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The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!

Pope Guilty posted:

The System Mastery episode about the D&D movie made it sound unbearable.

It's not a good movie by any means. But that doesn't stop it from being pretty great. At least, that was my opinion the last time I watched it. Which was a while ago.

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The Lore Bear
Jan 21, 2014

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Tuxedo Catfish posted:

Well, I mean, I think there really is a kind of nexus of "wow, this is so anime" that you could pin down to some level of definiteness.

It's kind of a mishmash of superheroes, coming-of-age stories, really flashy combat, and an exponential power scale. Basically rather than trying to emulate "Japanese animation" you're looking for a system that can model Sailor Moon, Naruto, Trigun, and maybe Revolutionary Girl Utena (if you feel ambitious) in a relatively unified manner.

You gotta lean into it, though, if there isn't deep mechanical support / incentives for yelling power names, struggling with your literal inner demons, and punching harder the more friendship you have, you might as well just use a generic system.

You could probably do something similar to Spycraft 2.0's approach of having setting/campaign qualities as well. 2.0 had way too many of them for way too much granularity, but it could work to split up the differences between each kind of anime without making it a completely generic system. Just amp up the things that are very common in the setting and downgrade the ones that aren't.

Hopefully in a much easier to read one-page chart rather than 3 pages of normal two-column book text. Like most things in Spycraft 2.0, it's one step forward and then a drunken stumble until the next subject.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Yeah, it was definitely a fun game. The Wayward sequel(?) was also fun, but drat if I could tell the difference between the two. What things does White Wolf actually own now, anyways, to make games from?

The Lore Bear
Jan 21, 2014

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General Ironicus posted:

I played World Wide Wrestling with a friend that never watched wrestling a while back. Now he goes to RAW tapings and is looking for local indie promotions now that he's moved to a bigger city. WWWRPG is the best game.

The only drawback of the game is that you probably want Creative to be a fan of wrestling, or at least the idea of wrestling. It's easy to sell what makes wrestling fun and cool, but it takes at least a little effort.

The Lore Bear
Jan 21, 2014

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General Ironicus posted:

While I completely agree, I don't see how that's significantly different from any other RPG. I'd hate to play D&D with a GM who wasn't into fantasy adventure.

WWW doesn't have the same safety net of some games, and is a lot about momentum (not Momentum the stat, momentum the word). The first session of one mini-campaign I played in nearly died on the vine because the guy doing Creative thought he could stand back during the matches, and not focus on the things that make wrestling fun and neat.

I think a better way of putting it is "when you're running any rules-light game, but especially one like WWW, GM needs to be ready to jump in there and help people get excited about the subject matter".

The Lore Bear
Jan 21, 2014

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Mr. Maltose posted:

The idea of anything Antonio Inoki does as real beyond "get bank for Antonio Inoki" is the biggest laugh I've had all week.

GreatAntonio.mp4 disagrees. I don't think looking it up at work would be a good idea, but.. If you know Inoki, you probably know which one I'm talking about.

The Lore Bear
Jan 21, 2014

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Cassa posted:

Wrestling is pretty anime.

How do you know that anime is actually pretty wrestling?!

The Lore Bear
Jan 21, 2014

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Halloween Jack posted:

I've never seen a wrestling fed have a match that lasts for several 22-minute episodes.

Hm. Maybe Lucha Underground will have All Month Long next?

(hire me LU)

The Lore Bear
Jan 21, 2014

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Xiahou Dun posted:

What the gently caress did I just read.

I've never cared about wrestling either way, but this is so weird I'm debating at least watching some highlights.

Look up the title change when a dog pinned a ladder. It was adorable.

The Lore Bear
Jan 21, 2014

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Kwyndig posted:

Nthing the Leverage RPG, it's pretty much my favorite Cortex game as far as nailing mechanics, theme, and tone.

Yeah, Leverage is a great game. It avoids the Shadowrun problem of trying to plan everything ahead of time with flashbacks, and the mechanics have some crunch without worrying about the differences between hacking computers, hacking elevators and hacking TVs, etc. It simplifies skills into general roles (Hacker, Hitter, Mastermind, Grifter and Thief) and adding specialties for what PCs are good at on top of that. It's rules-medium at the crunchiest, but it helps to have a summary sheet on what you can do with things.

Mainly, it's just really good at Leverage-style heists where details only matter when they matter/have a name/etc. It's fun when it works, but can get a little confusing if you get too caught up in the mechanics.

The Lore Bear
Jan 21, 2014

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SunAndSpring posted:

How do I make Raiden from Metal Gear Rising

High Fighting and Speed, some sort of super-speed with extra defense boost/maybe resistance to bullets, an attack with lots of pierce and common gear sombrero.

I mean, I'm not gonna do a full character, especially since I haven't done one in a long time, but that's basically it. Depends on the Power Level.

The Lore Bear
Jan 21, 2014

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dwarf74 posted:

I have an idea!

Ed Greenwood is a pervert.

I think Ed Greenwood had this idea a long time ago. :(

The Lore Bear
Jan 21, 2014

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Alien Rope Burn posted:

Spycraft 2.0 probably has the best chase system but is probably one of the crunchiest d20 games to have ever been written, so YMMV.

(I really wish they'd put out the trimmed-down Spycraft 3.0 already, I got to play a demo years ago as not-Dom Torreto, which was fun.)

The silver lining of Spycraft 2.0's crunchiness is that it's all self-contained for the most part. It's a bunch of modules that use the basic d20 idea, except for combat which is much less modular and more "gives you lots of options, but characters will only use half of them" that 3.5 had.

I'm playing in 3(!) Spycraft 2.0 games, and they even feel a little different mechanically since we're using different levels of depth with the rules and I'm playing different characters.

