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Admiralty Flag
Jun 7, 2007

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I remember Paranoia 2E made a big deal out of the four GM voices, which I hope I'm remembering correctly:
  • Neutral narrator: "You are entering a metal corridor 2 meters wide that stretches off into the darkness."
  • NPC: "Get yer sorry RED asses in gear before I get you demoted back to working the Food Vats!"
  • Rules guy: "To hit him, roll your Laser Weapons skill at a -2 penalty because he's behind cover."
  • Sarcastic sonuvabitch: "Good news and bad news. You did manage to roll a 5, which is under your Agility to attempt to avoid the out of control autocar. Bad news is that you needed to roll under half your Agility to actually avoid it, and 8 divided by two equals 'Squish!' "

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Admiralty Flag
Jun 7, 2007

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It's never a problem in Call of Cthulhu. Meet the McGirk brothers! They're from a very large family Buck, Chuck, 'Duck', Huck...

eta: of course, you have the next one or two brothers already rolled up when playing one

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Jun 7, 2007

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Man, I remember this for the Apple II. And I was a huge Car Wars fan too; built cars all the time and ran them in arenas with my friends. (Still am, hypothetically, I guess, but don't know who to play with.)

Anyway, something happened while playing and suddenly my bank account of $5000 turned into $495,000. Don't remember anything I did after that but I must've had a car with 2-3 lasers forward. (It would have been +1 laser more on the car but I'm guessing this was before you could have a turreted weapon smartlinked to your fixed weapons; not sure they even had turrets in Autoduel.)

Admiralty Flag
Jun 7, 2007

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G/E and L/C matrix has 9 archetypes. So does the enneagram. Bing bong so simple

Admiralty Flag
Jun 7, 2007

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Everyone less serious than me is a filthy casual, while everyone who takes a game more seriously than I do is a tryhard.

Admiralty Flag
Jun 7, 2007

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It even looks like you can take one of the gems out of the eye socket, just like on the cover of the 1E PHB

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Jun 7, 2007

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Colonel Cool posted:

Yeah I don't disagree that his games tend to be on the lower end of the extreme power scale, but I think it's still very much a thing. Maybe the issue is that level 1 is just SO weak, combined with the fact that most NPCs, even trained soldiers, are supposedly 1 hit die. Things might feel a lot less wacky if the default was three hit die for someone who was expected to be able to fight things.

I just don't like the feeling where we go from shamefully losing a fight with a shopkeeper and his son armed with pistols at level 1 to easily blowing through two dozen soldiers with assault rifles by level 6.

4E really got a lot of stuff right and one of the best parts was 1st level HP = max HP/level + CON score (not modifier). Gave everyone a good enough cushion that a goblin with a rusty knife couldn't off you with a crit, and smoothed the advancement to 2nd, 3rd, etc. Even your most punk-rear end wizard would be sporting at least 14 HP (and probably 15-16 HP) at 1st level.

(Monster math (once they fixed it) was so awesome too. When I was running 4E, if I had an idea for a creature or an NPC encounter, I could just scrape the MM or other sources for effects similar to what I was thinking of for my baddie, plug in the numbers, and go. Also super easy to fix encounters if you are missing a player or two on a given night.)

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Jun 7, 2007

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Leperflesh posted:

On the other hand, Traveler isn't very forgiving in combat. If you want to get into lots of shooting laser battles and consistently survive, I'm looking at Modiphius 2d20 Star Trek. That system has some familiar trappings of D&D, like ability scores and skills, but is designed to give a lot of capability to the player to decide how much to push their luck, and expendable resources to more or less guarantee a success (but guaranteed consequences) on a given critical roll. In Trek-type stories, redshirts might die (and you can play a side-character while your main character is not in the scene!) but primary characters only die when the story is going to be revolving around that Very Special Episode type event.

I agree with you in general that the 2D20 system is pretty good at a lot of things. The one problem I have with your analysis is that Star Trek Adventures is a great game for simulating episodes of Star Trek (to paraphrase some goon), but probably not for running other sci-fi or space opera. (I'm thinking here of things like the D0 tests that you expect the Captain to take to build momentum for the group, the relatively anemic starship combat, the very forgiving nature of personal combat, and all the localization that's been done not just for the trappings of Trek but its philosophical milieu.)

