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Messages - abcd_z

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Quote from: Shipyard Locked;945215
I only know Dungeon World by reputation. Are these "GM moves" available to players too?

No; GM moves are different from player moves.  

I honestly wouldn't try copying Dungeon World directly because it does things differently enough from the approach you're taking that it would require more homebrewing than it's worth.  I just meant that the underlying concept is useful: a failed combat roll can cause a condition, one of which is "take damage".

You're putting the complications in the wrong place.  Instead of making them whenever the player takes damage, make them whenever the player fails a roll or ignores an oncoming threat.  One of the results can then be "takes damage", but it could also be anything else on that list.  Dungeon World does something similar ("GM Moves") and it works really well.

The big difference here is that the complication is a separate thing from the wound track.

Pen and Paper Roleplaying Games (RPGs) Discussion / Troll Thread
« on: January 05, 2017, 08:13:12 am »

Pen and Paper Roleplaying Games (RPGs) Discussion / Troll Thread
« on: January 05, 2017, 08:07:56 am »
To be fair, it was never intended to be a genuine troll thread and I'm perfectly okay with the topic shifting to something more relevant to the board.

I wasn't entirely thrilled with the accompanying insults, but I guess haters gonna hate.

Pen and Paper Roleplaying Games (RPGs) Discussion / Troll Thread
« on: January 05, 2017, 07:54:35 am »
Quote from: Black Vulmea;938622
Out-of-the-box trolls are iconic, but they're also really predictable, so you gotta mix things up.

First, skrags are far more dangerous than conventional trolls by virtue of breathing underwater. In my campaigns back in the day, it was skrags who lived under bridges, down in the reedy stream - grapple an adventurer, drag her in the water, and hilarity ensues.

Second, change up the vulnerabilities. Trolls who are injured by salt or iron filings instead of fire and acid appeared in campaigns I ran.

This raises an interesting question: how much can you change a troll before it is no longer recognizably a troll?

If I defined a troll as, for example, a human from a different dimension with grey skin, candy-corn horns, the occasional psionic ability, a caste system based on blood color, and a bizarre reproductive system, is it still a troll?

Pen and Paper Roleplaying Games (RPGs) Discussion / Troll Thread
« on: January 04, 2017, 09:37:02 pm »
Ah.  Yeah, I looked for an Off-Topic section but couldn't find it.  Was I looking in the wrong place, or does this board just not have one?

Pen and Paper Roleplaying Games (RPGs) Discussion / Troll Thread
« on: January 04, 2017, 09:19:15 pm »
Um, hi.  I was accused of being a troll in the first thread I made here, and I thought, "well, if you're going to do a thing, do it right."  So here's my attempt.

You have several personal qualities that aren't as good as you think they are.  Additionally, the games that you like are stupid and vastly inferior to the games I like, for incredibly arbitrary reasons.  I shall now proceed to disagree with you over the definition of a term you used WITHOUT ever stopping to define what I mean by the term or what you mean by the term, leading to endless debates.  Also, your personal hygiene leaves something to be desired.  I shall now use a derogatory term to accuse you of being part of a social group that I perceive to have low value.

So... how'd I do?

I'd introduce a corruption track for the PC.  He now has access to several high-level evil spells, even if his class isn't normally a spellcaster.  Each time he casts one he must make a willpower check or something similar.  A failed roll means he takes points of corruption.  The more corruption he takes, the more penalties he takes.  The penalties may be applied to any combination of the following: non-evil actions, non-evil spells, morally good actions, morally good spells, actions that don't help the Dark One, and actions that actively oppose the Dark One.  If the PC gains too many corruption points he becomes an NPC.  Corruption points can be removed by intentionally abstaining from using the Dark One's spells for a length of time, but that might leave them vulnerable when their enemies attack.  If the player loses the staff he immediately loses access to any of the spells it granted him.

Oh!  Also the PDQ system.  

I heard Heroquest does something similar, but I'm not as familiar with it.

FYI, Over the Edge has an Open Game Content version of the rules, stripped of setting, called WaRP.

Edit: Also, "FU".  The system, not the... yeah...

Quote from: Simlasa;936512
I think the only thing I'd really want from Fate are the Aspects... or rather, the idea of statements about a character's profession/background/persona that cover a wide swath of skills... avoiding a long list of specific skills/powers. Not 'simulationist' at all really, but probably fast and avoids the way some Players' end up using their skill-based character sheet as a menu.

Several RPG systems do this by default, including Risus, Wushu, and Over The Edge.

A year ago I wrote a guide to converting Fate characters to Fudge, based on the Fate Core SRD.  Here's the current version.


Fate skill -> Fudge skill or attribute
Mediocre (+0) -> Mediocre (-1)
Average (+1) -> Fair (0)
Fair (+2) -> Good (+1)
Good (+3) -> Great (+2)
Great (+4) -> Superb (+3)


"Adding a New Action to a Skill" and "Creating a Rules Exception" stunts are converted to Gifts or just ignored.  A "backstab" stunt that allows you to use Stealth to make a physical attack might become a Gift that does the same, or it might be ignored for being irrelevant to Fudge rules.

