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Tarnop
Nov 25, 2013

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hyphz posted:

Also, anyone know about the Blade Runner RPG that Free League are soliciting? Seems to fall in the category of "good idea but I can't see how it works"..

The Year Zero system was adapted very successfully (imo) to Alien, so I'm watching it based on that. I want some details on the investigation mechanics and how they're going to handle unaware replicants before I'll pull the trigger. I'll only be getting PDFs if I do, so no rush for the early bird thing.

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Tarnop
Nov 25, 2013

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PerniciousKnid posted:

When are we going to get a modern take on craps?

Favour of the Pharaoh by Bezier Games feels very much like a modern take on a casino dice game

Tarnop
Nov 25, 2013

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I had lots of combats in 4E that KO'd half the party or more and the creative power combos that the survivors came up with to win were a pleasure to watch as a DM.

With the revised monster stats that game is balanced to create some real nail-biters

Tarnop
Nov 25, 2013

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DoubleDonut posted:

Can anyone recommend recommend actual play stuff for Blades in the Dark (or other Forged in the Dark stuff) and for a PbtA game (specifically Fellowship or MotW would be great, but anything is fine)? I'm gonna be running one of those fairly soon and I've never actually had the chance to play in them, so I'd like to see how they actually work in practice. I don't need a huge amount, just enough to get a decent feel for it.

The YouTube channel Actual Play is co-run by one of the designers of Scum & Villainy, and they have a bunch of campaigns of both FitD and PbtA stuff on there. It's a bit lo-fi production wise but a lot of the people involved are designers so you'll get to see the systems being used correctly, for the most part.

Here's a playlist for a Scum and Villainy campaign, and here is a playlist for Bounty of the Week which is a MotW hack

Absurd Alhazred posted:

I thought this series was pretty engaging: Oxventure Presents: Blades in the Dark (Youtube playlist)

They do actually try to use the mechanics, and it leads to entertaining places.

This is also good, especially since the GM has never run an RPG before so you get to see how it works for someone with no experience. If you watch that, I recommend heading over to the Dicebreaker YouTube channel where there are a series of 3 (I think) videos where he talks about the experience of learning to GM using Blades

Tarnop fucked around with this message at 08:10 on May 12, 2022

Tarnop
Nov 25, 2013

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Absurd Alhazred posted:

Wait, seriously?! I would have never guessed that!

Here's the first video in a series of three where he basically preps himself for GMing by talking to the person who ran the previous Oxventures (in D&D, hence the video title)

https://youtu.be/yUCaP_GfdA8

There isn't a playlist for them but you should just be able to follow the suggestion algorithm for parts 2 & 3

Tarnop fucked around with this message at 16:51 on May 12, 2022

Tarnop
Nov 25, 2013

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Absurd Alhazred posted:

Okay, I think I tracked down the videos, and since the first one starts talking about DMing and D&D, I'm wondering whether he first did a season of D&D before doing Blades. Because I remember their Blades campaign was starting in the past/somewhere to the side of their D&D setting (which I never bothered with, so I don't know much about).

vvv Yep, that's the one I just found! Cheers!

No worries!

Luke was a player in Johnny's D&D Oxventures campaign, and near the start of the first video they talk about how the closest thing Luke has done to GMing is being the narrator in a game of Werewolf.

Now of course his job requires him to have a kind of kids TV presenter energy that will carry you some way in GMing but it's still an impressive first outing.

Tarnop
Nov 25, 2013

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A West Marches-style game is what I often see suggested for groups with inconsistent attendance. The basic premise being that PCs are all members of some broader organisation tasked with exploring/looting/"civilising" a frontier area. Each session involves the players present striking out to discover or progress something on the map and then returning to a home base at the end. The supplements Perilous Wilds and Freebooters On The Frontier for Dungeon World are great for this, and the classes in Freebooters fix some problems with the DW base classes.

Forged in the Dark games have mechanical support for characters dropping in and out. They generally all have a group meta-character (the gang, the ship, the company etc), so even if you miss a session a shared resource of the group is gaining in power, lessening that sense of getting left behind. There's also usually an expectation that individual characters will either permanently retire or go away for an extended time (the Heat mechanism in Blades can result in people going to prison) so it's designed with fluctuating group composition in mind.

Tarnop
Nov 25, 2013

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Absurd Alhazred posted:

Okay, so watching through this, the first session they're talking about was D&D after all. The Blades campaign came later.

Ah OK, is that on YouTube?

Apologies for the misinformation!

hyphz posted:

Dammit, binged the DIE comic after I checked it out initially and liked and even related to it, then got Gainaxed. Thanks a bunch. I guess if a good story had to have a good ending there’d be no good stories in the hobby.

