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2017 was an international game of Paranoia. Or Fiasco. What will 2018 be like?
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# ¿ Jan 1, 2018 15:59 |
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# ¿ May 10, 2024 00:17 |
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gradenko_2000 posted:2. at any time, the GM can introduce a complication to try and gently caress you over. You can either accept this and receive XP in exchange, or spend XP to block the GM. Since you also need XP to, you know, level up, this can get really annoying really quickly
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# ¿ Jan 2, 2018 09:21 |
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grassy gnoll posted:I need to buy a couple of sets of transparent d20s in five-die blocks - five red, five blue, etc. Anywhere I can actually buy individual dice in specific colors for not appalling rates? This is turning out to be more difficult than I anticipated. http://www.chessex.com/Dice/Translucent/trans_dice_home.htm Order button is on the lower right of any of the specific pages. https://www.thediceshoponline.com/cat/41/sides/15/d20 Same dice, ~20% surcharge for the pleasure of using a website not made in 1974. Alternatively, stop by your LFGS and ask to do a bulk order, if you're ordering 20 d20s at once they should give you some kind of discount. e: define appalling rates. Splicer fucked around with this message at 21:28 on Jan 5, 2018 |
# ¿ Jan 5, 2018 21:23 |
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Leraika posted:buy a pound of dice and
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# ¿ Jan 5, 2018 21:37 |
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Zomborgon posted:That does not, however, free the game designer from the need to provide guidelines for challenge. For example, D&D variants generally suggest some X encounters per rest. If the objection is a lack of map does the game say you shouldn't have a map or is there just not usually one provided? Splicer fucked around with this message at 17:57 on Jan 7, 2018 |
# ¿ Jan 7, 2018 17:55 |
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hyphz posted:Yea, but both of those lead to degenerate strategies.
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# ¿ Jan 7, 2018 18:15 |
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Zomborgon posted:Precisely. Even if there must be a challenge to advance things, it still has the "bust through the wall" problem of having to shuffle things around so the clock runs fully before success is allowed occur, invalidating the reason for the map. Serf posted:Blades in the Dark specifies that a 4-segment clock represents a complex obstacle, and is the average challenge that players will encounter. 1) there is security we need to evade to get in 2) we need to locate the necklace once we're inside 3) there is necklace specific security we need to evade 4) we need to get out. I spend a story point or just come up with a real good piece of RP to make finding the necklace a non-issue. Does this still count towards the clock? Is "I don't like it, this was to easy" a central conceit or is going "good job w/d mission complete you really nailed that one" within the game as written? Conversely if we prepared for a hard exit but do something stupid between 2 and 3 to cause Problems, do the credits roll after 3 and it's just assumed we got out? Or is the whole 4 segment clock a formalised "Just go with the flow but probably don't keep throwing poo poo at them after 5 and if there's less than 3 it's probably been kind if a boring session" (which is cool by me) e: I'm aware that in *world games the players mainly throw things at themselves but you get what I mean. Splicer fucked around with this message at 19:15 on Jan 7, 2018 |
# ¿ Jan 7, 2018 19:03 |
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hyphz posted:Nah, I'm not quite that mad against the "magical tea party". But if every sip of tea is gradually draining my life force, I want to know how deep the pot is. Splicer fucked around with this message at 20:35 on Jan 7, 2018 |
# ¿ Jan 7, 2018 20:31 |
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hyphz posted:In the case of a “trapdoor” which is just an interesting potential feature which is explorable without direct cost, yes, sure.
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# ¿ Jan 7, 2018 22:58 |
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hyphz posted:Oh god, not those rules. Yea, the ones that say the GM gets to make a hard move when the "players look to them to see what happens next", which they arguably do all the time. And which is a truly lovely thing for the players to learn they are being penalized for. And the ones that make "use up their resources" a single move when resource management is meaningless if it's determined by how often the GM picks that option from an arbitrary list. They're the single worst part of the whole PbtA idea.
