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slap me and kiss me
Apr 1, 2008

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P.d0t posted:

Seems a little bit hair-splitty. But, "Combat Medicine" in place of First Aid and "_____ Medicine" in place of just 'Medical' probably has some merit.


Naming aside, is the distinction in design space adequate?

Honestly, not really. There's no reason that someone trained in first aid wouldn't know the most vulnerable bits, and vice-versa re clerics with healing aptitude.

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slap me and kiss me
Apr 1, 2008

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ManMythLegend posted:

AD&D era Dark Sun suggested that players create a stable of 3-5 characters that they would rotate through with the anticipation that there would be a high mortality rate during adventures.

Not only that, but whenever the character you were currently using gained a level, so too did one of the characters who'd stayed home.

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Apr 1, 2008

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Why are we talking about XCom 2 here? That's a video game.

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Apr 1, 2008

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Mr.Misfit posted:

Because there exists a non-videogame boardgame version of XCOM. And it might be...not exactly the soldier-lemming-death-simulator people expected?


Mr.Misfit posted:

Because there exists a non-videogame boardgame version of XCOM. And it might be...not exactly the soldier-lemming-death-simulator people expected?

Yes, but that wasn't what I was getting at.

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Apr 1, 2008

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Dr. Doji Suave posted:

I am looking for a place to provide easy to find information based on my game world to my players in my three games. Images are only for maps, really just need a place to put a bunch of text. I know of Obsidian Portal but is there any other alternative? I was using a Google Doc but it's become too unwieldy with the amount of information available.

Thanks!

If you've got the tech chops, setting up a wiki would be a great option.

slap me and kiss me
Apr 1, 2008

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Here's a broad question - what your opinions on high quality pre-made adventures (both actual adventures, and adventure components)?

I'm trying to find commonalities, so I'm open to suggestions from all sorts of different systems.

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Apr 1, 2008

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Tuxedo Catfish posted:

I can't ever see myself using more than, maybe, a generic pre-designed map or layout. The old D&D adventures where it's like "read this descriptive passage when the players get to X" seems unimaginably intrusive.

I definitely agree with you - it's not my regular playstyle at all, but I bet that some people still use them.

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Apr 1, 2008

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Kai Tave posted:

My opinion is that there aren't very many high quality pre-made adventures out there. Adventures and pregen characters are like two areas that almost all RPGs universally falter in imo.

Does "not many" mean that you know of a few decent ones, or are you just hedging your bets and assuming that somewhere out there someone managed to put something together well?

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Apr 1, 2008

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This is awesome stuff. I'm a bit rusty on good adventures myself, because the last time I DM'd, it was low-level 4e and I made everything up on the fly as we went along, and just MM3'd level-appropriate monsters as I made the players draw battlefields on our paper.



Kai Tave posted:

Everybody has nice things to say about the Great Pendragon Campaign though I've never actually played it myself. Umm...Madness at Gardmore Abbey was also supposed to be good. And from personal experiences One Shots for Unknown Armies 2E had at least two or three decent one-shots (and some that aren't so hot).

Beyond that I'm legitimately struggling to think of any premade RPG adventure that I've played or read through that didn't seem dull or miserable.


Lightning Lord posted:

Some favorite adventures/campaigns/scenarios for various RPGs that I've played or run:

Pendragon: Great Pendragon Campaign

Runequest/Glorantha: Griffin Mountain, Borderlands & Beyond

D&D: Night's Dark Terror


Only assholes use adventures like that. They're a bunch of notes someone else wrote that you club into submission and use as best fits your group and their gaming style. The idea that adventures are straitjackets to be used out of the box as is or totally rejected has always been baffling to me. The RPG police aren't going to arrest you if you take Keep on the Borderlands and totally gently caress around with it.


dwarf74 posted:

Yeah, it's baller. I'm having to fix more stat blocks at higher levels, but it's still loving great.

Are there particular components of these adventures that make them stand out from the pack? Evocative writing, compelling setting, properly indexed, balanced encounters, etc?

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Apr 1, 2008

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Kai Tave posted:

Jailbreak for Unknown Armies is probably the platonic ideal of the premade adventure in my mind because it's an entirely self-contained one-shot adventure with premade characters that don't suck, each with various goals and relationships to one another, and an enormous amount of built-in pressure...some people are playing escaped prisoners, some people are playing hostages, some people are playing innocent bystanders, everyone's stuck inside a single rural farmhouse while a massive hailstorm rages outside, and there's a single gun with five bullets. I've played in sessions of this where the supernatural weirdness angle (because it's Unknown Armies, so of course there's a supernatural weirdness angle) never even got touched on while the entire game played out as a tense thriller between the convicts and their increasingly agitated collection of hostages usually culminating with a brief spate of gunfire. You can absolutely pick it up and run it without needing to wrench it into some brand new shape, and it helps that Greg Stolze is a halfway decent writer and game designer. It's all of 18 pages long counting the character sheets and you can get it for free from the Atlas Games website.

Great recommendation. I just spent the last half-hour reading through it. It's very well done.

