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Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
My current games:
Playing in Blades
Running Spire
Both are going pretty well and a friend is also likely to start up a game of World Wide Wrestling.

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Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

aldantefax posted:

dumb idea time:

Oath thread, but for reporting in that you had a good tabletop RPG session as a GM

I would post in it, but probably only as some karmic balance after I post a thread I'm cooking up for whining about how d&d causes brainrot and we share tips for the rehabilitation of players tainted by it while kvetching about perfectly good games being kept from greatness, or those terrible games ruined by players who only know d20.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

aldantefax posted:

I think this thread isn’t followed by everybody and can get/feel kinda clique-y (not saying it is at the moment) and maybe you just want to post a joke and just throw that out there.

I’m just thinking that there can be more posting instead of trying to collapse everything into existing threads since you could ask simple questions in the 5e D&D thread or post your gripes or what not but then your epic zinger gets lost in a flood of posts arguing about if the sky is blue enough or not

I agree. There's nothing wrong with trying to float something as a thread, it might die after a few days or weeks, but that's okay.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

PerniciousKnid posted:

Probably the same kind of people who currently have ham radio licenses or whatever.

Or just go with "yeah it was set up to be highly resistant to disruption, and now still exists just because no one is gonna waste the resources to destroy the satellites, or find every broadcast tower and dismantle its super battery. Better to just ignore the old network, anything attached to it has long since fallen apart"

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Nessus posted:

I certainly can't think of any uses for an eternal nuclear battery in the post-apocalyptic hellscape. Pretty single-use technology right there, honestly.

Probably for the best, the last time I went poking around one of those cool treasure vaults with a "This is not a place of honor" fake-out signs, all my teeth fell out.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Xiahou Dun posted:

If you haven't at least glanced at how they're treated in Spire, you really should.

butts
I love seeing every refinement of The Resistance engine and the spire setting so much.
Heart even expands every race* we've seen in Spire to be playable, and specifically gives 0 ancestral stats. Heart also makes it clear a lot of the bad stuff you hear about the races in Spire is probably just imperial propaganda to boot.

*technically not gutterkin, if you specifically wanted to classify those mutants as a fully seperate race and not incredibly deformed members of other ancestry. Since there's no stats attached to your ancestry though, you're free to play as anything.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Arivia posted:

Kingdom Death: Monster, a boardgame with incredibly high quality super detailed miniatures.

The only reason I wouldn’t call it borderline porn is because they sell literal porn expansions and options tagged as “pin-ups”, which are frequently explicit instead of the soft core meaning of that name.

What's weird is it's not part of the game -from what I can gather. My main exposure to kingdom death was SA pointing out all the titty miniatures and rape demons. So I was a bit surprised when a non-creep friend mentioned playing and liking it with other friends and had no idea what I was talking about when I mentioned rape demons and incredibly sexualized stuff.
He'd only seen it as darkest dungeon or demon souls-esque boardgame.
But clearly when you go to the website like 90% of what they're selling are porn minis.
The porn minis don't even seem for the most part have rules or mechanical support like they were actual new units. It's just like if you showed up to magic night with friends and your deck was entirely proxies with hentai art -except WotC sold you those proxies as official licensed products.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Evil Mastermind posted:

Isn't the dicklion in the core set?

(Let's be honest here, KDM has a ton of problems outside the weirdly porn-y art, like the fact that it's a long-rear end campaign game with a "if all your characters die start the whole thing over" factor.)

Not sure, but I think that's more of a 'body horror' thing, if I recall correctly the base adventurers also start nude, but it's easily handwaved as non-sexual. Of course, "oh no the nudity is non-sexual, you prude" is a weird defense when they also sell a rape demon addon with pregnant slaves, or cheesecake and porn replacement models and have more of those than the "Hey wouldn't it be cool if you could buy a version of ypur favorite character in the armor made from the bosses?"
The characters are more of a pool of settlement characters than 'your character' I think. Much like in Darkest Dungeon, they don't just die they also get traumas and mutilated in ways that can render them worthless for combat or even for the settlement roles. These can happen from random events too. I think losing characters puts you more at risk of a failure cascade or defeat spiral than a full game over. Like I said I haven't played it, so I don't know how much of it is "You defeated the dicklion, so now have access to dicklion chainmail forever," or "The game isn't technically over, your level 0 characters need to go kill the 3 bosses you already killed to get the gear to win the game"
I don't understand it either, but some people play survival videogames where you also have to manage not making GBS threads or pissing yourself to death.

