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[Game Talk] Welcome Robmuadib!

Started by Silverlion, June 22, 2012, 06:17:27 PM

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Marleycat

Quote from: Silverlion;552222An old online friend/compatriot/dissenter, in general a person I like.

Like most people we often disagree, sometimes we agree, and either way that's cool in my book.

Well that's normal and he likes FC! Yay.:)
Don\'t mess with cats we kill wizards in one blow.;)

Bloody Stupid Johnson

Quote from: RobMuadib;552140My main gaming project at the moment is the design of my RPG I'm working on, which focuses on collaborative world building and setting design stuff and 'lifepath' character creation. My designer playtest project for it is recreate Rifts in it, as a test of the system and to have fun.

Hi Rob, I still owe you for services rendered back in the design archive, so if you need any looking over anything feel welcome to PM me, or I can probably be found lurking in the darkness of the design subforum if you start any discussions there.
 
Looks like you have been busy picking things up. Anything particularly interesting in the more obscure stuff here? Or any particular favourites as yet? (FantasyCraft obviously).

RobMuadib

Quote from: Bloody Stupid Johnson;552270Hi Rob, I still owe you for services rendered back in the design archive, so if you need any looking over anything feel welcome to PM me, or I can probably be found lurking in the darkness of the design subforum if you start any discussions there.
 
Looks like you have been busy picking things up. Anything particularly interesting in the more obscure stuff here? Or any particular favourites as yet? (FantasyCraft obviously).
Bloody

Heya, nice to see you again. Most everything I've snagged is for interest in its mechanics and idea for my game. The most interesting stuff to me so far is the stuff with collaborative world design. A few notes.

Mystic Empyrean: This game is pretty cool, it has the most detailed collaborative world design of the games I've reviewed so far. It also has a really cool meta-background that sets the stage for continued world design. It has a really detailed 'realm' design system. It has some non-standard resolution mechanics and an interesting advancement mechanic. What is also interesting is that the game-world has it's own 'bias/axioms' that effects character actions and how stuff works in the game.

Other Worlds: This is a rules light (very rules light, almost no crunch) system that uses shared world collaboration and is design for lots of different world design using a fairly quick world design sequence, with a high level of player buy-in on how the campaign/sessions is setup.

Diaspora: is pretty cool, it is a FATE based homage to Traveller. The think I like most about it is how it setups the cluster setup. Basically, everyone in groups collaborate to create the 6 worlds connected by 'jumpgates' or whatever, using a simple design sequence, lighter using aspects. It also has some cool mini-games and design stuff, a lighter distillation of some of Travellers design sequences. It also has some neat Mass combat and starship combat systems. (Been reviewing Mong Trav too, one of the biggest influences on my game is Trav.)

Burning Empires: This game is based on Burning Wheel, but what's really interesting is how it setups a phased 'alien invasion' grand storytelling element which affects later phases in the game sequences. Cool stuff.

I reviewed some of this stuff in my Blog, linked in my sig.

DominikSchwager

Quote from: RobMuadib;553199Bloody

Heya, nice to see you again. Most everything I've snagged is for interest in its mechanics and idea for my game. The most interesting stuff to me so far is the stuff with collaborative world design. A few notes.

Mystic Empyrean: This game is pretty cool, it has the most detailed collaborative world design of the games I've reviewed so far. It also has a really cool meta-background that sets the stage for continued world design. It has a really detailed 'realm' design system. It has some non-standard resolution mechanics and an interesting advancement mechanic. What is also interesting is that the game-world has it's own 'bias/axioms' that effects character actions and how stuff works in the game.

Other Worlds: This is a rules light (very rules light, almost no crunch) system that uses shared world collaboration and is design for lots of different world design using a fairly quick world design sequence, with a high level of player buy-in on how the campaign/sessions is setup.

