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Messages - hedgehobbit

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The campaign setting, while never my favorite, had some excellent attributes, and certainly some good potential for a 5E version.

It might have potential but gothic horror is a genre that hasn't been culturally relevant in decades. I couldn't think of a worse genre to try and attract new, and therefore younger, players.

OTOH, the biggest thing in fantasy over that last couple years has been Demon Slayer which is pretty much just a take on vampire slaying. And it's even set in the same sort of pre-industrial tech level of the original Dracula and Frankenstein. A Vampire Hunter take on Ravenloft, with more of a focus on action, would have been a better sell if, as they claim, attracting new players was the goal. Of course, we all know that "inclusiveness" and "representation" have nothing to do with attracting a new audience.

Media and Inspiration / Re: The Movie Thread Reloaded
« on: May 16, 2021, 10:17:42 PM »
they changed the story completely from the book anyway, so why not just make a different story with different characters and just do that?

Because the vast majority of people have no idea what the original story is about and they just think "I like Tom Clancy movies". Of course, it doesn't take too many of these for it to turn into "Tom Clancy movies suck".

The real question is why do IP holders seem to care so little if their IP get attached to crappy projects?

I've got the opportunity to be a player in an upcoming campaign, and I realized after we had the 'session 0' that I missed asking some things.

I'm confused why you would consider this information to be part of "session 0". Most of this list would be part of the DM's pitch for the campaign, i.e. things you'd already have agreed to before even joining the game. While #6 should be handled through private emails or one-on-one conversations. Not something to bring up in front of the whole group.

I am not  fan of 'levels" in rpgs, especially when it means a 5th level character can survive damage that would kill one or more 1st level characters.

For me it depends on the genre. Some types of games absolutely require high level characters to absorb damage that would kill normal men.

However, I can see a game with a curve that's that is flatter than regular D&D. I'm not a fan of something like E6 which has one set of rules for early game and another, different, set of advancement rules after a certain point. You could just as easily adjust the leveling charts to account for limited hit point growth, for example, without actually stopping level advancement.

Or use a system, such as the old Bushido, where hit point growth was independent of skill values. So a first level character could have a max skill while a high level character could only have basic training.

Media and Inspiration / Re: The Movie Thread Reloaded
« on: May 03, 2021, 10:09:16 AM »
Anyone watched Without Remorse yet?

I was also curious about this. Because it's Amazon, I'm afraid that all the action from the trailer will be in one episode and the rest of the show will just be people sitting around talking. Also, I can't really take Michael B Jordan seriously as an action hero.

Right now though, my daughter and I are working our way through season 1 of Demon Slayer, so I don't have much free time.

Years ago, back in the d20 days, I was working on a d20 World War 2 game and created a spreadsheet for bullet information. Taking the muzzle velocity, bullet weight to determine the kinetic energy then using the kinetic energy combined with the bullet caliber to calculate the wound cavity size (using data from the FBI). And then converting that wound information into a damage value for a d20-based game.

What surprised me the most is just how narrow the range of results actually was. That and the huge difference in power between pistol rounds and rifle round. If you are dealing in the 1920s and 30s, before the advent of the intermediate round, you could easily get away with firearms consisting of: Derringer, Pistol, and Rifle. For fun you could also add a super heavy rifle to represent elephant guns or the high powered round developed for anti-tank rifles (this includes the US .50 cal).

Start thread complaining about politics in gaming, spend most of the thread bullshitting about politics, then flounce.

It's not surprising that discussing of this game devolves in to political discussion as you need to have specific political beliefs to accept the setting in the first place. Just because you can program a computer to think it's you doesn't mean you aren't dying.

In fact, when I made my own vehicle combat house rules for Star wars D20 the players announced the speed they were going at and then they rolled against a difficulty of twice that speed. So faster=harder maneuver.
The original James Bond RPG did something similar. The speed a player chose to go would determine the difficulty of performing a maneuver. This would probably be the simplest system; having a base target number determined by your speed with a maneuvering and size modifier based on the specific vehicle.

One other thing the James Bond did was have a player's speed determine his initiative. So the faster character determined the pace of the chase. Speed was selected by the PCs and the GM secretly so there was a "push your luck" element to using them.

Of course, this is really just about vehicle vs vehicle chases. Using vehicles against a person on foot would be a different story (and, IMO, much more difficult to manage).

For a traditional mythic feel, you can have a ton of powerful magic items, but if you challenge the gods by trying to fly to Heaven and find out The Truth, they will still smite you for your presumption. The lesson being Hubris and Nemesis.

Yet this is exactly what happened when Odysseus traveled to the underworld. He saw exactly what he expected to see. He didn't, for example, see Osiris or Hunhau.

