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spectralent posted:It's not even that I'm big on battletech but encyclopedic schematic diagrams of gundams and development timelines of the different universe suits are things I associate really strongly with the games. Exactly.
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# ? Oct 17, 2015 00:46 |
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# ? May 15, 2024 04:20 |
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spectralent posted:It's not even that I'm big on battletech but encyclopedic schematic diagrams of gundams and development timelines of the different universe suits are things I associate really strongly with the games. was thinking more Super Robot Wars shenanigans than anything https://www.youtube.com/watch?v=8gYohOCRN1c so overall less a focus on the nitty gritty and more on awesome asskicking
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# ? Oct 17, 2015 01:02 |
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Yeah, agonizing over giant robot statistics is what Mecha fans do, not what Mecha fiction does. Don't worry about bloody statistics.
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# ? Oct 17, 2015 01:18 |
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Galaga Galaxian posted:Yeah, agonizing over giant robot statistics is what Mecha fans do, not what Mecha fiction does. Don't worry about bloody statistics. Have you ever read a battletech book or played a mechwarrior game?
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# ? Oct 17, 2015 01:22 |
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Ok fine, Battletech. I'm talking about Japanese Mecha, which I thought was the focus of the conversation.
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# ? Oct 17, 2015 01:24 |
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Galaga Galaxian posted:Ok fine, Battletech. I'm talking about Japanese Mecha, which I thought was the focus of the conversation. Sure. I was talking about btech, because that's all the mecha I know.
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# ? Oct 17, 2015 01:26 |
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Yeah, but my point is as a mecha fan I am interested in the statistics, and saying "Don't be!" isn't really helping that. I'd want more than "a strong mech/a beautiful mech/a leader's mech" and maybe a +missiles tag, which is what AW is inevitably going to produce.
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# ? Oct 17, 2015 01:27 |
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Galaga Galaxian posted:Yeah, agonizing over giant robot statistics is what Mecha fans do, not what Mecha fiction does. Don't worry about bloody statistics. You know, the real robot genre of mecha fiction is pretty legit and a part of the appeal is the 'statistics'. Like, I wouldn't want a Patlabor game where the mechs are genericized by blandly implemented PbtA mechanics.
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# ? Oct 17, 2015 01:48 |
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Tulpa posted:You know, the real robot genre of mecha fiction is pretty legit and a part of the appeal is the 'statistics'. Like, I wouldn't want a Patlabor game where the mechs are genericized by blandly implemented PbtA mechanics. The real robot genre is cool and all but even there, there's a pretty sharp divide between the stuff that happens in the fiction and the stuff that goes on in indices, technical manuals, and the "customize your mech in the garage" part of Front Mission or Armored Core. Put another way, there are extensive tech manuals detailing every last rivet and weld of the Millennium Falcon and Jane's-esque guides to the weapons of the Star Wars universe, but a Star Wars game that focused extensively on gear porn and vehicle design I'd think that it was maybe missing the point a bit (and yeah, a lot of Star Wars RPGs do this to some degree, and it's usually not the strongest part of the game imo). I say this as someone who digs some giant robots, but *World wouldn't be my first choice for something to scratch the Front Mission itch, for that I'd want something more akin to 4E. Kai Tave fucked around with this message at 04:13 on Oct 17, 2015 |
# ? Oct 17, 2015 03:20 |
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It seems pretty perfect for the Super Powered Mecha style though. Since that's very similar to super hero stuff in my limited experience.
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# ? Oct 17, 2015 03:33 |
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DemonMage posted:It seems pretty perfect for the Super Powered Mecha style though. Since that's very similar to super hero stuff in my limited experience. Playbooks: The Leg, The Arm, The Torso, The Add-On
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# ? Oct 17, 2015 03:54 |
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Mister Olympus posted:Playbooks: The Leg, The Arm, The Torso, The Add-On "...and I'll form the head!"
