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Alright, total forums rookie here looking to post some write ups if anyone wants to read them. I'm planning on possibly reviewing this: http://rpg.drivethrustuff.com/product/95492/Eldritch-High-A-Little-Game-about-Wizards-Witches-and-Warlocks Originally ![]() ![]() ![]() For a palette cleanser, I'll probably give a brief look at (and do a quick compare/contrast with EH) the playtest rules for: http://www.kickstarter.com/projects/1842635065/the-robotic-age-rpg I peeked at this because of the art and started backing after glimpsing promises of fully customizable roboparts with integrated future guns in a kickass setting. Please back it as well if you can. AccidentalHipster fucked around with this message at 02:39 on Oct 4, 2013 |
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# ¿ Jan 25, 2025 19:55 |
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Do you mind posting some of the funnier pictures with their captions? I remember there being a few gems, like the one with the Archaeologist and the Rock Star nerding out together over a skull. Majuju posted:Has anyone done a good send-up of D20 Modern core? It's not on the wiki, and it deserves one! Not to mention the other associated settings, etc. I played the hell out of Modern when I was in high school, so I could probably do that. I'm a forums rookie though, so if you would all rather I start with something small like John Wick's Eldritch High or just let someone else handle d20 Modern and Eldritch High, I'd be cool with that. And since I'm a shameless whore for RPG Kickstarters even when I'm just a backer: http://www.kickstarter.com/projects/1842635065/the-robotic-age-rpg The Robotic Age! Transhumans and cyborgs and androids, OH MY!!! AccidentalHipster fucked around with this message at 19:04 on Oct 4, 2013 |
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Alien Rope Burn posted:As with many things, there's a thread for this! Thanks for the tip! As for d20 Modern... *looks ashamedly at my rpg collection* EDIT: Apparently Majuju is gonna be handling d20 Modern. I guess that means I'll be reviewing a Wick product. Yay? AccidentalHipster fucked around with this message at 20:11 on Oct 4, 2013 |
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John Wick's Eldritch High PART 1: WELCOME TO ELDRITCH HIGH ![]() Alright everybody, are you ready for some Wick? God I hope so because I wasted ![]() Let's start this by saying that while it IS Pay What You Want now, it was indeed ![]() Enough hedging, on to the book itself! It starts with some credits honoring the people who helped Wick poo poo this game out including Jess Heinig who apparently gave him the idea for including Necromancy and was apparently paid by having Wick stick him in the credits along with the phrase "Omnipotent effort" ![]() The book goes on to give 5 paragraphs of in-game fiction where Head Master (that can't be the right spelling) Dominic Vex greets the new students gives them the basic gist of the *deep breath* "Alexander Circe Academy for the Study of the Esoteric and Eldritch Arts" or just "Circe's" for short. It's your typical wizard boarding school and aside from a ham-fisted mention of the dark arts being badwrong, not too bad. The book switches gears and sums up the premise (wizard high-schoolers fighting the dark secrets of not-Hogwarts) and what you'll need (pencils, paper, players, etc.) before leading in to a summery of the setting. I'm posting this part here because holy hell: quote:The Shadowrealm Am I the only one who thinks that that is way too rambling and could stand to lose a paragraph? I'll sum up the rest. Normal people can't see magic because of a barrier called The Veil, people who have The Sight can see it, the academy find kids with The Sight and trains them. Pretty standard stuff. It also says that something called The Shadow Watch finds these kids, relocates them (as well as their parents), and makes sure that the staggering 50% of students that drop out have their magic taken away. Um, question. HOW DO YOU HAVE THAT HIGH OF A DROPOUT RATE WHEN THE GOAL IS JUST TO MAKE SURE THESE KIDS DON'T GET EATEN BY A GRUE?!? ![]() As for the campus itself, it's in some between dimension that only people with The Sight can find the entrance to. It also has the obligatory ruined forbidden wing, labyrinthine library that maintains itself, student dorms sorted by personality, and Kung Fu Dojo. Wait, what? quote:The Dojo That- I- Why is the Shadow Watch called the Black Watch in one paragraph? How does the sun rise if the school is in Elsewhere? Why is there there a banner with magical "gibberish to non-students" writing on the wall? Why do the words on the banner only make sense in the dojo? And why is the ![]() ![]() … Moving on, the dorms introduce our first taste of game mechanics. Of course, since this is a bad Wick game the mechanics aren't explained until later and shows signs of poor playtesting. There are five dorms and each one gives "two bonus cards" whenever making a "risk" associated with its founder's specialty. Fraser Court is the Ravenclaw dorm and gives bonuses to knowing things, Fogg Hall is the Slytherin dorm and gives bonuses to being sneaky, Hinrichs Hall is the Hufflepuff dorm (sorta) and gives bonuses to dealing with animals, Circe's Hall is the Ravenclaw dorm and gives bonuses to figuring things out, and Savage Hall is the Gryffindor dorm and gives bonuses to being charming. If you noticed that Fraser Court is both redundant in the face of Circe's Hall and the only one called "court" congrats, you are a better editor than *glances at the credits* Emily Woerner. Seriously, the first taste of mechanics and they are not only given zero explanation, but they are also BLATANTLY UNTESTED! ![]() Jesus, we haven't even gotten to the real meat of this game and I could already bitch for HOURS. I'm taking a break to worry about whether or not Robotic Age will get funded. If you want me to continue the review, please say so. Otherwise I might assume that nobody cares and go do something else. I'm a rookie on these forums after all and I don't even know if I need to do anything other than just post a review for it to get made "official". ![]() ![]() Pages read: 5/34 (plus credits) Next time, CHARACTER CREATION! or John Wick still doesn't understand Skill systems EDIT: Super Special Awesome Audience Participation Time! I wanna show off just one of the many kicks to the nuts that this game gave to me. To simulate this, I want anybody in the thread who feels like it to throw out a character concept for me to make BEFORE I hit Character Creation. Nothing too complicated, just a few personality traits and talents with maybe what dorm they're in or a preferred type of magic for your little Harry Potter OC to swing about. Trust me, there's a good reason why I'm asking for this NOW. AccidentalHipster fucked around with this message at 06:51 on Oct 7, 2013 |
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IGNORE THE DOUBLE POST!!!
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Bieeardo posted:Yeah, don't worry about it. We're not like the Let's Play forum or anything in here, it's totally informal. Good to know since the lurking on the LP accounts for 99% of my activity on SA. In the meantime, if anyone wants to make a suggestion for an EH character before I actually hit character creation, please do so. I'd like to show just how much this game stomps on the you hopes and dreams. I'll edit my post to include this request as well.
