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Strange Matter
Oct 5, 2009

Ask me about Genocide
I had a brilliant idea today for a UA Adept school based on fetishizing motorized vehicles (cars and motorcycles primarily). Is that already in one of the books?

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Strange Matter
Oct 5, 2009

Ask me about Genocide
So I just finished writing up this UA Adept School. How'd I do? Any suggestions?

The Motor-Shaman

Strange Matter
Oct 5, 2009

Ask me about Genocide

oriongates posted:

The "taboo vs charging" seems a bit off. The charging method is somewhat lengthy (requiring about 20-30 minutes per charge if you're just driving along highways) and is somewhat situationally limited. The taboo on the other hand is extremely harsh. There's quite a few places where actually getting a parking space that close to any given building is quite tough and/or it encourages you to pop in and out of buildings periodically to reset your distance. Not to mention simply being very, very limiting on your general actions. Notably most adepts don't have taboos that force them to sit out on adventures or severely limit their options day to day. Even dipsomancers can do most anything so long as they have a concealed flask on them.

My suggestion:

Taboo: a better taboo would probably be taking care of your chosen vehicle: you void taboo if you badly damage or wreck your car and keep your vehicle in pristine condition. Alternatively going a certain amount of time (maybe 12 hours?) without driving. Keep in mind that you can use spells to prevent yourself from breaking taboo so using magick to preserve your car in dangerous situations is totally fine.

Minor Charges: This could work for the most part.

Significant charges: This is both a bit too much and too little. In most cities I don't imagine it's that easy to rack up 1000 people's attention without getting into a high-speed police chase. Conversely actually being employed at something like a race track makes it easy to rack up massive quantities of significant charges, not just because you race regularly but because of the ease of getting multiple charges at a time (which is generally a no-no. very few adepts can get multiple of any charges at a single "sitting"). Personally, I'd say a better charging ritual for a car-based adept would be speed. How about you get a significant charge for going faster than 100 mph for at least x amount of time. Possible to do in the right circumstances (at night in remote roads) but potentially dangerous/illegal to do in most situations.
Good suggestions, thanks.

The idea with the charging is that it encourages riskier driving. By saying "one hour or 30 miles, whichever comes first", it presents the Motor-Shaman with a temptation to drive faster because it racks up charges quicker as the miles count down. I knew that it needed fine tuning, of course, but I'm fond of the idea of characters like this getting hoisted by their own petards because they can't resist going for more charges when it would be both easier and safer to get them more steadily.

For the Taboo, my goal was to emphasize the Driving aspect rather than purely car fetishizing, but by attaching their taboo to their vehicle it introduces a new tension, which is that they build charges by driving recklessly, but in doing so they endanger the very tools they need to accomplish the task (which works if you factor in their origin as Entropomancers).

I'll work on the Significant charges some. Again the notion sort of comes from a combination of Entropomancy (involving people in your Charging ritual) and Urbanomancy (the more people involved, the better), but I may not have thought it through fully.

EDIT: Actually driving fast to build Significant charges makes a lot more sense because the idea behind Motor-Shamanism should be that Magick comes from one's connection between himself, his vehicle and the road, not with the people around him.

Strange Matter fucked around with this message at 15:12 on Jun 15, 2015

Strange Matter
Oct 5, 2009

Ask me about Genocide
Excellent suggestions folks. Here's my revisions for the Motor-Shaman:

quote:

Paradox: You believe that your vehicle bring freedom, yet in devoting your life and soul to the road you are shackling yourself to an unfeeling mass of steel and plastic, without which you are powerless.

Taboo: As much as you revere the road and the vehicles that traverse it, yours is a selfish love. You lose all your charges if you travel in any vehicle that you are not driving for any length of time. This includes vehicles that a Motor-Shaman would not normally recognize as such, including boats, trains and airplanes.

quote:

Generate a Significant Charge: Drive a vehicle without heeding any rules of the road for thirty minutes or 10 miles, whichever comes first. Break the speed limit, change lanes without signalling, run red lights and stop signs, and don’t for any reason pull over for the cops. You are the unfettered master of the road, not the other way around. If you exit your vehicle or stop moving for more than thirty seconds, the charge fails.

