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Tsilkani
Jul 28, 2013

Okay, so I'm trying to revive my Infinity RPG review, and I'm slogging through the first rules chapter, and I'm wondering should I go to the trouble of writing out the various character conditions, or should I just list them and move on?

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Tsilkani
Jul 28, 2013



Alright, so I'm a little behind on getting this out. But it's not dead yet!

(Previous posts are here, here, here, here, and here.)

Part Four: Rules of Action

So, Infinity splits up the action rules into separate modules. The main three in the corebook are Warfare (physical combat), Infowar (hacking), and Psywar (social combat), as well as a section on Vehicles. Later books add in further modules, such as mass combat or spaceship combat. The idea is that all of these modules can be used concurrently, and GMs will mix and match them to create memorable setpieces. The modules have some rules in common, however, and that's what this chapter covers.

Rounds

Scenes are divided into rounds, representing an amount of time based on the type of action sequence being played out. During a round, each character gets a turn, starting with all of the PCs, followed by any NPCs. The GM also has the option of spending 1 Heat stick an NPCs turn in before a PCs. During a turn, characters can take a Standard Action, a Minor Action, and a Free Action. Standard Actions are usually anything that requires a Skill Test, as well as other actions that take up most of a character's attention. Minor Actions are actions that take some focus, such as moving. Free Actions are anything that could be resolved with little effort, time, or focus. Standard Actions can be exchanged for a Minor Action, and Minor Actions can be exchanged for any number of Free Actions. Characters also have Reactions, triggered by enemies' or allies' actions. Characters can take any number of Reactions, but they cost an increasing amount of Heat: 1 Heat for the first, 2 for the second, etc.

Attacks

There are 4 ways to attack a target: Melee, Ranged, Infowar(hacking), and Psywar(social). Each attack method has a designated skill used, a range band they operate in, and a damage type. All attacks are Standard Actions, made as D1 tests. If the target decides to perform a Defence Reaction, the test instead becomes a Face-to-Face test, with the defender using the appropriate skill. Physical attacks, if they hit, hit a random body part determined by rolling on a table or rolling special Hit Location dice available, or you can spend 2 Momentum to choose the location struck.



A successful attack inflicts damage. Damage is a combination of a fixed value and a number of Ns. The base damage is modified by various bonuses or penalties, such as extra Ns for having a high rating in the associated Attribute. After adding everything together, roll all of the Ns and add the result to the fixed value for the final damage amount. If any Effects are rolled, all qualities triggered by Effects will activate. The defender then applies their Soak to reduce the damage. Soak comes in two forms, persistent and conditional. Persistent Soak is a fixed value, while conditional Soak is determined by rolling Ns. Soak can reduce the damage of an attack to zero.

Any remaining damage after Soak is applied is subtracted from a character's Stress. Each damage type has its own Stress track. Damage is considered incidental unless 5 or more points of damage are inflicted with a single attack, or if the damage brings the character's Stress to zero. If either of these occurs, the character suffers a Harm, or two Harm if both occur. Harm represents serious injuries, and each Harm suffered also inflicts an additional negative effect, determined by the person who inflicted the Harm. Each type of Harm has a list of example negative effects in their respective chapter. 4 Harm os a single type is considered incapacitating, with additional negative effects depending on the type of Harm. NPCs can suffer fewer Harm before being taken out; Troopers have a limit of 1, Elites have a limit of 2, while Nemeses take harm as PCs.



There are multiple ways to recover from damage. Each Harm suffered increases the difficulty of that type of test by 1. Recovery tests represent a character's natural healing, or the self-repair programs of electronic devices. A recovery test can be made during an action scene to recover Stress, or you can spend Momentum or Infinity points to recover 1 or all stress of a particular type respectively. Outside of action scenes, resting for one hour allows for a D1 recovery test for each type of Stress, recovering everything on a success. Doubling the time spent resting reduces the difficulty by 1, to a minimum of D1. Recovering Harm must be done one at a time for each type of Harm, with a D1 test that removes a single Harm if successful. This test takes one day if they are suffering from a single Harm, or a week if they are suffering 2 or more. If a character is suffering multiple types of Harm, they can make recovery tests for each type simultaneously. Momentum can be spent to heal additional Harm during these tests. Treat tests represent professional assistance in fixing damage. Characters can use treat tests to assist characters making recovery tests. During an action scene, a treat test can be made to remove a Harm Effect, but not the Harm itself. Finally, a character can make a D1 treat test to remove one Harm from a patient plus an additional Harm for every Momentum spent. Treat tests made by a character on themselves increase the Difficulty by 1.