Diaspora: is pretty cool, it is a FATE based homage to Traveller. The think I like most about it is how it setups the cluster setup. Basically, everyone in groups collaborate to create the 6 worlds connected by 'jumpgates' or whatever, using a simple design sequence, lighter using aspects. It also has some cool mini-games and design stuff, a lighter distillation of some of Travellers design sequences. It also has some neat Mass combat and starship combat systems. (Been reviewing Mong Trav too, one of the biggest influences on my game is Trav.)

Burning Empires: This game is based on Burning Wheel, but what's really interesting is how it setups a phased 'alien invasion' grand storytelling element which affects later phases in the game sequences. Cool stuff.

I reviewed some of this stuff in my Blog, linked in my sig.

Someone else who likes storygames. Nice.
Welcome to the forum :-)

Bloody Stupid Johnson

#34
Had a quick squizz at the blog, and best of luck with the collaborative world-building system.
 
We've occasionally done some sort of collaborative world thing, but we've always done it fairly ad hoc, or based off people's backgrounds, sometimes mixed with some shifting of who gets to GM when the party moves around. Its interesting to see the thinking around the rules-heavy version of this, though.
 
(Edit: Sorry I'm reduced to folksy anecdotes, I haven't seen many game systems with ideas on the subject worth mentioning : (

Sigmund

Quote from: RobMuadib;553199Bloody

Heya, nice to see you again. Most everything I've snagged is for interest in its mechanics and idea for my game. The most interesting stuff to me so far is the stuff with collaborative world design. A few notes.

Mystic Empyrean: This game is pretty cool, it has the most detailed collaborative world design of the games I've reviewed so far. It also has a really cool meta-background that sets the stage for continued world design. It has a really detailed 'realm' design system. It has some non-standard resolution mechanics and an interesting advancement mechanic. What is also interesting is that the game-world has it's own 'bias/axioms' that effects character actions and how stuff works in the game.

Other Worlds: This is a rules light (very rules light, almost no crunch) system that uses shared world collaboration and is design for lots of different world design using a fairly quick world design sequence, with a high level of player buy-in on how the campaign/sessions is setup.

Diaspora: is pretty cool, it is a FATE based homage to Traveller. The think I like most about it is how it setups the cluster setup. Basically, everyone in groups collaborate to create the 6 worlds connected by 'jumpgates' or whatever, using a simple design sequence, lighter using aspects. It also has some cool mini-games and design stuff, a lighter distillation of some of Travellers design sequences. It also has some neat Mass combat and starship combat systems. (Been reviewing Mong Trav too, one of the biggest influences on my game is Trav.)

Burning Empires: This game is based on Burning Wheel, but what's really interesting is how it setups a phased 'alien invasion' grand storytelling element which affects later phases in the game sequences. Cool stuff.

I reviewed some of this stuff in my Blog, linked in my sig.

Hi Rob :) If Clash and Tim endorse you, you're a friend of mine already as well :D I know it's not fashionable around these parts but I don't give a damn :D, have you seen Microscope? It's not a RPG in the way I would define one (despite what the sub-title says), but it seems like a pretty dang cool game and is all about world/history building.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

RobMuadib

Quote from: Sigmund;553325Hi Rob :) If Clash and Tim endorse you, you're a friend of mine already as well :D I know it's not fashionable around these parts but I don't give a damn :D, have you seen Microscope? It's not a RPG in the way I would define one (despite what the sub-title says), but it seems like a pretty dang cool game and is all about world/history building.

Yep, it's on my VERY LONG list in post #25, I did an overview of it on my blog. He is working on a Kingmaker game now. Domain management/organizatin stuff is another grand storytelling element I am looking at, which is why I picked up ACKS, and Reign, and Houses of the Blooded as well, still gotta snag Echo Resounding, and Book of the Manor for Pendragon. I really like Pendragon's 'family/dynasty' campaign stuff too.

RobMuadib

Quote from: Bloody Stupid Johnson;553217Had a quick squizz at the blog, and best of luck with the collaborative world-building system.
 
We've occasionally done some sort of collaborative world thing, but we've always done it fairly ad hoc, or based off people's backgrounds, sometimes mixed with some shifting of who gets to GM when the party moves around. Its interesting to see the thinking around the rules-heavy version of this, though.
 
