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Horrible Lurkbeast posted:I'm unsure if you're saying that the new series Discovery has more deaths, or that after the original series Starfleet has a sever sexually transmitted diseases problem. Discovery has a lot more deaths. It's a darker, edgier, more violent and sexy Star Trek.
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# ? Feb 7, 2018 18:46 |
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# ? Apr 23, 2024 14:44 |
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Horrible Lurkbeast posted:after the original series Starfleet has a sever sexually transmitted diseases problem.
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# ? Feb 7, 2018 18:47 |
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Simian_Prime posted:They went back to being two-piece uniforms around Season 3 when they realized the onesies were giving the actors severe back pain.
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# ? Feb 7, 2018 18:49 |
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Halloween Jack posted:Really? How? In order to prevent them from getting bunched up and wrinkly, they were super tight, so it took effort to keep your spine straight, as the whole thing was pulling against you.
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# ? Feb 7, 2018 18:54 |
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Halloween Jack posted:Really? How? Memory Alpha posted:Patrick Stewart claimed that the change from [the first season] Starfleet uniform to the new version after the second season of TNG was thanks to his chiropractor, who recommended Stewart sue Paramount for "lasting damage done to [his] spine." Evidently, the producers wanted to have a smooth, unwrinkled look to the Starfleet uniforms, which put strain on Stewart's shoulders, neck and back after two seasons in a lycra costume that was one size too small. I worn an outfit of similar design for a few Halloweens and can vouch for this. You can make the onesie loose enough to ease the fabric tension, but then it just looks like a frumpy potato sack.
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# ? Feb 7, 2018 18:58 |
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Good answer or the best answer? (Saved for posterity) Also I should watch that discovery thing.
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# ? Feb 7, 2018 19:11 |
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Cythereal posted:The redshirts thing is mostly a meme from TOS that this is a sly jab at, and yes security personnel are now goldshirts. That switch happened during the transition from TOS to TNG - from the 23rd century to the 24th. Wasn't the behind-the-scenes reason for switching the colors because Patrick Stewart looked awful in the gold jumpsuit?
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# ? Feb 7, 2018 19:17 |
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"Captain, have I told you yet that the women on Risa are very... imaginative?" "Jesus Christ Riker, just because everyone follows workplace sexual guidelines now doesn't mean we don't still have them." "I'm just saying, you're going to be swimming in gauzily-draped '90s trim." "...I'm demoting you back to the USS Hood." "Speaking of getting sent to the Hood, the women on Risa..."
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# ? Feb 7, 2018 20:00 |
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Simian_Prime posted:I worn an outfit of similar design for a few Halloweens and can vouch for this. You can make the onesie loose enough to ease the fabric tension, but then it just looks like a frumpy potato sack. Isn't this the same reason why Riker did his weird leapfrog chair mounting manuever? Frakes couldn't bend over when sitting down because of the outfit.
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# ? Feb 7, 2018 20:29 |
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theironjef posted:"I'm just saying, you're going to be swimming in gauzily-draped '90s trim."
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# ? Feb 7, 2018 20:43 |
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Young Freud posted:Isn't this the same reason why Riker did his weird leapfrog chair mounting manuever? Frakes couldn't bend over when sitting down because of the outfit. Frakes' back is also legitimately messed up, so he just kind of sits like that to avoid the issue whenever possible.
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# ? Feb 7, 2018 20:43 |
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Something something his balls ache from all the sexin.
