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On the CoC mention, I am pretty psyched that Greg Stolze is on board for the new, standalone Delta Green game. I find the design team as a whole pretty impressive but - with the release of some information on what the styles of play are to be - the concept of what could essentially be a 'street level' DG game with Greg Stolze contributing is something I'm really looking forward to.
Hallgerd fucked around with this message at 11:29 on Jan 15, 2012 |
# ? Jan 15, 2012 11:23 |
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# ? Jun 7, 2024 05:13 |
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How would you do a "street level" DG game when by definition any member of DG is at least in the military or works in a government office? That's like "street-level" Conspiracy X.
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# ? Jan 15, 2012 12:20 |
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Pope Guilty posted:How would you do a "street level" DG game when by definition any member of DG is at least in the military or works in a government office? That's like "street-level" Conspiracy X. Have the players get their orders from a DG member while being kept in the dark about what they're doing and who they are working for.
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# ? Jan 15, 2012 12:29 |
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Pope Guilty posted:How would you do a "street level" DG game when by definition any member of DG is at least in the military or works in a government office? That's like "street-level" Conspiracy X. Shane Ivey shared some information here: Shane Ivey posted:Our goal is to present several possible campaign frameworks for modern-day games, each with its own distinct themes of play and its own particular flavor of deadly paranoia. I see definite potential in #2 for a game of people brought into the work of Delta Green who are markedly unfamiliar with it (commencing from an initial exposure in-game, even), and who are working with or for people who might only have been recruited by independent ex-agents of the original Delta Green themselves. I think that could make for a pretty interesting game. Hallgerd fucked around with this message at 12:42 on Jan 15, 2012 |
# ? Jan 15, 2012 12:40 |
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Fittingly for the day, Greg weighs in:
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# ? Jan 18, 2012 17:28 |
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Maybe this belongs more in the gaming business thread, but really, his success with ransoms and selling physical copies of stuff he releases digitally for free is yet another argument for the modern ease of copyright violation being a business model problem rather than an enforcement problem.
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# ? Jan 18, 2012 18:04 |
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My friends and I are getting ready to start a wild talents game and we came upon something of a dilemma. What's to stop someone from taking 2 or 3 hard dice in each stat, pretty much guaranteeing success most rolls outside of combat, the basic perception checks, lockpicking, and anything else that can be done without a penalty? I'm not sure how to approach this.
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# ? Jan 22, 2012 03:00 |
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Nothing's really stopping them other than point costs. The rulebook itself tells you specifically how to make a completely invulnerable character, and then tells you that this is totally fine, because a clever GM will find ways to mess with 'em anyways (like putting them in a black hole). If you think it's gonna be a problem, try to have all the players make their characters, or at least the basic ideas, at the same time, so they can get a basic idea of what sort of characters to go for. Edit: To clarify, if someone takes 3HD in each stat as their character's 'power', that's really not much worse than someone taking 5HD of teleport matter with boosters on mass and range. One character wants to be generally good at everything, and one character wants to be able to teleport bulldozers onto people. It's all fun! I mean, WT is hard not to break. It's all about breaking it in a fun way.
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# ? Jan 22, 2012 03:10 |
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You could always just make some example powers to show what else you could with the 96 points it would take to get 2 hard dice in all six stats. Honestly, I see no reason to prevent it. I'd be just as tempted to give it to every super-hero character for free. e: I hate the black hole example. I'd much rather mess with an invulnerable character by showing how they're unable to stop threats to other people.
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# ? Jan 22, 2012 03:10 |
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Doc Hawkins posted:e: I hate the black hole example. I'd much rather mess with an invulnerable character by showing how they're unable to stop threats to other people. The black hole example is more poignant for people who don't realize their motivations and allegiances can be used against 'em to drain willpower. So destroying Immortalman's prized crochet hooks is completely viable, but the knowledge that your guy can still be Removed From Play if they're careless is more concrete.
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# ? Jan 22, 2012 03:15 |
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That's a very good point. Hate expunged!
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# ? Jan 22, 2012 03:23 |
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Capntastic posted:The black hole example is more poignant for people who don't realize their motivations and allegiances can be used against 'em to drain willpower. So destroying Immortalman's prized crochet hooks is completely viable, but the knowledge that your guy can still be Removed From Play if they're careless is more concrete. A very good point. I'm glad I can trust my players to not intentionally break the game. It seems like a really fun and fluid system.
