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Either works. The main problem is that I don’t really have a talent for improv and thinking on my feet, especially not after a long workday, and that doesn’t go well with an after-work game. As long as I can offload at least most of the “oh they did this so what happens next” thinking to a document or overall heuristic, I can make it myself or use an existing module. Though, doesn’t PbtA already do that?
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# ? Feb 7, 2019 16:19 |
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# ? Jun 10, 2024 06:46 |
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LLSix posted:Less crunch usually means more improv. Dungeon world is already pretty system light, I'm not sure what the next step towards less crunch would be short of PDQ which is almost pure fluff and improv. Maybe take a look at Fate or Fate Accelerated, but there's not much on the system light side that also has pre-built adventures. A straightforward dungeon crawl makes way more sense given that we're playing after work and we're bog-loving tired by then unless we slack off during the day and rest up for the game (not that I'd mind). I guess I...kinda don't know what "crunch" actually means. In my mind, "crunch" means math, distance calculations, turn order, and action tables. Is that what it really means? You know, I've been meaning to try Strike!. That would actually be kinda cool. I'm going to talk to my players first and foremost about taking a break from DW and trying another system for a couple sessions, but I'll definitely offer that one!
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# ? Feb 7, 2019 16:49 |
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I enjoy Strike! as a chill, lower crunch game that gives good tactical feels. You can generally steal any video game enemy or stage concept and pretty easily transfer it to mechanics. I know Jim was working on a monster manual of sorts, though I'm unsure of how that progressed.
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# ? Feb 7, 2019 17:49 |
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If I’m reading your situation correctly I recommend Into The Odd. If your players are more into tactical fights, then try Strike or even Descent instead.
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# ? Feb 7, 2019 18:07 |
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Trying to work up a new Ninja Turtles campaign. Obviously the Palladium system is out. The goal is to have fun martial arts combat, whether TotM or on a grid doesn't make a big difference since it will be on Roll20: RULESET: Normal to crunchy, whatever is needed for entertaining combat that hopefully doesn't drag too badly. SUPPORT: User-Generated. Having some stats to check for mooks and such would be helpful but not required. CHARGEN: Any, but I would like to have some mechanical weight to animal types and powers, so probably on the medium to heavy side. SETTING: Univesral to neutral. Thinking of Strike! or maybe Savage Worlds, but on the latter I'm not sure how much fun the combat actually ends up being. The few times I've tried it seemed to have combat resolved in a quick and utilitarian manner.
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# ? Feb 8, 2019 19:19 |
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Panic At The Dojo might be what you're looking for.
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# ? Feb 8, 2019 19:35 |
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That does seem pretty much perfect. Weirded out by no to-hit rolls, but I'll need to see it in action before I can judge.
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# ? Feb 8, 2019 21:00 |
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EverettLO posted:That does seem pretty much perfect. Weirded out by no to-hit rolls, but I'll need to see it in action before I can judge. Think of rolling the dice you need to do poo poo as your to-hit, if it helps.
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# ? Feb 9, 2019 00:40 |
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I’ve got this idea I want to start putting together. It’s based off the Shin Megami Tensei series only instead of high schoolers in Tokyo the players are starting a cult/commune in the 60s/70s America. I want to split the game between dealing with demons causing a ruckus across the US and making moral choices about how the cult will grow and what its goals are. There will be two main character types; Tuners and Summoners. Summoners call on their demon partners to manifest and fight for them, while Tuners allow the demon to posses their body, granting them greater strength. Summoners have a sort of code they establish with their partners they have to stick to, while Tuners have to deal with the personality and intent of the demon inside them overriding their own. I don’t want to try to translate all the nuances of SMT battle for the game but I do want people to be able to enjoy fighting demons and humans with their cool magic/hulked out possessed body. I’d want a system that’s more style over substance that I could maybe work a simple elemental strength/weakness system into. I think the cult management stuff could be simple CYOA though so that might not need to be part of the system. Ruleset: Light. Style over substance Support: User-generated Chargen: Light. Something I could use to split Tuners from Summoners and maybe work in elemental strengths/weaknesses Setting: Universal
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# ? Feb 18, 2019 18:10 |
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It's probably a bit heavier than what it sounds like your looking for, but the first thing to come to mind was an unholy mishmash of several One Roll Engine (ORE) games. There are books using the system that have subsystems for basically everything on your wish list.