Coolness Averted fucked around with this message at 18:45 on Jan 25, 2021

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Rand Brittain posted:

Any of them probably works, depending on what you want to do? I actually just started selling a licensed Nobilis one-shot but given the theme it might be more suitable in another eleven months.

I think you might mean Retail Magic, which... I'm not sure if that ever got released in final form?

Nice, didn't you run that as a game for your players a few years ago? I vaguely recall you posting about it. Unless there are other goons who love Moran and ran a nobilis game about fighting Santa.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

ZearothK posted:

Yeah, I'd say you're right. I do put a lot of effort in my sessions as a hobby time, and the same most likely applies to most GM's. I feel to warrant asking for a price I'd have to put in even more time into preparing the game and by that point it would definitely not be worth the return for work hours involved at any reasonable price for the players.

The alternative (and I think what folks usually find) is "I'm running you through keep on the shadowfell with some precons" so a dramatic downgrade in quality and outside prep from the GM

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
I wanna hear both the Monte Cook google story and about the 18+ paid GMing gig, but you don't need to go into super detail if it might upset someone. I'm just curious if it was banal "I want to roll to seduce the prince. No don't fade tp black here!" or closer to "have you ever heard of this really cool system called FATAL?" You don't need to go into detail, especially on gross stuff people might have trouble stomaching.

That goes for both Monte Cook and the 18+ paid GM gig.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

lol I know someone who worked on that and when they posted about it I made the :chloe: face

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
did they retconn thicc lady dworfs? Letting people be horny with more races was a good step

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
That sounds a little like a card based RPG one of Zak's victims worked on before they were doxxed and harassed into quitting the industry and internet. Heavily inspired by monster hunter and megaman games with the base/original game being a sort of sci-fi ruined earth and one of the stretchgoals that was achieved was a viking/Ragnarok flavored reskin.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
tbh that's a pretty fitting way to name your rpg where rape magic is a thing

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
Wasn't he the one who popularized the no-prize "actually the dungeon is a barrier that keeps a giant undead horde from ruining the map, players beating the dungeon fucks the world over" gimmick?
There's some novelty there, though I think that format works best with player buy in, and "Ok that's our intro, now we play the real game about dealing with that," I think his version was just one upping Tomb of Horrors's 'gently caress you' ending.

Coolness Averted fucked around with this message at 08:19 on Feb 4, 2021

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Xiahou Dun posted:

Hey there, Huckleberry. I ain’t passing out wolf tickets, I’m just asking them why that’s where they go to the fence.

Jesus that was one hick sentence that just formed. If I spent another 20 seconds I’d be talking about “rumble seats”.

Someone literally asked "why does this thing have fans?" They answered. You're acting like someone reposted a lovely 2015 defense of the game like "Well you see the really gross rituals are strictly for NPC villains so.."

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Leperflesh posted:

It sure as heck does! The rules say the GM should start tossing Doom tokens into the Doom pool if the PCs are hemming and hawing too long about what they're gonna do. And Doom tokens directly translate into poo poo like free actions & interrupts by enemies, fresh reinforcements, and other twists of fate that go against the PCs.

That rules so much.

