It's Fuzion which often hurts my feelings though Atomic was, if I recall, a very good creator for Fuzion.
In case you wonder, Fuzion is a mix of Cyberpunk/Mekton and Hero System.
It's Fuzion which often hurts my feelings though Atomic was, if I recall, a very good creator for Fuzion.
In case you wonder, Fuzion is a mix of Cyberpunk/Mekton and Hero System.
Runequest also added in social conflict and feat like additions in recent editions. The Glorantha setting is good, but the game rules can be used for lots of things.
I'd be fine if any Divinity trumped other stuff, or dropping out the Holy realm.
Fallout should be run using the Living Steel variant of the Phoenix Command game system. It's all about having the right parts, the right skills, and making civic improvements. Via powered armor.
I know what its supposed to do, but thank you for putting the info out there. I'm saying that mechanically, as in the system, I feel it doesn't make good use use the amount of information it generates and requires to be tracked. It has a ton of dice, and in the end, they are concerned with fail badly (by choice only), fail, succeed, succeed very well. There is more detail when doing damage, and you can argue every success matters in anything where you are accumulating successes. I've seen systems handle this level of breakdown easier, simpler. My concerns may not be yours.
Note it may be attractive to have a lot of "system" or "equipment" or "spells" or "feats". It is possible that functional or not, they function as something to fiddle with, which may keep many players happy.
In my experience, Sphere was used much as it was for renaissance astrologists, it defined boundaries like the horizon of your flat/round known world, with vague influence extending across the vast unattainable distances, subject to hopes, fears and much superstition.
For the most part, the GM is not present is just a series of methods the players use. Rotation of ST duties is most typical, because most players are NOT comfortable with the idea that they are making up everything as they go.
Basically, only extreme fans of a given genre or property, who are happy that it played out "right" can easily be without a GM. You see that in folks who play MegaMan or Video Game or Cartoon based properties. They love how the property was portrayed and they want to create more of that. They don't need mystery, or even uncertainty in conflict. Cobra, the Decepticons, the villains are (almost) always defeated, and when they aren't its a conscious choice, not a wargame method of deciding.
I have looked at ways of having a set truth that is unknown, like Clue, where the Who, Where and How are in fact set and known by no one. However, you can only produce negatives with that set up, you can't easily generate information to discover that reacts to the true information in a rational and distinct way. The Castle of Magic boardgame used a list of like 16 numbers on each card so people could find out SOMETHING about hidden truths, but its still very factual stuff, not characterized. Examples: Person A is NOT from Faction 1. Faction 2 is neutral towards Goal Beta.
In the end, (I think) players would like characterization and interactivity with the unknown. That always, even if briefly, scene by scene, topic by topic, requires someone to know the truth and be the ST/GM for a bit.
I don't think a Ars Magica MU* would do well. I could be wrong, but it would be like an all Mage MU*.
Now if you went whole hog, and actually split up all the players across different Covenants across a setting slightly closer together than the source books, and gave them reasons to work together as well as disagree diplomatically over cultures, resources, and major events, you could have some high agency fun. People who wants to stay local could focus on their own RP,, adventures of the Companions, and so on.
If only WoD wasn't so lame.
It's always had things to BE and things to DO and things to THINK about.
It's always had powers and fiction to emulate.
It's always had sorta new for the time ideas on focusing players on character, story, creativity, whatever.
It's core mechanics have always bit. For all the numbers and tracking, it makes little sense and they seem to keep heading away from numbers doling anything important. And that is why I look to any other system.
EG adapt 7Th sea to World of Darkness setting. They are extremely close you could probably just change the dice rolling over, add in a little for their Fortune system, and done.
+1 Ars Magica is always worth a look, though for all the detail on learning, recording research, and so on, it is at it's heart more of a simple, "story"/whatever interests the players game system.
ES, this needs to be resolved, and at the end you need to put on your sunglasses and make a pithy comment, followed by The Who.
I would call things core rules, splats, a standalone (such things as s single book on a minority group like Mummies), or an expansion (like extra combat rules, a book on making mortals cool).
However, if we're talking slang, well, language is sloppy, and pointless to enforce.
Here I thought splatbooks were the subgenre books; factions, guilds, tribes, clans, orders, kiths, etc.
I for one look for a game, not a game following a preset timeline of setting and events. Given that I doubt a game will last two or three IC decades, concern about where the setting was heading seems odd.
However, I am not a player who plays a certain property because it is that property.
Clearing my cache and restarting fixed my one very weird experience. I'm good with it now. Sure it has issues, but it's plenty usable.
I don't believe you that any DW Staffers TSd.
That would be a Theme. Layout comes with Themes in nodebb terms.
After switching to Cosmo themes, I am content.