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Hey, any good resources for making maps for Beam Saber? I have no graphic design skill nor any idea where to start. I would like to avoid Paint.
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# ¿ Jan 29, 2021 10:31 |
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# ¿ May 17, 2024 19:45 |
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PerniciousKnid posted:Anybody have opinions on Beam Saber? It's brilliant and does everything I wish Lancer did, but better IMHO since I'm not a tactical combat fan. Very easy to turn into Ace Combat.
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# ¿ Feb 4, 2021 00:55 |
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PerniciousKnid posted:What does Ace Combat mean in this context? Basically, it's a game series where the narrative arc is always the same: Start as a relative nobody in a losing war, do badass poo poo on the frontlines through operations of increasing size, scope and danger while facing a rival squadron at key points and oh, the enemy has ridiculous superweapons. It ends with the player character/squadron being hailed as indestructible gods of the battlefield who changed the course of history, at least until the next game. Beam Saber does this through the standard Forged in the Dark ruleset expanding not just the actual narrative power of the player characters but through their rep and relations with other units. Rivals can be declared at any time by the players, and they're more dangerous and also plot immune until players expend "Drive" clocks, which is basically like, wiping these guys out is, in this moment, more important than my goddamn life goals. Beam Saber is also not constrained by just being mechs. You can have people in fighter jets or as a loving biker gang, the vehicle side of things is very flexible. I'm running a game now where the players have - An intel/recon van, a diplomatic limo, a halftrack weapons carrier, a motorbike with psychically controlled arms and a centaur mech with a beam lance that can transform into a giant knight. Mission parameters can let each one have more or less screen time on a per session basis, and the more admin characters can do a lot via flashbacks and other cool poo poo. Honestly, if I can find the players, I might run something in the style of Legend of Galactic Heroes in the system. Like any Forged in the Dark system though, if the GM or the players aren't invested in the spirit of the game, they'll fall off of it quite easily. Scum & Villainy is very easy to get into for example, because it's Star Wars. Blades is also fairly good, since it's just small scale kinda medieval cutthroat poo poo. Stuff like Band of Blades or Beam Saber feel a lot more reliant on knowledge of relevant touchstones and clear communication of expectations from the start. Narrative combat in general needs a decent base of knowledge and flexibility for interesting situations, and that's doubly true for more combat centric games and even more so for vehicular combat.
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# ¿ Feb 4, 2021 04:14 |
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Also, if you want to jump from Lancer, Beam Saber exists. It’s pretty alright.
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# ¿ Jul 27, 2021 19:46 |
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The way I see it, the players say what they want to do narratively and the GM works with them to see what attribute would fit. If the player wants their character to engage in a gunfight, then unless they narratively describe it in another way, that’ll be a skirmish roll. If in the narrative, the guy is walking towards you, odds are you can’t just teleport behind them. It’s the GM’s role to make sure everyone’s on the same page as to the physics of the scene.
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# ¿ May 17, 2022 12:27 |
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Anime Store Adventure posted:I have my players explain their action and then I say “that sounds like you’re swaying him.” And give them an opportunity to correct me as in, “No, I’m actually trying to puff myself up and come in with a gruff approach. It’s more of an order, not a question.” And then I’ll give them command. Yeah, exactly. In a Beam Saber game I run, one of my players (whose vehicle is a sentient Green Goblin glider) wanted to take out a pair of fighter jets taking off from a mountaintop runway and couldn't think of how they'd do it. I said, "sure, take a moment, let's fill out the scene while you think" and asked the other players what kind of stuff would be on a runway. So anyway they ended up jousting the fighter jets using ladders they'd ripped off of fire trucks. You have to say no sometimes, or things have to be harsh occasionally, but it's gotta be a conversation between the players and the GM. "No, but" is perfectly valid.
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# ¿ May 17, 2022 17:47 |
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I was amazed by how little I had to do as the GM for Band of Blades downtime. It was nice.
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# ¿ Jun 20, 2022 17:02 |
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# ¿ May 17, 2024 19:45 |
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I much prefer the harm system in Wicked Ones being tied to your stats, it's so much easier to both track and conceptualise than the default FitD harm table. Also not a fan of verb overlap when it invariably becomes "oh i'll just pick the one with more dice"
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# ¿ Jan 9, 2024 20:08 |