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Messages - Kaiu Keiichi

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Speaking anectdotally, classic WoD is definitely played more, and has the stronger brand presence online from what I have seen, but locally, NWoD is played more. I can only speak for my local scene.

I have a question - is The Strange a setting with subjective, belief based reality as per Mage: The Ascension, Unknown Armies and some other settings? I don't own it and I only have a passing familiarity.

Quote from: RPGPundit;872426
So, like U.S. colleges right now?

Nah, more like US media companies that are beholden to shareholders.

Ideas must always bend to money.

Quote from: Nexus;871554
Given the fiction can create actual worlds in The Strange, SJWs and others types trying to control and censor fiction actually have some of the leg to stand on. Fictional suffering and "-isms" can result in actual event or at least very close to it. Allot of Recursions are essentially stage sets with endlessly repeating plays but some are essentially real worlds. It depends on how you view beings without the Spark but the fiction seems to present them as like Sleeper in the Matrix, feeling and thinking creatures but their awareness is limited, restricted by the context of their Recursion in more advanced developed ones.

I've got to use this in my game (even it turns out not to be totally accurate) and have a faction that is crusading to control Bad Fictional Leakage and correct "wrong" Recursions (or destroy them).

"Control" and "Censor"? Who is at your gaming table, censoring your content? SJWs like myself don't try to control anything, and we don't care what you consume.

Wow, you're really hung up on misinformed ancap politics.

Chaosium RQ2, except it's not revival - it's pure old school, purer than any retroclone, without narr garbage like inflating hit points, Alignment or character classes. So sim it hurts, and RQs Pavis setting is hard core as Lhankmar or Purple Towns. I say fie and bah on OOC constructs. If you're gonna do sim, do it hard.

I pledged because the Chaosium RQ2 boxed set was the 2nd RPG I ever bought (the 1st was Holmes blue box), and because I can run Gloranthan Classics without modification. So, nostalgia+practical value=win. I may have to house rule in stuff like Sorcery, mysticism and heroquesting, but that will be a snap.

One of the greatest old school games, I pledged to the physical version of this as soon as it hit. I plan on running this (along with the Borderlands campaign) as soon as it hits. Everything that OSR sandbox lovers claim is great in that genre of gaming is incarnated here. Who here has pledged, and who here is preparing to run?

Pen and Paper Roleplaying Games (RPGs) Discussion / OSR Star Wars?
« on: January 07, 2016, 12:20:35 PM »
With respect for OSR engines, why would you use a D&D rules set for Star Wars? Star Wars Re Up seems to be just the thing. Star Wars D20 brought too many D&Disms into Star Wars, and a D&D based OSR rules set would seem to do the same thing. D6 Star Wars, instead, is designed for Star Wars.

Quote from: Bobloblah;872073
This, this, a thousand times this. And I say that as someone who eventually decided to dump 3.x for all the problems I had with it. Still, some stuff that came up online is just... out there. One of the things I like about this site and one or two others is the fact that it seems a significant portion of the posters are actually playing on a regular basis (or at least have actually played). It's just a feeling, but it's as if the comments are more grounded (in spite of any  vitriol and bile). The same can't be said of several other large RPG-oriented forums.

I can only speak for my own 30 years of D&D gameplay, but overpowered Wizards have wrecked many D&D games I have been in, to the point of causing  table flips. When a regular response of many Wizard players in local NYC meetup groups back during the 3rd era was "Fighter players need to learn to play casters and learn real game play", there's obviously a problem. The OSR answer to this problem seems to be to keep play restricted to low levels, which is a non-answer (players deserve to be allowed access to high level content - no one "earns" fun.) My answer has been to ban spells beyond 6th level and to keep high levels the things of ancient lore, rituals and so on.

I also have implemented Path of War in my Pathfinder games - my fighter players really like it, and so far, the balance has worked out great. I also have banned prep casters, with Arcanists taking up the slack for Wizards. My Golarion games aren't terribly different from traditional PF games (I just got done running Iron Gods). So far, my table has really liked it.