Going this route would definitely take quite a bit of work, since you'd essentially be cobbling together your own homebrew ORE game from existing parts, but something tailored to that level might be the best fit. If the prospect of using ORE for this interests you, I would definitely download and take a look at Nemesis to see if ORE's level of crunch is within — or close enough to reach, after modification — your acceptable range. If nothing else, the ideas behind the demon creation rules in Better Angels may be a potential source of good inspiration; instead of creating both halves of the partnership, one player creates the mortal character and another player generates the demon possessing that host. It obviously takes away some amount of player agency, especially if a player's approaching the table with a specific theme in mind for their duo, but perhaps that's just part of the point when negotiating with demons? Other alternatives to look at might include Double Cross, City of Mist, and FATE.
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# ? Feb 18, 2019 20:52 |
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Getsuya posted:Ruleset: Light. Style over substance Genuinely just use Fate Core and grab the Toolkit for a bunch of different magic systems you can reuse or modify.
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# ? Feb 18, 2019 20:56 |
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Getsuya posted:Ruleset: Light. Style over substance Yeah, AW and fate are probably fine. However, as I often do, I'd suggest Strike since Tuners fit pretty nicely with the shapeshifter, martial artist, duelist and necromancer, while summoner fits buddies and, well, summoner! However, if you don't care for grid combat, then I don't think it offers more than Fate, AW or Cortex+
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# ? Feb 18, 2019 21:47 |
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This might be super niche, but does anyone know of any systems that lean into fashion as a ruleset system? Like clothing choices or even a style thing like FFX-2 or something?
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# ? Mar 4, 2019 20:04 |
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Waffles Inc. posted:This might be super niche, but does anyone know of any systems that lean into fashion as a ruleset system? Like clothing choices or even a style thing like FFX-2 or something? Well, Maid. If you want to go there. There’s both an extensive list of costumes and their effects and an outfit damage mechanic.
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# ? Mar 4, 2019 20:10 |
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Waffles Inc. posted:This might be super niche, but does anyone know of any systems that lean into fashion as a ruleset system? Like clothing choices or even a style thing like FFX-2 or something? I'm not familiar with X-2, would you mind elaborating?
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# ? Mar 4, 2019 20:38 |
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Moriatti posted:I'm not familiar with X-2, would you mind elaborating? It's just a really flexible job system mechanically, but for the purposes of this question I'm more using it as an example because part of the general conceit is like, the distinct (and cool/fun) costumes the characters transform into when they change jobs In general I'm asking because a friend of mine wants to DM and said "If I ever run a dnd campaign proper, fashion will be a very relevant mechanic" and obviously D&D is not a system that has anything resembling that so in lieu of hacking/homebrewing something in I was curious if there were any existing systems that did anything like that
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# ? Mar 4, 2019 20:51 |
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It's not exactly putting fashion front and center, but social conflict is a pretty important part of Spellbound Kingdoms and having fancy clothes, accessories, jewelry, etc. give bonuses the same way swords and armor give bonuses in physical conflicts in most games.
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# ? Mar 4, 2019 21:01 |
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Costume Fairy Adventures. Every costume has special effects. It's good wacky fun.
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# ? Mar 4, 2019 22:14 |
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Yeah, it depends on what you want from fashion, if it was just a class based mechanic, 4e style magic items taken to a further extreme would be the way to handle it. As for social constructs... I'm less familiar with games that have that tbh
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# ? Mar 4, 2019 23:20 |
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Lynx Winters posted:It's not exactly putting fashion front and center, but social conflict is a pretty important part of Spellbound Kingdoms and having fancy clothes, accessories, jewelry, etc. give bonuses the same way swords and armor give bonuses in physical conflicts in most games. Ah this is kinda neat! I dig it!
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# ? Mar 4, 2019 23:37 |
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Waffles Inc. posted:This might be super niche, but does anyone know of any systems that lean into fashion as a ruleset system? Like clothing choices or even a style thing like FFX-2 or something?
