Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

LatwPIAT posted:

They did and it was called Gatecrashing. It was the… third supplement released I think?

Unfortunately EP just doesn’t have the mechanical structure to really handle any kind of campaign, even ones given books about it. It’s very bad 90s/early 00s design that way.
Ah, I haven't played eclipse phase so I was just leading off that post.

Adbot
ADBOT LOVES YOU

mellonbread
Dec 20, 2017
I forgot about pain threshold stacking with the trait. It's more useful than it appears at first glance, since Eclipse Phase's wound system incentivizes hitting hard early on to put people out of action with stacked penalties. Like how SOM appears to be the most useless attribute since it just governs melee and a couple other forgettable skills, but is actually vital for combat characters because SOM saves are what determines whether you get stunned by big damage.

I always allowed players to take the stackable "exsurgent only" trait that increased the damage of the psychic stab ability. It was still useless because you could just negate it with a saving throw, but at least it was fun.

Nessus
Dec 22, 2003

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



Tuxedo Catfish posted:

For Alita I think I'd want primarily a rules-light / narrative-first style game for the vast majority of the story and even regular combat, but then Motorball, specifically, is a carefully siloed tactical minigame. :v:
Motorball would be an excellent tactical miniatures game in and of itself so this is wisdom. The question is do you keep it abstract or do you go for the full table design creation? Could you sell people 3D printing blueprints so they can PRINT YOUR OWN MOTORBALL COURSE AT HOME? Brilliant! It writes itself.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Splicer posted:

Then release Eclipse Phase: Gatecrashers which contains a lot of well-polished rules for gatecrashing

lol, they did

Except for the "well-polished anything" part.

So like, the good part of that book was discussing how to make your own exoworlds, pretty much, and what to consider about them. Every other exoworld presented was, well...

Either it was "you can't hang out here, it has one plot hook, and said plot hook will mostly be set on another world entirely." or it was "this planet is literally inaccessible in all reasonable ways, especially the one where we canonically blew up the Pandora Gate because it was too much fun" or it was the third one which was "this is a spooky world where spooky undefined things happens to psychic characters, we define nothing about it."

And then in the back were about fifty pod morphs that were interesting but incredibly bad to actually use.


mellonbread posted:

Nah.

I dug up a couple of my old character sheets and the actually good sleights are
  • Ambience Sense: +10 to Investigation, Perception, Scrounging and Surprise rolls. 40 points of skills for 5 CP, and some of them are even useful. Plus it effectively lets you raise those skills above 60 without paying the double point cost.
  • Emotion Control: No-sell the effects of the disorders you took to become an async, and any others you pick up along the way.
  • Instinct: Reduces the timeframe for actions involving analysis/planning by 30 to 90 percent, depending on the task. Seems useless at first, until you read the "taking time" rules that let you stack absurd positive modifiers by spending more time on a skill test
  • Multitasking: Extra mental action per turn. See Instinct.
  • Superior Kinesics: Like Ambience Sense, but for Kinesics. Useful in the same min/maxing capacity.
  • Time Sense: +1 Speed for mental actions. Almost, but not quite the same as Multitasking.
  • Unconscious Lead: +1 Speed while the sleight is active. As far as I know, this is the only way to get a no strings attached point of Speed on your ego, rather than through implants or gear.

Ambience Sense, sure, but the rest...

The thing is that the point where speed and extra actions are most vital are in combat. "Shoot a dude" is not a mental action. So like... yeah, sure, you can calculate two prime numbers at once. Or maybe hack two things at once, but getting into Eclipse Phase and hacking is...

Either everything is, as per canon, wi-fi, and hacking people and making their brains explode/delete their egos ala EP 2.0 is the most OP thing or the people of the setting aren't immense fuckwits and you need wired connections to do anything like that, and you will thus never really be in a situation where you'd be free to hack more than one thing at once.