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scissorman posted:Yeah, not only Voldemort and his minions, some of the background stuff is also pretty hosed up, especially for what's essentially a series aimed at children/young adults. Yeah, Harry Potter is pretty grimdark under the surface, but so is most children's fiction when you stop and think about it. Thankfully the only Wickdark in Eldritch High (so far) is just vague hints of Warhammer Chaos beings that tell people to murder their spouses and Circe's is apparently fighting it by having kung fu black ops wisk magic sensitive kids and their families away to a weird extra-dimensional academy so that they can train the kids to be magical soldiers. Now that I think about it, that's actually some Evangelion child soldier poo poo right there. At least sex hasn't been brought up! Yet. On a happier note, Robotic Age made its funding goal ![]() John Wick's Eldritch High PART 2: MAKING A CHARACTER Ormagoden help us all. Now I want to take a moment to talk about the art of this game. Namely, how lazy it is. This book lists *glances at credits* Jessica Kauspedas as being responsible for "Graphics and Illustration" and she must have had a real cushy position because the only thing that qualifies as "Graphics and Illustration" is the cover, the Harry Potter lightning bolt font used on it and in the inner cover, and the occasional blob-ish iPod Silhouette that is supposed to represent students. So if you want a more picture intensive review, draw something yourself. I'm sure you'll do a better job than Jessica. Character Creation is pretty much where this system starts to stomp on your hopes of playing a fun, flexible Harry Potter storygame. To show this, I'll be making characters suggested by *checks the thread* Comrade Koba, Angrymog, and Xelkelvos. Roll up your sleeves folks, this one is going to be stupid. First is "Step 1: Who Are You?" asking "Where Are You From", "When Did You Gain Sight?", "What Do You Look Like?", and "What is Your Stereotype?". They're all pretty straightforward so I'm gonna skip them. Step 2 is just as simple, just give yourself 3 Willpower (which is not yet defined). Step 3 carries on similarly by stating you have 1 "Fumble" (which is never defined ![]() Anyway, "Step 4: Required Courses" is where thing start getting stupid. This step is includes a list of the non-dark magic types in the game (I'll get to the Dark Magic later) and each one has a thing it can do and a limitation. There's Alchemy, which which lets you talk to and manipulate the 4 classical elements but requires drinking a drop of mercury with no mention of the wizard in question being immune to mercury poisoning. Question, WHY WOULD YOU FORCE CHARACTERS TO DRINK POISON AND NOT INCLUDE MAGICAL IMMUNITY TO IT?!? ![]() Wow, that's a lot of ![]() ![]() "Step 5: Electives" is pretty much the same but with mundane skills and like far too many bad Wick games is way too specific for the amount of points you get. There are 17 so I'll just go over a few notable ones. Arcane Athletics is just run, jump, dodge but with a randomly "wizardy" name. Herbology is what it sounds like and for some reason isn't part of Crafts so I guess you never use magic plants for brewing potions. History is pretty normal but the description… quote:History Those ellipses are so ![]() quote:No, not “symbology.” And if you use it again, it will come off your final grade. The study of symbols, myth and epic can help students understnd (sic) the strange symbolic reality of the Shadowrealm as well as the more cryptic curiosities of our own world. Goddammit Wick, can't you go 5 paragraphs without being ![]() ![]() quote:Spywork That's right, this Course has ZERO DESCRIPTION OF WHAT YOU LEARN! ![]() ![]() "Step 6: Your Freshman Schedule" is where you finally pick your Courses and where the true feelings of "I wasted my money" starts to set in. You pick three Required Courses and one Elective. You do this a second time during your second semester and may not take a course for more than one semester per year. This gives you 6 magical "skills" and 2 mundane "skills" per year which means that everyone ends up as a magical "jack" with pretty much zero mundane competence. I'm skipping ahead a bit to Shadow Watch characters because they're built pretty much the same way except they only have one required course which is pretty much anti-magic with Wire-Fu but get 3 Electives per semester for a total of 6 six "skills" per year. I heard that Wick builds his games around his group and then just packages it in ego stroking before selling it. If this is the case, then apparently John-boy's players were all either wizard supremacy grognards or A Certain Magical Index fans because by the end of Freshman year every character is going to end up as either a samey wizard jack-of-all-trades or a magic breaking badass normal. This also means that if you want to customize you character in any real way, you can't use magic! ![]() "Step 7: Prodigy" tries to fix the "magic jack" problem by giving you a +1 bonus to one school which means gently caress all so let's move on. "Step 8: Gifts" is a list of special advantages that range from having elvish blood (no mention of what kind of elves are in this setting, so I'm assuming they work for Santa), to being able to speak to animals, to being French. Wait, what? quote:French I'd talk about how Wick seems to have started to ![]() ![]() ![]() The other Gifts aren't much better thought out because Lucky gets rid of that Fumble you picked up in Step 3 (and Fumbles do nothing) and Warlock Taint gives you 1 Rank in a Dark Art (special forbidden magical Course called Dark Magic everywhere else in the book) and 1 Warlock Point (part of a corruption mechanic that's called Dark Magic Points or just Dark Points everywhere else in the book). Editing! ![]() That's the last step of character creation. Can you notice what they forgot to mention? That's right, they forgot to make you pick your dorm! I'll just add it to Step 1, count that as another ![]() Let's start with Comrade Koba posted:Castella D'Agincourt, Deceitful Necromancy Major and Secret Student of the Forbidden Arts He notes down his dorm, nation, stereotype, etc. (Fogg Hall, Spain, "Bad Boy", and so on) and starts picking his courses. For Required he wonders why he can't just load up on Necromancy before he caves in and picks up Bewitchment so that he can get away with anything, Conjuration so that he can steal anything, and Divination so that he can learn The Forbidden Arts on his lonesome. For his Elective he just goes for Creative Writing for the lying and leaves it at that. For Prodigy, he chooses Necromancy because he wants zombies dammit! Gift is simple since Warlock Taint is the only way to get Necromancy at Character Creation. Our Bad Boy is done and all it took was a bunch of unnecessary spell bloat! Next up we have Angrymog posted:Daisy Moonchild Jones She'll be attending Hinrichs Hall and taking "hippie" as her Stereotype. For Required Courses she picks Crafts for Potion making, and after some consideration, decides on Alchemy and Divination because they seem "hippie-ish". Electives are more of a pain because she wants more than just one. After deliberating for hours she eventually settles on Herbology. For Prodigy she picks Crafts and for Gift she considers Warlock Taint to impress Castella but decides on Beast Tongue (talk to animals) and resolves to learn Dark Arts later. That's another character done and we're 2 for 2 on Freshmen Schedule leaving our capabilities both bloated and anemic. And lastly Xelkelvos posted:Martin Cranston, charismatic with a strong sense of morality. Skilled in Alchemy and "Holy magic." Also a a bit of a jock. Marty has easy picks for Step 1. He's in Savage Hall, and his stereotype is Jock. Courses become an immediate again because of strict options. He picks Alchemy right away and then decide on Crafts after he's told the Alchemy is Elementalism and Crafts is Alchemy because. After trying to figure out something to be "holy" he settles on Wards. Electives are painful again because he wants at least 4 of them (Arcane Athletics, Psychology, Public Speaking, and Wrestling). That's 3 for 3 that we've had this exact same problem and these are actually less problematic than they could be. If I was was gonna stat out our good friend Harry Potter I'd want to give him Arcane Athletics (quidditch), Creative Writing (for lying), Crypto Zoology (Care of Magical Creatures), Games & Puzzles (clever solutions to problems), Psychology (persuading people), Public Speaking (born leader), Spywork (sneaking? this elective is really poorly explained), and Weapons (Sword of Motherfucking Gryffindor). That's 8 electives. Harry gets 1. This is what I mean by crushing dreams. Better systems actually adjust how specific skills are to how "crunchy" the games is and hands them out in appropriate amounts. Eldritch High gives you the finger. ![]() Goddammit this chapter sucks. It is one of the biggest problems I have with the game and it's the one of the core elements! And it's STILL not the most rear end-ramming failure of game design this book has to offer. I need a loving Let's Play break. ![]() ![]() Pages read: 11/34 Next time, GAME MECHANICS! or Wick feels like dicking around with cards AND dice As for everyone who submitted a character, thank you for participating and I'm sorry if I didn't use your idea. EDIT: And thanks to everyone in the thread who read my post more closely than I did. That'll teach me to post when I'm half awake. AccidentalHipster fucked around with this message at 15:42 on Oct 17, 2013 |
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I remember many an afternoon with friends pretending to be ninjas with this puppy and I'll say that it's probably the best and most hackable RPG Wizards ever put out. I'm not quite sure what that says about d20. Sweet Titans of Metal! I don't think I've seen a book poo poo the bed that fast since, erm, John Wick's Eldritch High actually. Spooky. I guess we're getting in to spirit of the season at least.