Would one of the other 2D20 games be better (like Infiniti)? Serious question; I only know STA and (to a much lesser degree) Conan out of the game systems.

Link to the Modiphius thread: https://forums.somethingawful.com/showthread.php?threadid=3925914&perpage=40&pagenumber=1&noseen=1

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Jun 7, 2007

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Leperflesh posted:

Well, I'm still just starting to read the Star Trek rules, so your critique may be quite fair. I thought the request was for forgiving personal combat at day 1 in particular, e.g. you're not an incompetent schlub dying in a bar fight when you're "level 1" and the overall leveling arc for a STA character is much less severe than a D&D character.

Your point is absolutely correct. As STA characters advance, they only really gain minimal bonuses to die rolls (e.g., +1 to an attribute or discipline) -- IIRC, most milestones give you the chance to shift values and focuses rather than add points -- and they start out about as tough as they're going to get (unless you dump all your advancement points into Fitness).

I got distracted by your mention of Traveller and was thinking of variety of settings, missing the point about PC resilience. PCs in STA do start out quite resilient.

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Jun 7, 2007

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hyphz posted:

According to the write-up in the preview, you're supposed to actively engage against your own character:

I think that's going to be a pretty tough sell to a player group.

It doesn't sound like it's exactly ongoing campaign material. I've met only a few people who didn't mind screwing their own characters over in (e.g.,) Fiasco or other story games. Not that far to go to carry the concept over.

Besides, I think I can already see the appeal. "Luger Kruge readies his vantablack Ares Predator heavy pistol. Nothing can survive this baby when I've got it loaded with incendiary rounds and cyberlinked, he thinks. Little does he know that the strike team coming for him just around the corner have AK-99s loaded with HEAP rounds plus full combat armor, and they're even more chromed up than he is. And that's my Shadowrunner cleaned up, hoisted by the petard of his own hubris."

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Jun 7, 2007

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SkyeAuroline posted:

the "engage against your character" part (which is more of "you're picking your fate when you do lose" than "determining when you lose", anyway).
Thanks, this succinctly says what I was trying to get across with my example.

There are lots of games in this general category. One of my favorites is Carnage 3:16. We played a 'campaign' of it, but that took the form of "OK, half the group can't make it for this weekend's game, I'm going to pull out 3:16." New players created characters and joined the Space Army, usually getting callsigns from the older hands, and some players were willing to watch their PCs die when appropriate without using a strength or weakness. (Anyone who did that got to narrate their over-the-top kickass death.)

One player in particular took it a little too seriously, gaming things that didn't need to be games, but everyone else was way into it. I just had to frame the mood and tone correctly from first mention of the game and whenever it came up later as a possibility to avoid mismatched expectations.

(I have many favorite moments, but one was when the newly promoted Lt. got to deliver his first briefing. I handed him his briefing information, a paper that had three things on it: a circle (representing the planet) completely covered with green, a line leading into the circle labeled "Forests," and the heading, "Vermeer IV: Bugs (???!?)" The player pulled off a five minute briefing out of his rear end from that. It was a thing of beauty.)

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Jun 7, 2007

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Lemon-Lime posted:

Reality patch notes ver. 1009.62 (season XLVII)
- Fireball heat output capped at 2000K (can no longer achieve fusion when stacking metamagic)
- increased soul cost on Raise Dead (from 25% of soul to 33% of soul to prevent reaching 0% soul)
- nerfed thaum-to-kilojoule conversion rate (Create Food & Water generates 12.5% fewer nutrients per thaum - this is one of the adjustments we are testing in order to buff the value of farming in the current meta)
- prayer now generates 999 faith per week of religious observance down from 1100 (maximum divine intervention bundle price has been adjusted from 1000 faith to 999 to compensate)

I loled, thank you, goon

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Jun 7, 2007

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Halloween Jack posted:

I am generally a Prequel Defender (sighs, unsheathes red lightsaber) but I wish Lucas had stepped back and let somebody else coach the actors. He seems not to care for working with actors. I'm sure letting someone else direct would be too much, and I don't claim to understand how the sausage is made, but maybe the AD or script supervisor could have played a bigger role there.

