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Doresh posted:I think I'll stick with Magical Burst. I don't need crossovers between magical girls and scat-crazy furry dudes. I'm sure TSV or Cherion has something in the works like that
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# ? Apr 8, 2015 20:51 |
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# ? Dec 10, 2024 11:34 |
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Kurieg posted:My favorite bit of BJ Zanzibar stupidity were the were-squirrels that were stronger than the Garou in every conceivable way. Are they just were-foxes that exist everywhere then? Were-foxes could learn any changing breed or tribal/whatever gift or rite. They also had access to broken origami magic and were the only changing breed to survive the apocalypse. Not in the sense that they're written as surviving in the Apocalypse book but in the Hengeyokai book they're guaranteed to be the only changing breed to make it to the next age. Their metis were also perfect beings and super rare/special. They are problem World of Darkness character incarnate.
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# ? Apr 8, 2015 20:57 |
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Xelkelvos posted:I'm sure TSV or Cherion has something in the works like that Not as written, sadly. TFV does have powered armor, but it's relatively down to earth. Cheiron is all cutting useful bits out of supernaturals and jamming them into their agents' bodies.
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# ? Apr 8, 2015 21:01 |
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RocknRollaAyatollah posted:Are they just were-foxes that exist everywhere then? The Were-foxes got reigned in mechanically in Revised and W20, they no longer have access to sorcery, they can theoretically learn any gift but it costs the normal out-of-clan cost and they have to find a changing breed teacher for it, which should be difficult. Ju Fus are less powerful as well, they're basically just general gifts that have a material component of "paper" and you can't prepare a bunch of them ahead of time anymore. Fluffwise they did the best they could considering the source material. They'll still be freed from their burden "eventually" but that's a very long eventually, and they're only guaranteed to survive to the sixth age provided there is a sixth age. The problem is that Hengeyokai was a very bad book, the kitsune themselves removed from that aren't bad. as far as the were-squirrels, no. They had something like +5 str +3 dex +4 sta in their war form and had access to Ahroun gifts regardless of their auspice.
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# ? Apr 8, 2015 21:14 |
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Gonna play as a Were-fox Scorpion Clan Shugenja at my next absolutely horrible game night.
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# ? Apr 8, 2015 21:17 |
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Halloween Jack posted:Y'know, I think we read the same Scanners supplement from BJ Zanzibar, and you're right. It was silly to single out that one when it was one of the ones that actually just stuck to the source material. One of the reasons it got shut down is because it looked really professional, thanks to MrGone doing the layout. I played in a game of it, and it was pretty good as far as that kind of thing goes. I think it was only 80ish pages, a drat sight better than Genius.
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# ? Apr 8, 2015 21:20 |
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Xelkelvos posted:Princess is magical girls in WoD. You are correct. Thanks to Madoka Magica they even have a source of horror that appends the previous one. Uuuuugh, Princess.
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# ? Apr 8, 2015 21:42 |
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The Staunten Catalyst sounds like fishmalks crossed with that annoying guy on your FB who posts every link from Ifuckinglovescience.
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# ? Apr 8, 2015 23:03 |
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Genius: The Transgression: Wondrous Aesthetics The book doesn't discuss this until a long way into the book, but the next section is Foundations, which talks about aesthetics common to the Foundations, so I'll go over this now. Wonders can look like drat-near anything depending on a genius' tastes, insanity, and their individual model of how the world "works." In game terms, there's not much difference between a home-built tesla tank, a cyborg dinosaur, or a steam-powered walker. Most geniuses therefore adopt a particular style to their work and their constructions, which can be useful to think about during character creation. Do you like steampunk? Cyberpunk? Enjoy building your wonders out of scraps and garbage? Prefer a more biological look? Most geniuses tend to pick one and stick with it. While it's purely fluff and RP for most geniuses, aesthetics matter more to Unmada - those Inspired so insane that they think they're the sane ones. Genius posted:To an unmada, an aesthetic is even more important. It is a picture of their philosophy, of what they think is I'm simply going to present the game's suggested aesthetics as written. Genius posted:Alembic: Next: Foundations and the International Union of Artifice
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# ? Apr 9, 2015 00:02 |
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quote:Geniuses with a specific cultural or ethnic identity Wow.