I'm currently playing a really fun Blades in the Dark game with a GM who puts in a lot of work.
I'm also running a game of Spire. that has some player overlap. It's funny seeing where the games have similarities, not just in terms of parallel development and ruleset goals, but also just some of the same archetypes we've had for characters and locales that interest the players.
Now that I've read Heart I'd love to run it, it's definitely both an iterative improvement of the system resistance ruleset Spire runs on, but also goes some neat new directions that can't be backported easily.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Len posted:

You guys are much better at naming things than I am, my next plot arc of Monster of the Week is taking place at a renaissance/larp festival in Kentucky. The gimmick of the place is that it's not people dressed as elves/goblins/etc larping what it's like to be in Ye Olde World but is instead actually elves/goblins/etc doing a reenactment

I need ideas for the various booths, performers, and foods that will be available

Lost Children Pickup -If a parent is separated from their child and checks here they will always find a changeling resembling the lost youth. If they fail to realize their mistake before the faire ends the child will be spirited away.

Tommy Nocker's Smith & Forge -100% certified goods that contain no iron.

Genuine Pirate Treasures -The usual sort of obvious wooden toys, pop guns, swords, and leather props. However the objects are actually all imbued with slivers of the ghosts of actual pirates. If someone drinks a bit too much and wears a few too many of these items they'll slowly be possessed and act the part. The early stages include simply being way too amused by talking in a dumb pirate voice, with the final stages being a full possession that also compels them to head out of state towards the sea.


Halve Maen's Nine-Pin -either a booth game or an actual tournament. The grand prize for either would be a pony keg filled with a powerful ale from the catskills (or maybe Kentucky bourbon). If a mortal drinks the drought they'll become very intoxicated and quickly feel the urge to find a nice secluded tree to to sleep under. If they fall asleep they'll sleep for 20 years. If the whole group drinks it may only be a dream, if only one or someone they care about does, there might be some antidote available they need to find ASAP. If the nine pin is just a booth game, there can be other prizes, like a surprisingly accurate colonial jerkins or blunderbuss.
The draught could also potentially send the group back to the colonial era Catskills where they must beat fae Dutchmen in another game of nine pin the hills in order to drink more and fall asleep only to wake back up at the end of the faire in their time.
To avoid turning the whole game into lawn-bowling, you could also make the booth just a place that sells the drinks, and when the group drinks they fall asleep and are transported to that dream game of nine-pin. If they lose they might just wake up to find the festival ending for the day they've grown long beards and the fae have stolen something from them.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

CitizenKeen posted:

I'm probably never going to run Sentinels again, and yet, it's a good book with good production values, so I'm going to pick it up anyway. drat this hobby.

Just because of time and stuff? Or because it's actually a game you burn yourself out on? I like tactical combat and am interested in a supers game. So far the pandemic has been great for me actually getting my money's worth out of RPGs I've bought, so I'd be interested in getting it if it's a great rules system.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Len posted:

I FORGOT CAREN HAS KIDS AMD CANONICALLY TAKES THEM ON HUNTS THATS SO GOOD

They wait in the car, she isn't a monster

You gotta do the lost child thing then! Especially if she doesn't bring the kids to the festival. Because then you have a whole other plot hook where she realizes the changeling is fake after taking it and home and the kid is already there waiting. Now there's an episode where the group has to baracade themselves inside house on the night of the next new moon when faeries try to steal her kid(s).

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

hyphz posted:

Legacy can work well in co-op games, but in competitive games it can be very easy to break balance. Charterstone just about gets away with it but Risk Legacy can very easily break down quickly, in part because missiles are a terrible design.

The bigger problem I've had with legacy games is balancing impact for returning players with engaging someone who just started. A lot of them are either "Well, you played the full game, so you know all of the twists and it's not really going to be fun to replay it with friends who haven't" and "The board is meaningful and cool for folks who made the other games, but no isn't engaging for someone to sub into." Especially since the new gimmick is less different legacy games and more new seasons of the same game. So "Sorry I missed Legacy Pirate Adventure, I'll just play Legacy Ninja Mall when you start that up," is now greeted with "Yeah, we're starting season 3 of Legacy Pizza Assassins. Not too much carries over from Season 2, but the ending cards from 1 are really important to how 3 starts."

It could just be "No, each season is fully self contained, and is just different scenarios using the same ruleset. New seasons are how we address hop on points for new players and keeping it fresh for returning" but that's not how my friends who've gotten hooked on legacy games act.