LatwPIAT posted:

Emotion Control doesn’t really work like that: it just gives a bonus against emotional manipulation (the stuff about resisting unwanted emotion is flavorful, but not really a mechanical effect). Multitasking also doesn’t let you spend twice as much time doing something, because it’s gives you a separate action and EP doesn’t really have rules for two people, let alone two thought processes, cooperating like that. At least it did’t until they added a rule to let you convert extra actions to doing things faster in the Player’s Guide. (That said rolling two separate hacking actions against the same target is almost always better than rolling one with a small skill boost.) However, consider also:
Downtime: For when you want to trade difficult-to-heal Stress Points for easy-to-heal physical damage.
Enhanced Creativity: Bully your GM into giving you +20 to basically all tests because to some degree, don’t all problems require a little bit of creativity to solve?
High Pain Threshold: Sure, the mental disorder for being a Psi-Chi is somewhat inefficient compared to just buying High Pain Threshold as an Ego Trait, but it stacks with other High Pain Threshold effects because while GURPS can note that the effect of a psychic power or a mental trait is to give you the High Pain Threshold Advantage, which does not stack with itself, EP has no such restrictions. Continue fighting at maximum capacity longer than anyone else!
Pattern Recognition: What Investigation, Research, or code-breaking test doesn’t, in some way, involve recognizing patterns? At least that’s what you should pester you GM with until he relents and just accepts that you get +20% all the time.
Predictive Boost: +10 to anything that involves predicting the outcome of something? By now your GM should be very tired of arguing with you over when you get to apply bonuses from Psi-Chi sleights and this should come to a neat +10% to basically everything.
Sensory Boost: This is +20 to basically every Perception test.

And this is where I come in with the "mother may I"-stuff. Because theoretically you can bully your GM into giving you bonuse on everything, but you could also theoretically have a GM that denies you the bonus on everything but a very narrow range of uses.

Mind, considering the way EP points and chargen go, you probably already have the max allowed rating in any skill you particularly care about at chargen, especially if the GM is playing "as intended" and you're getting free garbage morphs for each mission rather than having a reason to spend any chargen points on skill and a blinged-out starter morph. EP has a pretty hard ceiling on how good your skills can actually be, and even if you could push them higher than said ceiling, no real reward for it.

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack
Yeah, I think that vague specificity is really at the heart of a lot of EP's problems, at least from a setting design perspective: They will frequently lavish a lot of detail onto the parts of the setting that aren't necessarily all that important to your average game but interest individual writers (Gear porn, the Titanean Commonwealth) but get all mysterious and vague about stuff that's actually really important for the type of game they're trying to present (What the hell were the TITANs doing during The Fall? How is a Firewall op supposed to look? etc.).

I think part of it comes from a misplaced attempt to promote GMs customizing the game to make it their own: There's actually a section in the "Secrets that Matter" section of the original book that discusses The ETI and basically upfront admits "We deliberately left what these things are and what their motivations are ambiguous so you can customize it for your own game" and then provides some potential suggestions for ETI origin stories that provide a jumping off point for GMs to work from, which I actually really appreciate. and there's a similar section in the X-Risks book that goes into what OZMA is all about, presented as in-universe correspondence between a bunch of Firewall agents comparing notes about what little information they have on OZMA and spit-balling theories that leaves the organization deliberately vague but gives GMs a bunch of potential theories about what they're all about to use in their own games. I think that kind of vagueness is a better approach since it at least presents GMs with some potential ideas to use as their own or use as a starting point to develop a customized origin that's in-line with the themes of the game.

LatwPIAT
Jun 6, 2011

PurpleXVI posted:

And this is where I come in with the "mother may I"-stuff. Because theoretically you can bully your GM into giving you bonuse on everything, but you could also theoretically have a GM that denies you the bonus on everything but a very narrow range of uses.

Oh, it’s terrible design and I’m mocking it when I say you should bully your GM into letting you abuse it. It’s something that’s very obvious in a lot of games, abilities that have a vaguely designed scope, leaving a vast gap between the most and least permissive interpretation—with the possible result that everything turns into an argument over possible interpretations of rules text.