Somewhere in the original trilogy, I think during A New Hope, Harrison Ford supposedly told Lucas, "You can write this, but it doesn't mean people talk like this." It's not just actors, it's scripts as well. You know Solo's original line in Empire was "I love you too!"

Admiralty Flag
Jun 7, 2007

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My biggest complaint about 4E was that it required a set of Alea magnetic markers to play. (Or other substitutes, but one of the players at my table had a big set of them and loved to pull 'em out.)

On of the designers said something like, "3.0 gave everyone moments to be awesome. We wanted 4.0 to have everyone be awesome all of the time." And that was true, except for the Dwarven battlemind who kept trying to chase down fleeing foes (no ranged powers and a slower movement speed) and the Elven ranger who on multiple occasions biffed his Split the Tree daily power (shoot two arrows, do tons of damage with each, roll 2d20 to hit, use the higher result for both to hits) even with his elven accuracy power (reroll a single d20 attack roll you just missed with). And this was with MM3 math, so it's not like they had janky ACs!

Man, 4E was a lot more fun then 5E, I've got to say, especially as a DM. Running the math on monsters to create new horrors every week that were surprises to the players without being unbalanced -- that was gold.

Um, I'll take a Bigby's Bountiful Burger and an extra-large Potion of Thirst Healing, please.

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Jun 7, 2007

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Tulip posted:

Do what my group did in 3e: erase the character's name and write a new one. Or just add roman numerals.

Or in Call of Cthulhu, someone I knew played the McGirk brothers: Buck, Chuck, and Huck. Adventuring family dynasties.

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Jun 7, 2007

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Maybe a little late to 4E chat but I think perhaps a reason a lot of people, even those playing pure damage dealers, found it boring was because of DMs using static battlefields. Battlefields that change, that impose choices, that have hazardous zones, that have traps to navigate/disarm/use, etc., made 4E combat a lot more fun.

People were bagging on Essentials classes, but the essentials ranger, with the forced movement & inflicted statuses, was more fun than the PHB "all DPS all the time" version.

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Jun 7, 2007

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gradenko_2000 posted:

I've always wanted to play Diplomacy

You can go to playdiplomacy.com (I think that's the website) and get into a learner game to start out. As much as I love the memories of all-night stabathons of my youth, online is really the way to play.

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Jun 7, 2007

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Captain Walker posted:

I've always felt that this type of mechanic should be at the core of an Ocean's Eleven or Leverage type game, or maybe a James Bond situation where you're private intelligence agents not beholden to one government.

The grifter walks smartly onto the casino floor, while the hacker sets up shop in the security room, while the burglar starts climbing through the vent shafts towards the vault. The crew won't be able to get into the owner's safe and retrieve the stolen diamonds/incriminating evidence without pushing their luck to progress faster, and it's only a question of who makes the first mistake. The burglar can exit the vents unseen or unheard, but not both. The grifter could provide interference, but would likely be made a prior mark. Will the hacker be able to salvage the situation without cutting the power and alerting everyone?

Something like this could be handled with a hack to Dogs in the Vineyard, which includes a push-your-luck option with making hands vs. escalation. At the start of the job, everyone rolls the appropriate die pool according to their role. Then, when people run out of dice as they proceed through the job, instead of going from words -> fists -> guns (was there a fourth stage? I can't remember...), as a group they go from undetected -> suspicious -> alerted when someone has to escalate the situation to stay in contention by rolling additional dice.

Every role would have to have a pair of stats for the base state of the job, then another stat for when things get escalated the first time, then a fourth stat for when things go loud. These stats would vary by role (E.g., the Hacker might roll Intelligence + Computers, then Active Countermeasures, then Overwrite Security). Occasionally the GM could mix things up by making people switch up stats when the situation gets escalated for an additional challenge (suspicious: the hacker gets spotted by a security guard and has to roll their Hardcore Parkour stat instead of Active Countermeasures; alerted: the grifter has to roll Untrammeled Violence instead of Graceful Extrication).