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Zereth posted:What's a "Wizard Jack"? Capitalized, so we know it's Important. Jack-of-all-trades. I capitalized it because I let auto-correct proofread for me. I'll just edit that. Mr. Maltose posted:Yeah, saying semiotics is just the study of what @ and Q are is seriously, painfully, almost offensively reductive. In a world of actual factual magic having signifier and signified being important is an actual interesting twist. I'll admit I'm using Wikipedia to fact check but I still maintain that I'm being more sensible about it than Wick. I'll probably edit in a disclaimer later though.
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NGDBSS posted:Wait, were these still based on the Unfortunately it's mostly 3.0 style with different types of powers using different ability scores. Thankfully it isn't as bad here since FX aren't as dominant and versatility in your stats and classes is rewarded meaning MAD isn't as big of an issue. They also ditched Psionic Combat Modes ![]() Midjack posted:Obviously they mean this Bogie: Does this mean Sir and Kid are gonna bite it and we'll get to follow the adventures of Humphrey Bogart and Humphrey Bogart?
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More ![]() John Wick's Eldritch High PART 3: RISKS I'm writing this on my day off because I clearly hate myself. Right, so after getting through a third of the book we FINALLY learn the core mechanic. It's basically the Wick Narrative Control mechanic with cards and a few small tweaks. So worth the wait, huh? I'll go through it to show off how this flavor of storygame mechanic works. Whenever you do something important or has a chance of failure, you make a Risk. In a Risk, you draw a number of cards based on things like Grade and Courses. That number is your Pull. Add up all of the cards in your Pull (aces are 1, face cards are 10) and see if you get 10 or more. If so, you say what happens. If not, the GM (called the Headmaster which is finally spelled right for once!) says what happens. Like with many Wick games, success or failure is completely unrelated to how well you rolled. If you hit 10 and still have left over cards are cashed in for Bangs. Every Bang gives you the right to say 1 extra detail when you narrate. For example if Castella is trying to convince his teacher that he needs a library pass in to the Forbidden Section for legit reasons. He has a Pull of 5 and he draws a hand of 8, 5, 2, 6, and 4. He adds the 8 and 2 to gain narrative control and deem that the teacher believes him. The remaining 3 cards give him 3 Bangs that he uses to narrate that the teacher fell for it because he's easily flattered, that the teacher signs off on the pass without even looking at it, and that the teacher will forget about the whole thing in a matter of minutes. As far as storygame mechanics go, it's actually not that bad so long as there aren't any jerks in the group but unfortunately it's dragged down by the dumb as hell moving parts of it. The way of determining your Pull is by adding up your Grade Cards, your ranks in relevant Courses, and any other relevant modifiers like +1 for having the appropriate Stereotype or +2 from your dorm. Your Grade Card starts at 1 and goes up by 1 every time you finish a Grade. This makes Grade pretty much THE source of power since it determines virtually EVERYTHING in one way or another. This would be a good thing because it would let the GM measure power easily, except this is a storygame about Narrative Control and customization is a joke so all it really does is make you realize that you wasted your loving time making a character! John, why the gently caress would you switch to what amounts to a level based system after Blood & Honor's excellent Aspects?!? ![]() Ugh, anyway there are extra wrinkles to this system. Aces counting as 2 Bangs, and Jokers can be used as anything but cause you to gain Shadow Points (which cause a Bang tax on social Risks with muggles), and you can Cheat. Cheating is needs to be described in detail because it is an amazing example of an interesting idea gone very, very wrong. Every time you make a Risk you can Cheat. When you Cheat you add up to 3 ten-sided dice to your total. Perfectly good deck of cards already out and Wick decides to switch to dice because. 10's explode, but 1's gently caress you over by stripping you of Narrative Control and giving you a Demerit. What's a Demerit? It's basically a black mark on your record and if you ever accumulate 3 Demerits your character is expelled and becomes an NPC. The problem is that Cheating is a purely meta ability so this means that the teachers ARE PUNISHING YOUR CHARACTER FOR YOUR ACTIONS AS A PLAYER! ![]() ![]() ![]() Anyway, opposed risks are pretty simple. Everyone draws and announces totals. Highest total goes first, second highest goes next, etc. You get to state one detail before moving on to the next person down the line. Keep going around until nobody has any Bangs to spend. This is actually a nice way of handling things and creates a nice bit of back-and-forth that gives everyone a chance to participate. I actually have nothing to bitch about for once! Injury is pretty similarly non-bitchworthy. Whenever you make a Risk to hurt someone you deal 1 point of Injury with a successful attack and 1 extra point per Bang spent. If anyone ever has 5 points of Injury they're Helpless and can be killed by anyone who decides to spend a point of Willpower. Injury can be wiped away with healing Risks at a similar rate, by letting 1 session pass for 1 point of healing, or just spending the night in the infirmary for a full heal. Simple and discourages bloodbaths. Nice! Now, I skipped Magic for organization purposes but it's not very complicated. It works identically to mundane Risks except Wick a decides to reiterate everything that's covered in on literally the next page because apparently we're stupid. The only new rules are that Spells last a number of days equal to the number of Bangs spent, spending 3 or more Bangs on a spell adds a Shadow Point to your character, and Prodigy not only gives you automatic Narrative Control but 2 extra cards as well! Except Character Creation quite clearly states that all it does is give 1 extra card. How do you forget what you said just 5 pages ago and still call yourself a professional?!? ![]() There's also the matter of magical items. You can use Crafts to make them and give them a number of uses (called Charges) equal to, erm quote:When you make a magic item, the face value of the cards you use to beat the TN equals the item’s charges. Bangs equal additional effects specific to each item type, listed below. TN IS NOT A THING IN THIS SYSTEM!!! ![]() ![]() Potions which let you pre-cast