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    Posts made by 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
    • RE: Which canon property/setting would be good for a MU* ?

      @D-bone said in Which canon property/setting would be good for a MU* ?:

      As I stated before- if you want to talk about trying to build a theme or a world of a game that feels like the witcher without being the witcher- that is helpful to me. If not, I'm glad your interested in that, but it sounds like you should go make your own game, and code these systems in yourself. Seems like you really dig them.

      What's there to talk about? I've already stated my interest in building a world with a non-Witcher theme and setting. I think I've said this several times in the past. And I also mention this in my last post on the last page (Page 8). You should go and take a read.

      I also said that I can adapt what I was working on to a Witcher theme and setting, and have some ideas on how to balance witchers and sorceresses with humans. If you were reading that, then you might find something useful. But if you insist that I'm being adversarial about the topic, that's fine as well.

      And, funny you should mention making my own game, because I'm in the process of doing so. Thank you for the encouragement.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @D-bone said in Which canon property/setting would be good for a MU* ?:

      Lambert's Quest in the Witcher 3- Super affluent Cat School Ex-witcher who you kill

      Jad Karadin. This is a good call, but it can be easily handled by prohibiting active witchers from having the same influence as humans. Suggested methods: prohibiting retired witchers from learning Witcher-related Merits; penalizing Witchers system-wise on rolls or raising their costs for accomplishing certain things.

      Witcher 2- Geralt is a bodyguard for King Foltest

      Being a bodyguard for King Foltest isn't quite the same as being Djikstra. And it's not like being the King's bodyguard really helped Geralt much in The Witcher III.

      Witcher 3 ending spoilers Geralt Retires.

      Retiring with some saved up cash is vastly different than having affluence. Besides, I retired with Ms. Bouncy-bouncy, and she became an advisor to Kovir. That's not close to what Djikstra or Crach accomplished within their realms, which is personal influence that wasn't purchased with blade-skill.

      Just to be clear, here: I like the idea of a Witcher game. Also, to be clear: you were the one expressing some discomfort with the theme and setting. Something about witchers becoming OP'd, or something. I'm just saying there are ways to get around that, but you seem insistent on poo-poo-ing ideas to overcome your concerns.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @D-bone said in Which canon property/setting would be good for a MU* ?:

      That doesn't make sense... there is nothing prohibiting a witcher from abandoning their calling and doing something else. Only in the north does this super anti-witcher thing happen. Even my cursory amount of knowledge and experience with the subject tell me this.

      My cursory amount of knowledge and experience comes from The Witcher III: the Wild Hunt. I haven't read the novels all the way through, English or Polish versions. If witchers are praised or lauded beyond Temeria, so be it; my eyes are stuck on that setting and time, and in that setting and time I cannot recall any witchers in the story being particularly affluent.

      Furthermore- the system I have in mind works for a few things- but a political system is not one of them, and I've never seen a political system work that I've ever been impressed with that doesn't have immense amounts of staff arbitrariness.

      This is a place to focus one's efforts, if one has any ambition to make a non-arbitrary political system.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @Rook said in Which canon property/setting would be good for a MU* ?:

      I think that any PVP game should start with a level playing field. Yes, you will inherently hit the Oldbies vs Newbies problem, but no game system has figured that part out, nor do I think that they need to. Playing, investment and loyalty to a game should have a reward.

      I'm going to repeat myself here: @Sparks' idea of having a political/economic/influence/advancement system based on Time is how you balance the interests here.

      In short: new PCs have fewer assets, so they have more Time to get new assets or advance their PCs; old PCs have more assets, which they must maintain, so have less Time to get new assets or advance their PCs. Old PCs still have an advantage because they can squash new PCs in the influence arena, but a concerted effort by a group of new PCs can overcome this and eventually kick the old PC to the curb unless the old PC gets some new PC allies, and protects herself, etc.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @Coin said in Which canon property/setting would be good for a MU* ?:

      Although for magic I would make it more limited than actual mage. Probably something along the lines of not being able to do creative thaumaturgy (at least, not as easily as with Mage) and making everything a lot more Rote-focused.

      Right. That's the direction I went with. But the ruleset's already detailed; you just have to shackle it. I pretty much wrote: "See Mage: The Awakened 2E, but apply the following limitations."

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @Coin said in Which canon property/setting would be good for a MU* ?:

      It'd be easy to model Merit groups for each different type of Witcher ability. Or you could even gravitate towards using Werewolf Gifts as models for different types of Witcher powers.

      With the dark fantasy game I was working on, I basically took The Hurt Locker and other Fighting Merits, and grouped into categories. Each House (in the game) had its own soldiers which had access to a handful of categories, but not all of them.

      As for magic, there's Mage.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @D-bone said in Which canon property/setting would be good for a MU* ?:

      Again though, because of this how does one represent a witcher in game without it being totally unfair to Bob who apps a regular human soldier dude because he doesn't want to play a witcher? This is an insurmountable problem of player agency.

