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18:27, 28th March 2024 (GMT+0)

Long-time member; New GM.

Posted by horus
horus
member, 1 post
Wayfarer of the
Western Wastes
Fri 29 Jul 2016
at 06:17
  • msg #1

Long-time member; New GM

Hi, Everyone,

Please allow me to introduce myself...

I've been a member here on Roleplay Online for longer than I care to admit, since, for most of that time I've been dormant.  I've been a table-top player and GM longer than I care to admit, too.  (Yeah, I'm a senior citizen.  Now be quiet, dag-nab-it, and pass me the prune juice, you young whippersnappers!)

I'm working up a pilot game right now, but it's more of a learning project than anything I want to open up for players site-wide just now.  For this, I pray your understanding.  Other games which are more open may come out of what I learn from this one.

Reading the FAQs I still have some questions about how the site works (especially regarding the character database and what kind of character sheets can be used here.)  That's to be expected, possibly, as I'm still learning.

I see where there are provisions for linking to off-site resources, and I may do that for all my character sheets (.ods format spreadsheets, mostly) to start with, and I'll probably go that route for now until I gain better understanding of how to best manage characters' data in game.

Looking Forward,
D
princessleia4ever
member, 16 posts
a girl with ideas
Fri 29 Jul 2016
at 16:23
  • msg #2

Long-time member; New GM

Hi there!

From my own experience, I think the best way to learn the ropes is to create a game and start testing the controls and options. I believe any type of character sheet can be used. It's a lot easier to get the flow of how rpol works by tinkering around. It can seem confusing at first, but if you attempt to like test the GM controls then you can ask specific questions relating to what you get stumped on.

Good luck & welcome!
Dr. Mindermast
member, 545 posts
not psycho, still Josh
djmindermast.bandcamp.com
Sun 31 Jul 2016
at 14:56
  • msg #3

Long-time member; New GM

When you add players to the game you can access their character sheets through the "Character Details" link.  The character sheets are plain text, and you can put anything in there that you want.  In the "Heaven - Gaming Resources" section of the site you can find character sheets for a lot of games that others have already put together.  Additionally, you have the option of keeping the sheets locked or opening them up for players to edit themselves.  Linking to character sheets on another site is certainly an option, and might be preferable if you want the sheet to do your math for you, or other things like that which plain text can't manage.

Depending on what kind of game you're thinking of running, there are some other options to explore.  If your game uses a specific dice combination for most or all rolls you can configure the die roller to default to that.  Language groups are good for when characters have different communication systems; if someone indicates that they are speaking a certain language that you have enabled (it doesn't have to be languages necessarily - you could also use it for, say, different radio frequencies if you want), then the text will show clearly to others who speak the same language, and will show up as gibberish to everyone else.  There's probably other stuff too, but those are the only ones I've played with.  Definitely poke around, see what seems like a good fit, and ask all the questions you want.
horus
member, 4 posts
Wayfarer of the
Western Wastes
Tue 2 Aug 2016
at 01:58
  • msg #4

Re: Long-time member; New GM

Dr. Mindermast:
When you add players to the game you can access their character sheets through the "Character Details" link.  The character sheets are plain text, and you can put anything in there that you want.  In the "Heaven - Gaming Resources" section of the site you can find character sheets for a lot of games that others have already put together.  Additionally, you have the option of keeping the sheets locked or opening them up for players to edit themselves.  Linking to character sheets on another site is certainly an option, and might be preferable if you want the sheet to do your math for you, or other things like that which plain text can't manage.


Yeah, I'm figuring all that out.  I've managed to add three recurring NPCs to my game, and have a character template built for them for display in-game, but will be using my spreadsheets linked as external resources for most player characters.

I treat recurring NPCs like player characters that I play - they go through the same character creation process as regular player characters.

One of the things I love about Traveller as a system, though, is that NPCs can be displayed in a very concise format, and I'm sure I'll be doing that from time to time as the game progresses, especially if I need an NPC right away for something.

Dr. Mindermast:
Depending on what kind of game you're thinking of running, there are some other options to explore.  If your game uses a specific dice combination for most or all rolls you can configure the die roller to default to that.  Language groups are good for when characters have different communication systems; if someone indicates that they are speaking a certain language that you have enabled (it doesn't have to be languages necessarily - you could also use it for, say, different radio frequencies if you want), then the text will show clearly to others who speak the same language, and will show up as gibberish to everyone else.  There's probably other stuff too, but those are the only ones I've played with.  Definitely poke around, see what seems like a good fit, and ask all the questions you want.


I'm using the Traveller+ system developed by Ed Messina and available for free from the Crucible Highport website (just Google for Crucible Highport and you'll find it).  Since I own a copy of the Classic Traveller books already (a requirement for playing Traveller+) my conscience is clear.

Dice in Traveller:  all tasks are a roll of 2d6 plus modifiers against either an opposed roll (mainly for combat situations) or a straight up Difficulty Factor set by the GM.  The system is very simple in that regard - no need for any of the more exotic polyhedrals for anything.

As to language groups:  The Serenity 'Verse (where my game is set) boasts two dominant languages (English & Chinese) plus several other languages of more minor importance (Japanese, Russian, Italian, German, and Spanish).  These may be represented by different channels in the Private Groups.

I also like the idea of using different Private Groups to simulate radio traffic - ship to shore comms are done by a trunking system that allows the ship to act as a repeater for handi-talkie type radios, and a ship may have several "squawk" frequencies, so it's a good fit.

princessleia4ever:
Hi there!

From my own experience, I think the best way to learn the ropes is to create a game and start testing the controls and options. I believe any type of character sheet can be used. It's a lot easier to get the flow of how rpol works by tinkering around. It can seem confusing at first, but if you attempt to like test the GM controls then you can ask specific questions relating to what you get stumped on.

Good luck & welcome!


Thanks!  I've also applied and have been accepted as a lurker in another game based in the Serenity 'Verse.  I'm really learning a lot about styles of play, and about game details that make the difference.

I'm definitely trying to learn the ropes most ricky-tick, as my players are a "high standards" group, and will test me to my limits as a Referee.  I want to be well prepared for them.

Thank You Both,
D
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