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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


ProfessorCirno posted:

Yeah, the idea of making one action per turn, not each CHARACTER going, had me think of card games. I'm thinking a vaguely competitive one, where it's the various players vs "THE DUNGEON," and whoever gets out with the most loot wins, and your party composition determines your deck. Maybe a few ways to screw over OR help other teams - jossling each other around until the LORD OF THE DUNGEON appears, and then everyone has to help chip in, as the LORD OF THE DUNGEON is too strong for any one single player.
There's already a game that sort of does this: Cutthroat Caverns. Each player plays a character, and you face up to 9 challenges. You gain prestige if you get a killing blow on an enemy monster, and whoever has the most prestige at the end, wins. The balancing act is that you want the other players to get wounded/not get the killing blow, but not hamper them enough that it is impossible to face the monsters.

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LuiCypher
Apr 24, 2010

Today I'm... amped up!

FMguru posted:

Interesting tidbit from Chaosium: apparently the Japanese version of Call of Cthulhu outsells the English-language version.



(Michael O'Brien is the VP of Chaosium)

https://plus.google.com/+MichaelOBrienMOB/posts/d5gsLGpEShg

Because while we get this:


They get this:



I gotta admit that they got game when it comes to Cthulhu

(also something about how the American RPG market is saturated with Cthulhu-related games while a market like Japan will see CoC, maybe Trail of Cthulhu at best)

Reference:
https://en.wikipedia.org/wiki/Nyaruko:_Crawling_with_Love

Plutonis
Mar 25, 2011

Nyarko actually refs the CoC RPG a lot from what I remember.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
From what I've heard the Nyarko series was at least partly written to troll the author's COC group which I can both believe and be way too amused by.

Flavivirus
Dec 14, 2011

The next stage of evolution.

FMguru posted:

Interesting tidbit from Chaosium: apparently the Japanese version of Call of Cthulhu outsells the English-language version.



(Michael O'Brien is the VP of Chaosium)

https://plus.google.com/+MichaelOBrienMOB/posts/d5gsLGpEShg

From what I hear it's because actual play recordings (or Replays) of are huge in Japan, to the point that some groups are hiring professional voice actors to act through their sessions, and Call of Cthulhu happened to be the game that lead the charge. Now a significant proportion of kids are watching CoC actual play on NicoNicoDouga as they go to school, CoC is selling out, and there's a ton of variants published (like the high school romance version When Our Eyes Met, a SAN Check).

Serf
May 5, 2011


Waypoint is doing a week about incarceration and gaming, and they have a few interesting pieces today on Dungeons and Dragons as played by prisoners in a modern day dungeon.

How Inmates Play Tabletop RPGs in Prisons Where Dice Are Contraband

and

Escaping Prison With Dungeons and Dragons which is a cool mini-documentary on the subject and well worth watching.

Kai Tave
Jul 2, 2012
Fallen Rib

Flavivirus posted:

(like the high school romance version When Our Eyes Met, a SAN Check).

This is amazing.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Flavivirus posted:

From what I hear it's because actual play recordings (or Replays) of are huge in Japan, to the point that some groups are hiring professional voice actors to act through their sessions, and Call of Cthulhu happened to be the game that lead the charge. Now a significant proportion of kids are watching CoC actual play on NicoNicoDouga as they go to school, CoC is selling out, and there's a ton of variants published (like the high school romance version When Our Eyes Met, a SAN Check).

I was about to ask after a copy, but thanks to the old Japanese Tabletop RPGs thread:

https://forums.somethingawful.com/showthread.php?threadid=3485203&pagenumber=21&perpage=40#post425792535

(Need Archives to see it)

Namely, it's a homebrew work from 20 years ago - whether or not the rules exist is extremely up to speculation and copies of it are probably virtually impossible to find.

