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Oct 18, 2013



Sorry for going back this far but I generally change Deadlands to replace the Confederacy to a United Republic of Texas and the Rio Grande. Basically move back when ghost rocks started popping up and as a result the break away factions in Mexican Federalist War were much more successful. It creates another nation that can be antagonistic against the Union without being nearly as overtly evil as the Confederacy. Nathan Bedford Forrest is then the main bad guy in the messed up Reconstruction era South.

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Oct 18, 2013



Libertad! posted:

Regarding the Planescape planes, a lot of the boring ones could be fixed mostly by dropping cool cities and adventures into them, also places with living conditions for extraplanar travelers. Sadly a lot of material doesn't give much in this way, leaving several planes (elemental planes in particular) rather bereft of cool features in some sourcebooks.

Well Planescape books tended to do this. In particular the planes of conflict book and the ethereal plane book are really good. The ethereal plane being the old place you go to walk through walls and nothing else plane, and they made it one of the most interesting planes by exploring it being in contact with all material worlds, so you get a bunch of hidden pocket realms scattered throughout.

Unfortunately the Inner Planes (elemental planes) book was given to Monte Cook. Which turned out about as formulaic as you'd think.

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Oct 18, 2013



AmiYumi posted:

One of the Pathfinder adventure paths has this; whatever the bad guy's plan was, it centered around casting a spell from a scroll with a Use Magic Device check (or something, I don't remember the details). If you were thinking "how loving groggy a GM would you have to be to actually make that roll straight", well, it's written right there into the "villain tactics" section what to do when your bad guy stands up, makes his "JUST AS PLANNED" speech, then nothing happens and he awkwardly shuffles out of the room, never to be seen again.

Which adventure path was this?

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Oct 18, 2013



At least in my experience simulationist games are less the problem than the sort of no fun spergs they attract. Sorta similar to the really bad drama school kids that flock to story games and the super racist people that seem to love Legend of the Five Rings.

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Oct 18, 2013



Did their sessions consist of the DM and players staring at each other from across the table until the pizza man arrived?

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Oct 18, 2013



We do it's a part of membership inspection.

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Oct 18, 2013



Lynx Winters posted:

In the right hands with a proactive group of players, absolutely, The kind of GM who says "all the plot hooks have been occupied by NPCs better than you" is not the right hands.

Though to be honest there is a great deal of fun to be had undermining and playing around a bad GM, who is too oblivious or socially stunted to call you on it.

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Oct 18, 2013



Kai Tave posted:

Another issue with ACKS is the whole Escapist thing, admittedly tangential to its qualities as a game but there you go.

Could you explain this?

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Oct 18, 2013



As was the magazine that came before it.

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Oct 18, 2013



Nuns with Guns posted:

This drew critics who saw it as "too anime" because I guess there weren't any Blizzard games out right then to draw a comparison to.
Well also most people with that complaint flat out never read it. Similar to people who hated psionics for being "overpowered".

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Oct 18, 2013



3.x and Pathfinder have good games buried in them. Unfortunately if any of your classes or mechanics share names with something from AD&D you haven't found the good parts yet.

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Oct 18, 2013



Greenronin also got a fairly big boost from having the SoIaF license when the Game of Thrones show became a big cultural phenomena.

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