Lonesome_Raod
Member
Only two out of the four players can make our sunday game this time but the show must go on 

So Mouse Guard got a full writeup on the PA Report. Any exposure for the little guys to encourage people to look past the heavyweights of the industry or even attract them to try it in the first place is excellent.
I've been hearing great things about new gamers being exposed to tabletop games at PAX. I hope the trend continues, these guys deserve to be far more successful than they are.
So, I'll write about My Life with Master, which is a cute little indie game that I think simply must have some more exposure.
I'll start with a story. In our group, we have this guy, Tomer - He's what we call a system-breaker. If your system has a hole in it, he'll make it into a goddamn chasm. If there is a way to make an overpowered character he'll find it an abuse it to hell. He's not a bad player, in fact, he's one of our better players. He actually hates any system that allows him to abuse it. He's usually out indicator to whether the system is good enough. Anyway, he has an ideal when it comes to systems - A game system, should work much like kid's board games. You remember, when you were kids, the guy who owned the game knew the rules, and everyone else would just start playing. Eventually, everyone knew how to play. A system has to be simple enough only one person has to really know it.
My Life with Master completely nails this. The book is small and thin (much like Dread), and character creation and gameplay is so easy you could basically find any couple of guys, gamers or not, and in 20 minutes they'll all get the basic game.
The game is about playing an Igor-like servant for an evil master - Whether he's a mad scientist or a solitary necromancer. The game doesn't really have campaigns, and the game master (quite literally in this case, as the game master is the titular Master) doesn't really have to build a whole lot of plot. The game is so tropey the basic plot and story are always pretty much the same. You live in some castle with your Master, there is a town nearby. Other than that, the setting could be pretty much anything.
Character creation was a great experience, you have some stats (Self-Loathing and Weariness, plus two "game" stats - Fear and Reason.), but those take less than a minute to resolve. Than, you have to give your character one "More than human" and one "Less than human" attribute - those are one good and bad characteristic respectively. They also have to have one "unless" condition. For example, one character in our game, Snetch, could fly with his bat like wings - Unless it was day time. He was also blind - Unless it was night time. You also have to choose two contacts - People who caught your eyes while you were roaming the town.
The game works pretty much like this - Your Master gives each minion one task to fulfill. You than can try and resist him (winning this would bring forth the End Game) or go along with your assignment. Your goal is to resist the Master, through earning Love from the townsfolk you make connections with. Failing to gain Love bring forth more Self-Loathing.
The game is built to really feel like those old horror movies, and it leads you along the way without feeling restricting. I think it's a true example of a story-telling RPG.
The system is pretty simple, I did not like the excessive ruling, which can come up to 10 dice at a time. But seeing as how you rule pretty rarely (one per scene, usually) and that you only rule d4s - We just used some computerized ruler and it worked perfectly.
I can't recommend this game enough. It has achieved something few other RPG have - a real pick-up and play feel. It could just as easily work as a party game!
If you want a nice different experience, you should check this out.
So Mouse Guard got a full writeup on the PA Report. Any exposure for the little guys to encourage people to look past the heavyweights of the industry or even attract them to try it in the first place is excellent.
I've been hearing great things about new gamers being exposed to tabletop games at PAX. I hope the trend continues, these guys deserve to be far more successful than they are.
A hahahahaha then he says play 4E. Ask WoTC how 4E is doing for them as they beg people to come back to DnD with their transparent attempts to be the company you just called terrible.
4E did pretty awesomely and made WoTC a lot of money! Since, you know, if it hadn't they wouldn't be making any new D&D stuff. The fact that they got a backwards idiot on the next design team (Thankfully he's left, so who knows, it might actually be good!) has more to do with his own myopic game design ideas and people listening to retarded internet echo chamber arguments. And Pazio only suceeded because they courted terrible regressive grognards who actively want games to be stagnant and backwards.
So basically if you hate progress and good game design, Pathfinder is for you!
This is the first time I've seen fanboyism in P&P gaming...
Really? People have been hating on D&D pretty much since it existed. Every few years there be be a "not" D&D fantasy game trying to solve its perceived problems
This though is really the first time the ranks of D&D players have been so splintered. You have 3 camps - those that were disillusioned with 3.x and went back to old school D&D (pretty small but vocal and creative), those that moved ahead to 4e, and the biggest group, those that liked 3.x and who mostly moved to Pathfinder.
I don't know shit about chemistry, but unless this is a hard sci-fi game or that this information has some great importance to the player, I wouldn't bother finding the actual mix of the atmosphere. This sounds like, at best, a cool nifty background fact. As a player, I would have forgotten what the mixture is by the time you'd finish telling me. It's cool to have these sort of details, but usually it's best to pick your battles.Gah, i'm going to GM first session with my next RPG on Sunday and i ran into a pretty big plot issue, one that will players either to meta-game or they will become apathetic.