Generate a Major Charge: No Motor-Shaman has yet managed to generate a Major Charge, but it’s speculated that if you could achieve a feat of unprecedented driving prowess unlike any other before, then it may be within reach. Most Motor-Shaman believe that to do so would require a vehicle without peer and an equal disregard for the laws of the road and the laws of physics themselves.

The time/distance on the Significant Charge is something I just kind of threw together and could be adjusted, of course. It also makes it hard if not impossible for Motor-Shaman to build charges by being a professional racecar driver, because there are far fewer rules to break compared to just driving through downtown Chicago.

Strange Matter fucked around with this message at 17:43 on Jun 15, 2015

Strange Matter
Oct 5, 2009

Ask me about Genocide
I've played two games of UA, and overall the game works best when everyone is kind of following their own course. The first game I played had everyone playing average joes who had only the very slimmest perspective into the Underground, and that played fairly normally as you'd expect.

In the second game, I played a Personamancer, another guy played an Avatar and a third guy basically just knew ritual magic and had general street smarts. Since I was the only Adept I was the only one who needed to worry about building charges and avoiding Taboos in any serious manner. When the game is played that way, an Adept's obsession is a great storytelling tool because it promotes tension between the characters.

In both games, interparty relations oscillated strongly between cooperation and extreme paranoia and mutual distrust. What was significant about the second game is that none of the characters really knew what the others were capable of, nor how deep we were into things. Since I was an Adept I was obviously the most distrusted, to the point where one of the players was much more afraid of what I was capable of than what the actual antagonists were trying to pull, which was fun.

I can't really fathom how a game where everyone is on the same foot magickally speaking would work. As has been said, if half the game is spent chasing after Charges then the party breaks up. But a clever GM combined with a well constructed and balanced party can create some really interesting experiences.

Strange Matter
Oct 5, 2009

Ask me about Genocide
See there are so many good spells that you can come up with for a car adept that it's hard to narrow them down! Is there like a normal limit for Adepts in UA?

Strange Matter
Oct 5, 2009

Ask me about Genocide
Been thinking about the possibilities of a Major Charge for a Motor-Shaman; what about becoming such a legend that your name is imprinted upon some aspect of the global driving culture? I.e. you get a car named after you or a race track or someone makes a movie about your exploits. In that way a lot of people in the past could have had the potential for getting a Major Charge if they knew what they were doing, but even if they did they would have lost it almost immediately thanks to the limits of the taboo. Eval Kineval certain snagged one at some point in his career as a proto-Motor-Shaman but would have forfeited it pretty quickly.

This would make it awfully difficult for the average street racing Motor-Shaman to get a Major Charge, but that's okay considering the possibilities of what a Major Charge can do.

Strange Matter
Oct 5, 2009

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Omnicrom posted:

I'm willing to say maybe this would work, but only if its built entirely on your driving since that's the core of the motor shaman. There's a certain method to the minor->significant->major charge progression going on with other schools. How do other schools get charges? Bibliomancers get it from increasingly rare and valuable books, Cliomancers get it from increasingly more significant bits of history, Personamancers get it by fooling greater numbers of people, Epideromancers from injuring themselves with increasing severity, and so forth. There's a progression even in schools that aren't a straight "this, more of this, most of this", an Urbanomancer gets a minor charge from watching a city, a significant charge by affecting a city, and a major charge from drastically changing a city. Motor Shamans have "Drive" for a minor charge and "Drive crazy" for a significant charge so as the write-up suggests presumably a major charge would be something along the lines of "Drive Superlatively Crazy". A feat of driving that makes you famous and renowned across the entire world for its madness might qualify for a major charge, but unless it is above and beyond the pale it might not.

On the other hand maybe not. Maybe you have to drive somewhere on a road no one has ever driven before, or break some record of crazy driving to race ahead of any other crazy driver, or drive in mad dash through a place you can't drive, or something else entirely.
I'm definitely feeling the progression here but the hard part is quantifying it, which is probably why no Motor-Shaman has successful generated and consciously held onto a Major Charge. As written, the Motor-Shamen can't yet conceive of what kind of insane feat of driving prowess would give them their Major Charge, because it already seems like they're pushing the limits of what is physically possible, and at best all they're getting is a bunch of Significant Charges. If breaking road laws isn't enough, then they have to break some other kind of law to prove that they are truly free.

I'm guess then that them becoming famous for their feat is a natural side effect, rather than the desired end result.

