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En Fuego posted:REBOOT KINDRED They did, it was called Blade: The Series and it was excellent.
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# ? Jun 8, 2018 21:25 |
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# ? Jun 12, 2024 09:28 |
Mulva posted:They did, it was called Blade: The Series and it was excellent. you're god damned right it was
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# ? Jun 8, 2018 21:34 |
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I just wish we were on our 3rd or 4th entry in a robust WtF tactics rpg already.
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# ? Jun 8, 2018 23:14 |
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Or any game at all really. "Hot on the heels of cult classic, Vampire: Bloodlines is loving nothing at all!" for like 20 years.
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# ? Jun 9, 2018 00:42 |
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I really want that Wraith: the Great War video game.
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# ? Jun 9, 2018 00:48 |
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Jonas Albrecht posted:I just wish we were on our 3rd or 4th entry in a robust WtF tactics rpg already. Give it to Harebrained Schemes to do. It's all under the Paradox umbrella now.
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# ? Jun 9, 2018 00:57 |
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Mendrian posted:Or any game at all really. Yeah. I mean these are popular enough properties. Eventually someone is gonna make CofD with the serial numbers filed off into a video game and Onyx Path might as well cash in.
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# ? Jun 9, 2018 02:05 |
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Atrocious Joe posted:Give it to Harebrained Schemes to do. It's all under the Paradox umbrella now. Harebrained only does FASA and random game ideas.
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# ? Jun 9, 2018 02:10 |
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Jonas Albrecht posted:Eventually someone is gonna make CofD with the serial numbers filed off into a video game and Onyx Path might as well cash in.
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# ? Jun 9, 2018 03:13 |
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How is gravely man game? I was slightly turned off by the fact that it seems to have the ur-protagonist in it.
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# ? Jun 9, 2018 03:28 |
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Mendrian posted:How is gravely man game? I was slightly turned off by the fact that it seems to have the ur-protagonist in it. I wouldn't know, since I haven't played it, but most reviews paint it with the same praise and condemnation that Bloodlines had: interesting story, memorable NPCs, good interactions with said NPCs with lasting choices that have meaning, but a buggy system with a broken and boring combat system.
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# ? Jun 9, 2018 04:29 |
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Jonas Albrecht posted:Yeah. I mean these are popular enough properties. Eventually someone is gonna make CofD with the serial numbers filed off into a video game and Onyx Path might as well cash in. Sadly Paradox owns ChroD, so it's unlikely they'll ever get any money out of a video game therefrom.
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# ? Jun 9, 2018 04:59 |
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Slimnoid posted:with lasting choices that have meaning That was a thing in VtMB? I haven't replayed it that many times, but my recollection is that the "meaningful choices" amounted to the Therese/Jeanette thing (which doesn't actually have much impact beyond that point) and selecting which ending you want from a drop-down menu.
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# ? Jun 9, 2018 12:06 |
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Terrorforge posted:That was a thing in VtMB? I haven't replayed it that many times, but my recollection is that the "meaningful choices" amounted to the Therese/Jeanette thing (which doesn't actually have much impact beyond that point) and selecting which ending you want from a drop-down menu. The lasting choice I see brought up regarding VtM:B is how you deal with making Heather your ghoul
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# ? Jun 9, 2018 13:06 |
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Mendrian posted:How is gravely man game? I was slightly turned off by the fact that it seems to have the ur-protagonist in it. The pacing is awful if you actually talk to the npc's. Move up the story a bit, spend the next hour reading /listening. Rinse repeat.
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# ? Jun 9, 2018 13:28 |
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There is also no humor in it whatsoever beyond one deadpan woman with Cotard’s Syndrome
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# ? Jun 10, 2018 15:54 |
Yeah it's fun and I'm hooked, but it's ~*~very serious~*~*
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# ? Jun 10, 2018 21:35 |
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Hey yall go see Hereditary. It will give you some ideas.
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# ? Jun 11, 2018 06:41 |
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x-post from a GBS thread:A Wizard of Goatse posted:Ghost hitman for the real estate syndicate, the world's most disappointing reality show premise That sounds like a really cool Geist game, actually. I'd absolutely be down with this story set in a near-future cyberpunk Tokyo, where shadowy developers bribe back-alley cybermancers to upgrade their agents with Necrodyne implants.
