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Potemkin

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  • Oh, and Deep Carbon Observatory. Oh yes, anything from the False Machine blog is pure gold. Although - like pure gold - it's questionable how immediately useful or applicable much of it is. Edit: I go for funny and I come off as mean. False Machin…
  • Let's make this clear: S-G is not, nor ever will be, the Forge. Nor is it a place to put the attitudes of that forum on trail. I feel quite strongly that post-mortems on Forge theory are not what this place is about and there is a real danger of d…
  • If it makes you feel better, I don't have much time for Dread either. But I sure respect it a whole bunch more for actually being a game, rather than a series of anecdotes that ultimately amount to "because Gary!" If there was salvage to be had, …
  • Yeah, I understand how it works. It's a slot machine. To use an analogy of my own, some wreaks can't be salvaged.
  • ... it clearly can produce emotional and intense play experiences, so there's gotta be some merit in there somewhere. Because it's a gambling system. An insultingly obvious Skinner box, y'all. The DM tells a story and when the players interject …
  • Thanks for sharing this, Eero. I really appreciate these long-form essays that break down your design coherently and convincingly. Still some of my favourite conversations on S-G. I hope one day you find the time to pull these together into a litt…
  • I'd suggest that Game of Thrones, aside from a few moments of High Fantasy, is very concerned with the 'slice of life,' albeit a slice of medieval fantasy-kingdom life. It's certainly has a cast of characters defined by powerful ambition and poor im…
  • Sorry, Mike, I don't know about that! (Do you have a link to Ben's "justification"? I'd be interested in that.) The 'justification' was just a section of the Secrets & Answers page following the link you gave: Every Square is 5 Feet The idea …
  • A port of call might be Luke Crane's Mouse Guard RPG. The basic premise is that the PCs are a patrol of Guardmice who undertake missions to protect a Redwall-style mouse civilisation from threats without and within. I know this premise is pretty f…
  • And maybe at 3rd level or so you get to pick between multiclassing or switching out one of your class skills for an improved version. Some mid-levelers have a fourth skill, while others have an improved version of their old one. Trade "Fight" for "…
  • It's not current (as far as I know), but certainly a classic: Ben Robbins's "West Marches" campaign notes. For example, some are here: arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/ I'd read it in parts, but actually took the ti…
  • I'm not sure I see it clearly enough to be able to identify one versus the other. It seems incredibly blurry to me! Perhaps what you're getting at is that, in Impro play, we're looking forward to being surprised by what happens, and play with the…
  • But a player isn't a sandbox or a GM isn't an impro. It's about the core of a technique, not the core of a player. You can play a successful impro game the one day and a successful sandbox game the other. If everyone's on board. Sure, everyone bein…
  • This is all super interesting! What's tripping me slightly is that you don't seem to make a very clear distinction between Players and Game Masters in categorising general 'participants.' These two roles are mechanically different, so wouldn't the…
  • I'm not going to add "what does that look like?" for this particular project; having the player momentarily take on story-teller stance [any more than I already have] is directly contrary to the design goal. I'm absolutely fine with "what does tha…
  • What are you doing, exactly?/How do you do that?When players don't convey their execution clearly. "We search for traps" "What are you doing, exactly?" My favourite way to phrase this is, "What does that look like?" It helps encourage players to …
  • Thanks everyone, these are some great resources. Not certain a straight parlour LARP will fly with my crowd, but with 10+ people that's the atmosphere that will be generated anyway. @Jason_Morningstar, would you recommend a good introduction? Vo…
  • It would take me a minute to write it a new draft, though. It's in December, so you've got a minute! @Felan Inheritance looks cool but, no, doesn't look like it would be available. Also sounds like the most self-important parlour game ever, not t…
  • "Fiasco," they cried in unison. There's probably a game especially for three somewhere, but I'm drawing a blank. The Extraordinary Adventures of Baron Munchausen could be fun if you were all in the mood.
  • Seriously though, in what context are we interpreting these things when we ditch the author? Personal experience? Cultural zeitgeist? Yes and yes? Aren't those the contexts by which you'd interpret an author so you - in your model - could interpre…
  • So, yes, Player Versus Player in any systems models intriguing well, because the players are intriguing against one another with their characters as proxies. The GM then acts as note-passer and official knower of 'The Truth.' I'm having a bit of tr…
  • Do you have a cast of characters? Do they have a web of relationships? Do they have motivations they can't publicly broadcast? Congratulations. You've successfully modelled intrigue. Help me out here, what models are you really looking for?
  • The B/X armored movement ( and encumbrance modifiers) rates already include searching and mapping and so on. If they haven't realized it, those different movement rates can be a very, very big deal. Having a scout/picket, un- or lightly armored, ou…
  • Legend of the Five Rings RPG's duelling rules come to mind. It would be easy to work in an "announce a detail you take advantage of" as a part of the Assessment phase.
  • This is literally the definition of design by committee. Why did I ever take part? Fie!
  • "Our love affair began when your grandfather sent my sisters and I to kill your father." Thank you, Kubo of the Two Strings. There's a story fuse just waiting to be lit there.
