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    2. Ganymede
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    Posts made by Ganymede

    • RE: Game Stagnancy and Activity

      @Tez said in Game Stagnancy and Activity:

      1. Give your players the ability to affect the world. Endorse it. Facilitate it.
      2. Have a tight theme, so that whatever your players want to do will fit in to your vision.

      What do you think is the best way to achieve 1 and 2? They seem gently contradictory.

      @DownWithOPP summarizes @faraday's method, and I think it's pretty solid.

      Start with 2. On a World of Darkness Vampire game, a tight theme could be "political machine" or "Strix infestation." The players will then know generally what sort of plots staff will run or would like to see. On a Mass Effect game, the players could be on Omega during the Cerberus takeover. On a D&D game, the game could be set around protecting a particular realm from invaders from another kingdom. This differs from the sandbox approach of "this is the Grid, play in it, and make your own drama."

      Then, move to 1. Like BSG:U, you could have modules/plots that mesh with how staff is playing through the metaplot. On the Mass Effect game I mentioned, staff could run a general campaign of "Cerberus is in the lower levels taking over the power plants," and encourage players to play out skirmishes in Omega's underbelly and mines. Particular events like protecting a plant against invasion could be run by staff or players.

      If 1 is going well, the game will self-sustain.

      In another thread, I discussed my views on risk, and here they are: "let the players decide if their characters die." This seems counter-intuitive to the idea of "risk," but it isn't so where there are set objectives to meet or satisfy. If the players lose those skirmishes, it could have an effect on the metaplot: if Cerberus takes the plants or the Cylons crush a scouting patrol, that could negatively effect the campaign, just as success in both encounters may improve the players' situation. And advertise those successes and failures equally, to let the players know that this ain't no cakewalk.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Game Stagnancy and Activity

      @HelloProject said in Game Stagnancy and Activity:

      I know that this might sound like I'm pulling shit out of my ass ...

      No, you're pretty dead on.

      1. Give your players the ability to affect the world. Endorse it. Facilitate it.
      2. Have a tight theme, so that whatever your players want to do will fit in to your vision.
      3. Keep the grid small.

      Not too toot it too frequently, but BSG:U has this down-pat. My squad nearly got totally fucked up a few hours ago in a player-run plot. The combat code is unforgiving. And we all had a blast, even though one of us nearly died a horrible death.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Lords and Ladies Game

      @TNP said in Lords and Ladies Game:

      It's the longest foreplay in the world leading to what will undoubtedly be the best hatesex in history.

      posted in Adver-tis-ments
      Ganymede
      Ganymede
    • RE: Lords and Ladies Game

      @kitteh

      Hit me up there. I play Daithi.

      posted in Adver-tis-ments
      Ganymede
      Ganymede
    • RE: Game Stagnancy and Activity

      @Rook said in Game Stagnancy and Activity:

      So, what are people's thoughts to keeping players out of private rooms and on-grid and on-theme? This was touched on in a few other threads, even today. How do you encourage public RP, how have you seen it encouraged and rewarded?

      On BSG:U, players that run battle/mission scenes for other players get Luck points. I think.

      Otherwise, we RP because we like each other. I think.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Lords and Ladies Game

      @Kanye-Qwest said in Lords and Ladies Game:

      because frankly you are kind of a boring nemesis.

      posted in Adver-tis-ments
      Ganymede
      Ganymede
    • RE: Health and Wealth and GrownUp Stuff

      @Lisse24 said in Health and Wealth and GrownUp Stuff:

      Going to add to this because I have PCOS and I know a few others here have mentioned the same thing. Research has tied weight-lifting to positive responses in PCOS patients, while cardio did not. If I'm remembering the studies correctly, weight lifting affects the insulin response in insulin resistant patients through some mechanism that is odd because your endocrine system is complicated, yo.

      I think the research is inconclusive regarding the cardio v. strength training debate, as it applies to PCOS.

      My anecdotal experience (I don't have PCOS) suggests that both are a good idea. Cardio, regardless of whether it will help you actually lose weight, does benefit your cardio-vascular system, allowing you to train for longer. Strength training is always beneficial, for the reasons mentioned.

      My experience in strength training (for most of my adult life) tells me that low-rep / high-weight is fine if you're a practiced lifter, but not safe if you're just starting out. I'd start with circuit training, then mix that with bodyweight training, before hitting the bars and dumbs hard. Form is everything, and the best way to learn form is with a machine, and then practice it with high-rep / low-weight exercises.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Health and Wealth and GrownUp Stuff

      @Nightshade said in Health and Wealth and GrownUp Stuff:

      Just the fact that you didn't tell me to eat less, move more, is help enough.

      For me, dieting really is the next step. I lift quite a bit, and I move quite a bit, for my age.