Alternately, for Blades in the Dark, say that you can keep rolling against certain types of clocks, but going over by X amount leads to complications. (You can Tinker to pick the safe's lock as often as you like, but if you exceed the clock on it by two ticks or more, then you've taken too long/broken your tools/etc.) But I feel this sort of thing would be better handled in BitD by completing clocks. (You've got to get through the safe's lock before the alert clock is full.)

In fact, I think BitD already handles push-your-luck pretty well with things like the push mechanic, devil's bargain, 4/5 results, etc.

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Jun 7, 2007

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I guess I'll get nostalgic and pour one out for Mythos, the Cthulhu mythos CCG. You could construct your deck to fight with other players or be defensive (or just ignore other players, but that wasn't a great idea), but it was difficult to win solely through combat. The main way to win was by completing Story Cards, which had a little tale on them, with certain words in all caps. The all caps words matched the title of cards. If you had all the all caps cards in play and/or in your discard, you could play a Story Card, which would score you points and Sanity (HP). Score enough story points, and you win.

My friends and I played the hell out of that game. So much fun. At one point, I think I had something like 10 different decks that I would bring to game night and use/let people play if they wanted something different.

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Jun 7, 2007

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Cessna posted:

That was soooo tedious. I give not the slightest of fucks about Brian Herbert's takes on the Butlerian Jihad, but there it was anyway.

That said, I love the idea of a Dune rpg, but setting it in the era of Dune (the first book) is a bit tough. Either you're going to run into Paul and his preordained path or you don't, and his absence is glaring. It's like setting a Star Wars game during the exact time of the first movie. Personally I'd either set the game well before Paul was even born or after, like during the time of Messiah.

Hell, I don't even know if I'd want to set it on Arrakis - but if you don't, are we even playing Dune?

mellonbread posted:

All the splats released so far have been Arrakisventures set on Arrakis. I didn't bother with any of those when I ran it because I'm not interested in Arrakis either.

The devs are working on a splat for house management and faction based play, which was my favorite part of the game but a weak spot in the corebook.

It seems like a great time to set your Dune campaign is when the handover of Arrakis to House Atreides is announced, but not to play Atreides or Harkonnen characters. With such a seismic shift in the balance of power in the Landsraadt, the potential threat to CHOAM (and House spice supplies), possibly perceived weakness of the Emperor, divided focus of both the Harkonnen and Atreides, etc., all the Houses -- major and minor -- are at the very least going to be playing strong defense so their spice caches don't get raided, and I assume most are going to take advantage of the chaos and distraction to further their own plans and, potentially, go so far as to declare kanly on old enemies.

In the movies, the whole turnover took fifteen minutes at most, but in reality, this would be a process of at least a year or more. Then, IIRC, it's three more years after the Harkonnen treachery that Paul challenges the Emperor, so there's a lot of time to do stuff before you have to worry about repercussions from Arrakis.

Per mellonbread, it sounds like the upcoming splatbook would be very helpful with that sort of campaign.

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Jun 7, 2007

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PerniciousKnid posted:

I think exploding 6's on damage would be a cool niche for fighters. No matter how tough the enemy, they always have a chance.

My first thought was, "That'd be OP. How about Brutal 1 (reroll all damage dice=1)?"

But then I thought, what about weapon tags that only fighters could access, and only at level X (to prevent dipping)? Each weapon would have a tag like brutal, rending (extra static damage for hooked/backbladed weapons), exploding (probably have to make this d10s or d12s only or it would outweigh all other options), improved crits (range and/or multiplier), defensive, threatening reach, up-close (can use while grappling), armor-piercing (ignore 2 points of non-DEX/non-shield AC if target has at least 4 points of pure armor AC, and yes I know that's worded clumsily), etc.

Of course, they'd probably give the ability away to another class option in a splatbook tout suite and from there it'd go to everyone, but it'd be nice while it lasted.

