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Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
It's good though. Wish I had a group interested in a playtest.

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PerniciousKnid
Sep 13, 2006

FMguru posted:

Fiasco is another RPG where combat doesn't get its own system.

Just to be clear, I was asking specifically about tactical social combat, not just games with universal conflict resolution.

slap me and kiss me posted:

Let Thrones Beware is explicitly this, but it is ... not finished.

This sounds really interesting, thanks.

slap me and kiss me
Apr 1, 2008

You best protect ya neck

PerniciousKnid posted:

Just to be clear, I was asking specifically about tactical social combat, not just games with universal conflict resolution.
This sounds really interesting, thanks.

Fingerguns.bmp

sebmojo
Oct 23, 2010


Legit Cyberpunk









Hey nerds, thanks to anyone who came and posted a thunderdome adventure, they start here if you want to take a look! Of the ones I've read sitting here and yoruichi are a fun read, and thranguy deserves insane props for crafting a full hexcrawl that references a bunch of the other adventures this week.

Any TG visitor who gets an honorable mention will get a suitable gang tag, of course!

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.

CitizenKeen posted:

What are some role playing games with good, board gamey mini games that aren't combat? Shardix's mentality is similar to my own, but also, for most games, combat is the part that's the crunchy, interactive, gamey part. Which is the part I want.

Ars Magicka is a little too solitaire. Red Markets is a little too depressing. Even optimistic, relationship-centered, narrative games like Flying Circus put the game in the combat.

What's a good, crunchy game where the meatiest chapter is for something other than fighting?

Ryuutama?

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

I’m sure it’s not great but is the Final Fantasy TCG any fun? Is it at least playable? I just want to throw anime pretty boys with huge swords on a table against like my wife and brother occasionally, I am not that interested in the overall scene...

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
I enjoyed it when I played it, but I wasn't sure I was playing it right.

Angrymog
Jan 30, 2012

Really Madcats

Combat should be totally advised in Ryutaama, because it's very boring.

CitizenKeen
Nov 13, 2003

easygoing pedant

Vadun posted:

Pendragons 'Book of Feasts' is a fantastic supplement about throwing lavish parties, with modifiers for varying levels of drunkenness, what offends hosts and your lord, etc.

I should know more about Pendragon, but I feel like the fact that it's a supplement highlights my problem.

Arivia posted:

In all honesty, I'd look at Pathfinder 2e, which has really strong involved skill rules and subsystems built off of them. This is the big subsystems chapter http://2e.aonprd.com/Rules.aspx?ID=1187

I do not believe for a second that Pathfinder 2E's biggest minigame is not combat. I'm sure it has many other good minigames.

Leraika posted:

Ryuutama?

I don't know Ryuutama enough, I'll give it a look.

----

And therein lies the rub. "Why are so many games about violence?"

Because that's the part of the game that's the game, that's fun. I feel like most RPGs beyond some arbitrary weight threshold have a core mechanic and a combat mini game.

I want a crunchy David E. Kelley RPG, where you're struggling with office politics, personal relationships, kooky mysteries, and then there are two chapters on engaging in courtroom shenanigans and all the class mechanics are about "gain +2 to Inspiring Rhetoric when you cross-examine a witness you've shared a whispered conversation with, unless that witness has a hardened Cool status".

GUMSHOE comes close to being a violence-free, crunchy RPG. But coming up with mysteries is a bit exhausting, if I'm honest. Unless I'm playing it wrong, there's no "throw 4 skeletons and a wight into a room with a flame pit and call it a day" way to make an hour of fun with mysteries.

I grow tired of violence, sometimes, and then I play RPGs that don't focus on violence. But they're usually lighter. When I feel the itch to min/max a character sheet and choose from a giant list of cool abilities, all of my options seem to be about violence.

fool of sound
Oct 10, 2012
You've mentioned Ars Magica, but it playing with the magic system isn't your thing, the supplements have extensive rules for participating in a court (intrigue, feasts, courtly love, ect), running a business or managing a feudal demense, or developing as an academic or artist.

Angrymog
Jan 30, 2012

Really Madcats

Pendragon's combat rules are a tiny part of the book. There's more rules about being overly dramatic knights than there is about fighting.

