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Old 06-18-2009, 09:14 AM   #41
Parody
 
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Default Re: GMs -- Don't we all want to roll our own?

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It always amazes me that no-one gets this. It is an important plot point that the bad guys' plan was to let Leia escape and to follow her ship. Of course the storm troopers were all going to miss.
Well, it's a good thing that my RPG group didn't mess up the plan then. :)

(Ignoring that, I think many of us get it. It still makes for some great jokes, though.)
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Old 06-18-2009, 09:49 AM   #42
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Default Re: GMs -- Don't we all want to roll our own?

No, these comments are too accurate for RPG forums. Only Star Wars sites are so precise.
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Old 06-18-2009, 12:09 PM   #43
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Default Re: GMs -- Don't we all want to roll our own?

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would naturally have ordered the storm troopers to make damned sure that they didn't shoot anybody.
I always thought it was tragic that no one thought to rescind that order afterward.
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Old 06-18-2009, 12:16 PM   #44
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Default Re: GMs -- Don't we all want to roll our own?

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No, these comments are too accurate for RPG forums. Only Star Wars sites are so precise.
We only post in single file, in order to hide our numbers.
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Old 06-18-2009, 01:33 PM   #45
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Default Re: GMs -- Don't we all want to roll our own?

So who would you say is the better shot with laser weapons? The Agents of Cobra or The Empire's Storm Troopers?
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Old 06-19-2009, 07:38 AM   #46
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Default Re: GMs -- Don't we all want to roll our own?

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No, the real reason is that Darth Vader or Grand Moff Tarkin had got someone to plant a tracer on the Millennium Falcon, in the hope that Princess Leia would be rescued and lead the Death Star to the location of the rebels' secret base. And whaddyaknow: it worked.
You don't know how deep this rabbit-hole goes...
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Old 06-19-2009, 09:38 AM   #47
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Default Re: GMs -- Don't we all want to roll our own?

I actually just recently quit World Of Darkness, I dont agree with how Werewolves are portrayed there, and I just dont want to play in that companies vision of their world. First thing I thought was GURPS, and making my own setting. Another thing I cant stand, if you dont buy all of the settings materials, you can contradict the whole setting, so when you do pick something else up, your like... "oh, great".

Theres always something wrong in some setting that I dont like, and to me, if I change one thing, I might as well change it all, or create my own.

Creating gameworlds is a big part of the fun of being a GM, I wouldnt want to keep paying someone to do what I would do for free and personaly enjoy.

I started with gurps 3ed, so its hard to try to play something else when I read their settings. Its like reading a competeting GMs ideas, and I tend to critize it as so.

I do buy world settings from gurps though, they usually have ideas on how to change things to your likings, and I do need some worldbooks to get ideas and learn to write my own when it comes to structure, timeline, and other important factors for creating a setting.
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Old 06-19-2009, 11:04 AM   #48
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Default Re: GMs -- Don't we all want to roll our own?

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I actually just recently quit World Of Darkness, I dont agree with how Werewolves are portrayed there, and I just dont want to play in that companies vision of their world. First thing I thought was GURPS, and making my own setting. Another thing I cant stand, if you dont buy all of the settings materials, you can contradict the whole setting, so when you do pick something else up, your like... "oh, great".
I never felt that kind of inhibition. When I ran a Mage: The Ascension campaign, I set it in Hong Kong, with five indigenous Chinese schools, one of which I totally made up to get the correspondence with the five elements. I used the stuff I wanted from published books, and ignored the rest; in particular, I made no use of the WoD Hong Kong book. I made up an entire new magical element, Society, which I had the Technocracy using in place of Prime. And I decided from the outset that Vampire, Werewolf, Changeling, and Wraith were not canonical for my campaign, and if there were going to be shapeshifters or ghosts I would make them up myself.

If one of my players had brought in some White Wolf book and said, "You're doing this wrong, because of what it say on p. X," or, "I should get to take P for my character because it's in an official supplement on p. Y," I would have pointed out that when they agreed to play in my campaign they agreed to accept my variations on the official rules and setting, and that nothing was official unless I personally approved of it. And if they didn't accept that they would be welcome to leave. Fortunately, I've never had a player who tried to pull that sort of thing.

Bill Stoddard
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Old 06-19-2009, 11:47 AM   #49
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Default Re: GMs -- Don't we all want to roll our own?

Personally, I hate doing pregen settings. My ex-girlfriend has been bugging me for years to do a Firefly game. I actually started laying down ground work for what I felt would be a fun and original game in the Firefly universe. It got shot down almost immediately because it didn't feel like Firefly. I've run a couple of Star Wars campaigns, but they were really just my own little stories and settings with Jedi in them.

On the other hand, there is a huge amount of demand for the nostalgia type games. People love LoRT, Star Wars, Firefly, Star Trek, Rocky Horror Picture Show, etc. I've played in some fascinating games based in familiar universes, and loved every moment of them. Particularly at points where major players in the original story made cameo appearances in the game.

The lack of GMing pregen settings has to do more with my own personal lack of skill. I am unable to create a unique and entertaining game in a world that has already been developed. My hat goes off to the GMs that can (At least those that do it well. There are plenty of crappy GMs that do both homebrew and pregen settings).
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