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Covok posted:So I need enough for every player to get 3 and still have options. So, like 25? Oh, man, no; work with your players, ask them what they want to be doing and write it with them. Ideally you get to a point where your players write their own quests; it's the total opposite of the Promethean "GM writes personal quests they hope the PC will like" structure, it's about players giving you the list of cool stuff they want to see and be involved in.
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# ? Oct 27, 2015 02:30 |
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# ? May 11, 2024 09:38 |
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spectralent posted:Oh, man, no; work with your players, ask them what they want to be doing and write it with them. Ideally you get to a point where your players write their own quests; it's the total opposite of the Promethean "GM writes personal quests they hope the PC will like" structure, it's about players giving you the list of cool stuff they want to see and be involved in. Oh, thank God. That makes my job a lot, lot easier.
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# ? Oct 27, 2015 02:47 |
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Thinking about it, for a game of Exigents, it might more sense to do Adventure Fantasy, maybe. Like, they're Exalted, but they are much weaker than even Dragon-Blooded. They are made from little gods and can vary greatly in power. Like, if they ran into things of Solar level affair or even Dragon-Blooded affair, they could do the (Being In) Trouble action. So, to anyone interested, likely going to be Adventure Fantasy. Will likely post up the recruitment thread soon.
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# ? Oct 27, 2015 02:51 |
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Being powerful doesn't stop you from needing to take the (be in) Trouble Action, but you're probably right that it's the best choice for Exalted.
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# ? Oct 27, 2015 03:09 |
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Rand Brittain posted:Being powerful doesn't stop you from needing to take the (be in) Trouble Action, but you're probably right that it's the best choice for Exalted. Yeah, more I think about it, Epic Fantasy is more like Nobilis than Exalted.
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# ? Oct 27, 2015 03:14 |
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Covok posted:Yeah, more I think about it, Epic Fantasy is more like Nobilis than Exalted. Note that Trouble actions are the only real difference between the two genres, and also that characters on Frantic arcs have access to Trouble whenever they want it, anyway.
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# ? Oct 27, 2015 03:22 |
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I should mention I went through with the idea for any of you who may be interested.
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# ? Oct 27, 2015 05:08 |
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A question has come up in the game that Covok is hosting, and I thought I'd ask here. It says on the manual that you are supposed to start off a Miraculous character with two Perks. Problem is, Perks seem to cover basically everything from Tricks to Superior Skills to Magical ones. How do you establish what is acceptable and what isn't? Is it just HG fiat?
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# ? Oct 30, 2015 12:31 |
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paradoxGentleman posted:A question has come up in the game that Covok is hosting, and I thought I'd ask here. HG and player fiat working together, really. IIRC the assumption is that you've already completed two arcs - you can always look at the suggested rewards for those arcs in the corebook and pick one that seems appropriate.
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# ? Oct 30, 2015 12:48 |
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Uh. We are playing as Arc 0 characters, so I guess we should not have access to those Perks then?
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# ? Oct 30, 2015 12:53 |
On p59 Moran talks about even mortal characters potentially starting with up to 8 perks. I really think it's up to the players and HG to work it out. So Covok--are characters starting with two free Perks, none at all, or what?
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# ? Oct 30, 2015 12:57 |
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I'd like at least one, since Keeper of Gardens doesn't work without the It's Like A Home To Me perk.
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# ? Oct 30, 2015 12:59 |
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Just pick some that sound nice, yeah. (Even the characters in GMD start with a few Perks to taste, like Chuubo's Ordinary.)
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# ? Oct 30, 2015 13:53 |
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The Chuubo corebook is on sale today at DriveThru for $9.99 if you've been thinking about picking it up.
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# ? Nov 30, 2015 15:27 |
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i still want to play this someday i just don't see it happening any time soon somebody made a post a while back about fitting conan (the barbarian) into a pastoral game once and i can't find it anywhere, any idea where it is?
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# ? Feb 8, 2016 19:44 |
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This week, I got back the full draft layout of Glass-Maker's Dragon, so progress is happening.
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# ? Feb 16, 2016 17:15 |
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Tollymain posted:i still want to play this someday i just don't see it happening any time soon This one? http://forums.somethingawful.com/showthread.php?threadid=3541519&userid=0&perpage=40&pagenumber=58#post446410858 It was a good post.
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# ? Feb 16, 2016 22:51 |
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So, how do you know if you succeeded or failed at something?