I really quite appreciate the work that goes into making computer game adaptions of tabletop roleplaying games, because some programmer has had to sit down and figure out exactly how something should work in a game that can have no ambiguity. Everything has to have a firmly established mechanical effect, which does a lot to make a solid game in ways RPG designers all too easily can forgo by just not telling anyone what the mechanical interactions should be like.

And you can maybe get away with that if you have a couple of vaguely defined skills in a game not really about using those skills, included just in case a situation comes up… but in a lot of games this kind of wish-washy design is tied to core functionality, like your Special Cool Powers or spotting rolls.

KingKalamari posted:

Yeah, I think that vague specificity is really at the heart of a lot of EP's problems, at least from a setting design perspective: They will frequently lavish a lot of detail onto the parts of the setting that aren't necessarily all that important to your average game but interest individual writers (Gear porn, the Titanean Commonwealth)

The history of anarchism in the 19th Century…

I’m still angry they wasted pages on that in Rimward.

LatwPIAT fucked around with this message at 23:47 on Jan 5, 2022

mellonbread
Dec 20, 2017

PurpleXVI posted:

"Shoot a dude" is not a mental action.
It is when bot jamming or remote operating drones. Mental speed and mental actions translate into extra attacks when you cheese the action economy with a swarm of robots. Which then leads to further rules rabbit holes, like whether the ambidextrous trait can be used with a bot shell carrying multiple weapons, or whether the extra mental action from multitasking gives you an extra mental action every speed phase, or just one for the entire turn.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



O so those rules do suck, just not from being weak.

mellonbread
Dec 20, 2017
Why do you think I keep calling them "totally broken"

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Leraika posted:

I've always found the kijin stuff to be the most numberfuck and least interesting part of TBZ.

I strongly suggest you don't look too close at the ayakashi rules.

Gort
Aug 18, 2003

Good day what ho cup of tea
Anyone know a good source of printable minis for a cyberpunk game?

Dawgstar
Jul 15, 2017

grassy gnoll posted:

Respectfully to the original poster, literally the only thing HWI has in common with Battle Angel is that it has cybernetics.

It's also not a very mechanically robust system. While not everything needs to be crunchy, I would personally find it wildly unfulfilling if the final race against Jashugan came down to "burn all your prep, then rub your highest modifiers against one another until you win."

Nah. It works. I can make an android street fighter with a sword battling against the crushing weight of societal oppression and a search for identity. And wouldn't 'rub your highest modifiers against one another until you win' be in like any game?

Dawgstar fucked around with this message at 03:19 on Jan 6, 2022

Nessus
Dec 22, 2003

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



Dawgstar posted:

Nah. It works. I can make an android street fighter with a sword battling against the crushing weight of societal oppression and a search for identity. And wouldn't 'rub your highest modifiers against one another until you win' be in like any game?
It would be something like if Luke on the Death Star II was a Persuade roll followed by a combat roll, contextually.

Leraika
Jun 14, 2015

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

grassy gnoll posted:

I strongly suggest you don't look too close at the ayakashi rules.

the difference between kijin numberfuck and ayakashi numberfuck is that I like the latter

e: and also that ayakashi pretty much HAVE to be their own thing whilst you can just slap kijin bonuses on any other character. that doesn't mean the ayakashi rules are good, and some of them are frankly kind of obnoxious because the same rules are used for bosses and pcs, pretty much. they really needed to be asymmetric.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Parkreiner posted:

I have thoughts but I think we need to unpack the question a bit first.

Is the issue "an RPG is only interesting when the characters' lives are at stake", "RPGs have more interesting mechanics for fighting than talking", or both?

Tenra Bansho Zero contains pretty much all of Battle Angel/Gunnm's ingredients (at least original flavor, Last Order and onwards is a whole other thing), along with a lot of other stuff you may wanna scrape off for a purer cyberpunk experience, but the crucial bit is that it 100% commits to the character development bit above, almost as literally as possible-- mechanical development of your character is directly tied to their emotional development (you can also totally go out in an apotheosis of glory like Jashugan). It also has, I think, enough cyberware and martial arts crunch to be interesting without going full Shadowrun gear porn levels. I love that game.

