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The one built-in 'victory' course I see implied in Nippon Tech is causing 3327 to run a loss for a quarter, and as much fun as wrecking Kanawa Corp infrastructure and market share could be, you'd need to set up some final confrontation to avoid the underwhelming ending of "You hosed up his profits, guess the dude kills himself on board orders and his successor pulls out because the invasion isn't working as planned any more". Something like '3327 comes at you in a final bid to redeem himself, while pursued by a corporate kill team, kick his rear end!' might work. But then the Darkness Device is still a thing, so really just gently caress that whole conceit forever. Selachian posted:Plus also, Law of Betrayal. Using Nippon Tech as your supplier is a great way to guarantee you're gonna get backstabbed at some point. I love the idea of having to always recruit only to 99 members, because you've started noticing that the 100th recruit keeps loving everything up.
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# ¿ Apr 9, 2015 12:03 |
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# ¿ Jan 14, 2025 03:23 |
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So what in Genius is stopping me from taking In Pill Form and Normal Looking (so people don't gently caress with it more than they would pills) and revolutionizing the pill industry with all sorts of crazy poo poo?
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# ¿ Apr 25, 2015 05:54 |
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Yeah, the real reason I asked is because, if the whole point of wonders are that they can't really work for mortals, why have a modification that specifically overrides that, and also gives a convenient form for delivery? I'm imagining an adventure centered around dealing with people trying to grind and snort the pills causing Havoc and it sounds like a fun idea.
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# ¿ Apr 25, 2015 06:17 |
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One day I'm going to make a fighter focused on grappling who gives out atomic wedgies and power noogies. His dream is to one day deliver a cosmic swirlie to Boccob.Cythereal posted:Normal looking is mainly so people don't freak out the moment they see any of your wonders, especially the big ones. Pill form is meant for potions/scrolls/bombs and similar one-shot uses. I get that it's supposed to be for potions (without being potions because we're science not magic), but it just seems so strange to me to make that specifically be the thing that also means mortals can just pop a pill and it works, because it just seems to go against everything they're trying to do with 'mortals and wonders don't play nice' to have a way to entirely circumvent that as long as no one tries to do lines of ground-up science pills. darthbob88 posted:There is that, and after thinking some more, you can create a starting character whose wonders have a better than 90% chance of curing any disease or healing any wound, no matter how terminal, or rendering a subject (nigh)invisible. And we now have a mechanical reason to tell them to just take two and call me when the bleeding stops to better game the chances against that 10% fail chance.
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# ¿ Apr 25, 2015 17:52 |
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Cythereal posted:Genius claims Autocthon was a theorized second Earthlike planet perpetually on the other side of the sun from Earth. It sounded plausible enough for a discredited theory that I didn't check to see if it was real. See, I had just assumed Nemesis was the counter earth, because that made way more sense as a name for the opposite earth, to the point that I seem to remember it being used for one in some movie from a few years ago.
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# ¿ May 18, 2015 02:07 |
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You know, I like the basic idea of A Bill In Three Parts, where you have to fix things, not so that there aren't multiple Bills, but just so they don't end up at the weird nexus that is the crossroads again, but it definitely isn't a street-level UA adventure with all the time-travelling and teleporting, and it needs some significant rewrites either way. First of all, the objective needs to be better (read: at all) conveyed to the PCs. As is, there doesn't seem to be any way to understand 'oh, we need to make sure the Bills never get on the road', so someone would need to tell the players 'hey, cosmic poo poo is hosed thanks to these assholes crashing into each other, I can shove you all back into a few key points to shore it up by keeping them from getting there, whatever you gotta do'. Also, the second scenario seems out of place with the other two. In one and three, Bill is ultimately some poor schmuck who is unlucky enough to bumble his way into a seriously bad situation and lucky enough to get out alive, but in two, he's suddenly a hardened killer who's learned legitimate magic. It just feels way out of tone with the other two, and I'm not sure what could really be done to modify it to get better in line besides throwing it out completely and starting from scratch on a different reason to get Bill in a stand-off with police. Pinfeathers is great on multiple levels though, especially because the multiple 'roads' for NPCs means the mood of the adventure can very dramatically, from a bunch of assholes all squabbling to gently caress each other over for personal gain and spite, to a bunch of well-meaning people who are all just trying to do what they think is the right thing and who could probably be convinced to all get along if they could just all sit down and talk.
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# ¿ Aug 7, 2015 13:35 |
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One idea I had to make the scenario work better would be to just go Run Lola Run with it; you repeat each scenario after failure until you succeed in keeping Bill from getting on the road. I think this'd fix up some of the problems, like the obtuseness of each scenario and what you're supposed to do. Instead of being frustrating and bullshit, it becomes a feature: repetitions allow you to learn more what's going on and experiment with new plans. It also specifically works well with the 3rd scenario's potential ending of Bill escaping in the ambulance: the PCs get him winged and watch as he's loaded into the ambulance, then find themselves back at the trailer park entrance again and have to figure out 'wait, what did we do wrong?' This also gives the added aspect of seeing how long it takes before someone gets fed up and just tries to Kill Bill(s). It still probably doesn't work as an introductory 'you are new to this world' adventure, though. Honestly, it seems like a good plot for some 'timeline police' game, rather than UA. At least to me, Pinfeathers' resolution seems better at being 'magic's got rules, and those rules are byzantine and can lead to some real strange poo poo', which is better than the just 'poo poo's weird!' A Bill In Three Parts seems to be, as far as oriongates's write-up indicates. I just still love the idea of a man who splits into three of himself, and is still cosmically unlucky enough to wind up in three lovely situations at the exact same time.
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# ¿ Aug 8, 2015 04:26 |
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Does Age of Worms keep bringing up Kyuss? Because the soundtrack that conjures in my mind has a very different tone than the adventures.
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# ¿ Aug 29, 2015 16:14 |
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Lurks With Wolves posted:Well, that band named themselves after an AD&D monster called the Son of Kyuss that's a zombie filled with writhing green worms, so you can probably guess where this is going. I honestly didn't know that's where the name came from. Learn something new every day! Now, how much of this adventure path is now going to be 'hey there's another undead out there with a worm in it, go hunt 'em down and kill 'em before the wacko cultists can'? ZeeToo posted:Yes, we're going to hear about Kyuss a time or two more. I hadn't heard of the band, but... well, you're going to have the whole thing stuck in your head in a bit. If it means reading more of these adventure summaries, I'm entirely on board. I hope to see plenty more of Balabar Smenk, Portraited and Not Dead NPC.
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# ¿ Aug 29, 2015 16:49 |
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# ¿ Jan 14, 2025 03:23 |
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Someone write me up Iconomancer spells for Biggie and/or Tupac.
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# ¿ Sep 2, 2015 21:54 |