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SquidLord

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  • It's incredible how much Pathfinder style thinking still dominates the D&D space. There are people doing "60 feats!" supplements for 5e. If you've read what feats are in 5e you know why this is extremely bonkers. A proper cynic might suggest tha…
  • The part I bolded above literally describes like 90% the entire play process of 4E. You start off with a couple of Cool Powers (which eventually get swapped out once you hit 13th level on) but the lion's share of your Cool Powers are the result of y…
  • In fact, I'd argue a lot of what gets described as "old-school play" really only meaningfully takes place during levels 1-3 of the editions in question. I would agree, in principle, with this statement – but it leaves out an important part of the ga…
  • @SquidLord I also agree that you've basically nailed it with the superhero analogy. There's something about that comparison that doesn't sit well with me, but it's probably just the other tropes of superhero fiction that D&D doesn't employ (like…
  • The inflexibility of character generation. (My character can't be a kid who's a baker's apprentice. Or even a Ranger who doesn't cast spells.) The need for character builds (which means that your need to be a certain race to play a certain class, if…
  • Now okay, @SquidLord, assume I haven't done my research: What game does that well? D&D 4E. As written. That was easy. Do you have any other questions? Don't make the assumption that I haven't been in the RPG industry since before there was a…
  • Maybe people are just working out what they want D&D to be? I mean, you list those things like they were some grand touchstones of D&D, but neither balanced encounters nor combat pressure are original elements of D&D. Experience points a…
  • Not giving experience for combat and being explicit about the game not consisting of encounters, and in particular "encounters" not being balanced at all, worked in Pathfinder (after some character deaths) and seems to working with D&D 5. Myself…
  • Having your PC be a disposable redshirt is a way to avoid attachments. But it's not *living in the world*. Who said anything about having your PC be a disposable redshirt? Nobody said that. I certainly didn't say that. And I pointedly didn't say th…
  • We've seen the rise of fiction, like Claremont's X-Men or Kirkman's The Walking Dead, where heroes can die. It makes you toss the book across the room in disgust. And. To keep thinking about it. Here's the core difference between creative media li…
  • This might seem odd, considering the amazing powers the characters have, but in fact they cannot use those powers on other characters. That's – just not accurate. Nobles absolutely can use their powers on other characters, but the nature of the me…
  • I have yet to play any game – literally any game – with free-form, character-empowering mechanics which did not start and largely continue in the "gonzo" vein for quite a while, until the players were comfortable being powerful agents within the sha…
  • Rush, I think you might have the relatively common problem of approaching the design from the wrong end. At this point you actually don't have any idea of what to be designing toward, and without a design goal there is no design methodology. That's …
  • 3:16 – Carnage Amongst the Stars practically runs on this idea, especially in long-term play, but even in short-term play the players are actively engaged in competing with each other indirectly for the favor of higher command through the medium of …
  • From my perspective, there's a singular glaring problem with the initial premise: As a player, why do I care about anything that's going on? I love hyper-violent surrealist cinema. That's never been a surprise or shock. All the films that you cite…
  • But won't the operators of the American robot be killed?!!?! Hot blooded mecha pilots cannot be killed by something as tiny as mecha-sized melee weaponry!
  • It's a bad thing because I do not need more ideas for things to make. :-P And yet -- they will forever outpace your ability to make them.
  • While this thread is full of good suggestions, it honestly sounds to me like he doesn't really understand what a GM DOES. I like Eero's suggestion of renaming the position to "Referee" so that it's more clear to this fellow what the purpose is. I'm…
  • Stop making me want to hack 4th into a GMless mechanics-heavy RPG. You say that like its a bad thing, when in reality its a thing that hasn’t been done in a while (from this side of the systems approach) and probably deserves another go. Now, from …
  • Seems to me there are two major forks in this path: One, the relatively mechanics-driven non-GM’d games like Warrior Heroes and other THW “immersive games.” The GM as a role isn’t assumed to exist, the mechanics drive the experience, and the dice ma…
  • Mecha is a surprisingly good system which links a pretty broad swath of Scene-focused development up with a fairly abstracted combat system and lightweight coverage for Combiners that does GL fairly well. If I were doing it for folks who wanted som…
  • Okay, I'll be the odd man out and ask the obvious question: Where are my decisions actually making any difference in this architecture? Is the only choice that I have to reasonably make merely whether or not to invoke RNJesus? The outcome is truly …
  • If you respect the nature of your cards, it is often in your best interest not to post and wait for a conflict that'll fit them better. The combination of those together is a lot of reasons not to post, or to feel awkward when posting. Ironically, …
  • So, I've been mulling over this one for a day since I saw it, and it falls right into a really cool space that, at some points, was explored via the Long Stair threads for "Fantasy Fucking Vietnam" over on RPGNet. This is all good, juicy stuff, but…
  • There are two that jump out at me immediately: Firstly, Capes come over which despite the name is primarily concerned with the issues involving characters which interest the players at the table. If everyone at the table is come together to see and…