These notes are strictly for my own table. Your games may vary.

I'm a big PF fan, and I own a lot of these materials in print, so I'm excited that we'll see a return. It's a great D&D setting and one of the best D&D settings produced during the 3rd edition era.

You know, it's entirely ridiculous to look at this kind of gaming genre and talk things like "population numbers" and what not. It's a game about vampires, man. Just a like a novel or movie will never reveal these details to you, they aren't worth questioning in an RPG campaign except when player characters need to directly interact with these things. Emulation, man, not simulation. You can get away with this in some kinds of fantasy gaming, but not here. It's like expecting Vampire Diaries or Near Dark to make sense from a science report POV. That kind of pixel bitching kills immersion for me.

I'm running Force and Destiny right now. I and my group love it.

Not enough info on the TFA setting to feel comfortable running it, but I'm sure that will all be forthcoming.

But the idea that Force lore needs to be recovered and quested for across the galaxy is heavily reinforced in F&D. Also, Force Users are less powerful in F&D than in either Saga or D6, they're very manageable. The joke with my players is that Solo's crack about hokey religions and ancient weapons being no match for a good blaster at your side is really true (blaster rifles are mechanically superior to F&D's basic lightsabers.) The Force is an XP sinkhole in F&D, which is fine.

I'd have to side with Philip here - I feel that part of the OSR backlash was in the influence of the Magic: The Gathering ethos of resource based gameplay that had creeped into 3rd Edition (and that had existed as part of the magic system since AD&D 1E's Vancian magic system.) This resource based system that is part of OD&D's wargaming roots becomes more and more pronounced as one engages in higher and higher level play in any D&D variant. Note how most OSR variants emphasize low magic, low level play - this is a sidelong attempt to avoid engaging with the resource management aspect of the OD&D Vancian magic system, which 3.x fully develops. The magic system really didn't change all that much between 1st and 3rd (still 9 levels, still scaling effects, etc.) and the system becomes more and more brittle and it becomes harder and harder to make the rulings "on the fly" that the OSR favors. This is why so much of the OSR favors the hard core, low level, high character death style play that directly avoids the resource management magic mini game of higher level D&D. The most honest versions of OSR games that take this issue head on are versions which simply deflate caster power (such as stopping caster advancement at 6th level spells).

The whole notion of "simplicity" of AD&D 1 is a myth - AD&D 1 at high levels is full of options and is every inch as complex a game, as full of options, as any 3.5 game, even without Unearthed Arcana. I know, because when I was 17 I gamed Queen of the Demonweb Pits at 17th level with my Magic-User, Greystroke. The way I had to play him wasn't substantially different from a 3.5 Wizard.

The reason that DMs can tinker in OSR games isn't because of flexibility of design, it's because most OSR games take place at such a low level that making on-the-fly rulings won't blow apart the game structure. The Jenga tower isn't that high. This isn't an indictment of the OSR style, but of the nature of the AD&D design. E6 functions as well as any OSR variant in this regard as an answer to this issue and can be run as a fine OSR style game. The D20 simplicity actually functions well at this low level-the problems with D20 complexity that are stated above also happen with AD&D at equivalent levels.

Pen and Paper Roleplaying Games (RPGs) Discussion / "Solved" worlds
« on: August 26, 2015, 01:59:39 PM »
Quote from: soltakss;851307
Definitely an RPG - We are a group of hard-core gamers and played HeroQuest as an RPG. The one player who liked storygames and that kind of thing left the group as he didn't think he could go anywhere with HeroQuest.

S'mon, have you ever played HeroQuest?

Interesting insights. Some of the reactions I've heard from friends of mine when I've tried to show them during our old school nights (AD&D 1) when we discussed whether or not to use maps was "no maps? who wants wooby wooby storygame nonsense stuff like that? Keep it sandbox!" Of course, I tried to disabuse them of this notion. When I ran my AD&D 1, I did the hexcrawl, encounter tables, etc.

*shrug* I guess people have different definitions.

Do the old school rules sets have "no maps" as a default? That seems to be what you guys are implying to me.

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