I was specifically including the insane Last Order/Mars Chronicle stuff as part of the Eclipse Phase comparison. Gunnm takes place in a similar post-Transhuman Apocalypse setting.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Dawgstar posted:

Nah. It works. I can make an android street fighter with a sword battling against the crushing weight of societal oppression and a search for identity. And wouldn't 'rub your highest modifiers against one another until you win' be in like any game?

Neither of these things supports the other, though.

HWI is a game about the horrors of grinding poverty. OG Gunmn uses poverty as a background element to emphasize its dystopian elements, but it's not something that impacts the plot - being poor is something that happens to tertiary characters to push them into conflict with the protagonists, sometimes. Everything after Last Order, money and capitalism are no longer relevant concepts. In the original series, Alita herself produces what was assumed to be a literally impossible amount of money just by pushing herself for a bit during the bounty hunting arc. Then she transforms into a combination rockstar/Formula 1 racer/gladiator who needs a pit crew to maintain her body and rubs elbows with the biggest star in the Scrapyard as a peer, not as a toady. Once you hit the big Zapan arc and Nova enters the game, money is not an object or even relevant to the story.

The story is about lofty scifi ideals, fate, societal control, quite a lot of conspiracy theory woo and a shitload of martial arts. Eclipse Phase, TBZ, and even Fung Shui are explicitly about some or all of those things, although the degree to which each matches their intent is definitely a matter of debate. Nova's deal is torturing someone physically and mentally to see if he can unlock the secrets of fate itself, 'cause he's a lunatic. He's not going to repossess the Berserker body because Alita didn't make her last payment on time.

Moreover, in a series that is explicitly about person-to-person combat to such a degree that whether the Hertza Haeon can beat Maschine Kratz style is a vital plot point with emotional significance, you need more mechanical support for the combat system than "I roll 2d6 plus five and get eleven, plus one because I spent time gigging for VectorEats" versus "I roll 2d6 plus five and get eleven too, but I get to reroll because I looked up your long dead Martian kung fu style on my phone before the fight." That's not what HWI is aiming for, and that's not a problem, because that's not what the game is trying to tell stories around.

Take Motorball. Simulating a match needs to determine who is fighting who and how, who is maintaining control of the ball and how, and positioning along the track. The lazy way to do this would be to take TBZ and add a battle map and some forced move rules, so there's some strategy to moving around. The smart and difficult way to do it would be to craft your own PbtA or equivalent rolls, where you're still using simple dice rolls - potentially even the same 2d6 plus modifiers - but instead of number-go-up or number-go-down, you're staking and playing for narrative consequences: I dodge the blow but now I'm at the back of the pack; I fail to block the blow and lose one of my arms, which means I have the Unbalanced state for the rest of the match, I'll be at a disadvantage during combat, and I won't be able to fight while carrying the ball unless I know a style that emphasizes footwork; I block the blow and because I am a Kunstler fighting a larger opponent, I can choose to strip them of the ball, break one of their limbs, or make them drop back in the race, etc. HWI doesn't do any of those things, because it's a rules-light system for trying not to be so depressed you slip another rung down the ladder of economic distress and sometimes succeeding due to the power of friendship and mobile apps.

D&D 3.0 shouldn't be used to run Star Wars, HWI shouldn't be used to run Battle Angel, Aces and Eights shouldn't be used to run my Smallville fanfiction game. And that's okay! None of those things are trying to be the other, except the D20 Star Wars, and we collectively learned not to do that anymore. We live in a golden age for RPG publishing where we don't have to shoehorn stuff into a system that doesn't fit the story we're trying to tell anymore.

Leraika posted:

the difference between kijin numberfuck and ayakashi numberfuck is that I like the latter

e: and also that ayakashi pretty much HAVE to be their own thing whilst you can just slap kijin bonuses on any other character. that doesn't mean the ayakashi rules are good, and some of them are frankly kind of obnoxious because the same rules are used for bosses and pcs, pretty much. they really needed to be asymmetric.

