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Ewen Cluney posted:https://twitter.com/nekoewen/status/948265344195379200 Makes them sing Grease songs. Huge STDH red flag right there. Could only be bigger if it was Bohemian Rhapsody.
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# ¿ Jan 3, 2018 07:03 |
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# ¿ May 11, 2024 22:15 |
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unseenlibrarian posted:No gear porn, sure, but I feel like Star Wars -does- need some sort of crafting/repair minigame because it's something that just keeps happening on screen, probably because Lucas was a teenaged hotrodder Man I read WEG D6 Star Wars revised a while back and it was all about repairing things but missed the point entirely. Everything was measured in days and weeks, required super specific training, was really hard, and had hilariously bad consequences for failure. Actual Star Wars would have had the hyperdive break on Han and then he'd limp the drat Falcon into drydock for six weeks.
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# ¿ Jan 11, 2018 02:49 |
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Foglet posted:Now let's try and be reasonable, that would've just gotten a bit too over the top. Yeah, on his shoulders, and then add glow effects to it.
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# ¿ Jan 11, 2018 08:42 |
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"Tell him to knock it off." "But the only answer to an rear end in a top hat with an rear end in a top hat idea is a good rear end in a top hat with an rear end in a top hat idea."
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# ¿ Feb 19, 2018 20:18 |
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So are Immovable Rods attuned to their user, like Exalted gear? What's stopping the enemy from using their combat action to just grab the rods, push the buttons, and stow the rods?
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# ¿ Feb 20, 2018 17:50 |
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What weapon do I get for my Buster Arm if I beat Poison Knife Man? Also do I get a new Rush mode?
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# ¿ Feb 23, 2018 02:40 |
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Dennis really seems to be leaning on his "Because of the Implication..." move.
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# ¿ Feb 23, 2018 03:14 |
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Subjunctive posted:Possibly because I’m an idiot, I would expect a speed spell to increase my movement speed, not just attack damage. I think people's primary objection is to multi attack advantage. If haste doubled movement squares and gave a small boost to melee attack damage it'd probably be fine.
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# ¿ Mar 13, 2018 15:33 |
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It's RSS feed limits. I have yet to find one that'll hold more than the most recent 150 items. If you ever wonder why old episodes end up paywalled, it's because hosting them in a timely and accessible fashion is a real pain in the rear end. Personally we just save the old mp3s and post them to the site, but monetizing is a fair option because it is extra work.
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# ¿ Mar 17, 2018 19:50 |
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Hel posted:I wonder if it would be worth it for any podcast to just bundle up old episodes in " season" torrents or something to make it easier for new listeners to get the whole archive when catching up. Well not torrents since afaik that's not phone friendly but still. Unless a show is serial in nature, I think most podcasts would prefer their early episodes died in a mysterious electrical fire. I know I wish ours would. We were all formal and grumpy, they're terrible. I always tell new listeners to work through our stuff backwards. We get the occasional new listener that's commenting on like Episode 1 and is all "guys, this show sucks" and yeah, it did! Listen to the poo poo we made 5 years later when we figured our game out. Honestly the problem is that the only thing that's phone friendly is RSS feeds and the only way to do that would be to create new ones, which would be confusing to listeners and tricky to podcasters. Like I could see the obvious workaround being "We hit 150, silo this RSS off and start a new one" but that will kill the listener pool, since casual listeners don't want to figure out your new feed, they're just gonna forget they were subbed and think you quit. theironjef fucked around with this message at 05:40 on Mar 18, 2018 |
# ¿ Mar 18, 2018 05:36 |
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food court bailiff posted:The best part of Cthulhutech's dice system is that it was totally, obviously broken even at a cursory glance. Like, anyone who has passed basic algebra should have read the rules with a growing sense of awe and horror. And yet, somehow it made it to print, and sold a gazillion copies. Somehow? Find any group of nerds and say Cthulhu to them. You can check back in an hour, they'll still be talking about it. Showing off how you know poo poo about the mythos is the modern nerd equivalent of rattling off baseball stats in the 70s. Nuns with Guns posted:The thing that put me off listening was how you guys missed every icky bit of Cthulhutech and called it "surprisingly playable" Hey our radar was fuzzed, we had just reviewed Furry Pirates. Besides most of the super unpleasant poo poo was in setting books, wasn't it? The core book didn't have a lot of rape in it that I remember. Also that was like more than four years ago. This is exactly why I'm happy if old material dies and don't want to do the work of keeping the poo poo I don't even like around for new listeners. I STILL get people mad at us about the fake 7th Sea review.
