Seriously, get your own thread for your booze photos.

Posts made by Misadventure
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RE: Optional Realities & Project Redshift
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RE: Kushiel's Debut
The only thing worse than being done, is not being done.
flees from Oscar Wilde
As I read it, the courtesans are closer to Venetian courtesans. They sell sex with companionship. The particular flavors depends on the House they belong to. However, the main character for the first three (?) is a masochistic avatar. But everyone has a tattoo that when completed is their freedom to stay with the House or go do something else.
I think you could make a group, ignore everyone else, go to a place where there are no others, and set up your own (in theme) adventures. Sadly they are more medieval than swashbuckling in the books, though the KD setting has moved on by a few centuries.
I think I'd rather try 7Th Sea again, but I feel the need to swash about with my buckler.
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RE: Hypothetical Game Design
Or you could be repsonible and only give out perks that aren't tracked as in-game powers. Rerolls, perks that can become absent easily like allies, companions, etc, story control etc. Anything where outside influence is already expected.
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RE: Capped XP vs Staggered XP?
Don't forget "Get the most players" as a goal.
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RE: Optional Realities & Project Redshift
This is why I support the idea that advertisements should be in the semi-constructive area, and discussion threads for criticism should be linked from that ad, not hosted there.
I shouldn't have to read through this crap for an ad, and I shouldn't look for discussion threads on random topics in the ads section.
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RE: Capped XP vs Staggered XP?
Hate the CoC aka RuneQuest method of XP advancement. It makes sense in a mathematical way (1), but it plain drops accumulation. If you fail your advancement checks, those opportunities are gone. People who demand accumulation of XP for showing up won't like that luck might cost them xp. The mechanism is mainly to cease tracking xp totals.
It really turns out to be Skill % * 1 - Skill % chance to get an increase per story, so you get a curve where its hard to advance early in the skill, and late in the skill, but quick in the middle. If you assume people will always get to try to improve, you get a mechanism where for the first third or so you are fairly certain to progress, but then you get to the point where on average you should expect 2, 3, 5, 10 rolls before you improve.
In xp terms it might look like this (image a 1-10 dice pool scale like WoD or SR
First 1-3 dice 5xp each. 4-6th dice 10 xp each, 7-8th dice 25 xp, 9th dice 50 xp, 10th die 100 xp. Thats assuming that you are mapping to someone who makes their roll when they have exceeded a 50% cumulative chance.
(1) if you make a skill check during an important moment in the story, you get to roll to improve at the end. To improve, you have to fail the roll, though at least many systems remove the skill roll bonus from your high attributes, thus capping you more or less at 100% + attribute bonus as a skill level. Some variants allow you to auto fail on a 96-100 roll, or a 99-100.
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RE: Hypothetical Game Design
How about perks on by numbers served or incidence of service model? That way everyones reward is proportional to services rendered.
If you are inactive, no perks.
If you can't or won't render service to those available, no perks.I wouldn't link certain positions to high activity, but to some.
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RE: Hypothetical Game Design
If not getting an incentive is always punishment, then the only game without punishment is one with out incentives.
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RE: Hypothetical Game Design
Perhaps a way to block nonofficial STs from seeing certain traits on your +sheet?
I guess that would effectively function like a preset of +proves, but I am thinking more along blocking a few specific things that are likely not to come up in regular play, and might dispell player mystery. Things like I am a spy. -
RE: A General Apology from the Guy Who Was Ashur
Hey now, running a BDSM harem takes a lot of effort. +butterfly-clips doesn't code itself.
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RE: This One Time At Sports-Camp
THIS is why you don't set a game in Cleveland.
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RE: You're on a boat!
If it makes you happy, it's good, and it won't get in anyone elses way.
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RE: You're on a boat!
I thought grids that simulate the land were a done thing.
Also, it's all about the draft.
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RE: Putting out feelers..
-_- I live here.
The politics are dictated by federal policy, and local greed.
The majority is boringly conservative. The rich are conservative, the poor are conservative.
We've had a sex scandal in the mayors office.
Most of our cultural events are diverted to LA.
We do have racial diversity, but that is kept quiet.
We have squids and jarheads.
We had a tech boom, but that is fading.
We have gangs, but they are second rate. However, top rate LA gangs come with their families to our beaches to hang out, and fight with the local surfers. Until they realize other LA gangs are there then look out.
Crime from Mexico mainly passes through us to other places.We did have a guy drive around in a tank for a bit, before he was shot.
We also had a guy with trowel get shot.The zoo is rad, but underfunded.
Sea World is fading.
Wild Animal Park is low profile.
Pollution has ruined our oceans and tourist areas often enough to make that questionable.We have the Star of India.
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RE: A General Apology from the Guy Who Was Ashur
So it relies on staff to care. Go on.
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RE: Help Me Decide (Please!)
Value is usually self referential. EG combat stats only matter if we use them to resolve combat, No combat, or no use during combat, they have zero value.
Same with any other mechanisms. They will almost completely be referring to more of the same topic, meaning that territory control will mainly affect more territory statuses and so on. I did like that the RFK had benefits bleed over to certain personal roll such as feeding.
Overall though, you can't enforce someone representing things in their RP in a way that doesn't match consequences or current realities. You could make the results public, but that seems like a lot of work. It might be fun.
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RE: Help Me Decide (Please!)
You could attempt to model actual conflicts where dominance is the issue, not life or death. I doubt the game setting supports it very well, the rules less so, and the players even less. Real world it is biologically costly to have actual fights, or serious injuries. Perhaps a spiritual world cost could perform the same function in Werewolf.
You'd want to make the territory pieces each have something interesting, even just as buffer distance between groups, or even no ones land at all so they feel like they have some wilderness that is just a normal space. The ability to decide how a given area is treated would be important. Places like small town, a tourist attraction like a national park, local resource farming like mining, logging or agriculture, places where they could affect the behavior or local mortals like religious centers and extracurricular activites like scouting, hiking, conservation, trouble teens, drug rehab etc.
Most important, being in control of a place should allow you to affect that place for good or ill, and/or come with a tangible benefit. Perhaps a way to regain WP, or reduce stress by having distance from mortal and pother packs, anything to emphasize why they want this territory.