Sneakers was an urban-based adventure taking place in my Homebrew city.
From what I can remember the 'Code Breaker' was a 'Spellbook Breaker' anyone who has access to a spellbook can read it and cast spells regardless if you are a magic-user or caster level using this device. So a first-level fighter could cast "Power Word Kill" if they found the spell in a spellbook.
From that point, I took the movie, (I bought a previously viewed VHS copy from blockbuster, plus I had the novelization for dialogue) and broke the acts down into location-based encounters. I know I had the break in to get the device via sewer system or they could talk their way through the "front door" of the villa it was located in. I know I had the Russian consulate scene as well as the break-in to 'Cosmo's Office building which was a castle in this case.
I think there was more to the game but I cannot recall much since this was at least 25+ years ago. What I can remember was the game was heavy RP which led to much more dynamic gameplay as there were less combat and most skill rolls.
Never not even once - now if you excuse me I have to get back to penning my 100% original campaign material about a group of heroes that are randomly coming across eternal stones of power and a villain that wants to use them to wipe out large amounts of life to save the world from itself
Oh, I like that. Can I steal it for my own game?
How dare you try and plagiarise my completely original and unique content!
Fine! If my game becomes popular you can have a portion of the movie rights.
WHAT? Oh, wait, I'm not into plagiarizing. I guess I'm going to have to go back and work on my Time Traveling Heist game where the party needs these super Ioun Stones from various points in history to defeat this near god-like purple worm and its army of Carrion Crawlers.
I"m thinking Sneakers would add an interesting device, so to speak, to implement the vast redistribution of wealth possible in Dragonheist.
Oh, a vault breaker device something that can get past any lock, trap, magical, etc. Then the party goes all Robinhood with the money but that leads to the patron who paid to have the device crested go after them.
What I can remember was the game was heavy RP which led to much more dynamic gameplay as there were less combat and most skill rolls.
That’s generally how my group plays, so I am well familiar with that outcome.
I like that adaptation as you described. Do you remember if you got to do the sound analysis that led to the cocktail party by the river? Or if one of the PCs have to go on a date to get someone’s voice to verify? (Sorry, I love that movie.)
Novels work because the author controls the behavior of all the characters; you can't emulate a novel in an RPG because you don't control all the characters.
I"m thinking Sneakers would add an interesting device, so to speak, to implement the vast redistribution of wealth possible in Dragonheist.
Oh, a vault breaker device something that can get past any lock, trap, magical, etc. Then the party goes all Robinhood with the money but that leads to the patron who paid to have the device crested go after them.
Kinda. It breaks the vault but afterwards there's no record of there ever being anything in the vault in the first place and yeah, suddenly all sorts of do gooder folks are flushed with coin with no idea how they got it. I'm actually thinking this is something Mammon devised for different purposes (accurate accounting, trading information, etc).
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Jander Sunstar is the thinking person's Drizzt, fight me.
Modern campaigns lack the customizability of prior editions and honestly wish they had a plot line for their campaigns or each chapter having a summary and where the plot hooks go for the DM. The coolest thing they could do was some modular adventures with summaries in the beginning of each chapter for the DM. I wish there was play test within wizards of the coast that didn't involve people who helped write it so that they would be able to get questions raised and fixed prior to print. Running a campaign is great to learn but understand unless you read and memorize that it's just a start point for you to change based on what players do. I find roll tables help alot when I DM. I am a jr DM at a server of 2,000 players. We run homebrew content but we do use the races, feats, backgrounds, items and spells raw. Rules are raw. We even include content from prior editions which I would love for them to do. Who on us doesn't want spelljammer for 5e? Who doesn't want the monster races of earlier editions that players could be or the demigods module and have them given another polish to play? If you want to run something from a book cause I was asked to help do one I had to explain the issues presented here. It won't follow the story exactly cause dice rolls. I can break each chapter into mini modules and run it sandbox style where you can run amok with combats and dice rolls in the world your in but it's not gonna be exact. If you want exact my cold answer is instead film a fan fic of you acting it out or write yourself into it with fan fic. If you want to be there like a game where your helping the plot of the main character you can still do your own stuff then help the main character of a game more easily. I would love to run a witcher campaign if only to have an excuse to have Dandelion sing toss a coin to your witcher every chance I get and give out inspiration for singing with me. Do keep in mind what your character back stories are and classes. That way they get drawn into the main story better cause it fits in what motivates and drives them. Make a note of characters that get spoken over or seem to fade and pointedly ask. Just cause they're shy or polite doesn't mean they shouldn't get their chance to shine and feel the power of being a dnd character. I know people who barely whispered on voice calls become group leaders solely cause they got taught they matter. The whole goal of role play is to try something different and to build friendships that last beyond the game. I am lucky to make friends on international servers because of dnd. I would keep notes as you go through the session of