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Topics - One Horse Town

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Anyone back this kickstarter or bought it and have something to say? Seems to be fairly simple from the preview i've seen, although it doesn't go into chargen, where i believe it's classless.

Help Desk / Standing Down
« on: February 15, 2017, 04:06:46 PM »
Due to banning someone who didn't want to be here (although i didn't do that one, but hey, blame me anyway), a card-carrying KKK member and someone constantly threatening people and obsessing on harming children (apparently for political reasons according to Pundit! Won't someone think of the children!) I've asked to be removed from the staff. As i've asked about 3 times before and it hasn't happened, i want this one to be public so that it is.

Taken delivery of the hub rules (why they can't be called 'core rules' i don't know) and my inner chart-lover has done a little sqwee of pleasure. I've not got much to post at the moment, but i'll use this thread to post my thoughts on the game, probably go through full character creation and take it section by section.

It'll take a while, because although it's a manageable 240 odd pages, it's dense - oh, and it has charts coming out the wazoo! This does not worry a seasoned Rolemaster fan like myself, but it could intimidate some people before they actually start reading the thing.

Me, i love it, and it's chock full of evocative little b&w illustrations.

Watch this space for a full character generation. I'm tempted to carry on with my cyborg guy, but in the interests of full chargen, i'll start again and take it step by step.

So, it appears that the Pathfinder system is being adapted to a science-fantasy setting. A whopping 560 page corebook lands in August.

I presume it'll keep all the crunch, which will be a shame, but i can't help feeling that it might be pretty cool.

Also open to anyone else who has the game obviously. Maybe Third Eye Games could make an appearance. :)

What are the mechanics like?

Is the timeline intrusive?

Can you ignore the timeline?

If you ignore it, is it a case that the game falls apart (ie the mechanics are linked to the timeline)?

I gather from the bits i can find that it's not really a 'build a hero' game but more like choose a Strain (almost a superhero class really, like Blaster, Tank etc). Is it limiting? Personally, i think it sounds like a good idea, sometimes you can get 'analysis paralysis' in supers games (and point build in general).

I also gather that the power level starts quite low and raises to slightly lower. Is that correct?

Anything else you fancy telling me!

Tales from the Yawning Portal (or something like that) is a compendium of 7 adventures updated to 5e rules. Classics like Against the Giants, White Plume Mountain and Tomb of Horrors get re-skinned to the new edition.

Considering the zillions of adventures available at rpgnow for peanuts, personally, i think this is not needed as it's basically a piece of piss to convert old adventures to 5e.

Maybe they're running out of steam already.

So picture the scene if you will. you've just bought the Players Handbook for a new game that you like the look of. It has a few bits on character generation, but instead of character classes, it has characters.

No Druid. But it does have Selma the Herbalist, Davith, Moon Master and Scillia Vulture-Borne. No Fighters, but it does have Sir Reginald of Hagwich, Peregrin Whipsnap, and Hannah from Montana *.

You choose your stats, you do your background, you change the name if you want, but instead of class abilities based on level, you get character abilities unique to each character in the book based on character level.

Effectively a living Players Handbook - maybe some bright spark releases half a dozen new characters every month or so at an online outlet.

Is that something that appeals to people, or is that de-protagonising you in a story-game like way?

Have at it!

* Not really

Media and Inspiration / RIP Carrie Fisher
« on: December 27, 2016, 01:17:39 PM »
Princess Leia is no more. RIP.



Years ago i was looking foward to it, then it seemed to vanish. Any ideas?

At the time this cover was released, i think it was meant to be a supplement for Starblazer Adventures. All i've ever seen is a slim volume for BRP.

The mood that you're in now, or the time period you prefer from those two options generally when fantasy or historical gaming.

Has anyone played using these bad-boys?

I must confess, as they are available via pdf download from the ICE forums only, i've reached analysis paralysis from only a couple of 'light' read-throughs.

For people who thought that previous editions were too mechanic driven or laugh about "chart-master", well, you ain't seen nothing yet.

I like the ideas behind a lot of the revisions, but it really is sensory overload on a computer screen and i'm hoping that a not insignificant proportion of the material provided doesn't make it into a print edition. Creatures and Treasures is 800 pages long for goodness sake. Spell Law is well over 400 pages. Considering those two books plus Arms Law from 2nd edition probably added up to about 350 pages in total, it's mind-boggling.

