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Helical Nightmares posted:wondering what game to run next? Now I'm thinking about ways to hack the Fate Core version of Bulldogs! to do this. Bulldogs! conditions seem kinda perfect, just need to add a sanity mechanic. Fate Freeport or Fate Achtung Cthulhu should provide something useful.
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# ¿ Jan 8, 2017 11:07 |
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# ¿ May 14, 2024 21:22 |
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Maze Rats totally lifted that system from Freebooters on the Frontier. ----- On the subject of Bulldogs! adventures, I'm not sure if I'll ever run it straight (so I haven't spent a lot of time thinking about what kind of games it wants you to run), but it has a bunch of stuff to lift for my own custom sci-fi games. They also just released the Heart of the Fury campaign to Kickstarter backers - so that might be a useful resource. I haven't looked at in any depth yet, but it's written by Gareth Ryder-Hanrahan who is usually good at that sort of thing.
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# ¿ Jan 8, 2017 22:54 |
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Brainiac Five posted:Then, uh, a significant part of play in any RPG doesn't consist of gameplay, such as any time you play out a conversation. You've phrased this like you think it isn't true.
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# ¿ Jan 9, 2017 14:23 |
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Maxwell Lord posted:Yeah but that's tied to a specific setting and the rules have their own focus (not to mention that the game becomes about running jobs for megacorps instead of taking over the city.) This sound like a hack for Blades in the Dark. It already has a structure around acquiring holdings, and reputation with other factions/gangs.
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# ¿ Jan 18, 2017 04:49 |
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Halloween Jack posted:What is Kingdom Death even. I cannot understand the demand for it. I wish I had market research on the customer base, probably because on some level I enjoy recoiling in horror. Your friend is right, except for the part about the design being good. The design is loving terrible.
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# ¿ Feb 13, 2017 08:19 |
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Helical Nightmares posted:I’m looking to make a list of all the rpgs and rpg supplements that tackle the subject of base building, domain management or organization building. Green Law of Varkith has rules for running a guild in Dungeon World.
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# ¿ Mar 6, 2017 22:08 |
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The Nightmares Underneath is an OSR game with some light rules for establishing ties to local businesses and organisations. Its not so much about building your own, as about developing roots in the community.
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# ¿ Mar 7, 2017 00:12 |
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The Berzerker posted:I want to join a regular D&D game done online with roll20 or something like that but I don't know how to play D&D. I have played some Through the Breach (like, 2 sessions) and that's about it. Before I try to join a game and have everyone hate me for my ignorance of rules etc., is there a good primer online that I could read to understand the game a little more? (I am guessing 4e or 5e, whatever is closer to TTB?). I didn't know where to post this. Apparently this got lost in political compass chat. There are threads for 4E and 5E D&D, and you will probably get better answers there. The 4E thread is usually less volatile than the 5E one. Don't know enough about Through the Breach to say what edition is more similar. If you are into using miniatures, 4E has better rules for it.
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# ¿ Mar 11, 2017 20:31 |
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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. I have the core book, Titan, Out of the Pit and Sorcery. A lot of that is nostalgia. I had (and still have) the original Dungeoneer book as a kid. I've only played it a couple of times. It is pretty simple for the most part. All characters have a stat called Skill. You also have small "s" skills with ratings on in the +1-3 kind of range. When you make a check for stuff out of combat you try and roll under Skill+skill on 2d6. In combat you roll 2D6+Skill+skill vs your opponent and want to roll high. The combat rules are a bit clunky because there really aren't rules for movement and positioning (since they don't exist in gamebooks). Its easy enough to elide that stuff, but by default the combat is basically Final Fantasy. There are several magic systems, that generally involve your Magic and Stamina stats. The main rules have some kind-of neat guidance for custom races and a fun dungeon creation system based on rolling d6s and drawing rooms based on the physical positions of the rolled dice. Titan is a pretty neat setting book, and Out of the Pit has some interesting monster descriptions. Particularly if you like 80s British fantasy sensibilities.
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# ¿ Mar 31, 2017 07:03 |
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Lightning Lord posted:How much of art in the books is by Russ Nicholson? This is extremely important, I am already leaning towards purchasing A good portion. I counted about a dozen pieces in each of the Core Rules and Titan that I am pretty confident are Nicholson. Plus a bunch of little filler illustrations that look like they might be him. I'm sure he's got stuff in the others too. I do have to say that the artwork reproduction in the printed books is very washed out. Don't know how the pdfs look.