Asterite34
May 19, 2009



Well that brings up the hypothetical: What situations and kinds of stories lend themselves to the traditional RPG mold (a party of differently classed specialists overcoming challenges with discrete moves and skills and attributes) but which would usually involve no physical combat of any sort?

CitizenKeen
Nov 13, 2003

easygoing pedant
Absolutely fair. I'm not being dismissive, I think there are answers.

But also, if the state of the art for "reasonably crunchy RPG whose primary mini-game isn't combat", and the entry points for that genre are Pendragon and Ars Magicka... Yeesh.

Absurd Alhazred
Mar 27, 2010

by Athanatos

Asterite34 posted:

Well that brings up the hypothetical: What situations and kinds of stories lend themselves to the traditional RPG mold (a party of differently classed specialists overcoming challenges with discrete moves and skills and attributes) but which would usually involve no physical combat of any sort?

Interdisciplinary research, or an engineering project? Civil Engineering TTRPG?

CitizenKeen
Nov 13, 2003

easygoing pedant

Asterite34 posted:

Well that brings up the hypothetical: What situations and kinds of stories lend themselves to the traditional RPG mold (a party of differently classed specialists overcoming challenges with discrete moves and skills and attributes) but which would usually involve no physical combat of any sort?

That's an excellent point.

I would love a game about hacking, that's reasonably crunchy. And "hacking" often is just "virtual combat", but I'd love a game where you're hackers, because encounter could fail. And instead of dying, it becomes another kind of scene. Now you've got to beat feet before private security forces show up, because they'll throw you in a hole, at best. You can do that with most cyberpunk games, but cyberpunk games should allow everybody to participate in hacking, just like most games allow everybody to participate in fighting.

Asterite34
May 19, 2009



CitizenKeen posted:

That's an excellent point.

I would love a game about hacking, that's reasonably crunchy. And "hacking" often is just "virtual combat", but I'd love a game where you're hackers, because encounter could fail. And instead of dying, it becomes another kind of scene. Now you've got to beat feet before private security forces show up, because they'll throw you in a hole, at best. You can do that with most cyberpunk games, but cyberpunk games should allow everybody to participate in hacking, just like most games allow everybody to participate in fighting.



fake edit: Maybe a collaborative art form like filmmaking? Classes include Director, Screenwriter, Producer, Leading Man, that kinda thing.

CitizenKeen
Nov 13, 2003

easygoing pedant

Asterite34 posted:

fake edit: Maybe a collaborative art form like filmmaking? Classes include Director, Screenwriter, Producer, Leading Man, that kinda thing.

I think there are tons of ideas, but the follow-up question is: does the game merit high crunch?

I can't think of a half dozen games about film making that are light, single-shot games, much less one that would be long enough to merit a long campaign that crunchy systems excel at.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Pendragon's a bit funny there, since one of the key things with making knights is that they are by definition professional elite soldiers, and thus tend to come with at least decent combat skills and equipment for it even if they're poor, while everything else they can do is a crapshoot. Which is also one of the many ways it's pretty accurate to the stories and meant to provide some potential comedy. (advancing your skills is also a literal dice roll, though it does have a bias towards increasing your lowest skills so you can end up fairly well-rounded if you give everything a try)

But yeah, there is a problem that most games that don't have a heavy combat focus, or at least have a well fleshed out system for socialisation and other challenges, are heavily focused on something else.

LatwPIAT
Jun 6, 2011

CitizenKeen posted:

That's an excellent point.

I would love a game about hacking, that's reasonably crunchy. And "hacking" often is just "virtual combat", but I'd love a game where you're hackers, because encounter could fail. And instead of dying, it becomes another kind of scene. Now you've got to beat feet before private security forces show up, because they'll throw you in a hole, at best. You can do that with most cyberpunk games, but cyberpunk games should allow everybody to participate in hacking, just like most games allow everybody to participate in fighting.

I’ve toyed with the idea of a Blades in the Dark hack played with Steve Jackson Games’ Hacker as a form of board. Hacker and BitD both have rules for helping other people, and there’s a lot of readily available Complications in the form of terminating a hack, a SysAdmin housecleaning a system, and so forth. I wondered about having no hit points except the size of your Proxy Network, which becomes burned when you’re traced. To cover the breadth of hacking, I summarized it to about four primary attributes: Black Bag for sneaky stuff, Rubber Hose for violent stuff, Slinky Dress for social stuff, and Programming for technical stuff.

