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I'm really curious what they actually contributed. Didn't their names end up in the playtest a long time ago? e: vvv Like I think the problem is this is D&D we're talking about, not some obscure OSR thing that has their names on it. zachol fucked around with this message at 04:44 on Jul 4, 2014 |
# ¿ Jul 4, 2014 04:42 |
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# ¿ May 18, 2024 01:29 |
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Bucnasti posted:I think what a lot of people are missing is exactly why they're on the credits page. I can pretty much guarantee it's not because they gave valuable feedback. Does someone have more on this? I think I completely missed something. What is WotC buying their silence about?
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# ¿ Jul 4, 2014 06:15 |
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Cyphoderus posted:Is there actually an anti-Kipling sort of thing going on? I've never read anything by him, but have Kim lined up on the bookshelf, it looks like it'll be cool. I've never heard anyone "malign" him except for bringing up the fact that he was, you know, English and talking about India a 100 years ago. I feel like the problem is with the suggestion that the things Englishmen from 100 years ago were saying were bad things, more than a reaction against slights to Kipling himself. I doubt Pundit particularly cares about Kipling much at all, but he certainly cares about (maintaining) Kipling's views.
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# ¿ Jul 8, 2014 02:58 |
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Night10194 posted:I've never understood this mindset. I mean, yeah, I like GMing because it's fun to direct the flow of the story and all, but if you wanted that strict of control over things, why not just write prose? If they were just writing prose, nobody would read it. GMing implies a captive audience.
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# ¿ Jul 8, 2014 19:05 |
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GURPS is actually really fun and easy.
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# ¿ Jul 9, 2014 02:21 |
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dwarf74 posted:Synnibarr has the best-balanced classes in RPG history. Better even than Rifts?
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# ¿ Jul 9, 2014 03:19 |
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Apocalypse World has a broadly appealing authorial voice.
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# ¿ Jul 9, 2014 03:23 |
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I feel like a complaint of "there's been a glut of PbtA stuff, it's the new d20" feels a little silly considering the core of AW is actually, you know, good. e: I mean, not like it's necessarily wrong or anything, sure. Newer ideas would be neat too.
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# ¿ Jul 9, 2014 04:09 |
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I feel like writing new basic moves is pretty much the first step towards making a new PbtA game. You can end up with the AW ones if they seem appropriate, but that should be a choice.
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# ¿ Jul 9, 2014 05:45 |
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My impression was that you're only meant to have adventures in isolated places, like earth. Or you're a megacorp employee trying to sabotage an upstart competitor on the outer rim. But generally that you'd be working in an area where surveillance (and society/technology in general) has failed. If anything, it seems like it would be hard to get into the mindset of a transhuman and then reflect back on what they would experience moving out of their normal life of constant surveillance. Like there's supposed to be this transhuman horror but it's a type of horror that's relatively difficult to empathize with. Also it feels like it has the same problem that a lot of similar games have, where the kind of character that would work well in a high combat, fighting TITANS or aliens or anarchists or whatever sort of campaign is emphatically not the same kind of campaign that would work for a socialite, and because of how those heavy combat adventures only make sense in a situation where the normal rules of this society have profoundly broken down it would be really hard to write an adventure that incorporates both sorts of characters, even more so than with something like Shadowrun.
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# ¿ Jul 10, 2014 02:30 |
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CHIM is the understanding that grants you the ability to transcend and control the laws underlying the world, codifying it explicitly into the system misses the point. e: ProfessorCirno posted:Because loving nobody wants the fanbase of this hobby to get energetic about their game. Literally most other industries either actively court against going into ttgs or at least try to never bring it up. Seriously? I've always assumed it was just apathy and a feeling that the RPG market is too small to seriously consider in terms of licensing, not that there was an actual pushback against it. zachol fucked around with this message at 02:48 on Jul 10, 2014 |
# ¿ Jul 10, 2014 02:45 |
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I think it's a combination of an ethos of "you always start at level one" and groups deciding it would be silly to do the free form mixing trucking your character around that really oldschool groups did. So they adopt campaigns with clear beginnings, but still only want to start at level 1, but also want to see later levels, so the only way to get there is to play through, and that takes a while with the default leveling/XP rate, so they sort of naturally end up with this epic campaign.
