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#1
Quote from: Eric Diaz on Today at 12:53:00 PM
Quote from: Steven Mitchell on April 24, 2024, 09:47:06 PM
Quote from: Eric Diaz on April 24, 2024, 08:20:38 PM
Quote from: ForgottenF on April 24, 2024, 09:03:17 AM... To my mind, the holy grail of good RPG design is to have it that a player can make decisions entirely based on understanding the game world and in-game situation, without even needing to understand the rules, and the rules will bear out the effectiveness of that decision as it would be in the fiction. The point of all of this weapon and armor realism is not simulation for it's own sake, but to produce the same incentives in equipment and combat choices as would exist if the game world was real.

Agreed... that would be ideal.

OK, if we accept that as the ideal for a moment, let me ask you both a question.  Would you settle for rules/mechanics that caused the players to emulate the weapon and armor realism, but without really understanding how this pertains to simulating the fiction? That is, what if players end up choosing weapons and armor that would make sense due to real-world concerns, but not necessarily for those reasons?

Yep, I'm taking that thought a little sideways, because I think the ideal is unobtainable, and then the question becomes what becomes an acceptable, pragmatic result short of it.

Not sure I understand the question, but I'll try to give my 2c... I think that it would be good if weapons were more "realistic", with or without players understanding WHY a pick is good against plate.

I think there are two aspects to consider.

First the "realism" thing. I want the game to function similarly (not identically) to the real world. I've learned a lot from RPGs - not only vocabulary, but until a game last month I had no idea if a bonfire was hot enough to melt gold (it is).

Second, I think this is FUN. Describing a weapon piercing armor or bashing someone's head even under a helmet makes the game more action-packed. I wouldn't be as excited to calculate precisely how many calories a person needs, or the chances of mild ear disease as suggested in AD&D.

So, in the end, I like attempting realism when it can potentially increase the fun, but that is very subjective, of course.

To use the pick example, what if a player often did use a pick when fighting someone wearing plate, but it wasn't because of a specific mechanic/rule that a pick was more likely to bypass armor? 

I know that is very loose, subjective, and theoretical, but I'm trying not to prejudice answers with particular implementations.  Another way to say it is, suppose that roughly half the players in the group have some understanding of why a pick could be a good choice when used against plate.  The other half don't.  However, because of other factors (cost of weapons, social status, setting local laws, trade-offs 1-handed/2-handed, weapon encumbrance, etc.), some of these other players could end up happily using a pick.

It's hard to imagine that working with a single weapon versus a single kind of armor, pick versus plate.  However, my contention is that if you are willing to accept some edge cases, you can get a bias towards using the simulated thing even without direct mechanics to support it in each case.   
#2
Quote from: GeekyBugle on Today at 02:41:19 PM$316.3 million < $339 million

So how can they be "up 8.2% from the year-ago quarter"?

I don't know what the OP was posting, but according to the quarterly report I got directly from Hasbro.com, Q1 2023 revenue for Wizards of the Coast + Digital Gaming was $295.2 million
#3
Quote from: Brad on February 15, 2024, 08:53:42 PM
Quote from: BadApple on February 15, 2024, 08:28:09 PMI dare you to say that out loud at your local veteran bar.  Marines love being called gay.  Go ahead.  I'll look for the story in the news.

Sounds like something a sailor would say...

bwahah!

I'm from a Marine Corps family... even reading this on the screen has my skin crawling at the potential violence of such utterances would incur in the presence of my brother or father. Holy crap. And NONE of you are wrong.
#4
Quote from: oggsmash on Today at 09:59:26 AMI would like to see a deeper take on the post apoc side of their Sci fi (I wonder if they keep it more muted since they have Savage Rifts (which to me is not post apoc...it gonzo sci fantasy)) and just flat out rip off a setting like fallout.  They had Darwin's world which as sort of a split between Fallout and Rifts.   I would love to see a FO take on SW.  Though that is a touch lazy as FO is extremely easy to convert to SW on the fly and now that ip if it gets loose from modiphius is going to cost.

There are like three Post-Apocalyptic settings in the Deluxe era that could use a SWADE update. Broken Earth, Deadlands Hell on Earth, and Darwins World SWADE Ediiton.


There are several fan-made Savage Worlds Fallout documents out there from Deluxe editions.

Deluxe Edition material
https://i.4pcdn.org/tg/1447209076852.pdf
https://savagefallout.blogspot.com/?m=0

SWADE Fallout
https://steeldraco.wordpress.com/2018/10/23/savage-fallout-final-version/
http://gunrocksgamingrules.pbworks.com/w/page/112537060/Savage%20Fallout
From Guardsilent
https://drive.google.com/drive/folders/1aM0WnYvqUh64dK8OMqUkzfdDlNaCxQra

With rules from Savage Rifts as a guideline for gear and weapons/armor - you could *easily* recreate any flavor of Fallout you want. (I plan on making my own Fallout campaign - I'll likely pick up the Modiphius version just for conversion material).

What I have been working on and waiting on the Sci-Fi Companion for to see if they have more vehicle rules, is a Autoduel/Mad Max setting which I'm going to build from the ground up. All glory to the almighty exhaust-belching fury of the V-8, shiny and chrome brothers!