"Adding a Bonus to an action" stunts just become skills.  The new skill is the base skill plus one level on the Fudge ladder.  No skill can go above Superb at character creation.

**Character Aspects**  

High Concepts generally translate to Skills and Attributes.  Troubles generally translate to Faults.  Regular aspects generally translate to a combination of traits, both good (Gifts and skills/attributes Good and above) and bad (Faults and skills/attributes Mediocre and below).

Sample conversions:  
Aspect: "The Princess' Favored Student" -> Gift: Social Contact (Princess), Gift: "Princess' Favor", Fault: "Treated poorly by her classmates", Fault: "Politicians want to use her"  
Aspect: "Arrogant Kung Fu Guy" -> Skill: Great Kung Fu, Fault: Overconfidence  
Aspect: "Ivory Tower" -> Attribute: Great Intelligence, Skill: Poor Social Skills  
Aspect: "Trained by Montcharles" -> Skill: Great Fencing, Fault: "Targetted by Montcharles' enemies"  
High Concept: "Dashing Space Smuggler" -> Attribute: Good Charisma, Skill: Great Smuggling  
Trouble: "Jabba Wants His Money" -> Fault: "Jabba Wants His Money"  

**Other Points of Conversion**

Combat and task resolution use Fudge rules, The Fate ladder becomes the Fudge ladder, stress tracks are converted to Wound Tracks, Refresh stays the same, Fate Points become Fudge Points, and all bonuses and penalties are divided by two.

Hey, this is extremely relevant to my interests!

First, I'm the mod over at /r/FudgeRPG.  Like 9/10ths of the posts there are ones that I've written.  I'm still hopeful things will pick up.

Second, I finally finished the build of Fudge that I use for my games and put it up on a half-assed webpage,  Feedback would be greatly appreciated.

Quote from: DarcyDettmann;905578
I still want to learn how to build Super Powers...:confused:

If you're creative enough, the only real limitation is the lack of meaningful adjectives above Legendary.  That's why I came up with the Superhuman modifier that gives +4 to any trait ranked on the Fudge ladder.

So the extended scale looks like this:

Superb Superhuman
Great Superhuman
Good Superhuman
Fair Superhuman

Combine that with the same sort of rules you might have for Magic or Psionics and you're in business.

News and Adverts / The Role of Maps in Your Games
« on: December 10, 2016, 11:02:28 pm »
Quote from: Coriolis;934536
Pointcrawl is an interesting approach that I haven't seen done in practice. On one hand, I suppose it makes games more manageable by steering the players into a controlled set of options. On the other hand, some of the best adventures I've seen are ones where the players take things in a totally unanticipated direction, requiring the game controller person (seriously, what's the nomenclature here?) to improvise, and a good traditional map can be a useful aid in such cases.

The term is Game Master (GM), though if you're playing D&D you can also use the term Dungeon Master (DM).

I don't think it's any harder to improvise with a pointcrawl map than it is with a traditional map. In some ways, it can be even easier with a pointcrawl.  For example, your players go, "let's poison the goblin horde.  Where do they keep their food?" but you didn't have such a room on the map. With traditional mapping techniques it can be very difficult to add a new room.  In a best-case scenario you can grab an existing room and repurpose it for your needs, but that won't always be an option.  With pointcrawl maps you can just add an extra node and connect it wherever it would be appropriate.

News and Adverts / The Role of Maps in Your Games
« on: December 10, 2016, 06:28:15 pm »
I'm gonna go against the flow here and say I think traditional maps are overrated.  Areas with complicated topography can be difficult to verbally convey to the players without just giving them a copy of the map, which I prefer not to do.

Instead, I rely on pointcrawl maps.  I treat each area as a node and each connection between it an edge.  It might not be quite as fun to create, but it's perfect for verbally conveying information to the players.


I haven't played 40K myself, but in The All Guardsmen Party warp travel is safe unless you happen to be stuck on the Occurrence Border, a ship that's described as having more in common with a warp-tainted space hulk than a proper vessel.  On their first ride somebody explosively sabotaged most of the Gellar Field generators* and the party had to make their way through a ship that was slowly falling into the warp to scavenge enough parts to allow the ship to re-enter realspace.

Even after all that was resolved, minor warpy shenanigans still occurred somewhat regularly.  As a side-effect of this, A) the party just isn't phased by minor warp phenomena any more, and B) they prefer to set up their bunks right next to the Gellar Field generator of any ship they travel in.

So, warp travel is mostly fine, unless you're a rather unlucky PC and the GM wants to make things interesting.

*Yes, generators, plural.

From the story:  

On the list of incredibly horrible things that can go wrong during warp transit “Gellar Field Failure” is pretty much at the top. The Gellar Field Generator is literally the “anti-getting devoured by daemonic horrors” device; it is rather important that it keeps performing that function at all times while travelling through the warp.

The squad kitted up while Sarge commed Jim and asked nicely if he’d heard about anything about problems with the Gellar Field. We all watched as Sarge’s face started turning white, then red, then purple. We bailed out of the room just ahead of the explosion of rage and even through the sealed hatch we heard Sarge taking out a lot of frustration on poor Jim. The high points included:


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