Edit:

FMguru posted:

My favorite suggestion for fighters - you hit something with half your level or less? Boom, it's dead, no save.
Didn't 1E have a rule that against targets with less than 1 Hit Die, fighters got a number of attacks equal to their level? I mean, it's no fireball, but update that to CR 1/4 or something as the threshold and I could see a setpiece battle where the party is getting swarmed by kobolds or the like, and the fighter is out in front as a bulwark shredding a mob as they try to pull him down.

Admiralty Flag fucked around with this message at 18:04 on Mar 21, 2023

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Jun 7, 2007

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PerniciousKnid posted:

It might be cool if fighters could pay a price to guarantee hits. Or maybe just spend hit points directly to increase their dice results
Scything attack: At the beginning of your turn, choose to reduce your damage by up to [Level] or 5, whichever is less. This number serves as a bonus to all your attack rolls. Scything attack affects all your attack and damage rolls until the start of your next turn, and scything attacks never critically hit. You may not use more than one of your in-turn attacks against the same target when using scything attack. (This is to avoid the mathematically superior option of dropping your damage by five to make hitting a boss easier with three attacks.)

Sort of strikes a balance between "waste one guy per attack" and "attack [Level] targets with one action." It'd have to be a class feature because no one would ever spend a feat on it when there're wizards around to do this sort of work for free.


SkyeAuroline posted:

you could probably figure out a similar limitation that lets fighters clear hordes without trivializing important single foes.
I miss minions from 4E. I haven't played 5E much; have they included anything like them? I'd guess they don't need to, because to hit/damage/AC seems to go up more slowly so lower-level threats still maintain some offensive menace, but in terms of defense can a mid-level party send a group of orc grunts flying? Even as the DM, it was fun to watch the barbarian run into a small mob and flatten them all with Howling Strike, or to see the Psion pop several inconveniently positioned archers/casters with one attack.

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Jun 7, 2007

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What a delightfully lighthearted roleplaying game inspired by a comic full of jibes and gambols.

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Jun 7, 2007

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Hostile V posted:

A hack of 3:16 but it's about paladins.

This is so brilliant and so obvious that I can't believe no one has come up with it before, but I'd try playing it.

GM as middle management paladin: "OK, maggots, your job is to go into the *rolls dice* ...'Shadow...Fens'... and execute a ...sweep and clear mission... against the ...blasphemous unbelievers... who live there."

Paladin corporal, fondling his Holy Sword of Multidismemberment: "How do we identify the blasphemous unbelievers?"

Grizzled paladin sergeant: "They'll be the ones too dumb or evil to run when they see us coming."

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Jun 7, 2007

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Nessus posted:

Why not have a game set in actual Bible Times? Granted you'd want to make it pretty G-rated for the audience but you could be a literal pack of Christians going out to found a new church in some location with pre-written challenges and such, which may or may not include slaying orcs or Midianites.

Hell, an RPG built around the idea of the player group being "the people setting out to found a new community" is so obvious (if, uh, fraught) that I'm surprised I can't think of a game that has that as an explicit premise.

I'm on the app so I can't search, but the Fatal & Friends thread had a review in the last few months of a D&D supplement that takes place in the time of Christ, where the characters are all evangelists (in the original sense) or the like. It seemed to be a fairly solid sourcebook and not up its own rear end with Dark Dungeons-type bullshit. (From its author's forum -- Q: "Are you telling me that D&D can model Samson killing 3000 men with the jawbone of an rear end?" A: "A club, improvised or not, does d4 damage, and that plus Samson's considerable STR modifier should be sufficient to take care of a commoner.")

As to founding a community, there's so much digging of trenches and cutting of sod for roofs or whatever and stacking stones and tilling fields and establishing a government to determine who has rights to get water from the stream on alternating Thursdays that it seems like a difficult proposition to make interesting. Unless, of course, the valley where the settlers want to put down stakes is right in the middle of goblin cave-ridden hills, but then we're just back to D&D with a slightly different motivation for kicking rear end and taking names.

