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AmiYumi posted:Brucato really should have the same level of prominence and professional respect as Chris Fields. Who at WW/OP has such a boner for hiring him?
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# ¿ May 7, 2016 20:20 |
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# ¿ Apr 26, 2024 07:18 |
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Alien Rope Burn posted:Ah, Destiny merits, or, "pay this point tax to be an actual hero". I guess the default state of PCs would be "Destined For Meekness", then?
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# ¿ May 11, 2016 17:17 |
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I recall a lot of whining about this game on RPGnet and the like back when it was new, but hell if I remember what actually set it off. Besides being one of the early modern-style heavily theme-focused storygames that made grognards absolutely livid.
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# ¿ May 11, 2016 20:21 |
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Adnachiel posted:One thing I've started to notice is that Harris likes to reuse the “fanart” that other people made for him. Usually by editing the pictures into new pieces.
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# ¿ May 11, 2016 22:56 |
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Even if it's commissions, it's still rather abusive to put them in paid a published work without making that clear ahead of time. Which they may have? I guess? But I ain't holding my breath.
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# ¿ May 11, 2016 23:52 |
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Count Chocula posted:Really? I remember RPG.net loving DIIV and suggesting it for every setting, so the point where I can look at In Nomine and Mage and Exalted and see which splats can be used to play DIIV. FMguru posted:We talk a lot about nineties RPG design and its pathologies in this thread, and I thought I'd sit down and try to enumerate all the traits that make an RPG a specifically nineties RPG. Here's what I came up with:
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# ¿ May 12, 2016 03:38 |
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Doresh posted:But isn't the fanart itself a form of stealing other people's work? They just brought balance to the Weird Transformation Fetish Force. And yes there is definitely a long history of RPG publishers abusing this idea. I recall an anecdote of Siembieda not paying freelance artists who did commissioned work for his books because he owned the characters and robots and whatever being drawn, so obviously he owned the final art too.
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# ¿ May 12, 2016 20:20 |
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Doresh posted:It always comes down to money at the end. And if Soto did get permission then it's kind of moot anyway. But again, considering the edits to make them look new and their prior history I'm not holding my breath there.
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# ¿ May 12, 2016 20:33 |
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Hostile V posted:A definite offender of "can't do your job worth poo poo" is Pathfinder's official premade characters. I had to play one at Society to sub in for someone in a higher group and they are not good at what they're supposed to do in the slightest. Well that and what ARB mentioned about them being really useful for filling page count with low effort.
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# ¿ May 12, 2016 20:46 |
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Kavak posted:Yeah, TNG and onwards the Prime Directive is interpreted in an incredibly dumb dogmatic manner- like the writers seem to think it's the Federation's divine law, rather than just one of Starfleet's General Orders.
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# ¿ May 16, 2016 22:43 |
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Yeah, I'm positive that he's one of the people who left the RPG industry solely because he could make infinitely more money doing stuff elsewhere rather than because he had problems with it, yeah.
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# ¿ May 22, 2016 07:46 |
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Alien Rope Burn posted:I don't get why people hate on 13th Age, so much, probably because it got propped up as a savior initially. And then when it turned it had actual flaws, people lost their poo poo because they felt betrayed, somehow. Like I said, I don't get it.
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# ¿ Jun 4, 2016 23:27 |
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unseenlibrarian posted:TBF according to Bioware like 85 percent of people picked "Male Soldier Shepard with the default appearance" for all playthroughs, so, uh, yeah, a lot of folks -do- jump to the default basic guy. It's why they randomized race/sex/class for the default in DA:I to see if that'd impact things.
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# ¿ Jun 5, 2016 08:13 |
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Nancy_Noxious posted:stay mellow about Pathfinder
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# ¿ Jun 5, 2016 15:49 |
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Doresh posted:Can you imagine the shenanigans that would've ensued if they'd started their business during the Satanic Panic?
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# ¿ Aug 28, 2016 07:03 |
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Siivola posted:To be fair, very few rule systems paid anything more than lip service to their settings until very recently. Most are just varying complexities of combat engines, with an afterthought of a skill list on the side. Being a horrible clunky mismatch for its themes was pretty much an issue D&D and its clones and not really an industry-wide thing.
