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Kurieg posted:Jesus poo poo it was a geocities page. That site just screams professionalism. Oh no, wait, that's me. It's me screaming.
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# ? Sep 30, 2023 08:29 |
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To be fair, the only people who care about demographics are other, bigger nerds who know something about populations... and me. I don't know anything, but I hate being happy and I worry that if I ever make a fantasy setting, it will have to have realistic maps, with enough villages to feed the cities, even if that isn't really important in an engaging setting. gently caress Age of Sigmar's maps et al.
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Kurieg posted:Jesus poo poo it was a geocities page. "What are you looking at? It looks like a virus" - my girlfriend
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Dallbun posted:That site just screams professionalism. Oh no, wait, that's me. It's me screaming. 1) That wasn't an official site, it was the line dev's personal page that he just dumped stuff on. 2) it was 2006.
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JcDent posted:To be fair, the only people who care about demographics are other, bigger nerds who know something about populations... and me.
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MonsieurChoc posted:I can bring up Ravenloft again, where the entire setting has less people than Montreal. in RL's defense, an overwhelming sense of loneliness and isolation would be thematic and reinforce the core setting conceits. to me, the weirder angle is that you've got some domains that have zero population, and the domains with next to no occupants skew the average way towards the bottom end of the scale. you also kind of have to decide whether or not you're going to count all demihumans (like goblins or faerie or whatever) in the number, and whether or not intelligent undead or entirely alien entities (that are also self-willed) should count. because there's a fair few zones that don't have a human population, but they're full of trolls, or they include an entire city of intelligent undead. personally I'd just rule that as long as the population figures for Barovia are within the realm of possibility, then none of the other realms matter because if you're in Ravenloft and you're not actively adventuring in Strahd's realm, why the gently caress are you even using that setting.
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FMguru posted:Nerd settings always, always, always screw up the demographics. Always. I remember that Ars Magica gave population numbers for each of the Tribunals, but don't remember if they were reasonable or not. Anybody (mors) know if they check out or not?
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Kurieg posted:Jesus poo poo it was a geocities page. This site is the visual equivalent of a 13-year-old screaming Linkin Park lyrics in your ear.
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Kaza42 posted:I remember that Ars Magica gave population numbers for each of the Tribunals, but don't remember if they were reasonable or not. Anybody (mors) know if they check out or not? They give numbers for the Houses. Each House contains between like 12 (Mercere) and 80-120 (everyone else) wizards, plus...I think 150-200 Ex Misc. The Order is not actually very large, which is why basically the entire thing can gather at the Grand Tribunal.
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FMguru posted:Another thing about faction-based games is that you have to build the setting so every faction have a reason to fight with every other faction (so that any pair of armies or decks that show up at a table have an in-game reason for being there), and also a reason for each faction to fight among itself (in case two space marine players meet each other or two ork players or whatever). Some settings go the extra distance and set it so every faction has a reason to ally with every other faction. I really liked Infinity's explanation of "all of these are basically deniable deep black ops operations," which is why you can have like, even nominally allied forces killing each other in the middle of nowhere. More games should recognize that just because the scope is small, the stakes don't have to be.
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Kurieg posted:1) That wasn't an official site, it was the line dev's personal page that he just dumped stuff on. 1) Yeah, it was his personal site, but he was presenting it as the copywritten work of a professional game designer, complete with threat of persecution [sic]. 2) It's true. And I have seen worse. There's nary an animated gif in sight.
