This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WillInNewHaven

Pages: 1 ... 40 41 [42] 43 44
Quote from: S'mon;981354
Through 99.9% of human history, finishing off a downed enemy that just attacked you wasn't murder. Offering quarter then killing those who surrender might be murder. When I was in the Territorial Army about half the basic training seemed to be about finishing off possibly dead enemies who might still threaten.

Why does he think it's murder? You told him so? Why do the other guys regard it as murder? It seems quite an unusual norm to me.

It is an unusual norm. It has to do with his being so heavily influenced by Dwarf society. The enemy was in their power and the normal thing to do, in that place at that time, would be to turn him in. The humans and Elf on the team think he's being silly to sweat it. The two Dwarfs are less blasé but neither one wants to turn him in or have him turn himself in.


Five person team working for the Outward-Looking Faction of the Dwarfs of Glon' had found an important site that might be used to reconcile at least the less fanatical members of the factions. On the way home, they were ambushed by a group of fanatical members of the Inward-Looking Faction, all Dwarfs of course. The fight was short but fierce and fairly soon all of the fanatics were down ands some of the team members were being healed.

Hobson Buttons, a Hobbit, found that one of the enemy still breathed, far from where his teammates were at the time, and he finished the guy off. The other player-characters and the allied NPC all found out about it but they aren't all that upset. The other enemies were all dead.

Buttons is all bent out of shape. He is a very "Dwarf-ized" Hobbit and has tried very hard to overcome his early life in a criminal gang in the slums of Iron Town. While we don't use alignments, it is clear that he is trying to be very lawful. His player and I have talked about the situation. He feels that he has three options when they are back in Iron Town:

1: He can turn himself in. This will incriminate the others, since they knew about it. He probably won't get the death penalty but he might. The Inward-Looking Faction has great influence. This will rebound against his companions and the Faction to which he has devoted years.

2: He can convince the others to turn him in. This will get them off the hook but it will have the other bad results.

3: He can wait until their find leads to the hoped-for reconciliation and then reveal his misdeed.

He knows I won't tell him what to do but he wanted to talk about it. I wonder what more I should say.


Dumarest: "I'm still wondering why I'm supposed to care how strangers play games at their tables."

To care, as in to have a strong opinion about whether they are doing it right or wrong. I wonder that also. However, to care can also mean to be curious, interested, to seek new ideas. I would find a gamer who didn't care in that sense rather odd.


Quote from: TrippyHippy;980783
I'm sure that you could develop a story through the use of a chess set, but it's not the game's primary aspect.

No, it isn't, but "The Immortal Game," a short story by Poul Anderson is based on a famous (in chess circles) nineteenth century game.

Quote from: Voros;980758
Yeah Skype is completely unpredictable, sometimes fine oftentimes crap.

The last few updates improved its reliability but there is still the problem of that remote people have trouble hearing and being heard when face to face people are not considerate. I'm involved in two Skype games a week and we manage. But it's not ideal.


Pen and Paper Roleplaying Games (RPGs) Discussion / Dogs
« on: August 04, 2017, 11:08:37 pm »
Pass the ketchup.

News and Adverts / Glory Road Roleplay is alive on DriiveThruRPG
« on: August 04, 2017, 10:44:54 am »
No Kickstarter; It's already written and available as a PDF for $4.50
Forward by C.J. Carella to the Core Rules

*A long time ago, in a little burg by the name of New Haven, Connecticut, I joined a gaming group led by one William Reich, who ran a game using a system of his own creation – Glory Road. At that point, I'd been playing tabletop RPGs for some time, and had published a few supplements for Steve Jackson Games. Even though I was a GURPS addict, I found myself enjoying Bill's Glory Road weekly sessions a great deal. The combat system was deadly and exciting, the magic had a unique flavor that made it stand out, and some of the rules were a refreshing change from the usual fare of the time. I even shamelessly stole the exploding-dice mechanism from Glory Road and adapted it to the home rules that eventually became the Unisystem.
Glory Road is concise but complex, and as such may not be to the taste of those who prefer minimalist rule systems. Contrary to what many designers seem to think nowadays, I think there are a lot of gamers who enjoy complexity for the sake of realism (or at least a realistic/coherent tone) in their rules set, and GR should satisfy the needs of people who want their katana to work differently than their pickaxe or spear, who want to figure out the tradeoffs between chain mail and boiled leather armor, and who want their sorcerers to have access to a wide variety of specializations. If that is your cup of tea, you are in for a treat.
So arm yourself with dice of many values, paper and pencil and the power of your imagination, and embark on a heroic quest. You will enjoy the trip.
- C.J. Carella

