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Asimo
Sep 23, 2007


It's still such a hilarious gimmick, especially since it took surprisingly long for people to clue into it. :allears:

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Evil Mastermind
Apr 28, 2008

Traveller posted:

The moment when Purple realized the truth of Encounter Critical in IRC was magical.

Mostly because I thought he was in on the joke from the beginning. :haw:

I am legitimately sorry I missed that.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Terrible Opinions posted:

Also it's a personal thing, but I hate all of those monsters that are totally x monster from mythology but look like normal humans for "reasons". It's some hardcore bullshit that is pulled in tv shows for budget reasons, but tabletop games have no excuse. The "real" monsters in your fictional world should be those monsters not xmen whose theme sorta ties into those monsters.

The Lord of Hats posted:

At a very basic level, I kind of like the idea of getting to be one of the big horrible monster dudes. Something about playing a character who is, at least in some small way, a kraken, sounds neat. But slotting that into "weird loner at school who gets picked on" is just... ugh. It gets so many things rolled together at cross purposes with each other that you get a horrible message and unsympathetic characters.

Treat it like Octodad. As long as the monsters wear a suit, no one notices they're a kraken, a dragon or whatever. Your challenge is now to work a desk job without covering half your workplace in ink or being discovered by Hunters/the Technocracy. Actually having to roast someone with fire or tearing them in half is considered a failure.

Doresh
Jan 7, 2015

Night10194 posted:

Hero Raising Simulator 2016 would also be a good concept, yes. But then, I've always liked villains who are mostly just punching the clock and keeping their theme park dungeon.

Now that would make for a far better game of Beast: Monster: The Weekening. Can you live a normal family life and make a living stealing life energy from helpless citizens while Power Rangers and Japanese school girls are out to get you?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Doresh posted:

Now that would make for a far better game of Beast: Monster: The Weekening. Can you live a normal family life and make a living stealing life energy from helpless citizens while Power Rangers and Japanese school girls are out to get you?

Don't forget you have to lose, but you also really have to sell it and keep it interesting.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Night10194 posted:

Don't forget you have to lose, but you also really have to sell it and keep it interesting.

As the little girl spins and begins her transformation sequence, roll composure to hide how proud of her you are.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Kurieg posted:

As the little girl spins and begins her transformation sequence, roll composure to hide how proud of her you are.

Well, that would be the advantage of the Noble Demonic Warrior persona, if you adopted it. Of course you can actually express pride in your 'worthy opponents', that's your schtick, man!

The Arrogant Mastermind has this as a terrible weakness, though, having to keep demeaning and putting down the heroes without actually discouraging them and never letting on that they're doing a great job.

Oh god. It'd be like a cross between being a monster of the week and a wrestling heel. It'd be wonderful.

By popular demand
Jul 17, 2007
Probation
Can't post for 10 hours!
:swoon: This thread keeps rewriting games to awesome places.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I mean it wouldn't be a World of Darkness game because a game about a union of supervillains/monsters/demons/mad scientists who exist to prepare heroes for the Actual Threats and teach valuable life lessons about confidence, teamwork, and happiness wouldn't fit the milieu, but there'd be room for it in gaming.

Heck, even have it so when the Real Threat shows up, you can switch over and play the heroes you've raised as they combat it. I should probably jot this down and then get to work later.

Doresh
Jan 7, 2015
Valor - The Heroic Roleplay System


Techniques

Valor's Skills already let you do quite a bit, but it's the Techniques that actually let you get things done - especially since there's no default attack to be found. You gotta build it yourself.

Techniques are build in an effects-based way. Since they are primarily used in tactical combat, the actual list of main effects - called Cores - is just slightly more than a handful to keep track of.
Each Technique has a Level describing its overall power. The Level has a hard cap based on the character's own level, but other than that, you are free to split the Technique's Level into Core Power (the raw strength of the Core itself) and Modifiers (your typicall effects-based modifications to add range, area and other kinds of utility).
The Technique's Level also determines its overall cost in Stamina to use, but you can slap on some Limits to reduce it, making it even free to use if you can reduce it enough.
When building a Technique, it's important to pick an Attribute to determine what to roll for. The choice of available Attributes is often limited by the Core.

Each level-up, a character gets more Technique Points to boost old Techniques or learn new ones. The former also has the side-effect of letting you rebuild the whole Technique from scratch if you so desire.