There are a lot of games that chart the growth/evolution of a settlement as a key adjunct to gameplay. But just because I can't think of how founding one could be an interesting RPG exercise doesn't mean it can't be one.

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Jun 7, 2007

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I love that setting, so much that when I lost the book somehow I had to get a replacement. It's just sheer, mad genius packed with such detail.

My favorite example of lived-in detail that's for the GM that the PCs will never see, spoiling just in case anyone's in a campaign or whatever: There's a group of utterly bored and jaded sorcerous immortals who hang out in their impossible city all the time, because it's the one place that's safe from the gods. They once practiced three sorts of magic, all with mutually exclusive rituals: animal sacrifice, injecting themselves with crushed gems, and singing nigh-impossible notes. So one day one of the immortals published his magnum opus, an epic volume of poetry. Enterprising immortals quickly realized that key lines from the epic can be used to focus magic in a fourth form, which rapidly spreads and assures that the epic will live forever in the memory and culture of the immortals. But the author of the epic is disgusted by this degradation of his art, running it through the proverbial muck to do parlor tricks and lowering it to the level of beastly blood sacrifice or degenerate tweakers needing their gem fix. For, you see, he's a practitioner of singing magic.

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Jun 7, 2007

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Danknificent posted:

Sorry to blunder in randomly, but I'm new to all this. I've never played or done any TTRPGs, but I impulsively bought the Alien one because I really like Alien and am about to run a campaign with a couple people and I had two quick questions. From what I understand, the idea with these books/systems is that they're more like guidelines to help the DM rather than an ironclad system that the DM must function within. Is that more or less true or are there serious unanticipated consequences for changing the formula as seems contextually appropriate?

And second, if you have a system that you like (the Alien D6 based one seems perfectly serviceable) is there anything to stop you from just saying: "Okay, we'll do a fantasy campaign based on this framework," instead of messing with D&D or another whole game? The focus for me and the people I play with is more on stories than on gameplay mechanic minutia.

The answer to the first mostly has to do with expectations from your players*. If they're expecting to play D&D 5E (using that as my example because that's probably the best-known system globally) and you start throwing the rules out the window and starting in with all sorts of ad hoc systems, then you'll probably experience disappointment or pushback. Now, with something like Alien, which is less popular and the rules are less well-known, so long as you let your players know what you're doing, then it should be more or less fine. Do keep in mind that in theory the rules are the way they are for a reason, and throwing them out the window can lead to unexpected consequences. (*There are some systems, such as PbtA, where the GM/MC/etc. has to follow the rules or suffer problems with the game.)

As to the second, there are no reasons why you can't hack (the usual verb for what you're talking about) a system, but in many cases, there's already a system that does the genre/setting/flavor as well as what you're trying to accomplish so why not look for one that already does it instead of putting in all the work to do it yourself? If there's not one, then hack from there.

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Jun 7, 2007

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theshim posted:

Couldn't find a thread for this, hope it's fine to ask here.

A couple friends and I recently finished up Gloomhaven: Jaws of the Lion. We (and a couple others) are interested in playing some more legacy/persistent games but not really sure where to turn. Is there a good list or resource for solid games in the genre? We're currently looking at Pandemic Legacy as a possible next game, but honestly I wasn't huge on base Pandemic's gameplay - is Legacy sufficiently different that I'd still have fun with it? Are there other games y'all might recommend? I don't think we're looking to dive into base Gloomhaven or Frosthaven at the moment, but I personally had a good time playing through Jaws and feeling a definite sense of progression and strength - hopefully looking to find something similar.

Thanks!

So Pandemic Legacy's backbone is the Pandemic system, but in Season 1, things happen that affect play.

Some of them are emergent. Supermild spoiler that I'll put behind a bar just in case but the rule might even be in the base rulebook: If a city outbreaks, that city goes up a panic level, and each panic level makes it permanently more and more difficult to interact with the city.

Some of them are programmed. Fictional example: In April (on a 12 month play cycle), you have to deal with a fifth disease that starts spreading.

