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Messages - Arminius

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1
If you only have one kind of "award" then it has to do multiple duty. I think it would be nice to give XP (or whatever the given game uses for character improvement) for actual experience, and bennies for metagame stuff like showing up or being a good role player. You can be fairly generous with the bennies if you like--it's one area where Burning Wheel is onto something IMO, also found in other games and faintly echoed in the 5e Inspiration rule--although making it bankable gives it more oomph, as does the BW idea of trading in points for a permanent bonus.

2
Thank you. That's quite a good deal, not to mention benefitting charity.

3
Using points for bonuses means you'll be "wasting" them sometimes, so for the same effectiveness you have to give more to players.

It also means you have to consider spending points every time. Or at least, whenever you try something that you can't afford to fail on--even if the basic chance of failure is small.

Overall I think I find it worse for IC-POV than spending a point for a re-roll.

I agree on the Spouting Lore thing, though. The idea that being an expert or having divinitory powers should let the player declare facts is pretty bad for IC-POV.

4
In a one-shot--sure.

In an ongoing campaign--hard to imagine an acceptable level. Maybe if it's well-contained. Like the details of some of the set-piece elements in Vornheim--are they gonzo? However, when a game takes on an "anything goes" attitude, I don't see how you don't end up with "rule of cool", which is probably going to kill my long-term interest.

5
In Justin's formulation, even if you don't retroactively change reality, points spent to get a bonus are still dissociated unless they represent something the character is aware of. So, Force Points spent by a Jedi--probably associated and in-character. Brownie Points--probably just as dissociated as a daily martial power in D&D 4e. Certainly a game that offers an auto-success instead of rolling, if you spend a point, would be dissociated in that instance. Actual impact on the game--depends.

6
Zalman, I agree, the approach isn't a solution for everyone. But if you make it an explicit default caveat that "Whatever the outcome of the roll is what's about to happen, unless you spend a point", it might help some people, if they need help integrating the mechanic with their RP experience. YMMV of course.

About going sessions without using points, on one hand if you don't use them much then obviously they're a blip in actual use. But it's also possible, even likely, they're a blip in awareness--you don't even think about using them, because you don't have to, until you reach a "worse" alternative. At that moment, they give you an out. Contrast that with mechanics where you need to spend a point to really do anything that has an impact on the game.

7
Oh, it's an OOC mechanic, to be sure. What I meant was that a bonus (however construed) or a reroll can be a fairly small blip. If you view games genres (note: not fiction genres, game genres) as clusters within a continuum, then luck points don't necessarily move you very far from pure IC-POV role playing over the course of a session of play. It depends on the details: what does spending a point do? How many do you get? How do you get more of them?

About rerolls specifically, I think you could bring them back to the level of a bonus if you rephrase failures. E.g., "You fail your balance roll and fall off the cliff" becomes "You fail and you're teetering precariously, about to fall in the next moment." "You fail your Dodge and the spear hits you" becomes "The spear will surely impale you, unless..." The latter is a bit like the "Shields will be shattered" house rule that's made the rounds.

8
That's a bit more of a bright line than I'd be willing to draw.

10
I think Lyonnesse was done as an RPG in French.

I'll toss one out--barely remember the plot but I loved a juvenile science fantasy series that started with Wonderful Flight  to the Mushroom Planet. There were enough sequels that there's probably a substantial amount of setting to mine.

11
Didn't want to answer until kk7 had a chance but since some of the question remains, I'll mention what I've heard. If this provokes a nerd-raged correction to my hearsay, so much the better.

HQ1 had two elements of play that were problematic for folks. One was that people would hunt across their character sheet looking for bonuses that could justify, since there was no limit to the number of "helper" skills/abilities/aspects that could be applied. IIRQ HQ2 only allows one.

The other element was extended contests. I think in Mythic Russia, which was sort of a HQ 1.5, an alternative mechanic was  introduced, and that was retained at least as an option in HQ2.

12
Pen and Paper Roleplaying Games (RPGs) Discussion / What a Pure Sandbox Is!
« on: September 01, 2017, 06:51:52 PM »
There's a difference, though, between the various people in Soltakss's example. Some of them, the adventure comes to them, others go to the adventure. Farmers protecting their fields and herds can reasonably go a long time--even a lifetime--with no monsters or raiders. In any case the scenarios for this character will not be very proactive, by and large. A traveling merchant or caravan guard is more likely to happen upon an "adventure" or even to seek one out based on rumor and opportunity. A treasure-hunter or sell-sword is seeking adventure by definition and will probably find it.

Now, there are probably ways of getting consistent adventuring for the farmer which are more or less contrived, like monster of the week. Or maybe you could have a game of farm/clan management, a bit like King of Dragon Pass, where there's enough meat to tending the herds and planting the crops to keep it interesting while random events and rumors provide occasional push/pull for adventures. The structures for doing this, though, are hard to find. Maybe in Pendragon?

 But if you want straightforward adventure and it's somehow a conceptual block for the players to justify having their PCs participate, I think a better approach may be to present the adventure first, and then let the players create the party.

"WANTED. YOUNG, SKINNY, WIRY FELLOWS. NOT OVER 18. MUST BE EXPERT RIDERS. WILLING TO RISK DEATH DAILY. ORPHANS PREFERRED."

or

"In the frontier outpost of Nakum, several down on their luck drifters have been stuck due to lack of funds for a shipboard berth back to civilization. What little money they've been able to scrounge through manual labor is quickly used up for food, wine, and gambling. But now a rumor drifts in about an ancient ruin, 100 miles inland, with stories of hidden treasure. The manager of the trading post offers a loan for equipment, against a share of the booty. Who are these adventurers, who eagerly take up the challenge?"

13
Hey, Voros,

The fact that you have no substantive reply to my comments is telling. "Oh, it's just old stuff. You write too much."

Anyway, the post was an answer to Christopher.

14
Quote from: Hrugga;988258
I know there is a Gurps following here. How is it?
I haven't looked at it too closely, but I liked the pictures of the four alien races.

15
Quote from: Schwartzwald;985598
Masamune Shirow's Appleseed would likely be top of the list. His lesser known "Tank police" anime/manga could be good too.
Tank Police was done by GoO using BESM.

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