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JcDent posted:Yeah, it would be hard to make a grimdark setting with IoM that's competent (not perfect), in, like, just using the massive hive world populations to keep factories running in 8 hour shifts without interruptions, having an imperial faith that not only does good but fights the more regular kind of corruption within it, and flak armor being 5+/4+ against explosions, but that would be super hard and would require a new setting... and you can't have orks in an original setting :/ I dunno, I think the lore chapters in Dark Heresy etc did a good job with it. Like they kept the population numbers, but used them well, to create a sense of overwhelming, impossible enormity to the Imperium. Yeah, the upper spire for a primary hive can hold a billion people, but that spire is unbelievably huge, to the point that its top is usually above a planet's atmosphere. The hive itself can span an entire continent because the forerunners of the Imperium had the tech to hollow out tectonic plates without collapsing them. The amount of infrastructure required to sustain these populations boggles the mind, to the point that one such city has another city beneath it that exists entirely as a kludge for a biomass depletion problem where the terraforming engineers couldn't figure out a more elegant solution. A billion guardsmen dying is 5-10% of the population of a typical hive world, and while the Imperium definitely has a labor surplus, a single planet will certainly feel that kind of loss...but the Imperium has a lot of planets, too. None of which is to apologize for the 40K writers doing the Star Wars EU thing, but that kind of astronomic scale can work if you're doing bleak, existential horror, and I think FFG were wise to recognize that when they wrote the RPGs.
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Thesaurasaurus posted:None of which is to apologize for the 40K writers doing the Star Wars EU thing, but that kind of astronomic scale can work if you're doing bleak, existential horror, and I think FFG were wise to recognize that when they wrote the RPGs. It did make it a lot harder to write a story about 3-6 weirdos meeting up to do work together, though.
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MJ12 posted:I really liked Infinity's explanation of "all of these are basically deniable deep black ops operations," which is why you can have like, even nominally allied forces killing each other in the middle of nowhere. More games should recognize that just because the scope is small, the stakes don't have to be.
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I dunno, I don't think "Part of the resistance movement of a country occupied by the not-Russians invited the eager-for-converts fanatics in if they'd just kick the not-Russians out" is all -that- contrived.
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![]() Teenage Mutant Ninja Turtles & Other Strangeness Revised Edition, Part Five: "Real mutation almost always results in death or disfigurement." BIO-E Points Time to find out how to mutate your animal! After working out your animal type, you cross-reference it with the list of animals to find out several things:
![]() Man, Wuj, nobody wants to play a mutant animal that just looks like some guy! The second thing to look at is human features. These come in four categories of three steps each. "None" means the feature is just like that of your natural animal type. "Partial" means you're halfway between animal and human in that category. And "full" means you're functionally human in that category. The four categories are:
Another thing you can spend BIO-E on is animal powers, though only those appropriate for your animal type. These come in several general categories:
![]() Sonic looked way cooler when he was still a porcupine. The last and weirdest thing you can spend your BIO-E on is psionics. Why this game includes psionics is a mystery to me - the Teenage Mutant Ninja Turtle comics have very little that can be described as such. Indeed, magic and super-science are a lot more common. While there will be a one or two obscure psychic characters later on, none have shown up at this point in the comics. It seems largely here to give some animal rapport powers and to enable some psychic mind control NPCs later. For those familiar with other Palladium games, note that the powers here don't have any limits on usage like "Inner Strength Points" - you can use them as often as you like. The powers available are:
![]() And for some reason, dogs as the heralds of Galactus. Lastly, there is an actual formula that generally determines the BIO-E available to a given animal type! I know! It's shocking! The formula we're given by Wujcik is: pre:50 - (Size Level x 5) + (Cost for full human features) - ([# of attribute bonus categories] x 5) = Total BIO-E Where "Total BIO-E" cannot be less than 0. pre:50 - (11 x 5) + (5 + 5 + 10 + 5) - (6 x 5) = -10 BIO-E pre:50 - (Size Level x 5) + (Cost for full human features) - (total attribute bonuses, rounded to the nearest increment of 5) = Total BIO-E Where "Total BIO-E" cannot be less than 0. pre:50 - (11 x 5) - (10) - (15) = 0 BIO-E
What's missing are nearly any marsupials (opossums only), reptiles (alligators / crocodiles / turtles only), amphibians (frogs only). In addition, fish are missing entirely, as are any invertebrates. More animals will be added in supplements, mainly through the After the Bomb setting. So if you were interested in seeing more animals, you unfortunately had to invest in that setting, as they drip-fed them largely in those supplements rather than the main Teenage Mutant Ninja Turtles, which... I don't know if it was an intentional way to push that secondary setting, but it was an effective one. I mean, maybe you're not interested in animal Camelot (aka Animalot) or post-apoc Yucatanimals settings? Well, we've got some new animals for you in those books anyway... Next: Hey, kids! Biff! Pow! Comics! ![]() Alien Rope Burn fucked around with this message at 22:18 on Dec 6, 2017 |
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unseenlibrarian posted:I dunno, I don't think "Part of the resistance movement of a country occupied by the not-Russians invited the eager-for-converts fanatics in if they'd just kick the not-Russians out" is all -that- contrived. I think it was more that the ability of the crazy fanatics to actually get there involves some Menoth space warping, IIRC.