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# ? Apr 9, 2015 03:11 |
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Evil Mastermind posted:The storm has a name... - Let's Read TORG Here's a big hint. If they're an NPC with a Japanese name, they are most likely an operative of Kanawa in some fashion. Fake edit: this is way before I read that we're going to do Nippon Tech. I'll go out and say this but, if whoever holds the rights gets off their asses and does the remake, I'd either would like a culture-neutral version of Nippon Tech or have the whole cosm removed, as it seems like it's Tech Axiom 24 stuff is now largely outdated by our own technological improvements.
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# ? Apr 9, 2015 03:31 |
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I've always felt the best way to "fix" Nippon Tech is to remove the ninja and samurai stuff, keep the corporate culture stuff, up the tech, and have the street-level stuff be like a John Woo movie or Sleeping Dogs.
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# ? Apr 9, 2015 03:41 |
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Evil Mastermind posted:I've always felt the best way to "fix" Nippon Tech is to remove the ninja and samurai stuff, keep the corporate culture stuff, up the tech, and have the street-level stuff be like a John Woo movie or Sleeping Dogs. I played around with making them "the Consortium" and having them appear everywhere during the Possibility Wars, but they come from a mirror cosm where Randian free-market captialist logic actually works. I'd even keep Kanawa, but limit the whole planet ChinaKoreaJapan. Uping the tech to Tech 25 would also be helpful, being more a border between having one-off custom prosthetic limbs like in a James Bond or an hi-tech espionage novel and Cyberpapacy/Tharkold cybernanotech where it's everywhere.
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# ? Apr 9, 2015 03:55 |
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See, I legitimately like the hyper-capitalism-run-amok stuff, or how the home culture has evolved into an utterly dehumanizing world. To me, that feels like the reality of someone who's reached a level of greed that he is effectively stripmining the multiverse for profit. That's just me, though. I think I'm the only person who really likes the realm. The thing is, though, that the nature of Nippon Tech makes it easy to tweak to your liking. It's not so much a place you go to do things like, say, the Nile Empire or Orrorsh are. Where it excels is in being a general-purpose foil. At any point there can be a Kanawa operative pulling the strings, or funding a bad guy, or whatever. Nippon Tech works best as connective tissue or a driving force in an adventure rather than the focal point.
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# ? Apr 9, 2015 04:09 |
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I don't especially like it because, even more than anywhere else in Torg, it seems to have no ability to "win." I mean, the entire game is set up to keep you from winning against the High Lords, but it seems to believe it's possible, and it certainly wants you to believe it's possible. But there's nowhere to start here. The High Lord is a symptom - you take him out, there's plenty of faceless greed-driven executives who could step into his shoes without even appearing to change. So...why should I, the player, want to interact with them?
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# ? Apr 9, 2015 04:28 |
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Mors Rattus posted:So...why should I, the player, want to interact with them? What, isn't the universe we've created so compelling that you just enjoy exploring and playing with it without being able to affect its wonderfully crafted storyline? No? Uh, um, are you sure? That's, uh, kind of how this is supposed to work. Do you want to try the novels? Please try the novels, you'll understand if you- you already did? Uh...gently caress.
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# ? Apr 9, 2015 04:35 |
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Not an F&F, but it came up a week or two ago and then I was cleaning out my mom's basement and…
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# ? Apr 9, 2015 04:38 |
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Mors Rattus posted:I don't especially like it because, even more than anywhere else in Torg, it seems to have no ability to "win." I mean, the entire game is set up to keep you from winning against the High Lords, but it seems to believe it's possible, and it certainly wants you to believe it's possible. Yeah, Nippon Tech seems to suffer from being an interesting cosm (I like the detail that the invasion that brought it to Earth was subtle enough that it wasn't until years later people even realized it had happened), barring the goofier Japanophiliac elements, but one without much in the way of engaging hooks or reasons for PCs to want to go do stuff there. You can say "well they make good antagonists and can be the puppetmaster behind X, Y, or Z" but the problem is that Torg is, or at least wants to be, a game that's all about going to different places which are also different genres. Even if you changed Nippon Tech to "Sleeping Dogs: the Cosm" why would you bother going there? I mean to be fair you could say the same about a lot of places in Torg because Torg, as actually realized, isn't a very good game, but this is sort of the same issue I had with the 2056 Architects of the Flesh juncture in Feng Shui, a game of time travelling high explosive wahoo action, except that the Buro had basically turned the future into as boring and drab and grey a totalitarian dystopia as possible so that even if a few of the ideas in there would have been neat if they were spun out into a game that could more fully explore them the fact is that there's no compelling reason to want to go have crazy adventures in the future juncture.