Only thing I didn’t do was any of the actual hard game development. :v:

Tiler Kiwi
Feb 26, 2011
Congratulations on being top level now, trad games

Absurd Alhazred
Mar 27, 2010

by Athanatos


:bisonyes:

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

At a certain point just about any complex social mechanics just resemble combat mechanics with different nouns. All "I'll launch a probing thrust of questions against his stonewall defense method. Two points of social damage and he's stammering (save ends)."

Honestly now I think that's the solution. Just reskinning 4e to a fully social game. Come and Get It is now "Debate Me!" and it's the fighter saying something controversial and loud that forces everyone within three squares to come over next to him to argue with his dumb point. They also take 1W of cringe damage.

theironjef fucked around with this message at 18:16 on Jun 1, 2021

CitizenKeen
Nov 13, 2003

easygoing pedant

theironjef posted:

At a certain point just about any complex social mechanics just resemble combat mechanics with different nouns. All "I'll launch a probing thrust of questions against his stonewall defense method. Two points of social damage and he's stammering (save ends)."

You're not wrong.

We currently have a paradigm where the group is trying to get into a room, but two guards stand in the way.
  1. "I'll attack the guards." --> Break out the mini-game.
  2. "I'll try and convince them to let me pass." --> Engage core mechanic, roll a die, you're done, moving on.

I just wonder, wouldn't it be nice to have a paradigm:
  1. "I'll attack the guards." --> Engage core mechanic, roll a die, you're done, moving on.
  2. "I'll try and convince them to let me pass." --> Break out the mini-game.

Or at least one game where that was the way it worked. Then, the fun way to play the game is to parley, negotiate, and threaten, as opposed to stabbing people in the neck.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

CitizenKeen posted:

You're not wrong.

We currently have a paradigm where the group is trying to get into a room, but two guards stand in the way.
  1. "I'll attack the guards." --> Break out the mini-game.
  2. "I'll try and convince them to let me pass." --> Engage core mechanic, roll a die, you're done, moving on.

I just wonder, wouldn't it be nice to have a paradigm:
  1. "I'll attack the guards." --> Engage core mechanic, roll a die, you're done, moving on.
  2. "I'll try and convince them to let me pass." --> Break out the mini-game.

Or at least one game where that was the way it worked. Then, the fun way to play the game is to parley, negotiate, and threaten, as opposed to stabbing people in the neck.

I think partially that the problem is that currently every other systems failstate can be converted to combat. Having increased level of complexity works well there were if you succeed you don't bring out the combat map, but if you sweet talk them you skip that. It also means that trying diplomacy has almost no out of game cost, but in the other way bringing out the diplomacy map and failing kinda sucks, when you then have to clean up the table for a simple roll.

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

CitizenKeen posted:

You're not wrong.

We currently have a paradigm where the group is trying to get into a room, but two guards stand in the way.
  1. "I'll attack the guards." --> Break out the mini-game.
  2. "I'll try and convince them to let me pass." --> Engage core mechanic, roll a die, you're done, moving on.

I just wonder, wouldn't it be nice to have a paradigm:
  1. "I'll attack the guards." --> Engage core mechanic, roll a die, you're done, moving on.
  2. "I'll try and convince them to let me pass." --> Break out the mini-game.

Or at least one game where that was the way it worked. Then, the fun way to play the game is to parley, negotiate, and threaten, as opposed to stabbing people in the neck.

Yeah, I don't deny that that's an option. It's a good one. I just think that in execution it will inevitably turn into a combat minigame with new words stuck on it, and be vaguely unsatisfying in that regard. Sure at first when you get your hands on it you'll think "Oh sweet, I can't wait to RP through social combat now that there's all this guidance" but within three sessions everyone will have reverted to "I'll just say the guidance stuff. I use Gentle Rebuke. It inflicts Shamed until the end of his next turn."

Basically I'm pulling my experience here from Exalted games, where you can just hyper focus on social stuff, but it gets so abstracted and bogged down that it can be hard to both assemble a combo and then thread an RP'd statement through that makes any sense alongside the rules.