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Mors Rattus posted:I think it was more that the ability of the crazy fanatics to actually get there involves some Menoth space warping, IIRC. ![]() The fanatics are the white strip south of the blue blob. Assuming their goal is Llael, their most feasible route is through a howling wasteland (which is probably pretty feasible, comparatively), or some kind of smuggling through Khador. (Khador is in theory the same religion as the Protectorate, albeit in a much milder, less fanatical way.)
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JcDent posted:
I'm going to nominate Mutant Chronicles. It's pretty much WW1 in SPAAAACE!!! (actually limited to the our star system). The big, bad extradimensional horrors are literally the personification of mindless industrialization and the social environment during WW1, and the Megacorps (did I mention it has a lot of cyberpunk elements?) actually have a shot at winning because, while they're all flawed, they also really don't want to see the species end. And the zealous religious type organization fights the extradimensional horrors with both a fighting arm and also lobbying for humane treatment of people, charity and healthcare. And magic. Space magic. With large pauldrons. Plus the latest edition added Czarist Russia as seen through Metro/STALKER.
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Mors Rattus posted:I think it was more that the ability of the crazy fanatics to actually get there involves some Menoth space warping, IIRC. e: I always regarded Mutant Chronicles as WH40K but on a saner scale (nearer future, all in our solar system, smaller armies, better rules). Megacorps and governments fighting a forever war across Mercury and Mars, and also some idiot opened a helldoor so there's demons and magic and cultists to fight, too. It was a minis game and an RPG (also a CCG and a even a terrible direct-to-video movie), and the setting was 90s faction/clique as gently caress, complete with space-Nippon (Mishima), space-Germany (Bauhaus), space-Britain (Imperial), space-America (Capitol), and space-Cyberpunks-Fightin'-The-System (Cybertronic). FMguru fucked around with this message at 02:13 on Dec 6, 2017 |
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Tasoth posted:I'm going to nominate Mutant Chronicles. It's pretty much WW1 in SPAAAACE!!! (actually limited to the our star system). The big, bad extradimensional horrors are literally the personification of mindless industrialization and the social environment during WW1, and the Megacorps (did I mention it has a lot of cyberpunk elements?) actually have a shot at winning because, while they're all flawed, they also really don't want to see the species end. And the zealous religious type organization fights the extradimensional horrors with both a fighting arm and also lobbying for humane treatment of people, charity and healthcare. And magic. Space magic. With large pauldrons. What system does this use, because this sounds relevant for me.
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Night10194 posted:What system does this use, because this sounds relevant for me. Modiphus' own. 2d20, roll under your stat/stat+skill with criticals based on a range you can purchase. Difficulty is based on number of successes needed total. You can buy upto 3 more d20s by giving the GM Dark Symmetry points, which they can use to complicate your life later. Tactical combat movement is abstracted, reloads are there to let you take extra shots in a round/use special ammo and enemies can be terrifying if they form a squad. The only gripe I have is that the GM has the option to corrupt a players equipment through DS points, and the book just says 'Don't abuse it', which feels really bad for me.
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Robindaybird posted:yep, with Ravenloft, the rule of thumb is to times the population number by ten to get a more reasonable number. Even Eberron messed it up. It's supposed to be some kind of pseudo early-modern magepunk world and the largest city is Sharn, the New York/London analog, with bustling population of 200,000.