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# ? Apr 9, 2015 04:46 |
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Kai Tave posted:. Even if you changed Nippon Tech to "Sleeping Dogs: the Cosm" why would you bother going there? Because you need 800kg of semtex to foil Möbius' plans and where else are you going to get that on short notice? (Insert 'vital indication', 'medical care', 'hired ninjas' etc as appropriate.)
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# ? Apr 9, 2015 04:54 |
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If the only purpose an entire universe has is 'the Acme Corporation Everything Mart' it is being used very poorly.
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# ? Apr 9, 2015 04:57 |
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Plague of Hats posted:Not an F&F, but it came up a week or two ago and then I was cleaning out my mom's basement and… Oh hey, is that some Dragon Dice stuff? We really could use a review of that at some point, because I wanna know if there was something good there.
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# ? Apr 9, 2015 05:09 |
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Mors Rattus posted:I don't especially like it because, even more than anywhere else in Torg, it seems to have no ability to "win." I mean, the entire game is set up to keep you from winning against the High Lords, but it seems to believe it's possible, and it certainly wants you to believe it's possible. The "You Can't Win" thing that Torg wallows in is the reason why I've never really been all that excited for the setting. I get why there are people who are really enthused by places like places like the Cyberpapacy, but Torg is so far up its rear end with metaplot that the settings have railroads fused horribly into them. West End Games absolutely don't want you to win, it's their world you're playing in and don't you forget it, this is their story and not yours so buckle in and have yourself a steaming helping of metaplot. Malraux? Mobius? 3327? They have metaplot a plenty ahead of them so take your filthy player hands off of them. From where I'm sitting the metaplot poison is in too deep when it comes to Torg, to salvage it you'd probably have to do some serious bleeding on the setting level.
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# ? Apr 9, 2015 05:57 |
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The problem with "use Nippon Tech as a place to get rad supplies," aside from it being kind of a one-note reason to keep a whole parasitic genre-cosm around, is that Torg goes out of its way to discourage taking poo poo from one cosm into another, so all your rad Nippon Tech computers and guns turn to dirt as soon as you go to the Living Land or whatever.
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# ? Apr 9, 2015 06:08 |
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Omnicrom posted:The "You Can't Win" thing that Torg wallows in is the reason why I've never really been all that excited for the setting. I get why there are people who are really enthused by places like places like the Cyberpapacy, but Torg is so far up its rear end with metaplot that the settings have railroads fused horribly into them. West End Games absolutely don't want you to win, it's their world you're playing in and don't you forget it, this is their story and not yours so buckle in and have yourself a steaming helping of metaplot. Malraux? Mobius? 3327? They have metaplot a plenty ahead of them so take your filthy player hands off of them. I'm having exactly the same problem. At least in other metaplot-heavy games like Vampire or settings with an established story like Star Wars, there's plenty of places to explore and poo poo to do away from the metaplot. In Torg, there's basically no escaping the conflict between the High Lords and Earth, but there's no way to affect anything in that conflict! There aren't rules for expanding or destroying the pylons or whatever they are that's imposing the other realities on Earth, the High Lords are loving gods, and the Darkness Devices themselves have infinity plus-one shields and a Death Star laser and NO FAIR I'M TELLING TEACHER! In a better world, that huge system of axioms would be the predecessor to a system of making your own invading realities for your Storm Knights to drive back, and the Cyberpapacy et. al. would be just suggestions of how the Possibility Wars could look. Torg the Toolkit, what might have been. Kai Tave posted:The problem with "use Nippon Tech as a place to get rad supplies," aside from it being kind of a one-note reason to keep a whole parasitic genre-cosm around, is that Torg goes out of its way to discourage taking poo poo from one cosm into another, so all your rad Nippon Tech computers and guns turn to dirt as soon as you go to the Living Land or whatever. That's another thing. When faced with the sheer impossibility of fighting these realities, the sanest response seems to be to get the gently caress away from them down to Brazil or Australia. Why would you actually want to adventure in these places if all your poo poo breaks when you enter them so you can't do something awesome like evacuate the Dinosaur'd Central Valley while machine gunning lizardmen and feeding Tomahawk missiles to T-Rexes. There's nothing to be gained from it, because you can't drive them back, you can't take most things out of them, and their crazy poo poo can't really come to you (I know there was that adventure about stopping the rotation of the Earth, but I've been on trains less railroaded, so it doesn't count). (Forgive me if I missed some details here, I haven't been paying very close attention to the Torg reviews before now)
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# ? Apr 9, 2015 06:40 |
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At least in Feng Shui, in every setting book there's this big section on 'Here are some ways you can gently caress these dudes up, even on their home turf, no matter how powerful we just told you they are.' Heck, there's usually also 'Here are some possible scenarios where these guys lose/win big and how to play as or against them.' Torg could learn a lot.
