? Probably an incomplete or not-yet-functional electronic security system, because it's not built. Security is probably made of soldiers, because it's a military base, and they're probably stationed there long-term instead of rotated out because it's supposed to be a secret. You could justify having a large amount of security personnel because it's a military base, but it might make sense to have few because housing is also unfinished and secrecy is easier with fewer people. I'd want to make a decision on that beforehand. The builders being everywhere means you're more likely to be seen trying to do something, but people will be less curious about weird noises because construction involves weird noises (visual perception will be in play a lot more than auditory, and the players would have more success blending in than trying to sneak around). Also, the builders are just there for the money, so as long as it doesn't affect them directly, they aren't overly concerned what the players are doing. So if the players decide to blow their way in, the explosion will get less attention than it would elsewhere, but I would check to see if anyone saw them walking in through the hole, and if they care that they saw the players (anything that will cause them more work or put them in danger/get them yelled at). If they decide to pretend they're pizza delivery people delivering to the secret base, they're going to do poorly. If they want to blow the whole thing up, I would consider that it's a giant military base with a giant laser on it, which would have a large reactor to power it, so they would be able to find a thing to blow up. If they want to steal everything, they could get some welding equipment, but not much else of value, because it's a partially-finished base. Knowing that Vader is coming to visit means everyone is working harder, and paying less attention to what you are doing. But, if you look like you aren't working, you're going to get people upset. You can make a lot of decisions based on what a place is, and what people's goals are.
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Dunamisdeos

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190941 on: September 16, 2019, 04:09:43 pm »

Oh my goodness I got a job interview scheduled for this Thursday that over doubles my current salary.

I am crazy nervous.

Also, I didn't get evicted this month.
« Last Edit: September 16, 2019, 04:19:27 pm by Dunamisdeos »
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Naturegirl1999

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190942 on: September 16, 2019, 04:26:45 pm »

This is good. Help on interviews, well more of a warning but also help. The help is that they tend to ask standard questions like previous work experience, how well you work in a group, a bit about yourself(list personality traits relevant to the job), and in some they may ask what you would do in a given scenario. Just answer the questions.

The  warning is that there various reasons you might not get the job that isn't related to your suitability for it. There could be a law making a company interview a set amount of people before hiring someone already inside the company. They could have already picked a person for it. My point is there are various reasons one might not get accepted that isn't your fault.

Good luck on the interview. I hope you get accepted. If you aren't accepted, it is not necessarily your fault.

Th4DwArfY1

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190943 on: September 16, 2019, 04:53:29 pm »

STAR also helps when answering questions.

Situation: My company was engaged in a merger with a former competitor
Task: It was my job to open channels of conversation between the different businesses and get everyone reading off the same page.
Action: I engaged in cross-company discussions via email, utilising Skype and various media appropriate to the recipients' differing time zones
Result: The merger went smoothly, and I got a commendation for excellence in management.

The above scenario is fictional btw, but highlights how handy the formula can be. I've known interviewers who couldn't parse answers unless they were laid out like this.
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MaximumZero

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190944 on: September 17, 2019, 12:33:41 am »

Oh my goodness I got a job interview scheduled for this Thursday that over doubles my current salary.
Holy shit, d00der, good luck! I hope you land it.
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Dunamisdeos

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190945 on: September 17, 2019, 04:09:23 pm »

Oh my goodness I got a job interview scheduled for this Thursday that over doubles my current salary.
Holy shit, d00der, good luck! I hope you land it.

Thanks!!!!! I'm so nervous. AND there was another surprise interview today for a different job.

That's two :[]
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Naturegirl1999

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190946 on: September 17, 2019, 04:15:08 pm »

Oh my goodness I got a job interview scheduled for this Thursday that over doubles my current salary.
Holy shit, d00der, good luck! I hope you land it.

Thanks!!!!! I'm so nervous. AND there was another surprise interview today for a different job.

That's two :[]
Good luck to bith

Doomblade187

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190947 on: September 17, 2019, 04:28:24 pm »

Oh my goodness I got a job interview scheduled for this Thursday that over doubles my current salary.
Holy shit, d00der, good luck! I hope you land it.

Thanks!!!!! I'm so nervous. AND there was another surprise interview today for a different job.

That's two :[]
Hurrah!
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Reelya

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190948 on: September 18, 2019, 06:34:49 am »

I'm waiting for a time when the friends come over again. It's been a while. I've been playing RTDs where teams are a thing, so I understand how the team playing worrks. I tried running a DnD game with my brother as a character, and improving as I went. He didn't seemto like improv too much for some reason. Doesn't every plot start as an idea? wouldn't improv be a logical first step?