The Force is strong in Newtypes.

The Cores

The Barrier Core lets you create a line- or ring-shaped barrier with which you can try to hinder movement (and allies, unless you take a modifier) or block enemy attacks. Encase enemies in a trap of your own design or create a layered force field to protect yourself and your buddies (since each instance of Barrier can only block one hit).

The Boost Core is your buff effect, used to slap on a predetermined set of Skills on your target for 3 turns. Doesn't stack with other Boost Techniques, but at least you can temporarily get Skills one season earlier.

Probably most important of all, the Damage Core is there for all your damage-dealing needs. Everyone and their mother should probably have this at least once. This is probably a good time to mention that Valor uses fixed damage values. But don't worry, you'd have to be a wimp fighting a tank that is probably a few levels above you to not be able to deal any sort of damage.

The Healing Core is the opposite of the above. You can't use Strength or Agility for this, but you can use Guts, so your Tanky McTankerson character can keep himself going quite nicely.

The Mimic Core is the Kirby Core. A Technique with this basically acts as a slot for you to put in a Technique you saw someone do turing this scene. You could basically make a character who had nothing but Mimic Techniques and would just go and grab whatever cool stuff his enemies and allies did. Of note is that the Active Attribute is determined by the Mimic Technique, not the one you copied. So while your Muscle Mimic might do crap damage with a copied fireball, at least he can cast it with his fist.

The Summoning Core lets you summon a pre-made critter to fight with you. To keep this ability sane, the creature is only half as strong and tough as a PC, and you have to use a Support Action each turn for the creature to actually do anything. Considering that you can turn your Attack Action into a Support Action and that you can get a second Support Action later on, this means you can at most control 3 summons at once, though you can probably accomplish more yourself if you use your Attack Action for blasting stuff.

The Weaken Core is the opposite of the Boost Core, used to annoy people with temporary Flaws.

Target Modifiers

These are all the Modifiers that affect how many targets you can affect and how far away they are. The two big ones are Blast Radius and Line Attack for pure AoE goodness. These are also where Spirit-based Techniques shine, as they get the first level of Blast Radius cheaper and start with a longer line.


Just needs some sunglasses.

Another major one is of course Ranged Technique, which favors Agility and Spirit with more range. Strength-based attacks have fewer range, but this is still the main way to create a melee attack with reach (be it a polearm or the bite of a long-necked dragon). What I really like is that combining this with Line Attack lets you start the line anywhere within your range, like some kind of Gundam Funnel.

Multiple Targets is a fun one that lets you attack additional targets with the same Technique. So know we can take the above Funnel System and burn geometric shapes into the battlefield. This this Modifier is also favored by Agility, letting you hit an extra target. You want to be a gunslinger or shuriken-slingin' ninja, you better take this.

To avoid friendly fire with your blast attacks, you can use Line Variation to give your Line Attack a bend or two, or Smart Area of Effect to pick and choose who actually gets hit. Both benefit from the subtlety of Mind, granting the former an extra bend and making the latter cheaper to purchase.

For major style points, you can turn your Technique into a Rush Attack, which lets you hit anyone with move through. As this is usually something physical fighters and rogues do, Strength- and Agility- based Techniques get this cheaper. Also cheaper for them is Whirlwind Attack, a somewhat more limited Blast Radius always centered on themselves that is nevertheless the cheapest AoE Modifier for these physical Attributes.

And finally, there's Indirect Attack, aka "I don't care about cover or barriers, I just hit you".

Special Attack Modifiers

These are all for Damage Cores and add quite a bit of extra utility to it, at the cost of reducing the Technique's damage and preventing the use of more than one of these Modifiers on the same Technique.

Debilitating Strike essentially turns the Technique into a Damage/Weaken Core hybrid, while Piercing Strike ignores any Defense or Resistance the target has and applies all damage directly to his Health.
To keep yourself in the fight, you can add Drain to absorb some of the damage you dish out. Persistent Effect and Sapping Strike finally lets you build napalm and poison, respectively.

Alteration Modifiers

This is where most general Modifiers land. A lot of them let you replace the Technique's Active Attribute with something more desireble (for Muscle Wizards and Punch Witches). Another neat one is Damage Shift, which switches which of the defense stats (Defense and Resistance) is used to reduce incoming damage (if you want to punch someone's soul). Other cool things you can do is knock people down, immobilize or air juggle them.

