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Radio Free Kaiju is a game about Godzilla initiated disasters specifically.
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# ? Jan 30, 2018 00:42 |
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# ? May 25, 2024 14:44 |
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Hey I dunno where to ask but anyone heard anything good about the final fantasy tcg that I only just heard about?
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# ? Jan 30, 2018 21:29 |
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Triple Triad is really great yes
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# ? Jan 31, 2018 04:09 |
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Plutonis posted:Triple Triad is really great yes Not that, google it. There's a physical tcg apparently.
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# ? Jan 31, 2018 07:00 |
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Barely made my deadline, but the newest blogpost for The Next Project is now live. Basically just a quick little retrospective on what the first slate of classes consisted of, and why. tl;dr it's largely because of 3.5 Hopefully the next post will have a bit more new info (I worked like 8 of the 10 days between posts, so that was a bit of a shitshow) as I can hopefully get some actual writing time in on the new draft of the rules.
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# ? Jan 31, 2018 08:04 |
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I discovered a manga about TTRPGs had a bunch of updates and it makes me sad that there's no official English ruleset for Alshard. It's relatively simple compared to the clunking monster of D&D and has some fairly anime affectations, but the class system and the settings are relatively unique. PCs start with three levels which can auotmatically be multiclassed with no weird rules about how multiclassing is done and the math behind it and Race as class is also taken to further extremes with every available PC race being its own class. The setting is likely heavily inspired by Final Fantasy but at least has some cool affectations like motorcycle knights available as a class and Dwarves characterized as being air raiders and rockers in addition to their penchant for drinking and the forge. It's also part of the same multiverse as Tenra Bansho: ZERO
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# ? Feb 1, 2018 03:43 |
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Are there any good, light, grid based miniatures games? Not 1 v Many or Dungeon Crawlers, but like, well balanced and well made games where you have little mans to control on the map and the rulebook isn't 100 billion pages?
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# ? Feb 1, 2018 03:53 |
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Xelkelvos posted:I discovered a manga about TTRPGs had a bunch of updates and it makes me sad that there's no official English ruleset for Alshard. It's relatively simple compared to the clunking monster of D&D and has some fairly anime affectations, but the class system and the settings are relatively unique. PCs start with three levels which can auotmatically be multiclassed with no weird rules about how multiclassing is done and the math behind it and Race as class is also taken to further extremes with every available PC race being its own class. The setting is likely heavily inspired by Final Fantasy but at least has some cool affectations like motorcycle knights available as a class and Dwarves characterized as being air raiders and rockers in addition to their penchant for drinking and the forge. Quick Start? It's a shame but like 90% of the stuff featured on that manga never got even fan translations
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# ? Feb 1, 2018 04:07 |
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Plutonis posted:Quick Start? It's a shame but like 90% of the stuff featured on that manga never got even fan translations Yeah, Quick Start. I found out some other Translation group got a hold of it, but I forgot to check up on it. The SRS system is pretty nice. It's relatively simple that's extremely amenable to multi-classing (to a fault like 3.5D&D because of how bloated it can get by pulling in classes from other settings) and systematizes everything like 4e. Skills or skill-like abilities are absent afaict (so a LOT like 4e), but since the narrative aspect has always been a lot more open in Japanese RPGs from what I can tell in my limited experience, that's pretty much as intended. I'm just a sucker for novel systems though.
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# ? Feb 1, 2018 04:58 |
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I'm playing in a Pathfinder campaign with work buddies which is extremely not my game of choice but I gotta say the game gets like a full 50% better when the GM handwaves away extremely powerful defensive abilities like DR on all the monsters. We're also starting to just hit the level range where we can really start to sling bullshit back at them (level 4). It's sort of incredible going around the table from the Ranger who has literally no decisions to make, to the Rogue who has to decide whether taking an AoO is worth getting a sneak attack in, to the Barbarian who only has to decide whether or not to rage, to me, the Druid, with approximately 50 options every turn.
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# ? Feb 1, 2018 05:19 |
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Moriatti posted:Are there any good, light, grid based miniatures games? Not 1 v Many or Dungeon Crawlers, but like, well balanced and well made games where you have little mans to control on the map and the rulebook isn't 100 billion pages? Chess?
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# ? Feb 1, 2018 05:29 |
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cheetah7071 posted:It's sort of incredible going around the table from the Ranger who has literally no decisions to make, to the Rogue who has to decide whether taking an AoO is worth getting a sneak attack in, to the Barbarian who only has to decide whether or not to rage, to me, the Druid, with approximately 50 options every turn. Welcome to Pathfinder.
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# ? Feb 1, 2018 05:30 |
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Moriatti posted:Are there any good, light, grid based miniatures games? Not 1 v Many or Dungeon Crawlers, but like, well balanced and well made games where you have little mans to control on the map and the rulebook isn't 100 billion pages? Command & Colors?
