I got this a couple of days ago. And I really like it.
It's not just about building enemies. But any kind of opposition to the PCs. Everything from villains, to environmental hazards, to traps, to puzzles they have to figure out to continue.
In other words: If it gets in the way of the PCs. This book covers it.
It's a how to guide on building good opposition for the PCs that furthers the story. How to make them a good plot point and tension builder along the way.
It's good stuff. Worth reading really for any roleplaying game.
Pass.
Concur (with Darrin Kelley, not the threadshitter). It also has what amounts to a "soup starter" for Fate sessions in several genres.
Quote from: Caesar Slaad;1000746Concur (with Darrin Kelley, not the threadshitter). It also has what amounts to a "soup starter" for Fate sessions in several genres.
Up yours.
Quote from: Caesar Slaad;1000746Concur (with Darrin Kelley, not the threadshitter). It also has what amounts to a "soup starter" for Fate sessions in several genres.
If we ignore him maybe he'll go away.
On topic: Can it be used for other games, as an idea mine?
I must admit that my first reaction was "Fate = pass." Perhaps you can tell us more about the product? I will try to keep an open mind.
Quote from: Christopher Brady;1000750Can it be used for other games, as an idea mine?
This. On the surface, a lot of the info looks like it might be applicable to 7th Sea if you squint hard enough. But I'm cheap and don't want to dole out $8 for the PDF to find out.
Tom
Quote from: Christopher Brady;1000750On topic: Can it be used for other games, as an idea mine?
Absolutely!
It's largely system neutral with its advice on creating opposition for the characters in campaigns. It gives a basic framework that can be applied to just about every roleplaying game on the market.
Quote from: Aglondir;1000759I must admit that my first reaction was "Fate = pass." Perhaps you can tell us more about the product? I will try to keep an open mind.
It's a very short book. It covers the one topic. It does it well. And it gives gives a large section of the book to the application of the methods in a lot of different genres.
It it breaks the different types of opposition down into categories. And discusses the application and processes of each.
Enemies, for example: Are broken down into four types. Threats, Bosses, Hitters, and Fillers.
Threats exist to threaten. They are supposed to hold the characters' attention and soak up punishment
Hitters being all offense. But crumple when faced with any sort of attack on them. They are one note opponents.
Bosses being the most rounded, complex, and challenging to face.
And finally Fillers. Fillers are your generic faceless mooks.
That section of the book goes into each type. And how much of which should support a Boss. Depending on number of PCs that will be at the engagement.
This is my example. Just one section I spotlighted. The rest are given a similar amount of attention.
Huhn, I'll look into this! Looks interesting. I like to try to learn more and see what other ideas others have.
Quote from: Darrin Kelley;1000912It's a very short book. It covers the one topic. It does it well. And it gives gives a large section of the book to the application of the methods in a lot of different genres.
It it breaks the different types of opposition down into categories. And discusses the application and processes of each.
Enemies, for example: Are broken down into four types. Threats, Bosses, Hitters, and Fillers.
Threats exist to threaten. They are supposed to hold the characters' attention and soak up punishment
Hitters being all offense. But crumple when faced with any sort of attack on them. They are one note opponents.
Bosses being the most rounded, complex, and challenging to face.
And finally Fillers. Fillers are your generic faceless mooks.
That section of the book goes into each type. And how much of which should support a Boss. Depending on number of PCs that will be at the engagement.
This is my example. Just one section I spotlighted. The rest are given a similar amount of attention.
How dependent is it on Aspects?
Quote from: Darrin Kelley;1000912Enemies, for example: Are broken down into four types. Threats, Bosses, Hitters, and Fillers.
Threats exist to threaten. They are supposed to hold the characters' attention and soak up punishment
Hitters being all offense. But crumple when faced with any sort of attack on them. They are one note opponents.
Bosses being the most rounded, complex, and challenging to face.
And finally Fillers. Fillers are your generic faceless mooks.
That section of the book goes into each type. And how much of which should support a Boss. Depending on number of PCs that will be at the engagement.
So they have a good section on how to code a good MMO fight or structure a tactical wargame scenario (kind of sounds like a 4e book, actually), where's the RPG stuff?
Quote from: Aglondir;1000951How dependent is it on Aspects?
It really isn't dependant on Aspects at all. Not in any way that couldn't be easily adapted to another game.