LuiCypher fucked around with this message at 21:26 on Jul 25, 2017

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

LuiCypher posted:

I gotta admit that they got game when it comes to Cthulhu

Although I'm surprised it's that popular given that they call him Kuturufu.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

One of their best selling cars is the Toyota Corolla - which keeps that name even in Japan. Trust me, they're OK with words they can barely pronounce.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

AlphaDog posted:

Is there a game that's otherwise similar to the dungeon crawl-ish D&D/pathfinder/OSR vibe*, but where each player's "character" is a small (2-4 character) team instead of an individual? Preferably with rules that do something with the concept, as opposed to being basic D&D but everyone gets 3 PCS or whatever.




*You know, with dwarfs and wizards and magic swords and going in dungeons and fighting orcs and stuff.

You might not like the answer a whole lot but Sanguine put together a squad based SF RPG a few years back.

http://www.drivethrurpg.com/product/151053/ALBEDO-PLATINUM-CATALYST--STRUCTURAL-INTEGRITY-Legacy?term=albedo&test_epoch=0

Its been a long time since I played it but I remember combat being unusually tactical with a heavy focus on stress vs damage. Shock and awe tactics were pretty effective. I'm not entirely sure you could hack it into dungeon crawling perfectly but if you were trying to put together a literal Fantasy Vietnam I feel like you could do worse than using this and throwing out the ears and tails and SF bits.

I should probably try to Fatal and Friends this.

EDIT: Turns out they stripped out the ears and tails on their own due to some temporary licensing disputes. You still might have to bang it into shape but this might take less banging. http://www.drivethrurpg.com/product/128371/Magenta

EscortMission fucked around with this message at 03:28 on Jul 26, 2017

Elector_Nerdlingen
Sep 27, 2004



EscortMission posted:

You might not like the answer a whole lot but Sanguine put together a squad based SF RPG a few years back.

Thanks!

I'm interested in the group mechanics so gently caress if I care if it's got cat girls and bunny men and as long as it's not a thinly disguised furry whackbook.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


After avoiding it for as long as I could, I'm finally learning 5th edition so I can guest DM in a friend's campaign. It's like having to do my own root canal. Everything's wrong...

Yawgmoth
Sep 10, 2003

This post is cursed!

Lurdiak posted:

After avoiding it for as long as I could, I'm finally learning 5th edition so I can guest DM in a friend's campaign. It's like having to do my own root canal. Everything's wrong...
I think your friend might actually hate you.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

Yawgmoth posted:

I think your friend might actually hate you.

Heh, well, I'm in the reverse position. Having to get ready to play in a 5e campaign, which I have very limited interest in, because a friend wants to DM for the first time and there's no easier system I could propose that has published adventures.

Reene
Aug 26, 2005

:justpost:

I'm pretty sure 13th Age has published adventures and is also a much better game.

Serf
May 5, 2011


Shadow of the Demon Lord is a way better system than 5e and has an absolute ton of published adventures that cover all the tiers of play. It also now has two full campaigns that can be run from level 0 to 10 right out of their books.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

It's probably important to note that the criterion was "easier". I'm not saying 13th or SotDL aren't easier, just that it hasn't really been addressed.

Serf
May 5, 2011


Both 13th Age and SotDL are easier than 5e with 13th Age being the superior choice in that category. Grab "Make Your Own Luck" or "Blood and Lightning" and you're golden.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Besides 13th Age and SOTDL, I'd also throw in Basic Fantasy, Dungeon Crawl Classics, Labyrinth Lord, and Scarlet Heroes as games I'd recommend above 5e that are relatively easy to learn and teach and have published adventures.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

^^^ DCC is top tier fantasy gaming

Serf posted:

Shadow of the Demon Lord is a way better system than 5e and has an absolute ton of published adventures that cover all the tiers of play. It also now has two full campaigns that can be run from level 0 to 10 right out of their books.

I like SotDL. What are the campaigns called?`

edit: found them. tales of the demon lord

alg fucked around with this message at 15:20 on Jul 26, 2017

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben
I've run 13th Age, and I didn't find it all that easy, in part because of the vagueness of skills and paratrooping Icon rolls. Haven't tried SotDL though.

