Otherkinsey Scale posted:Tough competition! He was primarily a metaphor for landed gentry and nobles' relationship with the working class. The sexual aspects are secondary and way overblown by lit 101 readings of the text, which are heavily colored by Anne Rice and other later writers' works.
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# ? Nov 21, 2018 01:43 |
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# ? May 24, 2024 16:49 |
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Dracula mainly impresses me with his loving nerve. Seriously, guy has to lug around a ton of dirt from home to go anywhere overnight and he's planning a permanent move to London in the age of sail. That said, I never really figured out what the plan was, what was he trying to accomplish? Drac was just big dreamer with vague aims and was not about to let logistics get in his way.
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# ? Nov 21, 2018 01:52 |
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https://twitter.com/_slangers/status/1065044571640356866 For our state election some opposition party marketing gremlin made a bizarre card game that teaches you how much the labor party sucks
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# ? Nov 21, 2018 02:30 |
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Finally, a Cards Against Humanity knockoff that doubles as a lovely deck of playing cards
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# ? Nov 21, 2018 03:26 |
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What’s a rort?
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# ? Nov 21, 2018 03:47 |
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remusclaw posted:Dracula mainly impresses me with his loving nerve. Seriously, guy has to lug around a ton of dirt from home to go anywhere overnight and he's planning a permanent move to London in the age of sail. That said, I never really figured out what the plan was, what was he trying to accomplish? Drac was just big dreamer with vague aims and was not about to let logistics get in his way. Anno Dracula gives you an answer. Elector_Nerdlingen fucked around with this message at 04:04 on Nov 21, 2018 |
# ? Nov 21, 2018 04:02 |
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Subjunctive posted:What’s a rort? Not much, what's a rort with you?
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# ? Nov 21, 2018 04:15 |
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Lurdiak posted:He was primarily a metaphor for landed gentry and nobles' relationship with the working class. The sexual aspects are secondary and way overblown by lit 101 readings of the text, which are heavily colored by Anne Rice and other later writers' works. I mean... visiting women in the middle of the night and "claiming" them as your own seems pretty sexual to me.
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# ? Nov 21, 2018 05:23 |
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New blogpost for The Next Project is up! Today I'm sort of cutting a wide swath, talking about a variety of design points, what things need to be worked on or improved, and where I think things might need to be taken in the future. Specific topics include adding more skill levels as well as cleaning up class customization (potentially by adding more subtypes to classes that currently don't have that many. Most of the content covered in this post was brought up (at one point or another) on Discord -- I tend to put out any early-concept stuff there, first. If you're interested in talking about the game's designs, all goons are welcome to join the TNP Discord.
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# ? Nov 21, 2018 05:45 |
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Lurdiak posted:He was primarily a metaphor for landed gentry and nobles' relationship with the working class. The sexual aspects are secondary and way overblown by lit 101 readings of the text, which are heavily colored by Anne Rice and other later writers' works. Yeah, it's kind of important to note that Bram Stoker was an Irishman who was grew up literally in the middle of the Potato famine before his move to London and that might put a different spin on his feelings about foreign nobles showing up to buy your land.
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# ? Nov 21, 2018 06:30 |
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The game is really bad! Everyone will want to vote for their own card because that's how you win, and there's no rules for how to break a tie. Additionally, since cards that don't win are returned to your hand, as long as you don't win a round all you can do is continue to play the cards that the other players have already rejected.
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# ? Nov 21, 2018 12:45 |
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LatwPIAT posted:The game is really bad! Guys, it's not a lovely game it's a clever simulation of how the liberal party operates. Like monopoly for UK politics.
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# ? Nov 21, 2018 17:07 |
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unseenlibrarian posted:Yeah, it's kind of important to note that Bram Stoker was an Irishman who was grew up literally in the middle of the Potato famine before his move to London and that might put a different spin on his feelings about foreign nobles showing up to buy your land. but also something something catholicism
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# ? Nov 21, 2018 19:41 |
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I don't think this fits another thread so posting here: anyone have a good dice tower seller they recommend? Want to buy one for my friend for Christmas.