Conditions

The game has various conditions that can affect character during action scenes. While the names may suggest more physical impairments, many conditions can apply in any of the three action modules. Bleeding inflicts random damage that ignores soak at the end of each turn. Burning is similar to Bleeding, but it also inflicts mental damage. Blind and Deafened inflict mental damage in addition to increasing test difficulties. Checked, Hindered, and Stuck all affect character's movement. Dazed, Fatigued, Helpless, Staggered, and Unconscious either increase the difficulty of actions or forbid certain actions. Marked makes it easier to attack an enemy, and Prone makes it more difficult.

Stealth

Stealth in Infinity can apply to any of the three action modules. Sneaking up on an enemy with knife in hand is treated much the same way as launching a covert hacking attack, or subtly tearing down a person's confidence. At it's core, stealth is handled with three different character states. Revealed is the default state; other people can see them, they can be reacted to normally. Detected means the enemy can't see them, but has a general idea that they are there and where they are. You can attack and react to Detected characters, but the difficulty is increased by 2. Finally, Hidden characters are those the enemy cannot perceive or know they're there. You cannot attack or make Reactions against a Hidden character. The test used for stealth, a D1 Stealth test, is also known as a stealth state test. Any time a stealth state test is failed, the character's stealth state decreases by one step (Hidden>Detected>Revealed). Opponents can make stealth state tests a Face-to-Face test as a Reaction, or use a Standard action on their turn to force a Face-to-Face test. Any time a stealth state test fails, opponents can spend Momentum to move the character directly to Revealed. Stealth state test difficulty can also be modified by environmental factors, or assisted by other characters making distractions.

To become Hidden, a Minor Action and a stealth state test is required. Once concealed, the character's actions are divided into three categories, as determined by the GM. Silent actions do not affect the stealth state. Sneaky actions require a Free Action stealth state test after being performed. Noisy actions allow opponents to make a D0 Observation test to reduce the character's stealth state by one, and also allow for Reactions to attempt to further reduce stealth. Characters can spend Momentum to make actions stealthier. Attacking from stealth makes the Exploit action easier and possible as a Free Action.

Surprise scenarios, such as ambush, betrayal, or Mexican standoffs, are handled by Face-to-Face tests. Each side nominates a leader who will make the test, while everyone else assists. Each character on the winning side gains 1 Momentum and automatically acts first at the beginning of combat. If appropriate, they are also considered to be in a Hidden stealth state.

Momentum

Rounding off the chapter is a short table of Momentum spends applicable to any of the action modules. Each individual module chapter will have further options for Momentum.



And that's the basic action rules. It's nice that everything is standardized across the different modules, so you don't have to remember weird little minigames for each type of action. There are, of course, exceptions and corner cases, especially when getting into Infowar and Psywar, but overall it's pretty similar.

Next up: Reach out and shoot someone

Tsilkani
Jul 28, 2013



Part Five: Warfare

Now that we have the basic rules for action scenes, we can focus on the first module, Warfare, for physical conflict.

Zones

Instead of using grid maps or measured distances, the Infinity RPG abstracts the environment into zones. Zones are based on the terrain and composition of the battlefield, with no set size or shape for each zone. Characters can move within and between these zones as they take their turns.



Range is similarly abstracted, divided into five categories. Range also determines what action is needed to move that far. You can only perform one movement action per turn.

  • Reach is anything within arm's length. You have to be within Reach of something to attack it in close combat or interact with it via touch. You can move within Reach of something as part of any movement action that ends in the same zone. Moving out of Reach is trickier, requiring a specific action.
  • Close range is the same zone as the character. At Close range, characters can converse normally. Moving around within Close range is a Free action.
  • Medium range is any zone adjacent to the current zone. Talking to someone at Medium range requires shouting or some sort of comms device. It requires a Minor action to move within Medium range.
  • Long range is two zones away from the current zone. At Long range or longer, it is impossible to communicate with someone without a comms device. It takes your Standard action to move Long range.
  • Finally, Extreme range is anything three or more zones away, and you cannot move to Extreme range under normal circumstances.