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# ? Feb 1, 2018 15:06 |
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Moriatti posted:Are there any good, light, grid based miniatures games? Not 1 v Many or Dungeon Crawlers, but like, well balanced and well made games where you have little mans to control on the map and the rulebook isn't 100 billion pages? The rulebook for Advanced Squad Leader Starter Kit #1 is only 11 pages long.
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# ? Feb 1, 2018 15:12 |
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What's the rundown on Trinity/Aeon, Aberrant, and Adventure? Were they any good? They seem like the forgotten child of White Wolf.
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# ? Feb 1, 2018 15:31 |
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RocknRollaAyatollah posted:What's the rundown on Trinity/Aeon, Aberrant, and Adventure? Were they any good? They seem like the forgotten child of White Wolf. I only ever read Aberrant and Adventure, but never played them. I liked the presentation and the basic gist of the whole thing, but the systems were pretty garbage by a modern reckoning.
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# ? Feb 1, 2018 15:36 |
RocknRollaAyatollah posted:What's the rundown on Trinity/Aeon, Aberrant, and Adventure? Were they any good? They seem like the forgotten child of White Wolf. It was one of those "play as yourself" things that can either flop or take off, and it did the latter that time. Plus we all went all in on the power gaming trip. In any case though, yeah, the system is garbage like most effects based supers games. It's full of broken combos, with the added fun of WW's particular brand of trap options (e.g. build points vs xp). And don't get me started on mega-attributes. Later in the campaign we added the Player's Guide, and that made the original powers look as balanced as chess by comparison. Even aside from the dumb stuff like universe creation, a Mastered MIRV quantum bolt is a hell of a thing.
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# ? Feb 1, 2018 15:59 |
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One of my favorite things about Abberant was that all the powers were ultimately some form of quantum manipulation, regardless of what the power actually was. Which meant that (for example), if you had the Elasticity power, your body wasn't physically stretching or bending, you were actually warping space directly around your body.
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# ? Feb 1, 2018 16:18 |
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Aberrant had some neat ideas in trying to do "superhumans, not superheroes" in the way the world changed and pop culture and that. Buuut it also had some of the worst rules White Wolf ever did where most options were trap options, the lethality was ridiculous, and there was an overbearing metaplot featuring a struggle between godlike characters far, far above the PCs.
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# ? Feb 1, 2018 16:56 |
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Alien Rope Burn posted:Aberrant had some neat ideas in trying to do "superhumans, not superheroes" in the way the world changed and pop culture and that. Buuut it also had some of the worst rules White Wolf ever did where most options were trap options, the lethality was ridiculous, and there was an overbearing metaplot featuring a struggle between godlike characters far, far above the PCs. Adventure! was the best of the three because it was one book (no metaplot), the ST system actually works at the pulp power level, and they introduced some interesting and innovative narrative mechanics (which caused endless meltdowns on RPGnet when it came out).
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# ? Feb 1, 2018 17:01 |
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gradenko_2000 posted:The rulebook for Advanced Squad Leader Starter Kit #1 is only 11 pages long. Don't be cruel. I kinda want to buy the big 3-ring bound ASL rulebook after seeing it in stores. Wargames are cool and dumb.
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# ? Feb 1, 2018 17:04 |
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food court bailiff posted:Don't be cruel. I went straight from Starter Kit 1 to blowing a cool hundo on Beyond Valor and the full Rulebook in about a month. When civilization collapses I'll be all set for entertainment.
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# ? Feb 1, 2018 17:14 |
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FMguru posted:Adventure! was the best of the three because it was one book (no metaplot), the ST system actually works at the pulp power level, and they introduced some interesting and innovative narrative mechanics (which caused endless meltdowns on RPGnet when it came out). I am a silly person to remember or care about these things, I know.
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# ? Feb 1, 2018 17:14 |
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There was basically just one guy who broke his brain against the idea that any sort of dramatic editing where you spend a point to say "Oh this thing was here all along" could belong in a real game or be used to emulate scenarios on screen in pulpy movies. "BUT INDIANA JONES DOESN'T SPEND INSPIRATION TO DO THAT" stuff.
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# ? Feb 1, 2018 17:29 |
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Hey guys, I'm digging through the TG as an Industry thread but I'm hundreds of pages back. I remember there was some discussion about systems that work better for playing around in the Shadowrun setting than Shadowrun itself (which seems like an increasingly low bar with each new edition...) but can't remember what they were. Can someone toss me some recommendations? Was there some PbtA one?
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# ? Feb 1, 2018 17:34 |
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food court bailiff posted:Hey guys, I'm digging through the TG as an Industry thread but I'm hundreds of pages back. I remember there was some discussion about systems that work better for playing around in the Shadowrun setting than Shadowrun itself (which seems like an increasingly low bar with each new edition...) but can't remember what they were. Can someone toss me some recommendations? Was there some PbtA one? There's a Blades in the Dark (which is nominally PBTA) hack for Shadowrun called Runners in the Shadows, is that what you're thinking of?
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# ? Feb 1, 2018 17:37 |
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There's also The Sprawl which is cyberpunk PBtA.