Strange Matter
Oct 5, 2009

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oriongates posted:

Each official Adept has 13 Formula spells included in their write-up. That's not a hard limit or anything, but once an individual character has more than 14 formula spells known they suffer a penalty to using Random Magick as their concept of their magick becomes more concrete and stiff.
Excellent. I added two more then to bring the Motor-Shaman to 13:

quote:

Getaway (minor)
This spell targets a vehicle that is pursuing the Motor-Shaman. The target will lose track of the Motor-Shaman and will be completely unable to locate or pick-up the Motor-Shaman’s trail for several minutes (equal to the sum of the Motor-Shaman’s roll). This may take the form of technical problems with the pursuer’s vehicle, or traffic may conspire to cut him off from the Motor-Shaman. Multiple vehicles can be affected by this spell, at a cost of one Minor Charge each.

Zen and the Art of Motorcycle Maintenance (significant)
After driving in a Pact Vehicle for one hour, the Motor-Shaman can reroll a failed Madness Check made over the past three days. For an additional 3 Minor Charges, a passenger in his Vehicle can do the same.

Strange Matter
Oct 5, 2009

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oriongates posted:

Its hard to argue with this stance.

One of UA's biggest issues is that it can seem to have very jarring tone shifts, which can invite misinterpretation. It's very easy for someone to look at an Entropomancer or Fool avatar and see a great excuse for Fishmalk behavior, or look at the pornomancer or videomancer and see "goofy joke wizards". And so you get "funny" adepts and avatars popping up all over UA fan sites that really don't belong in the setting.
The irony being that a lot of that type are on John Tyne's website itself. Abandon all hope, ye who enter. I wanted to upload the Motor-Shaman to that site but I didn't really want to have it posted along side snail and meme adepts.

Strange Matter
Oct 5, 2009

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So is it accurate to say that Adepts don't really have much of a place in the Cosmic scheme of things? It seems like the Cosmic game requires a degree of perspective that their obsessions cloud them from.

Strange Matter
Oct 5, 2009

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Kai Tave posted:

It's worth pointing out that the Unknown Armies adventure Fly to Heaven from One-Shots, which good luck ever running that nowadays, is all about an rear end in a top hat Cliomancer who decides that he wants to bootstrap himself to Real Cosmic Power and concocts a quick-and-dirty scheme to ascend as The Terrorist in the most brute-force way possible. And it actually has a chance of working if the players don't stop him.
Is the Stratosphere gamable like that? Can an Avatar fake it till he makes it all the way into the Clergy?

Strange Matter
Oct 5, 2009

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That's fantastic. It's actually sort of a refreshing take on cosmic horror that its true nature is not, infact, simply beyond the limits of human comprehension. There's a whole dimension of uneasiness surrounding the fact that the laws of reality don't really care at all about who is more deserving of reward or punishment-- the universe is a massive game with definite winners and losers, and just knowing what the rules are gives some people a decidedly unfair advantage. It really fits well with the whole "You did this" theme that it has going for it.

Strange Matter
Oct 5, 2009

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Doresh posted:

Super Console

This seems...actually not that bad? It has the same kitchen-sink approach to Final Fantasy that the Returners RPG has, but it's actually a lot more balanced between the usefulness of Physical vs Magical heroes. Not having stupid crap like Damage Capacities helps a lot.

Question: I noticed that you said that the Archer changes based on the era that you're playing in. Is that the same for any other classes?

Strange Matter
Oct 5, 2009

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Erebro posted:

2) They look like generic infernal baddies at first glance (they possess people, they're utterly ruthless, they make deals that almost invariably favor themselves), but on closer inspection seem completely unexpected and new (they're not a race of fallen angels or physical negative emotions, they're what people otherwise call ghosts, and they're more desperate and selfish rather than truly malicious). Then you think about it, and you realize your first impression wasn't actually wrong, just lacking nuance. Sufficiently unempathetic people are how we develop a baseline for evil to begin with, and they're the antithesis of the gods (the book actually outright says they're the opposite of Archetypes; rather than losing their selfhood and material goals to become a part of humanity, they lose their humanity to retain their selfhood so that they may continue pursuing their material goals...and in another parallel, become rather small fry on a cosmological level as opposed to an almost certain chance of drafting the rules for the next cosmos).
I was thinking about this point here which is especially interesting to me. See I was looking at the rules of Ascension and sort of viewing it as being kind of nihilistic, in the sense that anyone can become an Avatar and have a chance to ascend if they driven enough, even if they don't truly believe in the path that they are following, but actually you can look at it as being overall a very positive notion as well-- that a person can overcome baser impulses and obsessions in pursuit of an ideal, purely because he or she wants to do so, not because of some kind of underlying need. In a way it's actually kind of comforting that you can infact improve yourself through constant effort and achieve some degree of enlightenment in the process.