Some attacks have a set range and can only be used at that Range. Other attacks, mostly ranged weapons, have an optimal range. Attacks made outside the optimal range suffer +1 Difficulty for each range band. This does include ranges closer than optimal. Observation tests are also affected by range, with Medium range increasing the Difficulty by 1, Long by 2, and Extreme by 3.

Combat Zone Effects

Of course, not every zone is going to be empty. Terrain effects add character and individuality to a zone, and make the battlefield more dynamic.

  • Cover benefits anyone within Reach of it, giving a +2N bonus to armor if light cover, or a +4N bonus if heavy cover. Cover can be degraded by any hit that does 10 more damage about the cover's Soak value.
  • Difficult Terrain makes moving into, out of, or within the zone require an Acrobatics or Athletics test. Failure means the movement is stopped. If the test is D1 or higher, movement cannot be performed as a Free action.
  • Disappearing Zones are pieces of terrain that are going to vanish for some reason. The disappearance can be based on a timer or on player's actions. Anyone in the zone when it disappears is moved to another zone, and suffers any consequences the GM deems fit.
  • Gravity Zones affect the difficulty of certain tests. Anyone performing an Acrobatics, Athletics, or Close Combat test in nonstandard gravity has their Expertise and Focus capped at that of their Extraplanetary skill. High gravity increases the Difficulty of Acrobatics, Athletics, and Close Combat skills by 1. Low gravity reduces the Difficulty of Athletics and Acrobatics tests by 1. Zero gravity changes the movement options available.
  • Hazardous Terrain is similar to Difficult Terrain with additional consequences for failure, such as damage.
  • Obstacles are also similar to Difficult Terrain, but only exist at the boundary between two zones. Obstacles may be more or less difficult depending on what zone you're encountering them from.
  • Saturation Zones are similar to cover, but affect any shots going into or passing through the zone.
  • Visibility Zones obscure sight. Low Visibility increases Difficulty of vision tests by 1, Poor Visibility increases Difficulty by 2, and Zero Visibility Zones block all sight, granting an appropriate stealth state.

Examples of common combat zones include aquatic terrain (Difficult Terrain, with a complication causing the character to begin to drown), crowds (a combination of Difficult Terrain and Saturation Zone, with rules for panicking crowds if someone is shot), radiation and vacuum (Hazardous Terrain), vertical terrain (Difficult Terrain, with complication on a failure resulting in falling), and white noise (Zero Visibility Zone for high-tech visual aids).

Warfare Actions and Reactions

In addition at attacks and movement, there are several specific actions that can be taken during Warfare scenes. Many of these actions are also usable in Infowar and Psywar, and will be referenced later.

  • Absterge(Minor): Make a recovery test to end a condition affecting them.
  • Assist(Standard): Assist another character with a skill test.
  • Brace(Standard): Remove penalties for using an Unwieldy weapon.
  • Draw Item(Minor): Pull out a weapon or item on their person, or pick up item within Reach.
  • Drop Item(Free): Drop a single item to a place within Reach.
  • Drop Prone(Free): Drop to the ground and gain the benefits of the Prone condition. Characters cannot Drop Prone and Stand on the same turn.
  • Exploit(Standard): Prep your next action, making an appropriate D1 test for the purpose of generating Momentum. If the next action is an attack, it gains Piercing 2.
  • Ready(Standard): Declare a Standard action and a triggering event. When the event occurs, interrupt the performing character's turn to perform the declared action.
  • Recover(Standard): Make a recovery test to heal Stress.
  • Speak(Free): Simple communication. Cannot be used to make a Psywar attack or any verbal action that requires a skill test.
  • Stand(Minor): Stop being Prone.
  • Swap Ammo(Minor): Change ammo types in your weapon.
  • Treat(Standard): Make a treat test to remove a Harm effect.
  • Withdraw(Standard): Move to any point in Close range our of Reach of an enemy without prompting Retaliate reactions.

There are also several standard Reactions for Warfare scenes.

  • Covering Fire: Spend a Reload from your weapon to increase the Difficulty of an attack made against a specific ally by 1.
  • Defence: Turn an attack into a Face-to-Face test.
  • Guard: Make a D2 test to become the target of an attack against an ally.
  • Retaliate: Make a melee attack against a character moving out of Reach or performing a non-attack skill test.
  • Return Fire: Make a ranged attack against the character attacking them, with both resolved simultaneously.