But you're also helping yourself during the game, as you get upgrades to your characters and city cards that give you bonuses as you play, so it's not all one-sided.

Core message: Pandemic backbone with twists, some foreseeable, others not.

Seasons 2 and 0 still use the basic backbone of Pandemic with some modifications (2 more heavily modified than 0), but have significantly different gameplay systems bracketing the backbone. 2 is a real adventure; 0 is closer to "regular" Pandemic. But none of them stray too far off the reservation.

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Jun 7, 2007

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theshim posted:

Hmm, not super keen on it, then. My friend has already played through it with his wife and said it's great, so I might be willing to give it a shot anyway. Honestly, my biggest problem with Pandemic is how it tended to just devolve into one person telling everyone where to go and what to do, but we'll see.
Pandemic Legacy absolutely does not solve the problem of quarterbacking.

If you're looking for a co-op that does allow planning together but pretty much eliminates quarterbacking, have you heard of our Lord and Savior, Spirit Island? My favorite game and many others', a high-infinitely replayable game, a distinct experience every time you play it. Downside: no real Legacy mechanics.

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Jun 7, 2007

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Whybird posted:

My problem with co-op games isn't quarterbacking so much as it is the tendency to fall into overanalysis. In a competitive game, when you're doing badly it's a dick move to spend ages figuring out a good move while your opponent gets bored. In a cooperative game, where everybody wants the same thing, there's a lot more social pressure to put everything to committee and grind the pace of the game to a halt.

I love co-op games that get around this, like Magic Maze or Space Alert, but Spirit Island isn't one of them.

You know, you're right, I should have been clearer with what I said. When I'm playing with others, we talk in broad strokes about what we're going to do and leave the implementation of the plan to each player. You could quarterback SI, if you were willing to discuss each hot spot and analyze it in depth, but that gets old and potentially runs really long.

So the "no quarterbacking" rule only works if you adopt a certain playstyle; there's no mechanical enforcement. But there are so many moving parts to SI that it's more difficult for someone to quarterback the whole game anyway.

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Jun 7, 2007

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Nessus posted:

I'm drat sure that the main thing that gave Shadowrun its evident economic success is, in fact, that it keys into the D&D globosphere so strongly, allowing you to, in fact, play an elf -- but with a computer!

My favorite thing about the Shadowrun world is that there are humans who get cosmetic surgery to change their ear shape. They're known in-universe as "elf posers." Elves of course react to them with bemusement, pity, or disgust.

Also, why would you play an elf with a computer when you could play a troll mage or an orc physical adept who ginsus everything with swords and throws knives like a whirlwind?

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Jun 7, 2007

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Shadowrun was both excessive in its supplements and conservative in its splatbook approach, from my experience. There was a splatbook for everything, every archetype, every approach, and some of the best options were in the splatbook, so you had to get it. OTOH, you only needed one and it was possible to share some (my physical adept and the mage went in together on a copy of Magic in the Shadows).

The real frustrating thing about the gear splatbooks was one option was superior to all the others. Need a heavy pistol? Don’t bother looking at the 25 options; it’s an Ares Predator Mark VII or whatever.

This is all based on 3E experience so it might not be applicable to later versions.

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Jun 7, 2007

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MuscaDomestica posted:

Always a fun thing when you can't upgrade your cyberware but the magic using characters can constantly buy new spells and initiate to get new powers. If you do get a huge pay day then they can buy magical artifacts that help them significantly for the cost of you slightly increasing your cyberware.
There was a rule in 3E about trading karma for nuyen to help street sammies and riggers who needed bucks more than build points. No idea if that got conveyed into future editions.

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Jun 7, 2007

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drrockso20 posted:

Needs a CROWD CONTROL stat and maybe one for summoning but yeah I could get behind that

I just rolled up my character. I've got DPS 3, STAND IN FIRE 4, IGNORE CHANCE TO INTERRUPT CASTER 2, and COMPLAIN ABOUT HEALING 3. As a drawback to afford all these points, I bought the disadvantage "Itchy trigger finger," meaning I'm likely to start combat before people are ready for it, or if it's even needed.

