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Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

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Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

aldantefax posted:

That reminds me of a GM I used to play with when we were all kids and he was really into animals having crazy stats. Fighting his version of a crocodile was worse than fighting a dragon. Then again his dragons that he ran were also similarly crazy. Reptile family monsters in general just had amazing amounts of attacks, hit points, damage, and damage resistance because of their formidable hides. Put your head between your knees and kiss your rear end goodbye if you ran into a lion or something.

Honestly I think that's pretty cool, I like the idea of a setting where wild animals like rhinos and elephants and stuff are actually really dangerous and tooling up to go kill one is a job of a whole party of high-level adventurers.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I'm currently running a 4e game over roll20 in a homebrew setting where the players are part of the downtrodden masses living in the outlands and using jury-rigged magitech scavenged from the junk that the Guilds throw away. They've recently seized a source of the flangey magical substance that the Guild make magitech from and are planning on setting up business, selling it to the Guild, skimming some for their own experiments on the side, and running a casino town nearby to sell vice to Guildborn visitors.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Boba Pearl posted:

The thing is, I've never done a fight this hard, it could be an absolute slaughter. I want to make sure that it's not unwinnable, while at the same time, if the party fails, I want to do a cool thing where everyone they've helped and all the powerful NPCs they met show up and transfer their energy to a cleric or a device or something that gives the group mass heal a few times to balance the odds in the opposite side.

I can't speak for the encounter balance specifically, but one thing a GM did with my group once was run a hard-as-nails battle with a list under the table of various parties who could step in out of nowhere to save our bacon: if things got bad for us, they'd jump in and distract the antagonists for a round while the party got its poo poo together, but then they'd pull back out of the fight.

The evil bit was that the ones at the top of the list were genuine allies who we were on equal terms with -- but as you got further down the list, they became people to whom we really wouldn't want to be owing a favour to.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Endorph posted:

the people saying the bad word hate autistic people. it is part of a history of autistic people being seen as literally less than human. i dont think this is a very complicated angle.

I think the point is more that giving them another word they can say which carries all the same negative connotations -- which is effectively what renaming the smiley would do -- doesn't make things any better, it just means a different word is now bad.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

paradoxGentleman posted:

So I just discovered that I own Shadowrun Hong Kong, Shadowrun Dragonfall and Shadowrun Returns on Epic, probably having gotten them from a promotion or something 'cause I sure didn't pay money for them. I am vaguely aware that the Shadowrun RPGs are so-so and super crunchy at best, but are the videogames any good?

The videogames run on a completely different system to the boardgames, so they have none of the disadvantages of the boardgames' awful crunch. It's a pretty decent system, combat is fast and satisfying and there aren't many awful builds.

I've not played Returns, so I can't speak for it that much -- the story is said to be fairly mediocre. Dragonfall and Hong Kong have some absolutely incredible plot and writing, some of the best I've seen in a computer RPG, and a system that's decent enough to back it up.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Halloween Jack posted:

With Hong Kong, I still haven't got past the JRPG Mode, but it's supposed to be very good.

I'm super confused by what you mean by this, all the mechanics in Hong Kong are practically identical to in Dragonfall.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I'd say another iconic thing of 90s design was merit-flaw purchasing at character generation as a way either for players to indicate to the GM "this is the area of my character's plot that I want you to mess with, please", or for the system to drive players towards coming up with interesting backstory.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Speaking of Unknown Armies, if you're looking for a list of names to grab a random adept from then this post has you covered:

ultrafilter posted:



Tag yourself I'm Antediluvian Jake.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Plutonis posted:

rpol.net? that site is still trucking right?


Acquaintance of mine: If you make too much gold in Ars you end up known as the scholar who is full of gold and is guarded by just a few dozen grogs so bandits and robber knights (if not the local feudal lord!!!) will just swarm your covenant.

Also spending enough gold to make a difference means that whoever you sell it to becomes filthy rich and creates huge problems for their lord and for the economy in general, which definitely gets the Quaesitores down on you for meddling in the affairs of mundanes.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

busalover posted:

I think a year or two ago someone released an updated version of a 90s RPG about some kind of... cyberpunk island? I read the original source book years ago, and thought it was kinda cool, but forgot its name. Is the new version worth a try, anyone bought it?

