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    Posts made by Thenomain

    • RE: Changeling the Lost: 2nd Edition

      @arkandel said in Changeling the Lost: 2nd Edition:

      @thenomain I read an interview by the series' showrunner and director a few days ago. She seemed super excited to be doing this, calling Buffy "her generation's Star Wars".

      There's no way to tell yet if it's going to be any good of course but usually where there's passion good things can happen. I'm optimistic.

      Well let's be honest here: Buffy wasn't very good.

      Xena wasn't very good.

      Babylon 5 wasn't very good.

      Hell, Star Wars wasn't very good.

      They were evocative and transformative and new and exciting and that's what I'm looking for. Well, that and Eliza Dushku.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Changeling the Lost: 2nd Edition

      Where did I read that Joss Whedon was looking to reboot Buffy with an African American lead?

      (Is that mean enough?)

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Setting up a builder Bit

      This one can be a long discussion, and a lot of it has to do with what kind of builder bits and how much ability you want them to have over the database.

      So, what do you or they want to be able to do? Build grid, build a specific project? Build a personal space?

      posted in MU Questions & Requests
      Thenomain
      Thenomain
    • RE: New Vampire Release

      @thatguythere

      So they kept the core math but changed three things about it and abandoned the concept.

      I’m not dead

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: New Vampire Release

      @admiral

      Eh, I don't see it as unreasonable; I see it serving two purposes.

      1. For RP, it forces you to consider your character and gives you weak points for the GM.
      2. For theme, it gives you boosts to resist the harrowing that was always meant to be Vampire's personal horror: Losing yourself to the Beast.

      I don't think minding it is unreasonable, either; when D&D 3e hit I absolutely hated it because it was such a departure from AD&D (except killing Thac0, which was good), but it was a re-imagining of everything that was D&D while keeping enough of the system skeleton to make it possible.

      It's just...well...Vampire.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: New Vampire Release

      @admiral

      It's just a sanity system.

      Vampire 1e had a Morality System (Humanity). Seeing one in 5e shouldn't be that shocking.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: Changeling the Lost: 2nd Edition

      @derp said in Changeling the Lost: 2nd Edition:

      Spike was a mean-ass vampire that went crazy after regaining a soul and attempted suicide on multiple occasions, while stalking the Slayer.

      By Angel he was over it, and was not remorseful. Some people heal.

      Further, I see nothing wrong with negative game mechanics enforcing a behavior, but YMMV.

      If they fit with the theme and other mechanics, sure.

      "You must use more emotion-juice to bring the boom-wow because you're guilty about what you are" does not feel like it fits. It only starts to work when you apply the guilt onto the character's foundational personality (where The Wyrd's psychoactive nature taps into), which seems to me to be a silly act of an RPG reducing player agency over their character.

      --

      Beaten Down (CtL2e, p.327)
      Personal

      • Description: The character has had the fight knocked out of him.
      • Effect: The character cannot take active part in the fight without extra effort. The player must spend a point of Willpower each time he wants the character to take a violent action in the fight. He can still run, Dodge, and apply Defense.
      • Causing the Tilt: The character suffers bashing damage in excess of his Stamina or any amount of lethal damage.
      • Ending the Tilt: The character surrenders and gives the aggressor what he wants. At this point the character regains a point of Willpower and takes a Beat, but can take no further action in the fight.

      That's it. No mention of the aggressor needing to spend Willpower to keep attacking the victim.

      I'm finding text closer to what you're quoting on p. 183 with the header "Optional Rules".

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Changeling the Lost: 2nd Edition

      @derp said in Changeling the Lost: 2nd Edition:

      Ogres were true monsters that did truly mostrous things. If you don't come out of Arcadia feeling regret for that, you're gonna have some issues

      I'm with @Kay, but let's take the Ogre premise at its word.

      "I must spend 1 glamour to Beat Down someone for my own reasons instead of when doing it on behalf of someone else" does not feel in-line with what Glamour or The Wyrd is. It feels like a game mechanic enforcing character behavior.

      Here's another example: In Buffy (and later Angel), Angel is a mean-ass vampire who regains his soul and becomes all mopey and remorseful. Spike is a mean-ass vampire who regains his soul and then shrugs about it gets on with life.

      This Ogre thing isn't going to stop me or anyone from playing someone with shades of monster still in their character concept, but the "takes more Glamour" part strikes me as outside player agency. At least with Clarity breaks, the player can decide whether or not this is the direction they want to go.

      (Ogres risk Clarity damage if an ally runs or cowers in fear from them. That makes sense.)

      --

      @derp said in Changeling the Lost: 2nd Edition:

      @thenomain said in Changeling the Lost: 2nd Edition:

      Beaten Down: Must spend Willpower each time they want to take a violent action.

      It should be noted that the aggressor also has to spend WP to keep going in this situation. It's not quite as haxx as it sounds.

