Star Wars: Insurgency
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@Tennyson said in Star Wars: Insurgency:
FATE.. well.. brings the focus back to the story. I'm interested in seeing how it all works out.
Unfortunately, that story is often one of who can slip by the most twinky stunts through approval.
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@Warma-Sheen Meh. I'd call that defeatist. Point is that everyone, FC or no, is on equal footing. In a setting where Han or Luke or Leia or Darth Maul or whoever gets the badass points and everyone else sits back and watches the FC show, that's huge. I've made a character there that's every bit as rich as any FC character and loving my rp. SAGA still suffers from 'gear factor' whereas FATE you have to buy anything special with your finite refresh. It's inherently balancing. There's something else to consider. If a stunt turns out to be too powerful, staff can always re-evaluate it and tone it down.
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@Tennyson said in Star Wars: Insurgency:
There's something else to consider. If a stunt turns out to be too powerful, staff can always re-evaluate it and tone it down.
Indeed, and we will be doing that when we transition into beta (which is soon: I wanted to get the final ship code done this weekend but kinda got sick so probably another week)
Also we have public, open sheets exactly to avoid someone getting unfair treatment stunt wise.
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Is this still a thing?
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It was dead the last time I checked.
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@Apu Thanks for the information.
I checked in myself, but it was the middle of the night. I can't judge a place by the size and activity of its 3am contingent - or by if it even has one.
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@Godot They were waiting for you.
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I wish the game did take off. I had a neat concept for my character, an Imperial officer who was second command of an ISD. But I think that staff's attempt to use FATE, cool of an RPG system as it is, was ultimately its downfall as it doesn't seem very popular among RPers at all.
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The better a system is at creating interesting conflicts at a table, the worse it seems to function as a MUSH system.
And the reverse.
Good luck with a Powered by the Apocalypse game that isn't just a text tabletop with a dedicated GM for every scene, for example.
It really seems like there should be a place for Rogue One: A Star Wars Story centric games, but maybe people have played the Rebellion out so many times they just aren't interested.
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Rebellion is boring. Jedi are boring. I'd like to see a MU* based off of the new Fantasy Flight Star Wars gameline. Specifically, an Edge of the Empire MU*, where all the characters are the "scum and villainy" type characters. It'd be fantastic.
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@ShelBeast The new Star Wars RPG system is the opposite of FATE. The dice are fiddly and overly complicated for what they achieve, and between the dice and the skill levels, everyone starts out mediocre, and it can easily take you a long while to be capable or in any way impressive.
"Only Imperial Stormtroopers are so precise." So precise indeed.
Do your scum and villainy setting with the Scum & Villainy version of Blades in the Dark.
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@Misadventure The problem with FATE is that it's a boring system and generally not well liked. Barely more than Savage Worlds.
Personally, I don't think that the system for the FFG Star Wars game is overly complicated. And... starting characters should be mediocre. It's not like you don't get better. I was fairly satisfied with my character after only having a handful of XP to buy up a skill or two and buy my way along my talent tree some.
I dunno. Maybe it was the D20 Star Wars games that turned me off to the idea that everyone should be super duper the best in the galaxy at everything they do... but... fuck that. I want to have a chance to miss with my blaster when I'm a green gun-for-hire. Makes the journey to ace shot all the more sweet.
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@ShelBeast Oh I wasn't saying play FATE anyhow, just that the FFG SW RPG is neatly diametrically opposed in design and outcomes, save that I found it equally meh. I've been in a group for over a year, and even with a focused character, I don't feel capable. I am fairly sure we get fudged into surviving often. (Bounty Hunter + Soldier + Thief + Slicer + Doctor).
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I hate the new Star Wars system with a passion. They just had to be clever and gimmicky with the dice, and then had to charge an arm and a leg for said dice OR you have to buy an app for your phone. Sure, there's conversion rules, but I think they were written poorly on purpose. My tabletop group was never really able to get past the dice to even get to trying to learn the rest of the system, and I do not game with idiots.
Edited to add: in meatspace. I do not game with idiots in meatspace.
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I also tried the new FFG dice system for several sessions. While I do generally like the idea of 'succeeding but with interesting narrative complications' (see: my general love for all things Burning Wheel), I really, truly hate the fact that -- as @Sunny said -- they elected to be gimmicky with their dice. Worse, they elected to be gimmicky with their dice in a way that actively slows down gameplay as you sit there trying to figure out what cancels out what and then looking it up on some chart to determine what happens. Like, way to add to the most annoying bullshit from D&D and find a way to charge me more money for it, guys.
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@Aria Yes. Yes. EXACTLY THAT.
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In re: the State of this Game,
Essentially what happened last winterish into spring: my cousin, who was really kind of like my brother (we grew up together) died and I backed away from here and from Arx to just focus on M63. I don't know if @ixokai would want to finish it someday and rock out. I don't believe there are any plans, which I feel bad about because he kicked so much ass with all the work he put into the code on that place.
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Which became the code for Marvel: 1963 when we moved sites and switched codebases.
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FFG SW has a lot of flaws. The dice mechanic scales bizarrely as does the combat: a basic blaster pistol is almost never a threat due to base soak levels, while stormtrooper rifles murder starting parties with pretty monstrous efficiency. Greedo doesn't care if Han shoots him, he's walking that shit off, and the stormtroopers go from action-comedy to brutal realism.
Also Due to what I think is too much of a weight on the advantage symbols on the dice vs actual success/failures, you tend to get really wild variance in those totals but not much in success/fail. This means a lot of plain failures (with advantage or disadvantage), a lot of successes with massive disadvantage, etc. While the system provides a few mechanical things to spend advantage/disadvantage on, I found the list wasn't really exhaustive enough. So even though the idea was to promote the whole 'you miss, but your blast bolt hits the door controls and...' the system turns it either into a bizarre comedy of constant errors (where those dramatic narrative events happen non-stop) OR a monotonous 'and bad-guys #2, 3, and 7 all drop their weapons... again'.
It's actually possibly the only game where I've had to houserule dice themselves (and was actually able to mess with the symbol faces since I was playing in maptools) to weight them a bit more toward the pass/fail symbols.
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So... D6 retardation because of physics, but it would work with a virtual dice roller?