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# ? Nov 21, 2018 21:49 |
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Pelgrane press is doing a 20% off the core books for Black Friday. How is time watch? Is that a gumshoe game? Can someone explain gumshoe to me? I have never understood it. And I never grokked it.
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# ? Nov 21, 2018 23:54 |
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GUMSHOE is specifically for investigation games. It basically points out that, while mystery solving in real life involves a lot of simply looking for clues, mystery stories are focused around what inferences you can draw from clues, once you have them. So, simply having the right skill and being in the right place is sufficient for you to find the clue, no roll necessary, and then play is mostly focused around deciding what to do with them. Of course I say this but I've never run an investigation-style game and am merely supposing/dreaming. Surely someone who has run one of these can elaborate better than I can. I did enjoy RPPR's Masks of Nyarlahotep playthrough but that's...a big commitment to grok a style of game.
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# ? Nov 22, 2018 00:36 |
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I've played one shots of two different GUMSHOE games (Nights Black Agents and Ashen Stars), and it's a great system for doing investigative type games. Investigative skills are basically just permissions, and are great for establishing PCs as just baseline competent. Basically unless some plot obstacle is actively opposing them, characters just get to use their areas of expertise. It's remarkably smooth, and makes the opposition seem that much more scary when they throw procedural checks (ie, normal pass/fail skill rolls) at you.
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# ? Nov 22, 2018 01:16 |
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Moriatti posted:I'm ordering this one from my LGS as we speak so thank you. Never thought to look at similar looking dinos. It's certainly not like there's a noted shortage of dinosaur toys in all sizes.
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# ? Nov 22, 2018 12:25 |
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Mike Danger posted:I don't think this fits another thread so posting here: anyone have a good dice tower seller they recommend? Want to buy one for my friend for Christmas. Wyrmwood dice towers are pretty nice.
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# ? Nov 22, 2018 13:49 |
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Can confirm their quality. Expensive as all hell, but they feel nice, play nice, are durable, and transport easily.
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# ? Nov 22, 2018 14:13 |
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Can you even buy them right now? I found their site a while back and it seems like all dice tower shipping is on hold while they run a kickstarter.
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# ? Nov 22, 2018 15:00 |
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Covok posted:Pelgrane press is doing a 20% off the core books for Black Friday. How is time watch? Is that a gumshoe game? Can someone explain gumshoe to me? I have never understood it. And I never grokked it.
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# ? Nov 22, 2018 16:31 |
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MadScientistWorking posted:Timewatch is a game where you play a bunch of time travelers who work in a secret organization making sure that the time stream is safe. Its an investigation game and one that gets a bit weird as you are dealing with paradoxes and stuff that can result from time travel. At the very least I've met the game designer and thought he was a very nice person. Especially considering the fact that he offered to run a game for my friend. Ah neat so sorta the regular rpg version of time stories? Or is it a narrative boardgame/puzzle based cyoa too? I played a module of time stories but then my group got very eager to play more and did the rest without me.
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# ? Nov 22, 2018 18:37 |
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Does anyone have any experience with Stars Without Number? I like the idea of running a sci-fi system. My friend has his own campaign but it's A: a Firefly clone and B: using his weird SPECIAL-based homebrew system which makes no real sense (why would Luck be a stat in a PnP game?). So I'd like to run a Trek-alike, and SWN has the benefits of being freely available and well-regarded. Considered Star Trek Adventures but that seems to have mixed reviews.
