|
Promethean in nWoD seems interesting, but hard for me to work with because I'm not really good at telling stories about personal growth and discovering what it means to be human. Promethean in oWoD seems like I would take to it like a fish to water because angsty sexy nuclear super- powered Frankensteins fighting spider monsters is the sort of stuff I do well with. So, how feasible is it for me to run a game of Promethean using it just to get into ridiculous pulp adventures? Out of the core book it does not seem like this would work, but this review makes me think otherwise. Also, what the gently caress is going on with these cloning labs? Are these things all over the place or something because the book is just casually tossing out that 'yes, cloning labs exist and they're all over the place' and just not focusing on that like it's no big deal? I have to assume that they're run by a combination of shady government alphabet types and the Umbrella corporation. Ithle01 fucked around with this message at 05:04 on Sep 13, 2019 |
![]() |
|
![]()
|
# ¿ May 12, 2025 22:24 |
|
Nessus posted:It doesn't seem like you would need to change the Promethean rules themselves to set things in the classic World of Darkness, you would just flavor the relevant entities appropriately. I wouldn't want to use oWoD rules anyway, I just meant more like the fact that oWoD was an over-the-top ridiculous setting where superheroes with fangs was considered more acceptable than in nWoD which tries to focus on more personal horror elements. I just want to know how well Promethean enables the crazy stuff or if the rules (and by rules I mean super-powers you get) are more down-tuned than up-tuned.
|
![]() |
|
Hmmm, well Disquiet and Wasteland don't seem like much of a problem, but I think I have a better idea of what this is about. Thanks for the replies.
|
![]() |
|
JcDent posted:There was probably very little thought put into writing it, besides making every faction use explicitly different tech and magic, as if you were making RTS factions. I was assuming that was literally what this was.
|
![]() |
|
Mors Rattus posted:Generally, when Promethean starts to talk about buildings getting mad at you it means the building is on fire, and fire is possibly raining from the sky. I really am liking these monsters, they're all amazing from tree stump hands to Joan of Arc statue to the sex-doll flesh-eating ogre, but the more of this I read the more I wish that Promethean was a game about being a pulpy action Frankenstein that drives around the country, never stays in one place too long, and beats the ever-living poo poo out of monsters. And then I find out the game is actually about learning what it means to be human and I am just so loving confused. I guess I could think of it as like the world's weirdest scavenger hunt and run it with some heavy influences from Unknown Armies or something.
|
![]() |
|
Apocalypse was one of the better ones because the whole game up to that point supported what it was trying to do. Plus, WtA was a pretty weird game already and the over-the-top wacky poo poo is exactly the best way to play it. Also, werewolf infected with a prion disease from eating people is actually one of the best NPCs in the whole drat setting, Abnatha the Laughing One. An insane Silent Strider who eats brains to steal knowledge and he would get murdered by the entire tribe were it not for the fact that he mostly kills BSDs and Pentex personnel. Mage, on the other hand, had no idea what it was doing and has without a doubt the dumbest loving ending you can possibly imagine. It's literally 'Aliens steal magic. The end.'.
|
![]() |
|
Night10194 posted:I'm gonna need more detail on this. Okay, so there are two factions of aliens - yes, space aliens - that are involved and both of them are trying to steal awakened avatars or souls or something like that. There's the Zigg who are time-traveling evil aliens from a parallel dimension. They're bad and they want to steal magic for themselves because. Then there's the Greys who are basically from the plateau of Leng. The Greys are sort of 'good' aliens because they're also stealing avatars, but to protect them from the Zigg who want to drain all of the magic juice from our world into theirs. By the way, I would like to interrupt here and just say that this is almost exactly how the book describes things. The Void Engineers have been at war with the Greys since 1945 or there about and have secretly been working with the Zigg because apparently the Technocracy's most out-there free-thinking faction is down with draining magic from the universe. In a sense, yes, the Technocracy and the Ziggs have the same goal, but obviously its really loving stupid. Anyway, you have to go to the Greys spirit world and maybe you stop the Ziggs from breaking in and stealing a ton of the avatars that the Greys have been protecting there, maybe you don't. If you don't magic juice leaks out the world and no one can be a wizard anymore. The end. Also, these are not the only two alien factions in Mage, there's actually a couple others like the squid aliens and whatever lives in the Alpha Centauri dyson sphere, but I guess we don't have word count for that. And yes, the scenario prior to this one in the Ascension book is about a big rock hitting the Earth. It's actually kind of played up as not really an end game thing so much as a possible end of the world if you don't succeed so I guess the writers were just having fun. Overall I actually like that one because it's fairly light-hearted in an absurdist sense and honestly in terms of wacky adventures it's pretty great. There is something you can do about the asteroid by the way, I think it involves a cosmic dance off? Anyway, the whole reason its happening is because the asteroid belt was once a planet that got destroyed by the critters living on it. The asteroid spirit, a schizo nut-job deranged from its planet being blown up (not to be confused with asteroid spirits in Werewolf who are viking badasses) saw what was happening on Gaia and decides to 'save' her. By wiping out all humanity with a big rock. Mars and Jupiter help it do this (Mars was paid off in advance with its two moons Phobos and Demos, former asteroids) by shielding the asteroid from observers before its too late. I think this about covers it, I only skimmed that section. Ithle01 fucked around with this message at 21:46 on Sep 19, 2019 |