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# ? Mar 4, 2019 23:53 |
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Waffles Inc. posted:This might be super niche, but does anyone know of any systems that lean into fashion as a ruleset system? Like clothing choices or even a style thing like FFX-2 or something? It's not huge but Spellbound Kingdoms uses fashion as equipment for its social combat type system. It's not very deep though.
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# ? Mar 5, 2019 05:22 |
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Moriatti posted:As for social constructs... I'm less familiar with games that have that tbh Games ARE social constructs though...
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# ? Mar 5, 2019 09:54 |
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Zarick posted:It's not huge but Spellbound Kingdoms uses fashion as equipment for its social combat type system. It's not very deep though. I mean this is kind of the problem with non-combat systems in RPGs in general. People look at D&D with it's incredibly sophisticated model of skirmish-scale combat, loaded with player-facing decisions that affect your likelihood of success, with different distinct gameplay roles for players, as opposed to just narrative ones; then they look at the vague handwave with which D&D handles everything else -- all the things it treats as mostly unimportant -- and say "I'd like a game that's just the handwaves, please." It boggles my mind.
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# ? Mar 5, 2019 14:15 |
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I had a discussion similar to this with my lgs owner yesterday, and they said something I've heard a few times and never understood, which is "I don't care as much about the system as I do the story" Which... Seems to be missing the point that the game system is how the player interacts with said story, the mechanics are just there to ensure consistent player actions. Or put another way Ichabod Sexbeast posted:Games ARE social constructs though...
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# ? Mar 5, 2019 17:11 |
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Tuxedo Catfish posted:I mean this is kind of the problem with non-combat systems in RPGs in general. Yeah, I was recently reading a thread on Reddit where people are discussing good social combat systems and there were a lot of smug replies about how they don't need any rules for that, because it "cheapens the roleplaying" somehow. I'd much rather play a game though, otherwise why wouldn't we just be writing a story? Systems mean that truly unexpected things can happen, rather than just whatever the players/DM came up with.
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# ? Mar 6, 2019 14:09 |
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I want to run a light-weight post-apocalyptic game. We're going to be building the setting ourselves by playing The Quiet Year, then we will take turns running sessions.
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# ? Mar 7, 2019 18:39 |
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kidkissinger posted:I want to run a light-weight post-apocalyptic game. We're going to be building the setting ourselves by playing The Quiet Year, then we will take turns running sessions. Apocalypse World seems like the obvious choice, here.
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# ? Mar 7, 2019 19:02 |
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Lemon-Lime posted:Apocalypse World seems like the obvious choice, here. I've heard it discussed heavily but have never actually checked it out. Thanks!
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# ? Mar 7, 2019 19:23 |
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kidkissinger posted:I've heard it discussed heavily but have never actually checked it out. Thanks! The only caveat is if you go super wild with TQY (e.g. my last game of TQY had the "village" be a submarine base) you might have to reskin a few things. Apocalypse World doesn't make very many assumptions about its setting (deliberately, so people can just set it in whatever post-apocalyptic setting they want), but it does make a few, such as there being firearms, ground-bound vehicles, resource scarcity, and a horrifying psychic maelstrom possibly made up of the souls of everyone who died in the apocalypse, and which occasionally shouts visions of the future at people. Though it's not going to be a problem for most TQY games, especially if all your players were on-board with the same general sort of modern-civilisation-in-ruins post-apoc aesthetic.
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# ? Mar 7, 2019 20:01 |
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Are there any good systems for generating lots of superheroes? I feel like most systems end up with the 3-5 PC superheroes and this rogue's gallery that is almost a rogue's Louvre, just chalk full of villains. I was wondering if there's a game that encourages players to help flesh out the good side of the super-universe?
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# ? Mar 13, 2019 16:58 |
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CitizenKeen posted:Are there any good systems for generating lots of superheroes? ICONS has Universe Creation rules that I've always wanted to try.
