u/Drinkoy

About preparing situations, not plots.

Hey, chooms. Today I ran a The Witcher game, and I find myself with two problems:

  1. I was able to let them create their own hook, which is something I liked, but it took me the whole session (at first, I considered this game to be nothing more than a one-shot).

  2. The reason I publish this on this subreddit: I’m creating a campaign for next week and I feel like I’m making a mistake (and honestly, one I’ve been making for a while now). Whenever it comes to explaining “what the enemy is doing,” I always end up glossing over it unless I want to push the game forward and feel like the plot is stalling because my players want to stop and talk to a chatty vendit.

For the people who use this method, what can you tell me about the way you create hooks? And what can you tell me about the timeline you give your villains/NPCs?

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u/Drinkoy — 16 hours ago

Is Very Hard actually THAT Hard?

I've been playing cyberpunk 2077 a lot. I've got 1000 hours, and still, I feel like I'm missing something by playing in the Only difficulty I've been playing.

Every single time I battle a Boss, i make, maybe, 1% of damage FOR A WHOLE MAG. I played Smart weapons, katana, Sniper, even I challenged myself with a Organic V and just Revolvers and Sniper Rifles.

I hear people saying that "at level 40, the game gets boring" or "the game is pretty easy" but tbh, the game is hard for me. Am I missing something? Is this normal? In the drive by (At the end of The Heist), is normal to die like, almost a whole day because you have poor damage on every weapon? :/

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u/Drinkoy — 7 days ago

How the NPC fixer actually works in your games?

What’s up, chooms? Throughout the time I’ve been GMing Cyberpunk RED, I’ve had an issue with Fixers that I never really knew how to handle.

Let me explain so you get what I mean. A lot of times I’ve given my players clear objectives, NPCs, yada yada, but I’ve never been able to answer one question for myself: what happens if the players still need information/gear from a Fixer? Or actually, I have a better example.

In one game, my character managed to rescue their love interest, but she was about to die. My GM decided to ask me if I had a friend who was a Fixer or Medtech so we could take her somewhere and save her (I couldn’t stabilize her myself because she was in worse-than-fatal condition). I didn’t, so she felt lost at that exact part, to the point where she asked me "how many limitations do you give your players when they need to ask a Fixer for a or b?"

I never saw this as a problem, but more as a way of thinking about possibilities that shape your story. Still, it’s obvious that, besides there not really being prices for buying information, I’ve felt limited or stuck whenever I tell my players they can look for a Fixer to make their plan work. I mean, sure, I can limit what they can buy and all that, but I also can’t really reject my players’ idea of “finding a Fixer who can sell them a sniper rifle,” because that’s the plan they came up with.

How do you connect your players with Fixers? How do you handle the gig from that point on? What limitations do you usually set? I’d love to hear your ideas and examples from your games

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u/Drinkoy — 13 days ago