marsh i'll send you character sheets of all my characters that i'm thinking about using and you can give the go ahead to them maybe?
Yeah, sure. Also went to my job and they didn't have next week's schedule up. Dang.
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited September 2009
So once I see what kind of levels and loadout we're dealing with here, I'll see which hero of mine to use. I have a pretty kickass Bard that I'm not using at the moment.
I guess! I'm in four of the nine scenes, but the way it's split up or something leaves me with that. Like they're doing the last two scenes on Mondays because I'm superdead by then, but they split the rest of the seven between the remaining three days in such a way that I have one or two scenes every day to work on. We'll see if it changes beyond that.
I'm in a small-cast play with two acts, each one of which is a continuous 45 min (or so) scene. I'm the lead and onstage for the entire thing... there's maybe like two minutes of the play where I'm not out there.
Eesh... so many lines.
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StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
edited September 2009
That sucks
This play has like nine scenes, and despite being a lead, I'm only in four of them. No real monologuing, which is nice, and the first and third scene I'm in there is more than one other person on stage, so they're not too heavy for me.
This play has like nine scenes, and despite being a lead, I'm only in four of them. No real monologuing, which is nice, and the first and third scene I'm in there is more than one other person on stage, so they're not too heavy for me.
Nice. That's manageable and gives you a chance to glance at a script if you have an OH SHIT moment backstage :P
This play has like nine scenes, and despite being a lead, I'm only in four of them. No real monologuing, which is nice, and the first and third scene I'm in there is more than one other person on stage, so they're not too heavy for me.
Nice. That's manageable and gives you a chance to glance at a script if you have an OH SHIT moment backstage :P
Yeah, pretty much. The honeymoon and hospital scene are rather back to back, but hospital should be pretty easy, it's one of the short ones. If I forget my lines, whatever, the person playing my wife is a damn good improv lady, I can just ramble some misogyny at her for a while and exit stage left.
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StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
edited September 2009
Seriously look at these lines. This is to my wife after she has just given birth and is in the hospital bed:
Everything OK? I]YOUNG WOMAN signs "no"[/I Now see here, my dear, you've got to brace up, you know! And- and face things! Everybody's got to brace up and face things! That's what makes the world go round. I know all you've been through but- I]YOUNG WOMAN signs "no"[/I Oh, yes I do! I know all about it! I was right outside all the time! I]YOUNG WOMAN makes violent gesture of "no." Ignoring[/I Oh yes! But you've got to brace up now! Make an effort! Pull yourself together! Start the uphill climb! Oh I've been down- but I haven't stayed down. I've been licked but I haven't stayed licked! I've pulled myself up by my own bootstraps, and that's what you've got to do! Will power! That's what conquers! Look at me! Now you've got to brace up! Face the music! Stand the gaff! Take life by the horns! Look it in the face! Having a baby's natural!
I've got a few guiding principles for what I'm trying to work on:
1. The rules need to be something I can explain to a new person in a couple minutes, and have them make a character swiftly. They need to be able to learn the basic rules and then immediately move to character creation needing only a clear idea in their mind of what kind of character they want to make.
2. The rules need to have a universal conflict resolution mechanic. That means attacking, damage, skill use, etc. all has to use the same kind of mechanic. An example of this is how Mutants & Masterminds uses rolling 1d20 vs a DC is 100% of how the game works. That sort of principle.
3. The system needs to be generic and usable in any setting and at nearly any power level.
4. The attributes, statistics, and skills of the system need to be abstract. They need to be the sort of thing players can create without looking through a massive list of what the game has already designed (Example: The Fate System used by Spirit of the Century).
5. The game needs to be light on derived values and differing manners of resistances, defenses, and factored attributes. I am sick of character sheets that look like tax forms.
Now, while there are many systems that exhibit many of the traits I am looking for, none really function for what I'd really want, so I'm exploring my options here.
What's wrong with Spirit of the Century? I haven't used it or any of the other super abstract systems, so I don't know how it doesn't fit these.
edit:: also, I really don't think you're going to find something that fits all these. You're basically asking for everything here, it's like the holy grail of rpg design.
edit:: also, I really don't think you're going to find something that fits all these. You're basically asking for everything here, it's like the holy grail of rpg design.