Warfare Wound Effects and Momentum

The chapter closes out with sample Wound effects and additional Momentum spends for Warfare.

  • Bleeding: The target gains the Bleeding condition.
  • Cripple: The target suffers +1 Difficulty on all Brawn, Agility, or Coordination based actions.
  • Dazed: The character is Dazed, or Staggered if they were already dazed.
  • Horrific Wound: The character suffers mental damage.
  • Knockout: The character must make a Resistance test or be knocked Unconscious.



So this chapter was pretty short, since it was just building on the basic rules from the previous chapter. I do like how zones are handled; it lets you pull maps or floor plans from just about anything and then quickly break up the terrain into a gameable state. There are a lot of things to keep track of, between available actions and Momentum spends, and that's only going to get worse as we add in Infowar and Psywar, but I'm a fan of crunch so it doesn't bother me. (And it's still less to keep track of than the miniatures game.)

Next up: Hacking and You

Tsilkani
Jul 28, 2013



Part Six: Infowar

In the future of Infinity, almost everything is designed to interface with the datasphere. This means hacking can affect almost anything, making it a powerful tool for characters. In game terms, anything that possesses a Firewall rating can be affected by the hacking rules. In some cases, when there is little resistance or danger, a simple Hacking test can be enough to access the device or network in question. For more complex or dangerous hacks, the full Infowar rules are available. These can either be used as part of a Warfare scene, hacking characters within physical range, or remotely hacking into a network, where the conflict takes place using quantronic zones.

Quantronic Zones

Like Warfare, Infowar uses zones to represent the battlefield; in this case, the network the hacker is attempting to access. Each zone provides access to the files and programs in that zone, just like being in a physical zone provides access to objects in that area. Some objects will have their own Firewall values, and will need to be hacked to access and control them.



Range and movement for quantronic zones are treated the same as physical zones, although most quantronic actions can only be taken at Reach or Close range. (It is possible to extend your reach with repeaters, physical or digital objects that let you act as if you were in a different zone.) "Line of Sight" in quantronic zones is limited to the zone you're in, plus zones up to your Analysis Expertise steps away. Secured zones block line of sight without authentication. Stealth in quantronic zones is countered using the Analysis skill instead of Observation.

Locating a Target

The first step, of course, is to identify the target. This may require skill tests to figure out exactly where to go to get what you want. After the target is identified, further research can be done in the form of additional skill tests, to generate extra Momentum for the run. These tests can be anything from regular research to social engineering to physical infiltration. The Momentum generated can also be spent to gain additional info on the target, or to acquire authentication for the network. Next it's time to enter the target, via an access point. This is usually a zone the character has physical access to, or simply the easiest zone to access remotely. If the GM is using a preset network, it will usually have one or more access points marked. If there isn't a premade network, the GM can approximate one by assigning the target a Security Rating to determine the number of zones between it and the access point, and then modifying it by distance and a D0 Hacking or Analysis test from the player.

Authentication

A character's authentication in a system will determine what kind of actions they can do without having to make Hacking tests or inflicting Breaches. Authentication can apply to specific zones, and allow characters to ignore zone effects.

  • User accounts have limited access, being able to access some programs and data, but not to alter the system.
  • Superuser/Security accounts have much more access, able to make User accounts and control security features and other programs.
  • Admins have complete control, able to make and alter quantronic zone effects.

There are multiple methods of authentication available. Knowledge factors include passcodes, security questions, or even specific images or snippets of music. Ownership factors include keycards, RFID chips, and other physical objects. Biometric factors use something inherent to the user, such as DNA sequencing or retinal scans. Cube scans take biometric verification a step further and require checking the subject's thoughts and personality. Multiple options can be combined for two-factor authentication.

There are several ways to gain authentication. For knowledge and ownership factors, the easiest option may be to simply steal the required object or data. Other factors might be replicated through technology. Infiltrating the target organization may allow a character to gain legal authentication as well. To spoof a target's authentication, a character can attempt a Hacking or Tech test, depending on the procedure used, or simply inflict a Breach on the target. Authentication can also be gained by hacking the server directly, as a Breach effect. When authentication is gained, it starts with a Quality of 0, which can be improved with Momentum. The Quality rating adds d20s to any Stealth tests made in the system.

