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dwarf74 posted:I can only access the 4th link. Ah, I see it's because the WFRP4 FB group is closed and you need to be a member to see posts. https://www.facebook.com/groups/1718549725113205/ if people need to join to check it out, I've already done enough legwork that I can't be assed to do screencaps on this.
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# ? Jul 31, 2019 17:49 |
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# ? May 23, 2024 12:25 |
Evil Mastermind posted:What's "Sparked by the Resistance"? That's a new one on me. Games based on Spire's system. Also, unrelated, but it turns out that marketing in the TTRPG industry is really hard if you have a relatively small social media footprint.
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# ? Jul 31, 2019 17:54 |
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If my DBZ fan game veers far enough away from base PBTA to warrant a different descriptive engine name, I think I'm going to insist people use "Punched by the Goku".
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# ? Jul 31, 2019 18:11 |
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Fuego Fish posted:If my DBZ fan game veers far enough away from base PBTA to warrant a different descriptive engine name, I think I'm going to insist people use "Punched by the Goku". how about PUOE, Powered Up Over Episodes.
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# ? Jul 31, 2019 18:13 |
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Kurieg posted:how about PUOE, Powered Up Over Episodes. Trained in the Gravity Chamber.
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# ? Jul 31, 2019 18:14 |
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The fact that the "Resistance Toolbox" (link here doesn't mention Sparked by the Resistance in its ad copy and you actually have to get into the PDF to find that is... mildly frustrating. I think the core mechanic is superior to Forged in the Dark, but FitD has all the great mechanics built around its core mechanic.
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# ? Jul 31, 2019 18:16 |
CitizenKeen posted:The fact that the "Resistance Toolbox" (link here doesn't mention Sparked by the Resistance in its ad copy and you actually have to get into the PDF to find that is... mildly frustrating. but I don't think that Grant Howitt has ever fallen on his face by talking down to a prominent black ttrpg community leader in a profoundly belittling way
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# ? Jul 31, 2019 18:27 |
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That's definitely a factor to consider if you want to give money to buy one or the other books. I don't know if that's a factor in deciding on a license to use for a game, or a core mechanic.
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# ? Jul 31, 2019 18:32 |
CitizenKeen posted:That's definitely a factor to consider if you want to give money to buy one or the other books. I don't know if that's a factor in deciding on a license to use for a game, or a core mechanic. Using a person's engine can also be seen as a tacit endorsement of that person. I know at least a couple of people who have shelved FitD products after what happened with Harper.
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# ? Jul 31, 2019 18:54 |
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Sure, people can do what they want to do and if they feel that's the best way, I support them. That flies in the face of my understanding of open source and communities, though. I wouldn't be able to use the internet if my taking advantage of open code was a tacit endorsement of the coders who wrote it. So I'm not going to lambast an OGL system and the good people who've done good work because it's ostensibly fruit of the poisonous tree.
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# ? Jul 31, 2019 19:00 |
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slap me and kiss me posted:What are examples of games with good licenses for sharing mechanics and content? For the Queen/Descended From the Queen
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# ? Jul 31, 2019 19:01 |
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Meinberg posted:but I don't think that Grant Howitt has ever fallen on his face by talking down to a prominent black ttrpg community leader in a profoundly belittling way Whoah what. I remember Harper being douchey about paying for work on kickstarted stretch goals, and I remember he got in a twitter slapfight that he's since admitted he was wrong about. Is there more?
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# ? Jul 31, 2019 19:07 |
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Xiahou Dun posted:Whoah what. I remember Harper being douchey about paying for work on kickstarted stretch goals, and I remember he got in a twitter slapfight that he's since admitted he was wrong about. Is there more? Mienberg is talking about the second thing
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# ? Jul 31, 2019 19:15 |
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I only vaguely remember it because I don't really do twitter, but I thought he was out of bounds but then quickly was like, "O yeah, that was hosed up, sorry." Am I making it way better in my memory?
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# ? Jul 31, 2019 19:19 |
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Xiahou Dun posted:I only vaguely remember it because I don't really do twitter, but I thought he was out of bounds but then quickly was like, "O yeah, that was hosed up, sorry."
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# ? Jul 31, 2019 19:23 |
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Ahhh that's great. Alex Roberts does good work.
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# ? Jul 31, 2019 19:26 |
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I hadn't heard about it, it sounds like he apologized, unless it becomes evidence of a pattern I'll have forgotten about it by the end of the day.
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# ? Jul 31, 2019 19:27 |
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I did not realize For the Queen had gone SRD. That's pretty cool.