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# ? Feb 7, 2018 21:13 |
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Robindaybird posted:Bedlam's Bard by Mercedes Lackey, as the main character is literally what every D&D bard wants to be, stringing spells by music. It's got some fairly side-eye moments since it's a Lackey novel that started in the 80s. It's kind of funny as she does go heavy on 'elves are awesome' and also point out they're an extremely flawed group of people with some serious weaknesses. And there's always Symphogear oriongates fucked around with this message at 21:46 on Feb 7, 2018 |
# ? Feb 7, 2018 21:30 |
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Scion: Origin: Cop Shows Procedural play covers gathering info, solving problems via planning, finding clues and making stuff. Information Gathering has its own subsystem. Scion divides information that can be helpful to the players into two types: leads and clues. Leads are necessary to either start or continue the plot. Without them, the story just stalls...and therefore, you never need to succeed on a roll to find a lead, you just need to be in the right situation. In fact, you can often get leads as a result of Consolation or via your Path contacts. (More on those later.) Clues are more than just the basic info that keeps the plot going, and they're generally harder to find. They require checks - examining a dead body with Medicine to tell what poisoned them, say, or using Culture to ask around and find out who they owed money to. There's a lot of ways to find clues, and the game suggests a few standard pools you might use. Complications will often involve tipping off your opposition, burning contacts or owing a debt. Analysis can gather clues via experimentation and study of something, often using Medicine (for dissection or diagnosis), Occult (for mystic examination) or Science (for chemical tests or material analysis). Obviously, you can only find clues which are relevant to the thing you're looking at. Cracking is when you go to break through a firewall or other barrier via criminal activity, commonly via Subterfuge (to defeat physical obstacles and break into places) or Technology (to crack codes or break into secure computer systems), offering whatever clues are hidden within. Interrogation involves asking around, reading the mood or yelling at someone while you hang them off a building, typically via Culture (for gossip), Empathy (reading someone and telling if they're lying), Persuasion (making conversation and asking questions) or Subterfuge (dealing with criminal contacts), and will get you whatever clues they know. A particularly intricate or involved interaction may well use the intrigue system, and a character with a relevant Path can try to make an Access roll rather than the normal roll to get this info. (More on Paths later, again.) Surveying is about looking at what's right in front of you, if you know how to look, which can use any appropriate skill, like Close Combat (to read the outcome of a fight) or Survival (to read a wilderness area), giving clues about the immediate scene. Research is when you hit the books or the internet for info, generally using Academics (for history or politics), Culture (for art or legends), Occult (for myth or secret rituals) or Science (for science), and it mostly gives you clues that are generally available, if obscure or advanced. So what kind of stunts can you make with info-gathering rolls? Well, you can spend 1s to get an Extra Clue, usually related to a skill you have but didn't use for the roll. 1s can get you Interpretation, which is the ST giving you some additional context or insight into your clue or lead and its current relevance. For 1s, you can do Q&A, which lets you ask the ST a question about your clue, which must relate to how you're gathering info. If the answer would be irrelevant or a red herring, the ST will give you alternative information instead. Lastly, you could spend 1s for Player Inspiration, allowing you to invent an entirely new fact about the clue that your character figures out...as long as the ST approves of it, that is. But hey, maybe you don't need to just gather info - you need to make a plan. Typically, the way you do this is to use a stunt on an info-gathering roll to give yourself Enhancement on a future action. The ST can also choose to run an investigation as a complex action. If used this way, each Milestone is a clue, with the full truth revealed when you finally succeed. Intervals for this can take up days or even weeks, and the individual Milestones may not make sense as clues until the work is done. Interval limits in this work might be due to deadlines to present, or the time until a murderer strikes again, or any other time crunch. What about crafting? Scion decides that all craft projects have two components: a goal and a Tier. Your goal is what you're trying to make, and usually will end up providing an Enhancement or getting rid of a Complication...or, at higher Tier, making a Relic. The Tier is based on the project's scope. Tier 2 or higher means you need an appropriate Path to even try, due to the complexity of the challenge - as do some large Tier 1 projects. Projects require (Tier) Milestones, plus 1 per key element missing out of materials, tools or design when the project starts. Milestones might include rare materials (secret ores, the hide of a titanspawn lion), hard