Quantronic Zone Effects

In addition to the zone effects specific to quantronic zones, GMs can use many of the zone effects from the Warfare chapter with a little creative explanation. Terrain tests for quantronic zones would use Hacking, Tech, or Analysis, depending on how the effect is overcome.

  • Data Flux Camouflage: An entire zone can be hidden from sight, requiring a D1 Observation test to perceive.
  • Data Tunnel: a secure connection from one zone to another. Can be accessed with a D1 Hacking test. Can be used even if the destination zone is secured.
  • Highsec: Grants security Soak to authenticated characters. Commercial provides +2N, Military provides +4N. Can be subverted with a D1 Hacking test to gain the Soak value.
  • Intrusion Countermeasures: Attached to a zone, these programs prevent movement into, out of, or within without a successful Hacking test, with the Difficulty based on the strength of the program. Depending on the type of IC, failure can have other effects as well. IC is often hidden, requiring an Analysis test to detect.
  • Secured Zone: Secured zones cannot be entered by anyone lacking proper authentication. Such zones have a Firewall, and a successful Breach cancels the effect.

Quantronic zone effects can be concealed with a D2 Hacking test. On a success, the effect is hidden with a Difficulty modifier of 0, which can be raised or lowered with Momentum or complications. Finding the hidden effect requires a character to scan the zone and make a D0 Analysis test modified by the Difficulty modifier. Success allows the character to see the effect. Zone effects can also be created on the fly, with the Hacking test varying by zone effect. The same Difficulty can be tested against to destroy zone effects, although enemy hackers can turn it into a Face-to-Face test with a Reaction.

Infowar Actions and Reactions

The following Warfare actions and reactions can be used during Infowar: Absterge, Assist, Defence, Exploit, Guard, Ready, Recover, Treat, and Withdraw. There are also a few Infowars-specific options.

  • Access Sytem/Terminate Connection(Standard): Accessing a system must be done via an access point, but terminating the connection to a system can be done from anywhere.
  • Reset(Standard): Make a D1 Hacking test to perform a hard reset of their system, fully recovering Firewall. While the system is offline, Expert systems cannot be used and any gear without the Non-Hackable quality is at +1 Difficulty to use. Once the system comes is back online, any actions taken requiring a commlog or AR increase their difficulty by 4 steps. This penalty decreases by 1 every turn, and can be reduced with Momentum.
  • Transmit(Minor): Begin transmitting data across the datasphere.
  • Use Program(Standard): Most hacking programs require a Standard action.
  • Link(Reaction): If an enemy moves out of Reach without taking the Withdraw action, a successful D1 Hacking test allows the character to move with the enemy, even into secured zones. The link ends at the end of the enemy turn.

Infowar Momentum

Most Momentum spends in Infowar are by specific program, which can have a variety of effects.

Breach Effects

[list]
[*]Blind: If the target is using Neural equipment, they must make a Resistance or Tech test to avoid becoming Blind.
[*]Brain Blast: If the target is using Neural equipment, the hecker can deal a Wound instead of a Breach.
[*]Command System: Force the target system to execute a command, such as activating devices, opening doors, or the like.
[*]Data Manipulation: Directly access the target's files. Delete, alter, copy, create, and hide information.
[*]Disable Function: One program or piece of equipment owned by the target stops working. Anything without the Non-Hackable quality can be affected by this.
[*]Lock Connection: The target cannot disconnect from the system. Absterge can be used to clear this.
[*]Revoke Authentication: Permanently remove a target's authentication for a system. This persists even after the Breach is healed, until the target is granted authentication again.
[*]System Disruption: The target makes all tests using Comms Equipped or Expert gear with +1 Difficulty.
[*]Spoof/Sniff: Duplicate the system ID of the target, gaining their authentication.
[*]Tag: Allows the hacker to track the tagged target, and use them as a repeater.

Another reasonably short chapter. I like how hacking is handled in Infinity; the similarity between Warfare and Infowar means you don't have to learn two wildly different systems as a GM, and hacking can integrate seamlessly into physical combat so the hacker isn't off doing their own thing.