![]() |
|
This review made me actually go out and buy Spire and after a cursory reading there is a lot going on here. I can see how the book is written to give conflicting points of view on things and that's great, but it does create some issues. If the Ministry or the Aelfir wants to say that Ministry initiation is some crazy murder trial then okay whatever, but like that's dumb if they say that's what actually happens. The book also says that Ministry agents are supposed to have about a once a year soul cleansing that makes them solely dedicated to it. There's a lot of interesting stuff going on here, but I think it works best if you never trust anything the book says. I think one of my favorite examples of what I'm trying to say is when the book talks about the paladins and then you go down like one page and the book just off-handedly mentions that because of the Undying ritual taking over elf culture Brother Harvest's sects are being pushed to isolation and radicalism with no mention that, oh yeah, the Paladins are a sect of Brother Harvest and there's a pretty good chance the Paladins will either get wiped out by other elves or do your work for you. As for the current topic my main prediction for the outcome of Spire if the Ministry wins probably involves a lot of ethnic cleansing. It's not too hard to see how the situation here will probably end with like at least half the people living in it dead if the Ministry actually wins. My only complaint so far is that gnolls are apparently medieval Arabs who have mastered demon summoning without indiscriminate mass death, but that's not really addressed. edit: actually, two complaints. Where is the cybertech section? Ithle01 fucked around with this message at 23:55 on Nov 23, 2019 |
![]() |
|
Night10194 posted:The books genuinely do a good job of showing you a whole bunch of places where the aelfir can actually get kicked in the dick and you can make real progress, both because of their own craziness and because they're sort of complacent from ruling the Spire completely for so long. The bit with how the Paladins hate the big life extending liche thing is one of many. Cool, thanks. And yes, the book more or less has a shitload of areas where it seems that the Aelfir are really bad at keeping things under control because things have gone completely out of control. Like the acid-spewing cannibals or the bugs from another dimension. Or the other bugs from another dimension. Ronwayne posted:Yeah I'm aware, this is just what I mean about reading between the lines in what's presented in the book. The other reason I would go in that direction, by which I mean, not trusting anything that's written here is because I have a strong feeling that the writers did a lot of work as they went, the density of information in Spire is crazy so I expect they were writing and revising simultaneously just hoping to fit as much as they could in the incredibly small page count. As someone who's slapped together game settings before (on a smaller magnitude) I think that stuff just falls through the cracks here and there. Which would explain the batshit Ministry initiation or the yearly soul-cleansing stuff. Ithle01 fucked around with this message at 00:06 on Nov 24, 2019 |
![]() |
|
Moonwolf posted:The loyalty spell is for Magisters, not Ministers, which makes it somewhat less bonkers, since they're the cell handlers rather than cell members, and much more of a turning hazard. Ah, thanks, my mistake. This is what happens when you speed read a 200 page book in one night. And also when the Ministry details and the character stuff are like one hundred pages apart. Although, overall I think the book layout is actually pretty good and the character stuff up front is nice.
|
![]() |
|
JcDent posted:The only downside to Severe Mind Fallout killing your char is that the GM has to choose it, making it possible for a grudge to arise, as player can feel hosed by the DM. I'm kind of okay with the traitor stuff. Then again I'm usually the GM so I have a way different perspective on characters then most people because I'm used to thinking of them as disposable and I don't take steps to protect my NPCs no matter how much I like them. It should be noted that turn traitor is actually presented twice and can happen for three of the five stress tracks so it's actually a bit more likely then just Mind stress. There's also a severe fallout where a god brings you back from the dead in exchange for services rendered, which is not sinister at all. Dying is, of course, another option for severe fallout. There's two severe options for each stress type and all of the severe fallout choices are bad, but most of them keep your character in the game or give you the option to go out on your terms. Even a traitor still gets to play and it's up to the player to handle that. Besides, unlike dying, you can actually come back from this one so I still don't know why it's a big deal other than gaming with GMs who gently caress up. Maybe it would be better if 'permanent catatonia' was a Mind stress choice so the GMs and players could negotiate to that if they wanted to (technically, you can go with Obsession fallout instead and just have your PC be a deranged broken hobo).