Are you thinking of Hard Wired Island by Ettin?

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Xinder posted:

We haven't really played any deck builders to be honest. We took a look at Dominion but she thought it would be too simple for her to get invested in.

Dominion is definitely not simple. The rules themselves aren't very complicated but because each game plays with 10 randomly selected card types from your library, the real skill of the game is figuring out which of those card types will synergise in a way that's obscenely overpowered -- and that's a new puzzle each time you play.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I think there's a big difference between playing an evil but likable antagonist and playing an evil but likable PC. Evil antagonists tend, unless the story derails, to get their comeuppance. The story is set up to implicitly criticise the stuff they do.

PCs are much harder because as a protagonist they have the story on their side, so there's a tendency to feel like the narrative excuses or downplays their actions. It's certainly not impossible, but "PC is ultimately thwarted" is a story that's much harder to make land.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
One of the ideas that a certain class of grog clings to is "things used to be more racist, because racism is the natural state of things", and depending on the grog, this is followed up with either "so we should be grateful for the few crumbs of equality we've managed to achieve" or "and things would be better if we went back to that". Ditto with sexism, ditto with homophobia.

In reality a lot of our society's prejudices about race (and gender and sexuality) come from the Victorians. The medieval period wasn't great of course -- they had their prejudices just like anyone else -- but pretending that it was a neverending tide of bigotry and hatred is primarily an excuse used by people who want to justify their own bigotry and hatred.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

CitizenKeen posted:

Is there a campaign pitch for a tactical game any of you wish existed? I'm cobbling together a tactical system that I think has some potential, but for the first time in my life, I'm completely blanking on cool settings. I've been fleshing it out with bog standard fantasy, but that's boring. Should be a good setting for lots of grid combat, and have room for some fantastical abilities.

It's the near future. Every conspiracy theorist's vision of the apocalypse has come to pass at the same time and now the various apocalyptic entities are fighting it out amongst themselves over who gets to rule over whatever's left of Earth.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

theironjef posted:

Do you play as an apocalyptic entity?

Though I guess honestly that would make it fairly hard to have a party. That would probably work better for a board game.

My thinking was more that you're one of the humans caught in the middle of it, and you're either trying to serve an apocalyptic entity in the hopes that they'll eat you last or just survive as best you can while the world goes to poo poo around you.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Magepunk. Your characters are plausibly-deniable wands for hire, employed by one of the dozen or so epic-level wizards who rule the world in a complicated tangle of diplomacy, treachery and backstabbing, or more likely for a Professor Johnson working for one of said archmages. Characters do shadowruns on the holdings of other mages, or go out into the blasted wastes that have been scorched barren by magical warfare to loot the weird magical poo poo that remains after an rear end in a top hat wizard has hexed the place till it glows.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

hyphz posted:

Yea, "there are literally living creatures that form themselves into random dungeons" is pushing it a bit as an in-universe explanation!

Why? It's no more fantastical than "there are giant winged reptiles that breathe fire" or "reading hard enough lets you bend the laws of reality over your knee" or "gods are real and grant you magic powers"

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Gort posted:

So what's so remarkable about A Wizard, anyway?

It's a module that takes a very standard trope of high fantasy -- the smiling, benevolent wizard -- and turns it into Cronenbergian horror.

Which is to say, it's really not remarkable as a piece of literature at all because "beloved icon but body horror" is a concept that was played out sixteen years ago when Nancy kept turning into Zalgo. It probably is the first time someone's done it where the icon is an RPG trope I guess?

(I'm probably being too harsh. It is solidly written and the horror works well, it's just .. eeh, read one OSR module full of wall-to-wall grim awfulness, read 'em all.)

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Halloween Jack posted:

I'm amazed at the propensity of the biggest companies in the tabletop business to keep putting out games that don't improve on rulesets from the 80s.

Know your audience, please your audience.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Megazver posted:

How do people here feel about doing some kind of a TTRPG equivalent of the Creative Convention's Thunderdome? An Adventuredome, if you will?