In terms of recent RPG tech trends I'm enjoying; I'm a big fan of RPGs that ditch unique subsystems for stuff like combat, magic, or hacking and instead have everything use the same resolution mechanic. I know this isn't new tech per se, and was actually closer to where things started, but it seems like games have only really embraced it again in the past 5 years or so. It's much easier to teach someone a game -and easier to at a glance ensure something is balanced- when everyone is playing by the same rules and has the same tools for interacting with the fiction.

Of course I also love minigames, so would probably be terrible at focus grouping a new RPG

Coolness Averted fucked around with this message at 22:00 on Feb 8, 2021

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

SkyeAuroline posted:

I like unified mechanics in games, and by God I never want to subject someone to original Cyberpunk's hacking system... but there's something lost by stripping these subsystems back to just "make a check". Sometimes it still works (Eclipse Phase 2e strikes a decent balance with its hacking), but most of the time I feel like it's losing more for the player(s) investing in doing the thing than it's gaining for anyone else who stands to gain from a "simpler" system.

There's certainly a balancing act. I've had players bounce off games because they didn't feel there was enough mechanical weight based on their choices made at the table and in char gen and advancement.
I think my ideal would be something more like Heart's exploration and delve rules. There isn't a unique subsystem or mini game for it, but it's not just a dry single check.

For those who haven't played Heart, delves are statted like a big monster with high stress (the game's plot armor/health analogue) with some sample obstacles and relevant ways to overcome them, and in some cases a side objective that can halve the stress you have to inflict on the delve. The only unique rule a delve has vs overcoming a regular antagonist is extra math for aborting the delve.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

That Old Tree posted:

Blades in the Dark has some pretty robust crew/operations/territory rules. Your whole criminal enterprise gets a character sheet for itself.

Also has some decent rules for how the other factions interact with your crew and eachother so you wind up with some potentially robust city building.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Xiahou Dun posted:

Wait, did I have a stroke? Since when does Dungeon World have base-building mechanics in it?

I'm not against it of course, but I have no memory of that from the rulebook.

I think they're talking about the civilization and outpost rules, and how you define them in relation to each other and weaknesses the party helping them builds up those bonds and can level them up, failing to makes them less prosperous and smaller.
It actually has a pretty neat subsystem for building them up, while having nothing for mapping and building dungeons funny enough.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Whybird posted:

I think the point is more that giving them another word they can say which carries all the same negative connotations -- which is effectively what renaming the smiley would do -- doesn't make things any better, it just means a different word is now bad.
The problem isn't saying mean things, It's using descriptors of real people with different bodies or minds as shorthand for those mean things that's bad. Like pretend we previously used blonde as slang for "someone that smells bad" and then replaced that with stinky or a new word like granchling. The goal is to stop that link between blonde people and stinking instead of just coyly filtering the word with a wink.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
Yeah, the few times I've bothered with and found enough pre-made materials (like a good tileset, or an encounter fully prepped and scripted in the toolset) for crunchier games the VTT tools really have shined. In a game of blades I'm in the GM used forge to pretty much fully make a map of duskvol where you can zoom to individual and it's really cool.
But I'm a lazy GM who jives with systems where I react instead of prep, and VTT mats are my bane because of it.
Hell in the current game of Spire I'm running I just set some art from the book and a few quick reference tables for dice results as our background/map, and then I don't use tokens.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

KingKalamari posted:

I think that was even reflected in D&D-likes and other fantasy heartbreakers of the era. Two of the more memorable heartbreaker flops from the early 90s (Synnibarr and Senzar)were much maligned in their time for catering to "power gamers", but I feel that was really more a case of the games trying to cater to people who wanted to play a more comic book superhero-level of character, but trying to do so poorly with AD&D-style mechanics.

I wonder if it had anything to do with the boom in the comic book industry around the same time?

