|
Megazver posted:How do people here feel about doing some kind of a TTRPG equivalent of the Creative Convention's Thunderdome? An Adventuredome, if you will? Agreed. I really enjoyed that TD prompt. Would be interested in a regular adventure contest.
|
# ? Jun 11, 2021 21:22 |
|
|
# ? May 25, 2024 15:01 |
|
Just did my first game jam and I'm addicted so sign me the gently caress up
|
# ? Jun 11, 2021 23:47 |
|
I recently finished a game design contest, I'd be interested.
|
# ? Jun 12, 2021 12:48 |
|
Hey, so I have a question. If I'm making a sort of template that can be applied to an enemy statblock to modify that enemy, which is better? A) Have one template that covers multiple levels. E.g. one ability might say "On a hit, slide the target 2 squares. (4 squares at level 4.)" Or B) Have 3 or 4 separate versions of the template, one for each relevant level. E.g. the level 1-3 version says "On a hit, slide the target 2 squares." and the level 4-7 version says "On a hit, slide the target 4 squares." Same question for full enemy statblocks - have one statblock that contains powers usable only above level 4? Or have multiple statblocks with much repetition? Having multiple statblocks increases the page count of that section rather significantly. But does the ease of use make up for that? Obviously the best solution is to have an online monster builder that outputs pdfs, but that's beyond my talents and current budget.
|
# ? Jun 12, 2021 20:33 |
|
Jimbozig posted:Hey, so I have a question. If I'm making a sort of template that can be applied to an enemy statblock to modify that enemy, which is better? Combining entries in a template is fine, like your example A. But when you have full enemy stat blocks, they're much easier to use in play with full ones instead of having to cross-reference, even if that means repetition. e: the exception would be if you have a universal monster glossary or rules section for all monsters that everything references, that might cut down on your page count while still being readable.
|
# ? Jun 12, 2021 20:37 |
|
Jimbozig posted:Hey, so I have a question. If I'm making a sort of template that can be applied to an enemy statblock to modify that enemy, which is better? For templates, I think having one chunk that covers multiple levels is fine because you are likely typing up your own creature+template statblock between sessions anyways, so having people read through each line to find the applicable chunk is fine.
|
# ? Jun 12, 2021 20:51 |
|
Yeah, I'm generally in favour of option B - full statblocks for each type of the monster, with lots of repetition. It's a PDF document after all, page count's not that big of a deal, while having a statblock you can just print off unmodified that contains everything you need to run the monster is.
|
# ? Jun 13, 2021 17:47 |
|
Jimbozig posted:Hey, so I have a question. If I'm making a sort of template that can be applied to an enemy statblock to modify that enemy, which is better? Why not both? If I am a GM using a monster statblock in play I don't want to have to do any more calculations than the bare minimum. Indeed I consider statblocks where I have to look things up or to do more than basic tracking to be incomplete and to be a sign of a designer who doesn't care that much about play experience. So all the example monsters should have everything calculated. But between sessions if I'm using a template to modify a statblock I can use simple formulae and they show me how things fit together; I have the time without five (or whatever) players having to wait for me and I'm only focusing on one character at a time not two entire forces. And if I'm using a template on the fly in play that's on me and I've already crossed the no lookups/modifications in play barrier and I know what level they are. The modifying template can therefore show some tweaks that way, but the examples of templated monsters should not.
|
# ? Jun 13, 2021 19:10 |
|
Gort posted:Yeah, I'm generally in favour of option B - full statblocks for each type of the monster, with lots of repetition. It's a PDF document after all, page count's not that big of a deal, while having a statblock you can just print off unmodified that contains everything you need to run the monster is. Layout artists aren't free, yo.
|
# ? Jun 13, 2021 19:32 |
|
Create an app to generate individual printable instances from the template.
|
# ? Jun 13, 2021 19:35 |
|
Absurd Alhazred posted:Create an app to generate individual printable instances from the template. Unless my budget ends up being way higher than it is now, this is not really possible. But yeah, absolutely this would be ideal. And yeah, "both" is maybe possible. I could put the condensed version in the main book but then have a separate PDF designed for printing out that has the multiple split up versions. That wouldn't be free, since it is more layout work, but it wouldn't be that much since it would be pretty simple and minimalist layout to make it optimal for printing or referencing in play.
|
# ? Jun 13, 2021 19:55 |
|
Jimbozig posted:Unless my budget ends up being way higher than it is now, this is not really possible. But yeah, absolutely this would be ideal. I mean, you don't have to come out of the gate with Comp/Con -- you can just bang together an Excel sheet or Google sheet that does the calculations for you and pretty it up as best you can. (If you want to see a really nice example, grab a copy of Cage of Sand by Luciella Scarlet.)