More Information:

A Quick Look at the Rationale Behind the Combat Rules * Overall, I have not sought realism as much as a feel of solidity or reality, even if it is a very different reality than our own. That is true of the game as a whole but I admit that my thinking about this started with the combat system. The other thing I sought to create was a game environment where a character's or even an NPC's choices matter and are not merely cosmetically appealing. * As a combatant gains training and experience, he or she does not gain in the ability to withstand damage. What is gained is the ability to avoid being hit. The combatant, without thinking about it much, shifts and flinches and otherwise avoids blows and his or her weapon, without making a conscious parry, is sometimes in the way of the foe's weapon. That results in the character's Target # going down. Armor does not prevent one from being hit but it does keep some damage from occurring. Armor can also slow*you down and make it easier for*foes to hit you. There was an incident in a campaign several years ago, when the characters knew that they would be facing giants very soon. Since a giant's blow, if it connects, isn't likely to be impacted much by even good armor, they decided that they would not wear their armor and rely on their quickness and agility to avoid being hit. This worked pretty well. Being*damaged in some other systems includes near-misses that cause fatigue and possibly loss of morale. Being damaged in this system always means palpable damage. If a character loses Hit Points he or she is bleeding or burned or at least badly bruised. Fortunately, both clerics and magicians have a great deal of healing ability. So, this is a high-casualty, low-fatality system, although the Game Master can influence a campaign a great deal in those respects.

A Quick Look at the thinking behind the Magic Rules
Early on I decided that it would be fun to play a mage who invested time and effort in learning his or her spells. And I thought it would seem more interesting if one needed to learn lesser related spells in order to learn more powerful spells. I thought that Mana, magical power, could be accumulated but an individual would have a limit to how much power she could accumulate without artificial aid. That limit is based on the mage's talent, an attribute, and his level of training. Devices to store power could be very, very rare, perhaps nonexistent, in some campaigns and fairly common in others. That way, a GM could design a campaign where mages were extremely powerful or one where they tended to be short on power.

I find the concept interesting but I would guess it would be difficult to pull off. Soldiers have more agency than many people think but not enough agency, in my opinion, to be satisfying player-characters.

That said, I played in a campaign where we were playing former Confederate soldiers turned outlaws. It was a fun dozen sessions and then we were all, as we all felt we deserved to be, hanged. Or rather, out characters were hanged. We used a heavily edited of the Glory Road Roleplay rules that I wrote, although I was not the GM. The GM created the firearms rules etc. for what has usually been a fantasy system and we did not use the magic or the powers from above and below. Nor did we involve any monsters or non-human peoples.

If you included the steampunk and other things you list toward the end, I would not use them but I think you should include them because some people might want them and because I never mind suggesting that others do more work.


-Playing Game set in a Europe destroyed first by the Hundred Years War and then by vampires. Via SKYPE with my old gang back in CT. Rules: Glory Road Roleplay. GM: C.J. Carella

-Running Rivalry of the inward-looking and outward-looking factions of the Dwarfs of Glon.' One player here, three via SKYPE Same rules

-Reading Re-reading the DARK BORDER series by Paul Edwin Zimmer

-Planning Adapting the series to my game system so as to have a wildly popular setting from an out of print series. But the books are so good.


Quote from: Warboss Squee;979798
This is why I only watch ESPN 8, the Ocho.

Classic film reference noted and appreciated.

Pen and Paper Roleplaying Games (RPGs) Discussion / Dogs
« on: July 31, 2017, 01:17:57 pm »
Quote from: Coffee Zombie;979706

So having a dog companion is about setting and agreeing to the expectations. Or, like I suggested, game it up. Dogs are darned clever, a lot smarter than most people give them credit for, and they can be intelligent and caring companions, adept protectors and be trained for a wide variety of support tasks. But they just can't do some things, and training certain concepts into dogs is very difficult. Not to mention many of the "tricks" we can train dogs for do not necessarily work when you add martial combat to the mix. War dogs trained to stay in combat need handlers, they can't understand "attack the weakest kobold, but leave the ogre to the paladin". They can understand "attack the foe I'm pointing at!".