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# ¿ Jan 7, 2018 23:37 |
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hyphz posted:I was using a sample adventure which had that exact setup. Even if they're running against big corps they apparently get recruited in dive bars because that's a cyberpunk trope.
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# ¿ Jan 7, 2018 23:53 |
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hyphz posted:And that's hitting the nail on the head - I can't see how you can possibly do that unless it's decided in advance. If it's not in advance, then at the moment you make the fiction up, you just have too much information to not set up for a particular outcome. If the players are worn out and out of spells and you spawn a dragon, you know what the outcome's going to be, and you've effectively set up for it whether you like it or not. If you don't spawn the dragon, the players know they can walk around worn out and there will never be one. But if you're playing D&D or similar game and your players walk through four rooms, use up all their spells in those rooms, then open the last room and there's a dragon in it, that's fine because the dragon was already there. Do I have that right?
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# ¿ Jan 8, 2018 00:03 |
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Serf posted:it literally says "don't be the enemy of the pcs". that is a nice way of saying "don't be a loving rear end in a top hat" It's a polite fiction (heh) that allows you to shift responsibility for the consequences of character actions away from the GM. He's saying that without this psychological barrier/misdirection/whatever between the GM's actions and player's misfortunes the players will be mad at the GM for making a dragon eat the dwarf rather than at the dragon for eating the dwarf or at themselves for making the dwarf look so delicious. It's the same reason why people get so hung up on rules for monster creation. If the GM "follows the rules" in making a monster and the monster kills you, it's the monster that killed you. If the GM "just makes up some bullshit" and it kills you, that's the GM making up some bullshit to kill you. Even if the result is exactly the same monster.
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# ¿ Jan 8, 2018 00:16 |
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hyphz posted:Nail on the head. Well, with one exception: it's in the GM's head. It's not "the GM making up some bullshit to kill you", it's "me making up some bullshit to kill the PCs", again even if it's exactly the same monster. BUT hyphz posted:It doesn't matter what system you're playing. Also, magical tea party games tend to come with better consequences than "You died, roll up a new character". But you are also 100% right that some people will never enjoy a game like BitD, or will enjoy running but not playing, or playing but not running, for the reasons you posted. You'll also get people who will never enjoy games like D&D, or will enjoy running but not playing, or playing but not running. But you have to look at the rest of the game in context to get why some people do.
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# ¿ Jan 8, 2018 00:47 |
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What I'm getting here is that some of us find the perception of impartiality a useful tool. This is not to say that improvisation or explicitly rule of cooling things is verboten, but the pretence is they're explicit case by case exceptions by an otherwise impartial adjudicator. This helps the players and GM maintain their suspension of disbelief and other such things so they can get on with having fun playing the game What I'm also getting is that some of us find the openness of "we're all making poo poo up what's an interesting thing to make up" freeing and fun due to a bunch of other psychology words I can't be arsed thinking about so they can get on with having fun with the game. Those of us fortunate enough to be in the galaxy brain intersection of these two groups (or at least get the appeal of both intellectually if not personally) understand that both can be equally fun, assuming as always that everyone involved is on board with and the systems are designed around the pros and cons of each approach. You don't have to like both, but if you get where the appeal of each comes from it only makes both more fun. Splicer fucked around with this message at 12:40 on Jan 8, 2018 |
# ¿ Jan 8, 2018 12:13 |
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gradenko_2000 posted:Holy poo poo is this seriously what I fuckin' think it is
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# ¿ Jan 8, 2018 16:04 |
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hyphz posted:I mean I ran FFG Star Wars for a while and that has a premade with a scene where the PCs are exploring a giant wrecked spaceship underwater to recover something, and there’s a sea leviathan poking around at it. And it sounds cool but there’s no map and the leviathan has no stats or actions other than “if the PCs actually try to fight this thing they lose”. And so hey let’s have them find a few empty rooms so it feels big and let’s do the dramatic escalation thing where they see a shadow and then it goes by in a window and then there’s a bang and then after they’ve explored an area it creates a breach in the hull but obviously it will never actually matter and I’m just sitting feeling like a bad stage magician because I can see all the wires.