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# ¿ Mar 19, 2018 17:25 |
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Scyther posted:Well, spill the beans. The book is mostly an excuse for forced transformation fetishism masquerading as comics for and about teenage witches.
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# ¿ Mar 20, 2018 02:56 |
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The Great Space Pat is mostly theoretical since Roast Beef stole his rocket to go write code on the moon. Also because Pat is an rear end in a top hat.
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# ¿ Mar 24, 2018 02:52 |
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hyphz posted:Heartbreaker: A game that advertises itself as attempting to improve on a "status quo" game but actually mostly just duplicates past innovations and has no hope of succeeding against the network effect of the established game. What's a good example of that last one? I'm guessing Dread, FATE, and the FFG Star Wars games?
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# ¿ Apr 7, 2018 18:18 |
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Nuns with Guns posted:Dread plays fine? Why would anyone do an audio recording of a game where half the tension is watching a Jenga tower wiggle around while you pull a brick out? As a game with only one real mechanic it's perfect for AP, which is really just a crutch people use to avoid the reality that they're just improv'ing a story.
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# ¿ Apr 7, 2018 19:14 |
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mllaneza posted:or the classic from Raiders of the Lost Ark, you make it across but you're just barely hanging on to the fr side. And under time pressure. What do you do now ? Indy didn't travel in a group with three equally competent other adventurers. When he partially succeeded, he was alone (or worse, the director's future wife was around whining about elephants(god's coolest creature, shut the gently caress up Willie)) and so him struggling with time pressure and half-failures was interesting. What happens in the "you almost make the jump and now you're hanging by a vine" scenario in D&D is "I made the roll because I have plus a bunch to that roll, I help him up." To be honest, I actually really like the fail forward mechanic, I just never see the connection between D&D and films about one big drat hero. All the big drat hero tropes are subverted by the fact that there's three more medium drat heroes around all the time. theironjef fucked around with this message at 19:20 on May 18, 2018 |
# ¿ May 18, 2018 19:17 |
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Of course they're all humans. Where's the story where a ragamuffin ork boy learns a harsh lesson where he has to kill his pet, Hormie?
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# ¿ May 22, 2018 02:52 |
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He looks like that old Cooper dude from Mad Men wearing a Sandra Bullock wig. Imagine him leering at you so hard that you hide in a hoodie.
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# ¿ Jun 1, 2018 21:38 |
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remusclaw posted:Wick seems like the avatar of a certain sort of old school adversarial game mastering that was extremely common for a long time across a wide spectrum of gamer's. It always sucked, but it just seemed like it was the expected way for game master's to act, and it was not uncommon for them to straight up embrace that in the most ham-handed fashion. Wick was just that writ large, a Tucker who hypes his Kobolds as if he were John Romero. John Wick: Play Dirty posted:There’s a new girl in my life. I say “girl,” because that’s what she is. This 18 year old trapped near me at work is "bouncy" and has gained the secret superhero name of "I hope you didn't watch SNL in the 90s." Later I'll visit so much unpleasant attention on her at the table that I'll be able to mistake her revulsion at my unwarranted leering for genuine discomfort at the game we're playing, which I will be proud of. I will do this by rambling on for 20 minutes about how only old D&D is good and rogues are poo poo compared to thieves, before describing a session where I throw all the rules out the window so I can leer at a teenager and give her a "villain point." John Wick: Play Dirty posted:She shudders and hides under the hood of her sweatshirt. Poor little theironjef fucked around with this message at 07:25 on Jun 5, 2018 |
# ¿ Jun 5, 2018 07:22 |
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Kai Tave posted:What is Wick's problem with Rogues anyway, that one's never been entirely clear to me. "This is different from the thing in my old book." Honestly that's just the dumbest grog thing to me. Rogue makes so much more sense. Why does your adventuring party have a thief in it? Were there going to be nobles strolling about the dungeon, pouches fat with coin of the realm? Might as well bring along a mudlark and a lant collector. Let's just turn the dungeon into Leeds, see what happens.