Serf
May 5, 2011


alg posted:

^^^ DCC is top tier fantasy gaming


I like SotDL. What are the campaigns called?`

Tales of the Demon Lord and now the Freeport Trilogy (Death, Terror and Madness).

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Working on a special type of adversary. What do you think?

quote:

Mythic Foes

While most of the foes heroes face are surmountable with grit and determination, there are some opponents that cannot be defeated by mere force. These mythic foes pose significant danger, and can only be defeated by the heroes with significant preparation. In fact, if the heroes confront these foes without research and adequate preparation, they will find themselves in an unwinnable situation; Mythic Foes quite literally cannot be killed unless as series of tasks is completed before they are confronted.

Importantly, Mythic Foes should be presented and treated by the GM as more than just an enemy with extra hit points and slightly more damage. Mythic Foes are savage and uncontrollable, forces of nature that must be endured rather than tamed. Without adequate preparation, the heroes will no more be able to stop a Mythic Foe than they would stop an earthquake or a tsunami.

The inspiration for mythic foes are legends like the Lernaean Hydra, which possessed nine (or more, depending on your source) heads that granted it immortality while they were attached to its body, poisonous breath that killed everyone unfortunate enough to inhaled the fumes, and regenerative capabilities that would replace every severed head with two more. Heracles, who defeated the Hydra, was only able to slay the beast after realizing that fire would stop the regenerative process and that protection was needed against the beast’s toxic breath.

Every Mythic Foe has several associated challenges (three, at the Adventurer tier) that must be overcome by the heroes before they are able to defeat the beast. As GM, how you present these challenges is up to you: they may be presented as a series of quests all at once after the heroes decide to hunt the Mythic Foe, or they can be organically woven into the threads of other adventures.

While this chapter includes challenges for each adversary, feel free to adapt or change them as you see fit. Mythic Foes are intended to be significantly more mysterious and deadly than conventional foes, and if your group of players has already confronted the same foe in a previous game, you’ll want to change the challenges so that the foe isn’t a paint-by-numbers exercise.

Finally, just as Heracles used the blood of the defeated Hydra as poison for his arrows, defeating a Mythic Foe will convey upon the heroes a benefit befitting their accomplishment.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I get it, and I dig the vibe, but my apprehension comes from having to weave-in the unkillable-until-quest-completed part.

Like, in Rise of Tiamat (for 5e), Tiamat's statblock is hella gently caress-off powerful, but you "turn-off" certain parts of it by accomplishing quests, such that she's a tough-but-doable boss by the time you face down her 5-times-depowered statblock.

A Mythic foe sounds like the same thing, except perhaps more explicit in that you literally couldn't even try to kill it until you did the quests.

So my question is, "why would you even try to before doing the quests?"

If the DM presents The Sentient Glioblastoma as a Mythic foe, and then lays out the 3-point plan to acquire the Artifacts of Chemotherapy needed to slay it, it doesn't really matter that the Glioblastoma is unkillable if the players never have to encounter it until after they have all of the artifacts.

For any of it to matter, you'd have to structure the narrative in such a way that the players get to dance with the Mythic foe before they're depowered, or create scenarios where accomplishing the steps needed to depower them isn't a given, or involves heavy choices, or both.

Otherwise, the idea that the Mythic foe is unkillable feels to me like it'd just be window-dressing/fluff.

Serf
May 5, 2011


I feel like if you have an unkillable foe, you gotta throw it at the party a few times to give them that sense of accomplishment when they finally kill it. Have it chase them around or oppose their quest to kill it in an active fashion. Probably works better with a sapient being, but incidentally running into Godzilla a few times while you search for a way to wake up Mothra would make sense.

occamsnailfile
Nov 4, 2007



zamtrios so lonely
Grimey Drawer
The F&F review of the Great Modron March has some good ideas for an adventure with a completely implacable, unkillable foe--most of the challenges revolve around ameliorating the damage it can cause and figuring out why it was happening in the first place. So challenges like 'remove food supply to weaken monster' could be fun, especially if you have to do that without also starving the refugees while 'gather the macguffins that comprise the monster's heart' is just standard adventure fare.