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# ? Apr 9, 2015 06:43 |
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In Feng Shui's case the problem with the Buro juncture was less a case of metaplot-armored NPCs stomping on the PCs' faces forever and more that the Buro juncture was kind of a dull place to visit in general. Torg's problem is just that it's a game that resists attempts to play it, period. At least from a broad strokes perspective the Cyberpapacy seems like an ideal template to use for an invading cosm...there are several built in resistance factions fighting back, it's implied and outright stated in several instances that the Cyberpope doesn't have a handle on everything and isn't as all powerful as he'd like to be, and it's admittedly a very creative and fun concept. We haven't dug into the details on Nippon Tech yet but so far 3327 or whatever sounds like he's a lot more omnicompetent than the Cyberpope and his cosm doesn't really sound like it has any kind of resistance going on, just profit-minded crime syndicates and stuff.
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# ? Apr 9, 2015 06:59 |
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Kavak posted:There aren't rules for expanding or destroying the pylons or whatever they are that's imposing the other realities on Earth If I remember correctly, there are, but if you don't do it just right then everyone within range of them just dies.
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# ? Apr 9, 2015 07:04 |
Kai Tave posted:In Feng Shui's case the problem with the Buro juncture was less a case of metaplot-armored NPCs stomping on the PCs' faces forever and more that the Buro juncture was kind of a dull place to visit in general. Carrasco posted:If I remember correctly, there are, but if you don't do it just right then everyone within range of them just dies. You had to inspire people (by doing awesome poo poo, in a specific mechanical manner which may or may not actually be an awesome thing, then brag about it with lots of rolls) as I recall, and the way the Nippon Tech juncture works appears to make that hard to impossible since nobody gives a poo poo about anything except money. EDIT: Which does seem like it has interesting story potential, in that you need to get 3342's Darkness Device from him, and adjust the world until it's possible for people to care enough about thins to survive the transition except wait they're sapient and malevolent and would not go along with this at all
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# ? Apr 9, 2015 07:47 |
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Kai Tave posted:The problem with "use Nippon Tech as a place to get rad supplies," aside from it being kind of a one-note reason to keep a whole parasitic genre-cosm around, is that Torg goes out of its way to discourage taking poo poo from one cosm into another, so all your rad Nippon Tech computers and guns turn to dirt as soon as you go to the Living Land or whatever. Plus also, Law of Betrayal. Using Nippon Tech as your supplier is a great way to guarantee you're gonna get backstabbed at some point.
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# ? Apr 9, 2015 10:57 |
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The one built-in 'victory' course I see implied in Nippon Tech is causing 3327 to run a loss for a quarter, and as much fun as wrecking Kanawa Corp infrastructure and market share could be, you'd need to set up some final confrontation to avoid the underwhelming ending of "You hosed up his profits, guess the dude kills himself on board orders and his successor pulls out because the invasion isn't working as planned any more". Something like '3327 comes at you in a final bid to redeem himself, while pursued by a corporate kill team, kick his rear end!' might work. But then the Darkness Device is still a thing, so really just gently caress that whole conceit forever. Selachian posted:Plus also, Law of Betrayal. Using Nippon Tech as your supplier is a great way to guarantee you're gonna get backstabbed at some point. I love the idea of having to always recruit only to 99 members, because you've started noticing that the 100th recruit keeps loving everything up.