important events or player choices just little bullet notes cause it's faster to help speed up your end game recording so you can plan for the next game and have stuff in prior games reappear based on their choices really makes the story relevant. I started with story collab role play instead of dice rolls so it was mostly just learning the dnd rules and lore for me. The biggest thing with a book is take it and make notes of pages you need and anything you didn't notice at the first read through that you weren't sure about and check it. If you plan to run a module instead of make your own watch a recorded campaign for that module. So if you run curse of Strahd you can see how theirs goes. Make notes of where your players are headed and watch that part. Web DM is an excellent resource also on youtube as is dungeon dudes. They explain things very well and cover things that might not be as easy to understand if you didn't grow up with dnd. Mr rexx I may have his name wrong covers everything in current editions and lore from prior to better understand the creatures and deities of dnd. Tons of homework will make things run smoothly. On your DMs shield screen keep notes of their characters sheet and sticky note them with anything important like initiative order or condition. You will find it gets easier. I use dice bots for monsters but real dice for the randoms so They decide faster even when sometimes nothing happens. Cause literally a Nat 20 on a dice roll table is nothing bad happens. Nat 1 is an encounter. Other stuff may be a person met or things found. No matter what you decide we are here for you and wish you much fun and the rush of a win, the laughter at failure, and the glory of watching your players grow as people not just players from the game we all love. ~ Jr DM Nixie.
Modern campaigns lack the customizability of prior editions and honestly wish they had a plot line for their campaigns or each chapter having a summary and where the plot hooks go for the DM. The coolest thing they could do was some modular adventures with summaries in the beginning of each chapter for the DM. I wish there was play test within wizards of the coast that didn't involve people who helped write it so that they would be able to get questions raised and fixed prior to print. Running a campaign is great to learn but understand unless you read and memorize that it's just a start point for you to change based on what players do. I find roll tables help alot when I DM. I am a jr DM at a server of 2,000 players. We run homebrew content but we do use the races, feats, backgrounds, items and spells raw. Rules are raw. We even include content from prior editions which I would love for them to do. Who on us doesn't want spelljammer for 5e? Who doesn't want the monster races of earlier editions that players could be or the demigods module and have them given another polish to play? If you want to run something from a book cause I was asked to help do one I had to explain the issues presented here. It won't follow the story exactly cause dice rolls. I can break each chapter into mini modules and run it sandbox style where you can run amok with combats and dice rolls in the world your in but it's not gonna be exact. If you want exact my cold answer is instead film a fan fic of you acting it out or write yourself into it with fan fic. If you want to be there like a game where your helping the plot of the main character you can still do your own stuff then help the main character of a game more easily. I would love to run a witcher campaign if only to have an excuse to have Dandelion sing toss a coin to your witcher every chance I get and give out inspiration for singing with me. Do keep in mind what your character back stories are and classes. That way they get drawn into the main story better cause it fits in what motivates and drives them. Make a note of characters that get spoken over or seem to fade and pointedly ask. Just cause they're shy or polite doesn't mean they shouldn't get their chance to shine and feel the power of being a dnd character. I know people who barely whispered on voice calls become group leaders solely cause they got taught they matter. The whole goal of role play is to try something different and to build friendships that last beyond the game. I am lucky to make friends on international servers because of dnd. I would keep notes as you go through the session of important events or player choices just little bullet notes cause it's faster to help speed up your end game recording so you can plan for the next game and have stuff in prior games reappear based on their choices really makes the story relevant. I started with story collab role play instead of dice rolls so it was mostly just learning the dnd rules and lore for me. The biggest thing with a book is take it and make notes of pages you need and anything you didn't notice at the first read through that you weren't sure about and check it. If you plan to run a module instead of make your own watch a recorded campaign for that module. So if you run curse of Strahd you can see how theirs goes. Make notes of where your players are headed and watch that part. Web DM is an excellent resource also on youtube as is dungeon dudes. They explain things very well and cover things that might not be as easy to understand if you didn't grow up with dnd. Mr rexx I may have his name wrong covers everything in current editions and lore from prior to better understand the creatures and deities of dnd. Tons of homework will make things run smoothly. On your DMs shield screen keep notes of their characters sheet and sticky note them with anything important like initiative order or condition. You will find it gets easier. I use dice bots for monsters but real dice for the randoms so They decide faster even when sometimes nothing happens. Cause literally a Nat 20 on a dice roll table is nothing bad happens. Nat 1 is an encounter. Other stuff may be a person met or things found. No matter what you decide we are here for you and wish you much fun and the rush of a win, the laughter at failure, and the glory of watching your players grow as people not just players from the game we all love. ~ Jr DM Nixie.
