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Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

ZearothK posted:

Holy poo poo, I had no idea Tailfeathers was out! (or that Ariadne & Bob was even a thing) Have to grab that later in the week.

Strike! is legit one of my all time favourite RPGs, hope this brings some more eyes to it too. Just an absolutely excellent tactical system.

Well I had just made public all the Tailfeathers stuff the night before countblanc posted this thread. I'm still in the process of trying to get the word out. I'm super busy, so I'm trying to squeeze in little tasks here and there - I just sent out the email to my mailing list, for example. If anyone reading this thread also posts other places - other forums, reddit, twitter, etc, then I'd really appreciate any help you can give in letting people know about the game.

The longterm plan goes like this:
1. Get as many people as we can playing the game.
2. Finish writing levels 7-10 of Kazzam and years 4-5 of the non-Kazzam part.
3. Do a Kickstarter so I can do a print edition and pay for more art (Ferrinus did the logo, Kazzam illustration, and cover diagrams, but most of the art I have so far is my wife's, which is why I've got full art for the familiars - she loves drawing animals)

If you know of anywhere I should go to post about the game, let me know. Lots of places rightly look askance at people waltzing in and shilling their products without any other interaction, and I don't want to be that guy.

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Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

Featherless Biped posted:

Just downloaded Kazzam and it looks really interesting! Where’s the best place to provide feedback?

One thing that might help is including a brief example of play - not a full 5-a-side match, but just a couple of example turns to help showcase the flow of the game and some of the neat things that players can do.

If it's feedback that you think would potentially make for good discussion, just post it here. Otherwise, you can PM me or email me: jmcgarva at gmail.

An example of play is in the works. I just took turn-by-turn notes of our last match and I'm going to pick a segment of that to expand into a proper example of play.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

NGDBSS posted:

Last round: opposing team finally breaks out of jail, Gisela dunks, and JJ once again shows us the joys of griefing.

The most useless round in terms of explaining game mechanics, but perhaps the best in showing character expression within the system?

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

Featherless Biped posted:

It’s mainly just clarifications from my initial read-through, but I’ll try a test game soon:

Reactions and interrupts- My 4e brain thinks these should be limited to 1/turn but I can’t see that restriction mentioned.
Like Exxon says, there is no global limit. Many have specific limits within the power, or are just encounter powers.

quote:

Wandslinger - It seems that Ricochet Shot (ignore LOS and cover on basic implement attacks) would allow those attacks to be made into / out of the Dungeon. Is that correct?

quote:

Charmer - How does the Lasting class feature interact with Effect 2 of the Luck Charm encounter power (pass all saves until you fail a save?)
As written, it just lasts forever. We caught this in playtesting (specifically, NGDBSS caught it), decided to try it as written, and found it was fun but not too crazy in terms of balance. So we just left it in. If we find out that it's broken, the obvious first thing to try is just to make you have to actually roll to sustain that effect even if you pass all other saves.

quote:

Role Boosts - do these apply on attacks that do not roll to hit - eg Tamer’s Creature attacks for Spitting Tree and Scalehound?)
Role boosts only apply on attack rolls. So you don't get it with the Scalehound's Hissing Howl or the Kerpoof's Poof (Spitting Tree's command does make attack rolls to hit, so your Role Boost would apply on the first.)

quote:

Tamer - The Scalehound’s Hissing Howl appears to work against the creature’s intended tactics - pushing enemies away from its free end of turn grab, or out of an existing grab.
Good call. I think it's not quite written how I intended it, but I think just changing it to a Slide is a simpler fix than what I had in mind, so I'm doing that.

quote:

NPC Teams - Each NPC team has a special team ability (Team Effort / Agile / Untouchable etc). Are PC teams supposed to have something equivalent, or is that what Miss Tokens are for?
PC teams do not get this. The purpose is mainly to give enemy teams some memorable character. Secondarily, it does help the balance: PC teams have the advantage of Miss Tokens, being more familiar with their characters, and they also have more brainpower (running 3-5 enemies is tough for the GM and they make tactical errors because of it.)