And D&D advertising heavily in comics. I know the really cool ads for Ravenloft in comics got me interested in D&D, then my uncle let me read his books and lol rules for use rope, cooking, and encumbrance/tracking supplies? No thanks, that's not what the ad was selling.
I wouldn't bother with RPGs again until the Rage card game got me into Werewolf, since the concept of "wait, the monsters are the good guys "and an rpg set in roughly the real world blew my 12 year old mind.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

90s Cringe Rock posted:

Sometimes when I read a "no, you can't play fascists, and if you're a fascist you can gently caress off" section in a new RPG I think - for the briefest of moments - that it's perhaps a little unnecessary.

By Night Studios recently reused a photo that had folks I know, and so I grabbed it to tease/show them. One of the first comments zuck's algorithms showed me was some garbage complaining about how LARP used to be fun, but it's been ruined by PC police. He was mad because a thousand year old vampire shouldn't be up to date on SJW etiquette, butnhas to be now. Sorry you got banned from the local LARP scene because your ventrue insisted on using the N-word 'for realism,' bro!

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Splicer posted:

Oh no, my friend group star trek adventures interest check has suddenly jumped from "not quite enough" to "far too many".

Don't worry by session 2 or 3 it will be back down to "not quite enough"

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

aldantefax posted:

Are there any RPG systems which focus on resource mechanics regarding wilderness survival other than, uh, the old Wilderness Survival splat book for D&D?

e: prominently, rather, than as a footnote (or other interesting mechanics of a similar nature regarding resource acquisition and depletion)

How detailed vs abstracted are you looking to go? Band of Blades has a downtime resource management minigame, but like most Blades stuff it's pretty abstracted and narrative driven.
Like do you want 'survival days' and 'check gear slots as you use them' or tracking torches, rope, and provisions in pounds/down to individual items?

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

My Lovely Horse posted:

I wish two of my players weren't always so passive in responding to mails cause right now I don't know if they accepted me shutting the campaign down and are making plans for next time, or if they're still processing me shutting it down, or if they're in fact only going to learn about it the night before our next online meeting.

I'm learning to categorize that kind of stuff as Their Problem tho

Yeah that's part of why I got really into games with more reactive GMing and more episodic sessions, that way I'm not really put out by players not prepping or last minute confirmation/dropping out.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

knife to meat you





pretend those are meathooks for this joke, ok?

I also didn't realize there's another dead mugger in identical shoes due to the way their jeans blended in with the street. I just thought the dude was mugging the lady and her magical cat for a second pair of sneakers at first.

Coolness Averted fucked around with this message at 04:16 on Mar 7, 2021

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Len posted:

How do you guys handle a game where you just run out of ideas for future sessions?

Well, it doesn't hurt to look for outside inspiration, or be honest with the players like you already have. I'd lean towards having a season wrap up. Wrap up some loose ends tied to what's happened so far. Then essentially have another session 0 with added questions about what players felt worked and didn't. Discuss what they'd like to see if you keep going. They might be fine with that game ending or taking a break, or 100% down with stuff that doesn't build towards anything bigger for a little bit.
Who knows an NPC they take a liking to -or build a rivalry with- could form the hook that launches the next season.
I also tend to like doing a bit of a time skip if going with a new season so anything like swapped characters, locations, or plot shifts can make sense.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
Yeah the way my current gm in a foundry/forge game gives access is based on character keys, so theoretically you could even have the same players doing both and swapping off in the exact same game with no hassle. Just like rotating seats if you were at a physical table and had the GM screen at one corner

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
Is the starting campaign and intro to lancer still "yeah hop on our discord, we've got some packets, ideas and hacks to make the sample campaign work, but don't worry it's being worked on!"
Which kinda works with something digital or being worked on, but eh once you start selling a book gets weird. I'll fully admit lancer seems like my jam but I'm waiting for something that serves as a good intro for friends. Also I just don't have the motivation to do crunch encounter building these days.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Absurd Alhazred posted:

What's stopping you from taking a one-character-per-player WWII RPG and simply having each player build a squad of character? Are you looking for mechanical support for intra-squad dynamics?

Yeah or just use anything that isn't straight class based/level based and have each player use a single character sheet for their squad.

If you need them to be mechanically discreet you could have certain skills/abilities or dice and whatever 'belong' to certain squad members. If that character is incapped the squad loses access to those skills/abilities or performs worse.