The Lore Bear
Jan 21, 2014

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Haystack posted:

Didn't Deadlands have a really godawful one?

I believe Deadlands had multiple really bad ones: The one for Deadlands proper and the one for Hell on Earth. It's possible the Lost Colony one also had a terrible end to the metaplot of that game.

The Lore Bear
Jan 21, 2014

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Kai Tave posted:

It's also pretty legit when you take context into account and realize that dwarf74 is someone with a lot of experience running D&D4E under his belt so the potential argument of "but Strike forces you to reskin everything" is nothing he isn't familiar with and capable of doing if it's the game he's after (which it isn't so whatever).

There's also a game called Hollow Earth Expedition. I have never played it or even read it so it could be complete fuckin garbage for all I know, apparently it uses some kind of dice pool system where evens count as successes and odds count as nothing, beyond that I have no earthly idea how good it is, but it's definitely a game that exists.

Hollow Earth is good and relatively simple, but it's sort of like Savage Worlds in the sense that it has a lot of weird crunch tossed in to make the relatively simple resolution a lot more complicated. It also uses the same "base stat + skill + talents" idea for characters, and it's surprisingly easy to make characters that don't function as intended.

I would not recommend it over Atomic Robo for pulp unless your group is anti-Fate.

The Lore Bear
Jan 21, 2014

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Halloween Jack posted:

No, I keep trying to tell you, he's the Vince Russo.

This checks out.

The Lore Bear
Jan 21, 2014

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Cascade Jones posted:

Shadowrun Anarchy is great for groups (like mine!) where players don't want to play Full On Shadowrun but still want the Shadowrun Experience. We didn't use the Cue super narrative system exactly, but it works as a standard RPG, lighter crunch version of Shadowrun. It's just that Shadowrun fans don't really want light crunch.

I think there's some house rules for Anarchy posted in the Shadowrun 5e thread; I would cross post but :effort:

Yeah, if you use it RAW, Anarchy gets rid of like 95% of the crunch and replaces it with a lot of "ask the table". I personally didn't like it much, but that was mostly because the structure was very loose and didn't feel it was worked with much. Like, I wanted an actual light crunch, at most light-medium crunch, game, not a game with nearly no crunch at all, vague guidelines that lack any sort of goals to the game and a bunch of extra stuff on your character sheet that didn't do much. The Cue system as a whole seems like someone badly explained Fate to someone else, then that second person made Cue inspired by the bad description without any real follow-up questions, stapling it to the bare bones of another system that was already there.

We did get a few sessions in, though, and it was wasn't bad, it just didn't give me much to be excited about. It's great for one-shots and mini-arcs.

The Lore Bear
Jan 21, 2014

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I'm having a heightened gaming experience right now.

The Lore Bear
Jan 21, 2014

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unseenlibrarian posted:

Honestly I don't think gear porn is a bad thing in a Star Wars game given how much of on screen time in the movies is spent with people doing tune ups to vehicles and robots and etc but it shouldn't be like...lists of guns and vehicles, but more something...actively engaged with somehow.

Like a PBTA game would give Han Solo some move about tuning up the Falcon (and it turns out the player assigned his worst stat to that roll so he gets 6- all the time.)

Yeah, you could probably get away from the gear porn in FFG SW if they put a slightly simplified basic version of the Technician stuff in a main section and just run with that. They didn't do that, but it could have been a neat alternative to make everything feel special.

The Lore Bear
Jan 21, 2014

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Zoro posted:

City of Mist just came out. The new PbtA game.

It's 513 pages long.

W-what!? N-nani!?

Giving the book a once-over, about 50 pages in the beginning is going over the base setting, and probably a grand total of about 50 pages of half or full-page art. If the table of contents is correct, the MC section is 160-ish pages. It's definitely a highly stylish book, too. I can't tell just by quickly looking over it whether the style helps make things easier or harder to read, but I can definitely say I'd be surprised if it doesn't do one of the two just given the amount of variation of the page layouts. It's full-color and they seem to try to use every single color they can.

Also, to add to what EM said, your character is built out of 4 themebooks, which are some basic questions on how your stuff works, plus your crew has it's own themebook along with some more questions, so there's a lot of words just for character creation. I kickstarted this at the lowest level, and I'm kinda curious how it'll read and play, but it was definitely something I didn't think much of until they started sending out solid updates in the last week or two.

The Lore Bear
Jan 21, 2014

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dwarf74 posted:

Crazy thing about Unity is that he's hitting the project goal for the pdf release.

I know it shouldn't be crazy, but

Let's put it this way:

A one man show, on his first kickstarter, has nailed his release date nearly to the day. The funding for it was, per person, within 2 dollars of the first physical tier, which means it didn't have a heavy whale carrying it. It was basically RPG Kickstarter: The Complete Success Story. That's what is crazy.

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The Lore Bear
Jan 21, 2014

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whydirt posted:

Disclaimer: I've only seen the public preview material, so KS backers can correct me if this isn't correct.

I think the core paths are intentionally broad and meant to give players opportunity to add wrinkles of detail to their backstory during play. Trying to cheese the game by only using the ranked highest path all the time seems more like a player issue than a mechanics issue. The tone of things reads like out-of-combat rules are meant to be relatively loose and freeform rather than an engine to model reality, which is fine by me.

Yeah, it's the same thing they did in 13th Age, in the sense that there's no mechanics to stop you from being a bad player who min-maxes hard but at the same time, they do control them better in Unity by making it so you can't hit the cap at level 1.

Basically, small increment better than 13th Age. Which seems to be what Unity tries to be outside of the combat stuff.

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