      Mind, trying to get myself back into swimming shape is a painful, frustrating experience. Went from 30 X 50 on 1:30 intervals to 10 x 100 on 3:00, and nearly vomited in the pool today.

      Fuck.

      There were days when I did 25 x 100 on 2:00. But I was in my 20s.

      Fuck.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Dead Celebrities: 2017 Edition

      @Thenomain said in Dead Celebrities: 2017 Edition:

      This scene probably made Babylon 5 one of the best, if not the best, sci-fi series of all time.

      This scene takes the cake.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Guilty Pleasures

      @Thenomain said in Guilty Pleasures:

      Feeling guilty for enjoying your mom is more apropos.

      I feel more guilty for not enjoying her, seeing as how everyone else has to some degree.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Guilty Pleasures

      @mietze said in Guilty Pleasures:

      Also zit popping YouTube videos.

      My partner loves these too, and I think they are foul. She's studying to be a PA now, and already has a sort-of-offer from a dermatologist's office.

      Fuck.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: RL Anger

      @Ghost said in RL Anger:

      You have standards, don't you? If you eat filet mignon then doesn't your four legged baby deserve just as much?

      I only have sex with extremely hot women, but I don't really give a fuck what they think about me.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: RL Anger

      @Tyche said in RL Anger:

      Why do you pay to have this done? I've always bathed and cut my dogs' nails myself.

      I'm guessing it's because her greyhound is a greyhound. They are the skittish type.

      I have a cat. He gets IAMS food for indoor cats with hairball issues. I never give him any treats. I clean his litterbox out once a week. I took off his front claws. I'm not home or I'm taking care of the kids 14 hours a day, and then I am out or sleeping for the rest. I maybe spend 5 hours a week with him.

      He crawls up when I'm RPing or watching Netflix/Hulu right next to me, and if I'm not paying attention he will lick my hand until I pet him. He knows I don't like him on the bed, so he never jumps on it.

      He lets me hug him. He purrs when I let him up on my shoulder or tummy.

      My cat loves me, despite the fact that others have the gall to say I treat him awful because I buy store-bought food, don't spend 4 hours a day with him, and don't clean out his box every day.

      Like, fuck you.

      Fuck you.

      I got my cat from a shelter when he was a kitten and very sick. He loves me.

      Animal snobs can fuck right off.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Date Thenomain

      @Thenomain

      Thanks for that information, Dogberry.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: RL things I love

      My kids are 4 now.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: I Need Career Motivation

      @HelloProject

      Find something else that can pay the big bucks, or learn to get motivated.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Date Thenomain

      @Coin said in Date Thenomain:

      Inception overestimates how interesting its premise is by assuming everyone is going to view it and react to it the way someone who is not versed in science fiction or fantasy of speculative fiction will.

      Just about everything from Christopher Nolan seems to overestimate the interest in its premise.

      Except for Batman. Always be Batman.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Game System (RPG) development

      @Seraphim73 said in Game System (RPG) development:

      Your table is a little fascinating to me, comparing skills and then not rolling the difference or not allowing both sides to roll. Very much not what I'm used to, but kind of fascinating. I think that at first it will result in a lot of referencing the table, but after some practice, it could be a pretty dang quick system.

      Thank you. You hit on one thing I wanted to do: make a dang quick system. The other thing is making a system where there's a lot of variation. If you want a feel as to how this goes, I drew a lot of inspiration from Blood Bowl, which is, again, simple and quick to pick up.

      Combat is a little more involved and delicate. Like Blood Bowl, you need to time your team's attacks to make them most effective. E.g., Asari Adepts can use Pull to bring enemies into close range, where your Krogan Brute can mudstomp them into next year. Another e.g., a Turian Tactician can shift his squadmates' position in Order, so that they can get the jump on and attack the opponents before they can act. There's cover, and Status effects, and combat shouldn't take too long to get through.

      If anyone wants a full copy of the v.4 draft, just PM me. I'm working on the Political System right now, which will include social combat.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Mass Effect: Andromeda: The Thread

      @Thenomain said in Mass Effect: Andromeda: The Thread:

      All the Krogan are more nuanced. Tho this kind of makes them seem a bit sissy for Krogan, it's so very nice to see a Warlord who is more than just combatty combat, and enough science that isn't "bombs or nothing" to make a society possible.

      I liked this. A lot. I liked that the game showed how resourceful the Krogan actually are. I like how it kind of flipped the stereotype of the brutish louts. The Krogan are like the Klingon in their approach to leadership, but I like how they added the sort of depth that eventually made Worf a compelling character in the Star Trek universe.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Game System (RPG) development

      @Rook

      Mine is a very basic system reminiscent of Blood Bowl and FFG's system for Star Wars. Please forgive some of the formatting issues; I composed everything with tables in Word, so some of it might get garbled here. ( @Thenomain, I've been meaning to get this version out to you, but have failed; sorry.)