Gainax ending good ending

Tarnop
Nov 25, 2013

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Here is the recommend me a system thread for anyone who wants to bookmark it

Tarnop
Nov 25, 2013

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I found Level 7: Omega Protocol to be sufficiently X-Com-like if you enjoy 1 vs many games. Not sure if it's still in print though.

Tarnop
Nov 25, 2013

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Congratulations/commiserations to Antivehicular and potatocubed. I'll leave it up to you to pick the sentiment that best fits

Tarnop
Nov 25, 2013

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PerniciousKnid posted:

That sounds to me like it would be really slow, but I am not familiar with white box. Like, are you just posting "I hit the nearest kobold" daily for a week?

The dungeon turn is the default pacing when out of combat but exploring a dangerous environment. I think it's supposed to be roughly 10 minutes, or the time it takes to thoroughly search a room. Combat, being a series of more granular and simpler decisions, would presumably be run faster.

Tarnop
Nov 25, 2013

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Strom Cuzewon posted:

Articulate is the superior game for when you want to yell at your friends and family and call them a bunch of morons. My sisters and I still bitch about disputes that happened fifteen years ago.

Anomia is a good one in this category too although it doesn't have the team aspect

Tarnop
Nov 25, 2013

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Strom Cuzewon posted:

That looks good, but less likely to start screaming matches about "what the gently caress was that clue?" vs "it's so obvious how did you not get that, god why did you have to be on my team"

All varieties of Time's Up / Monikers are great for this. You even end up developing your own strange visual language with your team-mates it's incredible to see in action.

Basically, imagine Articulate but it gradually turns into charades using the same set of answer cards each round

Tarnop
Nov 25, 2013

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It's a role-playing game, they should do whatever is fun for the group.

Maybe the power gamers power game for a while and end up taking a step back to realise they've created a weird story about a gang that fucks to form voltron. Maybe they get bored with it and play a game with more space for mechanical optimisation.

Maybe the free love character meets with some interesting fallout from their actions, or forms a cult, or finds "the one". Maybe someone at the table isn't into it and touches the X card

Play to find out, use safety tools, don't expect every game to be right for every group. It's not the most exciting answer but I really don't think it's a problem with a universal solution

Tarnop
Nov 25, 2013

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Hieronymous Alloy posted:

Anyone around here playing the Lancer RPG? Is there a thread for it?

Thread is here

Tarnop
Nov 25, 2013

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mcmagic posted:

Looking for a recommendation for a fun casual 2 player boxed card game. I was thinking something like sushi go but that is better with 3+....

Tides of Madness or 7 Wonders Duel for 2 player drafting

Tarnop
Nov 25, 2013

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In my experience, player-side world building works best when it's things their character would know. If players are reluctant, I'll ask if they want to add something that could be a chance for their character to shine when I bring it back later. All of a sudden, the thief knows a rumour about a crypt with a series of the most cunning traps ever devised.

Also helps bridge the weird gap between player knowledge and character knowledge where the player is brand new to all of this but the character has lived in the world for 20+ years

That said, Stonetop, the most recent pbta game I've read, has a sidebar about establishing a level of collaborative world building that players are comfortable with that you could lift for any game of this type

Tarnop
Nov 25, 2013

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Jimbozig posted:

Honestly, I really don't like this page. It's okay for a game to be different from D&D. And it's okay for players coming from D&D to be initially uncomfortable with the new parts. The solution is just to give them encouragement. Ask them the questions the game wants you to ask them and let them learn to contribute that kind of thing. People can learn new things, and that includes new games.

If someone who played soccer all their life starts playing rugby, their skills at kicking the ball will help them, but they will also have to learn new skills. You don't tell them "don't worry, you can play with just your feet if you like. You don't have to use your hands." And you know, they're going to fumble the ball a lot at first because they're not used to it. That's okay, they learn and improve.

There's this pervasive idea in this hobby that roleplaying is just one thing and that system doesn't really matter because the GM will just adapt any game to the group's preferences. It's a lie. You use different skills in different games. This passage feels like the game is apologizing for that. No! Have the confidence to say that your rules are worth using!

It's still pre-release so I'd be happy to pass that feedback along if you'd like me to. Anonymously or however you'd like.

I'm in two minds about it. I really like the provocative questions part of PBTA games, and I've played with people who've both loved and hated it. But if people don't seem into it then I think a conversation at the end of the session is more appropriate than just casting about for different modes of questioning and hoping one sticks, which seems to be what's being suggested in Stonetop. If players feel uncomfortable about part of the game though, I don't think you can just power through and hope they'll adapt.