Boy, that's the truth. If I recall correctly, forums poster Unseen Librarian picked out exactly the right ayakashi abilities to totally trivialize combat in one of the games I ran. I could either pose a challenge to their character, or not blenderize the entire rest of the party. In their defense, it was a valuable learning experience, and they did have a very cool character.

sasha_d3ath
Jun 3, 2016

Ban-thing the man-things.
A friend of mine is trying *really* hard to start an Eclipse Phase campaign and this conversation just backs up my decision to not want to play :B

CobiWann
Oct 21, 2009

Have fun!
Between not caring about the new Boba Fett series on Disney+ and this convo about Eclipse Phase, I'm jonesing for a proper Star Wars campaign with the West End system.

SkyeAuroline
Nov 12, 2020

sasha_d3ath posted:

A friend of mine is trying *really* hard to start an Eclipse Phase campaign and this conversation just backs up my decision to not want to play :B

FWIW, I played some EP with other goons and it went ok. The hardest part is getting into the more alien parts of the setting - I started out with a corvid uplift character, so I was pretty much playing on hard mode from the start. But the actual gameplay was fine, serviceable enough for what we were doing. This was 2e.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

sasha_d3ath posted:

A friend of mine is trying *really* hard to start an Eclipse Phase campaign and this conversation just backs up my decision to not want to play :B

I feel like you should talk with this friend about what it is about EP that really makes them want to run an EP campaign and then find another system that does that thing better, because that should not be a great challenge.

Gort
Aug 18, 2003

Good day what ho cup of tea

Gort posted:

Anyone know a good source of printable minis for a cyberpunk game?

Turns out there are some good ones here and some not so good ones

Hiro Protagonist
Oct 25, 2010

Last of the freelance hackers and
Greatest swordfighter in the world
I've been comparing Worlds Without Number and Stars Without Number, because I had both and thought what the hell, and I'm kind of surprised how small the scope of WWN is compared to SWN. SWN can do so much stuff, but WWN seems very limited in comparison, at least in terms of what settings you can actually create/adapt.

Mr.Misfit
Jan 10, 2013

The time for
SkellyBones
has come!

hyphz posted:

[...]
Where did the negative/cringey jester/storyteller stereotype (Tingle, Ray McCooney, etc) originate?

I think it's sort of cultural symbiosis. The stereotype of cringey or sexualized/negative cringelord isn't really new but it seems like a few things perceived through a number of lenses came together to form this entire construct. Also Japan, because they somehow are always involved in something like this O_o


Hiro Protagonist posted:

I've been comparing Worlds Without Number and Stars Without Number, because I had both and thought what the hell, and I'm kind of surprised how small the scope of WWN is compared to SWN. SWN can do so much stuff, but WWN seems very limited in comparison, at least in terms of what settings you can actually create/adapt.

I think that's because of how WWN sets out to do a very specific kind of fantasy, while SWN revised one the other hand does basically all sorts of post-disaster SciFi which is a much larger margin.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I'm thinking of a Red Markets job where you're asked to investigate why a particular town reported zero Casualties for far longer than it should have been possible for it to do so, and people think that there might be some kind of weapon or treatment or solution to the virus there that's gone undiscovered since the Crash (maybe mention that there's a research lab or hospital in the town).

You trek to the town and find... Casualties. It doesn't look different from any other town in the Midwest that was consumed by the Blight. What gives?

The party fights its way to the local hospital, or the DHQS outpost, whatever, and they find a final situation report and... the person that was making these reports refused to classify any losses to the Blight. Were they outrun by a Vector? Cardiovascular failure. Bitten by a Casualty? Arterial perforation. Heart attack, stroke, an underlying cancer, they kept looking for "comorbidities" to write off every fatality as not actually being related to the Crash. There was no miracle cure here, just the bureaucratic echo of someone who couldn't commit to paper the horror of what was happening around them.

