@JinShei Is Musketeers as good as I'm told it is? I've been circling it like a vulture but havent committed yet.
I would love access to Sky to get my Karl Pilkington fix.
BBC The Musketeers from a few years ago? It's a lot of fun.
@JinShei Is Musketeers as good as I'm told it is? I've been circling it like a vulture but havent committed yet.
I would love access to Sky to get my Karl Pilkington fix.
BBC The Musketeers from a few years ago? It's a lot of fun.
@derp said in nWorld of Darkness 1E v 2E:
In the 2e tabletop I was running, I basically retooled Wisdom to work similar to harmony. High Wisdom, cool. You remember that people are people, and the world is not meant to be trifled with... buuuut you also don't see some of the underlying flows of magic, and it is harder for you. To be -good- at magic, you have to dive in... but then you risk forgetting that those rules and formulas you are tinkering with are lives, and people, etc. You have to give up caring for the status quo and natural order if you want power. And you need power if you're going to survive. Where do you draw the line?
To me, it made it make more sense than the book version, which has always felt lame and toothless to me. I would probably do all the games like that, if I had a choice. Ride the line between the basass world of awesome things you know is out there, and the world full of things you love just the way they are. How much are you willing to sacrifice to save the rest of it?
Honestly, so would I. I would prefer if they all worked that way.
I love Demon. I've heard the "from human to monster" argument before, but it doesn't really strike the same chord with me. I don't know--I don't think the gameline--as in, the entire thing, all games inclusive--should be limited by that particular aspect of theme (and it clearly isn't), so I am okay with it.
What BITN has going for it is that it really doesn't care about the other books, so the reading is minimal. It doesn't even give most of Mortal Remains (the Hunter update for GMC) much lip service since it ignores all its fluff.
BITN has the potential to become its own thing, which is really great.
You've found a woman that defends Joss Whedon! All my thoughts and opinions and arguments on the matter are now completely, utterly invalid. Oh nnnnnnnoooooooooeeeeeeessssss..!
P.S. That's from 2015, and not referring to this particular bit of news.
Arrow is over and whatever your thoughts on it, it gave us Crisis on Infinite Earths on television and for that I will be forever grateful.
Also the last episode was pretty sweet.
@prototart said in nWorld of Darkness 1E v 2E:
@shelbeast said in nWorld of Darkness 1E v 2E:
I ran a tabletop game of VtR like this, in another sort of way. I made Humanity and Blood Potency a sliding scale with a maximum of 11 points spread between the two, with normal starting stats of 7 Humanity and 1 BP. The basic idea was to play up the conflict between being a human being, and confronting the monstrous nature of being a vampire. If you wanted to truly grow in power as a vampire, you'd have to sacrifice your Humanity. And when you'd realize that you had become this horrible thing, and try to seek redemption, your vampiric might would ebb, as you were denying and neutering your own Beast.
that sounds kind of like the system stuff in the like print-run-of-10 blink and you missed it oWoD Africa book, which came out like a week before they cancelled the line and which i kind of loved
Kindred of the Ebony Kingdom.
And yes, it's very much like the Orun/Aye dynamic. I still have that book in surpriginsly good conditions.
@ShelBeast said in Vampire the Requiem 2.0 Bloodline Resources:
The best place would be to look on the Onyx Path forums and website. So far, they've only "officially" released two bloodlines. Everything else has been fan made conversions, mostly found on their forums.
Khaibit, Kerberoi, and that one Revenant bloodline I can't remember.
@ZombieGenesis, the problem is that every single one of these three bloodlines uses a different system to create them. It's a mess.
I have a BUNCH of converted bloodlines that we used with @tragedyjones for Reno 1.0
@Roz said:
@tragedyjones said:
@Roz said:
Okay guys be real. I have never played WoD in any form, but I am smart and can read things and am good at asking questions politely. And a bunch of folks are clearly excited about this. Should this be the time I try it?