Giving PC teams their own Team Sheet with abilities they can advance is something I considered, but I didn't do it mainly because the game already has a lot going on and adding another layer of complexity seemed too much. I have got a bit written about achievements and team rewards that can be a little along those lines without adding in more abilities, and once I've got the dents hammered out, that'll go in the GM's Toolkit. There have been a few things we tried that got cut for being more trouble than they were worth. We playtested the idea of the team's captain calling plays, which gave situational boosts to certain actions (e.g. for this round only, gain an extra action to use for interacting with the arena/orbs), but having this collective decision at the top of each round slowed things down and was more annoying than the benefit we got from it. Specialists had a Role Action about being a rules lawyer and putting restrictions on the other team that they would take strikes for violating - again, a cool idea but not actually very fun in practice.

Thanks so much for catching those errors on the powers! I'm fixing them right this second and will have updated files posted on all the sites in a few minutes.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

Featherless Biped posted:

The unlimited reactions thing is interesting - although it looks like there’s only one ability that forces opponents to grant an Opportunity (Charmer’s Antigravity Jinx). Will try that too.

The only other thing I’m a bit confused on is the Porter’s Involuntary Lift. How does a ranged Grab interact with the rules on page 12? Eg is the Porter limited to 2 grabs at a time, is “moving out of reach of the grab” via forced movement based on the Porter’s implement range, and does the target move too if the Porter undergoes forced movement?
Antigravity Jinx shouldn't force them to grant Opportunity because it should fall under the rules for Forced Movement (you are moving them up into the air). I have gone back and revised the Forced Movement entry in the glossary to make that clear.

Involuntary Lift follows the usual rules. It says in the power you can maintain it as long as they are within implement range, so basically it just replaces the usual "within reach" to "within implement range." Use the usual rules for forced movement under the Grabbed entry in the glossary - if the porter gets pushed out of range, then the target makes an escape attempt and is dragged along if they fail it.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.
Yeah, to add to what NGDBSS said, the specialists can benefit from certain encounter design ideas to make them more effective.

The Trapper probably holds its own outside of Kazzam if you pair it with some forced movement to shove people into traps, but it's best if the enemies have places to go so the Trapper can really get into that area denial stuff

The Runner is the inverse: they do well when there are places to go, reasons to want to sneak there, and stuff to snatch.

Doing those things makes your combats more dynamic and interesting anyway.

Terrain Artist should just work as-is, especially after getting a boost in the next revision. It's getting a bit stronger, but mainly getting a lot more interesting. It didn't have that coolness factor as it was before, and giving it some fun new terrains to work with is going to help. Not sure when that revision is coming out because I took a break to write a little game called Hellrunners (coming soon!) and I'm now on vacation for a week.

The Hunter, like you said, needs creeps or something equivalent. That's a bit harder to add to a game without a specific idea for how it fits in.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

Otherkinsey Scale posted:

That's good advice, thanks.

Am I missing something, or does Kazzam just not have a character sheet? (That is, it doesn't seem like there's anywhere to put your Kazzam info on the Tailfeathers character sheet, and the Kazzam pdf doesn't separately address the point.)

That's correct for now, although I'll get to making one once I figure out what it should look like. However, the thing you most want to have as a handy reference are your powers, and there are power cards!

Other than your power cards, you just need to reference your class features, role boosts, and maybe the rules for your implement. It's tough to make a character sheet that works for those because some classes have very little to reference and others have a lot. Compare Hexers to Tamers, or whatever. Hexers need a couple of lines, Tamers need a large portion of the page.

I was thinking of making something like a power card for each role specialization and each class feature rather than having a sheet. A full sheet seems silly if it's only got a few lines because you picked a simple class and simple role.

Jimbozig fucked around with this message at 17:01 on Mar 1, 2023

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.
:siren: Updates! :siren:

Hellrunners: Hellrunners is a game about breaking the rules of reality and the afterlife the same way speedrunners break the rules of videogames. You take on the roles of: The Client, who has a mission; The Runner, who knows the tricks to get to hell and back; The Damned, who suffer in torment; and The Crowns of Hell, who play the devils, angels, cops, and bosses who keep the system of suffering going.

Based on Dante's Divine Comedy, Milton's Paradise Lost, and Graeber's Bullshit Jobs and Utopia of Rules, this is a small easy-to-pick-up and quick-playing RPG for 4 players.

The Kickstarter will launch on Monday! Follow it here.

Kazzam Files Updated: I've just uploaded a new Kazzam.pdf and GM's Guide.pdf with updates to the Terrain Artist to make them way cooler and better, and to simplify how Wards work (the stacking/non-stacking thing was too complicated).