For those unfamiliar with TD and hates clicking links, it's a weekly flash fiction contest where a Judge or Judges (usually the last week's winner and one or two thread regulars) issue some kind of a prompt ('limericks about capitalism!', 'superheroes with rock band inspired superpowers!', 'stories that actually have some kind of rudimentary characterization!' and other wacky stuff like that), specify any restrictions like story length, give out personal sub-prompts for anyone who asks for one, and at the end of the week after the deadline, a winner is chosen from the stories that actually got written and posted, the Judges give the entries some crits and the winner becomes this week's Judge and picks a new prompt.

A couple of weeks ago TD did a week where you had to create a short D&D-ish dungeon/adventure/hex, inviting people from this forum over to the thread, and it seems to have been quite popular, which led me to think that people here might enjoy this sort of thing on a regular basis. What are your thoughts on this?

Writing up my entry was fun as hell, I'd be on for it!

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I don't know, I'm not a historian or anything but I'd be amazed if kids hadn't been playing tag and Hide and Seek and stuff since kids have been able to play.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Skyarb posted:

For the very short time windows, (5 seconds or 10 seconds) does anyone have any suggestions for timing this? I could obviously use my phone or Alexa, but I want some tactile and in their face. Sand timers are great for this but they don't exist at such small increments. Any suggestions would be very appreciated.

Spin a top, they have to give an answer by the time it stops spinning.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Tosk posted:

I think this is kind of what inevitably kills freeform roleplays. There's always a constant pressure between the idea of freeform and the need to implement systems so that there's a logic to everything, and it's impossible to satisfy both ideals, especially on a community scale. Hilariously, combat roleplay was super popular at the site I linked and was literally conceived out of that very blindsight, where people basically tried to write each other into a corner describing their characters' actions abstractly with very loose rulesets. It was as hilariously awful as anything else involving the e-peens of two nerds on the internet crashing together, and basically always ended in flame wars or one person trolling the other into submission and was generally incredibly toxic.

Groups I know who've done in-person freeform in the past always got around this by having the roleplay happen in an IC situation where it was hard to do much beyond talking (specifically, violence was out of the question) and having players periodically submit turnsheets describing what they were using their skills to do. Kind of like taking the structure of Diplomacy but instead of a defined victory condition of "conquer the world" players had fleshed-out characters with a more complex set of in-character motivations and goals, and also instead of armies some of them had spies or were religious leaders or captains of industry or something.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Jimbozig posted:

In this system for escaping burning buildings, you can use your Spinning Fire-Toss to move 1 adjacent square of fire 3 squares, or you can use your Tumbling Stair technique to descend one level through a burning staircase without catching fire. You can't just keep doing that, though - it's an encounter power! Next time you encounter a burning staircase you'll have to do something else.

You've only just described it and I'm on board as hell with this system. Can there also be telenovela-style firefighter melodrama between rescuing NPCs from burning buildings which then feeds into the tactical grid combat, so that I get +2 to my morale roll because I know my rival is watching and I would die rather than have him see me too afraid to run into a burning room?

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I think I may have posted this elsewhere, but to me the defining feature of Westerns isn't that a land is being colonised but that a land is rough and unsettled, and law comes from the barrel of a gun. Maybe the answer is to have that breakdown of law and order come from some other source instead. There's a reason why post-apocalypse games often feel Wild-West-y, after all.

Jimbozig posted:

If you make the land truly empty, same thing. "Manifest destiny but correct."

I feel the blow is softened here if there's a really good reason why the land is truly empty. Like, maybe it's a place of no honour where no great deed is commemorated, but people back home sure will pay through the nose for those pretty glowing rocks you sometimes find there. At that point it becomes a story about manifest destiniers setting themselves up to get hosed in the rear end by karma.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

neonchameleon posted:

Genuine Terra Nulla has been rare for good reason, but the Falkland Islands qualified. And Antarctica arguably still does. It's just hard to have NPCs in Antarctica

Yeah, definitely, you need to come up with some plot reason why it's that way (I had no idea that Terra Nulla was a term but I like it!) and why, if it's so awful, people want to colonise it, but "a new discovery has made a previously worthless natural resource valuable" or "a new discovery has made a previously inhospitable land settleable" feel like they could work.