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# ¿ Jul 10, 2014 20:22 |
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General Ironicus posted:I didn't even use his name. Maybe he was searching for the more popularly linked articles? I don't know. But he's replying to me about negotiating truces and asking for specific grievances. This is suddenly very tiring. What, like, conditions for him to drop it and longer harass you?
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# ¿ Jul 12, 2014 04:30 |
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Perfect Unrevised is sort of like Victorian steampunk 1984. The oppressive dystopia element is really pervasive. It's good, but also a little surrealistic. It could be exactly what you're looking for, though.
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# ¿ Jul 14, 2014 00:57 |
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Libertad! posted:Thought Experiment: Intuitively, Lawful Neutral or Good for A and either Lawful or Neutral Evil for B.
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# ¿ Jul 15, 2014 05:18 |
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Davin Valkri posted:I don't even play D&D and I know that the joke is that the first one are the capital-E EVIL Orcs and the second are the capital-G Good Elves. Except traditionally orcs also regularly engage in violent raids, while elves keep to themselves and their territory?
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# ¿ Jul 15, 2014 05:30 |
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Elves being assholes is a heavily established trope/meme/whatever. I'd actually be really surprised to find someone who honestly thinks elves are "good."
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# ¿ Jul 15, 2014 05:35 |
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Maybe give this a read? e: Specifically, the next post talks about spells and there's some discussion about outsiders and DR. zachol fucked around with this message at 06:05 on Jul 15, 2014 |
# ¿ Jul 15, 2014 06:03 |
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So, question, let's say you had a friend living elsewhere who was interested in RPGs but had literally no experience at all, and he was interested in starting up a group with some of his friends. What specific product would you recommend as an introduction to the idea of an RPG to a completely new GM who wouldn't have a way to get advice or a demonstration from someone with experience? Importantly, what in-print product could you recommend, something where you could say "go buy this off Amazon" or "print off these twentyish pages" without it being something from the 80s? I was having a real hard time thinking of an answer. I kinda feel like "Pathfinder beginner box but don't ever actually get the PF books themselves" fits but is still an unfortunate choice, and the 4e box/intro adventure apparently wasn't very good. Gamma World? That had a nice box, right? Does anyone know how Fiasco turns out if none of the participants are familiar with it or "roleplaying"?
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# ¿ Jul 15, 2014 20:33 |
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I guess I'm worried more about the pressure of coming up with a story or "stuff that happens." I don't want to underestimate or deride my friend, but I'm not sure if giving them a game, however good, and saying "now roleplay" would work that well. The reason I thought of the PF box, however lovely the rules are themselves, is that it's fairly clear what's meant to happen and the GM has a lot of things they can fall back on if they start feeling lost or confused. Although maybe pointing them to some actual plays would work?
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# ¿ Jul 15, 2014 20:43 |
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My thinking was with the limited set of rules given in the PF beginner box the problems wouldn't surface during the relatively short run and, now that the guy has an idea what "GMing" entails, he could go on to a much better game like AW. Fiasco sounds like a better idea, though, probably.
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# ¿ Jul 15, 2014 21:03 |
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Forums Terrorist posted:I'm tellin' ya, GURPS. Look just because I started out GMing by fuddling through a lovely GURPS "campaign" in my friend's dining room doesn't mean that it's a good idea for anyone else.
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# ¿ Jul 15, 2014 21:07 |
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I'm thinking Fiasco makes a lot of sense in terms of introducing the concept of roleplaying in general. Does anyone have ideas about the Gamma World box? I remember everyone raving about it when it came out.
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# ¿ Jul 15, 2014 21:10 |
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I feel like the sex moves take up a not ignorable part of the trifolds. There are basically four "functional" columns, and the sex move sits there taking up a fifth of one of those, as much as equipment or advancement depending on the playbook. I'm not necessarily saying it's a bad thing, and actually I think it could be very refreshing or reassuring for some people, an indication that its okay to bring up sex within the game. But I could also understand someone being hesitant and wondering if the game is meant to be creepy or something. Like I'm not sure if I, as a someone new to RPGs, would buy getting told "oh those don't matter, ignore them" if I brought them up at the start of a game. It would be almost neat if there was a progression of playbooks, like the first one doesn't even have the advances, and once you mark enough XP you get handed the broader playbook with maybe more in-depth moves specific to your playbook, some other random stuff, and then also the sex moves as sort of an aside. But that would probably come with its own issues, so I dunno.