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# ¿ Jun 5, 2018 07:47 |
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Cassa posted:There is almost no RPG story that starts with telling you how the player is a teenage girl, that ends well. Imagine a 45 year old man with a regrettable Porthos-themed facial hair arrangement coming up to an 18 year-old intern at his office. He is, in some capacity, the boss. He tells her that she has a "secret superhero nickname" which is "Happy Fun Ball". Having been born in 1990, she has no idea what the gently caress he is talking about, so she just uncomfortably laughs a little. He then tells here there is an office D&D game that she is expected to play in. She knows that this is a house of RPG book printing or something (I assume he was with Alderac or whatever), so she figures it's probably best to go along. Hearing her assent, he does what he thinks counts as an evil laugh, then starts listing the ways old D&D is better. Poor Happy Fun Ball resigns to never make eye contact and start wearing extra layers to work. Later, he will proudly write about this in a book for other people with musketeer hair to learn of.
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# ¿ Jun 5, 2018 18:42 |
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Yawgmoth posted:got some bad news for ya rip van winkle Yeah, I didn't do my research, but I'm pretty sure he didn't write Play Dirty 1 this year.
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# ¿ Jun 5, 2018 18:59 |
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Tuxedo Catfish posted:Gamma World 7E is built on a 4E framework but with vastly streamlined character creation, very disposable characters, and no "adventuring day" to speak of -- a 5-minute rest restores all your powers and hit points. While understanding that it's necessary for by-the-book 4E, I've never especially liked the attrition-based model of combat difficulty, so I'm really looking forward to giving this a shot.. It's so good. Specifically the fact that you just reset after fights means you don't have to structure your encounters to keep the players safe, you can just throw hard encounters at them every time, no problem. Plus character creation is simplified enough that rolling up a new character is nearly instant, so players aren't as worried about dying. In fact, death can be great because your next character could be something even crazier. It might be my favorite RPG ever published. Sure when it was published it had an irritating CCG element tacked on, but now that you can buy those cards for 20 bucks from DTRPG, it's basically perfect.
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# ¿ Jun 23, 2018 18:36 |
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Covok posted:It also suffers from the fact that the art style is really sexualized. So much so that the creators kind of regretted that and patched the game to get rid of some of the more egregious stuff. Huh, really? I went looking for details on that and just found an interview with one of the designers running some textbook responses. All "It can't be overly sexualized, our lead animator is a woman" and "look, it's not a game about sexy woman. It's a game about women and some of them happen to be sexy" and "we didn't set out to put all the panty flashes in the game, those are just the logical result of good animation."
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# ¿ Jul 7, 2018 16:40 |
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gradenko_2000 posted:Dinosaur Planet: Broncosaurus Rex? If I didn't know any better, I'd say you were setting this poor guy up.
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# ¿ Jul 7, 2018 17:59 |
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No get out. I had to play a roll20 game as a 'celebrity guest' for a con a while back and it was awful. Got stuck having to be polite to a dude who was playing a dwarf barbarian using her boobs as weapons that he called the "titty migraine." He also told me before the game to not worry about being g the guest or whatever, because he was the funny one.
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# ¿ Jul 8, 2018 22:20 |
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The Deleter posted:I mean the temptation to roleplay Hulk Hogan the Bear Druid or something to disrupt the session is very strong, but the thing about it is none of the stories that get posted on 4chan actually happened and also nobody is funny enough to make it actually work, so your best bet is to just get out and find a group that knows how to keep their dick in their pant. Yeah, the sorts of people that poo poo up Roll20 random games aren't going to notice people doing style parodies of them. They're just gonna turn the volume up because they think they have an audience or some competition to be the worst people at the table.
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# ¿ Jul 9, 2018 01:52 |
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Haystack posted:Wasn't there some fetish RPG where being morbidly obese gave you superpowers? Like, having a huge rear end strait up let you turn invisible or some poo poo like that? Man someone sent me that poo poo a long time ago when I started my dumb podcast and I haven't been able to find it in forever. The sample adventure was hilariously masturbatory. Main character was like sliding around on her own secretions and turds or whatever and hid in a closet, but in the closet the DM was all "Well now you're making so much breastmilk the enemy will definitely find you unless you drink your own breastmilk as hard as you can!" Wish I could remember the name of it. Well, no, not really.
