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IT BEGINS posted:What do you find particularly unsatisfying about it? Is it the lack of depth? I'd have thought a rules-light system like DW would result in combat that's more interesting, not less. Why would that be the case?
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# ¿ Aug 8, 2015 23:58 |
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# ¿ May 10, 2024 17:12 |
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FactsAreUseless posted:If only people would give the Nazis the depth of character they deserve. What if Goebbels was one of us? Just a slob like one of us?
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# ¿ Aug 10, 2015 01:47 |
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FactsAreUseless posted:Any meme can become great, however forced its start. Memes don't start great, greatness is maked over time.
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# ¿ Aug 21, 2015 03:22 |
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bunnielab posted:How people can hate on realtime-with-pause is beyond me. Turn based is so dull. I haven't yet seen a good argument in favor of real time with pause compared to properly-implemented turn-based.
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# ¿ Aug 21, 2015 14:12 |
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Countblanc posted:Because realtime-with-pause is actually just "realtime-until-it's-hard-then-pause." If the issue with turn based combat is that fighting weak enemies is boring (the thing that realtime alleviates), get rid of the weak enemies. This is correct.
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# ¿ Aug 21, 2015 22:22 |
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fool_of_sound posted:The Spiderweb cRPGs are all pretty good (especially Geneforge), and made in America. Please play Geneforge, everyone.
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# ¿ Aug 22, 2015 05:27 |
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paradoxGentleman posted:Why do a lot of people in this forum hate ability scores? Assuming they have a mechanical use beyond general skill proficiency, they're often redundant with the concept of classes and often bog down the math side of games, as well as being another part where someone can get "trapped" while making a character.
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# ¿ Aug 22, 2015 16:04 |
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Effectronica posted:There's nothing wrong with ability scores, even with having them alongside class, level, and skills. A bigger issue is that they're often implemented terribly and counterintuitively when that's the case, such as in D&D past 2e. But it's not exactly hard to see a game where you have two silos, one with class and level as the key elements and another with ability scores and skills as the key element. Ability scores also allow you to, if they're well-designed, sum up a character with a glance (D&D doesn't do this very well at all) even if they're cosmetic, which helps with roleplaying somewhat. You could also use them as the centerpiece of a damage system. I like what was done with ability scores in pillars of eternity, in concept anyway (never mind the execution).
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# ¿ Aug 24, 2015 14:15 |
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Bedlamdan posted:I hated having one or two less points to meet a skill check, and knowing that I just needed to rest in a specific inn or something to get it. I'd think it ought to be a percentile based chance of success, except that's also an annoying pain in the rear end where you're constantly reloading the game to beat the skill check. One of the tricks to making something like that work is to take out any sort of temporary ability score boosters because otherwise you run into those exact kinds of problems.
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# ¿ Aug 24, 2015 22:11 |
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moths posted:The D&D arcade games taught a valuable lesson about how stupid that magic system would look in practice. Yeah, it taught me that it could completely own in a good game instead of underwhelm in a bad one.
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# ¿ Aug 26, 2015 06:02 |
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drrockso20 posted:I figure it has to do with the communal nature of /tg/ projects, as they both quickly figure out what does and doesn't work, and will be absolutely vicious in mocking a bad layout in ways that even SA pales at doing It's a bit misleading, as those projects might start communally, but in most cases you can bet that if one of them got finished it was less a function of the community and more a function of the 1-5 people who gave enough of a drat about whatever silly poo poo everyone thought up to actually stick with it.
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# ¿ Aug 26, 2015 23:36 |
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TheLovablePlutonis posted:That's pretty much what I can recall that happened with the Pokémon Tabletop, although it was way more than 5 people working on the development! (Before the split at least) Helical Nightmares posted:Pretty much what happened with Chapter Master and Engine Heart (though the latter was directed by one man, Viral, from the beginning iirc) Yeah, I'm not saying that hypothetically, I was involved in one of them like 7 years ago. At the point where we collectively ended it, there were three of us, of which two contributed meaningfully to the conversation.
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# ¿ Aug 27, 2015 23:13 |
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We may never know.
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# ¿ Aug 28, 2015 00:02 |
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You might get a totally sweet robot vampire out of it at least.
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# ¿ Aug 28, 2015 23:33 |
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Countblanc posted:Because Young Adult literature is the pinnacle of the written word. This is a fact.
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# ¿ Aug 30, 2015 15:34 |
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# ¿ May 10, 2024 17:12 |
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Effectronica posted:Speaking as the kind of dude that thinks a lot about how to GM well, it's much easier to do it when you understand what the other players are going to find appealing, turn-offs, etc., at least on a basic level. Lengthy backgrounds aren't much of a substitute. Very much so. Shorter broad-strokes backgrounds are probably easier to work with if anything, filling in details as you go as you see the party and decide what kind of game you want it to end up being and what kind of character you want to be playing is a good practice.
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# ¿ Aug 31, 2015 04:13 |