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kingcom
Jun 23, 2012

Kai Tave posted:

That would be the idea, yeah. And like Asimo points out, the idea would also be to get away from gear-porn-as-number-stacking because nothing is actually interesting or evocative about simple optimization exercises, everyone who's nerdy enough to be playing tabletop RPGs regularly, especially crunchy ones, knows how to squeeze the most +X's out of a thing, writing 50 pages of gear that's nothing but a another tedious hunt through the dross for the good stuff is frankly a waste of everybody's time. And since this is the only sort of gear porn anyone making RPGs seems interested in it's the main reason why I've become less enchanted with crufty, fiddly gear lists over time.

So no numbers, no +X to Y in large part because there is no Y, no attributes or skills means there's nothing for you to be adding numbers to. Go crazy with tags and aspects and permissions and such, give each piece of gear lavish backstories and product histories and poo poo, name-brand everything, character advancement is literally a matter of "you got paid for this job, so you can sink that money into more gear for yourself if you want."

Man if only we had a cool narrative system where abilities of weapons were something that was dynamic as you played so the attributes of the weapon was something that just kinda naturally evolved as you played. Maybe your gun burns through charge packs constantly or your rifle has a super low power setting but it means its way easier to be a crack shot with and shoot guns out of peoples hands. Man I wish we had that but it would probably get dismissed in a giant circle jerk for 10 pages idk.

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kingcom
Jun 23, 2012

Evil Mastermind posted:

One thing I kept seeing about Invisible Sun is how the people involved were convinced that the project is "the future of RPGs", which is a pretty depressing idea.

I still don't understand what the game is or how it works. The entire project seems like smoke an mirrors to begin with. Has there been any details about the mechanics or anything?

Ominous Jazz posted:

If only we could do your idea without fifteen pages of charts and tables but since we only play our games in the infinite realm of imagination we can't :(

Yeah, the only way I can role play any more is by doing lines of powdered fate rulebooks.

kingcom
Jun 23, 2012

Kai Tave posted:

No, the problem is he takes good ideas other people had but makes them worse. Numenera is full of this poo poo, from the awful "GM Intrusions" being a lackluster and more antagonistic version of Fate's compels to the character backgrounds that work like you'd find in various *World games to tie character backstories and histories together except instead of stuff like "so-and-so owes me big for what I did" it's stuff like "nominate a party member who gets hit by your critical failures XD." Like, I don't have a problem with someone stealing liberally from other peoples' ideas, but he's just so bad at it.

As someone who never played 3.5 and dodged that whole era of cooke games/design I was genuinely excited about Numenera as having a narrative focus but still having plenty of crunch to fall back on but then the first entry I saw was describing how the special fighter stuff was 'lose health for damage, do +1 damage with weapon type' bullshit while the wizard just continued to be a dnd wizard and altered reality at will. Stealing ideas is good and cool and I actively encourage it if it improves the system and is stolen with an understand of WHY something is useful and valuable but Monte is a hack fraud who only knows how games work (or maybe only knows how to design) from a very limited perspective.

gradenko_2000 posted:

That actually sounds pretty cool for games that have extensive downtime

Let me introduce you to my friend Campaign for North Africa.

kingcom
Jun 23, 2012

"bad"?

kingcom
Jun 23, 2012

So to mention a previous discussion, FFG (while far from perfect) has straight up hired staff whose job it is, is to make sure that content is inclusive and inoffensive to people and they've definitely been starting to make efforts to make sure there is a much more respectable spread of gender art and content.

I've linked this before but in a setting that traditional sets an entire race as a sex object, their first twi'lek being this felt like it sent a strong message to me.



They've got a long way to go but they've started to include trans character in their work (though its the tentative baby steps and I believe it's written by people who aren't trans though im not 100% sure) doing the whole 'they transitioned in a world of magic' and then pretty much never bringing it up again. I would have a look though and definitely would like someone with a broader view than me to judge:

https://www.fantasyflightgames.com/en/products/legacyofdragonholt/

kingcom fucked around with this message at 00:58 on Oct 23, 2017

kingcom
Jun 23, 2012

Rand Brittain posted:

The personal attack rule doesn't really care about degree?

Holy poo poo are you unable to understand any degree of nuisance in words and phrasing. You understand the very basic concepts of letter of the law and spirit of the law right? Like I don't have to teach you about intent?

kingcom
Jun 23, 2012

Countblanc posted:

same, but replace "RPGs" with "literally only D&D"

TOO REAL. I've currently running a D&D game purely because of people who listened to TAZ and wanted to play D&D.


Comrade Gorbash posted:

FFG but again, not really in the same way that applies to WotC.

Also from what I've seen with how they rotate staff around, their RPGs are as much about getting fresh ideas/experiments for their gold mine of star wars products.

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kingcom
Jun 23, 2012

LongDarkNight posted:

It's like boiling a frog, after awhile turn up the heat and they'll be full indie gamers eating chicken wings to resolve bluff checks.

One day, I'm already giving out 'spend these fate destiny super inspiration to add elements to the scene you are in' points.

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