I think also thematically removing the nature of the land being colonised from actual historical atrocities helps: "we discovered how to cross the ocean and now we're colonising a big continent to the west of the Old World with tobacco, cotton and sugar, but it's somehow uninhabited" feels worse than "we discovered how to cast long-range teleport spells reliably and now we're colonising a ruined underground city the size of a country filled with valuable mana deposits" even though they're both likely to lead to the kind of rooting, tooting and shooting that you're after.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
The solution I like to go with for alignment is to have any divine magic that references good or evil work according to the moral code of the god who's providing it, and for every god to have their own moral code that's incompatible with every other god's.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Drakyn posted:

I seem to recall the guy who wrote the Clowns mod for Dominions 5 may actually have an account somewhere on SA, but I could be out of my mind. Either way I think that sort of undercurrent (communicating entirely through 'reflexive systems of acausal meta-irony', JESUS) is deliberate.

It's a mod? I'm severely disappointed, I had been under the wonderful impression that for some reason the writer of this incredibly serious high fantasy setting had snapped at the last minute and filled the world with clowns and by the time anyone noticed the CD was already being duplicated.

Halloween Jack posted:

I definitely think that planar travel should involve traveling through a liminal zone where the reality of one plane gradually gives way to another. And yeah, don't have planes that are too inhospitable to even traverse.

There was a Planescape-like cosmology I never got round to running a game in where the premise was that the elemental planes that the City of Doors linked to got more and more 'pure' as you got closer and closer to the centre. What we call the Plane of Fire is really the home of a platonic concept so pure and alien that mortals have no hope of even comprehending it. The ideology at the heart of the plane encompasses things such as passion, the spark of inspiration, upheaval, destruction of the old to make way for the new; fire is just like the ectoplasm it leaves when that raw spiritual power interacts with physical matter.

Because permanent portals have been around so long, the material realm has spilled into the elemental realms they link to -- so the area on the other side is the kind of place that people can inhabit and make a living, if they don't mind the laws of reality sometimes being a bit wonky. Wizards like it when this happens because they can run in, steal a bunch of magical reagents, and run out again before they get eaten. The inhabitants of elemental planes like it too, because they can take advantage of the cool things you only find natively on the material plane, like physical matter and this interesting "free will" thing that so many mortals take for granted.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Leperflesh posted:

I also, while we're talking about it, find it decreasingly plausible that the whole multiverse is stuck in quasi-medieval technology for countless millennia the more you add additional planes and worlds and populations. Thematically, to me a multiverse type situation demands more of a RIFTS-like mishmash of hyper-tech and swords than a D&D-style mishmash of high magic doohickies, scrolls of Wish, and swords.

But if we just have quasi-medieval Regular D&D Land and then an uncertain larger cosmos that maybe you can go to places in, sometimes, but without any sort of long-term reliability or continuity that would permit centuries of technological and cultural exchange, then it feels more viscerally plausible to me.

I realize you can handwave away all that with just being necessities of your setting and its themes, so this is just personal preference and not really an actual "problem" with having a fixed map of the planes.

I imagine that in a cosmology where the Wish spell can be researched, the Great Filter gets brought forward five or six centuries to before anybody can invent hyper-tech.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
That is not the image that springs to mind when I read "adult dungeon master costume".

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Seconding 6nimmt, it's not very strategy-heavy but it's still an absolute blast. Also Cubirds and the Century series are really good and quite simple.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Tulip posted:

This is a place where I think a lot of traditional RPGs hinder rather than help. I've had this problem before and I would not say that I have solved it but I would say that I've gotten better at a personal level, and what I did was learn from the fields of writing and acting what is to have a motivated character.

And this is generally where I try to start my character writing, before I even get to the question of "street samurai" or "angel" or whatever: what do I want this character to lack. What void inside the character needs to be filled (community? recognition? safety?), and what flaw does this lead to. Ideally a general emotion, like they're resentful, or insecure, or squeamish, or proud. Not something as specific as "acquire the Eye of Argon," but something that would inform you about how they'd react to a range of situations. This is all pretty much a straight line that leads into the character taking action in the world, because if the GM isn't giving the character something to react to, they still have an internal reserve of fuel for why they'd try to show off or knock somebody else down or go spoiling for a fight.

