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Messages - ConflictGames

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Media and Inspiration / Re: The Mandalorian Season 2
« on: December 23, 2020, 05:28:37 AM »
It's technically monday, and I'm up late so,

This episode was ok. And being ok for a storyline wrapup of two seasons isn't ok.

The setup and run on the light cruiser was good. Once they got on the cruiser, the teams quisinarted (this is a word now)
through the guards, until the Dark Troopers showed up. And then Luke showed up and quisinarted his way through the Dark Troopers.
A Luke Ex Machina to save their asses and show off how badass Luke is. I could hear the breath of the GM showing off his
favorite NPC to the party of characters.

Let's talk digital de-aging. Mark Hammil looked better than Peter Cushing but worse than Carrie Fisher in Rogue One.
His performance was wooden and lacking in character.
I think I would have prefered they cast a new actor, but I realize that would have dissapointed the fans.

I'm also dissapointed in how the plot thread of using the Child's blood was not resolved. Maybe they're saving it for
future episodes, but I think this is where it should have been resolved. Make a clean end and move on to a new storyline.

And now what will they do without The Child. I daresay, that character was a prime draw for the series, and now they'll have to
go on without. We'll see if they can accomplish that.

So I'm on the fence. Decent episode, dissapointing resolution of the two season build up. I will say the passing of the child to Luke and Mano letting go was handled well.

For me, I thought that getting Luke Skywalker on the show wasn't even possible, so having him show up was amazing.

also, I know its super obvious but can we get a spoiler alert in the title of this thread?

Design, Development, and Gameplay / Re: Roll to Defend
« on: December 23, 2020, 05:24:41 AM »
do you feel like combat is slowed down too much but the additional defensive rolls? I like the idea, just wondering it combat is going to take too long to resolve.

Other Games / Re: Cyberpunk 2077
« on: December 23, 2020, 05:22:21 AM »
Soooooo Disappointed.  Graphics were terrible. By the time I got the new xbox I was already down on the game. Played it for like 20 total hours and its still not moving me like I thought it would. Maybe I was thinking IT SHOULD BE more like  SHADOWRUN and it's not.  But the initial experience killed me.

We will need a few more writers for our current kickstarter. We are looking to hire between January 10th through the 15th. We are paying a buck per  approved description. Description are normally 3 to 6 sentences long.  Email me for more information mscott @ conflictgames .com
thanks . I Love this site!

Articles / Re: Some Notes on Where to Put Loot
« on: December 23, 2020, 05:16:10 AM »

Ah the old wooden treasure chest, complete with oversize padlock. It’s a staple of adventures: you kill the orcs, and behind them you find chest where they’ve locked up all their treasure…often with something they could’ve used in the fight. C’mon, admit it, isn’t it strange how often you find a potion of healing in a chest, considering it makes much more sense to carry it at all times?

Well, it’s also strange that the chest would be placed in full view, with an obvious lock, especially in game worlds where there’s a goofy “take 20” rule that lets just about anyone pick a lock eventually.  Even if that weren’t the case, Pathfinder’s “hardness 5, 15 hit point” treasure chests are just silly—any yahoo with 12 strength and a standard long sword can bash that open in less than 2 minutes. In a world where nearly every warrior has 16 strength or better and most everyone has a weapon, nobody will make a chest like that. Nobody.

Here are a few chest and container ideas that make more sense in fantasy worlds:

1)   Elven Tree Chest
   Elves and other forest-loving creatures generally don’t want to hack up a tree to make a box, and they often don’t have the metalworking and mining skills to make a container with much in the way of metal components. Instead, the elves of some worlds have carefully crossbred oak trees with Venus Flytraps (they’re elves, they can do that) to create a tree with a trunk cavity that can be opened and closed.