  • How did you deal with variable movement/search speeds based on encumbrance/armor? Did they discuss the possibility of getting lightly armored demi-human scouts (beyond elven archers)? BTW, if you don't want to draw all of your cards personally, He…
  • Ohhh. So you would drop a dungeon card on the table for where they were at. Then the mapper would sketch it out on their map? Players move to a new section so the old card disappears and is replaced with a new one? Exactly! Although in this model …
  • Hey y'all, thanks for all the thoughts. Sorry for not getting back to this thread, I wanted to meet back up with the group and do some live experimentation. Firstly, I followed the advice of simply being forward with my players about how the game …
  • Potemkin, is there another title you would suggest in its place? The things in the title are definitely the center of the game's gameplay, but maybe I'm misunderstanding what you mean by "keep your inspirations in-game." Thanks you so much for you h…
  • Either sound more like tag-lines than titles and both scream knock-off Game of Thrones to an off-putting degree. Maybe keep your inspirations in-game and try find something more flavourful for a title? Or maybe you want to be loud and proud about it…
  • On the other hand, if I have a super-zoomed-in ruleset, I might wanna just run with that and normalize minute description and see what that's like. Me too! I'd love to play with this and see how it feels. Hit me up if you ever want to brainstorm or…
  • 1. Lesser Name - a community honours this name. 2. Greater Name - a region honours this name. 3. Lesser Title - a nation honours this title.Might be fun to randomize or otherwise specify what "honours" means for a given encounter. Could edge a litt…
  • Once you're introducing yourselves as "The Shadow Hunters, purifiers of Harkethal, slayers of Minecoil, wardens of Hesengard Keep" you tend to get a pretty good reaction, especially because the last of those is actually famous. I can see a simple s…
  • My point is simply that most people want to escape the complex social issues in their lives rather than engage them when gaming, which is simply not possible when social issues and moral dilemmas are at the core of play. Sorry, AA, but you're just…
  • So, based in part on suggestions above, I'm musing over something like this... A point system, in which you gain points for doing certain noble acts (i.e. acts that adhere to the game world's code of honour). You can then burn these points during …
  • Thing about authors and actors is that they can be driven by other motives (such as status and profit) which people better understand and identify with. Shakespeare certainly is responsible for Iago's choices. And doesn't a potential profit motive…
  • In the OSR context, it's usually by making it a necessity for survival... Ah, but that's a little self-defeating operationally as, to make it deadly, I have to run the procedures all myself and that is where my systems begin to break down. It's le…
  • It says you're just like everyone else who enjoys a good horror movie, especially when the monster is a little sympathetic or has some fun features. Rickard is right, the monstrous is a lens through which to examine our humanity (and occasional lack…
  • Some lovely ideas everyone! Thanks! I face some resistance to the concept of a Caller. It's just against the play culture of my group who are reluctant to share the DM's administrative tasks. Cool engagement tools - sheets, chits, cards - will ce…
  • My wife ran some Moldvay D&D for us on Monday night. It's a satisfying exploration game. Brutal time pressure and strong procedurals. ... Our slightly drifted rules worked like a charm. We hack very carefully to keep with the spirit and intent …
  • Alright, let's start from the top: What's your game about?
  • Imagining all the degrees of danger for the player kills something unique to roleplaying games, I feel.I would agree with you if I thought that were even remotely possible. But I don't. No rules will ever cover all the details. Zoom in as far as …
  • I am not a moderator, but come on, Mike, let's be civil/polite here. Might wanna edit that last line. No harm. No foul. Also didn't get back here before the edit, so I have no idea what was said Seriously though it really doesn't matter. The cur…
    in Dumb Fun Comment by Potemkin August 2016
  • jangler, I feel like that's essentially what AnonAdderlan is trying to get at. You can make D&D racist, classist, and amoral because D&D is a highly apolitical game. Isn't he saying the opposite? That D&D, because it's so mass market, i…
    in Dumb Fun Comment by Potemkin August 2016
  • Assuming I understand what you mean by 'critical' imagination, that's the point. Things like that are not a product or intent of the game, but what you bring to the table with you, and play is still possible without it. Such games allow for it, tho…
    in Dumb Fun Comment by Potemkin August 2016
  • So this is sort of revisiting an earlier derailment of this thread, but I'm interested in this: For what it's worth, my own pet D&D version has quantum hit points (you only roll your hit dice when you get wounded) @Paul_T, could you elaborate on…
  • The prompting, the group buy-in, etc. -- sometimes getting those socially is more difficult than getting them from rules. Ok, now you have my attention. Let's look at this as a design problem: we need to get get into what zooming-in can do for us…
  • Ah, crud - we're posting over each other now. Ha! Well, can you give an example of play with some place-holders? As a player trying to recall artificial increments in some kind of social combat is usually tedious and frustrating. Are you sure you …
  • To everyone: I did my best to find 9 meaningfully different levels of "will you go that far?" Can you do better? Why do you think you need 9 meaningfully different levels of "will you go that far?" I feel like I could ask a player "how far will…