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# ¿ Jul 15, 2014 22:31 |
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Evil Sagan posted:That seems like a lot of work just because some players might magnify the importance of sex in the game even when the person teaching them the game explains that it's not that prominent and can be removed entirely. Well the idea would be that it would be sort of "hidden" among a bunch of other things, with the implication that it isn't quite as important.
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# ¿ Jul 15, 2014 22:37 |
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I guess I'm just worried about the fairly narrow case of someone who would be turned off by a game bringing up "sex moves" as the very first thing they see regarding the game (the trifold), but would be fine with the idea coming up a session or two in, after they became more comfortable playing their character.
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# ¿ Jul 15, 2014 23:52 |
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RocknRollaAyatollah posted:What is Zak's soapbox these days? Playing D&D With Porn Stars
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# ¿ Jul 16, 2014 04:27 |
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Davin Valkri posted:What happens on a miss? Mike Mearles.
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# ¿ Jul 16, 2014 21:02 |
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Covok posted:So, it's pretty much just based on the most basic concept of Dungeon Crawling gameshow. There isn't really anything more to X-Crawl than this.
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# ¿ Jul 16, 2014 22:23 |
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Hold up.quote:Specifically, at each iteration, the algorithm picks a candidate for the next sample value based on the current sample value. Then, with some probability, the candidate is either accepted (in which case the candidate value is used in the next iteration) or rejected (in which case the candidate value is discarded, and current value is reused in the next iteration)−the probability of acceptance is determined by comparing the likelihoods of the current and candidate sample values with respect to the desired distribution P(x). e: I mean, I must just be misunderstanding it but still, that seems like a weird explanation. zachol fucked around with this message at 22:46 on Jul 16, 2014 |
# ¿ Jul 16, 2014 22:41 |
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Cyphoderus posted:Pick a random parameter value and compare it with the previous value you had. If it's better, accept the new value. If it's worse, accept the new value with a certain random chance. This is one iteration. Repeat for millions of iterations. At the end, if you did it right, you can reconstruct the posterior distribution of the parameter based on the amount of time the process spent on each parameter value. Oh, this makes much more sense. I didn't notice "accept with a certain random chance" at first. Neat.
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# ¿ Jul 17, 2014 00:23 |
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e: hrhglhghaldf
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# ¿ Jul 17, 2014 01:00 |
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I was born in '89 but spent the majority of school years until I was 12 or so living in Mexico. The original Dragon Ball was a massive cultural touchstone among my friends. Most days were spent wandering around a beach and/or jungle. The village only ran the generator for power in the evenings. In the summer I lived thirty miles into a fuckoff massive forest and spent my days watching the Discovery Channel, wandering around the forest, or playing with my all of one friend who lived thirty miles further in. We spent most of our time hitting each other with sticks. So I guess what I'm saying is the 90's were pretty cool.
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# ¿ Jul 17, 2014 04:13 |
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Traps only work as encounters/skill challenges where the room is filling up with water or whatever and everyone's doing something.
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# ¿ Jul 18, 2014 23:43 |
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# ¿ May 18, 2024 01:29 |
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Jimbozig posted:Traps This is sort of tangential but it ties into the "room filling with water thing," but I'd like to see something where a trap, or really just a big "event," takes place over the length of a dungeon. So for example, the entire dungeon filling with water and you're going through several rooms, or a cavern complex that's collapsing and you have to escape, or ruins high in the sky that are destabilizing and falling to the surface below and you have to jump to the next stable location (which in turn becomes destablized, etc). I'm not sure how I would do it, but it would be cool for the game to have a way to represent this kind of pressure that was fairly unique and specific, instead of being a generalized abstract skill challenge sort of deal, a system that was first designed and presented as "escape from the self-destructing lair" even if it could easily be used for, say, a chase or any other time limit scenario. In terms of traps, perhaps a focus on improvised natural wilderness traps? Rolling logs, short poisoned spike pits, logs swinging in on vines, snares, deadfall logs (or rocks), etc etc, maybe presented as openers for an ambush? Also, maybe a way to represent an area oversaturated with traps, where swinging scythe things are right next to jets of flame are right next to spikes shooting up from the floor are right next to snake pits, all of which are down just ten feet of hallway, and massive parts of the dungeon are similarly dense, where it becomes more about reflexes and endurance than approaching traps on an individual basis.
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# ¿ Jul 19, 2014 03:46 |