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Alien Rope Burn posted:The more I go back and read old World of Darkness the more I think of Everlasting. One thing I've noticed in the writeups is that a lot of the stuff that was implied in oWoD (like "science bad!") is flat-out stated in Everlasting. It's kind of amazing; I guess the designer thought that the real problem with the WoD games was that they were a little too subtle about the point they were making.
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# ¿ Jan 21, 2014 04:56 |
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# ¿ Sep 15, 2024 15:16 |
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# ¿ Jan 28, 2014 19:30 |
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Rockopolis posted:The pair of quotes requested before
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# ¿ Jan 30, 2014 06:28 |
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GimpInBlack posted:Too busy playing the same basic concept but better in Marvel Heroic Roleplaying.
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# ¿ Mar 6, 2014 21:32 |
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Evil Mastermind posted:I think it's more of a mis-remembering of what old gaming was actually like. People get so focused on things like the S-series they start to think that was the default play-style. Then these ended up getting published as official adventures and many players understood as the way things were supposed to be, and so you had this whole cult of dungeons as arbitrarily cruel places with sadistic GMs looking to catch you up and TPK you and Fantasy loving Vietnam and welp here we are.
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# ¿ Mar 23, 2014 17:06 |
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Evil Mastermind posted:The worst merits/flaws in pretty much any game are the pure-roleplay ones, because they pretty much boil down to "free points". Take "shy" or "cowardly" or whatever, get some extra skill points, and then everyone forgets you have it and you play your character however you want.
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# ¿ Apr 1, 2014 18:29 |
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Humbug Scoolbus posted:Six Guns and Sorcery goes over North America extremely thoroughly for Castle Falkenstein. There are some wonderful bits including who Norton's right hand man is.
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# ¿ May 9, 2014 01:01 |
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theironjef posted:Has anyone ever seen the D20 Prime Directive? Or the GURPS one? My partner hated that game like ... nothing I've seen before, and I really want to know if the other variants are as bad. (checks wiki) Huh, guess not. I assume the D20 variant is hilariously broken (as D20-derived systems usually are) and that the GURPS version is passable (simply by the fact that GURPS is designed to have a sturdy core that supports an enormous range of world-genre books on top of it) if you want to play in the Tom-Clancy-Does-Old-Star-Trek setting of Star Fleet Battles.
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# ¿ May 9, 2014 18:25 |
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Alien Rope Burn posted:Central Casting's author, on the other hand, came out as a transsexual, and presumably her thoughts on the matter have changed.
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# ¿ May 20, 2014 04:50 |
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Alien Rope Burn posted:That subtitle seems suspiciously superfluous. "Just in case you missed the title, this is what the game is about."
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# ¿ May 20, 2014 16:39 |
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I got the sense that they wanted to make a pirate game, saw how straight-historical RPGs traditionally did in the marketplace, cast around for a gamer-friendly "hook", and settled on applying a thin patina of furry to their game.
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# ¿ May 22, 2014 18:05 |
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Halloween Jack posted:Yeah, if anything, I'd assume the opposite--they liked furries, no one had done a furry pirates game yet, engage! ARB mentioned D&D as not hewing particularly close to its source genre, but it did at least have, y'know, rules for wizards and dragons and magic swords and elves and poo poo.
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# ¿ May 22, 2014 19:49 |
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Kurieg posted:It wasn't a 3rd party book.
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# ¿ May 22, 2014 21:33 |
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hectorgrey posted:To be fair, that's probably the fault of the setting - Star Wars has a very black and white morality (particularly as regards the force).