Can you use paragraphs to make this readable please?
The block of text isn't that coherent and not really on topic at all. It actually looks like an exercise in Machine Learning where someone is trying to create a bot to interact on a message board, and not doing a good job of it.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
this varies on the book(S) and how well the players know of the story. And how they buy in. I have ripped off "Cujo" successfully. I have played in Buffy the Musical. Just be prepared to toss it if the players get bored.
This is such an interesting question because while I generally avoid retelling stories from books or movies, I have run campaigns in established settings like Middle Earth. Lots of RPGs are created specifically to support such settings. I know Harry Potter is an interesting exception. Of course you can still set your campaign there, but I would recommend that you focus on stories outside of the narrative. For instance, your PCs could be classmates with Harry and have their own adventures and still participate in major events like the Battle of Hogwarts.
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Dude it was a joke - that’s infinity war
Yeah, that's why it's funny =)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Sneakers was an urban-based adventure taking place in my Homebrew city.
From what I can remember the 'Code Breaker' was a 'Spellbook Breaker' anyone who has access to a spellbook can read it and cast spells regardless if you are a magic-user or caster level using this device. So a first-level fighter could cast "Power Word Kill" if they found the spell in a spellbook.
From that point, I took the movie, (I bought a previously viewed VHS copy from blockbuster, plus I had the novelization for dialogue) and broke the acts down into location-based encounters. I know I had the break in to get the device via sewer system or they could talk their way through the "front door" of the villa it was located in. I know I had the Russian consulate scene as well as the break-in to 'Cosmo's Office building which was a castle in this case.
I think there was more to the game but I cannot recall much since this was at least 25+ years ago. What I can remember was the game was heavy RP which led to much more dynamic gameplay as there were less combat and most skill rolls.
Fine! If my game becomes popular you can have a portion of the movie rights.
WHAT? Oh, wait, I'm not into plagiarizing. I guess I'm going to have to go back and work on my Time Traveling Heist game where the party needs these super Ioun Stones from various points in history to defeat this near god-like purple worm and its army of Carrion Crawlers.
I"m thinking Sneakers would add an interesting device, so to speak, to implement the vast redistribution of wealth possible in Dragonheist.
Jander Sunstar is the thinking person's Drizzt, fight me.
Oh, a vault breaker device something that can get past any lock, trap, magical, etc. Then the party goes all Robinhood with the money but that leads to the patron who paid to have the device crested go after them.
That’s generally how my group plays, so I am well familiar with that outcome.
I like that adaptation as you described. Do you remember if you got to do the sound analysis that led to the cocktail party by the river? Or if one of the PCs have to go on a date to get someone’s voice to verify? (Sorry, I love that movie.)
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QFT. No plan survives contact with players.
It does if you have the set of players who have the mind-set that the story is everything - so they expect all PCs to follow the plot set by the DM.
Kinda. It breaks the vault but afterwards there's no record of there ever being anything in the vault in the first place and yeah, suddenly all sorts of do gooder folks are flushed with coin with no idea how they got it. I'm actually thinking this is something Mammon devised for different purposes (accurate accounting, trading information, etc).
Jander Sunstar is the thinking person's Drizzt, fight me.