When the character perusing the reports realizes this, roll for Self-Control.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

SkyeAuroline posted:

FWIW, I played some EP with other goons and it went ok. The hardest part is getting into the more alien parts of the setting - I started out with a corvid uplift character, so I was pretty much playing on hard mode from the start. But the actual gameplay was fine, serviceable enough for what we were doing. This was 2e.

I've also played an EP 2e game that was okay. It didn't feel like we were fighting the system nearly as much as the goon post mortem made it seem. Remember most RPGs are really really poorly constructed and never actually analyzed critically, or expected to function without a lot of handwaving.
I'd give it a shot if your friend is a good GM. I've also suffered through a lot of bad rpg systems for friends though, so might just have a higher tolerance than others when it comes to having to fight the system to get the game we want.

Leraika
Jun 14, 2015

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

Mr.Misfit posted:

I think it's sort of cultural symbiosis. The stereotype of cringey or sexualized/negative cringelord isn't really new but it seems like a few things perceived through a number of lenses came together to form this entire construct. Also Japan, because they somehow are always involved in something like this O_o


what

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack

sasha_d3ath posted:

A friend of mine is trying *really* hard to start an Eclipse Phase campaign and this conversation just backs up my decision to not want to play :B

Nah, as long as you're playing it with cool people you shouldn't have a problem. Like, I've been dunking on the system throughout the last few pages but I've also been involved in multiple Eclipse Phase campaigns over the past nine years and have had a lot of fun with them - A poorly designed system/setting does not mean a system/setting you can't have a good time in.


PurpleXVI posted:

I feel like you should talk with this friend about what it is about EP that really makes them want to run an EP campaign and then find another system that does that thing better, because that should not be a great challenge.

I'm gonna go ahead and suggest this person not try to manipulate their friend into running a different system...

Absurd Alhazred
Mar 27, 2010

by Athanatos

gradenko_2000 posted:

I'm thinking of a Red Markets job where you're asked to investigate why a particular town reported zero Casualties for far longer than it should have been possible for it to do so, and people think that there might be some kind of weapon or treatment or solution to the virus there that's gone undiscovered since the Crash (maybe mention that there's a research lab or hospital in the town).

You trek to the town and find... Casualties. It doesn't look different from any other town in the Midwest that was consumed by the Blight. What gives?

The party fights its way to the local hospital, or the DHQS outpost, whatever, and they find a final situation report and... the person that was making these reports refused to classify any losses to the Blight. Were they outrun by a Vector? Cardiovascular failure. Bitten by a Casualty? Arterial perforation. Heart attack, stroke, an underlying cancer, they kept looking for "comorbidities" to write off every fatality as not actually being related to the Crash. There was no miracle cure here, just the bureaucratic echo of someone who couldn't commit to paper the horror of what was happening around them.

When the character perusing the reports realizes this, roll for Self-Control.


Too soon. :smith:

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

KingKalamari posted:

I'm gonna go ahead and suggest this person not try to manipulate their friend into running a different system...
I don't think "Manipulate" is the right word here?

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack

Splicer posted:

I don't think "Manipulate" is the right word here?

Perhaps not the most accurate word choice, but I think it's a little presumptuous to come into a game someone else is running and try to get them to switch to a different system.

ninjoatse.cx
Apr 9, 2005

Fun Shoe
I'd complain about "that guy" who won't shut up about the virtues of another system while playing a different game, but since reading Blades in the Dark, I probably am that guy.

You don't know the pain of someone who loved thief/dishonored, who's discovered an extremely good and tight system to play out those games, but is only a member of a Pathfinder group who love pathfinder because they keep finding new ways to add more plusses using splat content. Dear God

Absurd Alhazred
Mar 27, 2010

by Athanatos

ninjoatse.cx posted:

I'd complain about "that guy" who won't shut up about the virtues of another system while playing a different game, but since reading Blades in the Dark, I probably am that guy.