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Nuns with Guns posted:Even Eberron messed it up. It's supposed to be some kind of pseudo early-modern magepunk world and the largest city is Sharn, the New York/London analog, with bustling population of 200,000. So, y'know...that was the population of New York, broadly, in 1900. (Mind, it doubled within a decade, and London was already at a million before that, and was nearer to 10 million by 1900, so.)
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Mors Rattus posted:So, y'know...that was the population of New York, broadly, in 1900. (Mind, it doubled within a decade, and London was already at a million before that, and was nearer to 10 million by 1900, so.) Eberron is the Wizard 20s, though. I want someplace to be Fantasy 1920s Detroit.
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Tasoth posted:Modiphus' own. 2d20, roll under your stat/stat+skill with criticals based on a range you can purchase. Difficulty is based on number of successes needed total. You can buy upto 3 more d20s by giving the GM Dark Symmetry points, which they can use to complicate your life later. Tactical combat movement is abstracted, reloads are there to let you take extra shots in a round/use special ammo and enemies can be terrifying if they form a squad. The only gripe I have is that the GM has the option to corrupt a players equipment through DS points, and the book just says 'Don't abuse it', which feels really bad for me. You know, I hate it when games have stuff like "gently caress with your players"-points or disadvantages like Unlucky that just read "bad poo poo might happen to you when your GM says it does." Because as a GM, actually using those options just feels adversarial in an unfun way, while not using them is just giving players free poo poo.
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PurpleXVI posted:You know, I hate it when games have stuff like "gently caress with your players"-points or disadvantages like Unlucky that just read "bad poo poo might happen to you when your GM says it does." I agree, I prefer players just have bonus pools to spend.
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I'm intrigued by any tabletop franchise that gets a cult following, and Mutant Chronicles sounds neat...but I think it's never pulled me in because its aesthetic is too close to 40K.
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PurpleXVI posted:You know, I hate it when games have stuff like "gently caress with your players"-points or disadvantages like Unlucky that just read "bad poo poo might happen to you when your GM says it does." A metagame currency that lets the GM ratchet the difficulty level up is completely redundant, given the fact the GM built that lever and set it originally and has the built-in ability to turn it up or down at his discretion. The implication that the GM can't make a situation more complicated unless he chooses to play a special chip is just...I mean, I could see making it work in a PbTA game or some similar indie game that is designed from the get-go with specific constraints on what the GM can and can't do in play. But in a traditional GM-runs-the-show affair, it's just so meaningless.
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Thesaurasaurus posted:I dunno, I think the lore chapters in Dark Heresy etc did a good job with it. Like they kept the population numbers, but used them well, to create a sense of overwhelming, impossible enormity to the Imperium. Yeah, the upper spire for a primary hive can hold a billion people, but that spire is unbelievably huge, to the point that its top is usually above a planet's atmosphere. The hive itself can span an entire continent because the forerunners of the Imperium had the tech to hollow out tectonic plates without collapsing them. The amount of infrastructure required to sustain these populations boggles the mind, to the point that one such city has another city beneath it that exists entirely as a kludge for a biomass depletion problem where the terraforming engineers couldn't figure out a more elegant solution. A billion guardsmen dying is 5-10% of the population of a typical hive world, and while the Imperium definitely has a labor surplus, a single planet will certainly feel that kind of loss...but the Imperium has a lot of planets, too. Part of what the RPGs recognize is what was sorta true back in the Rogue Trader days: that all that ginormous macro level trillions upon trillions was meant to be backdrop so that you *could* tell stories where there big things and people won or lost, but it wouldn't by default muck up the whole setting. You could have a whole sector or whatever get embroiled in an epic struggle for the fate of everything and even if chaos or the orks won it didn't mean the Imperium had to fall. Hell, Terra might not even learn that it had lost that sector for another thousand years. The Imperium could be eternally doomed on the macro level because its eventually collapse would be played out over hundreds of generations, during which you could tell all sorts of campaigns using the base setting and have them all be "canon", just spread out over vast distances. The problem is that the writing kept focusing more and more on the macro-level stuff, with these key players who ruled whole factions and could be meaningfully represented personally on a territory map of the galaxy. The thousand man space marine chapters make....okay, they still don't make sense, even with a single world. But they make *some* more sense when they're meant to be a big player in one tiny fraction of the setting, rather than being a big portion of the galactic political sphere. To be fair, this isn't a new problem. They started introducing those personalities pretty early on. But early on too many of those characters were still oriented towards a slightly smaller scale. The chaos primarchs were doing poo poo, but it was oriented on things like conquering a single world or sector; the setting made a point that the old legions had fractured into warbands and the old big leaders didn't normally command forces of a scale necessary for galactic level war. Over time though, the lines started to focus more and more on those supposedly rare events that did have a galactic impact, which is how we get into the mess of an eternally static setting now.