labor, inspiration from something similar (gained by theft or apprenticeship, say), the blessing or assistance of a deity or other powerful being relevant to the work, or some great ritual act (blooding a blade with a giant's heart, say). Milestones will have a minimum Difficulty equal to the Tier, but if you go on an adventure to get the Milestone you don't need to make a roll for that interval - you get a 'free' Milestone based on your work in the session. Tier 1 objects are mortal items - swords, IEDs, cars. Typically, they will give 1e to some specific challenge, and many Tier 1 projects can be completed without even needing a roll, or just one roll with Difficulty 1-3. Tier 2 objects are Heroic - lesser mystical items, like a sleeping potion or luck charm. They often are not any more potent than a Tier 1 item, but instead have some special quality - a blessed blade that is no sharper than a knife, but which can cut through the sorcery of rakshasa. It typically requires only a scene to earn an unrolled Milestone at Tier 2. Tier 3 items are Demigod tier - equivalent to a 1-3 rating Relic. Generally, they'll offer potent effects or benefits that are stronger than 1e. Their unrolled Milestones typically take a full episode of play to acquire. Tier 4 creations are Divine, equivalent to rank 4+ Relics. Finishing a Tier 4 project might be the goal of an entire season, with unrolled Milestones taking an entire arc to gain. How long does crafting take? Meh. While one guy is busy in the lab, others can get busy acquiring Milestones for them in other ways - stealing objects of inspiration, getting rare goods, or even just offering support via teamwork rules. Intervals that are entirely solitary should be solely done in downtime, while others train or study or whatever. The time an interval takes is based on the nature of the craftwork. A busted engine might be fixed in minutes, while a sacred silver jian might take a full day of labor per interval. Limited intervals are largely due to deadlines or perishable ingredients. Some craftwork also requires Flaws, negative traits that undermine the item when it's used. Typically, Flaws are caused by Complications during crafting intervals, often due to dangerous or substandard materials, improvised tools, curses or so on. The ST can also offer the chance to make an interval take less time at the cost of a Complication that may produce a Flaw...or, if jury-rigging something in seconds (only possible at Tiers 1-2), getting (Tier*2) automatic Flaws. Most Tier 3+ projects are demanding enough that there will be at least one Interval that risks a Flaw. Players can reduce or remove Flaws by giving the ST +2 Tension per removed point of Flaw. (What is Tension? We won't find out until the antagonists chapter, but it's basically Bad Guy Momentum.) Flaws can include built-in Complications or automatic Conditions inflicted on use, being single-use, requiring refueling or reloading after each use or a 30% chance of not working each time you try it. Repair jobs work like crafting, but require one fewer Milestone than making the thing whole cloth. If you already only needed the one roll, it can usually be done without Complications and quite quickly. Removal of Flaws can be done after the fact, but requires Milestones equal to the rating of the Flaws removed. Reforging a Relic into one that's of higher Tier is the same as making one of the appropriate level, but gets (old Relic's dot rating)e. Now, Intrigue. This covers two core systems - bonds and influence. Bonds are your character relationships, while influence is how you affect others' feelings and actions. Both are altered by Attitude. Attitude is how someone feels towards someone else, and is either positive or negative and then rated on intensity from 0 to 5. 0-3 is normal, with 4 or 5 being unnaturally strong emotion. If a target's Attitude would help your goal in influencing them or bonding with them, it gives you Enhancement equal to its level, such as taunting a foe that is furious at you. If the Attitude would hinder you, the target gets the Enhancement instead. An Attitude of 0 helps neither side. If some other party is also very important to the attempt, like convincing your best friend to help their hated foe, both their Attitude towards you and the target may apply. Attitude 1 is either general friendliness or minor irritation, 2 is valued friendship or serious dislike, 3 is best friend or worst foe, 4 is a love potion or curse of hatred, and 5 is a divine soulmate or fated nemesis. If PCs ever need to know their Attitude toward each other and have trouble deciding, default to 2. If a player provides one or two concrete reasons why it should be higher or lower, give it +1 or -1 per reason. Attitudes can change over time, as the result of play events...or rolls. Influence can shift Attitudes, Consolation can increase Attitudes, Complications can worsen them. They can also be modified by atmosphere. Atmospheres, like attitudes, are either positive or negative, and are rated 0-3. They increase Attitudes of the same type and decrease Attitudes of the opposite type. Influence is when you are actively trying to sway someone, rather than just casually interacting. Rolls work like any other and are usually resolved in one roll, rather than a complex action unless they are particularly ambitious, in which case each Milestone represents one of the target's objections to your