  • I take it that the idea of "achieving minimalism" is not something that you've ever found to be particularly useful or particularly interesting? Like haiku? You must take haiku. Limited number of syllables, very specific line structure – must be th…
  • Wushu works well, but requires a small group familiar with kung-fu fight scenes. They only really need to be familiar with the tropes of the kind of story that you're creating together, and honestly if you don't have your group on the same page as r…
  • * What would it look like if I was watching these people playing? * If I joined in their game, and started speaking "in-character", would they look at me funny, or join in? Or would they have been doing it already all-along? Etc. See, I'm interested…
  • I like pay-what-you-want as a price determinant in the RPG market. Especially for games which have minimal overhead in their production costs and which can be distributed for effectively nothing, PWYW catches the right balance of wanting people who …
  • Do you have any idea where on that spectrum it might fall, based on your experience (if any) with this kind of game? For instance, is the in-character dialogue actually played out? I've actually been thinking about this over the last day, just turni…
  • @Bedrockbrendan has already mentioned one of the more traditionally-structured games, now let me drop one on you that you might not have run into. Wushu. Now, you might say, "wushu" is a martial arts term. And you're right! But the RPG is a lot mo…
  • Ohhhh! I hadn't thought about that. Damn, that would be hot. Gotta look into it. I should pick your brain about this!!! I'll start a different thread. This is the only reason they let me stay around SG. I'm not trendy like those other guys. :P
  • Like I said a proper tree later when I have some more texts dumped in there and drop it into Mr. Bayes. Make sure to document degrees of similarity at the breakpoints for clusters. Because that stuff is tasty. You might want to be sure to get the …
  • I'll apply some models and add some more texts later. I don't think that's an evolutionary tree at all; it looks more like a cluster map derived from N-grammatic or full-word similarities. Which is interesting, but orthogonal to the idea of idea t…
  • As long as we specify that it's notoriously difficult to get very far from the triple point of the RPG molecule. I feel like I should make a shirty GNS reference here, but it's notoriously evasive. Maybe I need a collider ...
  • This is incredible! The world is not only stranger than you imagine ...
  • As for RPG games mimicking television, let's not forget Soap! - which, I hear, was a fantastic game, and very ground-breaking. I suppose we should get Dallas in here, too. For good or ill. This should not be considered an endorsement of "it was all…
  • However, clearly wargames (including commercial ones) have been around a lot longer than the early 70s, and in fact, after reading your lengthy and informative post about wargames above, I’m prepared to accept that their development has been distinc…
  • Fairly old by intenet standards, but check out especially the entires on Mugger Games, Committee Games, and Matrix Games. Wargamers thinking independently of some of the same sorts of things dirty hippie RPGers think about. To add to the "historical…
  • Yeah, very interesting. What distinguishes, in your experience, a story-heavy "wargame" from a combat-focused RPG played with minis (a la D&D)? Are there points in play where they diverge clearly into different streams? Are there certain thing…
  • In this thread I'm talking only about the development of RPGs, not about the relative merits of different types, or which ones are more popular or commercially successful or whatever. You can't talk in evolutionary terms about the development of an…
  • Out of curiosity, can you point to some of these corners? Sure! Though I want to go on a bit about general RPG-esque development in wargame design beyond that because some of it is very reminiscent of developments in narrative/SG spaces. In the main…
  • I would, drily, like to point out that the yearly earnings of wargames dwarf the income of all RPGs put together like an elephant compared to a grape. Yes, including WotC's sad dregs within Hasbro and every Pathfinder hobbyist. Hell, Games Workshop …
  • Like Contenders, you say – with more mechanical crunch and stuff going on? Have you seen Joe Prince’s follow-up to Contenders, Eternal Contenders? It takes the Contenders engine, essentially, and moves it to a fantasy setting in which the PCs are as…
  • In the rough outline of the setting as described, what you’re talking about really reminds me of X-Crawl, which was originally released for D&D 3.5 but apparently has scene rerelease as Maximum Xcrawl with an intentional compatibility with Pathf…
  • Kingdom, by the same guy that did Microscope sounds like it's perfect for you. I'd be surprised if there weren't games posted that take such a thing as a seed.
  • I sometimes feel like a shill for the same game designer, but Captains and Kings just came out from THW. From the site: === What: Medieval Warband combat in the 9th to 13th Centuries. Scale: Each 6 to 12 figure unit represents 40 - 60 actual comb…
  • Interestingly, Two-Hour Wargames just (as in within the last couple weeks) put out a game inspired a bit by Fury called Hell Hath No Fury, built in the same system as their wider Nuts! WWII tabletop game, but focused more on tank-to-tank combat. Tan…
  • I actually really like this as a core mechanical resolution system. Of course, in my mind, the means by which the dynamic of bringing in mechanical impact of preparation has already been spoken into being: the system has Aspects. Preparing should in…
  • You guys notice what squishy bits the people you're playing with have? That's pretty sexist. Sort of like implying that men just aren't dynamically diverse enough in point of view to satisfy your needs. Me, I play with other people. Maybe I just k…