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# ? Mar 14, 2016 23:03 |
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Covok posted:So, how do you know if you succeeded or failed at something? You're entitled to whatever your Intention level gets you. Beyond that, it's essentially up the the HG to determine in terms of how difficult the task is. So, a level 1 Intention is basically just "you definitely did something and not nothing" which is still probably enough to like, open a door that isn't locked, or make an okay sandwich. Level 2 lets you please yourself, so you can make a sandwich you think is good. Level 3 lets you know that you're going to make the sandwich "correctly" for some version of "correct." Level 4 will make your sandwich-making "effective" so that you can be sure that it will somehow advance your immediate goals. Level 5 guarantees you "productive" sandwich-making that will somehow make your life better. Maybe your boss or a handsome co-worker is impressed by your kitchen skills? Levels 6-8 are all basically the same as the last three, but let you do really correct/effective/productive things. Level 9 guarantees that you've done "the right thing" for some version of "right." You'll note that none of these guarantees actually include success as such, so essentially success and failure are arbitrary. What really counts, and what the action system measures, is how helpful your action winds up being in the short/long run. ...or you could do the task as a quest, in which case you probably know whether you're going to succeed/fail/HG-decides from the beginning.
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# ? Mar 14, 2016 23:47 |
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Rand Brittain posted:You're entitled to whatever your Intention level gets you. Beyond that, it's essentially up the the HG to determine in terms of how difficult the task is. So, a level 1 Intention is basically just "you definitely did something and not nothing" which is still probably enough to like, open a door that isn't locked, or make an okay sandwich. What page is that on? I was looking at intentions, but couldn't find things on levels.
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# ? Mar 14, 2016 23:58 |
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Also, can anyone describe how the premium version of Chuubo's physical book differs from the normal hardback?
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# ? Mar 15, 2016 01:36 |
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Covok posted:What page is that on? I was looking at intentions, but couldn't find things on levels. It's on page 65. Whoops, it looks like I mixed up levels 1 and 2. Covok posted:Also, can anyone describe how the premium version of Chuubo's physical book differs from the normal hardback? The paper is thicker and a higher quality, and consequently the book is much bigger. It's otherwise identical.
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# ? Mar 15, 2016 01:43 |
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Rand Brittain posted:It's on page 65. Whoops, it looks like I mixed up levels 1 and 2. Oh, I get it now: it was under actions, not intentions. I guess that makes sense. Also, I'm torn on getting the normal or the premium. Is the premium really worth it for the paper quality increase?
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# ? Mar 15, 2016 01:49 |
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Covok posted:Oh, I get it now: it was under actions, not intentions. I guess that makes sense. It's notably nicer, although it's ungodly huge and you may want to go with standard if you have poor arm strength. (Jenna's profit is the same either way.)
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# ? Mar 15, 2016 01:53 |
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How do NPCs work? How are they made, if they are?
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# ? Mar 15, 2016 03:57 |
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NPCs work because we believe in the idea that they work Seriously, though, NPCs don't really have stats or quests or miraculous powers or anything PCs do. Like, they can act like they do, and it's useful to go 'Oh, you're having to deal with this power', but there's no formalized system for statting them out.
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# ? Mar 15, 2016 06:43 |
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I think it's written somewhere in the manual that you can treat NPCs as either Obstacles or use the Contest rules; and yet if you check the wiki you find plenty of NPCs completely statted out, including, if I remember correctly, the School Student Council. Since we are asking questions, here are mine: in the Arc descriptions it says that an Arc can be composed by three Quests, and the fourth and fifth ones are optional in case PC did not get enough XP (or if the conclusion of the Arc does not seem right). But how is an HG supposed to decide how many XPs are needed to advance? And if it's up to them, why specify this in the Arc at all? There are also a number of...interesting choices about what powers gets which Arc. The arc about becoming a kaiju also includes mood control and an "evil" transformation; the arc about trying and failing to be a better person comes with some horrible event to be unleashed should the character lose all their Divine Health levels. I am not criticizing these choices, they certainly create atmospheric and unique Arcs, but I do not understand them. What made you and Jenna decide which one got what? paradoxGentleman fucked around with this message at 10:35 on Mar 15, 2016 |
# ? Mar 15, 2016 10:24 |
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Child of Ash is interesting, but in a slightly different way, because it's actually more like a mythic arc about coming to embody an emotion of some sort that happens to involve you learning how to be a kaiju; the entire thing is about your connection to a theoretical place that you come to embody, which always involves turning into godzilla somehow
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# ? Mar 15, 2016 10:33 |
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My take on Child of the Ash is that someone on that arc (or with those powers? It's been a while and my shaky grasp of the system is now even shakier) is mythic in the sense that they're a foundational aspect of reality. I think the idea is seeded in the rulebook somewhere that if a Child of the Ash goes out into the nowhere and settles down, a world will crystallise around them and that world will honour the same fundamental truths as them. And that's reflected in the arc powers. It's not so much emotion control as the ability to make the outer world reflect your inner truths: if you're calm, or hopeful, or grim, or magnificent, you can scribble that nature all over the world around you. Likewise the ability to assume kaiju form or 'switch modes' is just the sort of thing that primordial gods tend to do -- they have towering rages, change shape, and so on. The specific nature of the powers reflects that too. They're mostly Imperial miracles, which means they're not abilities that let you say 'this happens' but more 'this is now the sort of world where that happens' and then you kind of have to trust that people will follow the tendencies of the world they're in.
