@alzie Yep, they made sets/material for some of them (there was a full RPG for Burning Sands, too). They also made material for non-samurai (monks, Ninja, Kolat) playable nonhumans (nezumi, naga) and various other weirdness. RPG splatbook creep is a thing (see: old White Wolf), it doesn't mean that all of that material is good or easy to integrate.
Of the stuff you've mentioned, the Great Famine is probably the most sensible. I've always liked it as a less grandiose, more human take on things, and avoids totally changing the cosmology, technology, etc as many of the others do. All the others also kind of buck default game assumptions (even changing the core great clans) and may be hard to do, especially with a new ruleset.
Oh. Another thing staff should do when dealing with a victim to be be careful in all phrasing of discussions. "Do you have logs?" is an accusatory question whether it's intended that way or not, because of the social context it takes place in, where victims are often considered as guilty as their harassers are. "Do you want to show me any logs you have?" is better, because it acknowledges her role as the driving force in whatever happens next.
The setting of the Dishonored games.
Alternatively, but less detailed, the setting of Thief, the Dark Project.
But seriously, Dishonored has an amazing setting. The Outsider, the dystopian steampunk vibe. Wicked nobles, betrayals, a guild of thieves, creepy religious tones. So many ideas for characters, so much style, so much atmosphere.
And another idea would be Gene Wolfe's Urth of the New Sun setting. Far flung future, guilds (including, of course, the Torturer's Guild!) wild imaginative dark delight. A decaying world so far into the future it's difficult to comprehend-- well, might not lend itself as well to a structured game, but something inspired by it would be amazing.
So I had a thought. This isn't to derail Apos' point, but I was reminded that this thread exists.
We have another thread on this board that is focused entirely on venting outside of the rules and confines of the context of what we're venting about.
This one. Here's an example of venting for the sake of venting, and sometimes even swearing and insulting in a not at all friendly manner. And it's still mostly constructive. Why? Because there is no to almost no chance that anyone who is being vented at or about will see it. We don't have to tell people to not vent about people on these boards or in this hobby, even if they are driving us insane in an RL manner. The limits of that thread are understood almost universally without extra rules being enacted.
And yet I don't for a second doubt that it's not useful. We get things off our chest to fellows who either commiserate or ignore it if they disagree. Even shouting into the void is considered healthy, in moderation.
There is no stated conclusion here, but in my mind it's a lynchpin of many of these related comments.
Cool! I only briefly flipped through that book, once. Never saw that part.
Yeah, it's pretty good. It's like a deck-building card game crossed with an RPG. Any White Wolf game can be cheesed, but the simplicity of the mechanics prevent a lot of that, and the card game aspect brings in elements that add entirely new player skills to gaming.
One of the reasons I roleplay is to practice the description of motion and body language. To convey emotion through showing, rather than telling. To display an emotion through gesture and form rather than outright handing it to the reader.
I've had some success with this. I've had people pick up on things through a character's body language (as written) without having to outright state what is being evoked. I always check in, 'Hey, she's sitting like that because...' 'He did that gesture as a...' since I figure hey, their character would know this, even if they didn't pick up on it. And often? People say they got it.
Even better is when I've been threading something subtle through a scene and someone later goes, 'Oh shit! I just realized...'
To me that's success. For as much love as I have for snarky asides and meta-jokes at my character's expensive, I love even more when my writing is immersive enough to draw the other player(s) in.
All this to lead to this video: https://www.youtube.com/watch?v=GfqD5WqChUY.
It's about camera direction and acting in regards to immersion (David Fincer, verily, is a god unto men), but it showcases, to me, just how vital that display of body language is. It's not enough to just show it in Fincher's world, but he wants to pull you in and sweep you up in the moment through the camera.
Making a connection with somebody you haven't played with in many many years that's one of those 'sigh, I so miss them' people, with the possibility of ACTUALLY getting to play with them again. It is pretty much the best thing ever.
@ixokai Oh, well, in that case, I suppose the unique thing about Earth right now is Life. If this is in a universe with many planets, maybe life on Earth is especially rampant and aggressive, taking the form of Wild Magic that aggressively latches on and refuses to let go.
If you can't, ask someone else who has if they did. If they did, it's almost certainly okay.
Credit if you know.
If there is a license, follow it.
Credit changes in the credits.
But ultimately, if it feels wrong, don't do it.
edit: Unless the code is noted otherwise, anyone can have any code I've ever touched. Even if we don't get along, I don't care. It's code, not part of my identity, and I'd rather games be enjoyable for those who run and play it than someone massaging my ego.
Actually that's a trick, my code helping anyone enjoy a game massages my ego. I'm honored by anyone who wants to use it.
Groups of character class/species/specialty/utility/prominence to upgrade through, in exchange for a consensual character death, when proper XP/AP is accrued? You'd need the proper type of AP judgment, however. For instance, exchanging XP for scenes would fall into the category of more face time, whereas experience with the combat system would be specialization. Or how about a system where the more you contribute to larger plots, the more you work your way up in terms of ritual importance?
I might suggest that there be a random element that can make you discover that you have or don't have sympathy with someone you thought otherwise of. This can be anything like selected interpersonal traits to just randomized stuff (like draw three playing cards, these are "traits. The closer in number to someone elses trait the more it matters. If its the same suit its a positive thing, if its the opposing suit (say hearts-spades, clubs-diamonds) its a real problem, if its just the other color uh -- its its something one doesn't care about but the other is focused on). Face cards suggest outside relationships with friends, family, exes, duty, obligation, emotional scars)
Likewise, if you want the video game funny, assume that like martial arts moves, the character commits to an action, trying to guess what the others action will be. So benevolent or not, there is chaos and competition.
I'm just making stuff up off the top of my head here.