spells and use the results later with an extra card added to the result per year of fermentation. They can't have more than 3 charges, but they can still be used to make badass panic buttons if you're smart. Wands give you a bonus when using the type of magic that it's tied to. When you craft a wand you divide up a number of cards equal to your Grade Cards between the different types of magic so if Marty ever made it to Sophmore year he could either make a wand that gave a 1 card bonus to Alchemy and Wards, or a 2 card bonus to just Alchemy. Wands can also make Wand Blasts that are attacks at your Grade Card level and cost a Willpower. Keep in mind that regular spells can attack, use more cards, and cost nothing! ![]() Brooms and Carpets can fly. Brooms are for girls and carpets are for boys but solely out of tradition so you can ride whatever you want. The description also states quote:As usual, the item will only work for the witch or wizard who created it. THIS IS THE ONLY TIME THIS IS BROUGHT UP! ![]() Lasty, we have Talismans which are pretty much Potions but can be rings or bracelets and the like. Since they can be worn and have no upper limit on charges, they're pretty much better than Potions in every way. Oh, and there's this quote:When making a Talisman, you empower it with a single charge. Each bang you get gives it an additional charge. So that's where the actual rules for charges went. Let's just add one last ![]() This chapter turned out even more stupid than I thought it would. The next chapter is only 2 pages long but it'll take a while because I dread it like no other chapter. ![]() ![]() Pages read: 18/34 We're halfway there folks! Next time, HOMEWORK or The Unlimited Psyduck Works returns! More audience participation time! Guess what the Homework chapter is about and/or why I dread it! Points will be awarded by QI rules where it doesn't matter if you're right, only that you're interesting. The winner will receive a mention at the beginning of my Homework portion of the review. Sorry guys, but I'm lazy and broke. AccidentalHipster fucked around with this message at 16:13 on Oct 17, 2013 |
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Zereth posted:Wait, per year brewing the thing for potions? How fast is this game supposed to move? Very rigidly (you'll see). You don't have to save them up over years though thankfully. I think that the yearly fermentation is to make it so that saving up potions over the long haul instead of just using them fresh isn't completely stupid, but why bother holding on to them that long? AccidentalHipster fucked around with this message at 12:45 on Oct 10, 2013 |
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Covok posted:Tell Me a Legend of Murderers and Hobos - Let's Read Legend D20 This is my favorite edition of D&D though I'll admit that I tend to judge games mostly by Character Creation which this game makes fun as hell.
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Amechra posted:I was in Covok's group, so I'm dropping in to concur that combat takes for-loving-ever. And, at least once, resulted in yours truly being incapable of doing anything for those 40+ minutes. I usually don't have that much trouble with combat length outside of boss fights (I've even had fights where barely anyone got a turn) but that may be a matter of my GMing style or the widespread love of high damage builds in my group so take that with a grain of salt. I'd also like to say that while Legend does assume a level of pulp fantasy, that doesn't prevent you from running other genres. And since I like to blend pulp fantasy with other genres for almost every game I run I've pretty much never had issues with genre. So what I'm saying is that your mileage may vary. EDIT: Ryuujin posted:Most systems seem like Mirror Matches would be a bad idea. I am looking forward to the write ups on Legend, I always wanted to play it but never got the chance. Really wanted to build a giant character that has a city on its back or something. Yeah, they usually are but I guess that the way Legend handles creatures might make some GMs think otherwise, especially in a pissing contest. And you missed out man. Playing the Great A'Tuin is not only doable at high levels (with certain optional rules admittedly), but is also has room to make crazier. Like making them a Power Ranger. Seriously. AccidentalHipster fucked around with this message at 05:33 on Oct 11, 2013 |
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Ryuujin posted:I cannot think of the Power Ranger, I know there is a Kamen Rider track. I know, but I figured Power Ranger would be more recognizable and that the two are pretty similar anyway. AccidentalHipster fucked around with this message at 06:01 on Oct 11, 2013 |
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Alien Rope Burn posted:XM-300 "Terror" Mini-Tank If you're going to steal (and let's face it, RIFTS is roughly 84% theft), you might as well steal from the awesomedorable. Covok posted:Oh, that one. Well, I still feel that's more the GM's fault. He pretty much swim checked your character into oblivion. Hell, when I went to save ya, he made me roll like 4 swim checks because "the water was that turbulent." Should come as no shock that I failed one of them. I don't think the rules for Athletics (which is skill that governs swimming in this game) actually say anything about rerolling every round or anything like that. Feel that was more the GM being antagonistic than the system itself. Or, then again, maybe not. Having a binary pass or fail system does lead to annoying circumstances like that. Not to mention how they are further exasperated by long combat times. That's why I like Dungeon World and using Fail Forward so much. Either he was using a really crappy version of the Skill Games rules and didn't back down on them or he just felt like imitating John Wick's style of antagonistic GMing. Either way he sounds like he was a raging rear end in a top hat, especially if he was the same guy who started the mirror match pissing contest. And speaking of John Wick, I will be posting Part 4 of my Eldritch High review... eventually. Honestly, I've barely started it because work is stressful right now for me and I don't want to have to reread the worst 2 pages in the book. In the meantime, anyone who wants to can keep guessing what Homework is. And remember that accuracy doesn't matter, just how entertained I am. AccidentalHipster fucked around with this message at 18:34 on Oct 11, 2013 |