It seems all the replies to my question have all been that you need to limit the PCs to NOT being the heroes of legend (nor possessing the abilities of those heroes) but instead be ordinary people who only hear the legends and never experience them first hand.

I take it you aren't familiar with Glorantha, then? Because Glorantha actually has everything you're talking about here, and makes it work.

I am very familiar with Glorantha but they sort of cheat here. Firstly, gods in Glorantha exist outside of time so they aren't anything like the real physical beings such as the greek gods. Secondly, GodTime isn't really going back in time, it's more like a pseudo reality that is magically created. So while it appears that the myths are true, they aren't (and, in fact, the events may never have even happened at all).

While Glorantha has an interesting take on myth, it also clearly demonstrates what I am talking about in that creating myths for an RPG with real gods cannot end up with myths that are similar to those in our own history.

I will give Glorantha props for making their world actually flat. Most RPG fantasy game worlds are constructed more like sci-fi settings (with orbital periods, moons, other planets, etc).

Another bit I find works well for the Apollo problem is declaring that the physical universe is a reflection of the spiritual truth. When you use telescopes to look at the moon you see a big ball of rock orbiting the planet that reflects light from the sun; but this is merely the physical expression of the spiritual world where the realm of dreams reflects the divine light of inspiration down upon mindkind in the form of dreams.

It doesn't appear that I made my point clearly, as this is what I am saying.

If you postulate a fantasy world in which the gods exist as they were described by ancient people, that is as actual physical beings that control their own actions, then the myths associated with those gods cannot also be true as the reality of the gods would prevent any contradiction of myth (only one being can be responsible for moving the sun across the sky for instance).

But if you make a game world where the myths are all true, even when they contradict each other, then the gods can't be actual physical beings and need to be more abstract divine expressions.

So, when creating myths for a game world that has actual gods, the way myths would be created is entirely different. They are, in effect, historical recordings of actual events rather than accounts invented decades or centuries after they presumably happened. Which means that myths in such a fantasy world wouldn't resembled myths of ancient Earth.

I've tried coming up with myths for my campaign but I could never solve what I call the Apollo Problem: Is the sun the flaming wheel of Apollo's chariot, or is it the flaming eye of Horus, or is it a giant ball of gas floating millions of miles away? Only one of those things can be true, and it's possible for the PCs (through things like divination, crystal balls, or just flying real high to take a look) to figure out which of those tings is the actual truth.

So, once you postulate that the gods are real, physical beings as they are described in myths, it then becomes impossible for myths to exist as they did on our Earth. This is also true of myths that change over time. For example, some of the stories of the holy grail come from a time when the grail was a cauldron instead of a cup. But if those myths actually happened, it would still be a cauldron and the myth wouldn't have developed the way that it had.

The only way for the myths to make sense is to turn the gods into abstract energy beings that appears to different people in different ways which isn't how anyone believed the gods to actually be.

Compare and contrast vs say World Without Number, 400 gorgeous full colour pages and years of gaming for fifteen quid.

RPG are mostly just art books, sold based on their eye catching art and layouts. Wargames exist to be played and not just read (GW notwithstanding).

How much is an expected normal amount to pay them to go in with you? I've seen some numbers like "100 GP as a starting point" and that seems like it's so expensive it wouldn't be worth it (for someone that's probably going to cut and run or die in one hit anyway) unless you're literally rolling in gold. Maybe you get way more gold in earlier editions though...

In earlier editions, hireling wages were in silver pieces per day or gold pieces per month, ranging in value from 1 for a laborer to 10 for a man-at-arms. In OD&D, hirelings were split into regular hirelings and "hirelings of unusual nature" which included leveled NPCs as well as monsters that you either convinced or coerced into traveling with you. As the game evolved, the idea of getting monsters to follow you around was pretty much dropped (sadly) and the term "hirelings of unusual nature" was replaced with either henchmen and retainers. So, back then hirelings were most certainly going into the dungeon.

Despite being a joke game, the original Hackmaster has the best rules for hirelings and henchmen around. Well worth a look if you can find a copy.

Media and Inspiration / Re: The Movie Thread Reloaded
« on: April 02, 2021, 06:38:29 PM »
Took the kids to see Godzilla vs Kong today. It had way more monster action than Godzilla 2014 and way fewer stupid parts than KoAM. It's not a work of art but these days I can appreciate a movie that's just entertaining. It isn't woke, but does have the improbably diverse cast we've all come to expect from modern movies. Fortunately, it's also lacking a Chicom insert character. There are plenty of references to other Godzilla movies, both the classic ones and the ones never shown in the US, so it was clearly made by someone that respects the source material.

Overall, the Monsterverse is similar to the DCEU in that their isn't a consistent theme or style running through all the movies. This one is probably closest to Skull Island in how most of the monster fights take place in the daytime with clear skies so you can tell what's happening.

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