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Messages - WillInNewHaven

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Quote from: Chris24601;1144874
Swingy feels good in combat; like anything can happen; and as long as combat is not resolved by a single die roll (lacking a death spiral also helps in this regard), multiple rolls over multiple rounds will get you to a bell curve in terms of combat results anyway... i.e. do you win without taking damage (upper end of bell curve), win but take some damage (middle of the bell-curve), lose (lower end of bell curve).

Where the single die causes issues is performing things where single checks are used to resolve them and, even more critically, tasks requiring multiple checks to complete where any failed check leads to disaster (ex. climbing rules in 3e if you can't automatically succeed on the checks).

Mechanics like Take-10, Min-10 (treat roll of 1-9 as 10), advantage, middle roll (roll three dice and use middle result) or just rewriting the mechanics so that single failures with multiple checks needed no longer result in disaster can all help make results more regular.

In my own system mastery of a skill isn't so much a huge bonus, but gaining both a permanent Min-10 and Advantage for the skill which allows for a steady level of top end performance even under harsh conditions. Without those you might get lucky and do as well as a master, but their odds are vastly better of producing top end results.

That's why I use a different mechanic, involving D%, for tasks where one roll decides everything. For the back and forth of an action scene, with several characters and foes resolving actions at once (usually) I stuck with the D20.

Quote from: GeekyBugle;1144800
Hacking a d20 based game to be a 3d6 based one isn't that hard, and then you have both the abundant material and your bell curve mechanic (which I also prefer TBH).

I tried that in 199? for awhile. 3D6 + 2, so you could still get a 20. (a 20 has never been an automatic crit or even an automatic success in Glory Road but it's still nice for it to be possible) It led to a much less swingy game. There were fewer "upsets," the favorite won more often. That mostly benefitted the PCs as they were usually the favorites in a fight.

However, my players universally rejected it after six sessions. They like the "swingy" D20. It was an experiment and we abandoned it. There was nothing terrible about it and no one said that they would have quit playing with us if I had kept it. Another group might like it, that's for sure. I should have put it in as an option in the rules but I wasn't thinking about it then.

Quote from: JMiskimen;1144724
The last thing I need is another expert ... and I'm not trying to be your 'friend,' Mish.

Ghu, but you are one whiney bitch..

The OSR/D20 version of Blue Pool on the Silk Road was uploaded today.

Quote from: Steven Mitchell;1144013
As has been said before about academic department meetings, the politics are so vicious because the stakes are so low.

Not only politics, all kinds of conflict. In all my years on Usenet, where my name and address were public knowledge and I pissed off both ends of the political spectrum and, especially, centrists, only once did someone from Usenet show up at my door. And he was looking for Ed, who lived on the second floor, to kick his ass about a dispute on how to install FoxPro properly. Drove from Michigan or somewhere in the wilderness like that, to New Haven to fight about software installation. Ed was critically ill and back in the hospital, so I told the guy to fuck off. I don't think he liked the look my dog was giving him, so he left.

Quote from: Ratman_tf;1144349
We at the point in the thread where everything has been discussed and we just go over our assertations in the hope that God Almighty puts a rubber stamp of approval on them?

Yep, been through years of this on Usenet.

So, How Is Glory Road Roleplay Doing?
About as well as I thought it would, maybe better, but in nearly complete silence. Drivethru tells you "people who bought this bought that" which, in addition to total sales, gives me some information. People who bought the Core Rules usually bought the Encounters,  so they are probably GMs. Of course, some people may have bought the Encounters just to look at them. A minority of them bought the GM guide. However, the modules have sold and I have to think that the people who bought a low-level module and came back and bought higher-level modules have been playing the game which is why I published it. The peripherals have not sold as well as the modules, except that there was a bit of a rush on the 20 pre-generated character product recently.
The OSR/D20 conversions originally outsold the Glory Road originals, which I expected but the originals have nearly caught up. What I find odd is that some people bought both original and conversion.
I am puzzled that the people who have been playing the game have not rated it or reviewed it. The only rating I got on Drivethru was for the "Shapeshifters and Wargs in Glory Road" peripheral. Three stars out of five. I had one review, here, and that reviewer talked entirely about the presentation and the art, he liked neither. He said it was a good game but those areas needed improvement but he did not discuss the system.  
I was going to post the FAQS from my website because you lot seem too shy to ask questions but the software thinks there are non-English characters in it, so you can find it at the top link in my links below.