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# ¿ Jul 16, 2014 18:02 |
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Bieeardo posted:Personally, I think it's bullshit. As much as I'm not a fan of Campbell, Luke and the others follow a clear Hero's Journey arc, and for my money the focus is on the fantasy heroics. Sure, Mos Eisley is a shithole, but then you've got places like Cloud City... which, okay, wasn't a whole lot nicer when you got past the shiny surface. The focus was still on adventure, and sticking a thumb in the eye of evil, not praying that you don't flub your docking roll, and getting hassled by Hutt legbreakers while your hold's being loaded with tibanna. Not that there isn't room for that style of play, but it's pretty weird when the rules as written seem to sidestep the tone of the source material. The Star Wars game would have been better if it allowed you to start at higher power levels (you could play dirt farmers, or you could play veteran rebel agents, or you could play the Jedi Council) but I guess the D&D-derived zero-to-hero earn-your-fun grind thing was just too entrenched in the hobby at the time. Not entirely - my favorite 80s game (JAMES BOND 007) let you play "00" class agents right out of the box.
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# ¿ Jul 17, 2014 18:43 |
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Maxwell Lord posted:Most of the modules for Star Wars were built around Rebel missions rather than playing Traveller in the SW universe, though- you were by default heroes fighting the Empire. The simplicity of the core mechanics relative to most of what was out at the time, plus the 1e GM advice, marked it as fairly cinematic.
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# ¿ Jul 17, 2014 21:16 |
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theironjef posted:Having also reviewed Ghostbusters for the podcast, I totally believe this, because it was completely stripped down and a reasonably good attempt to produce something fun and cinematic. Very impressive for 1986. Somewhere between '88 and '96 every RPG designer became obsessed with ultra-grit realism and big charts that randomized every little thing. e: And then they used the system almost verbatim for their Metabarons license (like, the text of the Metabarons RPG mentions "snubfighters" multiple times) - which was hilarious because the MB universe was about these nearly godlike space-warriors and their generation-spanning battles that tended to result in planet-scale genocide, which was entirely unsuited to a system where you start out as a turd farmer who has a 30% chance of hitting the broad side of a barn at twenty feet with a laser pistol. FMguru fucked around with this message at 22:06 on Jul 17, 2014 |
# ¿ Jul 17, 2014 22:02 |
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One of the finest RPGs for genre emulation was my beloved James Bond 007, published in 1985. Way, way, way ahead of its time. There's also Paranoia and Toon (both 1984).
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# ¿ Jul 24, 2014 23:55 |
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unseenlibrarian posted:I can forgive the Ghostbusters RPG for a multitude of sins for basically being the game that invented Plot/Brownie/Drama/Hero etc etc points as a -thing-. [Ask] Me about early-1980s RPGs.
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# ¿ Jul 25, 2014 00:16 |
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Evil Mastermind posted:I think I talked about this a thread or two ago when we were discussing Paranoia 5th Edition, but when it got right down to it WEG's writers didn't see the difference between dark comedy, intelligent comedy, or slapstick. Everything got dumped into that category eventually.
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# ¿ Jul 25, 2014 00:20 |
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Humbug Scoolbus posted:WEG also had one of the best modern conflict board wargames in AirCav and a bunch of good historical board wargames. I wasn't really a fan of the D6 system, but I did like TORG. Actually, there were three companies: I forgot that guy who bought out their IP in the 2000s and tried to relaunch it, only to become the dictionary definition of a nerd with a dream and a line of credit but less than zero business sense. What a trainwreck that was.
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# ¿ Jul 25, 2014 17:28 |
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Kai Tave posted:I did actually get my pre-order money refunded after a while, though I have no idea how many other people did, and Eric Gibson had the typical RPGnet angry game designer flounce when people wouldn't stop being mean to him over his complete and utter clusterfuck. Bill Coffin did actually wind up releasing Septimus in digital format for free if you want to check it out. The punchline is that it's mostly kind of forgettable. Eric Gibson posted:I'm done trying to explain myself to people who don't want an explaination but just wish to turn words around and read into what I write. Note that the "sense of entitlement" he's railing against is "an expectation of something in return for the $50 I ponied up a year ago, even if it's only an honest explanation of why I haven't gotten anything yet."