Tulip
Jun 3, 2008

yeah thats pretty good


To my own mind, part of why you don't see high-crunch non-combat games is that the main other 'thing' people want to do for RPGs tend to be social stuff, and the basic human default level of social capability is orders of magnitude beyond their ability to fight with any skill, plus playing the game is its own set of social maneuvers, that high levels of crunch feels kind of silly. "Playing an RPG" is already performative, so adding mechanics that do much more than keep the ball rolling or keep things on topic feels like a skateboarding competition where the boarder has to dismount and fill out paperwork after each trick.

Amusingly, I think I'm on the same page as you in the spirit of enjoying less violent games (there's been next to no killing in my recent Promethean and Blades in the Dark campaigns, even though it is very on the table), but I just am not that big a fan of crunchy systems. I like things to be pretty lightweight, just enough mechanical structure to keep the fictional roller coaster moving. I've been very happy with BITD as a system for relatively nonviolent play - basically all of our problem solving is evading, distracting, or engineering our way around an obstacle.

Hel posted:

I think partially that the problem is that currently every other systems failstate can be converted to combat. Having increased level of complexity works well there were if you succeed you don't bring out the combat map, but if you sweet talk them you skip that. It also means that trying diplomacy has almost no out of game cost, but in the other way bringing out the diplomacy map and failing kinda sucks, when you then have to clean up the table for a simple roll.

Amusingly, two of the (least crunchy) games that I've played recently and enjoyed a lot had their own solutions to this: in Nice Marines, combat is auto-succeed for the players. If you get into a fight, you win, always.

Wanderhome has its own approach to violence: there is only one combat move in the entire game and, well, I figure I may as well quote it in full:

Wanderhome posted:

Unsheathe your blade and immediately kill the person in front of you. Then, remove your character from the game. You cannot play them any longer

Imagined
Feb 2, 2007
Maybe it's because I'm playing it right now, but I really like the way games like Ironsworn (or, IIRC, PbtA games) use the same elegant set of mechanics for combat as anything else. In Ironsworn it's fundamentally rolling a D6 + relevant stat + situational modifiers and comparing that total against two separate D10 rolls (e.g. D6=5 vs D10s of 3 and 2 would be a Strong Hit, 5 vs 5 and 2 would be a Weak Hit, and 5 vs 5 and 8 would be a Miss) whether you're fighting someone or trying to persuade them. The only difference would be the consequences of those rolls and how you track your progress in the struggle. Of course, that's the opposite of "crunchy", but as I've intimated before, if I want mathematical determinism I'll go play a PC game.

Asterite34
May 19, 2009



Tulip posted:

To my own mind, part of why you don't see high-crunch non-combat games is that the main other 'thing' people want to do for RPGs tend to be social stuff, and the basic human default level of social capability is orders of magnitude beyond their ability to fight with any skill, plus playing the game is its own set of social maneuvers, that high levels of crunch feels kind of silly. "Playing an RPG" is already performative, so adding mechanics that do much more than keep the ball rolling or keep things on topic feels like a skateboarding competition where the boarder has to dismount and fill out paperwork after each trick.

This feels like the issue, we're barking up the wrong tree trying to replace highly gamefied combat with highly gameified social interaction. It's a cliché that D&D players are socially awkward, but even the most catpiss of neckbeards is probably better at socializing than they are swinging a sword or throwing a fireball.

The trick here is to find something that, like combat, is a highly complex thing with lots of dynamic interactions and customization and flourish that is esoteric enough as an IRL skill that it requires special rules to model in an interesting way.

CitizenKeen
Nov 13, 2003

easygoing pedant

Asterite34 posted:

This feels like the issue, we're barking up the wrong tree trying to replace highly gamefied combat with highly gameified social interaction. It's a cliché that D&D players are socially awkward, but even the most catpiss of neckbeards is probably better at socializing than they are swinging a sword or throwing a fireball.

The trick here is to find something that, like combat, is a highly complex thing with lots of dynamic interactions and customization and flourish that is esoteric enough as an IRL skill that it requires special rules to model in an interesting way.

:emptyquote:

Black August
Sep 28, 2003

Congratulations after 20 years, TG.