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# ? Nov 22, 2018 20:21 |
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Dr Snofeld posted:Does anyone have any experience with Stars Without Number? I like the idea of running a sci-fi system. My friend has his own campaign but it's A: a Firefly clone and B: using his weird SPECIAL-based homebrew system which makes no real sense (why would Luck be a stat in a PnP game?). So I'd like to run a Trek-alike, and SWN has the benefits of being freely available and well-regarded. Considered Star Trek Adventures but that seems to have mixed reviews. SWN is good, but it is far more geared towards playing a bunch of wandering adventurers pulling jobs and looting ancient space stations to pay the rent on their spaceship. The further you deviate from that, the more you'll have to sort of improvise or build yourself. The 1e supplement Skyward Steel is all about spaceships and space navies, so that could be useful. If you buy the deluxe Revised book your also get rules for Transhuman campaigns, and the social credit-like economy would be much more Trek than hunting for credits. I think all the pieces of a Trek game are there, you'll just have to assemble them yourself. The space combat system in particular seems very Trek-like to me, so that's a bonus.
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# ? Nov 22, 2018 20:33 |
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Dr Snofeld posted:(why would Luck be a stat in a PnP game?)
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# ? Nov 22, 2018 20:34 |
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Dr Snofeld posted:Does anyone have any experience with Stars Without Number? I like the idea of running a sci-fi system. My friend has his own campaign but it's A: a Firefly clone and B: using his weird SPECIAL-based homebrew system which makes no real sense (why would Luck be a stat in a PnP game?). So I'd like to run a Trek-alike, and SWN has the benefits of being freely available and well-regarded. Considered Star Trek Adventures but that seems to have mixed reviews. SWN is a decent scifi game built on adapted old-school D&D rules. It's meant to be something like a more approachable Traveller, but someone more familiar with Traveller would have to weigh in on how well that works in execution. It plays fine, but the real appealing bits are the huge spread of random generation rules for star systems, planets, aliens, corporations, and all sorts of other things. 1e also has a massive catalog of supplements that are great to dig through for more ideas, rules, and custom planets/aliens that convert pretty quickly to 2e. I like the minigame between factions and corporations that the GM has to play out every few game sessions, too, but other people might find that to be a lot of extra busywork on the GM. It'd play fine with Star Trek, I think, depending on what type of Star Trek you were looking for. Nuns with Guns fucked around with this message at 20:38 on Nov 22, 2018 |
# ? Nov 22, 2018 20:35 |
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Yawgmoth posted:Luck is a stat in a few systems, CoC being the big one I recall offhand. It's basically just a catchall "let's see if this thing hurts you" stat plus the default "I don't know what to have you roll, so roll this" stat. I'm not personally a fan of it; IME it tends to be a broken god-stat since you can "get lucky" with just about anything.
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# ? Nov 22, 2018 20:39 |
FMguru posted:CoC also uses it as a "restart a stalled adventure" lever. When the players gently caress up all their rolls to find clues, and the adventure is stopped dead in its track, the GM (excuse me, Keeper) can call for Luck rolls to have someone stumble across whatever they need to get things moving again. that is the dumbest loving mechanic I have ever heard. What the hell are you going to do when they all fail?
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# ? Nov 22, 2018 22:25 |
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NinjaDebugger posted:that is the dumbest loving mechanic I have ever heard. What the hell are you going to do when they all fail? Make another round of rolls after a bit? It's a mechanic to cover raw GM fiat with a veneer of mechanics. The rolls don't actually mean anything. EDIT: To be clear, I'm not defending this mechanic, it's just one example of this type of game advise from that era of game design.
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# ? Nov 22, 2018 22:39 |
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NinjaDebugger posted:that is the dumbest loving mechanic I have ever heard. What the hell are you going to do when they all fail? I can see it - it they succeed well, they get a lucky break. If they get mixed success, they get a clue but with strings attached. If they all fail, then someone tries to kill them or another victim is abducted or whatever - a bad outcome, but one that leads to new clues.
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# ? Nov 22, 2018 22:40 |
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Yeah, the luck rolls are for how they find the clue, not if.