For added tactical options, you can get Dash for a bit of additional movement before and after you use the Technique, Ramming Attack to bull rush your target and push them along, or Reposition to move them against their will. The latter can also be boosted with Throw to increase the damage you deal when repositioning someone into another target.
And for added DBZ-ness, there are a couple Modifiers to wreck the battlefield and create difficult terrain.

There are also a number of Modifiers specifically for the Barrier Core, letting you create barriers that are tall enough to stop flying targets, selective barriers that let allies and their attacks through, or barriers that deal damage to characters trying to get through.

Limits

There are quite a lot of these around, but they have your typical negative modifications to make Techniques slower, shorter or otherwise more restrictive. Techniques with a Cooldown, Techniques that trigger your Malevolent Entity, Techniques that only your Companions can use, Techniques you can't use until you have taken enough damage, Techniques you can't use if you've taken too much damage, a summoned creature that is about as intelligent as a Warhammer troll... you name it, it might just be here somewhere.

Ultimate Techniques


Aww, crap...

Ultimate Techniques are your Limit Breaks. You get them every 5 Levels by default, but you can change the rate. The important thing is that each of these milestones gives you an Ultimate Technique for free at the highest possible level you can have at that point. They are pretty powerful, but have high Stamina costs and can only be used once per Scene.

Ultimate Techniques have two Cores to choose from: The Ultimate Damage Core deals a crapton of damage and cheaper access to Modifiers, while Transformation has you go Super Saiyan. You gain extra Health and a bonus to all your rolls - and it doubles as a suped-up Boost effect that lets you get any Skill no matter the current Season. By default, the Transformation lasts as long as you want (within reasons), but you can add Limitations for a time limit or Stamina upkeep cost.

Ultimate Techniques come with some exclusive Modifiers and Limits:

Ultimate Modifiers

These are mostly for Transformations: Consecutive Transformation has you be even more DBZ-ish as this allows you to stack Transformations on top of each other. Intimidating Transformation can cause nearby enemies to be Shaken, and Transform Ally lets you apply your Transformation to someone else (so even Krillin can be a Super Saiyan).

Unerring Attack is quite useful for Ultimate Damage Techniques, as it lets you ignore the "once per scene" limitation until you've actually landed at least one hit with this Technique.

Ultimate Limits

These really cut donw on the Stamina cost, but come at steep prices: Dark Surrender Limit limit has you automatically be taken over by your Malevolent Entity, while Final Limit knocks you out after using your Ultimate Damage Technique. Ultimate Cooldown Limit has you wait a few Scenes before you can use the Technique again, while Ultimate Health Limit and Ultimate Valor Limit eat up quite a bit of your Health and Valor, respectively.

Next Time: Shall I see whether or not Valor can do Kirby?

Tasoth
Dec 13, 2011

Night10194 posted:

I mean it wouldn't be a World of Darkness game because a game about a union of supervillains/monsters/demons/mad scientists who exist to prepare heroes for the Actual Threats and teach valuable life lessons about confidence, teamwork, and happiness wouldn't fit the milieu, but there'd be room for it in gaming.

Heck, even have it so when the Real Threat shows up, you can switch over and play the heroes you've raised as they combat it. I should probably jot this down and then get to work later.

You should probably go watch Samurai Flamenco. Bear through the art budget cuts and just roll with it. Because it's this idea, more or less.

AweStriker
Oct 6, 2014

Doresh posted:

Valor - The Heroic Roleplay System
The Summoning Core lets you summon a pre-made critter to fight with you. To keep this ability sane, the creature is only half as strong and tough as a PC, and you have to use a Support Action each turn for the creature to actually do anything. Considering that you can turn your Attack Action into a Support Action and that you can get a second Support Action later on, this means you can at most control 3 summons at once, though you can probably accomplish more yourself if you use your Attack Action for blasting stuff.

Well, you could if there weren't actually a hard limit of one summon per character at a time.

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

Night10194 posted:

I mean it wouldn't be a World of Darkness game because a game about a union of supervillains/monsters/demons/mad scientists who exist to prepare heroes for the Actual Threats and teach valuable life lessons about confidence, teamwork, and happiness wouldn't fit the milieu, but there'd be room for it in gaming.

