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Topics - Alderaan Crumbs

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...this now exists.

I’ve been waiting on this for a while and it just came out.

If so, thoughts? Is it worth hopping into 5e?

Pen and Paper Roleplaying Games (RPGs) Discussion / Who is Brad Murray
« on: February 15, 2020, 05:13:39 AM »

Anybody know why anybody should care? It reads like a typical cry for attention online and whiney as fuck. All I kept hearing in my head as I read it was "Doing things is haaaaard..." in a nasally voice. This guy can be tits on toast but my Spider Sense makes me believe he's deeply invested in SJW culture and won't be a loss. Please feel free to say otherwise.

Pen and Paper Roleplaying Games (RPGs) Discussion / Altered Carbon RPG KS
« on: February 04, 2020, 11:46:11 AM »
For those interested...

It's got a QS that I skimmed and it looks cool, but I would need to play it to be sure, obviously.

And at the risk of derailing my own thread...

Not surprising.

For those into Dishonored and/or 2d20, this is a thing due soon!

I only know of the Mutant Chronicles 2d20 version and understand that's a clunky example of what's a good system. I'd enjoy discussing anyone's experience with 2d20.

Evil Hat's creating this:

"In Development: Fate Decolonization Toolkit
Sometimes we like role-playing games to help us escape from real-world struggles. Other times, we need the catharsis of a fictionalized struggle against injustice to prepare us to return to the everyday struggle. For those times, there's the Fate Decolonization Toolkit.

Under the creative direction of James Mendez Hodes, this book will show players how to include colonial powers as antagonists in their games, as well as how to create characters who fight against them. It breaks colonial domination down into its component systems of oppression such as violent conquest, the prison-industrial complex, theocracy, and ecological exploitation. Real-world examples expressed with Fate mechanisms will illustrate each of these systems, mapping out how you can apply them to your own games. It also will include a complete campaign frame which calls on the players to decolonize a fantasy setting; and a discussion of how to use safety tools to keep the process empowering and educational, not exploitative.

Even if you don't play Fate, you may find it a useful reference point if you ever want to speak frankly about, or play safely near, systemic oppression in creative media."

I got it in an e-mail and even considering the unsurprising source, figured it would be entertaining to see the braniacs here rip it apart with logic.

This part in particular stuck out: “we need the catharsis of a fictionalized struggle against injustice to prepare us to return to the everyday struggle”. This makes this product go from weird to creepy, as if it’s some DIY manual for crushing the oppression to be outlined in the book. And I wonder who the Big Bads will be? 🤔

Also, RTG gave this sample of Cyberpunk Red art. Sexy.

...and it's largely great. Netrunning is a LOT better, even with only a reading. However, where it's bad it's really bad to me. I get it's a teaser but there's a rules dynamic that is simply awful, IMO.

So, if you shoot somebody, armor applies and you track each bullet. Each hit that has damage in excess of armor ablates it once. You get one ranged attack per turn.

Melee weapons halve armor, ablate if damage exceeds and you get TWO melee attacks per turn. Body Type does not add to damage.

Brawling does zero damage if the target has any armor and you get two Brawling attacks per turn. However, against UNArmored opponents, your Body Type scales damage and eventually a meat fist hurts more than a gun.

However, a cyberfist is considered a MELEE weapon, halving armor and ablating it. It does 1d6. Note that the weakest Body Type also does 1d6.

So, if you punch an unarmored guy with meat at say, Body Type 7, you do more damage than a cyberfist and as much as a bullet. But if the guy has any armor at all, your meat fist does zero, and your cyberfist is more effective against armor than a bullet.

It's also odd that you just get double the attacks for melee/brawling as pulling a trigger's faster. Rate of fire could be an excluded rule due to it being a jumpstart.

I'm also not sure if the timeline is a thing I can get behind. I understand the desire to follow CP canon, but it's so wildly divergent from reality and believability and has SO much going on. My struggling might be that I'm digesting decades at once, but it seems to be a weird "apocalypse-but-not" scenario.

Other good things are the new stats. Reflexes is no longer a “god stat” and Attractiveness is gone, which is good. The art is really good, IMO.

It was suggested I begin a thread on games I like, so here goes...