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# ? Jun 12, 2018 18:30 |
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There was a comic about that, depending on where you put the emphasis on ghost hitman. Red Light Properties, wacks ghosts for his family's real estate business.
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# ? Jun 14, 2018 05:58 |
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I have a question about Demon. I've been trying to collect the CofD books and I'm not sure where the line falls. Is it tail end nWoD or was it released after CofD?
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# ? Jun 14, 2018 08:46 |
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Jonas Albrecht posted:I have a question about Demon. I've been trying to collect the CofD books and I'm not sure where the line falls. Is it tail end nWoD or was it released after CofD? Both. Demon was released after the God-Machine Rules Update (which contained the meat of what would become the Chronicles updates) but before the full CofD concept was realized, which in some ways makes it the last nWoD splatbook and in others the first CofD. Mechanically it's CofD-compliant so if I were you I'd get it for the collection, but the book itself shows its place as an awkward "WoD 1.5" product. For example, rather than containing the base rules as of CofD like say Werewolf 2nd does, it assumes you own the original 1ed World of Darkness blue book and contains only a rules update explaining what has been changed.
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# ? Jun 14, 2018 09:06 |
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So does owning the core CofD work as well?
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# ? Jun 14, 2018 10:04 |
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Jonas Albrecht posted:So does owning the core CofD work as well? Sure. It's probably better, honestly. It's much easier to grokk when it's presented cohesively than learning an outdated ruleset and then going "okay, now change the following things:" If you've never read the the nWoD corebook there may be a few references to things that you don't recognize, but generally in the form of "Hey, you know how we used to do this thing?" "No?" "Well good because we don't do that any more."
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# ? Jun 14, 2018 10:10 |
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Well sounds good enough for me. Thanks!
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# ? Jun 14, 2018 10:11 |
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I checked to see if 'Gregorian House' music was a real thing and it turns out that while it isn't, someone did their damnedest to make it a thing. https://www.youtube.com/watch?v=c1q9DgbTl60 So I guess that's my Mage soundtrack covered. Also probably works for Geist and certain varieties of Vampire games.
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# ? Jun 14, 2018 14:11 |
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The Demon core book is also just a bit of a mess organizationally in general. I love the game to death and I don't know if there are really enough mechanical problems to justify sweeping changes in a second edition, but there are so many important details in it that are only mentioned conversationally in a huge block of text in a single instance in the whole book.
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# ? Jun 14, 2018 14:12 |
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Something that could really use updating and clarification are Ciphers. They're a neat concept, but they really need better mechanics and better integration into what the game is about. As it is, they feel like something that was bolted on at the last minute.
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# ? Jun 14, 2018 14:23 |
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Demon is great, but it's pretty complex and STing it is pretty labor-intensive, and the amount of information that's either missing or hidden in obscure locations doesn't help. My current favorite example is how the book talks a big game about how one of the major motivations demons have for forming Agencies and otherwise interacting with one another is the buying and selling of Covers, but the rules for how any of that actually works are found as an unindexed footnote in the back end of the short story collection.
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# ? Jun 14, 2018 14:27 |
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Enola Gay-For-Pay posted:Something that could really use updating and clarification are Ciphers. They're a neat concept, but they really need better mechanics and better integration into what the game is about. As it is, they feel like something that was bolted on at the last minute. I never found Ciphers unclear. The problem with Ciphers is that they're straight-up "hey GM. Design three new interesting, character-appropriate, and mechanically balanced powers for each player in your group, oh by the way there might as well be a strict deadline of the third session before you need the first batch, and if the player is lucky and reckless you might need it by the first one. Have fun!"
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# ? Jun 14, 2018 15:08 |
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There's also a side of "hey, GM, decide what the in-setting purpose of this character element actually is, and come up with a philosophical truth to give each character, and decide whether it's actually good advice or secretly bad advice."