Heck, even have it so when the Real Threat shows up, you can switch over and play the heroes you've raised as they combat it. I should probably jot this down and then get to work later.

Better Angels already does a lot of this, and was another reason I decided redoing Beast to fit this exact line of thought wasn't worth the effort.

(Better Angels owns, by the way.)

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Daeren posted:

Better Angels already does a lot of this, and was another reason I decided redoing Beast to fit this exact line of thought wasn't worth the effort.

(Better Angels owns, by the way.)

What is Better Angels?

Kai Tave
Jul 2, 2012
Fallen Rib

Night10194 posted:

What is Better Angels?

It's a game by Greg Stolze. The basic concept is you play a normal person who winds up possessed by a demon. Demons want to do terrible things and grant their hosts power to do so, but you're not a terrible person (for the most part) and so you work to placate your demon with the flashy but mostly ineffectual theatrics of comic book supervillainy so that the demon doesn't decide to simply take total control over you and go on a cannibalism spree or something.

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

Night10194 posted:

What is Better Angels?

You are a comic book supervillain doing comic book supervillain things, like making giant death rays powered by diamonds and puppy tears, in order to threaten to BLOW UP THE OCEAN unless the UN gives you one billion dollars in bitcoins.

The reason you're doing this is that your superpowers actually come from a no-poo poo from-Hell demon bound to you. If you don't keep it appeased by doing bad things, it starts to get very cranky and mess with your life by doing things like activating your "light self on fire" power while you're getting ready for bed with your wife and kids. If you do too many evil things, it gets to drag your soul to Hell. So, by doing cartoonish, EEEEEEVIL things, you keep the demon sated, because demons are cool with playing the long con and like dinner and a show, while not actually being that harmful in comparison to systemic, callous, real-world evil. There's an entire sidebar about it.

So, yeah, you can totally play a game as Dr. Explosions cackling evilly over his diabolical schemes while inwardly making sure to never quite aim the gatling grenades directly at Lantern Jaw Man, because you'd never forgive yourself if he actually died.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Daeren posted:

You are a comic book supervillain doing comic book supervillain things, like making giant death rays powered by diamonds and puppy tears, in order to threaten to BLOW UP THE OCEAN unless the UN gives you one billion dollars in bitcoins.

The reason you're doing this is that your superpowers actually come from a no-poo poo from-Hell demon bound to you. If you don't keep it appeased by doing bad things, it starts to get very cranky and mess with your life by doing things like activating your "light self on fire" power while you're getting ready for bed with your wife and kids. If you do too many evil things, it gets to drag your soul to Hell. So, by doing cartoonish, EEEEEEVIL things, you keep the demon sated, because demons are cool with playing the long con and like dinner and a show, while not actually being that harmful in comparison to systemic, callous, real-world evil. There's an entire sidebar about it.

So, yeah, you can totally play a game as Dr. Explosions cackling evilly over his diabolical schemes while inwardly making sure to never quite aim the gatling grenades directly at Lantern Jaw Man, because you'd never forgive yourself if he actually died.
And the other reason is because either implicitly or explicitly, the demons need to be tethered to Somebody who said yes to the possession offer, and if it's not you in a garish spandex costume doing themed crimes, it might be an actual psychopath who responds to the demon's constant pleas to roast and eat a school bus full of orphans with "why not think bigger?" and then scorches the planet.

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

Chernobyl Peace Prize posted:

And the other reason is because either implicitly or explicitly, the demons need to be tethered to Somebody who said yes to the possession offer, and if it's not you in a garish spandex costume doing themed crimes, it might be an actual psychopath who responds to the demon's constant pleas to roast and eat a school bus full of orphans with "why not think bigger?" and then scorches the planet.

It should also be noted that it does Wraith's Shadowguiding correctly. Another player plays your demon, and you play someone else's. There is a looot of wordspace and mechanics devoted to minimizing the risk of it turning into the Shadowguiding problem - that is to say, the game either goes nowhere because there's no conflict because nobody wants to be mean, or it immediately devolves into a daisy chain of spite-fueled backstabs that completely derail the game.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

That sounds a bit darker than what I was thinking, though still interesting.

I was basically thinking more 'Golden Sky Stories but for Action'. More cartoony and fun and playful with a bunch of bumbling weirdos trying to help people out in their weird way.

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

Night10194 posted:

That sounds a bit darker than what I was thinking, though still interesting.