Spire: The City Must Fall. For those who don't know, it's a really weird and cool fantasy setting based in the titular Spire, a mile-tall megastructure that was, until about a century ago, controlled by the drow. The aelfir High Elves invaded and took it over, all but enslaving the drow, placing each them under a four year durance when they come of age. The base concept is you play drow revolutionaries of the Ministry, a clandestine organization devoted to tearing down the aelfir.

The system might be enjoyable to those who prefer not to have a meta currency and the only narrative bits are adjudicating what's known as Fallout (the end result of bad things happening). It's got a similar vibe to Blades in the Dark while steering away from player-driven narrative "Nope!" mechanics. The only “storygamey” bits are coming up with descriptions of results, otherwise it’s math.

The system is rolling up to 4 (rarely more) D10s and depending on the result it decides if you succeed, succeed with Stress, and so on. Stress is applied to one of your Resistances, which are damn cool. They are as follows:

Blood-physical harm, fatigue, etc.
Mind-willpower, mental drain, terror, physic damage, etc.
Silver-your fiscal "health", buying power, investments, etc.
Reputation-social currencies, popularity, etc.
Shadow-anonymity, clandestine protection, etc.

Take enough Stress to a Resistance and you get the aforementioned Fallout. The severity of the Fallout is based on your Stress level; the higher the Stress the worse the Fallout. That can be whatever is appropriate and the GM decides. Blood Fallout could be a "bruised jaw" all the way to "holding in your guts". Shadow Fallout might be "the neighbors are suspicious" up to "the Solar Guard is burning down your safe house...with you in it". It's pretty awesome to track things beyond mental and physical health.

Where it really shines is the setting and the classes. It's crazy and PCs can get insane(ly cool) powers. One class, the Firebrand (revolutionary provocateur) can literally become a thought...a mantra or song of the revolution carried in the minds of those who believe. The mercantile Azurites can literally buy away wounds as they sacrifice money to the gods. The Midwives (the caregiver of the drow eggs) can become terrifying spider hybrids in defense of drow society. The Bound pray to the small gods in their gear, strengthening their armor or unleashing the hungering god of their blade. They have an ability to always have one last sip in the last smoke in the crumpled pack. The Knights have abilities that range from knowing where the nearest bar is all the way to a Sword in the Stone quest. One of my favorite classes is the Vermissian Sage, a scholar who studies and draws upon the roiling, dangerous tear in reality resting in the center of Spire: the Heart.

They have really awesome demonology stuff which is brutally terrifying. Priests who have waxen organs and become a living hive for sacred bees. Urban ranger-like Carrion priests bonded with a hyena, eventually able to meld with it, turning into a massive hyena-monster. There's a cult who implant shards from a massive crystal intelligence into their brains and then can link to a mystical data-hive. Secret societies, horrible truths hidden, cults, vigilantes, etc.

You play as drow but there are humans, high elves, gnolls, gutterkin goblins and so on. The setting feels almost cyberpunk, especially with its "Fight the Man!" vibe. What's cool is that you decide how intense you fight. Are you a vigilante "drow Batman" in Perch fighting drug lords and gangs? Are you an Azurite banker playing chess with money to weaken a corrupt council? Are you an Idol who uses their celebrity to influence high society? Do you play as a Mask and bring your master's plans to ruin right under their noses? You can be a murderous Firebrand terrorist no better than the aelfir. Or a noble Lahjan priest tending to the sick and poor.

One thing I really liked was the sidebar on slavery. It wasn't preachy or self-loathing and was done well. While anyone can tune the dial to take the game as "Black power uprising against the rich whiteness!", I haven't seen that in there. My point is that those sick of preachy games won’t find it smacking them in the face. It’s only there if you look for it.

Anyway, I haven't played it yet but have been absolutely loving what I have read. Even if the system isn't your taste, the dark, creepy, weird setting has ton of awesome, original ideas and I feel it's well worth a look.

As a long time fan of Cyberpunk, from the 2013 boxed set to stopping at doll art (;)), I'm extremely interested in Cyberpunk Red. I'm hoping that someone here is also a fan and is going to GenCon, where the Cyberpunk Red Starter Set is to be available. If that's the case, might whoever it is drop as many spoilers as soon as possible? I'm particularly interested in the technological updates, if any, as well as any polishing of the rules, especially the roles. I'd be happy to see mook rules, too. What little of the art I've seem is great so far and any more teasers would be appreciated.