I like developing plots but i lack objectivity to notice issues in them. Good thing my mind started wander while talking about another player's character, suddenly realized the issue.
(And while writing this, i more or less solved that.)
Also, an odd question, a but out of place but related to worldbuilding: is there any inert gas that could partially replace nitrogen in atmosphere and is harmless to humans if breathed?
Setting a game on partially terraformed world. Not really big deal, i can always handwave the issue and say "5% oxygen and various other gases compromising the rest".
I'm sorry but I'm going to have to risk ostracizing myself from a lot of people here. I can't help but think that some of the responses to PataHikari (as mean spirited as his post was) are just a little hypocritical. Every one of the last few pages in this thread has had at least one post that reads like a paid advert or testimonial for Paizo/Pathfinder.
A few days ago I expressed interested in the Gunslinger class in Pathfinder...well there's a pirate themed book coming soon from Paizo™! Excellent publishers, who are pretty in touch with the fans as well as Gamers making products for Gamers.
Thanks for not jumping on me like you probably should've. You make a lot of sense here!He jumped me like a crazed fanboy a page ago. If I was less than nice, it's a theme that has been set.
Thanks for not jumping on me like you probably should've. You make a lot of sense here!
Roll20 said:Today is the last day of the Kickstarter. If you haven't already, there are 14 hours remaining to pledge your support for Roll20 and join us during the closed beta.
Beyond that, we're inviting you to join us tonight for our weekly game, which we will be live streaming on Twitch.tv:
http://www.twitch.tv/roll20app
This is NOT meant to be a huge question and answer session-- we'll be busy playing our own game. Nor is it really meant to be an in depth demonstration-- we'll be playing our basic game, the way we play it. There will be homebrewed elements and inside jokes, and all manner of things that could make the stream unenjoyable for some of you (did we mention we've never done this streaming thing before?). BUT we wanted to give a sneak peek to you of this system doing what it does best: allowing friends to gather around a table and tell stories together.
So, those of you that are interested, we'll see you tonight starting at 8:00 PM U.S. Central Time (9:00 PM Eastern). We'll also send out an announcement on our Twitter feed when the broadcast is starting.
And for everyone who will be joining us for the beta, we hope to have you starting your own stories this week.
I've pledged $25 to get in on the beta and play with some of the AusGAF crew. I'm interested to see how it flows with these guys, even though I'll be able to tinker with it soon enough.
Under 12 hours to go if you want to get in on the closed beta. I believe it will remain in closed beta for a few months before it becomes available for all.
For those who're keen for some of that Roll20 action, here's their latest update in case you're interested.
I've pledged $25 to get in on the beta and play with some of the AusGAF crew. I'm interested to see how it flows with these guys, even though I'll be able to tinker with it soon enough.
Under 12 hours to go if you want to get in on the closed beta. I believe it will remain in closed beta for a few months before it becomes available for all.
We're running a Primetime Adventures game next week, I'm pretty excited - it sounds great!
Not familiar but googling now.
It's basically a game about playing in a TV series, with the game master being the "producer". I has a neat little system for keeping true to the TV series formula and sounds pretty cool in general.
It's basically a game about playing in a TV series, with the game master being the "producer". I has a neat little system for keeping true to the TV series formula and sounds pretty cool in general.
That does sound cool. Do you know the show's premise yet?
Did you ever get a reply from Evilore?
This is the part I hate about PnP RPGs, trying to get the Pathfinder group going again and everytime someone or two cant that evening. I wanna go about adventuring with my Half-Orc Monk again.
Got another group now interested to play Shadowrun over the net, going to be my first time playing and also GMing it. Doing the introductory adventure On the Run included in the Runners Toolkit.
My group is all Disneyworkd/Universal actors/singers who also do side gigs
Oh man, they must be good!
Are there actually people in this thread claiming that 4E is a legitimate Dungeons & Dragons game?
Truly a defence force for everything on GAF.
I like 4th ed. As a casual RPG, its good.
Simple get togethers, minis, good times.
Are there actually people in this thread claiming that 4E is a legitimate Dungeons & Dragons game?
Truly a defence force for everything on GAF.
It's called 'Dungeons & Dragons' and was created by the copyright holders of that property.Are there actually people in this thread claiming that 4E is a legitimate Dungeons & Dragons game?
Truly a defence force for everything on GAF.
Why is it stupid to reward randomness and punish the mental game? Then why are you playing the game in the first place. The reason SF3 will never be a real SF is because the mind games are so stupid.