Blue Pool on the Silk Road
From Bill Reich

Watermarked PDF

Blue Pool on the Silk Road
This adventure is set in a fictional version of central Asia, in the fictional Eren Basin, on the Silk Road, the legendary trade route. This is a very different environment than the Black Mountain District in Glon' where our previous adventured all occurred or at least started. However, it is assumed to be on the same game world because it is on the same planet in my campaigns, although a GM can certainly change that or simply ignore it. Since this is our first look at the Blue Pool or the overall Silk Road setting, we will devote a few pages to the setting.
An OSR/D20 adaptation is being playtested.

Many RuneQuest characters seemed to fit what you looking for.

In the Glory Road system, there are two kinds of classes. Professions like Mage, Initiate, Elite Warrior and Specialist in (an environment) that require so much of ones time that they exclude other classes for humans and other peoples with normal lifespans. Occupations, like Half-Mage, Hedge-Priest, Fighter and Inhabitant of (an environment) can be combined.

Fighter/Half-Mage seems like it would be split too equally to fit what you want. However, the people who have played recent examples have played them as fighters with a few spells.

Quote from: Alderaan Crumbs;1143692
You can sum up 99.9% of anything Pundit says about RPGs into "OSR good. All other things me no likey are bad-wrong!"

Except that he gave a very favorable review of The Fantasy Trip, which is not OSR by his definition as it has nothing to do with any edition of D & D. Of course, he hates the whole story-game movement but that is his right.

Publishing History, the nature of the game and other products
As I said, we had some copies printed up and sold the ones we didn't use ourselves at Dexcon in New Jersey in 1992. When we ran out and some people still wanted them, we took their money, got their addresses and sent them copies. From then on, we had some players outside of the New Haven area. I call that the first edition. It was changed from what we were doing 1979-1985 or so but we never published the original.

In 2001-2003, one of the players would print up copies for any other player who wanted one. I call that the second edition, because it was changed from the 1992 version.

When I retired, in 2017, I intended to publish the second edition, as self-publishing had gotten so easy. However, I had so much new information, from players and from the HEMA community online, that I felt had to be incorporated, that I wound up with a new edition. The third.

In 2019, I published a cleaned up, better edited version but it's not a new edition. The game has not changed.

This is an old-school system.  It has no game pieces, like Fate Points, that the player can choose to use, even though the character cannot make the decision or even know about them. However, it is not OSR because it is not based on any edition of D & D. It's a crunchy system but almost all of the crunch takes place in the prep.

I have published several modules. They follow the events of adventures that I have run for my players and I try to inject sandbox elements wherever possible. I have published OSR translations of each of the modules. I also published a pamphlet about low-fantasy settings for the game,  a guide to shape-changers for the game, a collection of pre-made characters,  and a suggested character sheet.

Pen and Paper Roleplaying Games (RPGs) Discussion / Magic Items Thread
« on: August 05, 2020, 10:58:57 am »
Obar's Dome: A clean white human skull that will register on "Detect Magic" but not on "Detect Holy or Unholy" or on "Detect Undead." It will speak aloud, audible to anyone in earshot, to anyone who picks it up. It will speak one true thing about that person that the person did not know. It will never address the same individual twice but every time it meets a new person it will babble on.

Quote from: Spinachcat;1143347
I'm as "problematic" in real life as I'm on this forum, and most of my players aren't any better.

It's just that "sex scenes in a book" and "sex scenes in a tabletop game" aren't the same thing.

Especially in regards to momentum.

Unless we're talking a gangbang or orgy, sex scenes in a tabletop RPG involve 1 PC and 1 NPC

Or two PCs, which was hilarious when the other player was the GMs girlfriend. We really hammed it up.

I think modules always trended toward railroad. It is hard to write sandbox modules. Now that I have written some modules, I understand that better. I do try to inject sandbox elements but it's much easier to do that in my campaigns, where I don't  use modules. My modules are adventures I ran in my campaigns and they follow the "tracks" of the parties that played in them.

Quote from: Brad;1143098
Looks like HappyDaze has an alt?

Anyway, if anyone is curious, I asked, "Is there any reason this PDF was edited to remove the Yassa-Massa spell?," on July 27th on the T&T 1st reprint product page at Drivethrurpg. No response yet, I am not holding my breath about it, either.

It was changed because the creator of the game is (or at least was) in an absolute panic that the SJWs would condemn his game. I was at a chat interview where he preemptively made sure all of us knew, although none of whom had brought it up, that his game couldn't be racist because he never used the term "race" and made other signals of surrender, although he had never, to my knowledge, been attacked.

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