There are a few drawbacks. It takes about 20 years before the tree reaches maturity, and the cavity is normally in the “closed” position. To get it to open, a special ingredient (basically sand) must be added to the soil around the tree, and afterward there’s a 50% chance per day that the cavity will open each day thereafter. Elves take a longer view of things, but nothing goes into that cavity that will be needed in an emergency. Closing the cavity requires a small quantity of fruit (or other digestible matter) to be placed into the cavity—it’ll be absorbed by the tree over the course of a month or so, and, again, once the fruit is placed in the tree, there’s a 50% chance per day that the cavity will close.

Note that unless a character is trained in Nature or Survival, even spotting a Tree Chest can be very difficult. Since there’s no lock, opening the cavity any other way is problematic. Such trees are, naturally, very tough, and hacking a tree down to get at the cavity takes d4 + 1 hours without special equipment (eg, a woodcutting axe, a battle axe really isn’t the same thing. Alternatively, give the tree hardness 8 and 600 hit points, but I’m avoiding game-specific rules here). Some 20% of these trees have a bit of Shrieker in them, but it only triggers if the tree is attacked. In this case, they’ll make a horrible shrieking noise, at 100x the usual effect…the sound doesn’t hurt anyone, but the whole forest is going to know, and might come running.

2) Dwarven Community Vault
   Dwarves are a lawful society, and are firm believers in teamwork and cooperation. While most stashes of wealth are hidden, dwarves often take pride in showing off the fine workmanship of their vault—at least the outside, as only community members ever see the inside.

Community vaults are generally designed so that they can only be opened with the combined efforts of a dozen or more dwarves working simultaneously. For example, four dwarves might be necessary to hold up heavy levers located in different parts of the community, while another six dwarves might need to operate a massive millstone, while two other dwarves need to use separate keys on the locks, widely separated. A knock spell just isn’t going to cut it here, and opening the vault illicitly would require many disable device checks, assuming all the levers could be found.

There are rumors that past the vault door are devastating traps (to foil passwall type attempts), and that the vault doors themselves have metal worked into them (to prevent stone shape affects), as well as various traps that will completely block access to the vault (once triggered, only extensive digging will allow access, and there’s nothing a dwarf likes more than digging for loot)…but those could just be rumors.

Smaller vaults, requiring only four dwarves, certainly exist.

3)   The big boulder screw.
   Giants simply love using their strength, and most giants simply lack the patience or skill to make a chest. Usually, they love showing off their strength by simply carrying all their loot with them in a big bag, but some giants, especially the wealthy ones, like to keep some of their treasure at home.

So, they dig a pit, and cover it with a likely boulder, one huge enough that it can’t be moved without either being a giant (i.e., large size and incredible strength) or with a number of strong adventurers working together, or with the help of special engineering equipment. The latter two options don’t present a great challenge usually, but simply realizing “there’s something other that boulder worth putting a lot of work into moving the boulder” can be difficult.

More sophisticated giants, especially stone giants, take things a bit further, and carve part of the boulder so it has screw threads. These boulders, naturally, can’t simply be pushed out of the way; many an adventurer has tried to push such a boulder, failed the ridiculously high strength check, and decided there probably was nothing under it anyway.

4) The Double Chest
   Comparable to the “false bottom,” a double chest simply means there are two chests. One large, obvious chest for adventurers to loot, and a smaller chest, usually hidden in a secret side room, where the more valuable loot is. To foil detect magic type effects, the secret chest, if it’s holding magic, might be hidden directly under the large chest (which also contains some magic, and is large enough not to be casually moved).

Adventurers loot the large chest, figure they have everything, and don’t even look for more.

5) The Solid Chest
   This is perhaps more of a trap than a chest, but it bears mentioning. Such chests are large (large enough to hold a Halfling, at the very least), iron-bound, and bolted to the floor. They have locks, and the locks can be picked…but the chest won’t open. The hinges are heavily corroded. Clean off the corrosion, and you see the hinges have been welded to be nonfunctional. Bash off the hinges, and you see that they were false hinges…if there are hinges, they’re inside the chest (where they should be).