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# ¿ Sep 28, 2016 01:04 |
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Siivola posted:I admit to being a bit uneducated on this, but looking back at the big names, it seems like for every Feng Shui there was a Legend of the Five Rings or a Rifts or some other game that didn't get played by the rules even at their writers' tables. (And ironically it's not that bad of one. It's a bit poorly balanced and laid out, but it's fairly streamlined and playable compared to the giant kludge that is RIFTS.)
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# ¿ Sep 28, 2016 08:04 |
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Doresh posted:It was written like that in the Books of Gygax and by God, we will make it work.
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# ¿ Oct 17, 2016 23:18 |
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The Lone Badger posted:Lodoss War is a D&D campaign as the GM imagines it in his notes, Slayers is what actually happens at the table. For various reasons that mostly involve TSR's licensing in Japan being horrible that I'm sure someone besides me can explain better they eventually swapped to Sword World, but it's really kind of interesting to see regardless.
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# ¿ Nov 18, 2016 06:47 |
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This is absolutely amazing and it's hilarious to see the other side of the "weird foreign RPG" thing. The fact it covers a lot of relatively obscure weird stuff is even better, but I guess that makes sense in its own way too, since the mainstream stuff is a lot more predictable. There hasn't exactly been a big push to translate Sword World or something after all (unless I missed that...) And yeah. I'm not sure a full translation would be a productive use of time, but a chapter-by-chapter quick summary in F&F would be super great and I'd totally chip in a bit for the effort if need be.
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# ¿ Nov 27, 2016 20:43 |
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Doresh posted:Heck, White Wolf made a business out of catering to those guys. Especially the oWoD attracted some weird folks. As in "Magick is real, guiz!"
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# ¿ Nov 27, 2016 22:04 |
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occamsnailfile posted:Re: Sword World translation, basically that game had the problem of anime licensing in that the creators felt their product was worth WAY more than it would actually make if anyone bothered trying to translate and sell it here. It's mostly only interesting in being western fantasy through a Japanese sort of lens, and some of the other more quirky/cute games already give us that. Ryuutama, what we've been able to see of Meikyuu Kingdom, etc. And ironically it sounds like the reason why Sword World got written to begin with, the D&D licensing in Japan was a complete mess...
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# ¿ Nov 29, 2016 22:10 |
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That's another big gimmick thing yeah. Not sure how prominent it is these days, but during the early 00's anime DVD boom this reason is why a lot of crappy C-tier things nobody would ever buy or watch got released. I forget the exact title, but I know for a fact there was at least one retail release acquired through a deal like this that sold double digit copies.
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# ¿ Nov 29, 2016 22:29 |
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Kurieg posted:If I remember the investors meeting notes from a few years back. Their prefered customer base are the people who will buy every figure that they put out, meticulously paint and decorate them, then put them on display and never use them. The game is only valuable as a means to turn people into moneywhales. People who actually play the game for the enjoyment of it are a section of their customer base that they are intentionally trying to kill. The problem though is in forgetting that these sorts of whales are ultimately a percentage of your total player base, and more importantly, you don't know which customers will be big spenders until they're already invested in your product. So you absolutely, positively need to have a game that appeals to people with sane budgets with elements that cater to the whales, rather than giant cash walls at the front that new players don't want to surmount because the game isn't exciting or interesting. And that's not even getting into dynamics like how some whale spenders really need other players around to flaunt their wealth/collection in front of...
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# ¿ Dec 13, 2016 19:09 |
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JackMann posted:
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# ¿ Dec 14, 2016 09:02 |
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Mr. Maltose posted:You and nearly everybody else. It's yet another entry on the list of best games nobody plays. We'll politely ignore Fuzion.
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# ¿ Dec 17, 2016 01:10 |
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Midjack posted:He hits way more often than he misses and is a legit cool dude if you ever encounter him. Never met him, but kind of wish I had. He's also one of the few prominent African American game developers from the era, too.