Leperflesh
May 17, 2007

As we all know, roleplaying game combat originated from tabletop miniature wargames, Gygax's shadow still looms large, and while there are RPGs that don't use minis/grid, the "puzzle" part of combat generally still sticks to mechanisms familiar to wargamers: opposed abilities, chances to succeed or fail at attempts to hinder/injure/kill individuals or groups, maneuver, terrain and cover, morale, and so forth.

But there are tabletop and board games that aren't about combat. Why can't any of them serve as models for noncombat crunch? For example, a worker placement boardgame with lots of depth can serve as a structural model for any RPG subsystem in which limited resources and limited capacities for tasks are engaged with, and both cooperative and adversarial modes are available. Let's use the previous suggestion of cyber hacking; multiple hackers working from their terminals have limited attention or system resources to apply to multiple tasks, each of which can be saturated to a point where additional player resources can't be effectively applied; we model this by using worker-placement mechanics, and can add depth with complexities typical of such games - some tasks have more or fewer workers possible, some achievements give you more workers, some actively hinder your allies but roll dice that could give you a big boost, the situation may shift each round, etc.

One aspect of playing an RPG with crunchy combat rules that differentiates it from a typical boardgame or tabletop battle game is that the GM is there and they (and sometimes the players) are empowered to modify, ignore, add, or replace rules as needed, ad-hoc or formally, which permits players in theory to do things with their characters in a fight that the rules didn't anticipate. To borrow a boardgame mechanism like worker-placement and "RPGify" it, I think you'd want to incorporate that as well. So rather than pulling out a literal worker-placement board game to play your hacking RPG (and why would you do that rather than just... play that boardgame), give the GM the power to make referee calls. A player says "hey, the CEO of McCorp that we're hacking is also the governor of Megatexas, right? I want to hack social media and post fake news to smear him" and the rules don't say what to do here so the GM says "Ok let's add a new custom node you can place workers in called Smear Campaign where you direct resources to social media posts alleging dirty deeds by the CEO that have been covered up."

Without having given it a ton of thought it seems like adapting noncombat board games to mechanisms for nonviolent RPG systems with heavy crunch could be a fruitful avenue to pursue?

Absurd Alhazred
Mar 27, 2010

by Athanatos

Leperflesh posted:

As we all know, roleplaying game combat originated from tabletop miniature wargames, Gygax's shadow still looms large, and while there are RPGs that don't use minis/grid, the "puzzle" part of combat generally still sticks to mechanisms familiar to wargamers: opposed abilities, chances to succeed or fail at attempts to hinder/injure/kill individuals or groups, maneuver, terrain and cover, morale, and so forth.

But there are tabletop and board games that aren't about combat. Why can't any of them serve as models for noncombat crunch? For example, a worker placement boardgame with lots of depth can serve as a structural model for any RPG subsystem in which limited resources and limited capacities for tasks are engaged with, and both cooperative and adversarial modes are available. Let's use the previous suggestion of cyber hacking; multiple hackers working from their terminals have limited attention or system resources to apply to multiple tasks, each of which can be saturated to a point where additional player resources can't be effectively applied; we model this by using worker-placement mechanics, and can add depth with complexities typical of such games - some tasks have more or fewer workers possible, some achievements give you more workers, some actively hinder your allies but roll dice that could give you a big boost, the situation may shift each round, etc.

One aspect of playing an RPG with crunchy combat rules that differentiates it from a typical boardgame or tabletop battle game is that the GM is there and they (and sometimes the players) are empowered to modify, ignore, add, or replace rules as needed, ad-hoc or formally, which permits players in theory to do things with their characters in a fight that the rules didn't anticipate. To borrow a boardgame mechanism like worker-placement and "RPGify" it, I think you'd want to incorporate that as well. So rather than pulling out a literal worker-placement board game to play your hacking RPG (and why would you do that rather than just... play that boardgame), give the GM the power to make referee calls. A player says "hey, the CEO of McCorp that we're hacking is also the governor of Megatexas, right? I want to hack social media and post fake news to smear him" and the rules don't say what to do here so the GM says "Ok let's add a new custom node you can place workers in called Smear Campaign where you direct resources to social media posts alleging dirty deeds by the CEO that have been covered up."

Without having given it a ton of thought it seems like adapting noncombat board games to mechanisms for nonviolent RPG systems with heavy crunch could be a fruitful avenue to pursue?