      2.0 Skills

      Skills are used to determine whether a character successfully performs an action, especially outside of an Encounter. Determining success requires a Skill check, which uses a pool of eight-sided dice determined by an appropriate baseline.

      2.1 Skill Dice

      The value of each Skill die, once rolled, provides a different outcome, as below:

      Roll Result
      1 Failure.
      2 Failure, BUT the aggressor gains a Drama Point.
      3 Failure, BUT the aggressor gains an Insight.
      4 Failure, UNLESS the aggressor is proficient.
      5 Success, UNLESS the defender is proficient, if contested.
      6 Success, BUT there’s a Complication.
      7 Success, BUT the defender gains a Drama Point.
      8 Success.

      2.2 Skill Checks

      There are two types of Skill checks: simple and contested. Simple checks occur where a character is attempting a task that is unopposed; contested checks occur where a character is opposed by another character, actively or passively.

      Step 1: Determine Difficulty and Baselines

      For a simple check, the GM determines the applicable Skill, baseline for the aggressor (the rolling party), and the difficulty of the check. In doing so, the GM should consult the following chart:

      Difficulty / Description
      2 Simple
      3 Professional
      4 Difficult
      5 Extremely Difficulty
      6 “Impossible”

      For a complex check, the GM determines the applicable Skill and baseline for the aggressor and the defender (the non-rolling party). For the purposes of determining proficiency, the GM may determine that the applicable Skill is different for each party.

      Step 2: Determine Dice Pool

      The GM then determines how many Skill dice shall be rolled by the aggressor’s player. To do so, the GM determines the aggressor’s score from his baseline and applicable modifiers; then, the GM determines the difficulty or defender’s score – from her baseline and applicable modifiers. Next, the GM consults the following chart to determine the Skill die pool and which party gets to select the result.

      Step / Scores / Pool
      -3 to -5 / Only through modifiers. / Roll four to six Skill dice; D or GM chooses.
      -2 / D’s Score or Diff. > (A’s Score)*2 / Roll three Skill dice; D or GM chooses.
      -1 / D’s Score or Diff. > A’s Score / Roll two Skill dice; D or GM chooses.
      0 / A’s Score = D’s Score or Diff. / Roll one Skill die.
      1 / A’s Score > D’s Score or Diff. / Roll two Skill dice; A chooses.
      2 / A’s Score > (D’s Score or Diff.)*2 / Roll three Skill dice; A chooses.
      3 to 5 / Only through modifiers. / Roll four to six Skill dice; A chooses.

      Step 3: Shifting the Odds

      Some Talents allow you to adjust a Skill check by raising or lowering its Step. This means that, rather than using the pool indicated by the scores, you use a better or worse pool, depending on whether the scenario is raised or lowered. For example, a Talent that raises a Step may turn an even-scored scenario, where only one Skill die is rolled (Step 0), to the greater-than scenario, where two Skill dice are rolled, and the best outcome chosen by the aggressor (Step 1).

      Alternately, a player may spend a Drama Point (DP) to raise a pool by one step per point. Only the aggressor may spend DP this way, and he can spend as many DP as desired.

      Step 4: Determine Outcome

      Now that the aggressor knows how many dice to roll, he does so. Once the outcome is determined, the parties involved should role-play the results, with the GM moderating.

      Example: Mordin is attempting to hack into a console. The GM decides that this will require a simple Hacking check at difficulty 3, using Mordin’s Mind Baseline Score (MND). Mordin has a MND of 5, so his player rolls 2 dice, which have the following outcomes: failure; and success. Mordin’s player chooses “success.”

      Example: Mordin is at the top of the Shroud Tower, which is coming down around him. He’s injured, and the task of recalibrating the system to accept the genophage cure is exceedingly difficult. The GM decides that this will require a Code check at difficulty 5, using Mordin’s MND. Mordin’s injuries, though, shifts the Step of his roll down to -1. Mordin’s player decides that Mordin will burn all remaining Drama Points – 3 – to boost the Step to 2 for this very-critical roll. He rolls 3 dice, one of which is a “success.”

      Example: Something Wrex said ticked Tali off, so she takes a swing at him. Tali’s Fitness Baseline Score (FIT) is low (2) and Wrex’s is much higher (5). On a contested Melee check using FIT, Tali would be at Step -2; however, her player decides that she really wants to show her stuff – and burns 4 Drama Points to bump her roll to Step 2. Tali’s player rolls 3 dice, and gets a 1, 5, and 6. She chooses 6 – Success, but there’s a Complication. Tali therefore manages to hit Wrex right in the face … which causes a bone in her hand to break, the GM decides.


      Use and abuse what you want. Comments are welcome, here or by PM. There's more to it than this, but this is the bare bones around which the rest of the system is created.

      posted in Mildly Constructive
      Ganymede
      Ganymede
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