|
![]() |
|
Night10194 posted:Yeah, for me, it's specifically that the Mind version of becoming a traitor is 'you become a traitor who hates everyone you used to work with' rather than the Silver/Shadow ones where someone gets you over a barrel and turns you, and now you have the choice of coming clean to protect your allies (and get shot in the head) or desperately trying to play double agent or thread the needle as everything goes to poo poo around you. It's more that the wording dictates your reaction/what happens, while the others are more 'some really bad poo poo has gone down, you're over a barrel, what do you do now?' But I think that's more just word choice than the actual nature of it. Yeah I kind of appreciate the difference here and see that's why the Mind one is sort of worse than the Reputation or Silver ones.
|
![]() |
|
JcDent posted:If I ever make a game *cue 5 minutes of laughter that turns both wheezing and desperate*, I'm stealing the tracks. The tracks are great, I would definitely steal these too. Also, you bring up a good point, suicide as result of severe Mind fallout is actually pretty on point, but not included because - uh - people don't like to bring it up. Overall this game is pretty drat cool and thank you thread for talking about it.
|
![]() |
|
PurpleXVI posted:
I always thought of it as being like the Guild of Calamitous Intent from Venture Brothers. They're evil, but like the good wizards aren't all that interested in doing much about it and would rather the evil wizards just regulated themselves. Good has a very strange definition in Dragon Lance as evidence by elves being the race created by the gods of Good. I guess what' I'm trying to say here is that alignment systems are bad.
|
![]() |
|
Night10194 posted:Spire and Black Magic and Strata This is really good, thanks and let me say man, I really wish more game devs did this because I know way too many people who treat Gary Gygax's brain droppings like dogma instead of what they are which is the inane ramblings of a DM. Like the aforementioned wraiths in DragonLance. Why do they have level drain? Because Gygax was a prick and wanted to gently caress with his players so now mid-level undead have level drain bullshit! I've said it before, but the rpg community really have given me excellent insight into how religions get formed.
|
![]() |
|
PurpleXVI posted:I gotta be honest, while I don't enjoy using level-draining undead, especially with no access to Restoration or similar spells, I actually think there's probably a good reason there beyond "lol Gygax was a prick," or at least a better one than that. From what I understand the reason was to create monsters that players would fear which is why monsters that are supposed to be scary have it and to simulate horrific lingering wounds that result from fighting those monsters. However, that's not the point so much as the point is that this is a really dumb way of solving that problem and thus its perpetuation through multiple editions of dnd is suspect. Much like racial level caps, it doesn't solve any questions about why the world isn't overrun with level 12 elves instead of level 20 elves.
|
![]() |
|
Snorb posted:Wait a minute. Wait a drat minute. Yup, I can't remember the name, but the NES D&D game was actually DragonLance. I think there might've been a Forgotten Realms one too, not sure. I can't remember the name of either, but know this because I loving loved DragonLance as a kid and had tons of the novels. I can't remember poo poo about them, but I my parents used to read some of them to me, which in hindsight would explain why they never wanted to hear a word about D&D growing up. There are also a couple DragonLance PC games, the only one I remember is one where you have to fight Lord Soth or something. It starts with your characters at a wedding (maybe?) then you get attacked by skeleton riders and I think the cover was literally that image that PurpleXVI has been using as his end of post things. Overall, it wasn't a bad game as a kid.
|
![]() |
|
Seatox posted:Wait, so Paladine is actively killing off his own worshipers through negligence and monkeycheese antics? It's almost like a significant part of DnD canon was written by socially maladjusted rear end in a top hat GMs who got off on power trips or something. Probably because those are the only people who were emotionally invested enough in their games to obsessively compose novel series out of them because that is not something a normal human being would do. The emotional investment required to write module after module for chump-change is also the same sort of thing that sane people don't put up with and explains a lot about fantasy heart-breakers in general.