Yeah, the default is much more dark than just flat out Hero Rancher 2016, but there's room in presented tone to make it anywhere from a tale of a bunch of people doomed to an agonizing fate, to a Saturday morning cartoon that's pushing the boundaries as hard as it possibly can.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Daeren posted:

It should also be noted that it does Wraith's Shadowguiding correctly. Another player plays your demon, and you play someone else's. There is a looot of wordspace and mechanics devoted to minimizing the risk of it turning into the Shadowguiding problem - that is to say, the game either goes nowhere because there's no conflict because nobody wants to be mean, or it immediately devolves into a daisy chain of spite-fueled backstabs that completely derail the game.
Yeah! Plus chargen involves passing your sheet to the person playing your demon and back, so from the get-go the whole character (and not just the demon part) has mechanical buy-in from the person playing your demon. As well as the minigame of trying to snipe mutually exclusive stat caps from one another and playing that game of humanity Chicken.

Hostile V
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.

To put it in perspective, if the demon possesses an actual terrible person, that terrible person will go on a rampage of evil to sate their desires and will quickly be dragged right to Hell. The demon will then be pretty free to return to Earth to tempt a new host. The big reason you're committing these semi-petty acts of supervillainy is to keep the demon trapped inside of you trying to tempt you and giving it small meals to keep it occupied rather than bored or too much so it can take you.

The game also emphasizes that you're commiting acts of Evil, not evil.

Evil: I'm going to steal the Hertz Diamond in broad daylight with the help of my army of Sharkborgs so we can use it to power my Laser Light Array to overwhelm the city's Fourth Of July fireworks and make them pay attention to me instead!

evil: The drug's side effects eventually lead to death so add some time-release enzymes so they'll take longer to take effect. Get the drug on the market by Q2.

E: DAMMIT, beaten. Oh well. I'm just echoing the sentiment that it's a cool game.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

Doresh posted:

Now that would make for a far better game of Beast: Monster: The Weekening. Can you live a normal family life and make a living stealing life energy from helpless citizens while Power Rangers and Japanese school girls are out to get you?

Man now I'm remembering an attempt at a fan splat based on Tokusatsu Heroes I tried to make back in the day, and still occasionally fiddle with, could never really figure out an exact niche for them though, let alone a consistent origin for them

unzealous
Mar 24, 2009

Die, Die, DIE!
Better Angels straight from the book (seriously its a very good game outside of a few singular parts)

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Daeren posted:

It should also be noted that it does Wraith's Shadowguiding correctly.

Huh, really? I'll admit, I like Stolze's stuff, but I didn't toss in for the kickstarter because Shadowguiding made me break out in hives.

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

Hi everyone! Sorry about the April Fool's shenanigans last week, but hey, here's an actual review of 7th Sea in case you wanted to hear our very mixed opinions on the matter.

Asimo
Sep 23, 2007


Bieeardo posted:

Huh, really? I'll admit, I like Stolze's stuff, but I didn't toss in for the kickstarter because Shadowguiding made me break out in hives.
Yeah, I admit it's a really interesting concept but it's something I'd never ever actually play myself. I also have to wonder how long you could keep the gimmick fresh in play too.

Also I've seen people describe it as a superhero game and while it has a lot of the superficial trappings it really isn't. It's deconstructionist enough and has different enough themes that it's pretty much a different genre.

Young Freud
Nov 26, 2006

theironjef posted:

Hi everyone! Sorry about the April Fool's shenanigans last week, but hey, here's an actual review of 7th Sea in case you wanted to hear our very mixed opinions on the matter.



Never knew that John Wick's ideal world would leave off Africa, the Balkans, and the Middle East.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."

Young Freud posted:

Never knew that John Wick's ideal world would leave off Africa, the Balkans, and the Middle East.

All those things are actually being added for the second edition.

(Bonus: this means that there's a much better reason for having all those boats to put the pirates on.)

Young Freud
Nov 26, 2006

Rand Brittain posted:

All those things are actually being added for the second edition.

(Bonus: this means that there's a much better reason for having all those boats to put the pirates on.)

Goddamn, I never noticed that really. But yeah, it's supposed to be Fantasy Europe, but it ignores all the intercontinental trade that went on to make places like Italy the center of the universe off-and-on for more than a millennium and why Spain was so loving important.