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# ? Jun 14, 2018 15:16 |
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Tuxedo Catfish posted:The Demon core book is also just a bit of a mess organizationally in general. I love the game to death and I don't know if there are really enough mechanical problems to justify sweeping changes in a second edition, but there are so many important details in it that are only mentioned conversationally in a huge block of text in a single instance in the whole book. This is kind of my problem with WoD books in general. While I love reading the books, using it as an actual reference document is at best annoying and at worst a total nightmare. It makes me wish that there was some "rules-only" concise version that cuts out all the flowery bullshit (which would probably just be 50 pages at most of rules and then no one would want to sell it).
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# ? Jun 14, 2018 15:26 |
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Yeah. Sadly Demon was one of those games that I really like but the game itself thinks I'm way more clever than I actually am.
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# ? Jun 14, 2018 15:44 |
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Slimnoid posted:This is kind of my problem with WoD books in general. While I love reading the books, using it as an actual reference document is at best annoying and at worst a total nightmare. It makes me wish that there was some "rules-only" concise version that cuts out all the flowery bullshit (which would probably just be 50 pages at most of rules and then no one would want to sell it). I think you'll like how we're presenting mechanics text in Geist 2e.
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# ? Jun 14, 2018 16:21 |
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My Mage players are gearing up to infiltrate a Seer operation, which is a mid-sized tech company. I want the big defensive trap to be a pocket dimension that’s an infinite maze of open-plan office space that gets weirder and weirder the further in you go, to the point where they’re constantly being attacked by animated office equipment in a jungle made of towering standing desks and trash cans overflowing with paper. I need help figuring out how the players actually escape it. A group of mages powerful enough to fill an infinite pocket dimension full of flying staplers would be powerful enough to prohibit teleporting out, stepping into the spirit world, etc. and, more importantly, I don’t want the answer to be as simple as “well I guess I teleport us out”. What weak points should I build into this so that the players have a reasonable degree of ability to escape besides brute force?
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# ? Jun 14, 2018 17:48 |
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I don’t know anything about mage but I know that when GMing it’s better to err on the side of fun than consistency. As long as they can’t immediately sidestep the setpiece there’s no reason why teleportation should be totally verboten. As for what weaknesses the place might have, well, maybe the bad guys were overconfident and missed something. Maybe the place has a mind of its own and can be appeased or even turned. Maybe it’s like an angel and can be overpowered if you play by its office-themed rules. I don’t know how mage works, just make a thread that the group can pull on to unravel the knot
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# ? Jun 14, 2018 17:57 |
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blastron posted:My Mage players are gearing up to infiltrate a Seer operation, which is a mid-sized tech company. I want the big defensive trap to be a pocket dimension thats an infinite maze of open-plan office space that gets weirder and weirder the further in you go, to the point where theyre constantly being attacked by animated office equipment in a jungle made of towering standing desks and trash cans overflowing with paper. Even a pocket dimension still has to comply with federally regulated safety laws. Exits must be clearly marked and accessible in case of emergency.
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# ? Jun 14, 2018 17:58 |
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Also you should absolutely make the players wade through an office ball pit where the balls attack them like tiny, colorful Langoliers. Maybe check the news for other kinds of excessive bullshit that Silicon Valley tech firms have pulled for inspiration, too. Tuxedo Catfish fucked around with this message at 18:04 on Jun 14, 2018 |
# ? Jun 14, 2018 18:01 |
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Tuxedo Catfish posted:Even a pocket dimension still has to comply with federally regulated safety laws. Exits must be clearly marked and accessible in case of emergency. After poo poo takes a turn for the surreal have them spot a giant flaming exit sign in the distance. It's not actually a lie, but you want them to be suspicious of it. If they actually manage to make it that far then them must defeat a golem made out of time clocks, exit signs, lockers, and snippets of payroll software given form. Defeating the golem reveals the exit. Because you see, it's a fire escape.
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# ? Jun 14, 2018 19:09 |
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# ? Jun 12, 2024 09:28 |
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Kurieg posted:After poo poo takes a turn for the surreal have them spot a giant flaming exit sign in the distance. It's not actually a lie, but you want them to be suspicious of it. If they actually manage to make it that far then them must defeat a golem made out of time clocks, exit signs, lockers, and snippets of payroll software given form.
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# ? Jun 14, 2018 19:24 |