Plutonis
Mar 25, 2011

It reminds me of Sin from FFX. A kaiju sized insanely powerful monster which you fight either individual parts or its spawn before fighting the big guy itself then whatever is at its core.

slap me and kiss me
Apr 1, 2008

You best protect ya neck

gradenko_2000 posted:

I get it, and I dig the vibe, but my apprehension comes from having to weave-in the unkillable-until-quest-completed part.

Like, in Rise of Tiamat (for 5e), Tiamat's statblock is hella gently caress-off powerful, but you "turn-off" certain parts of it by accomplishing quests, such that she's a tough-but-doable boss by the time you face down her 5-times-depowered statblock.

A Mythic foe sounds like the same thing, except perhaps more explicit in that you literally couldn't even try to kill it until you did the quests.

So my question is, "why would you even try to before doing the quests?"

If the DM presents The Sentient Glioblastoma as a Mythic foe, and then lays out the 3-point plan to acquire the Artifacts of Chemotherapy needed to slay it, it doesn't really matter that the Glioblastoma is unkillable if the players never have to encounter it until after they have all of the artifacts.

For any of it to matter, you'd have to structure the narrative in such a way that the players get to dance with the Mythic foe before they're depowered, or create scenarios where accomplishing the steps needed to depower them isn't a given, or involves heavy choices, or both.

Otherwise, the idea that the Mythic foe is unkillable feels to me like it'd just be window-dressing/fluff.


occamsnailfile posted:

The F&F review of the Great Modron March has some good ideas for an adventure with a completely implacable, unkillable foe--most of the challenges revolve around ameliorating the damage it can cause and figuring out why it was happening in the first place. So challenges like 'remove food supply to weaken monster' could be fun, especially if you have to do that without also starving the refugees while 'gather the macguffins that comprise the monster's heart' is just standard adventure fare.

Serf posted:

I feel like if you have an unkillable foe, you gotta throw it at the party a few times to give them that sense of accomplishment when they finally kill it. Have it chase them around or oppose their quest to kill it in an active fashion. Probably works better with a sapient being, but incidentally running into Godzilla a few times while you search for a way to wake up Mothra would make sense.

Plutonis posted:

It reminds me of Sin from FFX. A kaiju sized insanely powerful monster which you fight either individual parts or its spawn before fighting the big guy itself then whatever is at its core.

So my thinking here is that Mythic Foes are integrated pretty heavily into their particular tier; the adventurer tier of my default campaign takes place in the Deep Wood, a v. dangerous place controlled by the Bandit Queen and stalked by a deadly and mysterious killing force that significantly hinders travel between settlements and occasionally breaches a palisade and eats a dozen or so villagers. The objective of the tier is to defeat the Bandit Queen and break her hold on the villages in the Wood, while the heroes could optionally try to deal with the force that does the killing. Weaving said mythic foe into the campaign could be at times as simple as having the heroes stumble across the wreckage of a recent attack on a settlement or caravan.

I do quite like the idea of having the players encounter a mythic foe several times before they're able to defeat it, I'll just have to think long and hard about what to do about the "if it has stats, we can kill it" mentality. Maybe I could run those meetings as non-combat evasion/escape challenges, which would drive home the fact that it's certainly not killable at present.

Serf
May 5, 2011


I would let them throw themselves at it, and once they realize the fight is unwinnable let it easily transition into an escape/chase scene. Or if they persist and lose, they obviously survive the battle but have something taken from them by a lieutenant who can be tracked down and defeated, allowing them to strike a blow against the enemy and get some revenge so they're not on tilt for too long.

slap me and kiss me
Apr 1, 2008

You best protect ya neck

Serf posted:

I would let them throw themselves at it, and once they realize the fight is unwinnable let it easily transition into an escape/chase scene. Or if they persist and lose, they obviously survive the battle but have something taken from them by a lieutenant who can be tracked down and defeated, allowing them to strike a blow against the enemy and get some revenge so they're not on tilt for too long.