      For all their power, witchers have no real influence. They have to peddle their services for money. They have to work for people like Djikstra or assist people like Crach, who are human. So, the fix is simple: make an entire section of the game inaccessible or stupid difficult for non-humans.

      A political or economy system would do wonders.

      posted in Mildly Constructive
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @Lithium said in Which canon property/setting would be good for a MU* ?:

      Something like the Witcher I'd probably be inclined to use something like Amber Diceless.

      For a MUSH, I wouldn't use Amber Diceless. I understand the system, and it's good for dramatic role-play, but I don't think that's what a majority of folks want from a Witcher game. They want adventure and violence, and FS3 is good for that. Otherwise, I'd use COD, and modify its Merits and Mage system tremendously in order to create Witcher and Sorceress templates.

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

      @Lithium

      I concur. I also like the not-so-subtle attraction between Lexi and Drack.

      I mean, it's not totally awful. While I hated what they did with Cora, I was drawn to Vetra. Not a big fan of Peebee (except, nice textures), but I could listen to Suvi all night long.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Which canon property/setting would be good for a MU* ?

      @Rook said in Which canon property/setting would be good for a MU* ?:

      Any setting in which there are characters based on a theme where one or a few characters go out and save the world is an inherently bad system for a MU.

      Then you're in luck, because that's not really what The Witcher series is about.

      Witchers are just enhanced humans, probably closer to Captain America than a mutant. Like Dragon Age's Grey Wardens, they are made for a purpose. Otherwise, they are rather reviled, like lawyers: you sort of hate them until you really need one.

      Although Ciri is Goddess-like, Geralt is not. Neither is Lambert nor Vesemir. And Witchers are a dying breed from a seemingly-dead time, who really have no choice in The Wild Hunt but to save the world.

      I could see a Witcher game being fun and successful. I'd probably use FS3 for it, with some tweaks.

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

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

      The support crew are a bit weaker in terms of being written.

      I like Vetra. And Peebee's not so bad. Drack's got a great story.

      And as much as I like Drack, he's just Wrex with a different layer of paint. That's not BAD, just feels a bit phoned in.

      All Krogan have a pretty similar background, so they're all going to feel a little phoned in.

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

      @Apos said in Date Thenomain:

      I lived in Columbus for almost my entire life and have never heard of Giant Butter Jesus. Or Jesuses. Jesusi.

      Butter Jesus, or Touchdown Jesus, or "My Dick Is This Big" Jesus, was named so due to its awful color, after years of exposure to Ohio elements.

      New Butter Jesus is exaggerating his dick size even more now.

      But people just claim he wants a hug.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: UX: It's time for The Talk

      @HelloProject said in UX: It's time for The Talk:

      https://www.biggayicecream.com/ Philly and New York.

      For a similar gay experience in Ontario, Canada, try Demetre's. Growing up, we used to call it "Gay Demetre's" due to its extremely loud and festive décor.

      https://demetres.com/

      posted in MU Code
      Ganymede
      Ganymede
    • RE: Date Thenomain

      @hedgehog said in Date Thenomain:

      I knew that. I figure every Ohioan has passed it at some point in their lives and has an opinion on it.

      Second Butter Jesus isn't so bad. I head down that way only occasionally, but usually while I'm with my partner so I have other things on my mind than gawking at hideousness.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Mass Effect: Andromeda: The Thread

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

      I don't much like Liam.. but Liam's personal/loyalty mission is pretty much my favourite.

      I can't disagree with that.

      I think the criticism of ME:A regarding the uneven writing and story is pretty accurate. Having not experienced many of the purported bugs on the console, I am of the opinion that EA addressed the problems, albeit in a post-hoc fashion. But to say that ME:A is the worst of the four is a stretch, and it is light years better than SW: Battlefront was. And I liked ME:A better than FF15, even though I really did enjoy much of the latter.

      I'm getting a bit weary of this open-universe nonsense. We all see how well that worked with No Man's Sky.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Mass Effect: Andromeda: The Thread

      @Thenomain

      Didn't seem like much of a whiner to me. Then again, my memory may have been broken by Fenris.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
    • RE: Mass Effect: Andromeda: The Thread

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

      You know, I cannot think of a Bioware game of the "Knights of the Old Republic" variety (KotOR through ME:A) that didn't have a male character that I didn't want to just throw into a lava pit for being a gigantic whiner.

      I liked every dude in ME2. Can't think of any playable NPC I didn't like, really.

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

      @hedgehog said in Date Thenomain:

      I am married, but I feel compelled to ask what your opinion is on the Giant Butter Jesus (2.0)?

      Darling that's on I-75, which is not near Columbus.

      posted in Tastes Less Game'y
      Ganymede
      Ganymede
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