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# ? Jan 22, 2012 03:41 |
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unzealous posted:My friends and I are getting ready to start a wild talents game and we came upon something of a dilemma. What's to stop someone from taking 2 or 3 hard dice in each stat, pretty much guaranteeing success most rolls outside of combat, the basic perception checks, lockpicking, and anything else that can be done without a penalty? I'm not sure how to approach this. Yeah, but they're still a person. They can't fly, have an innate ranged attack, resist mind control or magic, detect the invisible, breathe underwater, or survive in a vacuum for long to name a few examples. Enemies that can force them in those situations will whip them. Superhero games are very much a game of Rock Papers Scissors. There's no one power set that beats all others at all times. One other weakness for the 2 HD PC - he can't pull his punches well. If his body is over 5 total, he inflicts killing damage and it's going straight to the head and he can't convert those HD to normal dice - he uses all of them or none of them in an attack. I had a PC in my WT game inadvertently kill several bad guys due to his hyperstrength.
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# ? Jan 22, 2012 08:40 |
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clockworkjoe posted:I had a PC in my WT game inadvertently kill several bad guys due to his hyperstrength. And an air conditioning unit
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# ? Jan 24, 2012 05:08 |
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Just crack a window inst...no, wait!!!
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# ? Jan 24, 2012 05:12 |
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So I've been reading over the core Reign book and Heluso and Milonda is an extremely cool setting, especially the ghosts, demons and magic. I get the seasons but one of the mechanics I'm not quite sure of is the seas being at 90 degrees to the land and extending infinitely up in the air. How do sailors even exist? How do you sail from one continent to the other? I get that gravity changes on the ocean so sure you can go on a boat, but what's the point? Surely you just sail straight up to the sky forever?
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# ? Jan 30, 2012 23:30 |
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Doodmons posted:So I've been reading over the core Reign book and Heluso and Milonda is an extremely cool setting, especially the ghosts, demons and magic. I get the seasons but one of the mechanics I'm not quite sure of is the seas being at 90 degrees to the land and extending infinitely up in the air. How do sailors even exist? How do you sail from one continent to the other? I get that gravity changes on the ocean so sure you can go on a boat, but what's the point? Surely you just sail straight up to the sky forever? No, see, you sail across the ocean to the other continent! The ocean is a giant floating mass between the two continents. (I think. Or possibly it's just for fishing? The Ob-lob sailors are seen as weird.)
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# ? Jan 30, 2012 23:32 |
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Doodmons posted:So I've been reading over the core Reign book and Heluso and Milonda is an extremely cool setting, especially the ghosts, demons and magic. I get the seasons but one of the mechanics I'm not quite sure of is the seas being at 90 degrees to the land and extending infinitely up in the air. How do sailors even exist? How do you sail from one continent to the other? I get that gravity changes on the ocean so sure you can go on a boat, but what's the point? Surely you just sail straight up to the sky forever? See the image at http://www.gregstolze.com/reign/ it really makes it clear. If you sail outward, yeah, there's nothing there forever (at least that we know of). You can sail between Heluso and Milonda, however.
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# ? Jan 30, 2012 23:34 |
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Mors Rattus posted:No, see, you sail across the ocean to the other continent! The ocean is a giant floating mass between the two continents. (I think. Or possibly it's just for fishing? The Ob-lob sailors are seen as weird.) Yeah, the way I picture this, is given that you're always perpendicular to the ground, once you're near the ocean, forward will be this wall of ocean, but if you look "up", you'll see the opposite continent. Once you're sailing on the ocean, however, it's pretty much normal -- you see both continents on the horizons.
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# ? Jan 30, 2012 23:52 |
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The usefulness of boats doesn't need extensive geographical grounding to be explained: as in actual history, naval shipping is way faster than caravans.
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# ? Jan 31, 2012 00:04 |
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Stolzeists, I've started up a new REIGN GAME over at the PBP board, click on this link and make characters!: http://forums.somethingawful.com/showthread.php?threadid=3465995 It has DEMONS.
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# ? Feb 14, 2012 01:27 |
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children overboard posted:Stolzeists, I've started up a new REIGN GAME over at the PBP board, click on this link and make characters!: http://forums.somethingawful.com/showthread.php?threadid=3465995 It looks really cool, and you use the same XP modification I do!