Next up: Making friends and enemies

Tsilkani
Jul 28, 2013

Tibalt posted:

In your experience, Tsilkani, how much of the game happens in each of the three scenes? The different rules are giving me strong Shadowrun vibes, where some characters dominate their preferred type of scene but aren't as helpful in other scenes. If I make a physical combat focused character, am I going to be sitting around waiting for the GM to finish up the hacking part of the adventure with the infowar characters?

If they're doing a full remote hacking run from the safety of their own hideout, then yeah, the other characters are going to be twiddling their thumbs. The same is true for the full psywar rules; if the other characters can't contribute at all, then they're going to be bored. The game seems to work best when you blend elements together, having the hacker running through a system while the others defend them from enemy forces inside the target building.

Tsilkani
Jul 28, 2013

Sorry for the delay in getting the next Infinity update out, work went to hell because a bunch of our call centers got closed down because of the virus, so I haven't had time during the day to do write-ups. I plan to get it done tomorrow.


I have all of the Modiphius 2d20 edition from when they had a bundle sale, and I kind of love the goofy-rear end setting. Just straight up over-the-top dieselpunk .

Tsilkani
Jul 28, 2013

Bourne

Tsilkani
Jul 28, 2013

Dawgstar posted:

Completely insane goblins doing completely insane goblin things are the wind beneath my wings.

I couldn't care less about playable orks even if everyone else I know is falling over themselves to praise them, but I will absolutely buy any sourcebook for Soulbound that makes goblins playable.

Tsilkani
Jul 28, 2013

Mors Rattus posted:

Given how few species Destruction has, the eventual Destruction book will absolutely contain goblins alongside the orcs and ogres and probably giants.

That's the dream!

Tsilkani
Jul 28, 2013


If the itch bundle was just Lancer by itself for 5 dollars, it would be a ridiculous bargain, and everyone should pick it up.

Play Lancer. It's good.

Tsilkani
Jul 28, 2013


This seems to be the fatal flaw of most OSR games, to me: interesting fluff let down by dire mechanics and/or inherent character disposability. Even stuff like Kevin Crawford's Stars Without Number, which is a well-done book, is so ridiculously lethal it's hard to imagine how you could keep any sort of campaign going without a steady stream of replacement characters. I've been wanting to try Godbound, but I'm worried the same problem exists there.

Tsilkani
Jul 28, 2013

Yeah, if you want noncombat to be the focus, make detailed noncombat systems. Stop having an entire chapter about combat while everything else boils down to 'roll a die, pass/fail' and then trying to sell the game as having a heavy diplomatic or exploration focus.

Tsilkani
Jul 28, 2013

Falconier111 posted:

On the one hand, it’s actually kind of heartening to hear that about the OSR. I mean, intellectually I knew it wasn’t purely a nest of the worst kind of grog but it’s nice to know at last parts of it are capable of supporting human life. Not all of it, obviously, but it’s always nice to have your assumptions turn out to be too cynical.

On the other, as I read this it becomes more and more clear I’ll need to cover character creation next chapter. I need magical girl (and equivalent) character concepts STAT.

(Possibly literally) Ron Swanson who has somehow been chosen to defend the cosmos.

Tsilkani
Jul 28, 2013

Night10194 posted:

You also got to keep them away from their shark-shaped spaceship or they'll have more juice than they know what to do with. All the juice.

So how are you enjoying Wonderful 101, Night?

Tsilkani
Jul 28, 2013

Ithle01 posted:

This is also how I feel about a lot of Crawford's work outside of Godbound. It's mechanically well done, but his fluff is a little dull at times and the generic label definitely applies. On the other hand, he almost always makes sure the game works and that there's very little bullshit in them so kudos to Crawford for that.

Kevin Crawford is the best designer for an unpleasant system.

Tsilkani
Jul 28, 2013

Fivemarks posted:

I've been on a Fantasy Craft kick lately, so I was going to do a few posts in here genning up character concepts in the system to show it off. If you've got any concepts you'd want me to try to make, go right ahead and post 'em.

At least one soldier of some sort, to show up the sheer badassery of martials.

Tsilkani
Jul 28, 2013

Falconier111 posted:

Subsector Nonsense

I always liked the subsector generation rules in the various space games that have them, it can be fun to sit down and roll out worlds. Some of them could get ridiculously detailed, though.