You don't know the pain of someone who loved thief/dishonored, who's discovered an extremely good and tight system to play out those games, but is only a member of a Pathfinder group who love pathfinder because they keep finding new ways to add more plusses using splat content. Dear God

It's never been easier to run for/play with people online. Blades has pretty decent support both on Roll20 and using Discord bots. I'm in a similar situation in that my home group is running a system I don't care for much (D&D 5E), and didn't show interest in trying anything else (although I'll give that a shot again once the current campaign concludes), so I play and run one-shots with others, too.

ninjoatse.cx
Apr 9, 2005

Fun Shoe

Absurd Alhazred posted:

It's never been easier to run for/play with people online. Blades has pretty decent support both on Roll20 and using Discord bots. I'm in a similar situation in that my home group is running a system I don't care for much (D&D 5E), and didn't show interest in trying anything else (although I'll give that a shot again once the current campaign concludes), so I play and run one-shots with others, too.

I really feel something is lost when not playing in person. I play with my co-workers, so attendance is really high. You can easily see when people are in for the day. When it involves going an extra step (even just logging online) it seems to fall by the wayside really quickly.

Never tried a one shot. Character progressions has always seemed to be a running focus in the groups I play in.

Absurd Alhazred
Mar 27, 2010

by Athanatos

ninjoatse.cx posted:

I really feel something is lost when not playing in person. I play with my co-workers, so attendance is really high. You can easily see when people are in for the day. When it involves going an extra step (even just logging online) it seems to fall by the wayside really quickly.

Never tried a one shot. Character progressions has always seemed to be a running focus in the groups I play in.

I sympathize. It was a struggle at first converting our group online (almost two years ago now :cry:), and there's something about it that doesn't feel right.

On the other hand, I've been able to play such a variety of games that I wouldn't have otherwise. But I had better luck playing on existing groups` servers, there are quite a few who do one-shots and even solicit people for longer campaigns, and let you try to run your own things, too.

Lemon-Lime
Aug 6, 2009

KingKalamari posted:

Perhaps not the most accurate word choice, but I think it's a little presumptuous to come into a game someone else is running and try to get them to switch to a different system.

If you want to play a bad game because you're too scared of suggesting to the friend trying to recruit you that you'd rather play something else, that's your problem, and not a behaviour you should attempt to force onto other people.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

Lemon-Lime posted:

If you want to play a bad game because you're too scared of suggesting to the friend trying to recruit you that you'd rather play something else, that's your problem, and not a behaviour you should attempt to force onto other people.

It’s always a trade off and who knows how everyone else feels about it?

mellonbread
Dec 20, 2017
Eclipse Phase is tons of fun to play. It's running it that sucks.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

mellonbread posted:

Eclipse Phase is tons of fun to play. It's running it that sucks.

i think this is true of most enduring bad systems, and is one of the biggest reasons they endure

Mr.Misfit
Jan 10, 2013

The time for
SkellyBones
has come!

Don't ask me, I don't even understand what I was going for after rereading that O

Tuxedo Catfish posted:

i think this is true of most enduring bad systems, and is one of the biggest reasons they endure

I think the argument has been made several times over the previous years, both in the chat as well as the FATAL thread that mechanical or design quality was not and will never be a standard which leads to enduring gameplay. Which is very sad, but then again, people are biased to take that which they know over that which they have to learn and invest themselves in.

Adbot
ADBOT LOVES YOU

DigitalRaven
Oct 9, 2012




Mr.Misfit posted:

I think the argument has been made several times over the previous years, both in the chat as well as the FATAL thread that mechanical or design quality was not and will never be a standard which leads to enduring gameplay. Which is very sad, but then again, people are biased to take that which they know over that which they have to learn and invest themselves in.

Yup. Also, design quality is orthogonal not just to enduring gameplay, but also to sales in general (which are driven by said gameplay). Therefore, if you can take six months to make a half-functional system for book X, or twelve months to make a well-designed system, both are going to sell just as well, so you wasted those six extra months that could kick out another half-functional book.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply