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MadRhetoric posted:As a player it burns my rear end. quote:It feels like the writer doesn't trust players to be creative or mature. I find this genuinely shocking. It's almost exactly the opposite of every impression I have ever seen Vincent Baker give in everything he's ever written, AW included. That the game can come off like that concerns me. quote:I'm a very postmodernist, "meta-text matters" sort of guy so maybe I was reading too much of my own biases into it, but to me that seems to ignore the part of the game where you're a bunch of people loving around and playing pretend. That awareness of the player built fourth wall is where I got (and get) a lot of my enjoyment playing elfgames. Ahhh, I see, sorry, we're not in disagreement on this. I misunderstood you at first to be saying the game should be going for ~immersion~, and I was trying to say that no game should actually try to destroy awareness of other people at the table, making their group interactions happen outside of consciousness (hence the tortured joke about eusociality, which I now regrert), and that luckily, AW does not try to do any of that: it just tries to make a narrative that feels less dreamy and pulpy and more gritty and 'real'. The theory "games are rules are overlaid on top of existing social structures" clearly doesn't deny the people playing pretend. quote:Since the MC is a character, and the MCs Moves are meant to impact, keep, and develop character, an MC "playing right" would completely remove the player from the character. That, I'm less sure about. An engrossing story full of grit and hyper-realism which you tell with your friends is still told with your friends. The social situation cannot and should not be extracted. Among other things, the MC directives say to be a fan of the characters, which is in no way a social-neutral statement. quote:And there is a way to induce the tenor of "rapt contemplation of the shared fiction without sparing a thought for the dice and the rules" without tools; that's what improv is. Or Apples to Apples. You have the basics like "don't say no" or "put down a card you think will make your friends laugh at your monkey cheese humor" but those are mere guidelines. Improv is done with an awareness of an audience. I think the only real-life example that comes close might be the kinds of religious rituals that inspired HeroQuest, but even those had structures and rules. I for real and for serious don't get the guidelines/rules distinction. "Don't contradict or undermine what someone else has said" seems only and exactly as much of a rule as "Don't say you've won until they have zero hitpoints." Their reality is equally dependent on the group's shared understanding and agreement to be bound by them. quote:Is this the "opening your mind" kind of valuable or the "remove the madman's brain for science" kind of valuable? You're a thoughtful and expressive person who wants for themselves and others to have fun, and I try to treat listening to what people like that have to say as an end in itself. vv e: RyuujinBlueZ posted:You know, using the old school names for the suits I totally expected you to toss in some major arcana action to go with that. If suits are the stats, arcana could be the playbooks. Dibs on the Sphinx! Doc Hawkins fucked around with this message at 03:42 on Aug 31, 2012 |
# ? Aug 31, 2012 03:40 |
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# ? Mar 29, 2024 08:12 |
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Not to throw out every last pretense of this conversation being on topic, but I gotta ask. Are you a game designer, Doc? You just seem to be addressing things as someone who makes game systems for a living. Hell, I'd think you were Vince himself if you didn't refer to him in the third-person. So...Yeah. On the topic of World games, and hacks, I'm hoping things will settle down a bit and I can get enough work on mine down to toss up a Google Doc or something and get some feedback on things as a whole. RyuujinBlueZ fucked around with this message at 03:59 on Aug 31, 2012 |
# ? Aug 31, 2012 03:55 |
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Doc Hawkins posted:Totally fair. Maybe it's just me, because VB sounds like the chillest motherfucker in the biz. I've been going over the Barf Forth Apocalyptica forums to really understand how the game ticks and I just wish more systems and designers would do that. quote:That, I'm less sure about. An engrossing story full of grit and hyper-realism which you tell with your friends is still told with your friends. The social situation cannot and should not be extracted. Among other things, the MC directives say to be a fan of the characters, which is in no way a social-neutral statement. I agree with you, but the MC moves do sort of want you to jump into the game headfirst. With the lack of planning and the idea of MC as character and character as hybrid rule and fiction entity, there does seem to be a desire for ~immersion~. Maybe it's just another "seeing the wires" thing with me, seeing how, again, the mechanics are the fiction and the fiction are the mechanics in so many other places. quote:Improv is done with an awareness of an audience. I think the only real-life example that comes close might be the kinds of religious rituals that inspired HeroQuest, but even those had structures and rules. The difference there to me is the HP rule is a violation of mechanics and the simulacra of the elfgame in question, whereas the contradiction rule is just being a dick. All rules are indicative of a social contract, yes, but the former is a "soft" rule and the latter is a "hard" rule to my perspective. Although the improv example can break the simulacrum of the bit and the HP example could merely be the player being a dick. This is a fuzzy designation and I apologize. quote:You're a thoughtful and expressive person who wants for themselves and others to have fun, This is honestly the nicest thing anyone has said to me in years. I'm not sure how to feel about that. quote:If suits are the stats, arcana could be the playbooks. Dibs on the Sphinx! They are, in fact. It's my workaround for the niggle that started this mess; there are a whole lot of people Walking the Fool (playing the game) and there are more than a couple Majors (people with playbooks), but in this Deck (party), there's only one of each Major (Arcana playbook) present. Just the way life deals it. E: I'm talking shop about my anime Goon project hack; we're totally on topic.
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# ? Aug 31, 2012 04:06 |
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Has anyone found or come up with a cool front for Monster of the Week? I'm running it for my group this weekend and I'm having a bit of trouble coming up with something creative. I'm considering just bouncing over to the Fringe wiki and stealing something I recall being cool. I'll also be writing up a post-play report so I can snag the Exile, hopefully. I can't wait to see how horribly I butcher this game. Edit: Oh yeah, I found some fan-made playbooks that I haven't mentioned: The Mad Scientist and The Constructed. The Mad Scientist, especially, seems awesome. Have you every wanted to roleplay Walter Bishop? This is the book for you. Echophonic fucked around with this message at 15:44 on Aug 31, 2012 |
# ? Aug 31, 2012 15:34 |
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Echophonic posted:Has anyone found or come up with a cool front for Monster of the Week? I'm running it for my group this weekend and I'm having a bit of trouble coming up with something creative. I'm considering just bouncing over to the Fringe wiki and stealing something I recall being cool. It's not like I know anything about Monster of the Week, but both the Weeping Angels and the Silence from Doctor Who would be downright memorable foes for any modern-day scenario dealing with the supernatural
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# ? Aug 31, 2012 16:07 |
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RyuujinBlueZ posted:Not to throw out every last pretense of this conversation being on topic, but I gotta ask. Are you a game designer, Doc? You just seem to be addressing things as someone who makes game systems for a living. Hell, I'd think you were Vince himself if you didn't refer to him in the third-person. Mad Rhetoric is the designer in this conversation. I'm just a living warning of what years of Forge-chat does to a man.
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# ? Aug 31, 2012 19:34 |
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Doc Hawkins posted:Mad Rhetoric is the designer in this conversation. I'm just a living warning of what years of Forge-chat does to a man. Fair enough. My buddy Rhetoric's obviously got mad design chops, there's a reason I'm taking so much of what he's said to heart, but you two were going back and forth like pros and I was curious about cred. Also, I really need to pick up Monster of the Week. It sounds like such a fun "pick up and gently caress around" game. Good for just one shots or dicking off between sessions of something bigger.
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# ? Aug 31, 2012 20:31 |
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RyuujinBlueZ posted:Also, I really need to pick up Monster of the Week. It sounds like such a fun "pick up and gently caress around" game. Good for just one shots or dicking off between sessions of something bigger. I want to do that, but Monsterhearts. Holy gently caress Monsterhearts playbooks. The Mortal playbook is Bella meets Sakura Matou from F/SN. It is the best.
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# ? Aug 31, 2012 20:34 |
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MadRhetoric posted:I want to do that, but Monsterhearts. I'm uneasy about Monsterhearts, but that's mostly because I have an unnatural hatred of vampires. While I can still think of a few things to do with it, dropping ten bucks on it sight unseen doesn't sit with me.
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# ? Aug 31, 2012 20:36 |
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You know what I wanna see sometime try to wrangle, because I am a sadist who subsists entirely on fear and weeping? Rifts World. And not just playing AW while calling it Rifts. No. Rifts. World. The sheer amount of, just... STUFF that goes on and is available in that game is mind boggling. And mega-damage! It barely made sense or functioned in a game built entirely around the concept! How do???
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# ? Aug 31, 2012 23:22 |
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SlimGoodbody posted:You know what I wanna see sometime try to wrangle, because I am a sadist who subsists entirely on fear and weeping? Rifts World. And not just playing AW while calling it Rifts. No. Give everyone the pie-chart health track and an HP score like D-World (or FATE's stress boxes/consequences). MDC just does damage to your pie-chart. SDC counts down from your HP. Pick a stat system that you like out of the Apocalyptica powered games. Then just cram all the playbooks together, adapted to the system you chose and cutting where necessary. Since Sim didn't give a poo poo about balance, someone doing this wouldn't have to either. Outside of picking which version of the Apocalyptica system you want to start with, a true-to-form RIFTS World would probably be the easiest hack to make.
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# ? Aug 31, 2012 23:50 |
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When you fight a South American vampire circus with your Juiced-up Glitterboy mech, roll +90's Bullshit and choose one from the list below: *What the gently caress *I give up
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# ? Sep 1, 2012 05:24 |
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So regarding that WW2 Regiment paratrooper game I mentioned earlier, I'm debating with myself whether it would be better for the characters to meet manually (they ARE all paras from different squads that have been separated, after all) or for it to take place presumably a few minutes/hours after they linked up with each other for survival. I feel this is important because having the players introduce each other in-character for the genuinely first time seems more organic, not to mention satisfying. InfiniteJesters fucked around with this message at 03:46 on Sep 2, 2012 |
# ? Sep 2, 2012 03:16 |
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InfiniteJesters posted:So regarding that WW2 Regiment paratrooper game I mentioned earlier, I'm debating with myself whether it would be better for the characters to meet manually (they ARE all paras from different squads that have been separated, after all) or for it to take place presumably a few minutes/hours after they linked up with each other for survival. Start in Media Res, but have the actual start of the session be a lull in the action. It's the first moment they got to know each other and if there is Hx gen in it (I just did a quick scan), say it came from being in the poo poo with these strangers before the game started.
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# ? Sep 2, 2012 03:50 |
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Tasoth posted:Start in Media Res, but have the actual start of the session be a lull in the action. It's the first moment they got to know each other and if there is Hx gen in it (I just did a quick scan), say it came from being in the poo poo with these strangers before the game started. I think I'm going to go with "they snowballed together a couple of hours ago and got a signal through the Officer's radio to rendezvous at a garrisoned townhouse somewhere nearby", and the game starts as they meet up with the handful of others who have made it to the meetup location, and then after being given a rough map of the area they decide where they're going to hit the Germans next. Alternatively, have the first thing they do in-game *BE* capturing the townhouse from the Germans for use as a forward command point for any nearby troops to gather around. InfiniteJesters fucked around with this message at 04:39 on Sep 2, 2012 |
# ? Sep 2, 2012 04:29 |
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InfiniteJesters posted:I think I'm going to go with "they snowballed together a couple of hours ago and got a signal through the Officer's radio to rendezvous at a garrisoned townhouse somewhere nearby", and the game starts as they meet up with the handful of others who have made it to the meetup location, and then after being given a rough map of the area they decide where they're going to hit the Germans next. The scattered remnants of paratroop squads coming together in ad hoc units is exactly the sort of thing a D-Day game should be doing. Run the assault on a farmhouse or something, then have the survivors introduce each other. Use the assault to kill off any characters who didn't make it into the game.
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# ? Sep 2, 2012 06:17 |
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Also, given they're the only WW2-era playbook with default access to demolitions training, I think it would make more sense to reskin the Commando as an Army engineer, as opposed to some sort of SAS badass. EDIT: Alternatively, make him a Jedburgh: http://en.wikipedia.org/wiki/Operation_Jedburgh InfiniteJesters fucked around with this message at 11:58 on Sep 2, 2012 |
# ? Sep 2, 2012 10:36 |
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Finally, a playbook I'm happy with. These little lizard guys have two very useful moves in the additional moves section, but that's going to balance against their statblock, which also has to absorb starting with an extra stat. I'm also not going to be done with stats until I've written a bunch more moves and know what I'll really need. Droyne Wanderer The intrepid Sport caste Droyne mediate between clans and wander the galaxy to keep an eye on what the rest of the species are up to. Like all Droyne they are at least mildly psionic and can glide or fly in low gravity. They are built to fly, and so their hollow bones and light physiques make them more fragile than the average sophont. The Sport caste are made to be inquisitive, communicate individualists with a keen eye for the interrelated nature of complex things. They are the explorers, the scouts, the messengers and all the other things where one or a few must work alone and isolated for the good of the many. They can be found anywhere another caste would fear to tread. Droyne Wanderers start with these three moves, psi+0, and pick two additional moves. Built like a bird When you take non-AP damage, you suffer +1d. Soaring on tiny wings (tough) When you flap your wings and get a running start, fly or glide as best the local gravity and air density will allow. Roll +tough, on a 10+ hold three, on a 7-9 hold one. Spend hold to * Extend your air time * Carry extra weight * Increase your speed Under ideal conditions, normal atmosphere and about 0.4G, a healthy adult Droyne can fly at 30kph for about 30 minutes. Psionic Survival Trait (psi) When you concentrate on not being seen, roll+psi. On a 10+ hold 3 and no entity susceptible to psionics will notice you or remember seeing you. On a 7-9 hold 1 and gain the same benefit. Spend hold to get away with someone confronted by your presence, pass by a rage group, or effect any noticeable change in the environment. On a miss you can still be seen and will need about 10 minutes to clear you head and try again; try and arrange to test your result before you really need it. Additional moves Psionic Adept Add +1 to psi and pick a new psi ability the first time you take this move. If you choose it again, you choose between +1 psi, gaining a new ability or advancing one you already have. Making friends and influencing aliens When you apply your interpersonal skills to making a good impression, take +1 forward to your dealings with that person. Everything is relative When your solution to a problem takes advantage of the interrelated nature of the system you are working with, take +1 forward. It's all in knowing how things fit together. Bold Wings Take +2 on all of your Flying rolls. Blazing the trail When you lead the way into the unknown or carry on alone, take +1 forward. A beak for business Something about trading and business, maybe equivalent to a spy network or mercantile endeavors or something. Advances +1 harm +1 tech Gain a network of contacts and Spymaster Take a new move Take a new move Take a new move etc. Edit: added "A beak for business" mllaneza fucked around with this message at 01:31 on Sep 3, 2012 |
# ? Sep 3, 2012 00:01 |
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In the Dungeon World thread, Scrape presented a dastardly elegant solution for a shapechanging dragon move, but what of a modern-world version of it? I'm still totally interested in doing a Leverage conversion to *world, and that's pretty much a game about con-men. A big part of Leverage is the long-term relationship between mark and fake identities: the first moment of presenting yourself to the mark, using your identity's perceived authority to make the mark do something, and that moment when the mark starts to suspect you. The second of these is covered by seduce/manipulate, but I think the first and third deserve their own move. pre:Basic move: Gain Confidence When you sell your story to the mark, roll+hot. On a 10+, they buy it, for now. On a 7-9, they need something more concrete.
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# ? Sep 3, 2012 19:11 |
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i cant stop thinking of hacks send help Illusory World: A Game of Silly Hats and Sinister Specters If you want to make friends and influence people, use Drink. If you want to get out of a sticky situation, use Bomb. If you want to make somebody hurt, use Shot. If you want to do things with deftness and precision, use Graze. To start an incident, roll +Shot. On a 10+, choose three. On a 7-9, choose one. [*] It takes people a while to know what happened [*] It's a huge deal [*] Nobody knows you did it [*] Everybody knows you did it [*] Your incident changes the world [*] Your incident is a natural function of the world When you're staring down a Spellcard in a danmaku duel... Roll +Bomb if you're trying to turn the tables Roll +Graze if you're trying to not get hit Roll +Drink if you're trying to get in your opponent's head When you're on the offensive in a danmaku duel... Roll +Shot if you're trying to wear them down Roll +Bomb if you're declaring a spellcard Roll +Drink if you're trying to beat your enemy without firing a shot etc., etc.
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# ? Sep 3, 2012 19:28 |
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I'd play it. Preferably while drunk. At any rate in all seriousness given the abstract nature of it ApocWorld would probably make for a good springboard for a Touhou game. Or at least as good a springboard as it's going to get for something that insane. InfiniteJesters fucked around with this message at 19:40 on Sep 3, 2012 |
# ? Sep 3, 2012 19:34 |
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Re: That confidence move, maybe something like this. When you sell your story to the mark, roll +hot. on a success, they buy the story, plus On a 10+ pick three On a 7-9 pick one -They don't try to cut you out or doublecross you -They don't get a third party to check it out -They don't point out a flaw in the plan -They don't decide it's too risky and try to pull out
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# ? Sep 3, 2012 19:49 |
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So I actually got to follow through on a game I was planning, for once, and it wound up being Monster of the Week. I'm still kind of new to GMing games, so this probably could have gone smoother, but we had a blast with it. It wound up being a lot more goofy than scary, but that's perfectly fine with me. The party was:
Character generation was really fun, we asked a bunch of questions and it clicked for me why the AW games have you mark down relationships between characters. AW uses Hx, MotW just has History, but both make you write down the names of the other characters so you KNOW WHAT THEY ARE. It's absolutely brilliant and I didn't get it until I saw it in action. Throwing around highlights was really cool, seeing what people thought of each other to flag skills was fun to see. For prep, I put together the monster (a chimeric hybrid mutated from a researcher, Dr. Max Lasala), a Minion that was a former co-worker and lover (Dr. Anna Heinrich), and a pair of bystanders that consisted of the museum administrator (Erik Ashurst) and another researcher (Dr. Claire Lobdell). The hunters are brought in by the Corporation to investigate a brutal, apparently animal, attack in a small-town museum. All of this stuff was super easy to put together. The hardest part is coming up with a good concept, at least for me. I borrowed from a few episodes of Fringe and the example in the book and I was off and running. I also hit this random name generator to generate a page of random names for people that weren't Threats. This came in VERY handy and I will recommend it to anyone trying this game out. The first half of the session was the investigation. I dropped them off in an unnammed town, so I asked Tommy's player for a name. He named it Crayston, and we got underway. They initially split up, Tommy and Erika tried and failed to talk their way into the town morgue to examine the bodies while El Diablo and Agent 88 went to the museum. They eventually find out about a missing researcher and try to get his remaining personal effects from an uncooperative landlord (who I made up on the spot, pulling a name from the list). Agent 88 pulls some strings using the Official Influence perk from his agency and get Ashurst and the guard at the morgue off of the hunters' backs. There's some fun roleplaying amongst the players as they get lunch and ask around town, before meeting up for donuts to compare notes. They're met by Drs. Heinrich and Lobdell, who give them some information and Lobdell agrees to smuggle their heavy weapons into the museum for the hunt. At this point, The Ragin' Cajun shows up, and they head over to the museum, which is closed for the night. They head over to the offices to meet up with Dr. Lobdell to retrieve their weapons, only to find she isn't there yet. They get the feeling something is amiss and head to the side entrance in the storage area. The lights die after they reveal themselves, leaving only a few pools of emergency light. They find Dr. Lobdell unconscious by the entrance and hear the duffel the guns were in being unzipped. The hunters rush to the sound and find Dr. Heinrich pointing Tommy's shotgun at them growling "I won't let you hurt him." Agent 88 wounds her, making her drop the gun and she explains what happened once Dr. Erika applies some first aid. After exposition, they actually manage to go and collect Dr. Lasala's research, finding him linked to a scientist named William Ladd, a former colleague of Dr. Erika's. His field of study? Animal hybridization. They learn they need a blood sample from the creature to synthesize an antidote. They head back to the museum to hunt the creature. They enter the natural history museum, Tommy in the lead with his flashlight. I go for the cheap jump-scare and have it play across a large set of fangs, a foot from his face. He jumps and throws a garrote around the neck of a stuffed sabretooth tiger in an exhibit, to everyone's amusement. They make it to a loop at the end, surrounding a large, dark natural exhibit, from which Lasala ambushes the isolated Agent 88, rending him with his monstrous claws. They hunters deal a lot of damage to the resilient (2-armor) creature and get the sample they need as it tries to escape. They head back to Dr. Ericka's lab, synthesizing the anti-mutagen to return Dr. Lasala to normal. I required one person to help her, letting everyone else recover 1-harm while they rested. Nobody was unstable, so some downtime after a fight seemed reasonable. I also gave them the option of doing some first aid, but taking any more time than the needed would be putting people at risk. They declined and headed back to the museum for the final showdown. They enter the museum to the sounds of the researchers making a break for the exit, the reptilian Dr. Lasala hot on their heels. Agent 88 slows it with a burst from his assault rifle, followed by Cajun finishing the job with a slash and a finishing move (he pulled FINISH HIM! from the Hard Case), leaving the creature gravely wounded. They administer the antidote and save Lasala. Like I was saying, we had a absolute blast. We normally do D&D, so getting to run stuff like this is a nice change of pace. Everyone really liked the system and for once we actually used character names. I really can't recommend Monster of the Week enough.
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# ? Sep 3, 2012 20:29 |
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Echophonic posted:Monster of the Week (Your players don't normally name their characters?)
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# ? Sep 3, 2012 20:57 |
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Evil Mastermind posted:Very cool game; now all you have to do is post it somewhere public and let Michael Sands know so you can get the Exile playbook. He's pretty quick about responding. We don't normally remember to use character names. It's weird. We tried tentcards in D&D and it still didn't work. I think me referring to them by their characters is what really put it over the top, the few times I used the player name, I got correct.
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# ? Sep 3, 2012 21:02 |
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Echophonic posted:We don't normally remember to use character names. It's weird. We tried tentcards in D&D and it still didn't work. I think me referring to them by their characters is what really put it over the top, the few times I used the player name, I got correct. So dish...how's the Exile?
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# ? Sep 3, 2012 21:04 |
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Evil Mastermind posted:Huh, that's just weird to me. Although I'd be interesting to see if it carries back over to your D&D game. The Exile's pretty neat. You're a monster hunter from the past. The moves are all about traditional techniques and knowing things that have been forgotten. They can have a familiar, be tougher, and they have the ability to find a cache of relics that allies left or even to have allies from the past come forward to help. They have a pretty wild set of stats, too. One line even has +3 Tough.
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# ? Sep 3, 2012 21:13 |
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You know what's way more fun than I expected ? Writing advances and equipment options. Advances * +1 harm * +1 tech * Gain a network of contacts and Spymaster * Take a new move * Take a new move * Take a new move * Take a move from another playbook in use in your group * Learn to read the Coyns. When you cast the coyns as a divination tool, roll +psi... * Take an equipment option, it comes to you as soon as it fits the fiction. Equipment Options (pick 2) * Vacc suit perfectly fitted for a Droyne, fully articulated wings allow for flight under appropriate conditions. * Flight drugs that double your flying strength for an hour. * Exo-Wings provide a powered assist to flight and greater lift, can be worn with a vacc suit. * A full set of coyns, take +1 forward when relying on your status as a coyn holder. Mark XP is you pass the set to another worthy caretaker. * An incomplete set of coyns, take +1 forward when on the trail of a secret that could be of Ancient or Droyne origin. Mark XP if you complete the set. * TL+0 grav bike, riding leathers, googles and scarf. * Backpack powered Droyne military assault laser. 3d, laser, autofire, backpack, copious ammo capacity. TL+1
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# ? Sep 3, 2012 21:27 |
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Because I am the ultimate waste of carbon, I was thinking about how to run a Metal Gear knockoff game in *World, and apart from just changing the story, is there really anything less-than-optimal about using straight up A-world for such a terrible idea? I'm not really seeing anything that doesn't work mechanically or even flavor-wise.
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# ? Sep 4, 2012 03:31 |
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Desty posted:Because I am the ultimate waste of carbon, I was thinking about how to run a Metal Gear knockoff game in *World, and apart from just changing the story, is there really anything less-than-optimal about using straight up A-world for such a terrible idea? I'm not really seeing anything that doesn't work mechanically or even flavor-wise. Since the playbooks are the largest portion of any Word game, it robably comes diwn to what you want your players to be doing. How close are you adhering to the Metal Gear formula? I doubt an entire Chopper* gang would be all that sneaky, but there's room in the world for them somewhere. Probably as a PMC. And it might not make sense for the local Hardholder to be invading his own fortress, but hell, crazier poo poo has happened when The Patriots were involved. *Oh hey, I'm not even into One Piece but a conversion would be great.
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# ? Sep 4, 2012 04:34 |
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HitTheTargets posted:*Oh hey, I'm not even into One Piece but a conversion would be great. gently caress you. ...Now I know what I'm doing when I'm done with Persona.
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# ? Sep 4, 2012 05:01 |
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HitTheTargets posted:Since the playbooks are the largest portion of any Word game, it robably comes diwn to what you want your players to be doing. How close are you adhering to the Metal Gear formula? I doubt an entire Chopper* gang would be all that sneaky, but there's room in the world for them somewhere. Probably as a PMC. And it might not make sense for the local Hardholder to be invading his own fortress, but hell, crazier poo poo has happened when The Patriots were involved. There's a Chopper gang in MGS4, Meryl and her dumbwits. Now I'm just imagining Drebin as a Hoarder giving out points to increase his hoard of deadly deadly guns.
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# ? Sep 4, 2012 05:04 |
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Haven't forgotten about this. I made some of the moves more "generic" and usable when not actively working against The Fucker. Still blanking on ideas for the Special, though.quote:THE REVENANT v0.5
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# ? Sep 4, 2012 15:12 |
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Does anyone know anything about the playsets in ''tremulus'' and how they work?
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# ? Sep 4, 2012 19:36 |
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ravenkult posted:Does anyone know anything about the playsets in ''tremulus'' and how they work? I haven't seen the beta docs yet (are they available? I threw in on the kickstarter but I dunno), but my impression was that they are like a combination of Fiasco playsets and Dungeon World's Dungeon Starters. Like they have locations, descriptions, incidents, and characters to start a scenario, but not a full plot outline. I think that the grand story is sort of created during play. That's just what I took away from the info I've seen so far. I could be wrong.
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# ? Sep 4, 2012 19:54 |
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You still have broken BB code in there from three versions ago. Also, quote:If the Lead ever reaches 10, then he's gotten away from you; you now take -1 ongoing to all rolls, lose access to all Revenant moves, and must immediately pick a new playbook. This needs an end condition.
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# ? Sep 4, 2012 20:01 |
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Nothing official (teaser or otherwise) has been released for tremulus yet, no.
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# ? Sep 4, 2012 20:01 |
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Lemon Curdistan posted:You still have broken BB code in there from three versions ago. quote:Also,
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# ? Sep 4, 2012 20:03 |
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Thanks guys. I found some playtest reports and it sounds mildly interesting. Would anyone be interested in a thread about my game I talked about upthread? Maybe I could crowdsource some moves and stuff.
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# ? Sep 4, 2012 20:08 |
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# ? Mar 29, 2024 08:12 |
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Evil Mastermind posted:Dammit. That's what happens when you try to do BB codes in a text editor. I think Lemon Curdistan means there should be an end condition for the -1 to everything you ever do.
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# ? Sep 4, 2012 20:30 |