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# ? Mar 13, 2019 17:03 |
What storygames would people recommend? I've been feeling really burnt out on 'you are adventurers, pluckily overthrow the Empire/Corporation/etc.', and our current game of Hill Folk is an amazing change of pace with it's laser-focus on relationships and character. I'm after super-light systems and very theme-focused rules if possible. I know it's really vague, but part of the problem is that I don't know what to look for.
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# ? Mar 14, 2019 02:33 |
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lofi posted:What storygames would people recommend? I've been feeling really burnt out on 'you are adventurers, pluckily overthrow the Empire/Corporation/etc.', and our current game of Hill Folk is an amazing change of pace with it's laser-focus on relationships and character. I'm after super-light systems and very theme-focused rules if possible. I know it's really vague, but part of the problem is that I don't know what to look for. Apocalypse World: Post-apocalyptic, the first of them. Monsterhearts: Teenager problems through the lens of being literal monsters. Monster of the Week: Buffy/Supernatural/Doctor Who/X-Files, etc. MASKS: Teen superhero drama. Spirit of '77: 70's pop culture heroes (Dukes of Hazard, Shaft, $6 Million Man, etc.) Urban Shadows: Dark urban fantasy, everyone is an rear end in a top hat, and it's great.
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# ? Mar 14, 2019 05:47 |
I've only played Dungeon World from PbtA, and that was alright but very much standard game dynamics, a refinement of D&D rather than something different. I've heard people say DW misses the point of PbtA a lot, is the difference really that great?
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# ? Mar 14, 2019 06:13 |
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lofi posted:I've only played Dungeon World from PbtA, and that was alright but very much standard game dynamics, a refinement of D&D rather than something different. I've heard people say DW misses the point of PbtA a lot, is the difference really that great?
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# ? Mar 14, 2019 07:34 |
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Fellowship isn't even PbtA D&D, because it doesn't do the dumb D&D stuff people often want when they want to play D&D. It's specifically PbtA "epic adventuring journey to depose the BBEG," which doesn't even particularly need to be fantasy. D&D in crawl-the-dungeon-and-kill-poo poo-for-loot mode just isn't really compatible with PbtA, in general. Anyway, in non-PbtA stuff you could also check out Polaris (or the IMO better Thou Art But A Warrior) or The Quiet Year. Downfall is also good for a oneshot if you have exactly three people playing (all of these are GMless).
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# ? Mar 14, 2019 07:57 |
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A friend of mine (a player with no interest in DMing) has asked me (DM) if I could look through this book 'Tales from the Loop' and I'm gonna start flipping through it now Any sort of like "top sheet" feedback or thoughts y'all have about it as a system and how games go?
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# ? Mar 14, 2019 14:58 |
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kidkissinger posted:I want to run a light-weight post-apocalyptic game. We're going to be building the setting ourselves by playing The Quiet Year, then we will take turns running sessions. Getting less light-weight, but not by much, and while you're looking around, Legacy 2e is worth a look. You play a character and a Faction and over time you can play many characters as the game becomes generational. I haven't played it yet, but the reviews are glowing.
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# ? Mar 15, 2019 14:47 |
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# ? Jun 10, 2024 06:46 |
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So I've been kicking around different ideas on this for years, and figured it would probably be better to just ask here. I'd like to run a game in the King's Field universe (FROM Softwares core RPG series before they dropped Demon Souls and changed the gaming world). There are three main points I'm interested translating from the world into the actual gameplay:
*Magic and melee being freely mixed together (this is where I'm stretching) *The kind of forlorn lost feeling that is brought on by the forces of evil already winning the first round (this is where I'm REALLY lost) RULESET: Normal to Crunchy SUPPORT: Established would be wonderful (at least being able to just reskin a bunch of existing stuff) but down to DIY is fine CHARGEN: Involved to Days, preferably non-class based but if they are relatively loose, that can work. SETTING: Universal to Neutral I don't think the per slot armor system from the KF games is really a value add, so don't need anything that in depth. Stuff like piercing vs bashing is also mostly superfluous, but support for elemental damage and status effects is a plus. Honestly, as I type this out, I realize I'm looking to see if there are some better suggestions out there than just doing a conversion based on Exalted 3e. It would take a decent amount of work to do this, but could work out.
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# ? Mar 28, 2019 22:24 |