Projects in the pipeline:
Kazzam: I've been writing levels 7-10 for Kazzam, and am 60% done the alpha version of those. They will be made available to people who bought the GM's guide once they've had a bit of revision and I can call them beta.

I'm taking back over the GM's chair in our playtest group after a few months break, so that means I'll be writing new creeps and making new arenas on the regular again. I'll release those to people who bought the GM's guide, too.

A New Project: I'm writing a self-contained game/campaign based on The Legend of Zelda. The way it handles items and information is very fun and video game-y. I'm excited to playtest it and see how it feels in play.

quote:

Destiny decrees that in every age the hero of courage will save the princess of wisdom from the monster of power. But now the monster has caught the hero. Princesses from different ages must come together to save him.

Each age's princess has unique skills and talents. A ninja, a pirate, a phantom, an inventor, a mage, a telepath. Even a child. Only together can they defeat the monster and break the cycle of destiny.
Looking for inspiration, I've been annoyed at all the Zelda games where the princess herself is just a boring nothing. Like in Twilight Princess! She just sits in the tower. Come on! I'm also looking at other zelda-like games, like Okami (probably my 3rd-favourite Zelda ever), so I'll probably have a princess who is just a wolf.

Old project: I've just remembered I have a nearly-finished 4-on-4 PvP Strike! 1-shot and never put the finishing touches on it, so I'm considering whether to finish it or save it for a more opportune time. It's called Robbing Mr. Seagull and it's about two teams of criminals (who are also animals) trying to pull off a heist at the same casino on the same night. Does anyone have interest in such a weird product? If so, let me know!

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.
Updates!

Hellrunners: final layout and cover art are in my hands, and I'm aiming to have the final PDF published by the weekend.

Tailfeathers: Kazzam levels 7-10 are complete. A fun battle goals system is written. 3 new arenas with their creeps are written. I need to level up the NPC statblocks and format stuff and then it'll be ready to send out to the people who bought the GM's Toolkit. Maybe a few weeks - I want to get in another playtest match or two.

Other stuff: no progress, been swamped with real life - what time I've had has gone into the Tailfeathers playtests.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

Ignite Memories posted:

I'm thinking about using the Kazzam roles in Strike from now on. I like how the new roles smooth out the power contours of striker, leader and controller in particular. Have you tried this at all? It seems like everything but Hunter would work as-is.

Yes, and I recommend it!

Hunter doesn't work, as you said. (Unless you port in Creeps, which could be fun given the right kind of campaign.)

If you have a Runner: you want to make sure to have "places to go" and/or "things to swipe" in your encounters. Having those things in your fights is good practice anyway because it makes them more interesting whether or not you have a Runner.

A Trapper ideally wants there to be "places the bad guys want to go" so they can lay traps there, but they can also get by just fine by having friends with forced movement powers to push enemies into their traps.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.
Hey everyone, just letting you all know that there's now a discord. Obviously I'm very much at home here on SA and I'll always reply to this thread, but I guess discord is more natural for some people, so I've made a server. I'm hoping that it can help people who might be looking for other gamers to play my games with, and give people a place to talk about them. We've already got one person in there posting trip reports about their Kazzam matches. I'd really encourage anyone interested in my games to join up! I don't expect it to be super-high-traffic or anything, but hopefully just a nice chill place.

Here's the link

Jimbozig fucked around with this message at 16:20 on Aug 6, 2023

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Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

GrayGriffin posted:

The invite link's expired.

Weird, I swear I set it to never expire! Anyway, I fixed it now. Here's the new one, which claims it's forever: https://discord.gg/SmxeetS

Also, in other news, I've made some decisions around pricing and Kickstarter:
- Anyone who buys the Tailfeathers GM's Toolkit will get a discount on the eventual Kickstarter.
- I'm going to be updating the GM's Toolkit very soon with new maps and creeps and a fun new thing based on Gloomhaven's battle goals. The update after that one will be to add levels 7 - 10 to Kazzam, and will also contain revisions for lower levels. When that second update happens, I will raise the price on the GM's Toolkit, so if you want to get it at the current price, you should do it soon! (The rationale being that after I add those upper levels to the toolkit, you will basically have the full game and the KS will only add art, layout, and a few bits and bobs, so you should be paying basically full price.)

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