Kai Tave
Jul 2, 2012
Fallen Rib

Young Freud posted:

Goddamn, I never noticed that really. But yeah, it's supposed to be Fantasy Europe, but it ignores all the intercontinental trade that went on to make places like Italy the center of the universe off-and-on for more than a millennium and why Spain was so loving important.

Excuse me have you never heard of a little thing called river piracy hmmmmmmmmmmmmmmm?

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

Young Freud posted:

Never knew that John Wick's ideal world would leave off Africa, the Balkans, and the Middle East.

Personally I sort of figured he was leaving the rest of the world for sourcebooks, which is fine (I mean, no one busts on core Rifts for only mentioning that the NGR is governed by a Rahu-Man). I'm really more incensed that the game lacks a proper Caribbean for pirates to pirate around in.

FMguru
Sep 10, 2003

peed on;
sexually

Young Freud posted:

Never knew that John Wick's ideal world would leave off Africa, the Balkans, and the Middle East.
TBF, the Middle East is there (Empire of the Crescent Moon). And it's probably overall a blessing that we didn't get to see a 1990s-era John Wick attempt at making a Mythical Africa.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

theironjef posted:

Personally I sort of figured he was leaving the rest of the world for sourcebooks, which is fine (I mean, no one busts on core Rifts for only mentioning that the NGR is governed by a Rahu-Man). I'm really more incensed that the game lacks a proper Caribbean for pirates to pirate around in.

If I remember the old thread right, one was eventually added. It included more face-stealing alien robots than you can shake a stick at, but one was added.

Young Freud
Nov 26, 2006

theironjef posted:

Personally I sort of figured he was leaving the rest of the world for sourcebooks, which is fine (I mean, no one busts on core Rifts for only mentioning that the NGR is governed by a Rahu-Man). I'm really more incensed that the game lacks a proper Caribbean for pirates to pirate around in.

I haven't listened to the podcast yet, but I know when a couple of my friends were looking for a new group, we "interviewed" a married couple who played 7th Seas. I know from the game is that it's related, sort of, to Legend Of The Five Rings and that there was some sort of wall of fire that kept 7th Seas from interacting with the rest of the world, I think including the Empire of the Crescent Moon and Cathay. It felt strange then that there was no New World to exploit, since that's why the "age of piracy" was so big and memorable, because there was so much wealth in the New World that even criminals can live like kings. River piracy was laughably minor in comparison and Mediterranean piracy was more an extension of "War of Civilizations" between Christian Europe vs. Muslim Ottomans.

FMguru posted:

TBF, the Middle East is there (Empire of the Crescent Moon). And it's probably overall a blessing that we didn't get to see a 1990s-era John Wick attempt at making a Mythical Africa.

True, but I read Empire of the Crescent Moon initially as pseudo-Japan or another Asian power and not the Middle East.

Kavak
Aug 23, 2009


Was 7th Sea's lack of seas because it was "Three Musketeers but we picked the wrong title, art, etc." or was it more John Wick "Everything this game I wrote is based on is stupid and dumb and WELCOME TO THE REAL WORLD JACKASS :smug:x1000"?

EDIT: It's the Ottoman Empire, and they should really be half the game map for the time period 7th Sea is doing.

Kavak fucked around with this message at 04:09 on Apr 12, 2016

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Kavak posted:

Was 7th Sea's lack of seas because it was "Three Musketeers but we picked the wrong title, art, etc." or was it more John Wick "Everything this game I wrote is based on is stupid and dumb and WELCOME TO THE REAL WORLD JACKASS :smug:x1000"?

It was the second one.

Zereth
Jul 9, 2003



Night10194 posted:

It was the second one.
I recall there being several "Oh yeah well this is what your magic is REALLY doing huh what do you think about that" type things as well.

FMguru
Sep 10, 2003

peed on;
sexually

Zereth posted:

I recall there being several "Oh yeah well this is what your magic is REALLY doing huh what do you think about that" type things as well.
Surprise! Your cool magic abilities are actually powered by cthulhu monsters using them to break into our reality and wreck everything. Ha ha ha, bet you feel really smart now after paying all those character points for magic powers!

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

FMguru posted:

Surprise! Your cool magic abilities are actually powered by cthulhu monsters using them to break into our reality and wreck everything. Ha ha ha, bet you feel really smart now after paying all those character points for magic powers!

That are nearly uniformly not worth it either!

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