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# ¿ Jul 25, 2014 18:06 |
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Alien Rope Burn posted:Ultimately, GURPS isn't really that universal, it basically works around most human-level genres, but once you get into the high-scale supernatural or superhuman realms - and don't even get me started on Vehicles - the math rapidly unravels. But if you want to run a low fantasy game, espionage, investigative, or anything else relatively "realistic", it functions rather well. But something like GURPS IOU nicely highlighted how not to use GURPS. Yeah, GURPS maps nicely in the space from gritty-"realism" to action movie "realism", and shines at things like modern horror, hard SF, conspiracy, and historical eras (or "historical era but with magic"), or mashed-up genres. But it really is on the GM to set up a campaign frame and choose a focus - just handing the 4E core (or 3E core + compendia) to someone and saying "create a character" and expecting them to pick through 200 pages of skills, ads, disads, quirks, powers, and modifiers is just too much to ask of someone who isn't already a full paid-up member of the Church Of GURPS. Same with GMs who look at all the optional rules and try to run a game with 95% of them on, which is where you get horror stories of 3 seconds worth of combat taking two hours of table time to adjudicate. GURPS also has the problem that the most vocal and dedicated parts of its fanbase (and the ones who most reliably by the supplements) are the most detail/realism-obsessed part, always up for splitting hairs and demanding even more equations with more variables, which results in things like Vehicles and Tactical Shooting.
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# ¿ Jul 25, 2014 22:25 |
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Asimo posted:Compare that to the classic example of 90's GURPS where they expected you to do gritty fantasy, modern horror, super heroes, and far-future sci-fi with characters that were theoretically point balanced between. It's not like there's been some hard transition point, but it's still a pretty clear long term trend.
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# ¿ Jul 25, 2014 22:32 |
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theironjef posted:Also goddamn I would love to see an attempt to explain Immortal. It's unreadable, one of those games where the rules are battered in a thick coating of goofy names and metaphoric titles and then deep-fried in a vat of oily fluff text, such that you can never tell if you're reading a game rule or a poem at any given moment.
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# ¿ Jul 29, 2014 20:47 |
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Kavak posted:I'm kind of surprised Palladium is still in business despite Siembieda's
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# ¿ Aug 4, 2014 02:46 |
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theironjef posted:California is a vast empty wasteland.
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# ¿ Aug 11, 2014 22:15 |
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Robindaybird posted:honestly, California agriculture is hosed when the aquifer is drained dry.
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# ¿ Aug 12, 2014 16:55 |
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Evil Mastermind posted:Yeah, it's very 90's design
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# ¿ Sep 5, 2014 18:20 |
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theironjef posted:It's borne out correctly with the stuff from the 80s we've talked about on the podcast. Prime Directive, Car Wars, D6 Star Wars, and Skyrealms of Jorune are some of our episodes where we really get into how rulesy they are, and they're all 80s games. I think the one big exception would be the comically light Ghostbusters RPG. Not all games in the 1980s were rules-heavy simulations - some exceptions I can think of were Pendragon, Call of Cthulhu (although it had some leftovers from its SCA combat sim roots, like %impale and lots of unnecessary skills), Toon (although it had an experience point progression system that rewarded careful, smart, objective-driven play, which was hilarious on so many levels), and even Star Wars 1E (which was a fairly light and zippy game, especially compared to the complex and leaden version the podcast reviewed). But they were an exception in a world filled with Twilight:2000 and Rolemaster and Chivalry & Sorcery and Villains & Vigilantes and MegaTraveller and Champions.
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# ¿ Sep 5, 2014 19:44 |
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Humbug Scoolbus posted:You really need to take a look at one of the FGU games from the early 80s (Just not Chivalry and Sorcery unless you need a sleeping pill). Villains and Vigilantes, Daredevils, Aftermath, PsiWorld, Flashing Blades, or Space Opera would be my recommendations. Every single one of which had a different core system. e: Checked wiki, saw that I missed Bunnies & Burrows, Swordbearer, Star Explorer, and Freedom Fighters. FMguru fucked around with this message at 21:59 on Sep 5, 2014 |
# ¿ Sep 5, 2014 21:50 |
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The 90s really were the Dice Pool Era. Every game used a dice pool mechanic (I blame Vampire/WoD) and then applied their own little quirk to it so it wouldn't be a verbatim copy of Vampire or Shadowrun.