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Apr 1, 2008

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Ratpick posted:

I want to write the ultimate bad adventure with all the elements of a bad pre-made adventure just to see if all the bad elements together would make it sort of so bad it's actually kinda good.

Highlights would include:
  • Extremely powerful NPCs who are actually the focus of the adventure so the players are there mostly as spectators and bit-part-players.
  • Heavily railroaded.
  • Metaplot.
  • Set in a setting with way too much history and background with the unwritten assumption that the players are already invested in the setting for any of the events to make sense.
  • Badly balanced and playtested.

What am I missing?

An angry three-page screen accusing people who don't enjoy the adventure of being hitlers who are killing "Real Gaming."

slap me and kiss me
Apr 1, 2008

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I quite enjoyed reading that F&F review. It was ... something very special.

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Apr 1, 2008

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Gobbeldygook posted:

Increasingly blatant hints of the writers unusual sexual proclivities. For example, an adventure where people are forced to roll or vomit because of poison, environmental hazards, and magic spells, enemies vomit as an attack, etc.

That reminds me of a certain Whizzard.

Mr.Misfit posted:

Is it just me or is something missing on that link?

Edit: Ok, I see, the lower title choices are the links. Dastardly planned!


It's super not clear that the titles are links.

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Apr 1, 2008

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Yawgmoth posted:

I'll bet that playing such a character would just be unbearable. I assume he met a grizzly end at some point, but until then the other PCs just had to grin and bear it.

The most annoying thing about him is that he kept calling everyone "honey."

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Apr 1, 2008

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A thing I'm working on has three different combat power types - attack, counter, and interrupt. The skill system has three analogous power types that I've been calling 'skill attack,' 'skill counter,' and 'skill interrupt.' This has proven to be confusing to some people; anyone have suggestions for better terminology for the skill powers?

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Apr 1, 2008

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Gobbeldygook posted:

What is confusing them? Do combat counters and skill counters work essentially the same or differently?

If the problem is that players have "attacks" and "counters" which are combat power types but "skill attacks" and "skill counters" which are skill power types, then you should just have "combat attacks" and "combat counters".

The mechanic behind it all is exactly the same. Using "Combat attack" makes a lot of sense. Thanks!


Siivola posted:

...Well, what do they do? I've no idea what "skill attack" would mean.

A skill attack is a power type that's used to initiate a skill challenge.

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Apr 1, 2008

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Flaggy posted:

We are looking at getting some "battlemats" for a RPG campaign, any recommendations? I see the chessex ones that can be written on and reusable, didn't know if there was something better out there.

http://www.staples.ca/en/Staples-Quad-Ruled-Easel-Pad-24-inch-x-35-1-2-inch-1-inch-Quad/product_19312_1-CA_1_20001

Not only is it super cheap, but you can easily go back to previous encounter zones / other locales and not have to redraw the entire map. When the campaign's over, you have souvenirs to give away.

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Apr 1, 2008

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Accounting: The Elfening.

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Apr 1, 2008

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Covok posted:

Older goons who are used to having a 40+ hour job and trying to game, what is your advise to balance and budget time? I really want to run some more games, but I'm not in college anymore and my schedule is much, much tighter. What do you suggest for scheduling when all weekdays are effectively out and Saturday (until April 15th) is iffy at best? Like, I don't mean for you to give me a number as that is out-and-out unreasonable and arguably impossible. What I mean more is what you'd suggest from experience on how to budget time?

I very, very much prefer IRL and online w/ voice and I can never seem to keep devoted to a PBP for long. On the other hand, now I'm stuck behind a computer all day so maybe PBP is easier than when I used to be more out-and-about all day.

Recognizing that you just said weekdays were out, I found that a weeknight game (say 6:30 - 10:30pm) every two or three weeks with a system that makes things very easy for the GM was the best way forward. When people have lives and jobs, setting aside a weekend to game wasn't usually possible, because of all the errands and other essential to-do items that really can only be done on a weekend. In my case, I used 4e, because while the combats and skill challenges were involved, it was also feasible to spontaneously generate a relatively easily matched encounter by picking an appropriate number of level-appropriate baddies and reskinning them into what I needed. As far as adventuring goes, I didn't preplan a single thing, and just made up things on the fly.

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Apr 1, 2008

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That sounds like something a skeleton would write.

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Apr 1, 2008

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I've recently come around to the idea that alignment is a helpful tool, so long as it references a power centre or something else that's tangible.

"Orcs are lawful evil" (or whatever) isn't good because it opens things up to all the discussion above this post, but if Grumsch's WarBand has "Alignment: Grumsch," and Grumsch himself has "Alignment: Pillaging", it becomes a useful barometer for motivations.

Mind you, I wouldn't use the above notation for PCs.

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Apr 1, 2008

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long-rear end nips Diane posted:

My problem with stuff like that is that it's literally not any different than saying Grumsch has a crew and they like to pillage. It's just a totally unnecessary game term.

It's useful organizational shorthand; if you're making your own adventures, it's probably unnecessary, but if you're making something for others, it's a quick way for them to grasp what you're driving at.