And then you've got the demon element which rips that whole notion apart-- that some people can't free themselves and are dragged down into a base state by their desires and delusions. That also makes me think that a creative GM could take their story in a direction that doesn't render Adeptry into a metaphysical dead-end-- that just as the Clergy wants to affect the world from above, there is a host of mystical forces orbiting them in the Stratosphere who like things just the way that they are, except for all those pesky people who don't perceive the world through the lens of their distorted beliefs.

Strange Matter
Oct 5, 2009

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Kellsterik posted:

I really like this as a danger that PCs have to be aware of before they use strange artifacts. I think the setting chapter says that there were once lots of effective rituals, but in the era of postmodern magick the majority of effective rituals circulating around are dangerous junk that just summons a demon. I always imagine some poor naive duke breaking a mirror and scratching out their name and photo on all their ID cards because they think it will tell them the winning Powerball numbers.
So in other words, the Underground artifact market is like an early 2000s filesharing service, where half the stuff up for grabs is actually something horrible in disguise.

Strange Matter
Oct 5, 2009

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Pope Guilty posted:

Artifacts, hell, rituals are described as being like a piece of pizza in the gutter: are you hungry enough to eat it?
It's really a great capstone to what I think is the most compelling aspect of UA, which is that magic never made anyone's life easier. It pervades every single aspect of the text.

Strange Matter
Oct 5, 2009

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In your opinion, does Super Console acknowledge and utilize the fact that in 99% of all JRPGs, the central protagonist is some kind of sword wielding fighter type as opposed to a mage type and empower Martial classes accordingly? Or are Mages by far the best source of damage, which is the pratfall that the Returners RPG suffered from?

Strange Matter
Oct 5, 2009

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Doresh posted:

I always think about Khorne when it comes to Khador pictures. Must be a combination of their color scheme and their symbol.

Super Console


Equipment
:lol: I hope some of the Returners guys are still around and have read this to see how badly they are getting schooled in game design. The level of self-awareness that went into this game is a serious breath of fresh air.

Strange Matter
Oct 5, 2009

Ask me about Genocide
God, the Star Wars RPG podcast you guys did just killed. I was driving when Jon started doing his impression of the Imperial Probe droid and I swear I almost got into a car accident I was so blinded by tears.

Strange Matter
Oct 5, 2009

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oriongates posted:

Unknown Armies: Postmodern Magick Adept Rundown, part 1



Okay, so here is the Postmodern Magick sourcebook. It's important to keep in mind that this actually predates the 2nd edition corebook (the one I've been reviewing so far) so there's a fair amount of redundant information that I'll be skipping over...we're mainly here for more weird adept schools. I'll brush over a few of the other interesting items here and there, but for the most part I'll be skipping stuff that's redundant or contradictory.

Rituals

To me, a lot of these rituals read more like plot hooks for street level campaigns than anything else. No player character or group of player characters would ever willingly pursue the Pentacost Ritual, but you could make a pretty exciting session based on the characters trying to stop some lunatic from pulling it off.

Strange Matter
Oct 5, 2009

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theironjef posted:


Advanced Dungeons & Dragons is an extra long episode, because this book has a shocking amount of stuff to unpack. I thought it was going to be a lot simpler!
Already 40 minutes into this and your breakdown of all the "All _____ must..." are fantastic.

Strange Matter
Oct 5, 2009

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Count Chocula posted:

I seem to remember Iconomancy being a bigger part of UA than it is, since it's such a cool, obvious idea that walks the line between kitschy and cool. It also seems easy to make up Iconomancer icons but I can imagine players being really annoying while imitating their pet celebrity.
The user submitted content from Tynes' website is like 95% Iconomancer Icons.

Strange Matter
Oct 5, 2009

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I feel like the answer to this question is obvious, but would it work for an Iconomancer to go around murdering famous people to build an arsenal of Major Charges, provided that he was never caught?