Just a heads up, BITN is not going to seem like your average CofD/WoD/etc experience, because you are not playing a Monster Protagonist.
Well, I don't have any experience with what the average is!
I think his comment was more geared to "whatever you experience on BITN, it is probably not what you shopuld consider average for this sort of game".
You should just watch DBZ Abridged. It's better than both normal and Kai.
Because it's parody and hilarious.
@faraday said in #WIDWW pt 2 - ST, Player, or staff?:
@arkandel said in #WIDWW pt 2 - ST, Player, or staff?:
Sometimes people like to play a game of chicken. Am I going to kill them off in some random Wednesday evening PrP? No? Then hellz yeah they'll stick around to fight when I say "you can hear reinforcements arriving! Thankfully after you rummaged through the Bad Guy's desk you discovered a secret passage out" two and a half hours after we began.
Yeah, I've run into this several times too. It's like as long as they think death is off the table, folks will fight long past the point at which it ICly makes any sense to fight. There was one time when the PCs literally charged down a tunnel into Cylon machineguns, WWI style, even after I repeatedly warned them.
Now you might say "Just kill them, then they'll learn" but we'd still see gung-ho stuff like this on TGG, the king of PK. It's just a player mindset issue. There are some folks who like adversity, who see failure as the building block to more interesting stories, but most? Just flat-out don't.
Question: how easy was it for people to make a new character on TGG? How long did it take to approve new characters?
@surreality said in Space Games and Travel Time? Why? Why Not?:
Damn, I even mentioned this in another thread and completely missed this one. The #2 'some day' weird idea I had was for a traveling space carnival game. Think of a mashup between Carnivale and Firefly: dustbowl/depression era troubles on fringe worlds struggling to get by.
Grid was the rag-tag caravan of ships, which would travel (over time) from border world to border world, as a group. The border world (if they were on one) would have been 2 rooms: of 'this is a general representation of this world, temproom off of here for any locations you find relevant as necessary', and the faireground room where the show gets set up to bring in the crowd. It'd be 1-2 weeks on that world RL time, with the weekends included at both ends, and the weekdays between for 'travel' to the next one, arriving Friday night -- so fairly easy to schedule around.
Collectively, through either dodging warrants or hiding out or just not being welcome or not being up to code and barely having resources as a group to do more than just scrape by and keep the lights on and food on the table, individual or small group 'go jaunt off to <other planet>' was just not in the collective budget, and/or there would be other reasons this would not be a thing. Ships aren't up to code for their legit port, not enough fuel to get there, that rich kid hiding out with the weirdos got disowned so there's just not the cash to cover the trip, whatever -- it would have been marked out as 'this is not a thing unless there's some big, effects everybody story involved, because it would effect everybody if somebody did it'.
It wasn't so much 'tightly focused' as 'holy crap, this is packed tighter than a tin of sardines'.
Highly weird, very gritty, but the reasons everybody would be in the same place -- even if that place was different every so often -- were built in. People could probably do something similar with a team of mercenaries or other group traveling around in a similar way, I would think. For a one-faction, PvE-oriented game, it should be possible to construct a setting that supports this without too much hassle.
It just likely isn't the kind of thing that people are necessarily looking for when they think of 'space game', where one of the appeals for some folks would be 'can be on any number of active worlds'. Star Wars is a perfect example of the sprawling space opera on many worlds at once that has a good potential for game longevity if people take to it, for instance.
That said, a lot of the most engaging sci-fi stories (to me, at least) are set in space either all take place on one ship, or one ship and one world (or only one world at a time). Some could have long-term potential, but a lot of them would be the kind of game you'd need to know from the start would likely have a limited lifespan and some top-down story arcs built in from day one. Think of stuff like any of the Alien films, in which the action takes place predominantly on one ship, or one ship and one world. You could technically have a game based on a film like Event Horizon, with the exploration of the ship taking much, much more time and a larger team handling salvage and research -- or, much as most people I know aren't keen on it (myself included), Alien: Prometheus could follow a similar model. The trick here would be to know going in what you plan to cover and know there's an expiration date when that collection of stories is played out.