Tarnop
Nov 25, 2013

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Kestral posted:

As a fellow Stonetop backer, I would appreciate that feedback passed on if Jimbozig is amenable to it, and if he’s not, I’ll write my own version, because he’s dead-on. Most of that excerpt is good imo, it’s an effective technique as they mention, but that last paragraph is not helping anyone.

Jimbozig posted:

Yeah, absolutely. I'm happy for it to be passed along.

I'll get on it

Tarnop
Nov 25, 2013

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Tuxedo Catfish posted:

there is absolutely not some magical elfgames gland you can be born with that makes you better at GMing lol

it's a learnable skill like any other. moreover it's like 20% skill and 80% just plain old work, which is the real reason some people can't or won't do it. you don't have to be good at running games to double-check encounter math or memorize your player's GM-driven aspects or whatever, you just have to put time in

Tarnop
Nov 25, 2013

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Total Meatlove posted:

It’s almost entirely the opposite, my lad has got into Pokémon, so I bought him a shiny Charizard to put into a pack for his birthday so he can open it. He probably won’t notice, but if there’s a way of doing it that doesn’t break things then it seemed a good idea to ask.

What a cool thoughtful thing to do. If you're not aware, there was a whole thing semi-recently with Amazon selling boxes of MTG boosters that had been searched, resealed and returned so that's probably why people are extra jumpy around the idea of booster pack resealing

Tarnop
Nov 25, 2013

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To add a little bit more detail to this, a combination of Amazon's policy of mixing together stock from marketplace sellers with stock that they sell directly + accepting returns on booster boxes meant that you could buy from a game store you trust that uses Amazon marketplace for logistics and get a box that had been accepted as a return by Amazon. Your average LGS would be expected to know about the risks of accepting a returned booster box and would check it thoroughly (or more likely have a no returns policy for boosters).

There was a relatively high profile incident of a streamer opening a box on stream and getting packs without rares. Amazon then changed their policy and stopped accepting returns on booster boxes, but didn't (and allegedly couldn't due to their mixing stock policy) offer exchanges to people who had been sold boxes that had previously been returned. This meant that there were people out there who had bought boxes that they were saving for drafts or whatever who couldn't get a refund if they opened them and they turned out to be searched or resealed.

Tarnop
Nov 25, 2013

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Splicer posted:

I mean from an individual returns policy. "Hi the thing I bought from you is missing stuff and there's documented evidence that this is a known issue give me a replacement or refund"

From what I understand, their stock system doesn't track individual items so there's (allegedly) no way for them to know that customer A was sent the box that was returned by customer B. All the system knows is that customer B returned a box so num_items++, then customer A was sold a box so num_items--

Obviously the correct way to handle it would have been to change the return policy only for items that entered the system after a certain date and to write off all returned stock prior to that date, but Amazon's claim is that their stock system doesn't work at that level of granularity, making it impossible to know which specific boxes were previously returned. I'm sure the fact that this system, as mentioned above, enables them to skim a nice percentage from counterfeit goods is just a happy accident.

Tarnop
Nov 25, 2013

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Antivehicular posted:

"Failed Knight who is extremely good at honor, courtly love, and generally navigating the social and spiritual space of knighthood, but is extremely bad at the parts where you ride a horse and engage in violence" sounds like kind of a baller character concept, honestly.

It is, and you can also see how that starts out as "failed knight" and grows into what you wrote through the background being applied to stuff in play, the player explaining how it applies, and other players building on those explanations. This is why I'm always sceptical of criticism of backgrounds like this because even the laziest poo poo can be spun into gold if the system makes you add layers to it in play

Tarnop
Nov 25, 2013

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Because limitations are often good for creativity. Being handed a blank piece of paper and being told "draw anything" will make a lot of people freeze up.

Tarnop
Nov 25, 2013

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CitizenKeen posted:

I mean, I'm running Eyes of the Stone Thief for four clever players who are mature and communicative, and 13th Age's backgrounds strain under the weight.

Like, casually, here's a shoot from the hip list about "princess without a kingdom" and the 5E skill list, and I've been considering this for all of five minutes.
  • Athletics - I've been trained in swordcraft, ballroom dancing, and sitting straight for hours.
  • Acrobatics - Maybe a stretch.
  • Sleight of Hand - Court politics.
  • Stealth - Again, court politics. Sneaking past the chamber maid to meet my girlfriend.
  • Arcana - A stretch, unless it's a magic kingdom.
  • History - Easy: I had to learn the history of my kingdom and its neighbors
  • Investigation - Court intrigue, rich people education
  • Nature - A stretch, unless it's a wild kingdom.
  • Religion - Probably relevant, depends on kingdom.
  • Animal Handling - Falcons, horses, hunting dogs, courier pigeons.
  • Insight - Court politics. Done.
  • Medicine - Bit of a stretch.
  • Perception - Court politics. Done.
  • Survival - Unlikely.
  • Deception - Court politics. Perfect fit.
  • Intimidation - Depends on who you're intimidating (stone giants versus the city watch), but against the right target it's an easy fit
  • Performance - What else is nobility?
  • Persuasion - Again, court politics.