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# ¿ Jul 9, 2018 02:03 |
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dwarf74 posted:Cool deal. I'll use alternate channels to convince them they must review Powers & Perils. You're fine, we both read most of these threads. Jon almost never posts.
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# ¿ Jul 12, 2018 04:30 |
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Halloween Jack posted:Give us the chicken recipe Mix up a quick blend of 1 1/2 tbsp of brown sugar, 1 tsp each of paprika and oregano (or whatever, honestly italian seasoning works great), 1/2 tsp of garlic powder, and some salt and pepper. Preheat your oven to 425. Get like three chicken breasts and butterfly them if they're big or just pound 'em to about a half inch thick if they're not (pound them to about a half inch thick either way). Line a baking pan with some foil, and once the chicken is on there, rub it with some olive oil and then divide the seasoning mix equally among all the chicken breasts (both sides). Put the chicken in the oven for about 18-20 minutes. When you pull it out, don't leave it in the pan, transfer it to plates. But then also don't serve it for like three minutes or so. You don't want it soaking in the cooking oil while it cools, but you do want the flavors to distribute. Chop some italian flat leaf parsley up pretty fine and sprinkle it over the top. Serve with whatever I don't care.
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# ¿ Jul 12, 2018 04:55 |
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dwarf74 posted:Awesome! So hey! We'll certainly get there. Right now our schedule is terrifyingly set in stone, we're reading a long terrible book for this weekend's recording, another (short one already picked for safety) for two weeks out, and then TWO DAYS after that we have to do a live show of Shadowrun 5e (last time I let James pick our book) at GenCon.
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# ¿ Jul 12, 2018 05:24 |
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I was in a Rifts campaign that ran continuously from 7th grade to my first year of college, so about six years? We kept switching characters and levels hardly matter in Rifts anyway so there's no real way to track advancement, but yeah, about six years of the same story. It was in person because it started in 1992. I played a Titan Cyberknight named Dahmer. Like, after Jeffrey Dahmer, because my name is also a variation on Jeffrey, and also because everyone is 12 for about one year.
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# ¿ Jul 13, 2018 01:37 |
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Jimbozig posted:It'd be like listening to the people who want a "dark and edgy" Mario game. Wait come back, you haven't heard my ideas.
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# ¿ Jul 14, 2018 07:00 |
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DalaranJ posted:If you designed a ttrpg that could be run in 30 minutes, what would it look like?
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# ¿ Jul 16, 2018 23:06 |
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fool_of_sound posted:I really feel like the dehumanizing aspect of tech-as-power-source is core to cyberpunk. YOU genuinely aren't anyone special. Nobody is. Tech is so advanced that it's all that matters. The chips in your head are better than any education, cyberarms beat hitting the gym, your gun can aim better than you can, you sure as hell can't hack without a top of the line system. Shadowrun has a whole class of guys that can.
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# ¿ Jul 18, 2018 06:51 |
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Jimbozig posted:The whole "my character would be better at this than me" is a red herring. Your character would also be better at figuring out the optimal tactical moves in combat, but you don't sit there and expect the DM to tell you what to do on your turn, and on the flip side you'd be annoyed if your DM stopped you and said "oh, sorry, your INT is too low to make those moves. You have to just charge the biggest enemy instead." Your high INT character would be better than you at coming up with a plan to rob the casino, but you still have to do that, too. When you play Gumshoe, your character's skills get you clues, but you the player have to put them together to solve the mystery. Figuring things out is half the fun of RPGs and to sit there and say "well my character could do all of this, so why am I doing anything" is silly. Isn't that why combat is abstracted so that you don't have to describe your turn all "Ho ha ha dodge parry turn thrust strike!" and instead just say your move and action and roll your dice? I mean, I've seen games where they try to make every little move count and you gotta talk about balestra and attaque au fer and whatever. Wouldn't the equivalent of saying "My guy uses Come and Get It" be "I use whatever tool this game has for abstracting my character smartness into puzzle solving?"