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# ¿ Dec 17, 2016 02:27 |
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I will say there's a reason V:TM (and the oWoD in general) is still relatively well regarded and still played despite the nWoD being far, far more thematically coherent. And a lot of it does come down to being able to fold, spindle, and mutilate the oWoD themes for specific playstyles and campaigns without too much hassle, even if that meant the games were looser overall. (The rest comes down to inertia and people who bought RPGs in the 90s to follow metaplot rather than game, but hey.)
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# ¿ Dec 23, 2016 08:42 |
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I forget the exact details, but there was a big push from Paramount late into TNG's life to try and bring in a women audience and for whatever reason this basically resulted in a small assortment of excruciating soap opera style romance episodes, because the TV industry is a cesspit. I wouldn't be surprised Voyager got hit by the same sort of direction, and I think DS9 partly did so well because it was the "secondary" series so they had a lot more leeway to avoid weird mandates from the producers. Also this makes me want to pull out the old Last Unicorn TNG RPG and review it, except I won't because it's staggeringly boring and with horrible clunky rules and I can't be assed to spend effort on it. Which I guess is a review? There you go.
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# ¿ Jan 4, 2017 00:53 |
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Doresh posted:Wonderful. It wouldn't surprise me one bit if all these 90s metaplots were actually failed novel pitches. An important thing to keep in mind that in the late 80s you saw TSR release the Dragonlance novels, and then not long after that the assorted Forgotten Realms series (Drizzt, Elminster, et al), and basically all of these fiction lines were suddenly making them an order of magnitude more money than they were making on RPG sales since you could get schlocky paperbacks into way more retail venues than games. The various game lines started to basically become testing grounds for new crappy fantasy fiction, and other publishers started to take notice. Now there was a general push for metaplot-heavy stuff as the 90s went along anyway due to RPG buying habits, but almost every major game line started putting out related novels in hope of capturing some of those sweet Waldenbooks dollars. Some did alright (FASA's Battletech novels were pretty big at the time and a large part of why they got cartoon and video game licenses, for example), but most didn't. TORG itself got I... think a trilogy of novels that tied into the game metaplot in obnoxious ways. Maybe there were some more too? But it didn't really take off, and obviously wasn't enough to save WEG in the long run. So yeah, that statement is literally true.
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# ¿ Jan 30, 2017 07:52 |
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Evil Mastermind posted:The Torg novel trilogy actually takes place before the core boxed set. So Torg actually has three novels' worth of backstory before the game even starts. There were other novels after that, but I don't think they were tied to the metaplot. Semi-relatedly, I'm still bitter over the lovely, lovely Dark Sun novels and the even shittier revised edition of the setting based off them.
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# ¿ Jan 30, 2017 16:03 |
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Kurieg posted:Is that 4e dark sun? or one of the earlier ones, cause 4e was my first real exposure to it. Back in the twilight of D&D2e, TSR did a crappy triology of Dark Sun novels that kind of ignored the core themes of the setting, introduced a lot of really dumb elements, and killed/destroyed a lot of the main antagonists and plot threads. A little while after this they release a "Revised" box set of the setting to include all these elements, which sounds good right? Well, nope! The writing was way worse, the books were laid out in ways to blatantly pad page counts and save money (cheap paper, enormous margins that literally took up half the page, wide spacing between lines, etc), all the great Brom and Baxa art was nowhere in sight and given sparse and horrible replacements, and so on. It was a complete travesty compared to the original setting. And the supplements weren't any better, and- well I won't say they were the worst 2e supplements since wow there's a lot of competition, but they were universally pretty bad and continued to completely miss the point of the setting. It was a goddamn mess and didn't last very long, thankfully. EDIT: Actually lemme quote my own post from 200ish pages back on this: Asimo posted:I dug the core revised box set out of the box I shoved it in to forget about it and took a lovely phone photo of a random page. Quality isn't intended to be good, but it'll give you the idea of the layout...
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# ¿ Jan 30, 2017 16:56 |
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PurpleXVI posted:With regards to Revised 2e Dark Sun, it's really a shame they hosed it up so hard, because a good few of the locations expanded on in Revised are interesting, and it gives you more world map to play with... (...) I really want to harp on the writing more but it's been ages since I properly read it. It just sticks out to me since I thought it was god awful even in my dumbass "buy every D&D thing" uncritical teenage nerd phase.