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# ¿ Jan 8, 2018 17:42 |
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hyphz posted:Well, how often do you normally have a conversation which will at the end have a "positive or negative outcome", that you're invested in? It's when you're trying to persuade someone to do something, or sell something to them, or give you a job, or go on a date, and so on.. and all of those interactions are characterized by social behaviors which don't apply to regular conversations with no such stakes.
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# ¿ Jan 8, 2018 18:44 |
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I think part of the disconnect here is that in D&D style games bad things happening to your character are a fail state and to be avoided.
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# ¿ Jan 8, 2018 18:54 |
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hyphz posted:I could only find a beta version that seems to be 7-8 years old and a "pocket edition". I read the pocket edition since it wasn't described as alpha/beta, so maybe I missed a lot of stuff. But as far as I can see it's just a dice game, the actual actions you take never matter. You're encouraged to use certain stats against enemies that are weak to them but since there is no limit on what any stat can do there is no reason to ever not do so.
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# ¿ Jan 8, 2018 20:13 |
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hyphz posted:I see what you mean, but it avoids the original issue which is how, with no map, the GM decides how many obstacles to spawn before success. In Danger Patrol the game locks that number in the rules and makes every threat a separate encounter so there are no pacing errors caused by that. Most narrative games either don’t do it at all or use a clock so the numbers are predictable.
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# ¿ Jan 9, 2018 00:08 |
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Nuns with Guns posted:me earlier today: you know, maybe I was a bit harsh saying that guy's understanding of player/GM interactions is sociopathic and implying he has fundamental problems understanding non-toxic behavior in RPGs
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# ¿ Jan 9, 2018 14:48 |
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hyphz posted:I don't mind that. What I mind is the implication that when the players meet a goblin, they have their PCs throw down their swords and fight it hand to hand with one hand tied behind their back because "we want the game to be a challenge so we'll make it one, and anyway if we failed it might be interesting".
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# ¿ Jan 9, 2018 17:16 |
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Almost every objection hyphz has raised applies just as equally to any form of RPG EXCEPT running an extremely procedurally tight system in a set module with no player deviation from the railroad. At this point they seem to be objecting to the concept of free will.
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# ¿ Jan 9, 2018 23:06 |
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Antivehicular posted:I'm not even sure Godbound would work, because the core problem is that the things I loved about Exalted (beyond the general "it was huge in my college scene, you had to be there" stuff) were the weird setting bits, particularly Jenna Moran's work on the line, and where that took me in terms of chargen and imagination -- but that was mostly in a really low-power direction. I could definitely run the "my ideal Exalted game" stuff for him, but given that one of my ideas for that sort of thing is a police procedural game set in a modern-tech city populated by Demon-blooded, it's probably not going to be the actual game as published, you know?
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# ¿ Jan 10, 2018 10:05 |
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Antivehicular posted:I have MCB and it's great. I just need to get other people to play it with me, but isn't that always the problem?
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# ¿ Jan 10, 2018 16:29 |
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hyphz posted:The fiction ad-lib thing was more triggered by the sea monster encounter in Star Wars. The problem I had is that without a gamist subgame to delegate to a la DnD combat, following the fiction seemed to rob the game of tension because the GM is not the only one familiar with fiction and the players can all see exactly where it is leading.
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# ¿ Jan 10, 2018 18:08 |
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Serf posted:how do they get the laserbeam to stop at sword length
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# ¿ Jan 11, 2018 19:13 |
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Halloween Jack posted:It works pretty well if the options are just based on type: Pistol, Big Pistol, Carbine, Rifle, Sniper Rifle, LMG.
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# ¿ Jan 11, 2018 19:18 |
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Covok posted:The official explanation is there is a line of plasma that surrounds it. Basically, and energy field is generated around the surface. Lightsabers actually have an edged side and a blunt side because of this.