A completely improv setting may feel like there's no structure or point to anything. A good approach is to drop some plot hooks, see what gets the players attention then go with that. You can also create a bunch of small events/encounters/stories, and keep them around for when they might be useful. They don't have to be tied to any specific location, the player's won't even know. This way you have a bunch of interesting stuff for the players to see whichever direction they go in, and it won't feel completely random and made-up. So just write up a big bunch of NPCs, and think of interesting ways the players could meet them, along with a bunch of varied encounter/stories. Save them up until you need them. If they don't fit, put them aside in the stack instead of trying to shoe-horn them in. Maybe the players went through one of your dungeon's but didn't visit a bunch of rooms. You can just recycle the bits they didn't visit for a later story. Keeping room/encounter etc info on cards rather than writing in a book is useful for this reason.

For a really well-fleshed out campaign I get the feeling that the characters should have a mix of short, medium, and long-term goals that they're working to. Short-term is the immediate stuff, like the current encounter or task. Medium term is stuff like clearing the current dungeon, completing the next leg of a quest or travelling to the next city they need to go to.

Long-term is the defining stuff of the campaign. It should be deeper than "level up". For example, say that the main character's father was an inveterate gambler and racked up huge debts, and there are gangsters coming after the main character to collect. Additionally, throw in a detail such as the father owned a tavern, and that tavern is now occupied by the gangsters. Now, you've got a good plot hook for a small campaign. The player needs to work out how he's either going to raise the money or gain enough strength to get the collector's off his back and/or regain his father's tavern, which itself would be a useful location for further plots. It doesn't need to be something like this, but having something that's bigger than a single quest, yet smaller and more realistic than "save the world" is better than nothing. First level characters are kids. Them heading off to save the world, gaining levels as they go makes little sense and isn't a realistic motivator. The long-term goals need to be within realistic reach of the character's based on their current level. Once they're on the way to solving the original "long term" goals you drop hints (subtly) about bigger plots. For example there could be hints that the gangsters are working with the corrupt local baron's men, which could lead into a bigger plot about dealing with that corrupt lord.
« Last Edit: September 18, 2019, 06:41:43 am by Reelya »
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Naturegirl1999

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Re: [Poi~] Poi is once again permitted (Happy thread)
« Reply #190949 on: September 18, 2019, 06:51:55 am »

I'm waiting for a time when the friends come over again. It's been a while. I've been playing RTDs where teams are a thing, so I understand how the team playing worrks. I tried running a DnD game with my brother as a character, and improving as I went. He didn't seemto like improv too much for some reason. Doesn't every plot start as an idea? wouldn't improv be a logical first step?

A completely improv setting may feel like there's no structure or point to anything. A good approach is to drop some plot hooks, see what gets the players attention then go with that. You can also create a bunch of small events/encounters/stories, and keep them around for when they might be useful. They don't have to be tied to any specific location, the player's won't even know. This way you have a bunch of interesting stuff for the players to see whichever direction they go in, and it won't feel completely random and made-up. So just write up a big bunch of NPCs, and think of interesting ways the players could meet them, along with a bunch of varied encounter/stories. Save them up until you need them. If they don't fit, put them aside in the stack instead of trying to shoe-horn them in. Maybe the players went through one of your dungeon's but didn't visit a bunch of rooms. You can just recycle the bits they didn't visit for a later story. Keeping room/encounter etc info on cards rather than writing in a book is useful for this reason.

For a really well-fleshed out campaign I get the feeling that the characters should have a mix of short, medium, and long-term goals that they're working to. Short-term is the immediate stuff, like the current encounter or task. Medium term is stuff like clearing the current dungeon, completing the next leg of a quest or travelling to the next city they need to go to.

Long-term is the defining stuff of the campaign. It should be deeper than "level up". For example, say that the main character's father was an inveterate gambler and racked up huge debts, and there are gangsters coming after the main character to collect. Additionally, throw in a detail such as the father owned a tavern, and that tavern is now occupied by the gangsters. Now, you've got a good plot hook for a small campaign. The player needs to work out how he's either going to raise the money or gain enough strength to get the collector's off his back and/or regain his father's tavern, which itself would be a useful location for further plots. It doesn't need to be something like this, but having something that's bigger than a single quest, yet smaller and more realistic than "save the world" is better than nothing. First level characters are kids. Them heading off to save the world, gaining levels as they go makes little sense and isn't a realistic motivator. The long-term goals need to be within realistic reach of the character's based on their current level. Once they're on the way to solving the original "long term" goals you drop hints (subtly) about bigger plots. For example there could be hints that the gangsters are working with the corrupt local baron's men, which could lead into a bigger plot about dealing with that corrupt lord.
Thank you
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