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Shadowchaser wrote: This week, I plan to record a new DC Adventures Demo session! It's Halloween, so you can bet I'll be doing my best to spook you. In a fun way.
I'm still rounding up the cast of characters, but I can guarantee some new "reveals" from Volume II of Heroes and Villains.


Shadowchaser wrote:Just posted a new podcast with Jason Tondro and Christopher McGlothlin.




Jameson wrote:Shadowchaser wrote:Just posted a new podcast with Jason Tondro and Christopher McGlothlin.
Nice podcast, a lot of good insight & advice on how to approach a campaign from a very "top down" point of view. I think you mentioned doing a similar discussion on the topic of creating an adventure within a campaign, which sounds like fun as well.
Along similar lines though I would like to hear you three (or whomever else you can get) maybe go through a discussion where you actually start the process of building a campaign rather that the more abstract (though insightful and entertaining) discussion we got in this one. Lay out an idea, a kernel hook, and then just riff on it for the hour, spawning ideas for the setting, NPCs, and potential adventures & events within the setting.

But most of all do a Noob's Guide to MnM3E, with pitfalls to avoid, hard to grok concepts explained, nuts and bolts, and game table aids that everyone uses. That would do the most to foster gameplay, especially with new players/GMs like myself. Wonderful system, but not the easiest to jump into IMO.
Also on that note, maybe a cast pointing out easily exploitable builds and how to avoid/council players during character creation?


krypt0nian wrote:Listening now. Did we ever hear who the Austrailian third of the Emerald City book is?
Wow, you guys have hit all my earlier suggestion except one:But most of all do a Noob's Guide to MnM3E, with pitfalls to avoid, hard to grok concepts explained, nuts and bolts, and game table aids that everyone uses. That would do the most to foster gameplay, especially with new players/GMs like myself. Wonderful system, but not the easiest to jump into IMO.
Also on that note, maybe a cast pointing out easily exploitable builds and how to avoid/council players during character creation?
I'd still love to hear this one on a future show.

When one flyer is chasing another, the characters make opposed acrobatics (or agility) checks. The character with the lowest flight speed takes a penalty to his check equal to the difference between his speed and his opponent's speed. If the one who is chasing gets 3 successes, he catches up to his opponent.
Questions:
1) What if the one who is being chased gets 3 successes instead? Does that mean he gets away (or is out of range)?
2) Are you tracking distance using these rules? In other words, if the hero is chasing a guy and he only get one or two successes, how do you determine how close/far they have travelled? And at what point do you know whether he character can reach with a ranged attack?
3) Also, what if during the first turn the one being chased gets two successes on the roll? Does that mean that on the next turn the chasing character needs to accumultate 5 successess, due to the increased distance?
4) If you're running a chase by foot scene, you're substituting Athletics (Strength)?
5) What if you've got a flier vs. super speed runner? Would you give the flyer a +5 circumstance bonus to their acrobatics roll (since they have more room to manuever?)
I know you tend to play fast and loose with these rules, and some of my questions are a bit crunchy, but I'd love to hear whatever feedback/tips you can offer!


Shadowchaser wrote:In Podcast news, I'm delaying the recording of the Halloween podcast til next week. Two of my players are sick this week, so rather than have them both croaking like frogs as they try and suffer through a recording, I thought it was best to wait until they've recuperated.
Gives me another chance to add a fourth player, though!




Shadowchaser wrote:When characters are traveling at hyper-sonic speeds, I really don't see a need to calculate distances in real-world terms. It's far quicker to simply find an analog for distance (in this case, successes) and use that instead.

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