I'd love to know what staff ban someone citing suspicious calm.
It's up there with you know what you did.
I'd love to know what staff ban someone citing suspicious calm.
It's up there with you know what you did.
To give context: it is included in my job evaluations that I call out when people are skilled, or handled something well.Even though I only do it one on one for the most part.
It's a rare thing, and it's a skill I guess, so I recommend learning it, and practicing it.
It occurs to me there are several RPGs that try to mimic the 80s and 90s action movie experience. They might work out.
I believe someone a third party also added more involved vehicle and chase rules for CORPS.
I ask this often: what do you want the players to focus on? Cover and round counts? Outguessing their foes? Describing the awesome? The detailed way that a given weapon or martial arts style affects the flow of combat?
None of those are the same, nor mutually exclusive. You have to think about how you want your players spending their time, and what sort of decisions are they making.
Are there published games that are close to what you want? The two you named tell me nothing. Systems can be light and yet focus on shot by shot to what location, or wild action, or whatever.
Do you want the players to be daring, or biting their nails wondering if they will survive?
Do you want beliefs and relationships to have mechanical advantages?
Try eating cheese before you go to sleep.
Then try ciprofoxacin before you sleep.
@sparks It sounds like having something that determines a clue either is your focus, or isn't, acts to reduce analysis paralysis.
I like plot, but I like subsequent consequences even more. A plot is fodder for scenes. Results are fodder for thinking and getting in tune with the actual goals of the game.
@TwoGunBob Same players so yeah, random pick is not so hot, but maybe you could find more casual players, and make a confederation. Have Yelp write ups of behavior.
Seems ideal to play online where the system remembers everything, does fog of war, and you can wait til you are notified the other player has done their actions.
@Wizz said in Which canon property/setting would be good for a MU* ?:
.I would just find it incredibly dumb that monsters would waste their time coming to a town with like a hundred professional monster hunters all sitting around and picking their teeth with silver daggers or whatever just waiting to dogpile and stab something to death.
At what point does that reputation not spread?
It has! The Town is the monster worlds Cabin in the Woods! As long as they feed it, the rest of the world is their oyster.
I am a teeny bit sad every time I see the shortened title, and expect some disorienting dives into a zero-gee spaceship to do tasks.
Unless you are building a PvP arena (and that could be fun for someone, somewhere), you have to state clearly that you are not interested in clever designs to exploit the system, or give cheap victories. The build your character system is to allow you to describe a hero in some detail, in a way that is fair to all. Not a way to make an unstoppable killing or taking over other characters machine.
Otherwise, make an attack with a huge radius, invisible to all senses, does slow lethal damage, and you are Radiation Lord. Lovely. What a story, let me tell you. The Readers get bored, your comic isn't bought, the character is forgotten.
I randomly came across a book on something my wife would love to read about. I made a mental note to go look for it, made the decision to go physical copy instead of kindle, but ... forgot what it was before I got to a computer to order it.
I can't tell if it came up from a topic related article, or randomly on some other article I read, or in conversation or listening to podcasts.
The mantle of an identity can pass on, just as an identity, or literally as a set of powers, or someone else subjected to the same motivating or empowering (super powered) force.
Ghost villains.