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Topics - Mishihari

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Help Desk / Tiny Avatar
« on: February 11, 2021, 11:07:13 AM »
I tried adding an avatar and the thing was tiny no matter how I rescaled the image.  Is there some trick to this?  I decided no avatar was better for now unless I find a fix

Pen and Paper Roleplaying Games (RPGs) Discussion / Necros?
« on: January 26, 2021, 06:10:25 AM »
Things were a bit slow here for a few days so I went far down the page and read some of the threads from 2006.  Besides some familiar names (Cyberzombie and Colonel Hardisson and wow, you've been here a long time SHARK) I saw some really interesting stuff that I'd enjoy discussing.  Also, some folks posted things on the internet that are WRONG and THIS MUST NOT STAND!!! (joking)  What are the policies and community sentiments here on necroing ancient threads?

I was working on my game yesterday and was deciding what mechanics to use for a nocturnal race with very night-adapted vision.  I checked how I had handled modifiers for lighting in the rest of the system and found seven different methods, which is no good at all. Time to write a unified mechanic.   The goal for the system is simple mechanics, lots of modifiers you can try to make happen to influence your checks, and fairly realistic.  So I’m shooting for lowish-crunch, though medium crunch might be the best I can attain.  I would like some opinions

I definitely need rules for darkness and blindness, but what about low light conditions?  I’ve spent enough time out in the woods at night to know that melee or missile combat in darkness, starlight, moonlight, twilight, and daylight are all going to be significantly different.  But is it going to be worth the trouble, both in writing the game and time at the table?  This also applies to things like tracking, climbing, etc.  If anyone has experience with game that deal with this issue, I would particularly like to hear from you.

Does fighting in darkness favor the attacker and defender?  I would guess the attacker, because he only has to guess where a large relatively slow body is while the attacker has to try to block a smaller faster weapon, but I dunno.  I haven’t actually done it.  If both combatants are attacking and defending I would guess the effect is that hits are going be rarer but do more damage, and skill would be less important.  On this question I’m really not interested in what other games have done, but instead in actual experience.

Also, has anyone seen a good reference on sight range in various lighting conditions?  I found surprisingly little on the internet.

Pen and Paper Roleplaying Games (RPGs) Discussion / Counters vs numbers
« on: January 08, 2021, 08:20:58 PM »
I got the Pandemic board game for Christmas, and some of the playing pieces are little cubes of transparent plastic in bright colors, about 8 mm on a side.  It occurred to me that these might be useful for my game as counters.  Rather than writing a number on a scrap of paper, I could just have a pile of blocks.  I like the idea because I find that numbers are detrimental to my immersion, and I can quickly judge how I'm doing on health, frex, by looking at the pile.  On the other hand, if I take a lot of damage, it might be tedious to count out 23 tiny cubes.

Has anyone had any experience with using physical counters for things like health, mana, and fatigue?  If so, how did you like it, and were there any tricks to make it work better?

I'm creating a set of races for use as PCs in a fantasy game, and I would like some advice.  I'm beyond bored with D&D/Tolkien races so I'm not doing any of those.  (Except elves - my co-creator loves elves so we have to have those.)  So far we have humans, bear people (I'm stealing the Sodeskayan Bears from the Helmsman books), a seafaring avian race, and some cursory ideas for others.  So ...

1)  What do you want to know about a race, especially one not well-defined in literature, in order to enjoy playing it?  Both for roleplaying and mechanics.

2)  What would you consider the defining characteristics for an RPG race?

3)  Is there any fantasy race you would love to see in a game that has not been done over and over already?

4)  Any general advice on this kind of project?  Any lessons learned from personal experience would be much appreciated.

The topic of focused vs mashup games came up in another thread, and I'm really interested to hear what people think about their comparative virtues in game, setting, story or literature.  Just to take an example from (kinda) literature, Batman comics are focused:  investigative, non-superpowered, noir, relatively mundane crimes, and based in one city.  Justice League is a mashup, grouping Batman with, among others, Superman, who has a vastly different philosophy, power level, theme, activities, and group of enemies.

I prefer focus.  You can get more depth in the fiction and the rules if you're only talking about one thing, and you don't have to think up contrived reasons why, frex, Superman doesn't squash the Joker like a bug.  Balancing characters who have very different power levels in fiction via game mechanics or gameplay methods is difficult, and I'd rather not have to do it.  And making a game that does Batman's noir together with Superman's sunny universe is nigh impossible.

I see the virtues of mashups as being the ability to have a variety of gaming experiences without changing rules and letting players with different preferences in setting/genre/whatever play together.

I'm okay with limited mashups, such werewolves vs vampires, where you explore what happens when two genres intersect.  But in something like Avengers, where there might be 10 different characters from disparate genres, the number of "what if this meets this" issues explode and there's not time or space to do justice to any of them.  Dresden Files is sometimes cited as an example of major mashups well done (and I'd agree that it's done as well as it probably can be) but I'd argue that it's good fiction because Butcher is such a good writer, and would probably be better with more focus.

So what do y'all think?

Pen and Paper Roleplaying Games (RPGs) Discussion / Wormy Comic
« on: July 20, 2020, 04:04:51 PM »
Just curious, does anyone know who ended up with the rights for the Wormy comic from the old Dragon Magazine?  I have the actual magazines from #80 on up, and much of the rest from uploads onto the internet, but I would love to get an actual, published paper book with the whole thing, at least up to the point where Tramp quit.

So many criteria to judge RPG's are subjective that I got to wonder if there were any actual objective criteria for an RPG to be good.  I came up with a few so far

1)  The game must be fun for the target audience

2)  The rules are no more complicated than they have to be to accomplish their purpose.

3)  The rules are clearly written and well organized.

Are there any others?  Or shoot down the ones above if you like.

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