Parry makes every character fight at the same range. It's like...why is there a full screen area in SF3? You can play it in a phone booth, there are only minor range differences and even those differences become negated due to the parry. If you're at a range where you have a distinct advantage, then my parry will ruin your advantage. I can look out for what advantage you have and just parry it at no cost to me. Instead of identifying and utilizing advantages and creating opportunities to use them, in SF3 the game creates your opportunities for you and negates advantages. The skill in setting someone up is gone...the game has done it for you.
There is no O.Sagat in SF3. There is no A3 Rolento in SF3. There is no Guile in SF3. There are no charge characters in SF3. The parry forces all characters to be the same so that they aren't at distinct yomi disadvantages; even Remy and Oro have motion supers.
Basically SF3 is just Street Fighter except the game tells you how to play. And it's all the fault of the parry.
It's no wonder that the people who enjoy SF3 the most are the ones who had the most trouble with mind games in real SF.
You want an example of different layers of mind games that other games have that 3s can't because of the parry? All right. Let's say we're playing ST. Blanka vs. Vega (ironically, both of these characters couldn't exist in 3s anyways), both characters have charged meter. Blanka has a small lead, about 10%. There are about 30 seconds left in the match. Let's say in this situation, Blanka is walking forward and Vega reacts to that with jab roll. Blanka blocks and this pushes him about 3/4 screen from the corner. Vega does low jab xx KKK. If Blanka jumps forward or walks forward I do super and he's about 80/20 going to eat it and most of the 20 he's going to eat claw swipe. If he hops back, I do super to the far wall to break his charge and he's about 85/15 to eat the super and again most of the 15 he's going to eat claw swipe. If you do ball, I have a charge built up and will flip kick combo you. If he sits still, I can slide and push him back towards the corner in which case I'm going to corner guard him and he really has little shot at the match from this position since all my throw ticks are now in play and his reversal (blanka ball) becomes unsafe.
Now, I wrote this scenario carefully. There is a very critical mistake Blanka made in this scenario. Do you see what it was? What could he have done in this situation to avoid a very very bad position? Failing that and this played out the way it did anyways, what is your move?
This is an example of a multi-layered mind game. I did a move (jab roll) to set up a scenario many moves in advance taking into account all factors including position, time, health, meter to hopefully set up a scenario where I'd have a good chance to win the fight. Now in a situation with parry, none of this is available because Blanka could parry the low jab. If you know Vega's character design, the only high move that could reach Blanka from that position after a claw roll is a low claw poke or stand fierce. You could "guess" low and react block to high (and even if your reactions are awful and you get hit, you're still slightly leading). A multi-level game involving position is basically useless due to the parry (and this is presuming you didn't parry the jab claw roll in the first place).
The Basics
To deal with a skill challenge, the player characters
make skill checks to accumulate a number of success-
ful skill uses before they rack up too many failures and
end the encounter.
Example: The PCs seek a temple in dense jungle.
Achieving six successes means they find their way.
Accruing three failures before achieving the successes,
however, indicates that they get themselves hopelessly
lost in the wilderness.
Running a Skill
Challenge
Begin by describing the situation and defining the
challenge. Running the challenge itself is not all that
different from running a combat encounter (see Chap-
ter 3). You describe the environment, listen to the
players responses, let them make their skill checks,
and narrate the results. The skill challenge description
outlines the skills that are useful for the challenge and
the results of using them.
Roll initiative to establish an order of play for the
skill challenge. If the skill challenge is part of a combat
encounter, work the challenge into the order just as
you do the monsters.
In a skill challenge encounter, every player charac-
ter must make skill checks to contribute to the success
or failure of the encounter. Characters must make a
check on their turn using one of the identified primary
skills (usually with a moderate DC) or they must use
a different skill, if they can come up with a way to
use it to contribute to the challenge (with a hard DC).
A secondary skill can be used only once by a single
character in any given skill challenge. They can also
decide, if appropriate, to cooperate with another char-
acter (see Group Skill Checks, below)
This won't be anything we haven't seen dozens of times before over the last four years, so let's just focus on one broken facet of 4E, the skill challenge system, and how it straitjackets roleplaying.
*snip*
It is of course, any group's prerogative to immediately houserule this into a sensible system by throwing it out and replacing it with functional 3.x skill ranks or 2E AD&D NWPs, but this is the only edition of the game where the entire noncombat system has to be disposed of wholesale to be made playable.
I'm leaping headfirst into GMing a campaign using the new Legends of the Wulin book; it's a kung-fu setting with some interesting mechanics. Anyone else have experience with this? Advice?