Strange Matter
Oct 5, 2009

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As someone's whose childhood is an island amidst a sea of Car Talk, that introduction was pitch perfect.

Strange Matter
Oct 5, 2009

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Zereth posted:

Yeah that goes beyond just "self-destructive" to "completely non-functional in society".
I think maybe Infomancers make more sense if you look at them almost like disembodied Epideromancers. Both believe that control comes from distortion, and both take it to extremes. One could say in a sense that Adepts from the two schools would be a little jealous of each other-- Epideromancers would see the Infomancers' taboo as being frankly wussy ("Oh boo hoo I can't watch The Daily Show, try not going to to the doctor when you get hit by a car"), while Infomancers envy the fact that Epideromancers can live their lives without being bombarded by taboo-violating radiation whenever they walk to the store to buy milk.

That said I have a hard time conceiving of how an Infomancer could be an effective hacker. How can you bring down Youtube when just navigating there is like traversing a minefield where one false click could delete your entire Charge supply? I mean maybe that's the point but it definitely doesn't feel particularly fun or anything.

Strange Matter
Oct 5, 2009

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Xand_Man posted:

The Infomancer taboo passes out of the sweet spot of 'inconvenient and awkward for you' to 'inconvenient and awkward for the entire party'.

'Sorry guys, the bad guy wrote his evil world ending master plan on a piece of paper. Time to aggressively ignore it and hope one of the party members literally reads it out loud to me.'

IMO taboos work best when they reinforce the unofficial 'Cosmic bumfights' theme; they shouldn't be an inconvenience to the player so much as socially awkward for the character and detrimental to them being fully accepted into society. Dipsomancers and Pornomancers are great examples of this : It's not hard to get charges to do the poo poo the player created an adept to do but the taboos will lead to some delightly awkward situations.
Taboos also work well when they cause actual inter-party tension that has real consequences. as in your example of the Infomancer and the Master Plan, that doesn't really cause tension in the party, it's just contrived and inconvenient. Compare that to Adepts with really good taboos like the Entropomancer, who literally cannot allow another party member to take a risk because that's his job, or the Dipsomancer, who is just never not drunk.

Strange Matter
Oct 5, 2009

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oriongates posted:

Probably a better taboo would be to simply limit the infomancer when it comes to communicating via "unscrambled" media. That is, an infomancer can read a book, watch a TV show or receive an email without busting their taboo (and thus can charge without having to worry about understanding things too much and violating taboo)...but they can't send information to someone else through media in a standard way. Call someone on the phone and you violate taboo. Send an email. Leave a written message. You can get around it by "encoding" your message in non-standard ways such as leaving a note in the form of a rebus, or sending emails in heavy "leet" speak (although since the early 2000's that has likely become a more standard form of communication, preventing use without breaking taboo), make a call but don't speak and just send morse code messages.
See now, this is not only an easier Taboo to manage but also one that's a lot more fun for the player, because it challenges him to come up with creative ways of relaying important information to avoid losing his charges. Under the current system, a powerful Infomancer would have to be a sort of media hermit, completely isolating himself from the outside world; instead, the above change would mean that dealing with a powerful Infomancer would be like communicating with an alien, or like, watching a soap commercial directed by David Lynch.

Strange Matter
Oct 5, 2009

Ask me about Genocide
A hording school might be best represented as a combination of Bibliomancy and Videomancy. The hoarder could build minor charges by adding to a specific collection, and significant changes by completing this collection, with the trick being that the objects he's collecting are the vessels for his charges. There are even built in paradoxes here:

-A hoarder could rack up huge numbers of minor charges by collecting something commonplace like newspapers, but that would mean he can never earn a Significant charge from them because there is a new one each day.

-Earning a Signficant charge from a collection means that you can never earn new charges from that collection, because it has been completed.

-If the hoarder would have to carry his stuff with him to use them for charges, he risks breaking his collection in the same way that a Dipsomancer's significant vessel is a target for in-the-know rival cabals.

There's definitely some compelling material there. I'm actually tempted to write something...