|
![]() |
|
Robindaybird posted:What is it about the tech industry that attracts this kind of ridiculous culty nonsense? Capitalism and the Cult of American Prosperity makes rich people think they got rich through their brilliant ideas and hard effort and not, say, a mixture of blind luck and stealing good ideas from other people. So, that dude who got mega-rich must be super-smart too! Combined with the other things people said about STEM whackjobs.
|
![]() |
|
So, Ricardo is basically just an episode of The Twilight Zone?
|
![]() |
|
Tibalt posted:Right down to the twist ending where he finds out that magic didn't make him special either. Not only is he not the only mage in existence the other mages don't want to hang out with him because they think he's such a loser. Ouch.
|
![]() |
|
I feel like the only two times that WW or OPP games have done a good 'temptation for power' route was with Wraith, already mentioned, and with Kindred of the East where it was actually a pretty good deal to sell off a little bit of your soul to the Yama Kings. So much so that just about every elder has probably done it and the rules might be too lenient because it's actually possible to cheat Hell and get power for free if you roll well.
|
![]() |
|
I Am Just a Box posted:I understand the idea, I just don't... agree? When viewed as a game element this makes a very poor and very uninteresting metaphor for addiction. The euphoric rush of crack that people destroy themselves for is here represented by a brief mention in the text that you feel real good and euphoric, and now you're addicted. It's very tell-don't-show. It doesn't engage with how we actually play the game, and it falls victim to the tendency of the reader to consider the emphasis to be on whatever receives the most word count, thus inadvertantly telling the reader that the antinomian rush is much less important than all of these ways antinomian sorcery can mess with Paradoxes and what Abyssal Mage Sight does and what forms the Elder Diadem can take. This is pretty much how it read to me, they keep giving PC rules for this and make it sound like you get some good stuff out of it in exchange for joining the Abyss. If you want to make it a metaphor for addiction then you really don't need to add much more in terms of rules that aren't 'do bad thing, get xp' which I think is already baked into the game to begin with.
|
![]() |
|
Jerik posted:Heck, at least two 2E Ravenloft adventures actually required all the PCs to die during the course of the adventure. It's gotta be more than two. I know the doppelganger one (Hour of the Knife) and the mindflayer one (Thoughts of Darkness, probably one of the worst adventures ever) both kill you. I can't remember the Frankenstein one so I'll assume that one kills you too, then there's the evil puppet one where you get bodyjacked and then there's probably one or two more in there.
|
![]() |
|
Jerik posted:The two adventures I was referring to were Adam's Wrath (flesh golems) and Requiem (undead). Both adventures explicitly mandate that there has to be a TPK; all of the PCs have to be killed for the adventure to progress. Hour of the Knife doesn't go quite that far... it does suggest that any PCs left alone with a doppelganger are automatically killed, and has a section for what happens if all the PCs are killed—but that doesn't have to happen, and in fact if the PCs stick together it's possible (if unlikely) to complete the adventure with no fatalities. Same for The Created (the one with the evil puppets)—while it does have an eventuality for what happens if all the PCs are defeated by the puppets, it also says that this doesn't have to happen and that the adventure still works if the PCs win the fight. But I'll give you Thoughts of Darkness. I admit I'd never read it all the way through, but glancing over it now... yep, you're right; it also has a mandatory TPK. So that's at least three. I mean, yes, technically you can beat Hour of the Knife without a TPK, but there's a very important part of the adventure (from the author's perspective that is) where all of the PCs have been killed and they wake up in a sewer while the dark lord of the domain explains why he needs you to kill his rival before that guy can become immortal with the murder ritual and also if you don't help him he attached magical scarabs to your hearts that can insta-kill you if you refuse to follow his orders to get his immortality knife back. For those of you who haven't read the adventure it actually gets even dumber after all of this because this dark lord's "curse" is that everyone he touches gets brought back to life, which I guess is really inconvenient if you're a doppelganger and a serial killer and that's how he brought the party back to life. To say that it's unlikely the party will avoid mass murder while also getting all the clues to stopping the villain before he succeeds is a bit of an understatement. Created is pretty similar, but the writer wasn't as bad and gave you some room actually succeed so you're right that doesn't count. Now I want to check out old Ravenloft modules on DriveThruRPG to see if I can find more, well so much for classwork today.
|
![]() |
|
CitizenKeen posted:Was there an apiarist in Spire? I found the one in Black Magic to be a bit underwhelming. This might be a bit of a refinement. The original didn't have the cool zenith abilities and instead your high tier advances let you encase Heart tainted stuff in crystals and disperse stress through the party when you take damage.
|
![]() |
|
wiegieman posted:Hams feels like it's very much a victim of a time when RPG writing was niche enough to have some real weirdos. How are you writing this from the future?