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# ? Mar 15, 2016 10:47 |
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Since this thread unexpectedly has People talking about Stuff, did anyone have a chance to check out Fortitude, the as-of-yet first big supplement for Chuubo?
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# ? Mar 15, 2016 11:45 |
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Foglet posted:Since this thread unexpectedly has People talking about Stuff, did anyone have a chance to check out Fortitude, the as-of-yet first big supplement for Chuubo? It's pretty good! I like the walk throughs for helping you make non-"main" characters.
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# ? Mar 15, 2016 14:44 |
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Covok posted:How do NPCs work? How are they made, if they are? A lot of the time you're going to handwave (small conflicts) or use a Ritual (important conflicts), but in general they're basically just 8 points of skills. paradoxGentleman posted:Since we are asking questions, here are mine: in the Arc descriptions it says that an Arc can be composed by three Quests, and the fourth and fifth ones are optional in case PC did not get enough XP (or if the conclusion of the Arc does not seem right). But how is an HG supposed to decide how many XPs are needed to advance? And if it's up to them, why specify this in the Arc at all? You pick a number based on how fast you're actually getting XP, so that if your group is moving slowly the level-up target gets set lower. quote:There are also a number of...interesting choices about what powers gets which Arc. The arc about becoming a kaiju also includes mood control and an "evil" transformation; the arc about trying and failing to be a better person comes with some horrible event to be unleashed should the character lose all their Divine Health levels. I am not criticizing these choices, they certainly create atmospheric and unique Arcs, but I do not understand them. What made you and Jenna decide which one got what? I was going to say "I'm not a writer; that's all Jenna" but then I remembered I actually did write one. Some of one. Wow, did that really happen? Anyway, the Arcs are basically Jenna reaching down into her subconscious, dredging up a bunch of mythic examples, and peeling them apart in search of common elements until she locates a singular thread and makes it into an Arc. I guess I did pretty much the same thing for Knave of Hearts, starting with "let's make Jasmine Apocynum's heart-snatching Arc," eventually adding elements to fit characters I decided were similar like Scott Pilgrim or Princess Kraehe, and then figuring out ways to make the resulting powerset more coherent in itself. Then someone says something like "Oh, or Dr. House!" and then you revise it all again in light of that. And then, again!
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# ? Mar 15, 2016 15:08 |
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Blasphemies make great thematic sense. You work at things, and try. And keep going. Holding everything together by the thinnest of threads. and then you fail when it all becomes too much, when your sins and wounds have built up to be too much- and its you. Its your fault. You took on too much, you need to change, as a person- and then get back up. Heal, and repeat.
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# ? Mar 15, 2016 15:40 |
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How useful is the Techno Player's Guide for Chuubo's? What's in it that isn't in the corebook?
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# ? Mar 15, 2016 22:52 |
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The Techno Player's Guide is, as far as I can tell, something that exists because I mentioned to Jenna that I would never get my group to actually read the whole corebook, and it would be nice to have something to give them that had just the rules for a particular genre and level of play.
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# ? Mar 15, 2016 23:03 |
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inklesspen posted:The Techno Player's Guide is, as far as I can tell, something that exists because I mentioned to Jenna that I would never get my group to actually read the whole corebook, and it would be nice to have something to give them that had just the rules for a particular genre and level of play. So, it's a restating of the content in the rulebook for Techno Games?
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# ? Mar 15, 2016 23:05 |
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Yeah, I think that's it.
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# ? Mar 15, 2016 23:10 |
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Covok posted:How useful is the Techno Player's Guide for Chuubo's? What's in it that isn't in the corebook? Some techno-specific examples, mostly, and a bit of extra discussion around 'Shock!' It's mostly a nice overview of the general mechanics and the Techno Genre in particular cut out from the giant tome of the core and pasted in a nice little handout that you can give to potential players.
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# ? Mar 15, 2016 23:12 |
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It goes into a lot more detail too, which is nice because I think techno is the genre people don't really grok out of the box. I mean, I can see why, "slice of life anime", "fairy tale" and "gothic" and stuff are all things that seem fairly commonplace to understand. Techno is a bit weird as a descriptor.
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# ? Mar 15, 2016 23:19 |
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# ? May 11, 2024 09:38 |
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spectralent posted:It goes into a lot more detail too, which is nice because I think techno is the genre people don't really grok out of the box. I mean, I can see why, "slice of life anime", "fairy tale" and "gothic" and stuff are all things that seem fairly commonplace to understand. Techno is a bit weird as a descriptor. Yeah, about that, what the gently caress is the techno genre?
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# ? Mar 15, 2016 23:38 |