Strange Matter
Oct 5, 2009

Ask me about Genocide
I just realized the common thread we've seen so far in Postmodern Magick. It's full of stuff that would be really interesting and compelling for player characters to encounter, but not to actually play as. As such it's no doubt a great asset for GMs but kind of impractical for players. We've already seen this with the crazy rituals described, but that also includes stuff like Iconomancy (playing as an Elvis impersonator would get real old, whereas it would be a real fun encounter for players to go up against one), Irascimancy (how do you break this Adept whose's wrecking your cabal? Find a way to provoke him!) and, as stated, Oneiromancy (where the GM fully controls whether he or she gets Major charges).

Tasoth posted:

Eh, if you're going to gain power from hoarding, making holding onto all the junk you pick up throughout the day for a minor charge makes sense. The next level is annual things, something that are rare to get but still get outdated like Sears catalogs or end of year tax info. The final one is holding onto things like vacuum tubes from an ENIAC style super computer or a ledger from a business that went under a long, long time ago. Set the though behind it to holding onto things that could have a use, in theory, but you know deep down inside they'll never be used again. And it all goes to hell when that twisty tie you've had in your pocket for three days really did come in handy.

See to me the thing about hoarding is that it is an element of obsessive-compulsive disorder, meaning that it is a.) an obsession, b.) a compulsion and c.) rooted in mental illness. I don't think it would have quite the same impact if the character knows deep inside that what he's doing is pointless. Instead it should be exactly the point. I've got to hold onto these yellowed newspapers because they're important, dag-nabbit! Anyone can see that! It also embraces the compulsive shopper aspect of many hoarders, where they will have bags and bags and bags of new, unworn clothing filling their home.

I was thinking about this while doing morning exercises and I think I'm going to write it up like I did the Motor-Shaman. The problem is making it distinct from the Bibliomancer, since my first through is you gain a minor charge whenever you add $100.00 of value to a Minor Collection, which encompasses things that are commonplace and that anyone can acquire, like current run comic books. Significant Collections are comprised of things that are of limited availability and where each piece of the collection is in some way distinct, like first issues of famous comic books. If you have Action Comics #1 and Detective Comics #1, those are both worth one Significant Charge, but if you already have DC #1, you don't get a charge from collecting another one.

Major Collections are comprised of things that are one of a kind and have major cultural significance like Bob Kane's original drawing of Batman, or, like, presidential skulls or something.

The Taboo could be that if you encounter a piece that belongs in your collection, you must collect. For Minor Collections, you can make a Self-check to resist this Taboo if you've already collected a Minor Charge in the past [Soul] hours, but for Significant and Major Charges, you don't have a choice. If a comic book collecting hoarder sees Giant Size X-Men #1 in a picture frame in his employer's office, he must collect it within [Soul] Hours, or all his charges are voided.

Strange Matter
Oct 5, 2009

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Count Chocula posted:

I watch too much American Pickers, so I'm wondering if you should limit it to just one collection. Plenty of the guys they visit will have a garage full of old cars, a few boxes of buttons, a room full of signs, a barn full of old toys, etc.

An American Pickers/Friday The 13th: The Series style campaign about traveling through America looking for occult objects would be amazing.
Absolutely they can, which would create a built-in tension to the school. The more collections he has, the more charges the adept can build, but if his taboo forces him to add to his collection or risk losing everything, then each collection he builds makes his life that much more difficult.

Strange Matter
Oct 5, 2009

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oriongates posted:

The Cardboard Palace (Major)

Dear god, the cardboard palace is a cool artifact...but does it really need almost 4 pages devoted to it? Here's a summary.

The wizard-hobo equivalent of a floating tower. The artifact itself is a dirty shoebox held together with duct tape and covered in weird symbols. This is the King Box, which grants its holder access to the Cardboard Palace, an extradimensional realm of hobo delights.

Strange Matter
Oct 5, 2009

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Bieeardo posted:

I admire HERO for its dedication to point-buy, for the idea that if you drill deep enough, you really can stat a coffee cup. I've seen other games get weird when it comes to mundane equipment vs. innate powers, but building everything out of that same mass of primal points definitely helps to keep that under control. You really need a fair number of examples to work from though, be they equipment lists or rogue's galleries.
Wild Talents, a system which I adore, has similar problems. Everything is point buy and it's extremely open ended, and it pretty much says right out in the text that it's not even particularly hard for someone to create a character that can break the system and be invincible. The system's approach to dealing with that is for the GM to be well acquainted with what everyone at the table is expecting to get out of the game and encourage them to adjust their powers so everyone can have fun, because it's not particularly hard for someone with a little bit of knowledge as to how powers work to become the angel summoner to everyone else's BMX bandit.