I've been out of the loop since 2nd edition really (there have been about 20 editions since then! - well, alright, 4, i think if you count Classic as a distinct edition), so i really miss the delightfully under-powered, yet flavourful professions like the Seer or Astrologer. However, from my first impressions, SL is the least changed really, so it shouldn't be too hard to import their spell lists.

When all is said and done though, the material released is far too complex, even for Rolemaster. You don't even get to creature stats until nearly 400 pages of the C&T book!

What are your thoughts on the beta?

Media and Inspiration / What's Happened to Paperbacks?
« on: April 17, 2016, 07:03:08 PM »
I can't put my finger on just exactly when paperbacks changed, but back an indistinct number of years the vast majority of paperbacks in bookshops were 'mass market paperbacks'. You know, the handy size that fit in a large pocket or you can cradle in one hand. Those fancy 'Trade paperbacks' were an irregularity and freakishly large. Of the 300 or so on my shelf, only a fraction are trade paperbacks. Yet, over the last few years i've noticed that nearly every paperback i've bought has been trade rather than mass market. What happened?

While we're on the subject of paperbacks, or books in general, when was the shift from proper covers to the boring crap we get on most books these days? When did they change to almost uniformly geometric patterns, single person portraits or simple graphic representations? What happened to rich landscapes, battle-scenes, fantastic vistas and the like?

I'm betting it all comes down to money unless someone can tell me otherwise.

One of the things that bug me generally about level games is the generally ridiculously quick time-scales that PCs morph from sad-sacks who can't hit the side of a barn, to world-shattering heroes.

In March they're collecting goblin ears for a gp a piece, then by November, they're storming the gates of Hell.

Now, granted, you can put any time-breaks you like between adventures, encounters, or whatever, but even that seems a bit lame as a means of making advancement artificially slow. Collecting goblin ears in March...then you hang up your gear for 2 years before halting the Hobgoblin bandits...then 12 years later storm the gates of hell!

Yes, i think i'm all for slow advancement rates rather than an artificial inserting of time. The problem there is, that if you cram in as much adventure as you can during the year, but don't advance much, the characters can seem to be standing still for ages.

I guess the key is to have another economy other than extra powers/levels etc that you can utilise in the meanwhile, until you are able to improve your skill/level.

Like an xp economy, for example, whereby you can spend xps on certain effects that are independent of level, skill,  or class. That way, the more you adventure, the more xps you earn and the more you can effect things without an increase in power level. Then, when a certain time period has elapsed, you rise in level/skill chance/whatever.


Pen and Paper Roleplaying Games (RPGs) Discussion / I'm Tempted...
« on: October 27, 2015, 10:17:46 AM »
This lot have surely spent a long time playing RPGs.

I bring you the majesty that is Gloryhammer!

Space 1992: Rise of the Chaos Wizards.

With a tracklist that reads as such -

1. Infernus Ad Astra
2. Rise of the Chaos Wizards
3. Legend of the Astral Hammer
4. Goblin King of the Darkstorm Galaxy
5. The Hollywood Hootsman
6. Victorious Eagle Warfare
7. Questlords of Inverness, Ride to the Galactic Fortress!
8. Universe on Fire
9. Heroes (of Dundee)
10. Apocalypse 1992

That's a campaign right there.

Check out the youtube video of Rise of the Chaos Wizards. It's like Spinal Tap and The Darkness crossed with Power Rangers.

I suspect Rifts would be the best vehicle for this. Any other ideas?

Media and Inspiration / Poll: Which Should i Watch?
« on: October 25, 2015, 03:48:36 PM »
I'm going to have some time on my hands in the next month or two and thought i'd splash out on a (cheap) box-set to tide me over.

My shortlist is.

1. Dollhouse.

2. Nikita.

3. A Town Called Eureka

4. Warehouse 13.

I really like Stargate Atlantis, but have probably seen about half of them already on telly and the box-set was three times the price of the others, so i'm passing on that for now. Good series though. Much better than the parent show IMO.

I've probably seen half a dozen episodes of 3 and 4. Look quite good.

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