Thanks for the suggestion.
I think it is a matter of game design: I play The Division and Destiny on a PS4 just fine. Overwatch? Not a chance!
Thanks for the suggestion.
I think it is a matter of game design: I play The Division and Destiny on a PS4 just fine. Overwatch? Not a chance!
For someone who has played none of the other ME games: PC or console?
I'd like to hear suggested courses of action and potential solutions.
It's easy to say things are too stupid, people are too stupid, so I'm not going to participate.
Me? I'm looking at an altered Electoral college, destroying the idea of a State as a viable political unit for many States in the USA, and Instant Runoff elections.
Pie in the sky stuff there. Instant runoffs would be a solid start.
Then I could get to the actual agendas I support. Ideally, so could people who disagree with me on what we should be doing or how we should be doing it have a strong place to work from as well, so we end up someplace we can all support.
In general, tightly balanced systems like the Priority system sometimes go ou the window with regular play (xp etc), and certainly do so at an online MU* style game. So replicating the feel of one has low utility overall. Stealing one isn't a bad way to go.
I counter telenuke as starting with powers or resources that could through staff arbitration strike at any time, often with little or no chance at defending against such a focused attack. A later add on was that this might happen while the target was offline, and be told about it only as fait accomppli.
Examples might be an NPC assassin who makes rolls to deliver an unstoppable poison, , magic power targeting across space or the astral plane, or a bomb placed somewhere.
A very specific example: A Tremere with Auspex 5 at a place where you were allowed to affect the physical plane from astral form, cooking a Prince from the inside out with lightning while they were in their water filled coffin in its fortress. The Prince had to astral defenses, and so could do nothing.
@Insomnia said in Dead Celebrities: 2017 Edition:
One of my favorites for my adult life. His illustrations for Frankenstein stayed with me.
A Little Mermaid themed hotel.
A My Little Mermaid themed pinball game.
A Little Mermaid themed roleplaying game.
I do not support this usage of theme in regards to games, but I understand where it comes from.
An alternate example that has been brushed upon before is the idea of professional criminals, and the risks they take of exposure and capture.
How would that be handled, along with the attendant culture paranoia vs stupidity and greed and of snitching vs loyalty when the authorities are involved. Do you just say the masterful careful criminal is considered valuable, and the loud destructive idiot is not, even though neither is ever going to be caught?
The snide answer is people hear what they want to hear.
A more accurate answer is they talk about what they want to talk about.
Still have no replies on what if anything someone would do to impart the risk feel.
There are many super RPGs that focus both on being light and quick, but also on making a different approach to what the focus IS.
I sometimes wonder if those games would suit a decent chunk of players better, or do most players need the distraction of a system to finagle and spend xp on.
Death or anything that renders the character unplayable is that step beyond a consequence you get to RP through and further evolve the story (unless its one of those games where you can come back and often do).
I could see multiple stacking some other sort of consequences together to make up for a "here is where you should have died by pure dice" but not everything is pure randomizers making decisions anyway.
@Sunny (and anyone else who might have an opinion, she gets named cuz I know she's handled this level of stuff) Serious inquiry re the example I made up.
The example was something like in order to avoid an over matched combat or retreat from a losing conflict, the player/group opts to "flee into danger" this being the wilderness in a post apocalyptic setting.
Once there they discover either they don't have the right survival skills, or that they cannot reliably pass skill tests (if asked for them).
How far would that situation have to go to kill a character if you were the ST in charge? No grudge against the group IC or OOC, no balancing the books from prior freebie survivals, no players deciding they want a grim death for their PC, just this one situation to consider. If anyone would die, I don't mean to limit the options.
My guidelines from a tabletop I ran was:
warning shot - prove that danger X can hurt the PCs.
Draw Blood - inflict that damage or loss, but not to finality
characters do not withdraw if given a chance
harsh results still arise from the usual ways (dice, consequence trading, whatever) not from having been given some warnings
players can still suggest a better story path, or return from the cliffhanger or death.
Wow, things got extreme and caricature-like fast.
I will say that there are definitely players who are excited about setting and its feel as a prompt for acting/writing out scenes. Being in 100% control of the results isn't an issue for those players, it does not diminish their enjoyment. I would say they are enjoying riffing off each others creativity and prompts, perhaps enjoying the actual craft of writing, and reveling in pulling off fiction like whatever the genre source is, or what potential they saw in the setting description.
There are also players don't enjoy 100% control of what happens, where crossing their sharp or vague boundaries of what the settings potentials are also limits or ends their enjoyment.
Its probably a question of how in synch you want the players to be on what the boundaries are.
For a player who does not really need dice or "consequences" etc, does it affect your enjoyment to see players living in a bubble significantly different from what you expected? From what staff expected? If so, how would you communicate more strongly what is expected? How would you make the core "what you do in this setting" more engaging, producing more variety of player actions and stories?"
Another Thread: Yeah sure. Though oddly the title "where is your RP at?" makes sense in terms of what play space are you aiming for?
How long were the character runs on The Greatest Generation?
Anyone else, perhaps with a differing approach?
For my money, an alternative approach would be the very system light PrimeTime Adventures. You don't get stats. Everyone has an idea of what is possible in the given setting, and thats it. The "stats" and "game" come in when the players think someone is doing something that either shouldn't happen, or conflicts with someone else's idea.
So a completely OOC or meta-fiction game.
While it would do well to create tension between players, I suspect there would be no tension about death or loss for the players. Maybe there doesn't need to be. If the players can carry it for more than a session or two. Or perhaps agree that everyone will go through a certain number of PCs in a campaign, as a group or individually.
I was sorta fond of Strikeforce Morituri's method. They wrote action scenes and personal scenes, and threw a dart at a board to see who died next, whether they were long lived and beloved, or just introduced. That had no tension per se, but it did have unpredictable loss. But that was a group of authors writing about a group of characters, not a 1-2 characters per player setup.
So how would people get across the survival aspect of a survival game?