|
# ? Jun 13, 2021 20:45 |
|
I forget which thread had more Marvel RPG conversation, but it's a 3d6 system and the playtest costs $10.
|
# ? Jun 15, 2021 23:52 |
|
Feels bad to have hit the RPG burnout point. Would not recommend joining me here to anyone on a similar path.
|
# ? Jun 15, 2021 23:56 |
|
SkyeAuroline posted:Feels bad to have hit the RPG burnout point. Would not recommend joining me here to anyone on a similar path. It is a strange sensation.
|
# ? Jun 16, 2021 01:18 |
|
Meanwhile I’m finally getting back into RPGs after years of lacking a group thanks to solo focused rpgs Ironsworn/Starforged are awesome.
|
# ? Jun 16, 2021 01:45 |
|
Galaga Galaxian posted:Meanwhile I’m finally getting back into RPGs after years of lacking a group thanks to solo focused rpgs Funny you mention it, what prompted that realization is that I'm now on my fourth attempt at an Ironsworn campaign in the span of... 3 weeks or so? after burning out on each one in sequence trying to make them work, plus a Thousand Year Old Vampire thing that immediately hit a wall, and my regular Hard Wired Island game (as a player). If anything solo games have just let me realize the problem is me, I guess.
|
# ? Jun 16, 2021 02:43 |
|
Take six months or a year off of the hobby. Absence makes the heart grow fonder, etc. Don't read RPGs, stay ignorant, pursue your other hobbies. Come back to the games with fresh eyes.
|
# ? Jun 16, 2021 04:08 |
|
Yeah nothing wrong with taking a break. I've got probably 1 more session running the Spire game I've got, partly because I'm getting GM burn out, and partly because players are going stir crazy and flaking a ton now that they can go outside, so it makes sense to end it while I still have their partial attention.
|
# ? Jun 16, 2021 09:17 |
|
What's a good system for WWII combat? I tend to use GURPS, but was wondering if there was another system better suited.
|
# ? Jun 16, 2021 11:40 |
|
.
breadnsucc fucked around with this message at 19:09 on Aug 21, 2021 |
# ? Jun 16, 2021 15:39 |
|
Mycroft Holmes posted:What's a good system for WWII combat? I tend to use GURPS, but was wondering if there was another system better suited. Whenever I play a ranged-combat-heavy game I always miss the Shadowrun (4th ed) rules for ranged combat, where the shooter rolls an attack roll and gets hits, the defender rolls a defense roll and negates those hits. If the defender wins overall the attack misses, and if the attacker wins they get to do more damage if they won by a lot. Lots of games just have "roll against target defense, if you hit do damage" which always feels too passive and "DM hands out damage" to me. When it comes to bullets it feels like the defender should have an active role in avoiding them. Anyway, not suggesting you run WW2 combat in Shadowrun 4th, but if you're on the lookout for a good feeling WW2 system you might look for "attacker attacks -> defender defends -> damage is calculated" systems in general.
|
# ? Jun 16, 2021 15:51 |
|
If you're more into a cinematic type of WW2 combat than a simulation-style then something like WEG D6 system works really well for pew-pew combat. WEG Star Wars, OpenD6, Mini 6, etc.
|
# ? Jun 16, 2021 15:56 |
|
Mycroft Holmes posted:What's a good system for WWII combat? I tend to use GURPS, but was wondering if there was another system better suited.
|
# ? Jun 16, 2021 16:06 |
|
Mycroft Holmes posted:What's a good system for WWII combat? I tend to use GURPS, but was wondering if there was another system better suited. PATROL is designed for Vietnam-era combat, but it isn't too hard to dial the tech level back or forward a few decades, and it has a lot of optional rules and advice around that, too.
|
# ? Jun 16, 2021 17:30 |
|
Halloween Jack posted:I mean it depends on what you're looking for; whether you squad and unit level combat rules, how realistic and deadly you want combat to be, and so on. I like ORE a lot, and Godlike has very deadly rules for stuff like artillery and mines. I want a set of rules based around 5 man squads, including artillery and air strike rules.
|
# ? Jun 17, 2021 08:54 |
|
Nuns with Guns posted:PATROL is designed for Vietnam-era combat, but it isn't too hard to dial the tech level back or forward a few decades, and it has a lot of optional rules and advice around that, too. PATROL specifically has DLC available for a WWI setting, just to underline the point that the game can be moved forwards or backwards in time.
|
# ? Jun 17, 2021 09:07 |
|
I can never remember which of Patrol and Recon is the good one by Erika Chappell and which is the Palladium original.