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# ? Feb 14, 2012 04:44 |
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I'm reading through the REIGN Enchiridion in preparation for running a game in a few weeks, and there's one thing I can't find any explanation for. Why are some of the wound boxes on the character sheet greyed out?
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# ? Feb 14, 2012 11:22 |
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By default you just have the black dots (so 4 head wounds, 5 limb wounds etc), but if you take an advantage like Leather Hard (+1 wound boxes in each area) or if you morph into a centaur you may need extra boxes.
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# ? Feb 14, 2012 15:57 |
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Unkown Armies sounds awesome fun... but I'm broke. Hey, I'm only 2 surveys away from earning a $25 giftcard from Amazon; and that will just barely cover the paperback plus shipping! *Doublechecks to make sure the card is still up for graps* *Bangs out answers to inane questions about a bad movie and how Monster.com can improve it's stock price.* Alright, now to claim my pr... it's gone. Someone claimed the last giftcard in the time it to complete the surveys. Oh hey, a $25 Barnes and Nobles card, maybe that will work.... "Total with shipping: $26.75" : I blame you all. On a content related note: SurveyMancer! They fill out (mostly) online surveys, collecting points they can exchange on the site for things like gift-cards, bad magazine subscriptions, free coffee, cars, Linden B. Johnson's True Name, and dust of philosophers stone. ----- There's a factory in China that doesn't make any sound. You can see workers and machinery pounding away, making something that even the workers don't know what, but it's all silent. ----- Silent Hill: Homecomming's psychological profiling gimmick was weak and sucky... ...because the full version actualy cured the playtesters of their emotional hangups. Someone is keeping it suppressed and ordered the crappy gimmick to be built and slapped on in it's place, but rumors of the earlier build being on a few development disks persist. Moto42 fucked around with this message at 05:09 on Feb 16, 2012 |
# ? Feb 16, 2012 04:16 |
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The Price is Right is a valuable treasure for the Surveymancer. You begin as a mere respondant, then you move up to collector. Then, you start to make the surveys yourself. The Survey says....!
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# ? Mar 12, 2012 00:43 |
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Gerund posted:The Price is Right is a valuable treasure for the Surveymancer. You begin as a mere respondant, then you move up to collector. Then, you start to make the surveys yourself. You mean Family Feud. You know those random phone surveys that say you can win a trip to the Bahamas? Bogus, of course. They don't take you to the Bahamas, but they do take you to "Paradise"
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# ? Mar 12, 2012 02:02 |
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I'm looking to host a Wild Talent's campaign over IRC. I've already got two people who want to play, but I'd like to maybe get one or two more. So if you're interested, I've got PMs or you can get on SynIRC and go to #longislandflu, which is the room I created for the game. I'm usually around, so I'll probably be there to answer your questions. Here's the elevator pitch for the game I have planned: A mysterious virus has managed to kill nearly half of Long Island's population and the government has quarantined the island from the rest of the nation. But something strange has happened to a small percentage; they've developed strange and fantastic powers. The players are one of the lucky few to have developed such powers and they are left to become heroes, villains, or something in between.
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# ? Mar 12, 2012 22:14 |
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Icecream Jones posted:developed strange and fantastic powers. What sort of points level? I'm almost tempted.
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# ? Mar 13, 2012 09:26 |
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250 points to start out with, everyone gets a free dice in every stat, with a wiggle die in your native language (much like Reign).
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# ? Mar 13, 2012 15:03 |
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Oh, have you Wild Talents players ever wanted to know the breakdown for what you can get when you roll a certain number of dice? I came up with a program to calculate the probabilities of of rolling certain numbers and types of sets. This isn't a simulation. The program actually goes over every die combination. It only shows the width of each set because all the heights are interchangable. () is no sets rolled, for instance, and (2, 2) is two different sets of two rolled. code:
Perhaps I should see what happens when I add hard and wiggle dice. Zemyla fucked around with this message at 19:57 on Mar 16, 2012 |
# ? Mar 16, 2012 19:11 |
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I just interviewed Mr. Stolze in the new episode of RPPR http://slangdesign.com/rppr/2012/03/podcast-episode/rppr-episode-71-youve-got-wild-talents/
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# ? Mar 18, 2012 05:54 |
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Thread necromancy ahoy. I have an embarrassingly basic question and hope some people can help me out with this. I'm looking to run a quick game of UA but have very little experience with tabletop gaming - limited to a single campaign of homebrew retro D&D. The combat rules in UA seem straightforward enough, except for one thing: rules for positioning and movement. I'm used to having a battle mat and miniatures to represent each party member and opponent, and a designated number of spaces each character can move per round, etc. With UA I'm not really clear on what's going on. Do you use anything like that as a visual aid or just rely on verbal descriptions of what's going on in the battle? For example, let's say a cultist pulls a gun on you while you're standing a couple of meters away, and you want to run up to him and disarm him. Do you count running up to him as a noncombat action, which would take 2 rounds? Or is closing the gap included in the single combat action of attempting to disarm him? Does it depend on the character's Speed or other relevant skills?
