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    2. Misadventure
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    Posts made by Misadventure

    • RE: Which canon property/setting would be good for a MU* ?

      Exilium + any other setting you desire.

      D6 system based. You thought you were human, and have begun to remember you were a post biological entity, and you got your ass tossed out of Elysium. You are more than those around you, but really you just want to go home.

      Add THAT to whatever else you want. It justifies a lot of things that help you survive, and the PCs be cohesive.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: RL Anger

      I wish we just voted for the Party, and let them decide who should do what. Seems to work out.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: High Fantasy

      @WTFE said in High Fantasy:

      You know that dates back to the '80s with Rolemaster, right?

      Yes.
      I would say that RM significantly complicates it with varied cost of skills per class, and varied class level bonuses, but it is the same approach.

      I was playing RoleMaster when it was first published, why do you ask? Would you like to see my aging weapons charts? Perhaps you'd like to see my FINE one sided copy of the entire Middle earth books for the system I made so I could hole punch it and put it in binders? (Why? FIIK) Oh ChartMaster ...

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: High Fantasy

      There are also a variety of simplified skill approaches out there. ACKS may be the one whose approach I liked best. You get + stat in any skill, and +level and stat for selected skills. So everyone can try, and class/personal choice still matter. And you can of course RP that to whatever detail you like. many of the "Hacks" offer very simple yet fast and sometimes well done ways to play.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: A Modest Proposition

      Also: not nearly as much child eating as the thread title (hopefully) was suggesting.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: RL Anger

      @Kanye-Qwest and @sunny Here's looking forward to dancing and walking and runing and doing yoga etc.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: High Fantasy

      Is this going to be the usual FATE approach of we sorta assume the characters are awesome, and will succeed often and win out in the end?

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: High Fantasy

      Probably a dumb question but what are the traits of High Fantasy you are looking for? Lots of magic? Many races and magic creatures? Idealized societies of good and evil? Heroism working out?

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Auspice Needs To Move!

      @Admiral BBQ from where with pictures??? I need to see Texan BBQ.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Auspice Needs To Move!

      Hang in there!

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: POLL: Super Hero MU Gut Check

      Has anyone looked at the later RPGs based on the FASERIP system? I believe there is G-Core and maybe one other. They may have an alternative approach to how to handle/randomize range of power levels for the characters.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Auspice Needs To Move!

      I really do want to see a fiasco setup for trying to put together and run a MU*.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: POLL: Super Hero MU Gut Check

      @Tempest said in POLL: Super Hero MU Gut Check:

      You monster.

      Brewcillia is the monster.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      If the players have to perceive, then they need all the information like a sim. That's not doable.

      Abstracted information needs abstracted ability to assess it.

      And the abstracted system needs to respond in a reasonable though not always predictable way. Otherwise all this deal making may as well be people exchanging MLP stickers for vegetable scraps and saying they control the world.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      For politics how will you measure political astuteness, procedural knowledge, and the ability to gauge the public and the leaderships attitudes and moods? How about the ability to wrangle a deal that matters to the person more than to their represented interests, or more one set of interests over another?

      These are all social skills in my eyes. They all come under Ganymede's Guile, representing knowledge of options, and the ability to assess which approaches will be most likely get you want you want the most effectively.

      To me politics are all about external interests, effectively a ton of markers, some of which are mutual exclusive, some of partially exclusive (such as which port gets the trade deal), and many are just little things that are the base currency of doing your job representing the people/assets you do.

      It can't all be cold hard math. There has to be more need than resources, which forces choices, which can enable tradeoffs, which can cause people and places to rise or decline. So its people, and that means social skills.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      So desice, is this a game where you people try to support one another being something they aren't, or a measurement of their ability? Cuz I am giving all of you a fat 0 in "being a vampire". Except Ganymede. Ganymede gets an 8.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      I think it is more about what the designer thinks works.

      I think why design powers that let you control others, but not all those social skills that have swayed nations and changed the course of lives daily?

      I also think that unless you play a tactically rich game for chases, stealth, politics, or warfare, you are either passively digesting random dice roll kill fests, or your are all about the experience of your character and the effect they have on other players.

      In that latter case, it's all a matter of what you think can be done with social skills and WHY. Is it all about the masterful manipulator, or is it largely about what is in the subject, and using that to your advantage?

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Auspice Needs To Move!

      I'd prefer to see it go better than Fiasco.

      Now Run a MU* Fisaco? Make it so.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Indicating Discomfort in a Scene (online)

      @thenomain Definitely a good idea to drop this topic. Let us never speak on it again.

      posted in Mildly Constructive
      Misadventure
      Misadventure
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