This thread is for suggestions and issues with the English D&D game (both live and Skype versions). Please post your feedback on the games here so we can address them and improve. こちらは、英語版D&Dゲーム(イエローサブマリンとスカイプ両方)への提案、問題点専用トピックです。 どうぞこちらにフィードバックを書き込んでください。皆さんの目に留まり、改善出来れば、と考えています。
The following are my ideas for game improvement. I will only be translating the Quick explanation of each point. If you need clarification, please post below. 下記は、ゲーム改善に向けての私のアイデアです。Quickの箇所のみ訳していきます。更に説明が必要でしたら、コメントに書き込んでください。
Interparty Communication インターパーティ コミュニケーション Quick: I will try to encourage players to roleplay more with each other and less with me. Quick:私よりもプレーヤー同士でもっとロールプレイをすることを勧めるようにします。
I don't want anyone to worry about their talking time. What I want to do is foster more interparty communication to maximize talking time. In a TRPG, the speaking time is about 50% GM/50% players. There is usually only one conversation going - GM to PC, PC to GM or PC to PC. But in an English classes, it is common for the teacher to pair up students and let them speak to each other. This results in ongoing conversations and allows more talking time.
In a physical space this can get noisy. Five players/students plus a teacher/GM would be three simultaneous conversations. In an online environment, other participants can be muted allowing a private conversation for each pair. This is one of main benefits of online play.
So far in our game, I have not used this benefit. I have been running the game in a traditional manner. But next game I would like to experiment with multiple conversations. We will try it out and see how it works.
Story Text ストーリーテキスト
Quick: I will have English text written ahead of time for important dialogue (such as mission instructions). I will post it into the chat window so it can be reviewed later. Quick:重要な場面でのキャラクターのセリフ(ミッション説明等)は前もって文章にします。それをチャットウィンドウに書き込み、スクロールアップで見られるようにします。
Roleplaying will still be with voices, but if an NPC needs to communicate important information I will have it printed in text and display it the video. Difficult English words will have a Japanese translation. This should make the game easier to understand and require less verbal translation
Google Docs – Replay グーグルドックス−リプレイ
Quick: We will have a shared Replay document at Google Docs in English and Japanese. All players can participate in it's creation. When a chapter is done, we can post the Japanese and Proofed English on Mixi. Quick:英語&日本語のリプレイをグーグルドックス上でシェアします。プレーヤー全員が作成に参加出来ます。各チャプター終了後、日本語&校正済英語をmixiに載せます。
Usually a single player will take it upon themselves to write a replay of the game. For this game, I invite the players to collaborate together. I will create a Replay document that all members can edit.
For Replay posts I suggest the following:
* Japanese paragraph * Player English paragraph * GM Proofed English paragraph
For now, please do not delete anything someone else has written. Instead, offer your own point of view of the game. I will not be writing the Replay, but I will proofread English paragraphs so you can check your English. But first, try to help each other with English. After a week, we'll post the Replay on mixi so new players can see what is happening.
These are the things I want to change about the game for our next session. Please post feedback and suggestions here. I want this to be a great game for everyone! これらの点が、私がゲームについて次回のセッションで変更したいと思っているものです。 どうぞこちらにフィードバックや 提案を書き込んでください。皆さんにとって大変楽しいゲームにしたいです!
Thank you for Monday Night's session. I so enjoyed the game.
And I have to apologize that I couldn't explain game system well to other players. I realized that I had not understood the system when we start gaming.
New dice roller looks good! It looks so clear and we don't need calculations for dice rolls any more I think it will cut time for combat. Will you set new password on the next Monday night?
I think if you don't use "Magic Spell", it may better that change wizard's "basic attack" style. If he just beats creatures with his staff, wizard is too similar to fighter. I think that wizard's basic attack should be something associated with magic. How about say "It is not just a cane but but specialized weapon for you." Of course this is narrative expression, but if the game dosn't include "Magic Spell" facter, these expressions may compensate it.
I LOVE "Google Docs – Replay" concept Mostly I write replay by myself, and sometimes it becomes hard for me. If every players and GM involved in not only gameing but writing relpay, it will be so wonderful
You have done a lot to help get this game started. Thank you so much! Do not feel guilty if the system was hard to understand. That is my fault alone. Together, all the players will help make this a better game.
I think the password will be a vocabulary challenge at the start of the game. Poor English? No dice for you! I'm joking.
* In old D&D when a wizard attacks with his staff, it means he beats with it like a monk.
* In new D&D it means he shoots a magic missile from it.
In both cases it is a default attack but one looks pathetic while the other looks cool. I was assuming the new D&D style but I did not communicate that properly. Regardless, I agree with you and さかき-san. He should be able to use magic every encounter. I just have to find ways to make it balanced. I'm working on it. Using magic in a freeform system can get out of hand.
"You encounter a locked door" "I use an unlock spell"
"The king won't help the party" "I charm him"
"The goblins rush toward you and..." "I disintegrate them"
I tried to set a limit on uses per game on Monday, but that doesn't seem to be the solution. GURPS Supers had a good way to deal with magic. Most powers were specialized and cost 5-10 points per level. Magic was the most expensive power and cost 20 points. But, it could do anything! It is a weak, but very versatile skill.
Ultimately, all actions will come down to rolling a DC and getting a benefit or penalty. The stronger the benefit, the higher the DC and the penalty of failure. My job as DM is to make those balanced, clear and encourage creativity in the players tactics. So when using magic I think I will let spell casters have more options that other PCs but have higher DCs or weaker benefits. That might preserve game balance.
I'm glad to help on the Replay, but I want to read it from the player's point of view. I'll have a link to the file by the weekend.
This entry is good. That explain and clarify many of your concept.
BTW, I have a question about the table indicate combat options.
Under the each option, DC number and three lines of text.
The first line is description of the action.
Second is the number of hits we get.
And what is the third? That hit point loss will be took from the character who take action? Or, it decrease enemy's hit point?
My apologies for not answering before the game on Monday. As you experienced, I am not using the table. I decided that it is too limiting. We had many excellent ideas at the last game that I could not have predicted. Now the table is only an example of a typical combat.
The third line represents the "fail result". When a player fails their roll, they receive a penalty. That penalty is usually HP damage, but it can also be a negative modifier (i.e. -2 ATT). Since the players are only 1st level, the penalty was 1d6 damage. As encounters get more difficult that penalty will get more severe (usually an automatic hit by an enemy attack).