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Messages - gwb79

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1
Quote from: Chainsaw;1038181
Someone rolls d6 for party (rotates each time), referee rolls d6 for monsters. High roll side goes first by dex (or in the order it wants). Ties re-rolled. Simple, fast.


Yes! I ran AD&D1e last year and when you add casting times to the mix, it makes for some interesting choices in combat.

2
Quote from: Nerzenjäger;1039586
Good pick. It's a serious contender for my favourite percentage-based system (contra BRP).


I have to back this up.  All of the d00lite games - I started with Covert Ops - feature a good balance of tactical crunch (offensive/defensive risk reward) and GM streamlining.  In my experience, the system is intuitive and flexible (scales well from gritty to over-the-top cinema style).  The latest iteration, Frontier Space, has become my go-to rules set for any modern or sci-fi action.

3
I spent the better part of my gaming time in the past year playing D&D, split pretty evenly between 5e and 1e.   To my surprise, I found that I still preferred 1e.  It plays faster and I really appreciated d6 party-based initiative and how casting times work with it.  My group wasn't into the tactical details much, so they just wanted to resolve combat and get on with the exploration and plot aspects of the game.

4
I'm currently using the great forest of Davokar from Symbaroum as the Dim Forest in Greyhawk in a AD&D 1e campaign, complete with massive trees and gargantuan ruins of a forgotten civilization.  A couple of the blighted creatures have made an appearance as well.  I would happily try Symbaroum myself, but this group is not the right place for it.

5
Setting: Midnight (FFG)
System: The One Ring

The potential for desperate, dark grittiness seems perfect for this combo. I don't foresee ever having the right group to make it worthwhile though.

Setting: Sci-fi Espionage
System: an adaptation of the old 007 rules (home brew)

6
If poker can become a spectator sport, then I suppose anything is possible.

Personally, I can listen to a condensed AP on a podcast, but it's much harder to pull off on video.  But I do think short demos for any type of game can be worthwhile.

7
Stars Without Number (SWN)for me.  I tried Star Frontiers and Traveller back in the day, but neither one grabbed me, and I never really revisited sci-fi RPGs again until about 7 years ago.   SWN was really easy to get into and provided a remarkable amount of resources and inspiration for a free product.  The new Revised Edition is coming to Kickstarter in a few weeks!  I actually discuss that and compare it to the original game in the video link below.

https://youtu.be/WfAuztPKlUI

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Pen and Paper Roleplaying Games (RPGs) Discussion / One-Minute Combat Turns
« on: September 16, 2016, 04:41:54 PM »
Right.  That's what I meant by less than d8. So that still includes goblins, kobolds, and the like.

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Pen and Paper Roleplaying Games (RPGs) Discussion / One-Minute Combat Turns
« on: September 16, 2016, 12:49:43 PM »
I've been rereading the AD&D1e PHB lately and I was surprised to find a rule (pg 25) that all Fighter classes get one attack per level against 1HD (less than d8) monsters and all zero-level humans, etc...   I totally forgot that AD&D had a so called "mook rule".  So your 12th level fighter against a goblin mob can get 12 attacks in.  Then the 1-minute round starts to look a bit better.

10
As a gamer who's also in the GM role about 95% of the time, I have gotten all fired-up about launching into something new many, many times, to no avail.  I'll talk to the potential players and everybody nods and says,"Yes!  Sounds great!  Let's do it!"  I spend several hours reading, writing, and mapping, but then everyone in the group does one of the following within a few weeks time:

1. Gets divorced
2. Changes jobs/schedules
3. Moves away
4. Has significant health problems

I had a couple players choose three out of four!
Kah-Blam!  Game group is history.
My enthusiasm wanes for a few months and then the pattern repeats.  

I've had just as many that started and crashed in short order - within two or three sessions. So I've learned to temper my enthusiasm and prep for one adventure. Chances are it will not go the distance into a full-blown campaign anyway.

11
Pen and Paper Roleplaying Games (RPGs) Discussion / Symbaroum anyone?
« on: September 09, 2016, 11:57:30 AM »
Quote from: Teodrik;918058
There is a big campaign of seven parts in the writing. First part is already released for the swedish version, but I can´t really say anything about it since I don´t have it. The guys behind Symbaroum loves big campaign arcs.

This is encouraging to know. Symbaroum is a game I really want to like, but I need something substantial to get things started. Real life isn't going to afford me the time to flesh it out myself.

12
Reviews / Symbaroum Core Book
« on: September 07, 2016, 02:52:38 PM »
I am reading this book myself at the moment.  There is something about this game, the "It Factor", perhaps, but yeah, it has me pretty stoked to give it a run. I certainly echo your thoughts on ambiance and artwork.  After several years of playing high-action, high-fantasy stuff, I've been in the mood for something exploration-focused with a palpable feeling of danger...  Bingo! This is it.  

System-wise, it actually reminds me a bit of Cypher System in terms of crunch and basic mechanics. Normally that would be a big deal-breaker, but I *think* I like what they've done here.  Cypher characters feel very thin (3 attributes + a few special abilities) compared to Symbaroum characters with their 8 attributes + 5 abilities/powers based on occupation and race (for a starting character).  Symbaroum characters seem much more tangible to me.  And those 8 attributes represent base target numbers (roll-under) for seemingly everything you do in the game.  Simple and intuitive.  I read one blog that compared it to BRP in that regard.  Plus, in Symbaroum, your special items are yours to keep as opposed to the use-and-discard approach of Cypher. So if you find a cool artifact, that becomes part of your character's identity as well.

The biggest criticism I have is that the setting details are a bit thin.  Most things are described in a basic sense, but often leave you wanting a bit more. Hopefully, the Jarnringen team is planning to flesh things out with some meaty supplements.  Maps and floorplans of some of the incredible sites depicted in the artwork would be fabulous!

I could ramble on, but suffice it to say I am also inspired to play this thing sooner or later!

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