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# ? Apr 13, 2012 16:55 |
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Yeah, UA is very much not set up for maps-and-miniatures style play. You're very much meant to describe the combat in terms of the dynamics between the participants rather than precise distances. UA rounds are like 3 seconds, right? So I'd say that a PC can easily cross a couple of metres and then do something as their action that round, or dedicate their action to sprinting to, iunno, add the tens digit of their Speed stat to the metres they can cross. Generally, I'd only make distance a factor when it's a factor in the situation; if someone's sniping at you and you want to close on them, if you're hopping between pieces of cover 20m apart, that sort of thing.
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# ? Apr 13, 2012 18:31 |
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I recall someone earlier in the thread describing UA as a Coen Brothers movie where everyone is in contact with magic. Now I am thinking of "True Grit" with obsessive wizards and other weirdness. I must make this reality.
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# ? Apr 18, 2012 07:51 |
InfiniteJesters posted:I recall someone earlier in the thread describing UA as a Coen Brothers movie where everyone is in contact with magic. My friend ran a Dark Tower game using UA, so it's doable. Town drunk is a dipso, gambler is an Entropomancer, slick merchant is a Merchant, etc. I'd play it. We're discussing Feng Shui in FATAL & Friends, and we've reached Stolze's contributions: http://forums.somethingawful.com/showthread.php?threadid=3421366&userid=0&perpage=40&pagenumber=226
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# ? May 12, 2012 05:30 |
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So I've been rewatching Ghost in the Shell and flipping through Wild Talents and I'm starting to think the two might go well together. Treat prosthetic bodies as having stats as being able to have stats above human norms (or maybe as Hyperstats?), user Miracles and Hyperskills to represent cybernetic advantages (e.g. cyberbrain hacking is just reskinned telepathy/puppeteering) and etc. How far off base might I be?
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# ? May 12, 2012 07:48 |
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ThreeStep posted:So I've been rewatching Ghost in the Shell and flipping through Wild Talents and I'm starting to think the two might go well together. Treat prosthetic bodies as having stats as being able to have stats above human norms (or maybe as Hyperstats?), user Miracles and Hyperskills to represent cybernetic advantages (e.g. cyberbrain hacking is just reskinned telepathy/puppeteering) and etc. How far off base might I be? That's pretty much what I'd do. Just use archetypes and stuff so people can 'buy' prosthetic bodies to unlock those abilities or whatever. Of course, Eclipse Phase might do some of the body switching type mechanics a lot better, but with some tweaking you can get WT to handle that pretty good.
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# ? May 12, 2012 08:32 |
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ThreeStep posted:So I've been rewatching Ghost in the Shell and flipping through Wild Talents and I'm starting to think the two might go well together. Treat prosthetic bodies as having stats as being able to have stats above human norms (or maybe as Hyperstats?), user Miracles and Hyperskills to represent cybernetic advantages (e.g. cyberbrain hacking is just reskinned telepathy/puppeteering) and etc. How far off base might I be? No. No. Eclipse Phase for this. Always Eclipse Phase.
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# ? May 12, 2012 10:12 |
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# ? Jun 7, 2024 05:13 |
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I feel like Eclipse Phase sort of falls short if you want to pull off some seriously ridiculous powers like controlling every stoplight in the city or puppeteering people at will. EP sort of has those abilities with whatever its "magic" plot device was, but you were still limited to specific sets of spells. WT would let you be far more flexible about coming up with some oddball poo poo, I think.
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# ? May 12, 2012 10:20 |