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Alien Rope Burn posted:"Please refer to another book" is at its worst when it's books that haven't come out yet, or never actually come out. That certain game line I'm reviewing literally at one point has a 17 year gap at one point between when they referred to an upcoming book and when that book actually got written and released. "Please refer to another book" is one of the cardinal sins of RPG making. Two that really stand out in my memory for loving gamers over especially badly with it are the Dragon Age RPGs which split up the game line by level groups and never really got very far (or get there very quickly) because nobody wants to buy a blatantly incomplete game and Vampire: Undeath which (if memory serves) asked you to refer to no less than 9 other books that not only weren't even in production, but never will enter production because of a cease and desist from White Wolf. AccidentalHipster fucked around with this message at 01:07 on Oct 12, 2013 |
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Angrymog posted:re: Homework Both interesting and has almost half as much ![]() John Wick's Eldritch High PART 4: HOMEWORK I hope it was everything you ever wanted. So, Homework. I've been building this thing up as something that shatters sanity like the Necronomicon. Would you be disappointed if I told you it was character advancement? Because it's character advancement. Homework is described as thus quote:At the end of each game, it’s time to decide how your character will spend the downtime. You can spend it studying, practicing or goofing off. Really. Those are your three choices. The first paragraph is completely superfluous and exists only to mislead the reader (those 3 options are actually groups of options) and treat them like a moron and the third paragraph is in pretty much the same "you're stupid" boat. "What, you were expecting tons of options out of a game marketed as a flexible storygame? Then you are obviously too stupid to remember what I said in the previous paragraph or count to three. ![]() ![]() The game starts by describing studying but I'll start with Practice so that you can have a better idea of what does what for you. Practice lets you buy either Specialties for 1 Homework Point per rank or Spells for 3 Homework Points. Specialties are specialized versions of existing Courses that add 1 card per rank when using the Course in that certain way and Spells are pretty much the same thing except they apply to Magical Courses and provide 3 cards. Why are they split if they do the exact same thing for the exact same price at maximum rank? Specialties don't even have to be invested in non-magical Courses! ![]() Goofing Off is a catch all for everything else and is described as providing special benefits at the cost of giving you fewer point to Study with (no duh) and that it can get you in to Trouble. The oh so important Trouble mechanic that this section alludes to doesn't exist. ![]() ![]() And now we roll back to Studying for the big finish. Studying is essentially studying for midterms (or finals if you're in second semester) and earns you Study Points in different courses that determine your grade in the class. This section is stupid for so many reasons. First, it mentions how each session is supposed to represent 1 week and that each semester is 12 weeks. Helpful here, except that this tidbit is completely missing from the GM section meaning that an important pacing rule that's hardcoded in to the system is in a largely unrelated chapter. ![]() ![]() ![]() ![]() ![]() ![]() ![]() And so, as I pray, UNLIMITED PSYDUCK WORKS ![]() Only 2 pages and I need another break. I can't think of another RPG that has had so much stupid in only 2 pages. I'm going to try drowning out my memories of this chapter in cheesy actions movies with my little bro. ![]() ![]() Unlimited Psyduck Works total: 1 Pages read: 20/34 Next time, HEADMASTER or The longest chapter in the book. Pacing! I would like to credit Dareon for the Unlimited Psyduck Works image. I hope he doesn't mind that I reused it from his review of the Nasuverse RPG AccidentalHipster fucked around with this message at 15:43 on Oct 17, 2013 |
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goatface posted:That almost works. If you have 60 points per term to spend on poo poo, but need to have a 70+ in the exam at the end, then there's a balance you'd need to achieve. My big problem is that in its current state Studying is way too underpowered to the point where it's just a point sink (I actually think it's more efficient to just barely pass 2 classes and work off the Demerits) and that even if it was buffed it would still be a luck based layer of complexity that a 34 page game doesn't need game doesn't need. And the whole thing could be fixed (and actually make sense because why the gently caress does studying a subject do nothing until you take midterms?) if they just made it work like pretty much every other Homework category. Bieeardo posted:How are you supposed to increase Willpower with 5 Homework Points in Goofing Off, when it's explicitly stated that you can only spend three in any given category? I thought that you could "save up" points by investing ahead of time so you could Goof Off for 3 Points to invest in Willpower and then invest another 2 to get 1 Willpower out of the deal. Nope! There is no rule saying you can invest in an option over time! I'll edit my post to add that ![]()
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Alien Rope Burn posted:
Rifts! Because any semblance of balance is for pussies!
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How does Kevin Siembieda call Rifts a "storytelling game" with a straight face?
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Covok posted:
Are you glossing over Str and Dex's built in bennies beyond skills and saving throws or are those not in you version? Because in my version, Strength always adds half of its bonus to damage regardless of weapon and stacks KOM (making Str based KOM really beefy) and Dexterity mod is your initiative like usual. This makes me curious if we're both reading off of the same version. Covok posted:Should I make a counter for the number of ways we messed up playtesting this game? Go for it, I wanna see how deep this rabbit hole goes.
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Bieeardo posted:I'm not sure which makes my head hurt more: That BAB table, or adding a passel of what amount to... new armor classes for a fistful of new attack vectors. I thought that was obnoxious in Earthdawn, and I'm no more a fan of it now. Personally, I think the new BAB table and defenses are a nice simplification compared to how 3.5 handled things. And in my version (which I THINK is the newest), Con doesn't inherently determine HP, your Key Defensive Mod does. So having Con as a KDM can make you pretty tough. EDIT: Ninja'd.
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Because 90's multiculturalism!