Why I start with the fictional psychology of the character has as much to do with variety as expressiveness. Let's say we've got an insecure character who wants recognition from others. This is going to lead naturally into showboating, but also going to lead to reasons to slay great beasts, to steal famous jewels, to lock horns with famous people, and even to save the needful. Compare this to a character that simply 'likes to show off' and has a bunch of ranks in some sort of performance skill. That latter, which I've definitely done (and not even that long ago!) runs out of steam pretty quickly, even if a lot of what's on the character sheet is the same stuff.

This is amazingly good advice and I'm totally going to be integrating it into my characters from now on, thank you!

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Plutonis posted:

Or maybe From Another Time, Another Land instead of Lamentations

This. Even having the name of his game be a punchline is a degree more attention than Zak S, a serial abuser who shat his pants outside a Chik-A-Fil-A, is worthy of.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I haven't played the latest edition, but I've always found running Unknown Armies to be really easy to pick up. The game is in general about weird postmodern occult horror, but the rules for your players having their own magic powers can be easily discarded to just run a game about mundanes trying to investigate weird mysteries.

What Unknown Armies doesn't do, and standard CoC doesn't do much of, is have rules for managing and structuring a mystery -- it leaves all of that in your hands as a GM. There are other systems -- Gumshoe is one of them -- which build their rules very specifically around the idea that your players are going to be unravelling a mystery, so you might also want to look into those.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Kestral posted:

Instead, my prep between sessions went in to a quick homebrew minigame centered around FitD-style opposing clocks, such that each faction they were courting had:

1) a clock of a given size from 4 to 10 depending on how hard they'd be to win over, filled by successful skill tests: Persuasion, History, whatever you can convincingly justify
2) a clock of equal size counting down toward that faction ending their participation in the summit, filled by failed tests and by making deals with their rivals
3) a set of demands which, if agreed to, would automatically fill in segments of their clock

By limiting the number of actions they could take in the summit to two per player (representing the limited amount of time they had before the secret summit broke up), they now had to think strategically about who to give concessions to, who they could try to simply sweet-talk into cooperation, and who would get left on the sidelines.

This... kinda sounds like a skill challenge from 4e, just with multiple success tracks, a limited number of actions per PC, and an emphasis on doing more than just rolling the same skill each time? Which, in fairness, were all things that 4e's skill challenges really needed.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Wow, your roommate sounds like a barrel of laughs.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I would like to play the feudal life simulator where each player is the knight in charge of a different nearby lovely village who all hate each other, but they can't escalate to murder because they all answer to the same king so instead they have to persuade their peasants to go steal the other village's peasants' lucky pig and frame someone else for it.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Nehru the Damaja posted:

If I wanted to run a game similar in setting and tone to Disco Elysium, what would be the best game to run with? Just thinly disguised Over the Edge?

Surely the correct answer is Everyone Is John.

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Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Mr.Misfit posted:

Quick question to the chat: I recently gm'ed the second long-form session (basically the 2nd weekend me and my friends meet where we play from friday to sunday) and my group basically came down hard on my "the world moves on" -style of GMing, where I offer them side commissions if they take missions on a planet, which fall down by the wayside sometimes because they feel like another hook I'm presenting them with seems "more important" or "main-plotty" and they feel bad for not being able to take the opportunity.

Any tips for how to react or work with this? We're playing Mongoose Traveller in the Pirates of Drinax Campaign and at first the players seemed really into the general style of exploring options and space out there and creating allies & enemies.

The approach I take in my current game is that the thing which causes time to move on isn't travelling and doing missions -- it's resting, repairing, and recovering. If you're willing to keep on pushing the risk of going into a situation at less than 100%, you can keep on chasing sidequests without letting the main plot fall by the wayside.

The other thing I'd suggest is ensuring that the sidequests you're offering them all have explicit rewards made clear that tie into what they perceive as the main plot. These don't have to specifically be loot (although of course they can be) but things like "These people would make useful allies against the pirates if only their food shortage problems were solved" or "Wait, fix a flood on Cephelon 9? Isn't that where the pirates' first mate was born? You bet you could get some useful leverage on him there" will work as well. Basically ensure that "which of these hooks is the main plot" isn't such an easy question to answer any more.

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