(Edit: Sorry I'm reduced to folksy anecdotes, I haven't seen many game systems with ideas on the subject worth mentioning : (

Bloody, no prob, it is not that common in the hobby yet, one of the 'last frontiers' IMO. One of the first games to attempt it, for fantasy, was Aria: Canticle of the Monomyth, which had some cool ideas wrapped in the densest comparative lit/mythology text ever published in an RPG. Decoding it is one of my design exercises. Of course, Traveller was lit the spirit for cool design sequences and building in me, way back to the little black books. another major influence on my design.

RobMuadib

#38
Quote from: DominikSchwager;553213Someone else who likes storygames. Nice.
Welcome to the forum :-)

Hey now, don't be saying stuff like that where Pundit can see it. I'm not so much on 'story-games' as I'm into collaborative design/GMing and grand storytelling stuff, as well as Structured session stuff. My heart still lies in detailed mechanics.

Speaking of cool structure play. One of the games I dig out of that list is Black Seven, it is designed to replicate stealth action games like splinter cell/assassins creed etc.  http://www.flamesrising.com/infiltrating-black-seven/

I am also looking at 'grand storytelling' stuff like the Covens in Ars Magica (earliest influence), Dynastic/lineage play in Pendragon, The staged game stuff in Burning Empires, and of course domain management & stuff like in ACKS, Reign etc.

I'm also looking more into into integrating board-game like elements for mini-games (curse you WFRP 3rd!). One of the interesting bits on that is Trucker: Open Road Adventure in the Long Hall.  http://rpg.drivethrustuff.com/product_info.php?products_id=84065  It uses a but-ton of components, but sets up a cool back and forth play style, moar on the board game style. IT goes back to some of the ideas of Rune, by Robin Laws.

P.S. I need to start multi-quoting or something.

Telarus


soviet

Quote from: RobMuadib;553199Other Worlds: This is a rules light (very rules light, almost no crunch) system that uses shared world collaboration and is design for lots of different world design using a fairly quick world design sequence, with a high level of player buy-in on how the campaign/sessions is setup.

Hi Rob, I wrote Other Worlds, thanks for the shout-out and the very nice review on your blog. Cheers!

Pundit reviewed it too, by the way. He, um, didn't like it as much as you did. :)
Buy Other Worlds, it\'s a multi-genre storygame excuse for an RPG designed to wreck the hobby from within

RobMuadib

Quote from: soviet;553842Hi Rob, I wrote Other Worlds, thanks for the shout-out and the very nice review on your blog. Cheers!

Pundit reviewed it too, by the way. He, um, didn't like it as much as you did. :)

Heh, well hated by Pundit can be a endorsement with certain market segments.:) It does a pretty good job of doing shared world stuff, I did dog on your super streamlined mechanics and conflict resolution some I will probably have to move to the Other games ghetto soon.

Silverlion

So why shared world stuff? I've run a lot of games over the years, and I've had some rather brilliant friends, but what they think is cool in a setting, and what I think is cool don't always match up.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Sigmund

Quote from: RobMuadib;553461Yep, it's on my VERY LONG list in post #25, I did an overview of it on my blog. He is working on a Kingmaker game now. Domain management/organizatin stuff is another grand storytelling element I am looking at, which is why I picked up ACKS, and Reign, and Houses of the Blooded as well, still gotta snag Echo Resounding, and Book of the Manor for Pendragon. I really like Pendragon's 'family/dynasty' campaign stuff too.

Sweet, Obviously I missed it :) Looking forward to that Kingmaker game.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

RPGPundit

Quote from: RobMuadib;553860Heh, well hated by Pundit can be a endorsement with certain market segments.:)

Indeed it can.  I suspect that's why at least a few games were sent to me by people that absolutely HAD to know that I'd tear it a new one in the review. Because the Pundit Bump works irrespective of getting a great review or a terrible review.

Its the mediocre reviews that I've always wondered about.

RPGPundit
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