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# ? Oct 17, 2015 04:37 |
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The core part of the rules of PBTA for me isn't 2d6 plus the stat, but the breaking up of rules into moves that have precise fictional triggers and interesting choices about the consequences. I'm messing around with a d6 dice pool mechanic, where you roll a number of dice depending on tag and fictional positioning, and each success against the target number lets you choose an option from the moves list. This could work for people interested in building their mechs fit certain purposes.
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# ? Oct 17, 2015 11:28 |
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I'd suggest checking out John Harper's The Regiment: Colonial Marines for ideas, it's already got gear porn, interesting twists on standard PbtA mechanics and a dice pool system in addition to 2d6+stat rolls.
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# ? Oct 17, 2015 12:42 |
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Was struck by inspiration yesterday and released a 12 page Masks supplement, In 400 Miles: Turn Left. Primarily for teen supers, but useful for any road trip game.
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# ? Oct 17, 2015 19:35 |
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Golden Bee posted:Was struck by inspiration yesterday and released a 12 page Masks supplement, In 400 Miles: Turn Left. It's really awesome.
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# ? Oct 17, 2015 19:36 |
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I had seen The Reg the other day but it has a similar issue of not being what I really expect from it. I like Death Moves though. EDIT: Wait a sec, I thought The Regiment was WW2 Movie World, not Aliens World? spectralent fucked around with this message at 20:40 on Oct 17, 2015 |
# ? Oct 17, 2015 20:28 |
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spectralent posted:I had seen The Reg the other day but it has a similar issue of not being what I really expect from it. I like Death Moves though. Its the former, with a semi hack to do the latter.
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# ? Oct 17, 2015 20:42 |
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Souls of Steel might be what some of you are looking for. Still in dev, though.
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# ? Oct 17, 2015 21:36 |
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Luminous Obscurity posted:Souls of Steel might be what some of you are looking for. Still in dev, though. How have I never come across this before? This is sooo up my alley.
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# ? Oct 17, 2015 21:54 |
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"Mecha PbtA" has exactly the same issues as "superhero PbtA", as a quick look-see over this thread should reveal. The real/super distinction won't cut it, because the genres are so ridiculously broad. You could maybe get away with an "eighties Gundam" game, maybe. That said, I think SRW might actually work — but only if you made the game revolve around people constantly running into weird new people from different worlds and just going along with it as if it's no big deal. And also inside jokes. But imagine a superhero game about the Infinite Crisis.
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# ? Oct 18, 2015 01:06 |
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Error 404 posted:Sure. I was talking about btech, because that's all the mecha I know. Battletech supremacy
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# ? Oct 18, 2015 19:15 |
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Captain Foo posted:Battletech supremacy, Quiaff? Ftfy
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# ? Oct 18, 2015 19:19 |
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Error 404 posted:Ftfy Dirty clanner!
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# ? Oct 18, 2015 19:20 |
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Captain Foo posted:Dirty clanner! Ghost Bear 4 Lyfe
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# ? Oct 18, 2015 19:25 |
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Absolutely loving impulse drive, I would so run a game or play in a heartbeat. The only thing I'm not 100% grasping is how calamity works.
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# ? Oct 21, 2015 15:21 |
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What are you not understanding about it specifically? They're big permanent things that happen to your character. Staring Into The Abyss can cause a Calamity. The final Calamity is Death. Each playbook has it's own list of Calamities. Mutually exclusive: You can trade any number of incoming Harm for 1 permanent Calamity instead if you want. You can trade a Calamity for 1 Harm. [Edit] Also under the heading of Inspired by PbtA we have Headspace, which is a take on a Cyberpunk future. It's less inspired by Shadowrun and more by Cyberpunk 2020, system wise it's heavily inspired by PbtA games. Adam Koebel is doing a cool setting stretch goal for it. And it sounds really interesting. The main gimmick is that your team is connected via a Headspace, a shared consciousness mindnet thing (with no Off switch), that lets you share skills, but also means you share emotions and such too, even in death a lingering part of consciousness persists. So you have both interesting mechanical and story benefits from it. Playbooks: The Handler, Infiltrator, Ronin, Runner, Tech, Whitecoat DemonMage fucked around with this message at 21:29 on Oct 21, 2015 |
# ? Oct 21, 2015 21:18 |
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Fenarisk posted:Absolutely loving impulse drive, I would so run a game or play in a heartbeat. The only thing I'm not 100% grasping is how calamity works. "Things I'm not sure on" is actually really great feedback! Could you elaborate on what's unclear or doesn't feel like it flows? The intent of calamity is that it's long term progression of character collecting fictional hardships and trials, and their change. It's also a bit of a resource sink for those that want to spend advances to remove calamity and keep playing a character. Starting out, players are optimistic and carefree about marking calamity since you get advances, but it quickly becomes a tough choice when you only have a handful left. The characters luck is running out, they only have a few chances left. I do feel that some of the choices aren't very evocative or interesting at the moment, and sometimes no choices fit the situation.
