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Topics - Dr_Avalanche

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My group is discussing starting a Burning Wheel campaign, and we're trying to iron out what kind of setting we want. Right now, it looks like we want something strongly influenced by Byzantium, Persia, Sassanid and Babylonian cultures. Besides going to the library for history books, are there any gaming supplements that cover these civilizations or has a similar feel?

So this thought occurred to me a while ago, and I couldn't get it out of my head. Mechanically I haven't ironed it out, but here's the basic idea:
Advance the scene along standard "say yes or roll the dice" until you've defined the conflict. Next, define the key action that will resolve the conflict.
Once you've done that, there are four possible outcomes:
- The player succeeds with his action, and achieves his goal.
- The player succeeds with his action, but through circumstances, fail to achieve his goal.
- The player fails with his action but still achieve his goal through circumstances.
- The player fail with his action and fail to achieve his goal.
Needless to say, this isn't even close to being functional system. I'm just wondering if someone can point out any glaring faults with the idea. Is there some good reason not to combine task- and conflict resolution? Granted, most of the time it will mostly be about flavor - after all, if you get what you wanted, what does it matter how you got it? Except of course, if you roleplay just to get those bits of flavor. But it could also give hints how to progress the story.
Or maybe I shouldn't talk about conflict resolution at all, just say it's task resolution with two additional outcomes beyond the pass/fail?

Other Games / Premise riddle #7
« on: May 03, 2006, 09:59:04 am »
A man is sitting in a park reading a newspaper article with the headline "Death on the sea" after which he proclaims "it is murder!"

How did he reach that conclusion?

I want to create a wand of fireballs. What is the xp cost and gold cost to do this?

I'd look it up, but I'm away from my books. I figured someone here should have those rules memorized...

Ok, we've talked about how "heavy shit" exists (or not) in our games, and examples of what those things can be.

What I wonder now is, do your characters ever have to take any hard decisions in relation to the heavy shit? It's usually pretty easy to decide that you want to stop a brutal serial killer whose crimes has been described in vivid narratives by the GM, but what if doing that meant some very real sacrifice (beyond the common risk of death, which is ever present in most games)? Does those kind of choices ever enter your game? How? Examples?

(Of course, I read one or two already in the old thread, but I figured by focusing the question, we could get some more meat out of the topic.)

What are you currently playing? What rules? Any campaign module, or a home-brew? How many players? What are your game sessions like?

Personally, after a long hiatus I've joined a D&D 3.5 game. Rather barebones, doesn't use a lot of supplements at all. The world is a partial home-brew, but mostly seems to take place in the published module Shackled City or underneath it. It's very tactical play - my first session started with rolling initiative, then we fought pretty much the entire session until the erinyes went down in the end, frighteningly close to a TPK.
It's not exactly my game of preference, but it's good clean fun.

The group is fairly large, but not everybody participates each time, so there's a bit of shuffling characters around as needed. I think we're a total of six players + GM. We play Tuesday nights for about four-five hours. It's all new people to me, so it's still a bit...praying there are no crazies around the table. :p

Other Games / Galactic Civilizations II - opinions?
« on: April 26, 2006, 06:59:22 am »
I'm in the mood for something strategical, and something that isn't Civ. Has anyone tried Galactic Civilizations II and has an opinion on it?

I'm joining a D&D game in the middle of a campaign, and I need to make a character. I've been told not to worry about "what the group needs", so I have a lot of freedom, but still, I'm reluctant to simply overlap the function of another character exactly. Currently the group consists of:
Dwarf Paladin 4/Fighter 2 (tank in some kind of magical full plate)
Elf Rogue 4/Fighter 2 (utility rogue, a bit combat focused) /w Bard cohort
Ranger 6 (very archery focused)
Sorcerer 6 (evoker-style - a fireball-machine)
Cleric 6 (npc)
If I make a cleric, the npc will probably go away at some convenient time, but I'm not particularly tempted of playing the healbot, so that option is probably out.
I'm tempted to either do some kind of Barbarian multiclass, a druid, or a wizard.
The game is very tactical in style - there is (virtually) no first-person roleplaying, no character-driven plots (I have seen no other character motivations than "do good" and "get rich" so far), so this is an exercise in maximising the utility of a lvl 5 character (I'm starting at half the xp of the other characters which translates into one level behind the rest). you have any nasty combos? Any good ideas for how I can make myself useful to this group?
It's point-buy, 28 points, everything not in the standard books need to be checked with the GM beforehand.

Other Games / Oblivion help needed...
« on: April 20, 2006, 01:46:25 pm »
This should be a relatively simple one: What files do I need to copy where in order to transfer a save-game from one computer to another?

Other Games / FF XII
« on: March 21, 2006, 04:49:09 pm »
So apparently it's out in Japan, and there are translations out of menus for the real hardcore fans, but I still feel I'm completely out of the loop: What platform(s) is it going to be available for, and when do we get a US/Europe release?

Pen and Paper Roleplaying Games (RPGs) Discussion / Diceless systems
« on: March 13, 2006, 03:04:03 am »
I was browsing my copy of the Amber Diceless RPG, and started thinking about different ways you could resolve conflict without using dice. Amber uses a non-random method - if my relevant stat is 35 and your relevant stat is 20, I will win unless you fake me out and I run away not realizing I had the upper hand.
That's one way to do it, but there must be tons of random resolution mechanics, or negotiation based systems.
What diceless systems are there out there, what mechanics do they use, and just as interestingly, what resolution mechanics can you think of that hasn't been used (yet)?

Since we have one for horror, I figure we should do one for science-fiction as well. What are your favorite games in the genre? And why?

Other Games / Video games - what are you playing?
« on: February 28, 2006, 12:48:48 pm »
Console, PC, whatever - what games are you playing? I think I need something new to waste my time on, as WoW and Civ4 fails to keep my attention for very long at a time.

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