@Glitch said:
@Coin You linked it with the timestamp, so it almost immediately went to the end of the video.
I feex. Stupid utoob.
@Glitch said:
@Coin You linked it with the timestamp, so it almost immediately went to the end of the video.
I feex. Stupid utoob.
@surreality and @Tat should get together with @Quibbler and wiki the world.
Exalted is also one of those games where the powers (Charms) can be unique or formulaic. For example, you can have Charms that are very weird and specific (e.g. a Performance Charm that allows you to disguise yourself as the the person that your target would confide in but only if you are giving them a lapdance), straight-forward and useful (e.g. a Charm that lets you ignore motion penalties while on a ship in a storm, and breathe under water), or formulaic (any of the dice- or success-adder Charms, like the Excellencies).
Once you understand the third set and how those formulas work (which are the bedrock upon which most Charm trees are built on) the others are just a matter of keeping the text near by and checking if you forget.
Exalted gets really complicated when you're trying to get the most bang for your buck by combining Charms (literally called "Combos") or stacking effects (persistent, passive, active, etc.) for the highest modifiers or most perfect effects.
And then it gets interesting (or frustrating, depending) when you realize that Defense > Offense and it doesn't matter how amazing your attack is, if the defender has an applicable Perfect Defense, you're going to get rebuffed.
You can play Exalted without twinking and it can be immense fun, but the game really does have a niche in there for people who love game math and all that crap.
Flash is back.
Flash is back.
Flash is back.
FLASH IS BACK.
... squee.
@WTFE said:
Yeah, but it moved from "we're alive and wanting to move forward" to "shut down" in about a month.
Yeah. It's sad, considering they might have been a really good place for a 2e Changeling-centric MU. Plus, we all know how I'm a fan of more games.
@WTFE said:
Well, that was abandoned quickly.
It was around for a while. I think they were revamping. Interest must have died.
Find a place where you would put the normal credit of someone you know, and then you just add:
'Template acquired from [place you acquired it]. If this is yours, please contact [you] so I can credit you properly.'
I would actually really love form MUD/Rogue-like code styling for Werewolf Hunts and Vampire feedings and shit like that. Mostly as an optional thing. I'd even be willing to work on the text/auto-poses/whatever to make them feel engaging and cool.
A Sacred Hunt could, for example, provide an entire Pack with a Hunt based around a spirit with X stats, in Y type of terrain, over the course of Z time. And challenge them with dice while telling them in broad strokes what is happening so the players can pose in the middle, giving the code a prompt to continue after they're done posing that particular bit out.
It would be much more of a "helpful passive ST guiding a scene" than a straight up fight-against-code scneario (though you could add coded combat at the end, I suppose).
Obviously, this wouldn't be simple in the slightest.
@BobGoblin said:
This is a thought I have for the community at large:
How much 'code' is too much code? Is there a point where using code to do 'things' (Economy, Space, etc etc etc) becomes too much? I know this is a long standing debate in my circles, that too much code causes people to 'game' rather than roleplay but on the flipside it also can put the burden of activity on the players moreso than the GMs. Thoughts?
i think that this, like the vast majority of design considerations, depends almost entirely on two things: 1) the kind of game you want to run and stories you want to tell; 2) the kind of players you want to attract and keep.
I can be very malleable when it comes to this sort of thing as a player, but as a storyteller and game runner, I prefer narrative-focused games that don't pay too much attention to the minutiae (economics, resource management, etc). This is either largely because I don't have patience or because it doesn't interest me when I'm the one in charge.
I can see the appeal as a player (even though I haven't played in games like that in a while) and would probably enjoy them a great deal once I got into them. But it's about what your players and you want for the game.
As a community we're almost always discussing what's better and the claim of it "depending on the context and what the players and staff want from the game" is often dismissed as a platitude without no argumentative merit. I think this is a huge mistake. I think we should be encouraging different types of games, with different goals and different player demographics, to exist simultaneously, so that the community at large can have access to a gamut of gaming experiences and everyone has something they can play and enjoy.
@il-volpe said:
@Coin said:
If you look at the supernatural splats's version of "Integrity" it's more about doing monstrous things, like I pointed out before, and losing yourself in one way or another because of it.
I'd suggest the overarching theme for WoD is one of tragedy, rather than 'true' horror.
No reason they need to be mutually exclusive. I think tragedy through horror is pretty nifty.
@TNP said:
@ThatGuyThere said:
I try not to play it as too soon when it is literally the tenth horrific thing he has witnessed in six months, he would have to be a bit touched to not think of it as business as usual.
Perhaps something similar to SAN loss a la Call of Cthulhu. Though that would mean eventually losing the character if the degeneration goes too far. But it would be a lot harder to consider it business as usual if each time you can feel your mind slipping away.
This is already a thing. integrity works this way. That's why 'being the victim of a supernatural power' is often a Breaking Point.
If you look at the supernatural splats's version of "Integrity" it's more about doing monstrous things, like I pointed out before, and losing yourself in one way or another because of it.
It's also important to remember that, in the World of Darkness (this doesn't apply necessarily to other games) and especially Werewolf and Vampire, the horror aspect is not so much what happens to the player characters but rather what the player characters do.
In werewolf and vampire, generally speaking, you are the monster. Mortify your friends with what your character is willing to do. The reason why there's a large disconnect, I suspect (but cannot confirm) is that in MUs we interact with each other, and are reluctant to inflict the full-range of our characters's horrific sides on other PCs, while in tabletop, it's all too easy to allow yourself to be horrible to the NPCs.
Lost Girl is ending this season, too. Here's hoping they go out with a bang.
@il-volpe said:
Besides the PC-lack-of-control thing, or part of it: In a horror plot, one tends to take things away from the PCs. Someone they love is lost to them somehow, their house is haunted and you can't use the bad-ass billiards room in the basement because of all the ghostly viscera hanging from the ceiling, their fifty retainers are dying of rabies, the office building they own was blown up by Project Mayhem and their wealth stat has been dropped hugely, whatever. It's not just the 'we can't create tension when players know characters prolly won't die' trip, either. For a horror plot to be horrifying, something bad has to happen. But when something bad happens more or less out of the blue to a PC, they often feel that the GMs are punishing them. The in-game culture of a good horror MU has to accept IC loss as part of the fun.
It bears repeating.
i doubt he's paying any attention to this forum at all.
@surreality said:
@Coin Same -- but there are people who do continue to press the issue, and will use the argument that 'if you avoid me, you're cheating, because you lurve me now!'
Which is more or less a giant disaster for players who are ethical and honest and want to play fair.
No, what it really is is a dick that needs to be pimp-smacked in the kisser.