Plus, I suppose that if you were to make use of a standard set of keywords, you could link it to other game systems fairly easily (e.g. This spell is triggered by X)

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Apr 1, 2008

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Countblanc posted:

The whole "magic instead of technology" question is far too setting dependent to really give a sweeping decree over how viable fantasy communist peasantry would be in a world that did not experience an industrial revolution. Marx specifically notes the usefulness of capitalism as a means to prime the pump for the inevitable socialist society since it greatly accelerated a lot of technologies that would be essential (or at least highly desirable) for that sort of future. It's a lot easier to imagine a traditional-Eladrin communist utopia than a traditional-Orc one precisely because the former already got access to the technology/spells required to make sure everyone eats and has a decent standard of living.

I'm not sure why you're listening to tolkienist propaganda. Orcs have a storied tradition of peaceful cooperation amongst themselves and have long practiced the magical arts:

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Apr 1, 2008

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YOU CAN'T WRITE POSITIVELY ABOUT IMAGINARY COMMUNISM. YOU WILL REGRET THIS.

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Apr 1, 2008

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It's telling that when Macris wanted to include a picture of a character sheet, he didn't bother to find one from the edition of the game he was writing about.

http://www.escapistmagazine.com/art...als-Interview.7

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Apr 1, 2008

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gradenko_2000 posted:

Is anyone familiar with the Advanced Fighting Fantasy RPG? It's on Bundle of Holding right now. I know it started off as a line of CYOA-type books, but apparently they made it into a full-on corebook and I'm wondering what that's like.

No, but man did I love those books as a kid. They were the best thing about the scholastic book days.

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Apr 1, 2008

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Covok posted:

So, how do y'all deal with gamers who can find a problem with any trpg system and aren't afraid to complain about them in front of the entire group? I don't think there is anything wrong with not liking something or wanting to mention it, but I find bitching about it in front of everyone can lower people's fun in the title and makes my job harder when I'm the one who likes the game.

Was this gamer involved in picking the system the group is now using? If you're having to defend the choice if system, it sounds like what you're playing might not have been group consensus.

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Apr 1, 2008

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Covok posted:

He was not involved, but he was also invited to the game after the pick was made. As in "hey, do you want to play a game of Godbound?" sense. He could have said no.


In that context, I'm with ARB. Fix the problems if you can, ask dude to dial it back if you can't, ask him to leave if you must.

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Apr 1, 2008

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Plutonis posted:

What's a good software for making worldmaps for a campaign? Thanks.

http://inkarnate.com/

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Apr 1, 2008

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The darkest of days

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Apr 1, 2008

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Nerds. Nerds with pen and/or paper.

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Apr 1, 2008

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rumble in the bunghole posted:

Here's a roundup of entries in the 2017 200 word RPG competition I found interesting.

...

Slap me and kiss me made made a cool game with a really good and evocative resolution system.


Thanks! Glad you liked it, I had a sudden burst of inspiration and really enjoyed putting it together.

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Apr 1, 2008

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Speaking of sharing, I've just finished and posted rev 004 of my post-apocalyptic fantasy game, featuring kung-fu grip, and a brand new character creation system.

You might want to take a look at this if...

... you enjoy tactical combat, but dislike having nothing to do in between taking your turns;
... you enjoy gradated success in modern games like Fate and Dungeon World, but want a tactical component to your gameplay;
... you like the character building of D&D 4e, but dislike the item treadmill and fiddly feat choices; and
... you like the simplicity of D&D 5e's advantages and disadvantages ... but 5e

Download the GM content for Playtest 004
Download the Player content for Playtest 004

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Apr 1, 2008

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Rip_Van_Winkle posted:

this entry is not a particularly good game but it is a game about eating pasta and uses eating pasta as the core mechanic, so

e: or this one about fry length

i'm hungry okay

Pasta game is a good regular game and I would play it, just on the off chance I wouldn't have to clean up after dinner.

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Apr 1, 2008

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Kai Tave posted:

Heads up but the link that says it's for the player guide just gives you the GM packet instead.

Sheesh, that's real goofy of me. Fixed now. Thanks for the heads up!

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Apr 1, 2008

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Countblanc posted:

If you're a cop you have to say so. Also, if you take a cop's badge you get to be the cop.

That's not true. Being a cop is spread through bites. Like vampirism.

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Apr 1, 2008

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drrockso20 posted:


Sounds intriguing

I'm doing a recruit for a PbP playtest if you're interested in whipping up a character and trying it out - https://forums.somethingawful.com/showthread.php?threadid=3817556

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Apr 1, 2008

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The 200 Word RPG contest closed with over 700 entries. Anyone here put one in for consideration?

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Apr 1, 2008

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Flavivirus posted:

Yeah, I put in Parasite Vector and worked with my wife to put in The Holy Mountain. My heart goes out to the judges, though - by my reckoning they'll have to read ~150 entries each for every game to be read by two judges. I'm really impressed with the range of settings, game types, resolution system etc - it's an extraordinary snapshot of 2017 game design.

Right! I'm hoping you get some traction, I really enjoyed both of your games.

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Apr 1, 2008

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That's a very evocative prisoner's dilemma! Great job

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