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# ¿ Jan 12, 2018 13:15 |
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Blockhouse posted:I thought I really wanted to run some dumb fantasy bullshit
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# ¿ Jan 18, 2018 13:33 |
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dwarf74 posted:One of my best friends from high school - Doug - is the reigning world Diplomacy champion. They were so angry, and couldn't understand why we were refusing to push for the win. But we had already won.
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# ¿ Jan 22, 2018 22:13 |
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Plutonis posted:Post a selfie so I can be cruel to you but on an informed point of view. Hey Ettin! You look like a 90s nazi trying to figure out his lovely 1st gen webcam! Friend computer more like fail computer amirite?
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# ¿ Jan 24, 2018 13:09 |
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gradenko_2000 posted:Starfinder's level-gated equipment was put in because the the designers at some point realized that the narratives that would spring from a sci-fi game might produce outcomes where the players could become fabulously wealthy beyond the prescripted wealth-by-level rules, so they had to say that you couldn't wield a level 20 Gun even if you could afford it.
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# ¿ Jan 25, 2018 17:29 |
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food court bailiff posted:This is so frustrating because it seems like it could be solved by some kind of narrative consequences if they ever decided to have narrative rules outside of what skill does what. It's a space opera game, there's always a bigger fish out there - you do some run that gets you twenty tons of sixteen-barrel repeating laser rifles or some other ungodly armory, suddenly half the thugs in the galaxy have a vested interest in robbing you and yours. "Not a high enough level to find the trigger" is such a dumb rule idea - even understanding the apparent intent! - that I really don't quite know how to respond to it. Give the fighter equivalent a scaling badass bonus for guns and stuff so nobody thinks twice if she's packing a tricked out laser and power armour, but the wizard needs comparatively more street cred before he can get away with it.
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# ¿ Jan 25, 2018 17:45 |
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Andrast posted:I'd play a Dr. Phil tabletop game
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# ¿ Jan 25, 2018 20:28 |
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food court bailiff posted:Comics are good. I read pretty much the whole run of Gwenpool in a single night and now I'm reading Howard the Duck and I keep thinking a game about normies in a superhero world would be fun, but even as a one-off I'm not sure I can come up with enough content that's actually fun instead of just funny. Or go full survival horror. Cloverfield except instead of an incoming nuke it's not-the-flash sonic booming through the city. Yeah the good guys will win in the end, but can you avoid being part of not-superman's "I couldn't save them all" speech?
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# ¿ Jan 29, 2018 19:12 |
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1337JiveTurkey posted:As far as the colors of the suits go, I'm a protanope so I can't meaningfully distinguish something like 99% of colors. Black, white, red and blue are about as safe as I could choose so that both me and my tritanopic sister-in-law could play. For honest-to-god Monochromats? ¯\_(ツ)_/¯ You could squeeze out a fifth die type by making the unupgradeable die into another die size. So Mighty Strength gets you a d12 or maybe 2d8s, leaving you three kinds of d6s to upgrade to.
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# ¿ Feb 3, 2018 15:46 |
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Xelkelvos posted:None of this die color stuff that seems fine for a board game, but is probably too fiddly for a TTRPG 1337JiveTurkey posted:Writing this all out, I think that it works much better if I reroll ones instead of dropping the lowest dice. That reduces the cognitive load to looking for red 6s and blue 1s rather than looking for red 6s and finding the biggest blue dice. That was really the thing that was worrying me. On that note, you could maybe allow buying of black dice for benefits across the dice. Like spend 1 white die to get three black die and you also get to drop the lowest total roll. Splicer fucked around with this message at 19:55 on Feb 3, 2018 |
# ¿ Feb 3, 2018 19:20 |
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# ¿ May 10, 2024 00:17 |
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Tuxedo Catfish posted:wait in what sense is a bonus action not an action
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# ¿ Feb 10, 2018 22:26 |