|
![]() |
|
Ratoslov posted:The funny thing is, their counter example of a round-heeled attourney is probably way more mechanically powerful than the Navy SEAL they're contrasting them with. Like, an attourney is absolutely gonna have a ton of useful contacts, resources, and skills for finding horrible poo poo, talking to people, getting information, and possibly even getting the cops to handle the situation instead of them. The ex-SEAL is liable to spend like 95% of every session in the party van sitting on his hands if he knows what's good for him. back in high-school or early college my friends and I played exactly one game of Hunter and my optimizer friend's character was a banker (or maybe accountant) with the background that gives you an arsenal maxed out justified by him having a job and old-money connections that allowed him to buy poo poo loads of decommissioned war surplus goods. If you needed a hand grenade or machine gun circa 1975 he was your go to guy. LazyAngel posted:That delve sounds like the Warrens from Darkest Dungeon.
|
![]() |
|
Zereth posted:I think in the minds of the people doing these adventures, the somewhere that "you actually succeed/get paid" exists is "playing D&D instead". A long time ago I ran a WHFRP game whose premise was that the characters are mercenaries just discharged from a far-off campaign and in session one they more or less crash their river boat into a sunken pirate ship filled with loot. They now have to get their Count of Monte Cristo levels of cash back to the empire where they can spend it. Unfortunately for them most of the loot is rare or not easily spendable goods so they have to find a way to actually turn it into cash as they go. The party was eventually murdered by orcs because I had a bunch of bad ideas and mismanaged it, but there you go.
|
![]() |
|
Loxbourne posted:I kicked around an idea for a Rogue Trader campaign where the players lost their ship to mutiny but stumbled across a wrecked grand cruiser (most powerful ship class in the game, but can have dodgy demon-attracting engines), with the idea being that now they have to get their prize out of the mud and home with a skeleton crew and whatever they can scavenge. I feel like the system is pretty decent for the fantasy stuff, but yeah once you get to 40k it breaks down horribly. The gun porn addiction definitely doesn't do sci-fi games any favors either.
|
![]() |
|
Proud Rat Mom posted:I don't think 40k is really gun porn heavy, I only ever here their names when someone is describing them during a battle report for profiles, or the bolter which is pretty iconic. Like most sci-fi games the shooting stuff rules are larger than they need to be and there's a lot of feature bloat over time and stuff like that. Unfortunately, the FFG rule system really doesn't handle stuff like this well. Then again I'm not really going to like this stuff because I'm a weirdo who thinks guns are stupid. When I was younger I cared more, but now a days I'm just like 'roll to hit/damage and call it a day' is enough unless we're specifically making a tactical shooter pen and paper game.
|
![]() |
|
Cythereal posted:Having an in-setting reason why the women-dominated army is psychotic and stupid doesn't help. Because oh isn't it a shame that we've established that it's fluffy and in-character for all those women to act dumb am i rite fellas. I think the larger issue is that at some point 40k become a setting that people started taking seriously instead of the satire that's about fascist space catholics. Trying to treat 40k like it's anything other than total dumb nonsense was the real problem, not the dumb space nuns.
|
![]() |
|
Drakyn posted:If nothing else, making the fascist space catholics more egalitarian and appealing seems to be solving one problem (the product is misogynistic, both obliviously and willfully) at the expense of making the fascist space catholics more relatable and empathetic protagonists, which is ALSO a problem (the product says 'the catholic space fascists are bad guys don't root for them' but virtually every story is about some group of them and their arch-enemies are all portrayed as worse). The product doesn't actually tell you not to root for them because, it just assumed that it didn't have to. Or at least that people understood the empire is really bad and writes their own propaganda. Turns out, big mistake.
|
![]() |
|
Terrible Opinions posted:I don't think that is fair to the audience. The source material had especially in the mid 2010s explicitly moved to siding with the imperium. Yeah, sorry that makes sense, I'm still adjusting to the fact that fascism is basically normalized now and every now and again I get some whiplash from that.
|
![]() |
|
Cythereal posted:That's the biggest reason why I've stopped spending money on 40k. I still follow it on the internet some, but I grew disillusioned hard with supporting fantasy and sci-fi fascism four or five years ago. The setting's treatment and portrayal is another reason why I dislike it now, but the fascism bit is the big thing. I refused to run it last time my group asked for a Dark Heresy for basically the reason that I'm mostly sick of players not really getting the whole concept of fiction. So we just ran a different dystopian sci-fi game, but they insisted we use the system. Hence, why I have opinions about 40k's firearms rules versus fantasy roleplay's combat rules. Fantasy roleplay certainly has its issues with the way dodge and multi-attacks can break the combat system a bit, but that's nothing compared to the issues with the 40k setting's combat.