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# ? Oct 21, 2015 23:22 |
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The way it's written/phrased makes it seem like marking all calamity boxes actually takes away a calamity rather than adding one.quote:When you are instructed by a move or the SM to mark off Calamity, choose a Calamity that fits, describe how it affects I would think it makes more sense that as you fill calamity, you GAIN actual calamities, rather than the calamity track being something that as it increases it takes away calamities. It just feels slightly counter intuitive in its execution for a super cool idea.
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# ? Oct 22, 2015 01:41 |
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DemonMage posted:[Edit] Also under the heading of Inspired by PbtA we have Headspace, which is a take on a Cyberpunk future. It's less inspired by Shadowrun and more by Cyberpunk 2020, system wise it's heavily inspired by PbtA games. Adam Koebel is doing a cool setting stretch goal for it. And it sounds really interesting. The main gimmick is that your team is connected via a Headspace, a shared consciousness mindnet thing (with no Off switch), that lets you share skills, but also means you share emotions and such too, even in death a lingering part of consciousness persists. So you have both interesting mechanical and story benefits from it. That's a cool sounding premise but man is that art awful.
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# ? Oct 22, 2015 01:51 |
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Kai Tave posted:That's a cool sounding premise but man is that art awful. Yeah, I originally thought the CTRL+ALT+DEL guy was behind it at first since I think that's his "style."
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# ? Oct 22, 2015 02:11 |
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Not everybody has an art budget! He shouted self-consciously at the thread.
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# ? Oct 22, 2015 02:17 |
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^^^Yeah I know, good art ain't cheap, and I also know the adage about judging a book by its interior art, but on the other hand I present to you R. Talsorian's Cyberpunk v3.Covok posted:Yeah, I originally thought the CTRL+ALT+DEL guy was behind it at first since I think that's his "style." It's like Ctrl+Alt+Del crossed with the guy who does Penny Arcade. I mean, it's not literally the worst art ever (they could have gone with John Kovalic) but it's definitely very "internet gaming webcomic" which isn't the first place my mind goes when I think dystopian cyberpunk thriller.
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# ? Oct 22, 2015 02:17 |
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Error 404 posted:Not everybody has an art budget! He shouted self-consciously at the thread. Trust me, if there is anyone who knows that, it's me: the public domain/creative commons or nothing dev.
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# ? Oct 22, 2015 02:18 |
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Finally, a cyberpunk game in pbta! HAMISH, THROW THIS IN THE PILE!
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# ? Oct 22, 2015 03:34 |
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Fenarisk posted:The way it's written/phrased makes it seem like marking all calamity boxes actually takes away a calamity rather than adding one. Ah yes I see the confusion now. The biggest problem with writing a game is it's hard to know what's obvious and clear to people that aren't you. I like your idea a lot actually. It would certainly extend the longevity of characters if they only marked something on the Calamity list when they made 5 marks on a calamity track. That may place the doom of the final choice far in the distance, but it may also allow me to remove a lot of chaff from the Calamity lists and make them more evocative. It would also remove the option of spending Advances to remove Calamity. Something I'm also fine with. With that change, I would say that you only take an Advance if you mark something on the Calamity list. I'll have to try writing this up when I get home!