goal, generally for a total equal to the target's Attitude against it. Influence can be used to encourage behavior, either via overtly asking or as a mixed action with Subterfuge to hide your intention. Typically this will use Persuasion (for taunts, sweet talk or threats) or Leadership (orders or big speeches), and is opposed by the target, with Enhancement based on the apparent danger and cost of the task. You can encourage belief to get someone to think something or believe something, using Empathy (for psychology), Persuasion (for encouragement or fast talk), Leadership (indoctrination) or Subterfuge (rumor), with the target getting an opposed roll, with Enhancement based on how outlandish the lie is. If you succeed, they get 1e next time their belief is challenged. You can shift Attitude to make someone like or dislike someone else, usually via Empathy (targeted insults or careful encouragement) or Persuasion (seduction, intimidation or raw charisma), with a Difficulty based on the target's current relevant Attitude rather than opposed rolls. Similarly, you can shift Atmosphere with Culture (music or party skills) or Leadership (rallying a crowd), though the larger the crowd involved, the harder it is to shift atmosphere. You can also use Influence to read Attitude, typically via Culture (reading the room) or Empathy (reading a single person) to learn the target's personality or motives, generally in the form of their Attitude towards a chosen person or topic. Any Influence targeting PCs can be ignored if their player chooses to. However, if they accept influence in a situation that meaningfully inconveniences their character, they get 1 Momentum. Lastly, Bonds. Building a Bond requires two characters to use teamwork to overcome a challenge or complex action. If both players agree, a Bond is formed immediately. Bonds generate a pool of successes that the characters can spend 1-for-1 to get Enhancement on rolls to help, defend or support each other, to a max of +3. When a Bond is first made, it contains successes equal to the characters' positive Attitude towards each other. If these differ, use the lowest one. Both characters can spend extra successes from the roll that the Bond formed over to add to the Bond's pool, or any similar rolls later. If characters spend a scene doing nothing but reinforcing their relationship via RP, each can roll an appropriate social pool and use the successes to fuel or create a Bond. There is a cost, though. Whenever a character does anything that works against a Bond, it suffers Complication equal to their positive Attitude, minimum 1. If the Complication is not overcome, it drains successes from the Bond pool. When the pool runs dry, the Bond ends. This doesn't mean the relationship does - just that it no longer fuels their success, until they take the time to dramatically reestablish it. All Bonds disappear at the end of each episode, and you can have multiple Bonds at once. If a character is faced with Influence that doesn't support their Bonds, they may spend successes from the Bond pool to increase the Difficulty of the Influence. Bonds are always cooperative and consensual, but you can have a Bond with negative Attitude. This Bond starts with negative successes equal to the worst negative Attitude, which means you're gonna have to spend a bunch of successes to fill it. This does not automatically cause Attitude to shift on its own, but the story may well focus on the budding change in the relationship. Example Bond tones might be friendship, camaraderie, love or rivalry. Again, the ST is told that players always have final say over their characters' behavior, but that they should give Momentum when the players choose to have their characters act against their own best interests...when dealing with NPCs. With other PCs, they should talk things through rather than getting rolls involved for Influence, though they can easily Bond with each other. Next time: Characters!
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# ? Feb 7, 2018 21:52 |
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White Coke posted:After reading the Kayfabe and Powerchords reviews, is there an RPG that treats being a musician like Kayfabe treats being a wrestler? No magic or anything like that, just the players being members of a band trying to climb their way to the top all while dealing with record labels, rival bands, changing musical tastes, and personal problems. Umläut: Game of Metal? http://totl.net/Umlaut/
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# ? Feb 8, 2018 00:52 |
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Kurieg posted:On the one hand, sort of. On the other hand Brucato straight up resents not being born in an age when he would be properly revered as a Shaman. And hates that religion and modernity have made it this way. Stuff like this makes me wish that Brucato could somehow be granted his dream, and we could all watch. Because I've been around actual shamans among indigenous groups in the US and Asia, and I guarantee its nothing like Brucato imagines it to be. Shockingly, pretty much every culture has figured out that "likes to play drums and spew vaguely mystical nonsense to try to get laid" isn't actually a terribly valuable skill set. Actual shamans have to do more useful poo poo if they want respect from their communities, including sometimes fairly long hours if its their full time occupation.