I'm thinking something akin to an old cool mtg variant I saw published in Inquest back in the day, where you played as a 'team' of wizards instead of a single one. Each had a seperate HP pool, and you used point buy to get them access to basic resources like card draw, hand size, and color usage.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

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theironjef posted:

After years of watching Justice League Unlimited and Young Justice, etc, I have come to terms that heroes just rise to the level they need to to matter. Batman slaps on electric knuckle dusters, Vigilante crashes his motorcyle into the bad guy and shoots the gas tank, whatever. Since the comics and their accompanying other sources of media rarely seem concerned with measuring who can strictly punch harder between heroes, I tend to prefer games where I don't have to do that stuff either.

Yeah, you can do generic 'super hero' game, but imo it has to be narrative driven. I think it's a trap to go with a mechanically crunchy system with 'power levels' and just expect everyone be the same tier.
It's definitely important the system and group can help folks figure out if the tone and scope is gonna be Superfriends, Suicide Squad, or Justice League, or Defenders though.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗
What's maddening of course is that if you go to the silver abd golden age you can totally see how tragic heroes can br while still being incredibly heroic. The Thing grapples with his appearance, Spiderman is nuerotic mess because being a hero and doing the right thing constantly hurts people he loves (and so does inaction) Doctor Midnight is blind except in pitch blackness.
But yeah I don't think it's your players loving with you, look at how many folks are always orphans and exiles with tragic backstories in d&d style games. Hell the last time I played d&d as a player in a regular game people reacted to my well adjusted paladin with a good home and family life who just wants to make the world better as a genre deconstruction.

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Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

BlackIronHeart posted:

I think there are two main issues with superhero RPGs. The first is that you've got a table with 1 GM and two to N characters who are Main Protagonists when the superhero genre is about having 1 Main Protagonist (which would be whoever's name is on the cover of the comic book). Sure, crossovers can happen and maybe someone has a prominent sidekick but if you're reading a Batman comic, he isn't sharing equal page time with Aquaman or whoever.

The second issue is simply scope. A lot of superheroes tend to have a limited scope as to their responsibilities. Let's use the MCU for this. All the Netflix heroes (Luke Cage, Daredevil, etc) are mostly concerned about their neighborhood or maybe the whole city they live in, they're street level heroes. Spiderman usually falls into this area as well. Then you can go above that to international stuff. Iron Man (at the start, anyways) is worried about international crises that might take out a whole city but he's not sweating it if Queens or Hell's Kitchen has some mobsters running around. The next step up is global crises where Nick Fury, most of the Avengers, SHIELD and others start worrying about the fate of the entire planet. And then even above that you've got intergalactic/interdimensional poo poo that worries people like Thor or Dr. Strange.

The second issue becomes a big problem when you've got a street level PC palling around with an interdimensional PC and the GM is trying to introduce plots that both will care about. That's hard. Thor doesn't care if MJ gets kidnapped by one of Spiderman's enemies because he has much, much bigger poo poo to worry about but she's Spiderman's whole world so he's gonna concentrate solely on that. And the stuff that does rustle Thor's jimmies is going to shoot a multi-colored laser beam at Spiderman and turn him to dust unless the rules system is very forgiving to the web slinger. Even if you do manage to have all your players create heroes who inhabit the same scope, you run into the first issue again.
This feels a lot like you're talking about your tastes in comics as truisms of the genre. The JSA has been around almost as long as Superman, the highest grossing Superhero movies are about teams, and feature a cast of heroes ranging from street level teen, king of an advanced technostate, and a multiverse spanning wizard.
Like you're right the group does need to make sure everyone is signing on for the same scope, but to say "gosh Spider-Man and Thor could never team up," is just silly. Considering they've literally done it multiple time, in their solo titles, in Spider-Man Team ups (a comic devoted to pairing Pete with various other heroes of different tiers) and in the teams they're both a part of like the Avengers.

Coolness Averted fucked around with this message at 06:08 on Apr 7, 2021

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