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# ? Oct 22, 2015 04:59 |
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madadric posted:Ah yes I see the confusion now. The biggest problem with writing a game is it's hard to know what's obvious and clear to people that aren't you. Since I had some time at work, I drafted up these alternate Harm rules. Calamity is now permanent, so characters have a definite arc they progress along. It takes a total of 50 points of Calamity to hit that point though, so hopefully it will provide some urgency but not cut characters off before they're done. The longevity of character can be increased or decreased by changing the length of the Calamity track. The Calamity options listed here are the basic frame on which I'll make custom ones for the Archetypes. The only thing I'm not sure on is the issue around players potentially getting two advances if they take something off the Calamity list and then make a Foible based on it. Harm When you are directed by a move or the SM to mark Harm, for each Harm you receive, mark off one check in one of the Harm options. [ ] [ ] I’m Scratched and Bruised: You’re a bit banged up, but it’s nothing serious. Can be healed by First Aid, or 10 minutes of rest. [ ] I’m Rattled: You’re shaken and shocked, you have Disadvantage ongoing to any rolls that require concentration or confidence. Can be healed by Gathering your wits, First Aid, or 10 minutes of rest. [ ] I’m Badly Injured: You have severe bleeding or broken bones, you have Disadvantage to any roll requiring physical exertion for each check. Can be healed by 2 Days of treatment. [ ] I’m Knocked out: You’ve been knocked unconscious and can’t move, act, or even see anything. Can be healed by First Aid, 1 Day of rest, or 1 Day of treatment. [ ] I can’t go on: Your journey is over, you pass away, unmourned and unnoticed by the vast black of space. Substitute Harm When you are directed by a move or the SM to mark Harm, you may exchange it, 1 for 1, for checks in the Calamity track. When you are directed by a move or the SM to mark Calamity, you may exchange it, 1 for 1, for Harm. Calamity Calamity Track: [ ] [ ] [ ] [ ] [ ] When you are directed by a move or the SM to mark Calamity, fill in the appropriate amount of checks on the Calamity track. When the Calamity track is full, erase all checks and mark off one item in the Calamity list and describe the fictional consequences mentioned in your choice. When you mark an item in the Calamity list, take an Advance. [ ] You lose something important to you. [ ] You share a story of a painful or meaningful moment from your past. [ ] You sabotage a connection or relationship with your actions. [ ] You are forced to make a tough decision between desire and prudence. [ ] Something from your past comes back to cause trouble, write a Foible describing it. [ ] You reveal a weakness or flaw, write a Foible describing it. [ ] You are marked or scarred by your experiences, write a Foible describing it. [ ] You are marked or scarred by your experiences, write a Foible describing it. [ ] You are marked or scarred by your experiences, write a Foible describing it. [ ] Embrace death and face your final destiny.
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# ? Oct 22, 2015 06:14 |
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I'm just getting into this, but after reading/playing DW and then reading the AW book, it seems like there's alot more to AW than DW
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# ? Oct 22, 2015 06:28 |
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Banana Man posted:I'm just getting into this, but after reading/playing DW and then reading the AW book, it seems like there's alot more to AW than DW Yeah, I've never been into Dungeon World. Narrative-driven doesn't really do it for me with heroic/action fantasy. Fellowship does a much better job using the system's strengths for the party on a quest premise. PbtA isn't my go-to, and I think too many designers try to shoehorn games that don't fit into it, but the system works really well for games where drama is king. Speaking of which, in regard to MechWorld chat, I would think you'd want to emulate something like Evangelion or Macross versus the settings being tossed about in the thread. You could do something like give your harm clock and combat moves to the mech (possibly have mechs broken down into their major parts/sections with a pool of moves to choose from for each specific section) and your social moves and stats to the pilot. Maybe add a commander and dispatcher playbook with moves that affect missions and battlefield conditions, respectively, in lieu of having a mech. Or a mechanic, who can give other players more permanent mech moves or change them out. I'm just spitballing on that one, though.
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# ? Oct 22, 2015 08:06 |
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# ? May 15, 2024 04:20 |
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Hey folks, update on Magehack. Not dead, but I've hit a major spike in demand from work. I'll have to put off any updates to the current draft until late December.
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# ? Oct 22, 2015 08:13 |