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# ¿ Sep 6, 2014 17:07 |
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Bieeardo posted:I'm not sure anyone really thought about the math, either. Variable dice pools versus variable target numbers made for some really swingy results, and that's before tossing in degrees of success and target numbers that require one or more dice to explode multiple times. FASA simplified things a little for combat in SR2, by standardizing on two successes to 'stage' damage results up or down a level, but it took White Wolf until the New World of Darkness to standardize on a fixed target number.
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# ¿ Sep 6, 2014 18:45 |
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Testament:D20 probably sold 5x-10x as many copies as Testament: The Standalone Biblical RPG would have, especially in the early 2000s.
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# ¿ Nov 8, 2014 04:16 |
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Night10194 posted:The funniest part is, because they have to keep them out of Well Known Major Historical Tragedies like WWII, they always come off as not actually controlling much of human affairs, really. Vampires really have no control over the sort of Great Big Tides Of History that result in World War II or the French Revolution and the like; they get carried along with it like everybody else and have to scramble to stay afloat like everybody else.
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# ¿ Nov 11, 2014 09:10 |
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ZeeToo posted:Another promising angle to take would be setting the Ark down and then arguing that a 4x3x3 box rounds up to basically being a 5x5x5 piece of cover, and that if an attack misses you by less than the bonus from cover (+4 AC), then it struck the cover. So you hunker down behind it, then wait for the other guy to hit it with a stray arrow and summon two angels that make solars look underpowered.
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# ¿ Nov 13, 2014 13:39 |
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Kai Tave posted:Also Reckoning had metaplot. If you want strings-free monster hunting then what you want is Hunter: the Vigil from the nWoD. Night10194 posted:Also, if I remember, the crazy Messengers giving you the powers were loving Exalted.
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# ¿ Nov 15, 2014 19:24 |
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I really like the nested no-win options that Wick's players are presented with. He wants to challenge you, to push you to edge of what you and your character can do - but if you respond to that challenge by trying to up your game and going back to the rulebooks and trying to get an advantage, well now you're a filthy "min-maxxer" and "rules lawyer" and rules lawyer and he has carte blanche to openly gently caress you over because, hey, munchkin. Or, as noted above, if you respond to Wick's taking every kind of character hook as a weapon to be used against you by creating a featureless mysterious loner character, well, he has ways of dealing with "roll-player not ROLE-player" types like you. And on and on. So the only way to succeed in his games is to take his crap and take it and take it and take it until he gets tired (or he senses a full table revolt is in the offing) and lets you win and hooray look at all the adversity you passed through, that's what makes a real hero who has EARNED it! He reminds me of some of the people who produce or defend exploitation movies or comics or whatever, where the female character is luridly abused and kidnapped and raped and terrorized until the final few minutes where she turns the tables and exacts bloody vengeance on her tormentors, and then pointing to that last scene as proof that the movie was actually about the triumph of a Strong Female Character and is really a feminist piece of work.
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# ¿ Dec 3, 2014 16:54 |
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Ratpick posted:I love the fact that he first admonishes someone for writing a review of his RPG Orkworld without having even played it and then goes on a rant saying "Well D&D 3e is really bad and dumb, I couldn't even get around to playing it because just reading it made me mad." And in Wick's slight defense: the metaplot turn for 7TH SEA where the setting turns out to actually be about Men In Black fighting an invasion by Cthulhu was perpetrated long after he'd stopped working for the line.
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# ¿ Dec 3, 2014 17:03 |
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# ¿ Sep 15, 2024 15:16 |
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Bieeardo posted:I remember thinking Orkworld was an interesting concept
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# ¿ Dec 3, 2014 18:21 |