It's trivial to do this with the word "princess" without even doing "without a kingdom", unless failure creates a certain kind of complication. If your failures are flavored by your chosen background, then it's great. Otherwise, as a GM, it can be tough. 13th Age gives you 8 points to spread, and a 5/3 where 5 covers almost everything and the 3 covers the two or three things it doesn't is an easy task (e.g., Princess Without a Kingdom and Druid Acolyte cover the entire 5th Edition skill system).

Yeah, it's there, but I agree - I wish 13th Age did more to mechanically support fail forward. I also echo my lack of confidence in the revision.

All those things are interesting bits of backstory that can be built upon by the player (with a little nudge to get more specific) and the rest of the table. As you said, this stuff works much better in a non-binary resolution system but if binary is what we have to work with then I'll take passing too often + character and world development over the usual D20 thing of too many failures to keep interesting

Tarnop
Nov 25, 2013

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Every good idea in 13th Age comes with some crappy rider that it's hard not to attribute to Jonathan Tweet given the circumstances. The key to good 13th Age games is to find those vestigial Tweets and cut them away.

Tarnop
Nov 25, 2013

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Lemon-Lime posted:

Considering Heinsoo threw a fit and refused to work on a 13th Age 2e unless Pelgrane brought Tweet back for it, I don't think they can be solely attributed to Tweet.

Yeah, fair enough, it's remnants of groggy design no matter which of them came up with it

Tarnop
Nov 25, 2013

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Thanlis posted:

I have never believed the common wisdom that all the quality is from Rob and all the crap is from JoT.

I think that just comes from all the conversational asides in the book about how they each run their respective games of 13A, and Tweet's sound like miserable grog poo poo

Tarnop
Nov 25, 2013

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Geiger Counter if you want to go GM-less. Gamma version to do Alien, beta version to generate a horror scenario at the start of the first session

Tarnop
Nov 25, 2013

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open_sketchbook posted:

im drawing it as fast as carpal tunnel will allow!

Is the plan to run a Kickstarter for it? The bits and pieces I've seen so far look great

Tarnop
Nov 25, 2013

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Cool, I'm looking forward to it!

Tarnop
Nov 25, 2013

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It is a shitshow, but the actual game design is still mostly good and fun. Since commander is now the most popular paper format and it's not a tournament format, lots of people have just said gently caress it as far as engaging with WotC's business model and are just proxying cards. This 30th Anniversary poo poo (the 250 dollar packs that GetDunked mentioned) seems to have accelerated that process.

My personal view is that the game has become way more fun and relaxed since I stopped caring about reprint policies and rarities

Tarnop
Nov 25, 2013

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CitizenKeen posted:

Oh poo poo, if proxies start gaining traction I’ll be back into Magic in a flash.

https://youtu.be/s6wS8YSudj0

Tolarian Community College is the most subscribed MTG channel on YouTube and this is their most recent gameplay video. Everyone is using incredibly obvious proxies and the comments are full of people saying how great that is

Tarnop
Nov 25, 2013

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Depends on your definition of "have to". Hasbro has shareholders and they demand blood. If people will pay insane money for this zero-effort poo poo then they're leaving money on the table not doing it. It's gross but dismantling that incentive structure is obviously a bigger subject than TG. Their focus is on people with way more money than me so I stopped giving them mine and still have fun with the game.

Tarnop
Nov 25, 2013

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The weird devices you find are the best thing about Numenera and most are system-neutral or easily adapted

Tarnop
Nov 25, 2013

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Is it a dice tower? It rules, whatever it is

Tarnop
Nov 25, 2013

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gently caress yeah, happy anniversary

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Tarnop
Nov 25, 2013

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mellonbread posted:

There are a lot of cool modules for Mothership and if I had to run them I'd probably use Alien. A lot of the rules concepts like the escalating stress system are straightforward improvements on things Mothership tried to do.

Seconding this, the Alien RPG is super fun especially for single scenarios. Converting a Mothership module wouldn't be much work for someone familiar with the existing Alien modules and how enemies work. The stress system is so good, especially the way it works for mixed groups of marines and civilians

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