It's also got the problem where mundane equipment is pretty much ignored when it comes to character creation, which could be a good thing or a bad thing. There's nothing stopping a beginning character from having an arsenal of stinger missiles apart from the GM sort of telling them "hey don't do that."

Strange Matter
Oct 5, 2009

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Halloween Jack posted:

I think my favourite thing about Wild Talents is that it has an easy resolution method for just using any kind of ability against any other kind of ability..for example, if a villain throws a bunch of bombs into a crowd and you're trying to grab them all with super-speed, or block them by ripping up the sidewalk with super-strength, etc. you roll your dice pool to cancel out dice from his pool.
And that's why I love Wild Talents (and ORE in general). The dice roll becomes a sort of intuitive act of divination where it's extremely easy to a big handful of dice, look at them, and immediately interpret them as outcomes of your action or actions. Even just staring at your roll and searching for matches is fun all on its own.

The hard part of Wild Talents is trying to balance the various powers and characters you create against each other. Once you get that down, it's effortless.

(I'm currently making a homebrewed space opera supplement for Wild Talents, because the system has so flexible).

Strange Matter
Oct 5, 2009

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Wapole Languray posted:

Transhumanism as a Sci-Fi concept is perfectly rad and cool, and the biggest issue with modern day Trans-humanists is that they are expecting technology that isn't even theoretical to happen any-time near now. I mean, prosthetics are advancing nicely, but they still suck compared to the original limb for basically everything. Most Transhumanists are people who want it to be 300 years from now next year, which is dumb. They are mostly harmless though, as their ideas are literally not possible. And if rich people wanna dump cash into some stupid tech-thing then go right ahead, we might be able to use that tech for other things.

I do like how Eclipse Phase handled the whole poor thing, where rich people get nice biological bodies poor people get mechanical ones and forced to pay them off via-indentured servitude to the corporate overlords because it's cheaper to shove some poor Chinese guy into a forklift than it is to write a Forklift AI.
Hannu Rajaneimi's Quantum Thief novels work around it by having the Singularity work exactly like you say-- it's mostly used to extend the life of rich white people and exploit the poor by convincing impoverished chinese citizens to upload their minds into the Cloud where they're basically enslaved to do calculations that run the global economy. It goes on like this for decades presumably until rebels sympathetic to the chinese virtual sweatshop workers end up destroying the economy and overturning the entire social order. The rebels take over, turn themselves into computerized gods with billions of copies of themselves, and based on how they treat their enemies in the actual books, get revenge on the fatcats who survive the Collapse by uploading their minds into, like, missile guidance systems.

Strange Matter
Oct 5, 2009

Ask me about Genocide

Doresh posted:

This is what I want my dream project to be. Each made-up fantasy name in the glossary spread randomly throughout the book only leads to two other made-up fantasy name. It will only be through a meaningless passge somewhere in the book that you can reverse-engineer this whole nonsense and find out that you've been playing as a plumber all along.
Neal Stephenson already wrote that book. It's called Anathem and it's awesome.

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Strange Matter
Oct 5, 2009

Ask me about Genocide

Doresh posted:

Everyone's some samurai dude with a sword. If you're lucky this sword can turn into some other kind of neat weapon. If you're unlucky, it's either an incredibly stupid weapon (like an ICBM for the ninja girl of the cast), or it's "I can do whatever I want an always win - unless I become a bit stronger and decide to turn into a dumb brute so the main character can actually defeat me".
Don't forget that Kubo loves huge posses.

It started off with Soul Society, where there are twelve squads with 2 main guys (captain and vice-captain), so there's 24 dudes to remember and keep track of.

Then Aizen comes along and he's got a crew of 10 guys each with at least one second in command, so that's like another 20-30 characters. These guys were actually okay because they had superpowers whose names had meaning both in Japanese and Spanish, which I guess is pretty cool. Oh and I guess the Vizards are here too and that's, like, 10 guys I think.

I stopped reading sometime during the fullbringer arc, but it appeared to be another like 10 guys thrown at you all at once.

I just looked at Wikipedia and now they're up against a group with 26 members, one for each letter in the English alphabet. :psyduck:

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