#5
Quote from: nedleeds on April 24, 2024, 10:09:30 PMLooks great, but for somebody who bit on SWD and bought all the Last Parsec and the SWD companion I'm not 'upgrading'. This is the bane of any otherwise good line from a great company, SWD had lots of great products and there not enough juice for the squeeze of SWADE.

Well given that SWADE Edition was their real chance to update the system (and we can definitely argue the pros/cons of SWADE vs. Deluxe edition) I personally find a lot of stuff from Deluxe was sacrificed unnecessarily to bring *everything* under the banner of SWADE.

BUT...

I'll say SWADE is *fantastically* modular and it allows for backwards shoe-horning of those older versions of sub-systems with relatively little effort under the guise of "Setting Rules". For example, I *very* much prefer the Trappings rules of Deluxe over SWADE, but there is nothing preventing me from using them in SWADE games either.

I feel you on the Last Parsec, but I also feel that the Companions only *enhance* the Deluxe settings material, they don't necessarily replace them. After all they're supposed to be Genre content fit for all settings within the Genre. And yes they do give some nods to Last Parsec, it's definitely not a "Last Parsec" with a different name. In fact, if you're playing Last Parsec, you could look at this Companion as a massive content enhancer for your own stuff, or material to drop right in and deepen and widen your established game.

Depends how much tinkering you like to do. SW is a system made for tinkerers and worldbuilders that want to hit the ground running. Once you understand the basic task resolution and balancing modifiers you can literally do almost anything you want - especially with the Companions now in play.

The REAL thing I'm waiting to see, and I'm kind of seeing it now, is people like YOU and ME and *everyone here* taking the SW rules and making our own settings and putting them out there for publication.
#6
Quote from: BoxCrayonTales on Today at 02:40:42 PM
Quote from: WERDNA on Today at 12:56:43 PM
Quote from: BoxCrayonTales on Today at 10:52:26 AMIt's ridiculous that an RTS like Godsworn is depicting a fantastical version of the Baltic crusade before any ttrpg has tried.
Well Crusaders of the Amber Coast exists...
Never heard of that before. Huh

  BRP Supplement by Alephtar Games. Unfortunately out of print and not available in PDF, so like so much of their material, it's hard to find and getting harder. (I nabbed a copy at an FLGS Christmas sale a few years ago, but Stupor Mundi on the 13th century HRE was harder to find ... and I'm still hunting a copy of their nomads sourcebook, Wind on the Steppes.)
#7
Books ARE expensive, WotC wants to switch to digital only, and as Professor Dungeon Master says, I would be greatly surprized if they don't make a phone game you can play casually on the subway.

#8
Quote from: Mistwell on Today at 09:58:15 AMLatest earnings call:

https://finance.yahoo.com/news/hasbro-q1-2024-earnings-call-164518554.html?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cuZW53b3JsZC5vcmcv&guce_referrer_sig=AQAAAHAQVO30snNQCJm4GSToRptm2zCiWDl5PtdcExukSViXZsez77nAC9_qFOxXXXoNlJ-C1g3LkpG1OqKaQ_-_O9kHHV6teOWfjsKyb9SuqT2xg5-VsuviwkSCQGvecU1n_XYQwT27-p0TqlLcxRrXQRS6z8KHRbZFnPvZM7lNi5xU

The Wizards of the Coast and Digital Gaming segment's revenues totaled $316.3 million, up 8.2% from $339 million in the year-ago quarter. Adjusted operating margin was 38.8% compared with 26% in the year-ago quarter.

Hasbro's overall revenues: -24%
Digital and licensed game sales: +14%
Overall tabletop gaming: +5%
Magic the Gathering: +4%


Wait a minute...

$316.3 million < $339 million

So how can they be "up 8.2% from the year-ago quarter"?
#9

Mistwell,

It's "earnings" came at the expense of massive cuts that ensure that they will not be able to keep this up for very long.  Anyone really looking at the company over all, their public releases, total holdings, active projects, and open partnerships will see a company that dying. 

BG3 is the only reason why Q1 saw earnings.  Everything else was mitigating the flooding coming in through the holes in the hull.  Now the partnership with Larian (the actual makers of BG3) is over.  They aren't profitable with toys, they aren't profitable with board games, their Renegade Studios RPGs are tapering off.  WOTC is on fire, and none of their digital projects are on time or on budget. 

MtG sales have increased from last quarter but not nearly at the same rate of the rest of the CCG market.  Looking at the reception the latest releases, it's bleak in the long term.

Over all, they've drained their creative talent pool and the business management side is saying stupid things and making even dumber decisions.

I don't say this with glee.  Many of my happiest moments were brought to me by Hasbro.  It's like watching my favorite uncle die of cancer.
#10
Quote from: WERDNA on Today at 12:56:43 PM
Quote from: BoxCrayonTales on Today at 10:52:26 AMIt's ridiculous that an RTS like Godsworn is depicting a fantastical version of the Baltic crusade before any ttrpg has tried.
Well Crusaders of the Amber Coast exists...
Never heard of that before. Huh