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    Topics created by Ominous

    • Ominous

      Alternative Lords & Ladies Settings
      Mildly Constructive • • Ominous

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      faraday

      @songtress said in Alternative Lords & Ladies Settings:

      it was more me pinning for the pretty colored clothing objects with their pretty ansi colors and descriptions. Vs. Say the actual how you get there.

      Maybe I'm not following then. Without the "how you get there" - you just use the desc command and put in whatever ansi you want? If some other tailor char is providing the clothing, they can provide you the fancy desc of what it looks like.

      If you just want an inventory tracking system to control who's got fancy hats and who doesn't, you don't need immersive code for that. You just need an OOC way to assign clothes to people.

    • Ominous

      2021 E3 Hype
      Tastes Less Game'y • • Ominous

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      T

      The only E3 presentation you needed to pay any attention to was Devolver Digital's.

    • Ominous

      Inhuman Conditions Board Game
      Other Games • • Ominous

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      No one has replied

    • Ominous

      Thousand Year Old Vampire
      Other Games • • Ominous

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      M

      This looks so cool. I might need to get this.

    • Ominous

      Focus in Competitive RvR
      Mildly Constructive • • Ominous

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      S

      My preference in general is for competing factions within a larger war. I generally prefer the politics to be Character vs Character and the combat to be Character vs Environment. I think that this generally means that there are fewer CvC deaths, which tend to be the ones that cause the most disgruntlement and calls of favoritism (you’re going to get disgruntlement and calls of favoritism even if the characters are just competing over a seat on a bench).

    • Ominous

      Running Wilderness Adventures
      Mildly Constructive • • Ominous

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      Lotherio

      @Ominous said in Running Wilderness Adventures:

      Anyone have some suggestions on how to marry the exploration and resource management of OSR D&D and the narrative focus of most MU*a?

      Most Mu's are not ready to handle random exploration and resource management, travel oriented or not. If they are, they already have some +scavange/search/explore code that runs, lets PC's know what they turn up. Most do not have great loss/gain opportunities, of that which I'm aware at least. I'm might scavenge some bullets on an apocalyptic Mu' that doesn't track bullet consumption, but the chance of stumbling upon an operational nuclear power plant (or stumble on the adventure to recover one/take one over from outland bandits and roadwarriors) is usually zero because they don't allow the chance to just find that.

      Not to argue tight meta control vs. world reaction to what players are doing as what Staff should/shouldn't be doing. However, most places generally are set up with indicators how, why and to whom one should work with/on/for in creating a TP in the environment. Most seem open to small scale things that do not tip balance and only want more opportunity for wider player-base and thus why they ask for TP. To help promote it and/or direct inquiries related to said TP to the player runner/storyteller. Again, if a MU* doesn't have it or has it for other control reasons, I'm not making the argument either way as that's not the intent of the question from my perspective.

      All that said, I would measure the necessity to all players involved in the story of running an Oregon Trail overland haul to get to X location, and/or return. If pausing a day to fix the wagon wheel causes a food shortage and they need to hunt, is the resource management necessary or just a story driver. If its a story driver and there is no need to work with staff to assure any loot from the hunting adventure is allowed or whatever ... have at it, so long as the players are all on board.

      That's what I wanted to get at, introduce encounters as 'x happened, you are low on y resources' for them to consider their next step. You can set it up at the beginning, you have X supplies to make the trip to Y and back, you have enough space to house it all in your wagons/cars/caravan/space ship. They know up front that this could be important. Thus you can plant other encounters into your table - meet gypsies, meet space ghosts, find shipwreck, whatever. And they have their counter of supplies to think about. They can trade with gypsies, get location of actual stuff from ghosts they communicate with, or scavenge the shipwreck looking for what they need, etc.

      Going back to the bolded stuff above, is travel time required or necessary on said Mu? This goes into are players on board, will they think they're missing out on events back in the main locations by being on the Oregon Trail? Is handwaving the recommended form of distances between locations? Then just make sure players are on board.

      And as much as I enjoy random encounter tables, set up by environment/location/population density/whatever, do the players involved enjoy them? If it was me, and I was in some plot with another player to travel two weeks to remove location, do the thing, then come back and I knew we would off-grid for that time (required by the MU* or the storyteller), I think it might be just as beneficial/fun to handwave going/coming back and focus the time 'off-grid' on all adventure and story for whatever we're doing at the location too.

      Then again, random encounters could be fun, so long as its not 'your stuck in scene for four hours discussing how to fix the real axle' then waiting for players to realize 'we need to discuss ditching the wagon and loosing a week of supplies, hopefully recover that to get back home after we get to River Dale, or take a day out and have to hunt now for food to even reach River Dale, or sending scouts ahead'. The later could be fun yes, but if players don't realize that's the intent of the broken axle random encounter either due to culture on the MU' in question or unrealized expectations from storyteller, it could go south just the same.

      Spammy, but all that said, if everyone is on board, do what others are suggesting as they're all good stuff. Pick a system that already does this they way you like and adapt it to the MU' you are on, just let folks know what to expect so they don't feel rail-roaded into something they didn't realize they're signing up for.

      Edited to remove asterisks and fix italicized words.

    • Ominous

      Interest Check: Letters from Whitechapel
      Play-by-Post • • Ominous

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      ZombieGenesis

      Just to add to this, I love the idea but the time requirements are just not quite possible for me. On certain days I'd not be able to post at all in fact. But I love the idea in theory!

    • Ominous

      Good Political Game Design
      Mildly Constructive • politics desig • • Ominous

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      Ominous

      Settles of Catan is showing its age. It's like craps only without the fun of the casino.

      And, no, my friends and I don't fight when we play strategy games. We play every Thursday evening and one Saturday a month, playing Empires: Age of Discovery, Twilight Imperium 3, Power Grid, Dead of Winter, Eclipse, Caverna, etc. Everyone still seems to be going strong.

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