That sounds a lot like clocks, famous from Blades in the Dark, although introduced either in Apocalypse World or some PbtA game.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Asterite34 posted:

This feels like the issue, we're barking up the wrong tree trying to replace highly gamefied combat with highly gameified social interaction. It's a cliché that D&D players are socially awkward, but even the most catpiss of neckbeards is probably better at socializing than they are swinging a sword or throwing a fireball.

The trick here is to find something that, like combat, is a highly complex thing with lots of dynamic interactions and customization and flourish that is esoteric enough as an IRL skill that it requires special rules to model in an interesting way.
Phoenix Wright style legal action. Your archetypes are Investigator, Attorney, Wacky Sidekick and Sorceror - pick any two!

e: Your problem with this is that you do ultimately have one guy who is Phoenix Wright and everyone else is not, and that would be a lot more stark than the fighter/wizard divide, even if being able to shout :objection: in real life would probably be a lot of fun.

Asterite34
May 19, 2009



Nessus posted:

Phoenix Wright style legal action. Your archetypes are Investigator, Attorney, Wacky Sidekick and Sorceror - pick any two!

e: Your problem with this is that you do ultimately have one guy who is Phoenix Wright and everyone else is not, and that would be a lot more stark than the fighter/wizard divide, even if being able to shout :objection: in real life would probably be a lot of fun.

This legit sounds amazing :allears:

Question: can I pick the same archetype twice and be a Double-Wacky Sidekick?

CornHolio
May 20, 2001

Toilet Rascal

Black August posted:

Congratulations after 20 years, TG.

Is TG no longer linked to the Games forum? It looks like its gone.

CitizenKeen
Nov 13, 2003

easygoing pedant

CornHolio posted:

Is TG no longer linked to the Games forum? It looks like its gone.

Tiler Kiwi posted:

Congratulations on being top level now, trad games

CornHolio
May 20, 2001

Toilet Rascal

ah poo poo there it is, rolled a critical failure, my bad

Julias
Jun 24, 2012

Strum in a harmonizing quartet
I want to cause a revolution

What can I do? My savage
nature is beyond wild

Tiler Kiwi posted:

Congratulations on being top level now, trad games

Tulip
Jun 3, 2008

yeah thats pretty good


Nessus posted:

Phoenix Wright style legal action. Your archetypes are Investigator, Attorney, Wacky Sidekick and Sorceror - pick any two!

e: Your problem with this is that you do ultimately have one guy who is Phoenix Wright and everyone else is not, and that would be a lot more stark than the fighter/wizard divide, even if being able to shout :objection: in real life would probably be a lot of fun.

I think that last part is resolvable - it's fairly common to have a game that starts with one major touchstone as its kind of obvious media piece and a second one that is a fairly clear example of where it gets its classes from. Apocalypse World is Mad Max for sure, but the classes are much more Firefly than Mad Max. Blades in the Dark is very Thief & Dishonored as its main media, but the classes feel a lot more like Leverage than how Thief & Dishonored do it.

So Phoenix Wright, but also by way of CSI or something. Something with a good ensemble feel to it.

Asterite34 posted:

This feels like the issue, we're barking up the wrong tree trying to replace highly gamefied combat with highly gameified social interaction. It's a cliché that D&D players are socially awkward, but even the most catpiss of neckbeards is probably better at socializing than they are swinging a sword or throwing a fireball.

The trick here is to find something that, like combat, is a highly complex thing with lots of dynamic interactions and customization and flourish that is esoteric enough as an IRL skill that it requires special rules to model in an interesting way.

My mind is increasingly going towards a stealth focused game as a good option. The hacking idea CK mentioned before would feel better to me if I knew a drat thing about hacking, but having it be a system where you aren't hacking to kill people but to extort or expose or indict people might be good.

I had an idea a few years back for an RPG who's start point is: crazy D&D style fantasy kingdom, has just now outlawed deadly traps. The players are thieve's guild members who now get paid on a bounty system to go into illithid lairs and kobold dungeons and get them up to spec.

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EverettLO
Jul 2, 2007
I'm a lurker no more


It's gonna be six weeks before I stop clicking on Private Games Server out of muscle memory.

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