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Alien Rope Burn posted:Given the usual rigor applied to rules in White Wolf games, Mind's Eye Theatre just adds an extra layer of incompetent rules design. It's like the Storyteller Game was translated to another language while all the translators were high out of their goddamn minds. Practically nothing in the system functions sensibly. And now I'm imagining a chinese bootleg copy of an nWoD book badly translated a la Vietnamese Crystal or Backstroke of the West. On a more serious note, has anyone done an F&F of Mind's Eye Theater? Because that sounds like a goldmine. AccidentalHipster fucked around with this message at 05:54 on Oct 16, 2013 |
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Alien Rope Burn posted:The Gargoyle as a Player Character Once again, Kev demonstrates how full of poo poo his "play what you want" claims are. And speaking of RPGs written by people who are full of poo poo, I've been looking back at my EH review and I've realized that there are 2 ![]()
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Alien Rope Burn posted:They're pretty ridiculous, but chiefly their ability to damage any pilot through their armor, or paralyze unarmored foes for minutes at a time reduces any combat to a farce, unless you exclusively throw robots against them or just have high-tech foes kite them outside their range... or otherwise just turn combat into a "rocks fall" situation. Sounds like a typical Rifts PC to me. In other news, I've had some unexpected vacation time dropped in my lap and instead of doing something sensible like enjoy myself, I've been working on my Eldritch High review. Since nobody seems to care enough to comment on my retroactive ![]()
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goatface posted:I would say you are writing a review, not an exhaustive line-by-line dissection of the book. Don't feel that you have to cover every single idiotic point the writer decided to shove in. Maybe, but I like going in depth and I'd feel like a slacker (well, more of a slacker) if I didn't at least go in depth enough to let you understand why there's a second Unlimited Psyduck Works. AccidentalHipster fucked around with this message at 18:01 on Oct 17, 2013 |
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Welp, I've had this thing just sitting in a txt file for over an hour so I may as well just double post. Hold on to your asses rear end holders, it's time for John Wick's Eldritch High PART 5: HEADMASTER It's almost over. This is essentially the Gamemastering section and it opens by telling players that they shouldn't be reading. Fair enough. It's also kind of 3 or 4 mini-chapters so I'll actually use headers for once to prevent retinal bleeding. Stories This section starts with Wick saying that he hears the phrase "Nice idea. What do you do with it?” all the time and how he had a real problem answering that question with this game, so he had his players answer it for him. I'd say that this sounds like a ploy to shift blame, but we all know that John-boy can never admit to a mistake, especially to himself. However, I will say that Wick most likely did the actual writing for this chapter because this is where the biggest examples of his brand of ![]() We start with "Metaplots & Personal Stories" which is actually surprisingly good. Metaplots here are thankfully the campaign story arc instead of the publishers deciding that for you and Personal Stories are subplots focused on the individual players. It says that the GM should come up with a metaplot that spans the entire years and involves the entire school and that he should let the players decide the premise for their own Personal Story that involves mostly just them and lasts either a semester or a year depending on how long you want it to last. This is actually a rather nice way of handling things aside from the relatively rigid timeframe but even that helps support the "Harry Potter" feel and keeps the pacing even. I like it. Of course this couldn't last because the next part is "Bullies" and my god does this section suck. There is absolute ZIP on what to do with bullies in the story, just a long rear end tirade about how ubiquitous bullying is and how it reflects the darker side of human nature and blah blah blah. I mean seriously look at this poo poo quote:You don’t need to study for endless hours to know how to threaten someone when they’re alone in the bathroom. You just grab a couple of friends with equally low moral character as yourself, wait in the stalls until some pipsqueak comes in and then you hold his head in the toilet until he can’t breathe. Then, you take whatever money he’s got on him and tell him he’d better hand over anything else his folks send him or he’ll get more of the same. Because this is so much more important information than how a GM could incorporate bullies in to the game without killing the fun. ![]() ![]() quote:“Bully” is the wrong word. It’s a harmless word. It’s something you call a friendly dog. “Here, Bully! Who’s a good dog?” No, I don’t think “bully” really works for me anymore. And still not a single story hook or word of roleplaying advice. gently caress you Wick. Next is "Dating" which rambles a fair bit about how drama comes from characters making bad decisions and how hard it is to enforce drama in a roleplaying game because players want to avoid that. Thankfully this isn't a pointless tangent and actually leads in to some decent advice on how dating is excellent drama fodder because it makes bad choices so appealing and skews priorities. The suggested way of kicking off major drama is to l;et the player get attached to their love interest, then endanger the love interest. Stock but effective, and it outright states that scarring, maiming, and killing are totally unnecessary, just the threat of danger should be enough which is a welcome idea. The section finishes up by saying that this kind of story isn't for everyone and that it's best used when the player picks "dating" as their Personal Story. Of course Wick fucks this up with a sidebar labeled Romance Ven Style where he includes romance rules borrowed from Houses of the Blooded. How they work is that when a romance is started it gives the characters involved a Romance rank with each other which they can add to their Pull whenever they make a Risk involving their partner. It starts at rank 1 and goes up by 1 either at the end of every semester or at the end of every week depending on how fast the GM wants things to go and caps at 5. Once it hits 5, it starts ticking down (presumably at the same rate, but it doesn't say) until eventually there's a messy break up. Whichever side gets dumped gets the Heartbroken trait until either the end of the semester or until they reach Rank 3 in another romance. Heartbroken costs you a Bang whenever you make Risks and costs 2 Bangs whenever you make Risks while your ex is present, but gives you 3 cards on all Risks to hurt your ex. This mechanic is stupid not only because of the missing rules for decrease rate, but also because it has no rules for what happens if the rank drops to 0 without a breakup, the option to have another Romance cure your Heartbreak is useless because it takes to long to work unless it's a fling, and because it gives players no say in how their romances develop. Why would you ever use these loving rules in ANY game? ![]() quote:Ain’t love grand? gently caress you Wick. Next is "Exploration" which is short and has a nice little plot hook of doors that can lead to other worlds but were declared too dangerous and were magically locked with riddles to prevent students from loving with them. No advice on what to do with this hook, but a good hook nonetheless. Next up "Finding Out Grown-Ups Make Mistakes". It starts by talking about how Wick loves David Fincher (the guy who directed Fight Club) but how most people don't know that he got his start with Alien 3. Apparently Fincher compared his experiences working on Alien 3 to when he found out that grown-ups lie. That's… certainly some trivia. Anyway, this sub-section is another hook. Basically, have a PC get framed for something, then have a trusted and well liked teacher end up deciding to believe the evidence instead of the PC, and finish with new evidence showing up almost immediately afterwards that clears the PC's name. Overall, this hook seems rather weak and lacking in potential. Next, "Lost Magic (finding out the Academy only knows a little of what is out there)". God what a mouthful. Anyway, this section mentions how discovering new kinds of magic could make for good drama before immediately