So, with all the buzz around the cyberpunk genre and RTG Cyberpunk "rebirth", who else is interested in this particular game and what are you hoping for?

Adding to my prior wants, another is slicker netrunning. I would love to see it trimmed and attached to the meatspace a little better.

...if one gets the super-sexy, ultra-deluxe version of SWNR? This game has been on my radar for a spell and me loves the space magic, so...

First off, here's a link.

The premise seems cool and I enjoy the tone and such of the teasers, especially these gems:

"Mathematical game balance is like communism – on paper it seems fair to everyone but every time we've seen it done it seems no body is happy and there's a dictator at the top."

"In a world of paid actors mimicking ideal players, we wanted our guides to realistically represent the gaming experience."

I may dive into this as it hits quite a few notes I enjoy. Discuss!

Have fun with this one, boys! Shred away!

Oh, it's funding level is telling. Maybe. I dunno. But, fuck them.

Edit: I noticed a lot of these retards are unemployed (as an overall bit on TBP). That’s not to say that being unemployed makes you a moron, but certainly one could spend less time railing about politics in elf-games and get a fucking job if you sweat dropping a buck on said elf-games.

Also, Adam Koebel is kind of a douche. I really like his characterization in Blades in the Dark, but otherwise...a whining weenie, it seems.

I’m gonna pass out now. Much love, ya’ll.

I got it and if anyone is interested in anything about it, shout out. If not, cool. Either way, I really dig it so far and am happy with my purchase.

Before I begin let me apologize in advance for poor grammar, spelling and such. I'm using my phone and it's a wee less convenient.  

Anyway, for those interested, the updated Numenera core book "Discovery" is a streamlined, lovely book. A solid replacement as the original is phased out. Where things really shine is "Destiny" which adds salvaging, crafting and community building/management to the rules. I haven't used them yet, but they're very cool so far as I can tell.

A common and reasonable criticism has been that you only “kill shit and take its stuff” and that it's simply “D&D with sci-fi”. While that can certainly be the tone of the game, the new rules really broaden the scope. Entire campaigns can revolve around finding crafting plans and components and/or building a town's infrastructure and defenses.

Maybe you're part of a town that's hit by a horrifying nano-storm every generation and the protective shield recently broke. Your characters go about discovering rare components to repair the shield but discover the location for the components is protected by a tribe of automatons. Do you fight them or find a peaceful solution? Maybe they're shells for organic beings from another dimension and they suggest a symbiotic relationship with the town? If so, interact with the community rules and add a new group of assets.  If you fight them, use the same rules.

There are three new classes which were made for the scavenging, crafting and community rules (Delve, Wright and Arkus, respectively) although any class can do those things. Glaives are more robust and Jacks are now unique, not just a Glaive/Nano hybrid. You can still use everything from the old books if wanted, which is awesome.

I'm eager to get back into it and if you're a fan of Numenera, these books are great. If you're not, I'm not sure if they'll change your mind, however if you felt all the game was missing is what to do with your discoveries, you may enjoy it now.

The RPGPundit's Own Forum / MCG "Core Values"???
« on: February 10, 2017, 12:57:39 PM »
So, MCG posted this on Feb 6th and recently felt compelled to reinforce it...

"Our core values at MCG have always included acceptance and inclusion. In our products, in the events we support, and in the gaming spaces we strive to create, we welcome people from all walks of life, all genders and orientations, all religions and cultures, and all ethnicities. We support the civil liberties of all people, and manifest that support in our own small way: through the fun and imagination of games. But now we find that we must add to those core values. We must add truth.

Although fantasy is our business, we recognize that we can’t be good stewards of that business if we make decisions based on fantasy. Our employees, our families, our Kickstarter backers, our fans, and our future all depend on vision and aspiration built upon a foundation of fact. To this end, we look to leadership that bases its decisions on facts and the sharing of information, and if that leadership is not available, we will step up our efforts to champion the cause ourselves. To deliver the products we promise, and continue to be true to our core values, we can’t tolerate playing fast and loose with reality. We will do our best to promote acceptance, inclusion, and truth in all aspects of our business, and we will work for these values in our community."

So, what the fuck does that even mean? I think it's anti-Trump/conservative/non-Left bullshit, but wanted other opinions.

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