That's a pretty reasonable approach too. I'll have to add some guidance text about encountering Mythic Foes before their challenges have been overcome.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Yawgmoth posted:

I think your friend might actually hate you.

I knew I was in for some groan-worthy stuff when the default for ability scores was rolling, and using point buy or arrays was an optional secondary rule.

hyphz posted:

Heh, well, I'm in the reverse position. Having to get ready to play in a 5e campaign, which I have very limited interest in, because a friend wants to DM for the first time and there's no easier system I could propose that has published adventures.

It's not that hard to learn, especially since I still remember most of 3.5's system, I just hate it. There is some simplicity in there, but it's constantly trying to obfuscate it with needless sub-systems and tables and weird legacy mechanics.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.

LuiCypher posted:

One of their best selling cars is the Toyota Corolla - which keeps that name even in Japan. Trust me, they're OK with words they can barely pronounce.

All spellings and pronunciations of "Cthulhu" are valid since they are all equally flawed attempts at replicating sounds designed to be made by a vocal apparatus several stories high and completely unlike any found on earth.

dwarf74
Sep 2, 2012



Buglord
ESPN made an ad about NERDS and how Sports D&D is a lot less nerdy than Elf D&D (...or, uh, in this case LARPing).

https://twitter.com/espn/status/887416889059815424

Nerds overanalyze dumb ad and make really long, over-detailed articles about it.

http://www.enworld.org/forum/content.php?4306-ESPN-Calls-Role-playing-Bad-Fantasy#.WXlbbZczqM8

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.
In case someone isn't following the TG kickstarter thread, the kickstarter for a Spellbound Kingdoms sourcebook is up now: https://www.kickstarter.com/projects/1296045252/spellbound-kingdoms-arcana

Reminder that this is the game where:

-love makes you unkillable

-wizards are rightly hated and feared for being walking nukes on the verge of exploding at any time

-you can play a troll that can pop off his own hand and let it skitter away on the floor

-one of the starting races is "human raised by wolves"

-player characters will cause dramatic upheavals and even wars that reshape the world in their image just by existing and upsetting the ancient and corrupt nobility

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Where/how can I order Fragged Empire in print? I read through the Quickstart and I am all the way on-board, but DTRPG only has it in PDF.

Serf
May 5, 2011


gradenko_2000 posted:

Where/how can I order Fragged Empire in print? I read through the Quickstart and I am all the way on-board, but DTRPG only has it in PDF.

I got mine used from Amazon for like $35 which was a lot better than paying $70 or whatever from their store

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

Serf posted:

I got mine used from Amazon for like $35 which was a lot better than paying $70 or whatever from their store

Amazon is up to $55-$60, but maybe that'll change once more books filter out from the latest kickstarter. There's also a storefront page on Indie Press Revolution that was around $50 but they're out of stock at the moment. You could use the backerkit for the latest kickstarter to grab a print copy if you want to pay $80 with shipping to the US. I know gradenko lives elsewhere so that price would probably go up more.

Evil Mastermind
Apr 28, 2008

You can order it through Mophidius, but I don't know how much shipping would cost.

https://www.modiphius.net/collections/fragged-empire

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bewilderment
Nov 22, 2007
man what



hyphz posted:

I've run 13th Age, and I didn't find it all that easy, in part because of the vagueness of skills and paratrooping Icon rolls. Haven't tried SotDL though.

Trick to running skills in 13th Age:

GM: "The following challenge is before you, and you must roll a 15 to beat it!"
Player: "I think my background [x] applies."
GM: "Why so?"
Player: "because [insert justification here]"
GM: "OK, so it does." [regardless of justificiation]

Seriously, either your group as a whole will go wild with it, or will self-police. It's all good.

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