Tsilkani
Jul 28, 2013

Some GURPS templates assume they are going to use all of your points, leaving no customization beyond the choices you make in the template. GURPS Dungeon Fantasy is pretty much that way. They don't expect you to have a lot of leftover points to buy other stuff with.

Tsilkani
Jul 28, 2013

Is Monte Cook trying to usurp John Wick as the Godwalker of Smug Game Design? What the gently caress is going on here?

Tsilkani
Jul 28, 2013

Joe Slowboat posted:

Much like the Greek gods, there's something hosed up about divine punishment that ensures you're a problem for everyone else indefinitely, and even increases your capacity for making life worse for everyone else.

See: every cinematic mummy curse.

Tsilkani
Jul 28, 2013

I do appreciate the backstory for the Abney Park game boiling down to 'the band went back in time and accidentally hosed things up'.

Tsilkani
Jul 28, 2013

sky dorfs or the Gloomspite Gitz

Tsilkani
Jul 28, 2013

Gloomspite Gitz, let the goblins shine!

Tsilkani
Jul 28, 2013

Gits Gits Gits

Tsilkani
Jul 28, 2013

Xiahou Dun posted:

But you repeat yourself.

Deep dish pizza is a blessing and a joy. :colbert:

Tsilkani
Jul 28, 2013

NGDBSS posted:

What's going on here? It's been years since I stopped paying attention to Dresden Files stuff and I don't remember that bit. And I've never been to Chicago except for the airport.

In one of his books Butcher put a massive parking lot next to Wrigley, in defiance of all reality. People still give him a hard time for it.

Tsilkani
Jul 28, 2013

Falconier111 posted:

No association between the massacre and the heart symbol that I can find. Plus there’s the tommy gun representing organized crime so :shrug: though I wouldn’t put it past this game to repeat themselves.


Nice to see they preserved a lot of the imagery from the board game.

Are you kidding? They paid for that art once, they are going to ride it into the loving ground. Arkham Horror, Eldritch Horror, and Elder Signs sharing the same characters, monsters, and items means they get triple the value for any piece of art.

Tsilkani
Jul 28, 2013

I got to see my favs, let's give the Seraphon fans what they want.

Tsilkani
Jul 28, 2013

Ghouls in the cellar totally tanks the resale value, you're better off collecting the homeowner's insurance.

Burn it

Tsilkani
Jul 28, 2013

PurpleXVI posted:

https://www.drivethrurpg.com/product/154755/Vexith-Roleplaying-Game-Core-Rulebook-v11?manufacturers_id=6255

This seems to be his only recent product, and the description just says... nothing about what it actually is. I'm kind of worried that I'd be disappointed and it'll just be like a dirtfarmer sim, and not the cool kind like Middenarde v0.1, but just the boring kind that turns out to be hastily reskinned OSR.

Though I'm noting that it's written by Chris, Steven and James Fields, which is either a very weird coincidence or Chris has roped his family into working with him.

Wrong person, Purple. You want Chris A Field, of Skorched Urf Studios.

https://www.drivethrurpg.com/browse/pub/402/Skortched-Urf039-Studios

Tsilkani
Jul 28, 2013

Dawgstar posted:

There's never been a 'good' edition of Shadowrun. I think you just hit it with a hammer enough until it more or less does what you want and then you suck it up and play with a very rough rule system. For me that was Shadowrun's third edition which I can run but I would never defend it.

I had such hopes for Anarchy but CGL gonna CGL.

Everyone seems to have an edition of Shadowrun that works best for them, and no-one agrees on which one that is. For me it's 4th.

Tsilkani
Jul 28, 2013

PurpleXVI posted:

I'm genuinely surprised that more TTRPG's haven't taken the chance, with more ubiquitous computing, to make their systems more complex and in exchange develop a small app of some sort that you can run on your smartphone or whatever which handles your character and your rolls for you. Like I feel like I can count it on one hand the number of RPG developers who've even put out a character generator, most of them have been fan projects. Get the best of both worlds, computer handles the numbers, but you can still have a GM who can invent new stuff out of whole cloth when necessary.

This discussion came up a while back in the chat thread; quite a few people don't like the idea of a game relying on a program or app that isn't guaranteed to keep working after a systems update or the game designer moves on to something else. Just think about the trouble you can have trying to run old programs these days.