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# ¿ Mar 31, 2017 13:33 |
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AlphaDog posted:I somehow read what you wrote as "...the cover has some kind of silhouette of a dragon in black over a red background" and I spent 10 minutes going "That sounds like Into The Odd but there's no dragon on the cover of that". I did the same thing.
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# ¿ Apr 15, 2017 02:43 |
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Kestral posted:Mouse Guard's corebook is written the way it is because Luke was explicitly reaching out to audiences who had never played an RPG before, and would discover the game through cross-promotion with the comic. It's meant to teach a reader with absolutely zero gaming experience how to play a fairly complex RPG, and it's actually really good at that. For people who have a lot of experience with game manuals, it reads strangely. I found the 2nd Edition easy to read and grasp on first read through (although I had read Torchbearer, and struggled, and BW beforehand). I find that the Mouse Guard book is very badly organised for reference at the table. Nothing seems to be in the section of the book it ought to be in--or the rules are weirdly split across different parts of the book.
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# ¿ Apr 19, 2017 05:28 |
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Arivia posted:Feng Shui, maybe? It definitely has car combat rules. Not sure how close they model Fast and the Furious.
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# ¿ Apr 26, 2017 05:38 |
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gradenko_2000 posted:On that note, I do wonder why Goodman Games's attempt to expand their Dungeon Crawl Classics line into 4e apparently was so bad that Goodman became a staunch anti-4e partisan. This is speculation, as I haven't read any of the 4E adventure, but the from looking at DCC RPG stuff the kinds of adventures their writers produce would not easily fit into 4E without a change in approach to adventure design. I suspect it was a bad fit for how the designed dungeons. For example, the climax to Sailors on the Starless Sea (one of the early, and quite good) DCC RPG adventure is the level 0 characters having to a ascend a ziggurat with like 30 beastmen on it, and fighting them is a real possibility. There are ways to handle that scenario on 4E, but one of them isn't to say "there are 30 beastmen on the ziggurat, be prepared to roll initiative".
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# ¿ May 3, 2017 08:48 |
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There's always The Sense of the Sleight of Hand Man. Seems to offer some of what is being described.
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# ¿ May 17, 2017 09:51 |
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Jackard posted:Picked up Torchbearer with the intent of running it for my group but I'm only familiar with d20 systems like 3E/4E/13A and this book is sort of difficult to read. I had a much easier time understanding Torchbearer after I had read Mouse Guard. Which is not the most useful advice unfortunately. Watching some of the linked actual play stuff should help. The thing I found is that system has a bunch of interlocking systems and procedures which won't apply to every test you make when playing but that you need to grasp when reading the rules. This makes is super dense on first read through.
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# ¿ May 20, 2017 13:59 |
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gradenko_2000 posted:Is there an application that would let you split off individual PDF pages into their own PDFs, merge separate PDFs into single PDFs, and rearrange the pages on a PDF? Any version of Adobe Acrobat (not Reader) will do all of this.
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# ¿ Jun 26, 2017 11:24 |
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dwarf74 posted:So I am not all to familiar with modern/supernatural RPGs, and I'm looking for recommendations. The new edition of Call of Cthulhu has a pulp supplement. It defaults to the 1930s, however. I'm sure some of it could be used for a more modern setting. That all supposes you like CoC's core mechanics though.
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# ¿ Aug 5, 2017 01:21 |
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Halloween Jack posted:As far as historical settings go, everything between [A Vague Notion of What Constituted the Middle Ages] and the latter half of the 19th century is starkly neglected. I'm working on a PbtA game about 17th century monster hunters. Whenever I run a playtest, I try to give people a quick overview of significant historical events from the period and some info about technology and such (at a pretty basic level, as I'm not an expert) but I am always struck by how almost every player's expectations about setting details are 200 years too early or 200 years to late. If it isn't high middle ages then it must be the Victoria era!
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# ¿ Dec 17, 2017 21:35 |
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# ¿ May 14, 2024 21:22 |
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Spiteski posted:That can probably be attributed to a relatively smaller pool of popular fiction taking place in that era. This is definitely a big part of it. I've struggled with good entertainment references to help people get oriented. It mostly ends up being real specific stuff like A Field In England or The VVitch. The most effective thing I've come across in terms of giving people the right idea is probably the Three Musketeers.
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# ¿ Dec 17, 2017 22:50 |