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# ? Jul 31, 2019 19:28 |
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I took a look at the SRD and it's like about ten paragraphs that give a basic overview of how the game is played. Am I missing something? Because that's wildly different from, say, the Fate or Gumshoe SRDs.
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# ? Jul 31, 2019 19:45 |
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The Resistance Toolkit document is pretty similar; it's a short description of how the system works overall, and what the basic parts are. There's not, for example, any real advice on how the math is supposed to work. That being said, it's a useful and iirc free document, and if I ever get my act together I'm definitely using the Sparked by the Resistance base for an SF RPG idea I've been kicking around. Although I'm 100% stealing flashbacks from BitD, since they work really well in Resistance. In fact, if and when I run Spire, I'm going to have flashbacks as a standard mechanic that cost a little of the appropriate stress track but can't trigger consequences that would conflict with the current situation. It's just a natural fit.
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# ? Jul 31, 2019 19:52 |
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Are flashbacks not in The Spire as vanilla? I thought they were but I do have brain-spiders so who knows. Edit : I'm apparently the oldest man in the world and need to be reminded about everything. "You kids remember the war? We gotta beat the Huns!"
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# ? Jul 31, 2019 19:57 |
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Xiahou Dun posted:Are flashbacks not in The Spire as vanilla? I thought they were but I do have brain-spiders so who knows. If they are I totally missed them while reading the book, and I'm certain they don't come up in the GMing advice section where it talks about how to structure a heist/operation.
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# ? Jul 31, 2019 19:58 |
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The Spire lacks Flashbacks, any sense of XP (which can be good or bad), all of the downtime mechanics, the cool gear rules, factions and tiers, all that. Again, I think the Spire's task resolution and stress/harm models are slightly but noticeably better than Blades', but I think my ideal project is a hybrid of the two.
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# ? Jul 31, 2019 20:03 |
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CitizenKeen posted:The Spire lacks Flashbacks, any sense of XP (which can be good or bad), all of the downtime mechanics, the cool gear rules, factions and tiers, all that. Spire's EXP-equivalent system is quite effective honestly, because it's based on changing the city (for better or for worse) so if it's well-calibrated, then it has player powers develop in direct proportion to the stakes.
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# ? Jul 31, 2019 20:08 |
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CitizenKeen posted:The Spire lacks Flashbacks, any sense of XP (which can be good or bad), all of the downtime mechanics, the cool gear rules, factions and tiers, all that. My memory must be playing games with me and I just back-filled that from Blades without thinking. drat.
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# ? Jul 31, 2019 20:13 |
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Joe Slowboat posted:Spire's EXP-equivalent system is quite effective honestly, because it's based on changing the city (for better or for worse) so if it's well-calibrated, then it has player powers develop in direct proportion to the stakes. My problems are (a) it can be hard to know how much of a change in the city is how much, because there's not much guidance with that, as I recall, and (b) it's a pain in the rear end to write your own playbooks because then you're just compounding the ambiguity.
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# ? Jul 31, 2019 20:20 |
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inklesspen posted:I took a look at the SRD and it's like about ten paragraphs that give a basic overview of how the game is played. Am I missing something? Because that's wildly different from, say, the Fate or Gumshoe SRDs. The game is unlike either of those, though. All the characters inhabited by the players love the queen, but many have also not necessarily been treated well. Through the game, they tell their stories of their relationship with her, and when she is attacked at the end, each has to decide whether they still want to defend the queen. You could make a game with a similar structure about a Jedi Master and their students after Order 66. The system is how it's played, since there's no dice to roll or mechanical content beyond the construction of the deck.
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# ? Jul 31, 2019 20:38 |
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Fuego Fish posted:If my DBZ fan game veers far enough away from base PBTA to warrant a different descriptive engine name, I think I'm going to insist people use "Punched by the Goku". Power Up, Never-Cowardly Heroes!
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# ? Jul 31, 2019 23:01 |
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Bongo Bill posted:Power Up, Never-Cowardly Heroes! I had a small bit of awkwardly-positioned schmutz on my screen that I didn't notice so this read as "Power Up, Never-Cowardly Herpes" and it took a solid minute of staring to figure out what was wrong.
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# ? Aug 1, 2019 00:06 |
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Powered by the AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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# ? Aug 1, 2019 00:47 |
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It Burning Wheels when I pee!