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# ? Feb 1, 2018 17:55 |
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For lighter and more narrative rulesets, Technoir and The Sprawl (PBTA) do CP2020 just fine, but they don't incorporate magic by default. I would still probably look at hacking either one of those, or Fragged Empire if I wanted something more tactical. But I also get not wanting to hack the poo poo out of an existing ruleset just to get something better balanced than Shadowrun. If you're willing to go very loose with the rules, and model your game specifically on the shadowrun itself, Hollowpoint will do that. Magic is just a matter of narrating how you use one of the core 6-8 skills.
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# ? Feb 1, 2018 17:55 |
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Runners in the Shadows owns and seems to be constantly getting more and more refined. It is a little bloated for a BitD hack, but that's just staying in line with the Shadowrun brand.
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# ? Feb 1, 2018 17:57 |
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Double Cross might be hackable for Shadowrun if you want to go less grim and gritty and more 'yeah I can throw cars with my mind, what about it '
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# ? Feb 1, 2018 18:20 |
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unseenlibrarian posted:There was basically just one guy who broke his brain against the idea that any sort of dramatic editing where you spend a point to say "Oh this thing was here all along" could belong in a real game or be used to emulate scenarios on screen in pulpy movies. "BUT INDIANA JONES DOESN'T SPEND INSPIRATION TO DO THAT" stuff.
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# ? Feb 1, 2018 18:21 |
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Double Cross is pretty grimdark still???
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# ? Feb 1, 2018 18:24 |
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Wait, there's a second edition of AW?!
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# ? Feb 1, 2018 19:49 |
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In the season 1 finale of Apocalypse World, the other playbooks killed the Operator and took all his stuff.
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# ? Feb 1, 2018 19:58 |
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food court bailiff posted:Hey guys, I'm digging through the TG as an Industry thread but I'm hundreds of pages back. I remember there was some discussion about systems that work better for playing around in the Shadowrun setting than Shadowrun itself (which seems like an increasingly low bar with each new edition...) but can't remember what they were. Can someone toss me some recommendations? Was there some PbtA one? I personally use Savage Worlds and I find it works well for capturing the feel of shadowrun. Characters are tough enough to survive missions even if they aren't souped-up street sams or something. Has enough granularity in equipment for softcore gear porn (as opposed to Shadowrun's full-on XXX gear porn) and generally it provides a good action movie feel that fits the setting well. Unfortunately I haven't found a good cyberpunk Savage Worlds game (Interface 2.0 has a lot of problems), so I ended up having to make my own hack for it to balance the races, make some matrix rules, etc. Rules are here if you're interested: https://drive.google.com/file/d/18YxegneG7Ph_yTLNJ_9jEmAMrvVsYrs_/view?usp=sharing
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# ? Feb 1, 2018 21:41 |
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Plutonis posted:Triple Triad is really great yes I'd suggest trying Sellswords, then!
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# ? Feb 1, 2018 22:43 |
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Plutonis posted:Double Cross is pretty grimdark still??? Corruption and stuff could be reflavored as heat and notoriety, I feel.
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# ? Feb 1, 2018 23:12 |
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So I'm working on my own ruleset and was wondering if my planned resolution mechanic makes any sense and how to best describe it. The basic idea is that characters normally roll 3d6 and subtract a difficulty number to get their margin of success. Instead of adding arbitrarily large numbers of bonuses, players can use abilities to swap out dice of one type and replace them with others. The abilities exchange dice of one color for a different number of dice of another color, with some colors of dice having special behaviors. To keep things from being completely unwieldy, this uses only d6s.
So characters get different types of dice substitutions that give different sorts of flavor. Power can be scaled up by adding white dice, so at higher levels they might get 4d6 or 5d6 to start. But bonus hunting is inherently limited because there's only so many dice to convert to other colors and only so many ways to do it. Split colors feel inherently fiddly but maybe it's worth it if people don't do it that much in practice. Obviously the balance is way off right now but does this even seem like the sort of thing that could be made to play reasonably smoothly?
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# ? Feb 3, 2018 07:51 |
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1337JiveTurkey posted:So I'm working on my own ruleset and was wondering if my planned resolution mechanic makes any sense and how to best describe it. It personally doesn't appeal to me, but eh, the basic idea is probably workable. I will call this out, though, as a bad place to come from: quote:Split colors feel inherently fiddly but maybe it's worth it if people don't do it that much in practice. "Maybe the core resolution mechanic of my game is unfun, but at least that's solved by people not wanting to actually use it that much."
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# ? Feb 3, 2018 08:09 |
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# ? May 25, 2024 14:44 |
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It could be cool but you'd have to really, really check the math. Also hi I'm colorblind (along with roughly 5% of the population, more since gamers skew male for dumb reasons), so color might not be the best choice. Maybe pick something else to be the "suits" for your dice? Or at least not include common problems like red vs green or blue vs purple or orange vs gently caress orange I hate you. (I hate Hanabi so much.)
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# ? Feb 3, 2018 09:30 |