The 'tell a story, do a time shift or location shift reset, continue the over all story but in a different time/with a new set of characters/etc.' concept that @Coin has talked about from time to time could work really well for something like this to keep the game going and give interested players more to do in the broader universe to tell more and new stories, even if it's essentially run in installments with resets and time breaks in between. (Something like the Alien films could be done this way, for example, just -- for fuck's sake -- things should be presented in chronological order.)
In a way, the 'we're all getting older and we don't have unlimited time' factor nudges me a little toward this being a more realistic model these days for a space game than one with the enforced travel and wait times of some traditional multi-world games. I think the sprawling space operas have a better chance of longevity without breaks or resets and such if people can get past that hurdle (or find a way around it as @Seraphim73 has described), but I have to admit, the breaks and resets model is uniquely compelling here, and I'd be curious to see if someone tries it some time to create a long-running game with defined 'chapter breaks' and troupe-style play with character changes throughout.
It took me like a minute to find my tag. XD
@Ganymede
Honestly, I know it doesn't seem like it because it feels very simple, but that's actually too complicated in my opinion for what you're trying to accomplish. It just... adds a step too many. IMO.
@surreality said in Good TV:
@Coin Hellsing Abridged is the winner, though. It just is.
Nope. Sorry. I mean, it's by the same guys. But I prefer DBZ Abridged.
@faraday said in #WIDWW pt 2 - ST, Player, or staff?:
@coin said in #WIDWW pt 2 - ST, Player, or staff?:
Right. But part of the investment is at chargen. If it is very easy to make a new character, a lot of people (not everyone, certainly not most, but not an insignificant number) will just not give a shit.
Yes, but that's still a player issue not a system issue. I don't think "make chargen a PITA so people won't want to risk their characters senselessly" is really a good solution to the problem.
Oh, definitely not, but also "make chargen ridiculously simple and quick to make up for the high turnover rate because the players are kamikaze dopes" isn't either.
I mean, personally, unless it's important to my character, or if the sacrifice will be worth it, my characters tend to turn tail and run when they don't figure they can handle shit. That fucking "I am a PC, I am invincible" shit never worked with me, lol.
@JaySherman I don't even have to read the whole thing to telly ou to Kill it with Fire.
@ThatGuyThere said:
Sadly it is not an isolated thing i end up setting myself unfindable on between 1/2 and 2/3 or the games I have played on. ddly enough I must not attract the popular type of crazy cause Reach was one of them I never had to.
This is a fallacy; The Reach simply had more people to be crazy at and you got lucky.
In the case of steampunk, it really is a sub-genre, same as cyberpunk.
Both are clearly science fiction, with a certain "skin" on them that encompasses not only visuals/descriptions but also certain types of messages and philosophies. Cyberpunk stories often have to do with transhumanism, while steampunk stories have to do with, as Chime mentioned, the Age of Reason and discovery, exploration, etc. Steampunk is like Pulp's Sci-Fi Younger Sibling. It's pulp! But with SCIENCE! Not necessarily CORRECT science, but the SPIRIT OF SCIENCE. And while you could find this in older pulp stories (John Carter of Mars and a lot of early sci-fi) they typically lacked the punk element.
You can write all sorts of stories with cyberpunk or steampunk descriptions and styles, but what really drives them home as genres is how they changed the face of sci-fi and speculative fiction. The PUNK is there because they were revolutionary in the way they approached the broader genre. Cyberpunk and Steampunk changed traditional sci-fi for a lot of people. There is, IMO, "punk" in steampunk and cyberpunk.
@tragedyjones said:
Just some updates. We are open, things are chugging along. Plots are being run. We have 69 approved PCs.
So if you are interested, please come give us a look!
bowchickabowow.