Define punks revolutionary approach.
I am all for this being a new genre. If it has a defining traits. I will agree that it can be sci-fi, or fantasy, but perhaps you do not.
Define punks revolutionary approach.
I am all for this being a new genre. If it has a defining traits. I will agree that it can be sci-fi, or fantasy, but perhaps you do not.
My two cents: SteamPunk is a style. I agree with some folks and decry the use of Punk in the term. It isn't used in either the Cyberpunk context, whence it came, nor the punk scene context.
I think of the thing as Victorian science-fiction. One author says SteamPulp is a better term. I am fond of Steam Romance, as in a romanticized fantasy.
I don't actually know how it isn't just fantasy or science fiction, atop whatever else might get mish mashed into it.
What do you think are it's defining traits as a genre? Victorian-esque?
I really like the term open house. Definitely clear that its not a soft open, or beta, or whatever.
Getting to muck about with Python to prototype a "game" for MU* use. At work.
And for folks who want to look at the sorts of results they should expect from their dice: Anydice
Yeah. Same as people who wanted to drive around MU*s. If its a MUD everything code makes sense it makes more encounters/costs etc. Otherwise, how about you use your imagination?
WHAT would you do with a spaceflight simulator?
Seriously.
A trip time table or calculator would be sorta keen as it would let you know how long a physical person was stuck in isolation with another group.
I suppose you could make a MUD out of EP, it does justify returning to life, by which I mean uploading before you die,
he, him, his, they, she, her, her, they?
I know, it's not that simple, but sometimes it seems to be.
Here is a Pro for Unisystem as it relates to Buffy etc: It has the name on the book. It talks about and describes things from the various series, and so the players most interested in playing it feel that it meshes with the story material. They are used to gaes where stats don't directly function to create the fiction feel they are looking for. It's a fan targetted game, and it works on that level, so folks get excited and in the right mind set. This lets them go for what they want to see, and gloss over little things that may otherwise be jarring. This is a big plus, just one that happens despite the actual game mechanics.
And my point was mainly about having a system to custom build things. I suppose I should mention the templates of D&D 3 and 4 as well.
There are two general traits of games where the term crunchy is applied. One is more common, and means that there are a lot of rules for how to do things, with many modifiers, and perhaps many interactions in the rules to pay attention to. They often have methods to "realistically" assess the difficulty of some task and complete it. Think about the detail many games have for combat, and apply that to other areas (social conflict, how to customize a car, inventing new things, how hard it is to cut a rope under tension). Combat can have staggered actions (plain ole order, or many actions a turn), moves that change your state and thus affect other moves beyond just an offense or defense score. Shock, bleeding, heal times, the kinds of medical treatment can be included.
Examples of what I'd call that sort of crunchy: GURPS, Exalted, Phoenix Command, Shadowrun, Hero System, BTRC (Warpworld, CORPS), RoleMaster.
Then there is crunchy applied to the rules having a mechanisms to create new something: spells, cybernetics, mecha, cars, poisons and drugs, cults, memes, Often all instances of a given thing in the game were designed using these rules. So you can in theory say a 250 point mecha should be an even match for another 250 point mecha, and that a 43 point spells is about as good as another 43 point spell. No guarantees, and there are often ways to min-max these systems. Note that they go a step beyond giving you pre-made pieces (which is how most Traveller, Star Trek, Star Wars, and BattleTech work for vehicles, and how Marvel, Savage Worlds, and Cinematic System work for personal super powers. You choose every aspect, ever advantage and flow a given thing has, and balance the cost.
Examples: Hero, Mekton Zeta, Mutants & Masterminds, Heavy Gear, Traveller's Fire Fusion & Steel, MasterBook.
As for skill checks and how combat works, find a system you like to play. Cinematic fell apart for me because it's NOT designed to do Buffy. Classic example is that any group of opponents can waste your defense and then dog pile you. If the whole system was full of tricks like this, that would be a point of play, but as is they are pitfalls where the GM realizes they have to carefully construct every combat so as to not destroy a character.
I agree that difficult to socialize with characters need a reason to Rp with, however that reason doesn't need to be a unique functional one such being the only person on grid with a certain power or status. The players just need to make sure they have one in mind when they play.
Aw. The Flat Earth books really shaped how I look at fantasy writing and I am grateful to have had the chance. to read her work.
You don't strike me as the kicky fidget at the movies type, nor the running around the restaurant under the tables leaving your food wherever sort.
I thought you liked fish. ;_;
@Ganymede In my one second of research I went with the definition as a statistically significant deficit in some common educational activity such as mild dyslexia, delayed speech dev, sociopathy, ADD, affective disorders. Downs, and not situational factors such as living in a war zone, displaced, foster child, Texas.
My conclusion is that if 1 in 6 kids are actually impaired, and less than 1 in 6 kids I see are total pains in the ass, I blame the parent-guardians.