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# ¿ Jan 30, 2017 23:29 |
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LatwPIAT posted:atrocious Mel Uran art. The problem is that it was such an abysmally poor fit for the WoD and just helped to highlight a lot of the other super dumb issues with KotE, yes. Alien Rope Burn posted:There was also a Kindred of the East splat that was all about just getting back to your life before you became a vampire. Which, of course, was heretical, because you're supposed to pretend you're alive but not pretend that much, or something. Which was too bad, because a number of the heretical groups were way more interesting than the core groups. Yeah it's really amazing how the B-tier splats for the line were so much more fun and useful.
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# ¿ Feb 1, 2017 16:31 |
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Alien Rope Burn posted:I tried reading the first issue and mostly just remember a sensation of confusion and the rest is just blackout. I haven't tried to tackle it since, and prefer to pretend Appleseed Hypernotes was the last thing he did before just realizing he could draw tits for a living and didn't need to bother with pesky writing. And going back to the cyberpunk humanity stuff a page or two back, it's pretty transparently a game balance mechanic that got handwavey justifications in the original games with it ("Pondsmith really loved AD Police" for CP2020, something something magic uh whatever for Shadowrun) and kinda got cargo culted into later games. It's an interesting theme to deal with in fiction... but only when you're considering stuff like full-body replacements or intentionally discarding parts and similar things that mess with the sense of self. But anything less than that? I mean I'm technically a cyborg and I'm pretty sure I have only the usual goon levels of misanthropy and low self esteem. Let alone all the people with hip replacements, artificial hearts, prosthetic limbs, or what have you.
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# ¿ Feb 8, 2017 12:09 |
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Ratoslov posted:Yeah, everything with anything to have to do with Japan is super bad. Shadowrun is the most embarassingly orientalist RPG that is not entirely about embarassing orientalism. For example, traditionally the absolute best sword type in the game is katanas.
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# ¿ Feb 13, 2017 08:49 |
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unseenlibrarian posted:An example that always gets me is that Eclipse Phase puts "What the hell you do in the setting" front and center fairly early in the book, but it's one of the games where "What the hell do I do with it" comes up most often in threads about it. On the other hand this gives me horrible Exalted flashbacks, so maybe not.
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# ¿ Mar 15, 2017 20:55 |
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Also a lot of the "what do I do with it?" sort of arguments are really more "what sort of antagonists do I write up for the group and how do I make them mechanically fair?", and that's a thing a lot of games have historically had problems with.
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# ¿ Mar 15, 2017 22:42 |
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My weird personal issue with the 13A icons is that they're simultaneously too specific and too generic. Like if wanted to do a setting like, say, Dark Sun let alone anything even more esoteric then half or more of them would be useless, or at least need to be reskinned to the point where you're basically making new ones anyway. But at the same time they're just so... open in their niche that they don't provide any real interesting hooks to work off of. It's totally a petty sort of gripe that doesn't affect the game much, I know, but it always amazes me that people keep pointing to them as one of the highlights of the game or something.
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# ¿ Mar 25, 2017 02:13 |
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# ¿ Apr 26, 2024 07:18 |
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Yeah, GURPS is super weird that way. The actual game is relatively simple, to the point SJG's done a few quickstart style pamphlet books that give basically the whole game in... 16? 24? pages. Somewhere around there. But the sheer amount of skills, mechanics, benefits, whatever you can bolt onto those rules and the thoroughly researched early supplements gave the game a weird fanbase of super-simulationist people that focused heavily on that even if it may not have been the best game for it. This is what lead to the sheer insanity of GURPS Vehicles and Robots and some of the other books around then. Of course there's other issues with the game too, where it really kind of breaks down at higher power levels of play but since it's "universal" they kept doing stuff for superheroes and other fantastic 700+ point builds that were intolerable to actually design and play, but hey.
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# ¿ Mar 26, 2017 02:05 |