Tsilkani
Jul 28, 2013

Ithle01 posted:

Riggers were already mentioned.

"Hey guys let's give one class five times more actions a round than everyone else, what's wrong with that?"

Riggers are one of those things that have varied in power from edition to edition. Sometimes they're ridiculous, sometimes they have to use their actions to make drones do anything and they're not any stronger than someone with exra actions from wired reflexes.

Tsilkani
Jul 28, 2013

MJ12 posted:

I've actually heard the opposite from people who play Shadowrun a lot - given how hard you want to minmax/specialize your character into their own specific niche, the Gun Dude gets not all that much benefit from a wireless smartgun because they're just outskilling the other guys very hard in the first place and risking a hacker being able to get lucky and eject your magazine or brick your targeting for a few extra dice and points of Accuracy is a risk for not much of a reward.

This might be different philosophies and how different tables tend to handle things though.

That definitely feels like either a different table approach, or the response to encountering one too many Deckers specifically going after the group's stuff.

Besides, the smart answer is to have induction pads in your hands so the Smartlink doesn't have to work on wifi signals anyways. ;)

Tsilkani
Jul 28, 2013

Person of Interest is a goddamn amazing show and more people should watch it.

Tsilkani
Jul 28, 2013

Yeah, I've never actually seen someone do the swarm of drones, rather just having a few different go-tos they swap between different situations. I can't strongly recall if prior edition rules didn't support the swarm option as well as 5e seems to.

Tsilkani
Jul 28, 2013

Wrestlepig posted:

I can definitely see that, the power level of a drone is pretty flat since there's no major customisation and the only obstacle is practicality, stealth and nuyen, so pushing that design is a good idea. Having 3ish drones at once still has issues, but smoothed out combat would solve that more than anything really. I do think the swarm stuff is intentional, seeing as the pregen has 18 different drones, but if they're going for that they course corrected pretty well.

Latwpiat mentioned the drones are a new thing to the later editions, and as far as I can tell from a quick matrix search check they're in 3rd edition.

I went back and looked at 3rd, and the Drone Rigger archetype in the book has a grand total of 3 drones and one remote controllable car, and only one of the drones is armed.

4th edition, the Drone Rigger has two VTOL recon drones, 4 micro spider recon drones, 4 ball-shaped minidrones with smoke and flashbangs built in, 2 medium crawler drones equipped with explosive ammo LMGs, and two rotor-wing drones with exploding ammo SMGs, as well as a van. So, a lot more drones, but most of them are just different flavors of recon drone.

5th edition, the Drone Rigger is no longer a Dwarf, breaking the streak. Booo! They also have 11 drones, as well as an SUV. The SUV and 4 of the drones are armed, leaving the other 7 drones to serve as various levels of recon. The armed drones range from a roto-drone with a taser, up to a wheeled drone with a MMG with explosive ammo. Also, in true Shadowrun fashion, the weapons listed in the weapons section don't properly match up to all the drones, at least in the copy I'm looking at.

So Riggers have definitely gone on to have a lot more drones at their disposal, but not as many armed drones as you'd expect, and they do at least give them a mix of guns to be useful in different situations.

Tsilkani
Jul 28, 2013

Bieeanshee posted:

I remember flipping through the 1E Rigger's Black Book and thinking, "How cute, it wants to be Car Wars." Both used CF as a measurement, but RBB swore up and down that it meant 'Construction Factor' and not 'cubic feet'.

Tangentially, my Shadowrun GM put a pintle mount on a motorcycle, thanks to that book.

That's what sidecars are for!

I got into Shadowrun in 3rd edition, and I remember the Rigger book being glorious nonsense. Make your own Space Shuttle!

Tsilkani
Jul 28, 2013

Wrestlepig posted:

These are all pretty good but I would like to see a Shadowrun hack that has more complexity to it. There's interesting aspects and gameplay tied to the mechanics, even Shadowrun has done a poor job with them overall.

I think something good could be done with Modiphius's 2d20 system, Infinity has it like 2/3rds of the way there already.

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Tsilkani
Jul 28, 2013

Xiahou Dun posted:

"Ma cherie." It's feminine. Or "mon cheri" if you meant it masculine.

Yes, I really just did that. I'll be over in my shamehole.

If anyone is going to mix gendered words willy-nilly, it'd be Slaanesh.

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