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Jun 7, 2007

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That Old Tree posted:

It's really great but I think OG Blades doesn't explain the core mechanics very well. It's a bit scattered across the book. Scum & Villainy, the not-Star Wars implementation and one of the actually completed stretch goals that went above and beyond, is better at grounding you in the main system I think, plus it's a good game in its own right. They're both really affordable too, and high quality print products (as with most Evil Hat publications) that are probably still available at Evil Hat or IPR.
I've run S&V but not BitD, but only because buy-in would be easier from my group for the former. Mechanically, they're mostly the same game (though gambits really do add a lot of pulp feel for their low rules weight, especially with a scoundrel in the group), yet atmospherically (no pun intended) they're quite different: you don't have to play common criminals in S&V (while bounty hunters ride the edge, rebels are something different altogether), the Force Way really pokes its nose in to an extent the supernatural doesn't in BitD (the mystic is effective anywhere while the whisper seems more situational with their ghost-talking powers), you can lay low by jetting to another system and dodge heat more easily, I feel there's a lot more GM fiat to the setting (how long does it take to get from point A to point B? We have a more grounded idea in BitD), and so on.

That's not to say S&V isn't great, and I think you might be right about it explaining the mechanics better. But though they're basically the same game mechanically, they're very different in feel and setting, and unless your players really want to play Firefly/the Mandalorian/you rebel scum, S&V isn't easily adaptable to other sorts of sci-fi. (Then again, BitD has a very specific milieu and would be a terrible system as presented for running, e.g., Oceans Five or whatever -- a whole new setting would have to be developed to meet the rules unless it were a one-shot that didn't care about repercussions.)

Agree on the high quality for both print versions as well as the quality of online resources (primarily the SRD) that another poster mentioned for BitD. One more thing that I liked about S&V was that it was easy to find Stras' streamed play sessions that, while not perfect and I think used a 0.8 version of the rules IIRC, we're instrumental to being able to jump into effective GMing from session zero. I couldn't find good BitD plays online at the time (2020). This may have changed.

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Jun 7, 2007

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Pollyanna posted:

It’s been over a decade since I went to Gencon, but it wasn’t any more shopping-y than typical nerdshit cons. There’s vendor alleys n stuff but mostly a lot of Magic tournaments and D&D.

I haven't been to GenCon in close to a decade (since I moved far away from Chicago), but when I went I would always bring back stacks of RPG books, piles of games, and/or boxes of HeroClix & MageKnight figs to repurpose as minis in RPGs. My friends who go to GenCon still find the dealer rooms highlight of the trip.

I was seduced by the Dungeon Forge table every year, but then always remembered that not only can I not paint stuff, I probably can't pour plaster of Paris as well.

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Jun 7, 2007

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Xelkelvos posted:

Ettin's showing off some Wetrunner stuff but something seems odd about it

Actual pic

Someone just read that last line aloud and Vin Diesel got super-stoked for no apparent reason.

(For those who haven't seen it: watch to the end, if you can. https://youtu.be/P4HLBfTcAUg)

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Jun 7, 2007

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Helical Nightmares posted:

Right there with you.

:negative:

Edit:

I'd love for you to expand on this.

I'm assuming it's the shared 'character,' like the crew in BitD or the ship in S&V, that's the 'framework' for the team, in that no one player owns it, but it has upgrades/abilities/characteristics that feed into play and that have to be mutually decided upon by the group.

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Jun 7, 2007

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Twilight Struggle? Only for 2 and it's heavy but nice implementation AFAICT

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Jun 7, 2007

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Whybird posted:

I'm still pretty proud of the near-total reskinning of 4E I did for it, building pretty much every enemy the players faced was a ton of work but it paid off.
I ran Dark Sun in 4E. I found the DS Monster Manual lacking for my needs a lot of the time, given that I was running a 1-10 campaign and a lot of the material was for 11-30, and had a blast building encounters/monsters from scratch using the business card math and searching through the online compendium to find effects that were appropriate for the opposition. It was a lot of work in the end but I too thought it was well worth it. So many memorable encounters!

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