@cobaltasaurus said in What Do You Want In A New Game (3-options)?:
... Hard Science
I see your hard science, and raise you a mix of #3 and #2, with some Spelljammer style nonsense.
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and by nonsense, I mean amazing fun.
@cobaltasaurus said in What Do You Want In A New Game (3-options)?:
... Hard Science
I see your hard science, and raise you a mix of #3 and #2, with some Spelljammer style nonsense.
...
...
and by nonsense, I mean amazing fun.
@cobaltasaurus I strongly lean towards #3, because SPAAAAAACE, but #2 is a very close second!
In general, insofar as I have seen (ymmv), Multi-Sphere games have taken the approach of just going 'BOOK STANDARD SETTING' and going from there with a variety of sandboxes for folks to play in. This allows people to create a character with the same information they have had for 10 years and don't need to read new information about.
Single-Sphere games, not having only one or two staff per sphere (let alone sphere-specific theme staff) who might have to coordinate things, have had the luxury of going 'here are setting-specific modifications to X, Y, and Z'. The drawback is that in exchange for this new variation of a setting to explore with RP, folks have to put in some effort to learn it.
For real, how many times have you seen some say (or said yourself) 'New game? This will give me the chance to play that (bloodline/lodge/legacy/whatever) character I have been working on'... not knowing if said (bloodline/lodge/legacy/whatever) is even allowed. The presumption that it will just be a repeat of the same game with a fresh coat of paint is strong.
So the core rulebooks may be their own games that don't mesh well. But. A Sanctified Vampire doesn't really mesh well with a Crone, either, until you give them a reason to.
Enter the Storyteller, who writes up, like... an alliance between the Arrows and the various militant branches of different Covenants. Perhaps the Prince has codified that one example in the book into law... to be granted domain or space for a haven, you must ally with whatever Wolfpack is nearby, because the Prince was Wolfblooded before getting Embraced, and still believes blood is thicker than water. Plus, you can help manage their shit while they guard your haven during the day.
Just... random ideas, you know. We talk a lot about how the game wasn't designed to be played as what is essentially a 24/7 LARP mechanically or XP-wise, but overlook how it also wasn't designed to be taken as the end-all be-all setting omnibus that a Storyteller isn't allowed to alter.
Edit because spelling is hard.
@darc said in San Francisco: Paris of the West:
@ganymede Social Combat is in effect for Vampires, but not for any other sphere. We toyed with the idea of making it universal for about thirty seconds, but in the end, decided that it was best left to Vampires.
So when a Vampire attempts to SOCIAL DICE a non-Vampire, will it be easier or harder than when they SOCIAL DICE a Vampire?
Ditto, also, non-Vampire vs Vampire?
@darc I SEE YOU HAVE MENTIONED DANSE MACABRE. Is Social Combat in? If so, for EVERYONE, or just Vampire?
Edit to also inquire about Atrocity dice, because lolz.
I'd start with your first bits on the grid would be a Sothic return (unless the player prefers to go the Tomb Violation or Cult Summoning route), so you have the option to not be as hamstrung by a Purpose as you might otherwise be.
Cult Summoning is tricksy, because the cultists can summon you to do something you don't want to, and you are punished for going against your purpose. HOWEVER, nothing is stopping you from just... murdering whoever summoned you and telling the rest of your cult some basic rules about summoning you next time. Like, the book itself points this out as an option.
The biggest issue with the flowchart is it gives suuuuuper little information. So people who do not have a certain level of knowledge going in are just blindsided.
One the one hand, Mummy is tricksy, because you live for-fucking ever. On the other hand, I fully support flashback RP, vis-a-vis Highlander shenanigans (and have done this sort of thing with much fun with vampires).
I WILL GO A STEP FURTHER, and volunteer for the... er... 'out of town' bits of the wiki. Like. You know how Haunted Memories had Consilium information for, like... Berlin, and there was information on which Covenant was in charge of Venice? THAT kind of shit. When two player characters come in from LA, both should be coming from the SAME LA.
(I still believe this could be solved by existing in a single generic location, like Dark City, or the Matrix, but that is an idea for the future)
@ganymede said in nWorld of Darkness 1E v 2E:
XP is presumably gained linearly per game session. Exponential costs follow the law of diminished returns. 1E makes it sensible to make a well-rounded PC over a specialist, whereas 2E does not favor either approach.
Not... really. The diminishing returns makes it more sensible to begin as a specialist who then branches out and becomes well-rounded.
@darc said in San Francisco: Paris of the West:
@jennkryst Mummy is possible at a later date with enough interest and an enthusiastic staff.
ETA: SUPER enthusiastic (see... all the 1e threads where I Kermit-flail to try to get Mumny happening)
Now we just have to go through all the published rotes and edit them to follow the rulez.
Are spirit wolves, dhampir, or other fun birthing abominations available as PCs? May I also gently remind you that Mummy is totes a 1e game?
@thatguythere They are listed here on a non-April-First announcement, so... maybe?
EVERYBODY SHUT THE FUCK UP (she said in the nicest way possible).
In the grim darkness of the 41st millennium, there is ONLY WAR...
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***=BUT COULD THERE BE MORE?!?***
Are they at least trying to tone down the casual racism this time around?
I regret waiting so long to see A Quiet Place. THAT SOUND DESIGN.
Every time this updates I think it is a Mistborn thing.
Can O play either a purple ork or a robutt spehss aegypshun?
I am a weird weirdo, but... I like dice that measure more than just a success/fail outcome. It began with Star Wars D6 having the 'Oh shit' die, where even if the total roll was a success, a result of 1 meant Something Bad Happened.
This has evolved to my LURVE for the Genesys system used for FFG SW (and others) because it has multiple things that can happen. What's more, the dice in this system are the greatest way to conceal GM railroading, because a successful lock pick test on a door you weren't supposed to go through, which also has BadThing result, means there are now Consequences to going off the rails. On the other hand, the different results may allow a player to have some narrative agency over the environment (other examples include FATE or Cortex, where you can make bids for declaring something about the scene). Roleplaying Games are supposed to be cooperative after all.
If a dice mechanic/system fits within the theme of the game, I also enjoy it. See: FFG L5R, where you have a sort of Roll&Keep going on, but sometimes success here leads to bad things (a loss of face (I'm using the term wrong, but I can't think of the right way to phrase this (parenthesis are fun!!!))). Your have the option to not roll enough successes to 'save face'/not lose honor.
Stepping towards a theoretical for a moment, I kiiiiindof want to see a game where your skill level modifies your difficulty. Because someone with 'world class pistol skillz' should be able to shoot a thing at difficulty 3, while 'pistol beginner' would shoot at the same target at difficulty 8 or something. I'm not even sold on the 1-10 scale for this, just numbers I pulled out of thin air.
[/rambling]