launching in to an explanation about Transmutation. Transmutation was a Course in playtesting (hah!) that was cut because players kept Transmuting their enemies into soap bubbles and Wick couldn't think of a clever limitation to prevent this. However, he cites having to open and close your hand as an example of a balancing factor for Conjuration despite the lack of explicit size limits making it little more than a flourish and as you'll soon see, John-boy did come up with a clever way of limiting it. How do you miss something like that? ![]() Moving right along, we have "Parents" which is pretty simple. It mentions how you could tell stories about parents trying to interfere with a PC's life as a student but doesn't elaborate on it because apparently Wick didn't realize that the PCs are essentially child soldiers. What it does elaborate on is a hook of daemons tricking a PC's parents in to running off to someplace dangerous with promises of “I can bring you to your child”. It gives them a clear goal, a personal attachment to the problem, and even a feeling of responsibly for the whole mess if done right. There's also mention of maybe having the parents be staff and it concludes by saying "ask your players about their parents" and I always support GM/player cooperation. An alright sub-section if a bit myopic. The last 3 sub-sections are super short and are just plot hooks so I'll just skim over them. "Protect the School" is about daemon's infiltrating the school, "School Rivalries" is about student exchange programs causing a culture clash, and "Shadowrealm Spills" is just "Protect the School" without the organization or subtlety on the Daemons' part. Dark Magics This section really shows how few fucks Editor *glances back at credits* Emily Woerner gave. Those Dark Magic Points (called Dark Magic Taint once and only once in this section) you've been earning from learning Dark Magic are finally explained and they're pretty much an alternate version of Willpower. They can only be used for Magic Risks, but they double your Pull instead of adding 3 and they are much cheaper to obtain as shown back in Homework. What's more, every time you use Dark Magic (including using Dark Magic Points) you draw a card (called Flipping here and nowhere else) and if it comes up as a face card, you gain another Dark Magic Point to make your spellcasting super boss. Dark Magic Points refresh between sessions just like Willpower. They also, um quote:Flip a card. If the number is equal to or lower than your DMP, you become a Warlock. And no, Dark Magic Points are not abbreviated as DMP anywhere else. I may not be the best at editing myself, but I don't make mistakes like the ones in this section. Why were they demanding ![]() ![]() ![]() ![]() The individual Dark Magic Schools each have a specific thing that they can do and instead of a limitation like regular schools, have a Daemonic Trait (which are most likely Dark Traits given a new name) tied to them. The first is Chaos which I'll save for last because it is just insane. Next is Curses which lets you announce a task and make it cost a Willpower Point for you target to do that task but gives you flaming eyes. I think that once they spend the Willpower the curse is lifted but it doesn't say and it doesn't really matter because every Bang you spend makes it cost and extra Willpower Point for your target to fight the curse and there's no rule against stacking curse so you could easily make it impossible for your victim to ever shake the curse. Necromancy let's you create an unguent that lets you either see ghosts, speak with the dead, or animate zombies but makes you look like Cesare from "The Cabinet of Dr. Caligari". The unguent must be made from the skin and bones of corpses and the zombies last until either sunrise or sunset, whichever comes first. Then, we have Nihilism which creates a passive aura that forces everyone around you to have to spend an extra Bang per rank you have to succeed on Magic Risks but makes your facial features fade away. You can also attack magical items with Nihilism to destroy one charge per Bang you get. If you're French you can use Existential Nihilism as well (which I've already stated makes no sense) which let's you remove your opponent's Bangs with your own instead of adding details during Opposed Risks whenever your opponent tries to cast a spell at you. Since this is a new function of an Nihilism and not a separate Course and it stacks with regular Nihilism, this means it's nigh impossible to casts spells directly at you. Finally, we roll back to Chaos for something truly mind bending. Chaos let's you make things spontaneously happen by asking “What are the chances...?” then stating the event but makes you look like you're glitching out of existence. There is no limitation on what you can ask so while the examples include things like making guns misfire and winning the lottery you could potentially make all of your grades in to perfect 100's or turn your enemies into soap bubbles. If turning enemies into soap bubbles was an explicit example of why Transmutation was made an optional story hook instead of a regular Course then why the gently caress would you let Chaos get a free pass? Our darling Daisy could just spend a few weeks studying Chaos magic and use it to not only win her bad boy love interest's affection, but also become God-Empress of Witchkind! And this could all be fixes by making the revised Transmutation a regular Dark Magic and making Chaos a story hook because then you could keep it out of player's hands if you wanted, make the drawback GM fiat and thus potentially actually punishing, and prevent it from feeding in to itself by earning you extra Dark Magic Points! This school is so stupid in so many ways that I have to award another one of these. And so, as I pray, UNLIMITED PSYDUCK WORKS ![]() Shadow Watch Let's just wrap this up. This section is where we finally found out about the mysterious Shadow Watch we've been hearing so much about! What are they? An alternate option to playing a wizard student. They're just students who can't use magic. And I'm not sorry that I spoiled this in Character Creation. They're the exact same as regular students except they get 3 Electives instead of 1 and instead of Magic they get Chongfen which is a single course, works like a wire-fu version of Arcane Athletics and Wrestling, and gets a 3 card bonus when opposing mundane versions of Arcane Athletics, Weapons, and Wrestling. The Shadow Watch is also completely immune to all magic but can still be indirectly effected by it such as being carried by a magic carpet that someone else is commanding. Wouldn't that mean that the Shadow Watch is better suited to fighting daemons (who are pure magic) and wizards should be scouting out new students instead of the other way around? Other Stuff The last few sections are just the Oath that all students affirms every time they have a meal (it's your basic "With great power come great responsibility") and some optional rules that let you either remove cards from your deck for extra Bangs, make Demerits actually hurt by having them temporarily remove high value cards from your deck, and let you earn extra Homework Points by being a good roleplayer. Finally, I'm through with the longest chapter in this book and the rest is just a bunch of dull character sheets and NPCs from the ![]() ![]() ![]() ![]() Unlimited Psyduck Works total: 2 Pages read: All of them! FREEDOM! Next time (if there is one), FINAL THOUGHTS, or Yes, I'm still griping about the ![]() AccidentalHipster fucked around with this message at 00:58 on Oct 18, 2013 |
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Bieeardo posted:I don't feel like interrupting my fantasies of giving Wick a swirlie long enough to scroll back to the first entry, but I thought parents were brought along for the ride (and the eventual mindwipe), partially because they were prime targets for dark forces fuckery. Yup. The parents plot hook assumes that wisking the parents along twas all for boners. And let's be honest, hiding from Shadowrealm entities in a school in the heart of the Shadowrealm is pretty stupid no matter how many overworked teachers and kung-fu teenagers you guard them with. AccidentalHipster fucked around with this message at 01:36 on Oct 18, 2013 |
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Cardiovorax posted:"Awful" is the word you're looking for. Glad to see Siembieda's German is as good as everything else about him. "Überkavallerist," what a wonderful abomination of a word. "Überkavallerist" sounds like sounds like a villain from a no-budget Hammer Horror parody.
