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Chuubo's really is the gift that keeps on giving.
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# ¿ Aug 2, 2015 06:57 |
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# ¿ May 10, 2024 17:20 |
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IT BEGINS posted:I'd love to see a good criticism of DW's downsides. I've read that the worst parts are the attributes and that there are some medicore playbooks, but not much otherwise. Well, aside from the usual 'quantum bears' and 'punching the floor and punching Orcus are equally easy' bullshit. No that's basically it. It sticks a little too close to its D&D roots. The core playbooks are uninspired at best and outright boring at worst. There's a bunch of rules in the book literally nobody uses (who cares about the Steading rules? Anyone? How many people know you're supposed to get a discount on your purchases equal to your full charisma score?). It's too gritty in some places it should be loose and too mechanical in some places it should be more fictional. Another big criticism is that the basic moves are too granular and only cover one specific action in one specific moment, while in, say, Apoc World, the basic "fight them" move resolves an entire fight in one roll (this isn't one I necessarily agree with, since a D&D clone should be pretty granular with combat to be a D&D clone, but it is on the table). As for Adam Koebel specifically, I don't know which parts of DW he and Sage worked on specifically, but they are both very old school in their tastes, and they really wanted to write a retroclone with Apocalypse World inspiration than the other way around when making DW. So knowing that, yeah. A new game by Adam isn't something I am excited for. It is definitely more of a "wait and see and hope for the best".
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# ¿ Aug 8, 2015 21:13 |
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TheLovablePlutonis posted:Aren't storygames supposed to take off the burden of narrating from the GM lol Yes, they are, but DW wasn't designed as a story game, it was designed to be OSR. It just happened to get very popular with the story gaming crowd. I think my biggest dislike of DW as someone who wrote for it for over a year is how Hit Points and rolling random damage work together. Sometimes basic enemies can take ages because nobody rolls higher than a 2 on damage, even if they roll 10+ on everything else so the enemy poses no threat. And sometimes a boss monster will go down in one hit because someone rolled max damage on their first attack. It's really swingy and there's no real control there. The game isn't gritty enough for a hit point mechanic to be worthwhile, and hit points are very low in general so how good that d8 hits the table can make a huge difference on how long a fight goes on for. gradenko_2000 posted:Interesting. I'm thinking now of a model where if we consider a dungeon crawl as the attempted accumulation of wealth against the steady depletion of limited camping/spellcasting/health resources, then "is good at Fighting" is a resource to be spent in the same way that "has a spell slot to end a tough fight instantly" can be. This is definitely a Good Idea worth exploring further, I think.
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# ¿ Aug 9, 2015 04:38 |
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Evil Mastermind posted:The 2014 Indie RPG Awards nominees have been announced. It's a pretty eclectic mix, but there's some cool stuff in there. Oh hey, a game I wrote is on there! Nice. I'm a little surprised, Law's Out has had less than 100 sales, but thankfully "good sales" are not a requirement for a nomination.
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# ¿ Aug 17, 2015 17:55 |
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Evil Mastermind posted:GOG games generally come preconfigured and tweaked for modern machines. It helps, but it can't fix everything. 90s PC games are just awash with really bad UI and control schemes. Not to mention how common sudden spikes in difficulty are for no reason and loads of "gotcha!" game design decisions.
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# ¿ Aug 20, 2015 21:39 |
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Evil Mastermind posted:It's also the fact that, in a lot of games now, you have an Ability Score that gives you an Ability Modifier, but then you never use the original Score anywhere. But you still have the 3-18 stats because D&D, that's why. Dungeon World is the #1 offender in this regard, but it's a common problem in every D&D derivative game. A big part of this forums' backlash against ability scores is how much more elegant they are in *World games in general than they have ever been in the past. You'll have between 4 and 6 stats, and the stats are always genre-appropriate names that fit the mood of the setting, and the numbers attached to the stats are directly tied to the moves you use to do things in the game. You know exactly what you're getting with each stat and exactly what you can do with it and it's all very clear. There's nothing like a better way to do a thing to make people dislike the old way of doing a thing. Not to mention all sorts of other clever alternatives, like Danger Patrol's dice-assigned stats, or Last Stand's attributes-as-hit-points, or a variety of games getting rid of them altogether, like Golden Sky Stories and Nobilis and Law's Out.
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# ¿ Aug 22, 2015 18:40 |
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I've also had a lot of luck using Inkscape for layout, with some pretty good results: http://www.mediafire.com/view/ju34lp0wsgai5xp/Harbinger+Preview+Playbook.pdf And Inkscape is free! I don't know that I'd ever want to do a full book in Inkscape though. Each individual page is its own file when working in that program. It'd be do-able but a 300 page book would need 300 files that you'd need to merge together using outside programs. You could very easily save a couple template pages and then just change the text but it's still a lot to put together at the end of the process.
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# ¿ Aug 26, 2015 18:58 |
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# ¿ May 10, 2024 17:20 |
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Baron Snow posted:Oh god... What have I done? Hopefully, you've decided to do an F&F writeup because I'm curious.
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# ¿ Aug 27, 2015 04:21 |