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Mors Rattus posted:So, y'know...that was the population of New York, broadly, in 1900. (Mind, it doubled within a decade, and London was already at a million before that, and was nearer to 10 million by 1900, so.) This definitely doesn't look like a city of 200,000 ![]() Night10194 posted:Eberron is the Wizard 20s, though. Well the Cogs of Sharn are basically Detroit. Nuns with Guns fucked around with this message at 04:02 on Dec 6, 2017 |
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PurpleXVI posted:You know, I hate it when games have stuff like "gently caress with your players"-points or disadvantages like Unlucky that just read "bad poo poo might happen to you when your GM says it does." So the thing about Dark Symmetry points is they're mainly used so enemy forces can replicate some of the effects of PC characters: Act before the all the PCs (PCs go first then the enemies then critically wounded PCs, order outside of that doesn't matter), call reinforcements, use monster powers, burn for extra attack, etc. Most of it just makes fights more than 'PCs take the best equipment, murder everything'. The technology corruption is also a roll, with the roll have to go reaaaally bad before the technology is permanently corrupted and not just on the fritz temporarily. It still seems lovely to me, even if it is thematically appropriate for the game.
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I think metagame currencies related to difficulty are great, when they're actually used within the context that exists to help the GM measure the difficulty (like any good encounter system), or where the resolution system is built around cues for the GM to act against the PCs (like PbtA). Otherwise, yeah, it's like printing fake money. I haven't played FFG Star Wars a whole lot, but the main complaint I hear about Triumphs and Despairs is that there's too many of them to think of something interesting happening every round of every combat. Godlike had an interesting optional rule for the FUBAR token. When something triggered a roll on the FUBAR table, the party got a FUBAR token they could spend for a bonus or a benefit. The one big problem with that is that FUBAR rolls included stuff like artillery fire and landmines--very, very lethal poo poo even in a game about superhumans.
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Trying to do proper fantasy demography is really hard. You need all kinds of information that just never comes up unless you're an obsessive homebrewer. Caloric and nutritional needs for each race, reproductive rates, soil yields, availability of wood vs peat vs coal for fuel sources.
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Given the current discussion about meta currency, I'd like to hear the thread's opinion about Fate Points in FATE Core/Accelerated.
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Freaking Crumbum posted:personally I'd just rule that as long as the population figures for Barovia are within the realm of possibility, then none of the other realms matter because if you're in Ravenloft and you're not actively adventuring in Strahd's realm, why the gently caress are you even using that setting. Because Sithicus is interesting too? That's about it.
