@Runescryer And if you think those guided creations are good, but want to use another system, you could assign similar values from Hero, etc.
I really like that guided creation as an option.
@Runescryer And if you think those guided creations are good, but want to use another system, you could assign similar values from Hero, etc.
I really like that guided creation as an option.
If people are going to use the Hero/Champions System, I think staff needs to provide a solid idea of OCV/DCV (to hit and avid being hit) and damage vs defensive levels. Due to the really varied dice curves involved (various attacks and defenses may be designed around 2-4, 3-6, or 8-12 d6 curves against defenses that may be 215-35, or 0-20, or whatever).
This is one place where M&M 3E does well, attacks and defenses are rated at equal numbers, and using a flat distribution (d20) for attack success and damage determination makes the variability equal and clear.
All systems have flaws and place constraints on the character designs.
I love descriptive detailed systems, because I want to convey exactly what someone is imagining, and make sure we all agree on that, with some room for editing and growth. But thats hugely complicated to most text based role players.
Simple streamlined games rely hugely on cooperation and allowing leeway with very simple descriptions like "energy blast 1d12". If players can manage that then I think they are better off using essentially traits, perhaps with a benchmark to rate the rough area of ability or power in a given thing.
Unless people want a MUD-like combat experience, where your build and tactics matter above all.
You can also just draw an ansi grid and update it if people really need it.
I would say anyone GMing would have first right of veto, followed by the players.
However, I've been playing 5E with just theater of the mind, and other than mapping (OMG just draw it already) its been fine. However, we don't have a lot of AoE going on.
Interesting.
As a side note, I have a friend who does have the inability to form images in her mind, yet she is married to a guy who is practically haunted by his imagination. They are a wonderful set of people and very inspiring. I will note that she did do a lot of travel, but I'll ask her about what about that seems worthwhile to her. Maybe I'll learn something.
I want to see the owod setup for vampires with as much of the new game system as is feasible.
I guess I am dumb.
I see it this way: players have limited time to play. Skip the part where there are mental and participation efficiencies, there are limited hours.
People here bemoan it, they don't have enough time to play.
I don't think it's very direct competition usually, but that previously ignored mental grip on events and current enough participation and face time with folks do matter. This is why many folks don't divvy up 10% of their RP time to play at one more place.
If you are going to say 80s, I'ma leave this here: Teen Titans Go! The Night Begins to Shine
I am the same way. The right PB can help me, but I have zero need for anyone else to see it, nor any desire to see their selection. I expect that's just me though. It has the artificial feel of selecting a miniature or cardboard hero to represent your character.
I will say customizable minis have come a long way, and while not at all perfect, certainly help. It might help, in my perspective at least, if PBs were in fact a customizable interface like some video games have. Something about the player selecting the choices in an obvious fashion helps me overcome the ill ease I feel about the use of real people.
@mietze If this is a thread of announcements and mourning, seems best to have another place for longer discussions of any kind.
Do PB fires your imagination, even if its never seen by others? Or is the critical part that its seen by others?
Quiet Room with channels is fine for me. it sidesteps the sense that since you share a space you should communicate with people near you. Include in the desc how to block people and channels, and you are good.
@Derp However, the more games move away from a tactical exercise and towards finding balance within each tabletop group, the harder it is to use the game as written. The meta-narrative economy of most games completely fails in a persistent large group setting. The more the game design depends on this economy, which typically more modern games do more of, the worse it is. MUDs at the procedural end are just repetitious. Games without extensive systems to occupy player progress and thought (see the popularity of crafting, security, and ward making in every game) just have less meat on the bones to obfuscate what's going on.
It's not a HUGE difference, but I will note the undead-like stamina of games on the more procedural end as compared to game types that are purely narrative.
I don't think nWoD 2.0 is significantly more crippled than nWoD 1.0 or oWoD, save the settings "seem" more fluid, and so ungrounded, and so up in the air as to player direction. Then again, we can always RP about the gathering of resources and skills to make that next haut couture dress for the Kings Gala.
Because I like to make work and suck all the fun out of everything:
Maybe it would be helpful to have a little code that:
If women/people are willing to look to bar or restaurant staff for help in similar RL situations, could that be used online? Designated points of safety and contact? It still takes the person doing something.
I'm suggesting that it changed the play experience, thus honing in a little more on theme. However, I'm not going to try to convince anyone who disagrees.
Why not use The Expanse RPG?
@Derp What makes the expanse? What themes? Why play it rather than a generic sci-fi setting? How do you keep the enthusiasm the show/books have with the game?
And I disagree, mechanics can make or break a game(or do nothing either way). EG the humanity and Virtue mechanics in Vampire changed up how people looked at system+themes, despite CyberPunk and Pendragon already having done the same basic thing.
Given the mentioning of generic rules, what is it about this setting that actually creates stories specific to it? How is the feel of the books or show going to come across?
By way of example, the Altred Carbon setting has cortical stacks and the ultra rich immortal class, combined tocreate a specific economy and outlook of humanity etc. After that its just a sci-fi setting, with action and crime as its focus.
What makes The Exapanse?