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Tasoth posted:And since we're on Wick, have some o' this. $50? For a loving setting book? Eberron wasn't that expensive and it's pretty much the best D&D setting out there! I'll eat my plaid trilby before I spend another penny on a Wick product, let alone $50! And please don't anybody take that as an invitation to give me Wick crap. At least, not until I've done an F&F of something non-Wick. I don't want to end up becoming "the guy who reviews Wick products". AccidentalHipster fucked around with this message at 15:33 on Oct 19, 2013 |
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Humbug Scoolbus posted:Monte Cook wins just for this That at least has about 900 pages a bunch of extra stuff like cds and maps that might justify the huge price tag on some level. And is written by someone who is only a total smeghead when it comes to wizard supremacy. Wick is just selling a 300 page book that will no doubt be full of ![]() ![]() Bieeardo posted:But the Wick lit at both ends burns twice as fast! I'd yell at you for that pun, but the idea of burning Wick alive is too entertaining. AccidentalHipster fucked around with this message at 17:58 on Oct 19, 2013 |
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FourmyleCircus posted:Oh hey. I have that. Got it when it was on sale. Not my best purchase, but considering I'm sitting on both Shatterzone and @ctiv8, not nearly my most disappointing. Obviously, the ones I knew were going to be bad when I bought them aren't very disappointing. You probably shouldn't have mentioned that because now you've got a certain Dan Brereton fan hoping you'll take a bullet for him. Speaking of dapper goons with great taste in comic book artists, I have a few things I need to get off my chest about John Wick's Eldritch High PART 6: FINAL THOUGHTS I'll try not to make this an e/n post. I've bitched about this game over the course of a 5 part review so I don't think that I need to tell you all that I hate this stinker. But why is this game so awful? Why is it that I regret the ![]() The fluff is one half of the problem. Wick's antagonistic and grim "I got my start GMing by getting my ego stroked over my lovely, not-technically-death riddled Champions games" style saturates this game and the product suffers as a result. The GM chapter rambles on and on about stories focused on awful personal experiences like betrayals of trust between students and teachers or having monsters kidnap your parents while stories about discovering doorways to Narnia and fighting off daemon infiltrators "They Live" style are barely given a paragraph each. Alien Rope Burn said it quite nicely in response to part 5. Alien Rope Burn posted:Wick's "life is pain" ethos is extra-problematic, once again, we're talking about playing a kid - or at least a teenager - in an inherently punishing world. What's the fun of being a teenage wizard if it's being just a versimilitudey child soldier? It's trying to be Harry Potter with a sneer, and sounds pretty charmless as a result. And it's just as charmless as it sounds. The child soldier angle isn't even really explored, Wick just uses it as an excuse for the academy to press gang the students in to going to the school. Yes, Wick is so cynical that he's casually equating compulsory education with child soldiers. The crunch is what ultimately kills the game for me. Since the awful fluff isn't baked in to the rules, I could just do the same thing I do with Witch Girl Adventures and ignore all of the fluff, but that doesn't change the fact that the rules are unplayably bad. Customization is a joke, most of the moving parts (like Cheating) are superfluous, and advancement is so unbalanced that Studying (the intended primary form of advancement) needs to be completely thrown out and rebuilt from the ground up. A third of the rules are flat out missing, and yet, the product is the better for it. Let's compare this to the Robotic Age playtest rules. Yes, weapon elements are very poorly balanced and non-combat abilities are largely glossed over, but everything fits together. There are no truly superfluous parts (except maybe the split between cyborgs and transhumans), almost every option has merit, and nothing important is missing. Robotic Age knows what it wants to be and does it quite well for a playtest, but Eldrtitch High regularly thwarts itself and shows a total disregard for editing, playtesting, and most importantly, the player. So what should be done to fix it? For one, use Aspects like Ven did to make the characters stand out instead of crap like your dorm or stereotype. For another, drop the rigid class schedule and either give the players enough points to have a fleshed out set of courses or pare down the courses into something simple and maybe representing a general way of doing things instead of ridiculously precise crap like how many hours you've wasted studying the history of the Jesus Fish. And throw out the grimderp setting as well in favor of something fun and pulpy. In short, just use Fate. I'm still a little bitter over the ![]() Next time, A NEW REVIEW? or So let me tell you guys about… I don't think I'll be posting another F&F for a while, but if I do I want to do something good. Like maybe Dungeons: The Dragoning by LawfulNice (I kinda wish that the first one wasn't abandoned) or Giant Guardian Generation by our very own TK-31 (probably unnecessary, but I still wanna gush about it). So until next time, be good to yourselves and those you love!
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Young Freud posted:Or some broke college kids from Texas A&M&M decide to use their magic powers to break into the local used CD & DVD store so they can sell the loot to another used media store. An Aggie couldn't do that because Arcane magic is Intelligence based! I'm kidding. It's alright for me to tell jokes like that because I have a friend who's an Aggie and he's cool about it.
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Young Freud posted:I thought the joke would actually be that it's Aggies doing some overly complicated plot for something that's literally peanuts. I know, I was just playing off of that as best I could. Er, sorry if it wasn't that funny. ![]() FourmyleCircus posted:As I have no idea who that is, I'm going to take the route of least pain and pretend he's If you mean Dan Brereton, he's the guy who drew my avatar, the Spider. He also did the Nocturnals series which I love to pieces. ShatterZone sounds awesome though. AccidentalHipster fucked around with this message at 02:00 on Oct 21, 2013 |
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Alien Rope Burn posted:I'll just add the Nocturnals supplement for Mutants & Masterminds worth getting and is pretty cheap these days since it was for M&M 1e, which is ironic because it's about 95% background material. You can usually find it at most cons for 50% off or more. It's one of the prettiest game books ever released in my mind, but that's because Dan was able to pull on a lot of comic pros for the art. It's probably the only time you'll see Bruce Timm, Ronnie del Carmen, and Phil Noto contributing to a game book together. I kinda wish I could get it in pdf format but I don't think it was released around the time when pdf rpgs were a thing.
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Majuju posted:Fast: Levels in Fast represent “training in agility, hand-eye coordination, and reflexes”, and Fast heroes tend to be good at ranged combat. I assume you'll be covering why everyone takes at least 1 level of this class.
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Majuju posted:d20 Modern Roleplaying Game Core Rulebook - Part 3 Man, this really brings me back to all of those nights spent playing the fan-made Naruto expansion for this with my pals. Good times. ![]() A quick note on Ignore Hardness. It was almost immediately errata'ed to give double the listed bonuses because otherwise it's strictly worse than Melee Smash. I'd also like to note that the art seems to go out of its way to make the Fast Iconics look good (perhaps an effort to make the strongest base class appealing instead of laughably 80's like in D&D 3.0's art) and can be inconsistent (i.e. the male Charismatic keeps flip flopping ethnicity between Beach Tanned Italian and Ghostly Pale Korean) but is otherwise like you described. I like it. ... I wonder if I should do a write up on that Naruto expansion. AccidentalHipster fucked around with this message at 23:34 on Oct 22, 2013 |
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# ¿ Jan 25, 2025 19:55 |
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AmiYumi posted:You know the answer to that. Either it's good, in which case we need to hear about it - or it's terrible, in which case it belongs here. Honestly? I don't know. I haven't touched it in a long time and didn't start getting in to non-d20 RPGs until after I stopped playing it. I think I'll wait for the d20 Modern write-up to progress a little further before I start the Naruto d20 write-up. That way, you guys have a better understanding of the Naruto game's foundation and I can let Majuju's write up do the heavy lifting when discussing core mechanics. It's win-win! For the impatient, I will say that Naruto has a surprisingly good set up for small groups because it has a built in reason to party together (genin squads), a built in reason to adventure (ninja missions), a cheap way to establish interlocking backgrounds (everyone grew up in the same village) an excuse for troupe style play (the Kage has a whole village to draw on), and even a Hand of God (jounin squad leader early on, hunter-nin later on). AccidentalHipster fucked around with this message at 00:29 on Oct 23, 2013 |
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