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# ? Feb 8, 2018 01:49 |
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Desiden posted:Stuff like this makes me wish that Brucato could somehow be granted his dream, and we could all watch. Because I've been around actual shamans among indigenous groups in the US and Asia, and I guarantee its nothing like Brucato imagines it to be. Shockingly, pretty much every culture has figured out that "likes to play drums and spew vaguely mystical nonsense to try to get laid" isn't actually a terribly valuable skill set. Actual shamans have to do more useful poo poo if they want respect from their communities, including sometimes fairly long hours if its their full time occupation. and some of the things they had to do to get their visions is really grueling poo poo that's really rough on their bodies such as dancing to the point of collapse, fasting, partaking the non-fun drugs with a hair-razor's edge from tripville to cardiac arrest, self-harm, it's no easy task.
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# ? Feb 8, 2018 02:45 |
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PurpleXVI posted:Oh, yeah, the dragon bone as a "suitable and potent relic" sounds awesome. But what can it actually do? Can you use it as a mace to beat heads in? Relics have all kinds of magical powers! According to the Christians. So yeah, the real practical uses for it are 'gain clout with the church' or 'bonk someone on the head'. I guess it would make a good conversation piece? THE DARK CRUSADER – PART FOUR Big Red On the way back to home base, the knights are confronted by a band of drunken Franks (men of Boniface rather than Baldwin) who claim that the Greeks have been picking off their men one-by-one thanks to some sorcerer in their employ – they've recovered the partial skin of one of them. A mad young knight claims he saw Devils fly out of the air and haul them away. Now that they have the ritual, the knights have to decide who's gonna cast it. They can study the folio pages and learn it themselves if they feel like losing 1/1D6 SAN, but a safer bet is giving it to Merovac, who rolls Occult 80 to cast the spell. On a critical success, the caster receives a vision of Sedefkar's Blood Red Tower, which can be recognised by anyone who knows Constantinople or does some basic legwork. A regular success nets the same result, but Sedefkar senses the casting of the spell and sends his pack of Skin Devils to attack the party. These are much like the Beddows-Devil from The Fog Lifts, except Sedefkar's made them scarier by giving them little goat legs and horns. He has 12 of these on hand; whichever ones he doesn't send out now stay at the tower to guard him. Sedefkar makes his first in-person appearance as the knights approach the tower. He's disguised as the Frankish knight Sir Gautmaris; if you ran the optional introduction that puts the party in the breaking of the siege, they know Gautmaris from there. He's accompanied by enough men-at-arms to make equal numbers with the party. Physically, the disguise is perfect, but knights may notice that there's something oddly Eastern in his mannerisms, as well as a certain vicious change in his demeanour unbecoming in a knight. If they've talked to Merovac about the Simulare, Hard Spot Hidden will notice the glint of ceramic under his skin. In any event, Gautmaris soon accuses the party of being traitors and sends his men to attack while he retreats to the Red Tower. If the knights can't think of a way to talk them down, they flee when half their number are slain. The Blood Red Tower has seven floors and is almost entirely deserted, aside from whatever Skin Devils Sedefkar still has around. In his arrogance, Sedefkar has totally abandoned the idea of maintaining any kind of cult, since he believes that he has been chosen by the Skinless One. Every floor of the tower is full of macabre horrors and climbing it costs 2/1D6+2 SAN as a result. FIRST FLOOR The floor here is covered with fly-blown remains of Sedefkar and his Devils' victims. Their bones crunch underfoot. SECOND FLOOR Newer corpses litter this floor. Their blood and guts have been used to paint exhortations to the Skinless One on the walls. THIRD FLOOR Torsos hang from the ceiling on hooked chains. Their organs have been unspooled and arranged to create an elaborate pattern on the floor. Disturbing it summons a new Skin Devil. FOURTH FLOOR Skinned bodies and body parts have been stitched together to make abominations. These are very fresh, some of the parts still twitching and writhing. FIFTH FLOOR A feast hall for the Skin Devils. The table here is laid out with platters bearing body parts bound in skin like crude pies. They moan horribly. SIXTH FLOOR Flayed victims in various states of dismemberment dangle from the ceiling, bound in coarse rope. They are all still alive. A Skin Devil is here chewing on one of their legs. On the seventh floor is Sedefkar and his altar to the Skinless One. The altar is basically a big floating trampoline, the skin of several still-living victims stitched together and stretched out across a metal hoop. The gibbering faces of the donors