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# ? Apr 9, 2015 12:03 |
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Man, whole lotta Torg discussion while I was asleep. Let me see if I can catch up... I agree that Torg had an issue with the High Lords in general, because they're set up as untouchable gods you can't take down, but at the same time every single one has a stat block. Games have done the "these guys are the Super Evil Bad Guys You Can't Beat" and made it work; 13th Age springs to mind. But that's because those games don't make the central conceit "you have to stop these guys". Torg doesn't seem to know what it wants its central idea to be. Generally speaking everything is presented as the main job of the PCs is to work on a smaller level, thwarting schemes and trying to take back territory. But again: if you're not supposed to have the PCs go and just try to beat up 3327 or whoever, why give him a stat block? When you think about it, half these guys don't even need to be on Core Earth. Mobius is the only one who'd ever really come close to interacting with PCs, and that's just because he likes to do poo poo like create a superhero identity and worm his way into their good graces before tricking them into a deathtrap. Further complicating things is that Torg is from an era before people really thought about settings and how people would interact with them before play. The idea was that you just presented people with this setting and publish adventures and you were good. At the time that's just how things were done, but nowadays we're used to settings and games that tell us how we're supposed to interact with them. In the 90's, tone hadn't really been invented yet as a Thing in RPGs. Hell, there's not thing one in the core Torg rulebooks about how to structure a campaign apart from setting up individual adventures. No advice on setting up long-term stuff or the types of campaigns you could run, just "figure out the bad guy, put in a few lead-in fights, done". I feel like the whole "unbeatable High Lords" thing wouldn't have been so bad if they didn't spend so much time mechanically defining how they couldn't be beaten and then given them stats anyway. If I ever released "Evil Mastermind's Version of Torg", I'd probably set the High Lords up like Icons in 13th Age; they're not end goals, they're story catalysts. Your campaign isn't about beating them up, it's supposed to be more like an awesome long-term TV series where you might get close, but before you can land the final blow they rocket away shouting "NEXT TIME!" and shaking their fists. But then again, despite everything I still love the game. It's the F&F hill I will die on. Kai Tave posted:The problem with "use Nippon Tech as a place to get rad supplies," aside from it being kind of a one-note reason to keep a whole parasitic genre-cosm around, is that Torg goes out of its way to discourage taking poo poo from one cosm into another, so all your rad Nippon Tech computers and guns turn to dirt as soon as you go to the Living Land or whatever. Kavak posted:That's another thing. When faced with the sheer impossibility of fighting these realities, the sanest response seems to be to get the gently caress away from them down to Brazil or Australia. Why would you actually want to adventure in these places if all your poo poo breaks when you enter them so you can't do something awesome like evacuate the Dinosaur'd Central Valley while machine gunning lizardmen and feeding Tomahawk missiles to T-Rexes. There's nothing to be gained from it, because you can't drive them back, you can't take most things out of them, and their crazy poo poo can't really come to you (I know there was that adventure about stopping the rotation of the Earth, but I've been on trains less railroaded, so it doesn't count). Although that is another problem that I was going to bring up when I get to covering Core Earth: the game line assumes that in the rest of the world it's business as usual. Planes still fly, businesses still operate, Hollywood still cranks out movies. The Cyberpapacy takes over Boston but you can still catch a flight into Logan Airport like it's no big deal. RandallODim posted:The one built-in 'victory' course I see implied in Nippon Tech is causing 3327 to run a loss for a quarter, and as much fun as wrecking Kanawa Corp infrastructure and market share could be, you'd need to set up some final confrontation to avoid the underwhelming ending of "You hosed up his profits, guess the dude kills himself on board orders and his successor pulls out because the invasion isn't working as planned any more". Something like '3327 comes at you in a final bid to redeem himself, while pursued by a corporate kill team, kick his rear end!' might work. quote:I love the idea of having to always recruit only to 99 members, because you've started noticing that the 100th recruit keeps loving everything up.
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# ? Apr 9, 2015 13:42 |
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Evil Mastermind posted:Hard numbers like that are always funny because they end up generating situations like this. I kind of like the idea that people are vaguely aware of this, but haven't really done enough testing to get the exact numbers. So you'd have, say, a crime lord who insists on having exactly 88 subordinates and no more.
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# ? Apr 9, 2015 14:36 |
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wdarkk posted:I kind of like the idea that people are vaguely aware of this, but haven't really done enough testing to get the exact numbers. So you'd have, say, a crime lord who insists on having exactly 88 subordinates and no more. I see what you suggested there.
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# ? Apr 9, 2015 14:37 |
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Even more than the other cosms and High Lords, Nippon Tech gets to me, though. No one is fighting back. Even if you take out 3327, you change nothing and fix nothing. The next guy is exactly the same. To achieve any positive progress at all you have to literally remake the universe's rules even if the Darkness Device were somehow not unstoppable and 3327 were somehow not a god. It is just...why would I ever want to interact with The World's Most Depressing Universe? This isn't a game about exploring the soul-crushing meaninglessness of corporate life - it's a game about being heroes who try and solve the world's problems. Nippon Tech is completely out of place.