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# ? Nov 22, 2018 22:49 |
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Luck just a way to use an in-game mechanic instead of a behind the scenes roll on the GM's part. If it's legit for a GM to roll for random encounters, it's legit for a player to fail a luck roll and thus get a random encounter instead. Sometimes circumstances are uncertain but not really the result of any conscious or unconscious action on the player's part. Are the patrolling guards currently staring down the corridor you just accidentally teleported into? Roll luck. Generally as the GM I'd be happy to roll on a table for the players or just pick what's most interesting but I wouldn't mind having them roll instead, thus letting the roll interact with any other mechanics that affect player rolls.
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# ? Nov 22, 2018 22:56 |
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NinjaDebugger posted:that is the dumbest loving mechanic I have ever heard. What the hell are you going to do when they all fail? Disembowel the Keeper for designing a scenario where the game stalls when you don't find clues.
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# ? Nov 22, 2018 23:55 |
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LatwPIAT posted:Disembowel the Keeper for designing a scenario where the game stalls when you don't find clues.
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# ? Nov 23, 2018 00:06 |
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With D&D doing another artbook, imagine if D&D pulled a Kevin Crawford and made all their previously book artwork creative commons.
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# ? Nov 23, 2018 00:08 |
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Yeah that situation is literally why GUMSHOE was written.
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# ? Nov 23, 2018 00:19 |
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Dr Snofeld posted:Does anyone have any experience with Stars Without Number? I like the idea of running a sci-fi system. My friend has his own campaign but it's A: a Firefly clone and B: using his weird SPECIAL-based homebrew system which makes no real sense (why would Luck be a stat in a PnP game?). So I'd like to run a Trek-alike, and SWN has the benefits of being freely available and well-regarded. Considered Star Trek Adventures but that seems to have mixed reviews. SWN is good - I've been running it for two years. There's a bit power jump between 1st and 2nd edition. Some of the 'feats' you may want to adjust - e.g. one of my players doubled up on the piloting feat, which really cuts down travel time in a way that totally changed the feel of the game (we swopped from 1st to second edition about 3/4th of the way through a campaign). Starship combat is better in 2e. I also prefer the AD&D 1/2e style save scheme from SWN1 than the 3e+ scheme he moved to in SWN2 (and Godlike). And even if the system doesn't work for you, the random tables are really useful.
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# ? Nov 23, 2018 00:33 |
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The saving throws are still 1E/2E like in that they're a set number that goes down each level that you have to roll over, it's just that there's fewer of them and stat modifiers can apply. There's no variable save DCs or anything that made 3E saves way harder to pass.
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# ? Nov 23, 2018 00:56 |
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# ? May 24, 2024 16:49 |
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Jeffrey of YOSPOS posted:I hear this a lot but it seems like the rules lead to this a lot, and while a Sufficiently Smart Keeper can avoid it, a system that leads to the same failure mode over and over across many tables probably warrants a design review. (Trail addresses it completely, pushing rolls helps.) The actual answer is that Luck rolls are not actually meant to be used that way; I just like disembowling people. The actual result of a failed roll to accomplish something in CoC is usually that time passes fruitlessly, and you have to spend more time. It's not the best and I'm sure there's a whole lot of badly written CoC scenarios that stop dead if someone fails their rolls to find clues, but the game explicitly has the default state of a failed roll be "time passes and you can try again". Though they really could have made that clearer. It's easy to miss. (Re: Gumshoe: Yeah Gumshoe is neat and all but the thing about Gumshoe is that once you've learned the central lesson of "just give the players the clues they need to progress the plot" you don't actually need Gumshoe anymore: you can just make good investigation scenarios in any other game. It's not so much a system-thing as it is having a system that coincidentally shines a very bright spotlight on good GMing advice. Now, making a system where you can't make a common mistake is a pretty good idea, but Gumshoe doesn't actually stop you from gating Investigative tags behind General skill rolls...)
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# ? Nov 23, 2018 01:08 |