can be seen at the centre of the altar. The whole thing glows with an eerie blue-green light. Viewing this is worth SAN 1D3/1D8. Sedefkar's up here and he's ready to rumble. He is absolutely not loving around. Protected by the Simulare, he goes right for the knights with the Mims Sahis. He is a master with the knife and each successful attack can inflict the Screaming Cut: the victim must succeed on a Hard CON roll or immediately collapse on the ground, screaming in pain (success grants immunity for the rest of the fight). Fortunately, the light in the room just so happens to perfectly illuminate the Simulare pieces, the joins of which can be detected with Spot Hidden. A successful attack at Hard difficulty dislodges a piece of armour, with a followup attack at Regular difficulty knocking it clean off Sedefkar. Considering that the team also has numbers on him, it might be better to just try and wrestle him to the ground rather than trying to fence with him. When he dies, Sedefkar's body melts into goo, leaving behind the Simulare and the Mims Sahis. His last words are a curse on the Crusade. His altar and his Skin Devils vanish. A search of the top floor turns up the Sedefkar Scrolls as well. As the party leaves the tower, whatever spell that possessed the crusaders before has dissipated, and many of them now weep in horror as they realise what they've done. Oh, It's THIS loving Guy! Count Baldwin is warm and congratulating at the party's return and listens in amazement to their tale. He gives each knight the kingly sum of 50 golden marks and can guarantee them one holy relic, should they so desire it. He sends the various Sedefkar artefacts to Merovac to be studied, but he finds himself quite taken with the Mims Sahis. He dubs it the Serpent's Claw and decides to keep it for himself; he hands it to a Croatian knight named Miho of Dubrovnik for safe-keeping back at Zara. In the morning, a furious Baldwin summons the knights again. The Pestis has vanished and the knights that were guarding it have been drained of all blood. Merovac has betrayed him and stolen the Simulare! He gives the party a new quest: take a ship and scour the globe, never resting until they find and slay the creature they will soon know as Fenalik. What happens to them next is between you and your players. Clearly, the knights are unsuccessful, since Fenalik does survive into the modern day. However, that doesn't necessarily mean they all perish at his hands. They may abandon what proves to be a fruitless search and return home. Some of them are drawn by their experience fighting evil to seek out Sir Miho, eventually joining him in forming the Order of the Noble Shield. If they do, their names appear in the annals of Order discovered in Bread And Stone. The rest is history. Count Baldwin is crowned Emperor of the Latin Empire of Byzantium, only to be captured and tortured to death by the Bulgars a year later. The Doge of Venice, an old man at the start of the campaign, dies in Constantinople and is buried under the Hagia Sophia. Marquis Boniface is killed in a Bulgarian ambush and his head made a gift to the Tsar. The Latin Empire collapses in less than sixty years. Next time: Cthulhu Invictus!
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# ? Feb 8, 2018 05:20 |
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At the same time going off to play the continuing adventures of Rad Knight Party as they battle cthulhu poo poo with swords would also be an acceptable ending.
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# ? Feb 8, 2018 05:37 |
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Fourth crusade
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# ? Feb 8, 2018 06:29 |
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What's with the Skin theme in Horrient? Are we actually in someone's magical realm?
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# ? Feb 8, 2018 07:20 |
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Yeah, the Skinless One's.
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# ? Feb 8, 2018 07:23 |
wiegieman posted:What's with the Skin theme in Horrient? Are we actually in someone's magical realm?
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# ? Feb 8, 2018 08:13 |
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It´s a better theme than BtMoM where the theme seems to be "Death in all forms" with all forms in caps due to lethal accidents, the cold of antarctica, elder things cutting you up, getting eaten by shoggoths, the cold, falling to your death because of a failed climb roll, the cold and new and unimportant gods suddenly appearing out of asspulls which implode players. Oh, and the cold! I really should get going on that review, I think you guys are going to have a field day with it. I´ll see if there´s anytime I can free up for it in the next few days. Is there any interest in a "Beyond the Mountains of Madness"-review for FATALists?
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# ? Feb 8, 2018 08:53 |
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Mr.Misfit posted:Is there any interest in a "Beyond the Mountains of Madness"-review for FATALists?