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As one of the greatest weapons ever to appear in the world, the Mighty Servant of Leuk-o has 6 abilities from Table 28: Offensive Powers, 6 from Table 25: Major Spell-Like Powers, and 6 from![]() The Deck of Encounters Set One Part 49: The Deck of Trolls and Tainted Water 289: Youth Gang In a swamp, the PCs run into a gang of 10 young trolls wearing blue bandanas on their arms. If they tie blue bandanas to their own arms, the trolls will let them pass, otherwise they’ll fight. That’s kind of cutely bizarre. I like it. Then the card continues. “The trolls have been organized into a gang by a local hobgoblin shaman, who wants to control the influx of people and monsters into the area. The young trolls were impressed by the shaman’s magic, and agreed to participate in his scheme. The PCs may later see other monsters with similar rags, or rival gangs with different coIors, depending on how far the DM wants to take this idea.” Wait, what? ![]() Also, “[the trolls] fight to the death.” Ugh. THEY ARE REALLY HEAVILY INVESTED IN THIS “WEARING BLUE BANDANAS” SCHEME, OKAY, THEY VALUE IT MORE THAN LIFE ITSELF, ALSO I’M PRETTY SURE THIS IS HOW GANG VIOLENCE WORKS. That puts it under for me. Pass. 290: Two for the Road In a tundra spotted with only a few bushes, two young trolls have set up a rockslide ambush. The rocks are small and don’t do damage, but the trolls roll down with them to help get the jump on their victims. They won’t pursue if they killed a horse or something to eat, and if they flee they’ll try to throw rocks at the pursuers horses to spook them. They have a typically annoying AD&D treasure horde hidden at the top of the ridge (400 sp, 250 gp, 10 pp, and three large gold bracelets set with rubies and worth 20 gp each. So that’s, uh… how much loot?) Ehh, fine. I wouldn’t remember a couple trolls attacking normally, but I might remember a couple of trolls avalanche-surfing down a hill to attack. Keep. 291: No Rest for the Wicked 20 feet up on a cavern wall, there’s an entrance to a troll’s lair. It’s scraping a bear hide, so the PCs won’t be surprised, but it’s also pretty alert and is unlikely to be surprised as well. When it sees them, it’ll “shake its head, sigh, and leap down at the party with a slightly weary roar.” It’s super old, only regenerating 1 hp per round and can’t reattach severed limbs. In its lair is a bunch of coinage and a ring of free action. ...so I guess the PCs are just expected to murder this troll senior citizen, because the card lists no XP for diplomacy, and there’s treasure as a reward. Well, whatever. I’ll keep and see if anything interesting comes of it. 292: The Bigger They Are (Tainted Water) The PCs wander into a village in the mountains where all the people are twice as tall as they are. It’s because of magical run-off from a reclusive wizard’s cave lab further up in the mountains - it goes down-stream and enlarges people who drink it for a couple days in a row. The villagers think the PCs are halflings, and refuse to recognize the fact that they are the ones who are too tall, which is bizarre for multiple reasons. Just how long has this magical run-off thing been going on? All their houses and tools are explicitly built to their enlarged scale, so it must have been, like, generations. Do they never leave the village to trade, and do travelers never come and stay a few days? Do they never bring in spouses from outside? They must be some crazy isolated, inbred, bizarrely self-sufficient weirdos. Also, the enlarge effect “can be easily dispelled on individuals, though it will return the whole village to normal height if cast on the water, for which the villagers would be very grateful.” ![]() ![]() Pass. This makes my head hurt. 293: Don't Tread on Me (Tainted Water) Same mountain as the last village. The PCs run into a village about half the size of normal. The villagers flee when the PCs come, thinking that they’re… [sigh]... giants. Because they drink from a reducing stream. ![]() Like the last card, the stream itself can be dispelled, but this card maintains that “the effect will return in a day or so because of the constant run-off from the wizard’s experiments. The only way to stop it forever is to get the wizard to move or to cease his work here.” Well, that must be one long-lived wizard. Is there a lich puttering around up in the mountains? Has he… just been repeating the same one “experiment” over and over for the past 100 years? That’s enough to make me almost like the concept of these cards, but I’d have to rewrite so, so much to make the gameplay interesting and not nonsensical. Pass. Dallbun fucked around with this message at 06:15 on Dec 7, 2017 |
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"The wizard has been working on this one weird trick for years, and it's driven him crazy."
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The two Tainted Water cards have the germ of a really neat little adventure in them, but doing them as random encounters reduces it to a bare bones state that makes no sense at all. It's a shame, really, because playing Captain Planet to deal with wizard toxic waste sounds like it could be awesome.
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# ? Sep 30, 2023 08:29 |
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Terratina posted:Given the current discussion about meta currency, I'd like to hear the thread's opinion about Fate Points in FATE Core/Accelerated.
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