|
# ? Jun 17, 2021 09:33 |
|
Hel posted:I can never remember which of Patrol and Recon is the good one by Erika Chappell and which is the Palladium original. Patrol is the good one by Erika Chappell Recon is the old, not nearly as good one
|
# ? Jun 17, 2021 09:35 |
|
I never played SR4 but I admit I really liked SR3 for firefights. It's very modifier-heavy and that can be cumbersome until everyone develops fluency. It makes it feel realistic, though. I've never been in combat but in general, most things are very easy if things are calm and quiet and you have time to get it right, and rapidly become very difficult when you're on the clock and the light is bad and that gunfire you're hearing keeps getting closer. On the other hand, depending on what kind of WWII game you want, a high-crunch system like that might utterly suck. Figure it takes 2-3 hours to get through one firefight, so if you want a game where you spend a lot of time in fights, awesome. If you want each session to feel like an episode of Band of Brothers, nope, SR3 is not gonna give it to you.
|
# ? Jun 17, 2021 16:17 |
|
Mycroft Holmes posted:I want a set of rules based around 5 man squads, including artillery and air strike rules.
|
# ? Jun 17, 2021 17:11 |
|
My older neighbor gave me a copy of revised RECON when I was a kid. I loved reading it for mainly for the same reason those old Jane's Fighting Ships, etc, books make great bathroom reading. I reread it recently dreading that it would be problematic but other than some possibly-dodgy artwork it actually aged pretty well at least in terms of acknowledging the humanity of the Vietcong and the controversial nature of the entire war.
|
# ? Jun 17, 2021 17:28 |
|
if anyone else remembers late 80s 1p rpg book / choose your own adventure clone "lone wolf", an artist on an italian punk collective label has done a concept album based on it https://heimatderkatastrophe.bandcamp.com/album/hdk-60-lone-wolf-ep-1-flight-from-the-dark
|
# ? Jun 19, 2021 00:02 |
|
Cabbages and Kings posted:if anyone else remembers late 80s 1p rpg book / choose your own adventure clone "lone wolf", an artist on an italian punk collective label has done a concept album based on it Most of that label's output is focused on a retro vibe of genre fiction and media, like for example one of their composers KOBOLD stylizes their albums after old TSR era D&D modules visually while the music itself is in the style of 8 & 16-bit music for CRPGs of the 80's
|
# ? Jun 19, 2021 00:41 |
|
I've got four of the KOBOLD albums, they're good poo poo for what they are. https://www.youtube.com/watch?v=QN_RSi5qo2w
|
# ? Jun 19, 2021 02:09 |
|
Cabbages and Kings posted:if anyone else remembers late 80s 1p rpg book / choose your own adventure clone "lone wolf", an artist on an italian punk collective label has done a concept album based on it That's pretty cool, I got into those books in the mid to late 90s and I know there were a few threads dedicated to lets plays of them on SA
|
# ? Jun 19, 2021 02:23 |
|
Cabbages and Kings posted:if anyone else remembers late 80s 1p rpg book / choose your own adventure clone "lone wolf", an artist on an italian punk collective label has done a concept album based on it This is loving outstanding and I'm very happy you posted it. Thanks!
|
# ? Jun 19, 2021 02:44 |
|
I have just joined Mycroft Holmes in his Fallout: New California Post Nuclear Political Simulation Game! I have never played a Political Simulation Game on the something awful dot com forums, and would appreciate advice on posting etiquette! How much RP is appropriate? Do we mimic a debate session or what?
|
# ? Jun 19, 2021 03:31 |
|
Has anyone here ever played diplomacy? I suck at it because I get too emotional and I'm bad at lying, but my friends seem to enjoy curb-stomping me.
|
# ? Jun 19, 2021 05:32 |
|
|
# ? May 25, 2024 15:01 |
|
FacePox posted:Has anyone here ever played diplomacy? I suck at it because I get too emotional and I'm bad at lying, but my friends seem to enjoy curb-stomping me. Diplomacy is a great game. Despite its reputation, generally the players who tell the fewest lies do the best. It's very feasible to win a game without telling a single falsehood. It's much more about building relationships and trust and being good at convincing other players that their goals are aligned with yours than "let's ally, lol I stabbed you". Also, reading the game board and the relationships in the room is vital. Always be revaluating the strategic situation on the board after every turn, sometimes a series of moves on the other side of the board that seemingly have nothing to do with you radically alters the best play for you. And be aware of who is talking to whom, which pairs of players seem tight and which are kind of just working together out if convenience, what's the body language like when two allies are conversing? You should always be talking to everyone as much as possible, including players you are directly fighting, because you need to keep lines of communication open in case you need to pivot down the line. tanglewood1420 fucked around with this message at 06:02 on Jun 19, 2021 |
# ? Jun 19, 2021 05:51 |