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# ? Apr 9, 2015 15:02 |
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I'm wondering how poo poo gets done with that World Law of betrayal in the mix. Granted it isn't going to be bloody corporate war, but with backstabbing being a constant there must be a lot of opportunity to gently caress things up by dropping a whisper in the right ear.
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# ? Apr 9, 2015 15:10 |
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If I was to ever run TORG (which I might legitimately try, it looks awesome) I'd do it in Fate and set the High Lords up as Factions like in Atomic Robo. Make them very much face-punchable and let the players go hog wild on taking them down if they want. Big battles to uproot the stelae, driving the High Lords back and eventually even breaking the Darkness Devices. That would actually be a cool campaign idea. Also do away with the whole "your cool toys turn to rocks in other worlds" thing. You're a Storm Knight, you don't care about lame laws like that. Yeah I'd run that.
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# ? Apr 9, 2015 15:45 |
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Mors Rattus posted:Uuuuugh, Princess. I should eventually start working on a much more light-hearted rival product. Not sure which system to pick, though. Carrasco posted:
Every Japanese Genius builds multi-colored Giant Robots. Mors Rattus posted:I don't especially like it because, even more than anywhere else in Torg, it seems to have no ability to "win." I mean, the entire game is set up to keep you from winning against the High Lords, but it seems to believe it's possible, and it certainly wants you to believe it's possible. Not to mention that 3327 is forced to off himself should this whole endeavour stop making profit, which sounds like it's relatively easy to do for a group of PCs with way too much explosives. Still, the opressive atmosphere is something, though not exactly my sort of escapism. Mors Rattus posted:Even more than the other cosms and High Lords, Nippon Tech gets to me, though. No one is fighting back. Even if you take out 3327, you change nothing and fix nothing. The next guy is exactly the same. To achieve any positive progress at all you have to literally remake the universe's rules even if the Darkness Device were somehow not unstoppable and 3327 were somehow not a god. It is just...why would I ever want to interact with The World's Most Depressing Universe? This isn't a game about exploring the soul-crushing meaninglessness of corporate life - it's a game about being heroes who try and solve the world's problems. Except if Earth turns out ot be not profitable and they bail out. I'd say this is the easiest cosm to get rid off. Their High Lord can't be an irrational lunatic, after all. Doresh fucked around with this message at 15:51 on Apr 9, 2015 |
# ? Apr 9, 2015 15:48 |
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Serf posted:If I was to ever run TORG (which I might legitimately try, it looks awesome) I'd do it in Fate and set the High Lords up as Factions like in Atomic Robo. Make them very much face-punchable and let the players go hog wild on taking them down if they want. Big battles to uproot the stelae, driving the High Lords back and eventually even breaking the Darkness Devices. That would actually be a cool campaign idea. I've said it before, I'll say it again: I'd kill for a Fate Core version of Torg. I have so many half-assed notes and ideas for it. And yes, I'd have transformation as something that only happens to Ords.
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# ? Apr 9, 2015 15:52 |
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Evil Mastermind posted:And yes, I'd have transformation as something that only happens to Ords. I've been thinking that non-detrimental transformation for each realm might be more interesting. Like a Asyle wizard might become a Watch-Dogs-esque magic hacker in Core Earth or Marketplace, a powerful priest in the Living Lands, a pulpy superscientist in the Nile Empire, and a hacker OR a witch in the Cyberpapacy. Basically, have players choose a high concept and aspects that are realm agnostic, and have them come up with realm appropriate versions of them whenever you change locations.
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# ? Apr 9, 2015 16:01 |
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# ? Dec 10, 2024 11:34 |
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Doresh posted:Every Japanese Genius builds multi-colored Giant Robots. Eh, I think it's meant to be more along the lines of "Some geniuses like to invoke their country or culture's past if they're going for a pseudo-magical look." Like a genius from Greece or Italy might go for a very Classical look, or an Egyptian genius (or just one really into Ancient Egypt) might build their wonders out of stone and papyrus, and cover them in hieroglyphs. Every genius is highly eccentric in addition to being genuinely insane due to Inspiration, after all.
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# ? Apr 9, 2015 16:04 |