Noticing where you are pointing is one thing that dogs do very well. You can raise a wolf from puppyhood and it will never notice that you are pointing. The subject of dogs in combat brings up the most important thing you can teach a dog, which is not to close with the enemy. Envisioning war dogs that rush in as soak-off troops is all very well, if you have an unlimited supply of dogs.

If you don't, you have to look at alternatives. While some types of dogs were trained to close with game animals and either kill them themselves (terriers with vermin, otterhounds, coonhounds, staghounds, wolfhounds) and others closed and then kept the animal occupied while humans killed it (boarhounds, possibly ridgebacks) several types avoided contact and managed to keep the animal distracted and occupied. Norwegian elkhounds are a great example. They bounce around a moose like they were on springs until the hunter can finish the job. My friend's Airedale would do this with a cow, although we didn't want him to, as we were not hunting the damn cow, and it was very risky for the dog.

If being difficult to hit (as opposed to being well-armored) means anything in a game's rules, it is fairly easy to model this style of fighting.

Pen and Paper Roleplaying Games (RPGs) Discussion / Dogs
« on: July 30, 2017, 11:53:37 pm »
Quote from: Gronan of Simmerya;979635
Oh, wonderful, your dog's barking echoes throughout the entire level.

"Lunch!" thinks the kobolds.
"Lunch!" thinks the orcs.
"Snack!" thinks the ogre.
"Gloop!" thinks the Ochre Jelly.

That's why dogs trained to give the alarm without barking are so valuable, as I mentioned before. It isn't that difficult a job to train them to do that. The problem comes when you need the dog to bark because you aren't right there beside it and you've trained it not to.

Formidable wildlife has largely learned that a barking dog means "armed men," which is both good, when you want them to run away and they do, and bad, when they've been warned that you are there and they don't run away.

------------- .

Pen and Paper Roleplaying Games (RPGs) Discussion / Dogs
« on: July 30, 2017, 11:46:11 pm »
Quote from: Zalman;979602
Me too, I'd like to hear more about those Connecticut mangoes! :)

Moved to south Florida when I retired last May. We have a mango tree in the yard that produces and _embarrassing_ number of mangoes. I was thinking of running a session like Hitchcock's "the birds," only with mangoes. But I couldn't give figure out what attacks to give them and making them into chutney and salsa solves the problem.

Quote from: Headless;979171
Flash in early New York.  Or cochneny ryming slang in london.  Both examples of thieves kant.

That's how Cockney seems to have started. However, everybody's friends and relatives picked it up and pretty soon it became simply the dialect of one part of a big city. Then the criminals that had originated it probably created another obscure and arcane spinoff to use as a secret language.

Pen and Paper Roleplaying Games (RPGs) Discussion / Dogs
« on: July 28, 2017, 01:16:41 pm »
As Sotakss points out, it is difficult to keep this system independent.
Edgewise, you are running for a party of thieves. If your thieves are high-level, this might not be true, but the dog's perception might be better than theirs if it is dark and/or there is a lot of cover around. As an example from my own system, Awareness (the same idea as Perception) is rolled on % dice and rolling below your Awareness score is a success. This is adjusted by giving the character a number of rolls, depending on circumstances.

In the open when spotting someone or something on the horizon, a human might get three rolls, a human on horseback can see farther, so he gets four. The dog, being on the ground and not having such good eyesight might get one roll or might have to roll twice and make it both times. Generally, I would not bother rolling for the dog unless the humans had all failed and it would be tragic if no one saw what is there to see.

On the other paw, if some men and a dog are moving down a dark alley at night and what they have to spot is behind what looks like a random discarded easy chair, I would probably give each humans one roll and the dog three or four, four if the dog had been trained to alarm on the specific kind of being that was hiding there.

If your thieves ever enter residences where they aren't wanted, the Awareness/Perception of any resident dog(s) ought to come into play.

Pages: 1 ... 40 41 [42] 43 44