      Not in this book it doesn't. The victim gets Beaten Down for three turns. The Beaten Down description says nothing about maintaining it, but the victim gets Willpower and a Beat if they acquiesce.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Changeling the Lost: 2nd Edition

      A few changes:

      1. All Changelings can escape everything except iron.
      2. Each Seeming has some more Blessing features. As well as the +1 Attribute Dot that everyone else gets:
      • Beast: +3 Init & Speed, Lethal Unarmed
      • Darkling: Turn to mist/darkness/etc. etc.
      • Elemental: Use your 'element' to make mundane (unarmed) actions
      • Fairest: Spend Willpower on another's behalf. (Fairest are now 'teh leaders'...ish.)
      • Ogre: Give an attack victim the 'Beaten Down Tilt'; costs more if not attacking on someone else's behalf. (More 'atonement' nonsense.)
      • Wizened: Transmute materials, e.g. straw->gold, steel->diamond. Must use tools. (Widdums.)

      (Beaten Down: Must spend Willpower each time they want to take a violent action.)

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Changeling the Lost: 2nd Edition

      @tempest said in Changeling the Lost: 2nd Edition:

      the Kiths aren't bound to Seemings now

      I believe that this is a feature.

      Seriously, how many people drool over Dual Kith options just to get their Beast + Bright One or whatever?

      One thing that was pitched originally is that Seeming was "how you left Arcadia". This is no longer the case. There is still some of that element, but Seeming is mostly what it's always been: What you were when you were there, either because of your personality or your design or most likely both. This gives you an idea of how you managed to escape, but I'd encourage people to ignore that part and do what makes sense.

      Kith is now a generic refinement, instead of a Seeming-specific one. If you want your Wizened Draconic, go for it.

      --

      As a tangent, I never understood people's demand that they have a hundred rules options for bloodlines and legacies. In D&D, I'm happy with "Fighter". With Vampire I'm happy with "Toreador". I can make these things quite special without"Spellsword" or "Gargoyle" add-on options.

      I know that I'm in the extreme minority. I also know that almost every time I see this in Changeling it's to grab a special power; it's the power not the Kith that people make grabby-hands about, and make their character around that. So what I see are people wanting to be more special of a snowflake than those around them.

      HOWEVER.

      If you're going to do it, don't half-ass it. The Kith system in Changeling 1e was not so much half-assed as it was arbitrary. I'm far happier with twelve well-thought-out Kiths than 25 Kiths Because We Have To.

      That said, 12 is still too few. 18 would've been a good number. Who knows how much of this was forced by page count concerns.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Changeling the Lost: 2nd Edition

      Chapter Two.

      Arcadia

      Arcadia is the realm of the True Fae. It is neither the wellspring nor the gutter of imagination, but imagination defines it. Arcadia is a stage, with the will of the True Fae its lights and sounds, and their changeling and hobgoblin captives its actors. In Arcadia, the whims of the Fae are the laws of physics. And that can make it damn hard to get home.

      This is how the book should be written. This is a fantastic introduction to a complicated subject. The book apparently has, what, 10 writers? Here's one place where it shows. I, at least, am hooked. Hell, the chapter itself starts with, "This chapter will explain to you where you were taken, and its inhabitants." Whomever this chapter's author is knows how to structure an essay.

      The "Once/Now" structure continues, and really continues all throughout the book. "Once" here explains what Arcadia and Gentry are, "Now" explains how your character remembers it. This is one of the better new structures of 2e.

      This chapter covers the important background fluff of Arcadia, Gentry, Durance, Wyrd, The Hedge, Hobgoblins (real people distorted like you were), Ghosts, The Return, Fetches (still optional), Freeholds, Mask & Mien, Contracts, Pledges. None of this is different than in CtL 1e, except where descriptions of things are laid out better as per my previous post.

      Wait, did I say ghosts? Yes, I said ghosts. Changeling is now partially a ghost story. Faerie tales were always intertwined with ghost stories, and now they're part of the game. How will this affect Geist? Kickstarters will tell. Again, this chapter is about critical fluff, introduction ephemera.

      This chapter should have come first. This chapter is: What is Changeling?

      Oh yes, there are Touchstones now. One of the unsupported themes all over 1st Edition was that you managed to make it home because you had something to come back for, you had an emotional motivation. Touchstones solidifies this, and makes Changeling a little more consistent for the Chronicles of Darkness as a whole.

      The big question on my mind, as a long-time reader of World/Chronicles of Darkness works, is will the setting description be consistent across the rest of the game? We shall see.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • Changeling the Lost: 2nd Edition

      So, it's out. Changeling 2e. Hello, Changeling 2e.

      It's a moderately poorly laid-out book where I was finding issues with quickly upon starting. The stories are less compelling but more realistic and informative to the game. It's hard to compare to What Alec Bourbon Said, though, so I'll consider it fine.