The chest won’t open. Bash off the bolts, and the chest still won’t move (it’s bolted to the floor in the inside of the chest, too). Bash the chest, and it turns out the chest isn’t iron-bound, it’s iron with a heavy wood veneer that just made it look like it was iron-bound.

In fact, the chest is solid iron (not that the heroes can tell), with perhaps a potion of delusion forged inside it to drive adventurers mad trying to get at “what must be valuable magic to be protected so”. Trying to hack apart a solid iron block is very time consuming (if not outright impossible), and it probably took players a good deal of time just to get to this point.

These chests are more commonly found in fortresses and major treasure rooms…places where adventures really can’t defeat every living/unliving thing, and thus don’t have the time to spend hours and hours dealing with a chest…but they might, giving the defenders a chance to regroup, focus their strength, and destroy the foolish invaders.

6)   The Hidden Chest
   Bottom line, the best way to protect loot isn’t to stuff it in an obvious chest, or in a big treasure vault but to hide it, even in plain sight. Big, heavy, pieces of furniture are already pretty suspect, but it’s easy to put small compartments in even very simple looking tables and chairs—scrolls and maps can easily be rolled up and put inside a hollowed out table leg, for example.

Gold and other precious metals can’t be so easily hidden, of course, as their weight will give it all away. On the other hand, it’s easy enough to melt it down, and then recast and paint it to look like something else. Those “iron bars” on the third floor window? Gold, at least the ones on the sides of the window, that no thief would waste time hacking through anyway. The spare cauldron in the back of the pantry? Solid silver…but painted dead black. The bird cage? Platinum wire, again painted black.   Much like with the “double chest”, the key is to leave some real loot around, so that thieves adventurers just take the obvious and leave, rather than poke around too much.
These are just some ideas to make the quest for treasure a little more interesting. There’s nothing wrong with the ol’ chest in the back of the orc hideout, mind you, but more clever adversaries really will put a bit more effort into protecting their valuables than a laughable lock on a wooden chest.

wow really good stuff here, never even heard of a tree chest. So dope. I have to use this in my campaign now. Thanks !

Reviews / Re: Headless Reviews Lion & Dragon.
« on: December 23, 2020, 05:14:20 AM »
so if it authentic , how does one handle black people and other socially suppressed. if seems like it would be awkward to say the least!


If the player says "I do this" and the GM says "No you don't" then that would be a loss of player agency.  In other words, a loss of player agency means that the GM is inetrfering with the player's ability to make decisions for his character.

Except not.

There are numerous times a GM spot on to tell the player "No. Your character can not do that"
Usually when the player is trying to have the character do something either outside the rules, or just not physically possible, or not possible within the time allotted, etc. The DM says "No." and should explain why and if possible offer alternatives. Or in other cases, allow the action, but at penalty for success.

This came up here and over on BGG a year or three ago. Essentially a player in a cyberpunk RPG tells the GM their character dives behind a bar and grabs a shotgun. Except the GM has not said there is a shotgun behind the bar. Because there is not one there. Naturally over on BGG the GM is in the wrong to say "no".

Similar would be a player in a fantasy RPG telling the DM they open a chest and find a vorpal sword +10.

I agree 100% when the gm invades your character's ability to think and do.  You can say it's within my player agency to do <this>.

News and Adverts / MONSTER DESCRIPTION CARDS [Conflict Games] [kickstarter]
« on: December 23, 2020, 05:07:44 AM »
Monster Description Cards Kickstarter
There are only like 15 Early bird specials left so I wanted to give my new fav RPGsite a heads up.

"Cliche Busting Cards"

The Monster Description Cards are extensive storytelling tools containing purposely unique flavor text to add realism or memorable characterization to creatures and their subsequent events. The cards provide keywords to spark your imagination and example phrases of their use. Written by novelists and organized by dungeon-masters, the cards are designed for quick on-the-fly use and inherently adds randomization

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