|
![]() |
|
Everyone posted:From my perspective, reasoned, non-rear end in a top hat choices do exist in that situation. Support the Empire then overthrow it and replace it with something better. Support the Imperium to throw back the Orks, Dark Elder, Chaos, etc., and then work to overthrow it and replace it with something not run by psychotic, facist fanatics. Be loving proactive and agenda driven. If the game universe gives you three, awful choices, create choice number four. Or we could realize that this setting deserves about as much respectful consideration as heavy metal van art and treat it that way. People trying to make it nice and palatable is how we got in this situation in the first place and digging deeper isn't going to make it better. There's a time and a place for liking heavy metal van art and we can just leave it as that. Night10194 posted:I saw some of the 'halflings are now Kender' type stuff in the extra article their team posted on halflings, and I can't say that's the direction I'd go with them. I always sort of got the vibe of kender-mafiaoso from them since I started playing WHFRP. By which I mean, they're very upbeat about feeding you to feral hogs when you default on your loan, but that could've just been the way my group used them.
|
![]() |
|
Everyone posted:I'm giving my take as though I were playing a character in 40K. If my GM said, "Okay, we're gonna do 40K," the characters I played would be revolutionaries-in-waiting. But I don't play it because what little I do know about it has left me utterly uninterested in it. Between 40K and that stupid Nazi Pony game up-thread, I'd rather play a Nazi Pony because at least then I wouldn't have to even pretend to take that bullshit seriously. The difference between these two is that one was originally making fun of fascists and religious nut jobs (and then some people sort of missed the point or culture shift happened or something but satire is well and truly dead) and the other is straight-up a fan tribute to it. It seems like a weird choice to me, but to each their own I guess.
|
![]() |
|
GimpInBlack posted:...Oh poo poo that might not only solve the Stress system, it might solve a lot of the problems with Chaos. I like Slaanesh as "the God of violation of your sense of self" a lot better than "slut-shaming hedonism bot." As much as I like Greg Stolze's work and Nemesis is pretty cool I think DD's stress is a better way of handling this just because as Night said, this isn't really a horror game and we really just need a system for your character flipping their poo poo in certain circumstances. Actually, this does bring up a point, which is that most games can wear different 'hats' or be run different ways and that's the sort of thing a GM guide can handle really well. Like putting extra rules for insanity and stress in a game if you want to play up the horror angles or paring them down and having rules specifically for shell shock or combat fatigue if you want to focus on the war-gamey aspect of it. Basically, a "Here's how to handle the genre-specific ways your character goes nuts" for the different ways of running your game.
|
![]() |
|
Selachian posted:As mentioned in the last post, getting in a fight usually requires you to pay a Toll in general ability points if you win. If you lose, however, you'll be taking injury cards. Each enemy has a major and minor injury card listed in its description. There is also an extensive list of Hazards, which require the player to roll a test, usually Athletics or Health for physical Hazards, or Composure for mental hazards, to avoid having to take an Injury (physical) or shock (mental/emotional) card. Failing a Hazard test by 1 gives you a minor injury/shock card, and failing by 2 or more gives you a major card. Laws warns against setting up situations where the player gets a minor injury on success and a major injury on failure -- even having one card can be a big deal. So far I'm liking the system for Yellow King, the fact that it appears to move pretty quickly is something that I really like in its favor and the minor/major cards for conditions and injuries is a cool idea, but I'm not too sure about having to make minor/major conditions for each negative outcome. You said there's around 100 of them so that sounds pretty comprehensive.
|
![]() |
|
![]()
|
# ¿ May 12, 2025 22:24 |
|
Voting for Bourne because I feel like that one is the best fit from the look of things. Although some sort of scenario where she has twenty four hours to stop the vampire conspiracy before turning into a vampire would be interesting, but for now yeah, Bourne it is.Selachian posted:Yeah, the villagers are a cannibal cult that worships the Beast. I'd rename the village if I ran that adventure, because it gives the game away way too early. The problem is one of players engaging with the game on its own premise and yeah that's an issue with some people in games like this. My favorite player is a guy who always rolls with the punches and never backs down from anything because he makes it fun to GM stuff like this. Ithle01 fucked around with this message at 15:25 on May 5, 2020 |
![]() |