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# ? Aug 1, 2019 00:50 |
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Nuns with Guns posted:Has anyone looked into the Fate Accessibility Tool Kit? It looks like a neat idea. Got this today and its good. It's clear that the mobility issue section wasn't written by someone with mobility issues themselves, but mostly only because every other section is rock solid and even then it's still good. All the non-FATE specific stuff is great, like every section having a "hey, just google it to have even the smallest amount of education on it before you do it" reminder and the repeated "there's not really much upside to this, but here's some things that might work" especially for the chronic illness section which was very accurate to my experience. I recommend it on the general advice alone being worth reading. It was also nice to read that the way my group has handled the various disabled characters we've had aligns with the advice given so we weren't accidentally awful with stuff we weren't familiar with. When I was speaking with the guy that has ran those games he said he'd prepared with the recommended method of thinking about other senses and how a scene would be experienced if you took something away (sight, sound, ability to walk) from a thing he read years ago and then it turns out hey, that was written by Elsa! She's good.
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# ? Aug 1, 2019 03:05 |
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EthanSteele posted:Got this today and its good. It's clear that the mobility issue section wasn't written by someone with mobility issues themselves, but mostly only because every other section is rock solid and even then it's still good. All the non-FATE specific stuff is great, like every section having a "hey, just google it to have even the smallest amount of education on it before you do it" reminder and the repeated "there's not really much upside to this, but here's some things that might work" especially for the chronic illness section which was very accurate to my experience. I recommend it on the general advice alone being worth reading. This is the most picayune of problems, but does it address color-blind gamers?
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# ? Aug 1, 2019 03:16 |
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Tuxedo Catfish posted:Powered by the AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA gently caress I love this one.
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# ? Aug 1, 2019 13:28 |
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Xiahou Dun posted:This is the most picayune of problems, but does it address color-blind gamers? It does not and I was hoping for at least a sidebar. Colour vision is mentioned under blindness in the different ways it can manifest as part of that, but nothing that would apply to colour-blindness as a condition itself.
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# ? Aug 1, 2019 20:07 |
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EthanSteele posted:It does not and I was hoping for at least a sidebar. Colour vision is mentioned under blindness in the different ways it can manifest as part of that, but nothing that would apply to colour-blindness as a condition itself. It's my own very petty bugbear that I get very frustrated that good chunks of tabletop games are color-coded, when it would be absolutely trivial to add, say, a pattern or something to the art design to also disambiguate things. And that specifically the red-green contrast, the most common kind of color-blindness, is the most commonly used thing for bad vs. good. Obviously people with real visual impairments have primacy, but it's so baffling how much of my life has been, "Sweet! I got this great new game! I can't wait to... O. First I need to find someone else to right the word "purple" in sharpie on half of the stuff. Yay..." It's not like this is a super rare problem. It's like 1 in 20 people. Why???????????? PS I was was rewatching your ancient Left4Dead LP for some reason, don't ask, and it's still really good! Thank you!
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# ? Aug 1, 2019 20:14 |
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Xiahou Dun posted:It's my own very petty bugbear that I get very frustrated that good chunks of tabletop games are color-coded, when it would be absolutely trivial to add, say, a pattern or something to the art design to also disambiguate things. And that specifically the red-green contrast, the most common kind of color-blindness, is the most commonly used thing for bad vs. good. Huh! How do things like the Chuubo icons work out for you?
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# ? Aug 1, 2019 20:23 |
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A friend of mine has an inherited macular degeneration condition. Along with her vision just plain going, her colour vision is deteriorating rapidly too; often when we're doing a board game night, she'll have to ask confirmation on what colour a counter or card is.
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# ? Aug 1, 2019 20:33 |
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Xiahou Dun posted:It's my own very petty bugbear that I get very frustrated that good chunks of tabletop games are color-coded, when it would be absolutely trivial to add, say, a pattern or something to the art design to also disambiguate things. And that specifically the red-green contrast, the most common kind of color-blindness, is the most commonly used thing for bad vs. good. Definitely. All components should be colour + icon/shape indicator. Not only is it helpful to those with colour blindness, it adds visual consistency.
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# ? Aug 1, 2019 20:44 |
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# ? May 23, 2024 12:25 |
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I'm red-green colorblind and it can be really tricky with some board games. I have a hard time telling blues from purples, bright greens from dark yellows, reds from oranges, etc. I appreciate games that work in bold colors (Pandemic is a good example as far as viruses go, but some of the meeples give me a hard time). I have gotten into the habit of telling everyone upfront that I might have to ask for help with color information and so far everyone has been cool with it.
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# ? Aug 1, 2019 20:50 |