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# ? Feb 8, 2018 08:54 |
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Mr.Misfit posted:I really should get going on that review, I think you guys are going to have a field day with it. I´ll see if there´s anytime I can free up for it in the next few days. Is there any interest in a "Beyond the Mountains of Madness"-review for FATALists? Hell the gently caress yeah. We've done Horrient, we might as well do the rest of the Call of Cthulhu megacampaigns.
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# ? Feb 8, 2018 08:56 |
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This is FATAL & Friends, we just have to know.
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# ? Feb 8, 2018 10:17 |
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Cool. I actively dislike BtMoM to the point that I abandoned it after 2 sessions and ran something different instead. I would be very interested to see what others make of it. It's interesting enough to read, and you can see the enormous research that went into it, but I maintain it's a terrible campaign to play.
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# ? Feb 8, 2018 11:03 |
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I had a ton of fun running the french revised Masques of Nyarlathotep campaign, but the game fell apart somewhere around Egypt.
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# ? Feb 8, 2018 11:05 |
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Down With People posted:Relics have all kinds of magical powers! But yeah, this adventure seems a bit short, but really compelling. If they actually become globe-trotting monster hunters, how much of a chance do badass knights with sword and shield have against Mythos monsters in the game, compared to modern investigators with dynamite and shotguns? Maybe the alternate ending is that they form their own clique of monster hunters, in the modern days becoming a group of low-SAN "big game" hunters who roll with elephant rifles and tommy guns when they hear about Dark Young or Shantaks anywhere, just for the sake of having some impressive things to hang above the mantlepiece.
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# ? Feb 8, 2018 12:49 |
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Mr.Misfit posted:
YES!
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# ? Feb 8, 2018 14:11 |
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i have Tatters of the King which rules but I need to finish The Great Modron March (which I haven’t forgotten, but have been pretty busy lately)
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# ? Feb 8, 2018 15:47 |
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PurpleXVI posted:But yeah, this adventure seems a bit short, but really compelling. If they actually become globe-trotting monster hunters, how much of a chance do badass knights with sword and shield have against Mythos monsters in the game, compared to modern investigators with dynamite and shotguns? Killing Mythos creatures with punt guns would be a hell of a thing.
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# ? Feb 8, 2018 22:36 |
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White Coke posted:Killing Mythos creatures with punt guns would be a hell of a thing. AKA Tremors 4
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# ? Feb 8, 2018 22:38 |
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DAD LOST MY IPOD posted:i have Tatters of the King which rules but I need to finish The Great Modron March (which I haven’t forgotten, but have been pretty busy lately) I was really enjoying that so would love to see it continue.
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# ? Feb 8, 2018 22:46 |
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Since Ar Tonelico came up a page ago I feel the need to weigh in that if you're a fan of PS2 era jrpgs and haven't played the second game it's pretty good, just listen to the music from the others because they're pretty poo poo in various exciting and different ways (the gameplay in the first game is super generic which makes the questionable aspects of the content stick out way more, the third game Gust had no loving clue what they were doing with the combat system and it shows, and Ar Nosurge is something you can point to as an argument against benevolent higher powers). I make the main caveat because the PS2 era was rife with jrpgs whose content was super questionable in a lot of ways.
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# ? Feb 9, 2018 03:06 |
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Just make sure you grind levels enough before the final boss that she doesn't get to use one of her attacks or it will literally crash the game.
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# ? Feb 9, 2018 03:13 |
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unseenlibrarian posted:Just make sure you grind levels enough before the final boss that she doesn't get to use one of her attacks or it will literally crash the game. Actually, even better, it's the first boss of the final dungeon, so hahaha hope you saved after the cutscenes, suckers.
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# ? Feb 9, 2018 03:19 |
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unseenlibrarian posted:Just make sure you grind levels enough before the final boss that she doesn't get to use one of her attacks or it will literally crash the game.
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# ? Feb 9, 2018 03:22 |
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# ? Apr 23, 2024 14:44 |
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NGDBSS posted:How does that even happen? Does it involve some inadvertent memory leak or buffer overflow? Or something even weirder? According to the wiki, tldr NISA is really good at localization and blanked out the code block relating to one of the boss's skills. edit: a skill she always uses on the third turn unless you do enough damage to skip it.
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# ? Feb 9, 2018 03:30 |