      The first slap of ice-cold water happens under Seemings. If you've read the first edition of CtL, you know what these are. If 2e is your first Changeling read, they do not tell you before delving into the different Seemings. The player is not lead into what a Seeming is or why it's important. The same is true for Courts. And finally Kiths, which if you're not paying attention look like it's an extension of the Winter Court write-up; Onyx Path did not use the same visual break they did for the previous two character-defining elements.

      Seeming

      Seemings are broken down into an introduction, the kind of personality that becomes a that seeming and why you left Arcadia ("Once"), how that affects you ("Now"), Nicknames, Blessing, Curse, Regalia (Favored Contract), and Tales (example character types).

      This is where I don't like the new Changeling. What I liked about 1e was that everyone could choose to be a monster or a saint, a victim or a survivor or a warrior.

      Here is how 2nd Edition describes Ogres:

      You can’t erase what you did in Arcadia, but you can make up for it.

      This is a typical sentiment across a lot of the breaking-point mechanics, but because this is first, the idea that Ogres are there to atone is introduced and could be a big turn-off.

      The game is a lot more flexible than this, so it's a lot of a shame.

      Court

      The core four seasonal courts are still there, but they are far better fleshed out. Two sides to the court emotion are described, the role of each Court during their season and away from it are there, and each Court write-up describes how they share the Freehold, which was never really clear in 1e. It also explains how each Court's emotion affects the Gentry's ability or inability to do anything to the Freehold's members, which was never explained in 1e.

      ("What's a Freehold?" someone not familiar with Changeling would say. Yup.)

      Kith

      The definition of Kith is described more than Seeming or Court are, and they each are more formulaic, for the better. Each Kith gets an easier Exceptional Success condition when using a specific skill specialty, and a nice little power, but because any Seeming can take any Kith, the twelve listed seems a bit few. Each Kith fits two Seemings very well, but it's still a short list. There will be a Book o' Kiths. The game needs it.

      This is all of Chapter One, and I'll stop here since I think I got most of my point across. I think I'm going to come to like this version, but Onyx Path did not write a teaching book which is a ball dropped pretty far down the rabbit hole.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Pokemon?

      @seamus

      The focus on readability is still outstanding. I know how much effort goes into things like this, and how little appreciation game designers have for it. Seeing it baked-in to a game design philosophy is worth praise.

      Seeing color used for information and legibility is worth a parade.

      (Note to ANSI Artists: You count. Making things look nice is hard.)

      posted in A Shout in the Dark
      Thenomain
      Thenomain
    • RE: Pokemon?

      @seamus

      That is a gorgeous sheet. Kudos.

      posted in A Shout in the Dark
      Thenomain
      Thenomain
    • RE: Crescent Moon Mux / New Orleans CoD Mux

      @roz

      😄

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: Crescent Moon Mux / New Orleans CoD Mux

      @roz said in Crescent Moon Mux / New Orleans CoD Mux:

      ALL YOUR ABBREVIATIONS ARE CONFUSING.

      ikr

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: General Video Game Thread

      +1 @faraday .

      I'm not saying she's not influential, I'm saying that I personally believe that we could do better. Much better. I believe that Anita is doing a good job at attracting attention, but that we need other people to continue the conversation after the conversation matures.

      I personally know Phase 2 Feminists ("You've come a long way, Baby") and seriously believe that Anita is regressing the cause. Sure, sometimes we need to take a few steps back to take a new path forward, but we need to move forward as the second phase of that.

      posted in Other Games
      Thenomain
      Thenomain
    • RE: A (Mildly Complete) List of Current Games

      @apos said in A (Mildly Complete) List of Current Games:

      most players feel very little to no ownership over improving the hobby

      Because so many games have worked very hard at removing their ability to influence the game.

      Kudos to Arx for showing people how to reverse this trend.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: General Video Game Thread

      @tyche said in General Video Game Thread:

      Anita Sarkeesian is a guest of honor at GenCon next week. She's going to provide her brilliant insights on toxic TTRPG culture. What next? Toxic male culture in model-railroading?

      Except the RPG culture has had some issues illustrated recently, probably ancillary to the same issues from the comics side of the nerd culture. Not just issues with women, but with POC.

      It's just Anita is not the spokes-model I would want, unless GenCon wanted every (cis?) male to have a cat-o-nine-tails on entering the conference hall for their mandatory daily allotment of self-flagellation.

      posted in Other Games
      Thenomain
      Thenomain
    • RE: General Video Game Thread

      @arkandel

      It’s too bad that they started with about half fluff opinion quotes. Only half of the people interviewed seemed to take the situation seriously, and even if they were opinions they were opinions pointing toward understanding and fixing, the other almost half about blame.

      It’s really too bad that Anita is involved in this article but what can you do, she is relevant in third wave feminism. I feel bad for anyone who is the target of poisonous behavior, but I don’t see her as much more than propagating an Us Vs. Them behavior which I don’t see solving anything. God bless ‘er for bringing awareness, but I never feel like she wants to discuss, just talk.

      posted in Other Games
      Thenomain
      Thenomain
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