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# ¿ Jul 26, 2018 22:51 |
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Honestly the problem with puzzles in a game is that they are aimed at your players brain. Sure it's conceivable your character could be good at Sudoku or those logic puzzles about what color the guy who brought the blueberry pie to the bake sale's shirt was, but that's not what the puzzle in the game is testing. It's asking "Hey player, do YOU know this" and it might as well be "The sphinx shall not let you pass until you can tell him the name of the alien that replaced Lak Sivrak in the special edition Cantina scene and he shall be very cross if you use your cellphones." Sure the puzzle is dressed up in dungeony trappings, but those two scenarios are basically indistinguishable unless there's a mechanic where the numbers on your character's sheet can fart up the answer as well as the players could.
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# ¿ Jul 26, 2018 23:08 |
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Wrestlepig posted:Good combat is fun, and actually matters and has mechanical and narrative impact while a puzzle is just an out of character discussion for an hour with no meaningful results beyond opening a door. Yep the line is pretty easy to define, it's what's fun. Otherwise you can't have a rope use skill. Just have the player say what material rope he's using, the tensile strength of it, and then have him display to the table how to tie off a sheepshank to shorten the slack on the hawser between the two bowlines he did last round.
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# ¿ Jul 26, 2018 23:12 |
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Jeffrey of YOSPOS posted:The little tactics game that is played by moving grid miniatures around and choosing powers to use is also aimed at the player's brain. It's valid to design a game around making the players figure stuff out, whether that's your bespoke sudoku variant or dnd grid combat. It's more a matter of making sure that's the sort of game your players want to play. The social part of tabletop gaming pushes people into stretching game systems beyond their intended purpose and rolling with it anyway and that leads to some people playing who hate puzzles of the sort described here and others who are disinterested in elf x-com playing together and complaining about the different things. The book comes with the little tactics game, and has mechanical support to help players play the way their hero would. Why doesn't the ranger just shoot whoever? Hunter's Quarry, and fear of opportunity attacks, and cover. The game is designed to show you how to play like your class and includes rewards for doing it. poo poo, Strike! has a whole Role Action for players that can't figure out who they should attack but are aware that maybe their character could figure it out. I think it's called Assess? The puzzle doesn't do any of that because there's no mechanical guidelines. I mean, you could add them, like "Well, your INT bonus is this, so you have 3 of the pairs of this memory challenge complete already" but if you don't do that you're basically saying "Your investment in the stat that would obviously govern puzzles doesn't do anything regarding puzzles. gently caress you, I guess." And yeah, I'm aware that Intelligence should govern fighting capability, but we don't live in that game world when it comes to D&D. Apparently strength is the tactics stat? DTAS in general.
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# ¿ Jul 26, 2018 23:25 |
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# ¿ May 11, 2024 22:15 |
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Jimbozig posted:Some of you guys are way too into some rules-as-physics stuff. You can design mechanics, encounters, mysteries, and other player-facing elements in a way that makes them fun to engage with for their own sake and also so that you can tie them back into the narrative because it's still a narrative form, with a side goal of making the characters' abilities meaningful. You could also design solely to best represent the characters' abilities, minimize player skill, and maximize immersion. (Uh oh, I'm getting pretty close to using the terms gamist and simulationist.) I want you to realize that neither of those is the only way to design a game! You get to pick what you want your game to do when you design it, and because of the choices you make, you will alienate some segment of gamers who don't like your take. But you have to make those choices or you won't have a game. My problem with the "This is a game of player skill" design model is that you have to pick a weird place to draw a line. You have to solve these riddles but don't worry, your character knows how to cook. You don't have to know how to ride horses but you need to be familiar with Arthurian-era heraldry. I don't think I'd normally be classified as a Rules as Physics guy. My favorite games are Gamma World 7e and Masks. I'm literally running the only game in Strike! at GenCon this year (that I know of). What I am not is a rules as traps guy. If you tell players they have an INT score and it defines their INT, you need to be thorough with that. Or it's a system mastery trap. The guys who've played this game before will know to dump INT because it doesn't do anything. Jimbozig posted:What do you think about riddles? Puzzles can blur into riddles and I think riddles can play really well in RPGs, working as little mysteries. Basically the same. If there's a game mechanic that could circumvent it and the players want to use that, I'm going to let them. I love riddles and puzzles in general though.
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# ¿ Jul 26, 2018 23:42 |