Modern campaigns lack the customizability of prior editions and honestly wish they had a plot line for their campaigns or each chapter having a summary and where the plot hooks go for the DM. The coolest thing they could do was some modular adventures with summaries in the beginning of each chapter for the DM. I wish there was play test within wizards of the coast that didn't involve people who helped write it so that they would be able to get questions raised and fixed prior to print. Running a campaign is great to learn but understand unless you read and memorize that it's just a start point for you to change based on what players do. I find roll tables help alot when I DM. I am a jr DM at a server of 2,000 players. We run homebrew content but we do use the races, feats, backgrounds, items and spells raw. Rules are raw. We even include content from prior editions which I would love for them to do. Who on us doesn't want spelljammer for 5e? Who doesn't want the monster races of earlier editions that players could be or the demigods module and have them given another polish to play? If you want to run something from a book cause I was asked to help do one I had to explain the issues presented here. It won't follow the story exactly cause dice rolls. I can break each chapter into mini modules and run it sandbox style where you can run amok with combats and dice rolls in the world your in but it's not gonna be exact. If you want exact my cold answer is instead film a fan fic of you acting it out or write yourself into it with fan fic. If you want to be there like a game where your helping the plot of the main character you can still do your own stuff then help the main character of a game more easily. I would love to run a witcher campaign if only to have an excuse to have Dandelion sing toss a coin to your witcher every chance I get and give out inspiration for singing with me. Do keep in mind what your character back stories are and classes. That way they get drawn into the main story better cause it fits in what motivates and drives them. Make a note of characters that get spoken over or seem to fade and pointedly ask. Just cause they're shy or polite doesn't mean they shouldn't get their chance to shine and feel the power of being a dnd character. I know people who barely whispered on voice calls become group leaders solely cause they got taught they matter. The whole goal of role play is to try something different and to build friendships that last beyond the game. I am lucky to make friends on international servers because of dnd. I would keep notes as you go through the session of important events or player choices just little bullet notes cause it's faster to help speed up your end game recording so you can plan for the next game and have stuff in prior games reappear based on their choices really makes the story relevant. I started with story collab role play instead of dice rolls so it was mostly just learning the dnd rules and lore for me. The biggest thing with a book is take it and make notes of pages you need and anything you didn't notice at the first read through that you weren't sure about and check it. If you plan to run a module instead of make your own watch a recorded campaign for that module. So if you run curse of Strahd you can see how theirs goes. Make notes of where your players are headed and watch that part. Web DM is an excellent resource also on youtube as is dungeon dudes. They explain things very well and cover things that might not be as easy to understand if you didn't grow up with dnd. Mr rexx I may have his name wrong covers everything in current editions and lore from prior to better understand the creatures and deities of dnd. Tons of homework will make things run smoothly. On your DMs shield screen keep notes of their characters sheet and sticky note them with anything important like initiative order or condition. You will find it gets easier. I use dice bots for monsters but real dice for the randoms so They decide faster even when sometimes nothing happens. Cause literally a Nat 20 on a dice roll table is nothing bad happens. Nat 1 is an encounter. Other stuff may be a person met or things found. No matter what you decide we are here for you and wish you much fun and the rush of a win, the laughter at failure, and the glory of watching your players grow as people not just players from the game we all love. ~ Jr DM Nixie.
Can you use paragraphs to make this readable please?
The block of text isn't that coherent and not really on topic at all. It actually looks like an exercise in Machine Learning where someone is trying to create a bot to interact on a message board, and not doing a good job of it.
Jander Sunstar is the thinking person's Drizzt, fight me.
this varies on the book(S) and how well the players know of the story. And how they buy in. I have ripped off "Cujo" successfully. I have played in Buffy the Musical. Just be prepared to toss it if the players get bored.
No Gaming is Better than Bad Gaming.
This is such an interesting question because while I generally avoid retelling stories from books or movies, I have run campaigns in established settings like Middle Earth. Lots of RPGs are created specifically to support such settings. I know Harry Potter is an interesting exception. Of course you can still set your campaign there, but I would recommend that you focus on stories outside of the narrative. For instance, your PCs could be classmates with Harry and have their own adventures and still participate in major events like the Battle of Hogwarts.