I've got a few guiding principles for what I'm trying to work on:
1. The rules need to be something I can explain to a new person in a couple minutes, and have them make a character swiftly. They need to be able to learn the basic rules and then immediately move to character creation needing only a clear idea in their mind of what kind of character they want to make.
2. The rules need to have a universal conflict resolution mechanic. That means attacking, damage, skill use, etc. all has to use the same kind of mechanic. An example of this is how Mutants & Masterminds uses rolling 1d20 vs a DC is 100% of how the game works. That sort of principle.
3. The system needs to be generic and usable in any setting and at nearly any power level.
4. The attributes, statistics, and skills of the system need to be abstract. They need to be the sort of thing players can create without looking through a massive list of what the game has already designed (Example: The Fate System used by Spirit of the Century).
5. The game needs to be light on derived values and differing manners of resistances, defenses, and factored attributes. I am sick of character sheets that look like tax forms.
Now, while there are many systems that exhibit many of the traits I am looking for, none really function for what I'd really want, so I'm exploring my options here.
What's wrong with Spirit of the Century? I haven't used it or any of the other super abstract systems, so I don't know how it doesn't fit these.
edit:: also, I really don't think you're going to find something that fits all these. You're basically asking for everything here, it's like the holy grail of rpg design.
Spirit of the Century/the FATE system does some needlessly complicated things that make it tricky for new folks to wrap their heads around.
Skill pyramids and stuff like that.
Basically my guiding principle here is "I want to have a RPG system I can play with most of my friends". Some of my friends are experienced RPG players for whom a system like RISUS might be unfulfilling, while others are the sort of people who balk at the complexity (and in particular the dense character creation) of a system like Mutants & Masterminds or Dungeons & Dragons.
So all I'm looking to do is balance simplicity with depth. I'm not looking to make a realistic system, or one that can accurately simulate a virtual world or some such nonsense. I'd just like a halfway point between, say, RISUS and M&M.
FATE is pretty close to what I want, and about as close as anything else is, really. But I'm basically exploring other options in order to synergize together what I'm really looking for.
Of course it looks like you'd have to choose between adventure, space or fantasy for your basic setting. Unless you picked up all three core rulebooks.
Of course it looks like you'd have to choose between adventure, space or fantasy for your basic setting. Unless you picked up all three core rulebooks.
I picked up D6 Space and D6 Fantasy for like 15 bucks each a while back. Mainly I wanted to see how the rules had advanced with the company sitting on the edge of bankruptcy.
D6 Adventure from what I can tell just uses Fantasy's Attributes with different names and a wider range of suggested skills. For that matter, Fantasy's Attributes mainly eliminates Star Wars/D6 Space's Mech and Tech and splits Dexterity and Perception into four (personal nimbleness vs deft use of aiming and steering, and sensory perception vs social skills, basically). Any one of these books should cover the essentials needed to run a game and adapt it for a different setting. I'll have to try out Fantasy and see how its Attribute system works in play eventually.
The spell system seems rather obtuse; it's got an original power-creation system using charts and it looks like all the really talented designers with an eye for streamlining only worked on Star Wars and have since left. The quality of the books' layouts are lousy and there's a few needlessly detailed new rules here and there. It looks a hell of a lot like the first SW 2nd Edition book from a decade earlier (black and white, mixed bag of art, dry text, not organized in an order that explains the rules effectively, no special use of highlighted paragraphs, rule examples or side notes), and reminds me why I never took an interest in TORG.
But in the end it just needs an experienced GM to digest the meat of the game and pass it on. I ran a D6 campaign for
a while earlier this year and all the players latched onto the system after the first session without looking through the books at all.
Pony, have you looked at Gurps Lite? I've only read it, haven't played it, but it seems fairly close to what you want. Might be worth taking a look at least.
Missed delivery for my copy of DMG2 today. Should be able to grab it from the post office tomorrow...
I'd really like to get in on a short-term delve type of game. I have to many distractions to expect to be part of a long-term campaign but I'd like to try it.
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Yeah, sure. Also went to my job and they didn't have next week's schedule up. Dang.
I'm in a small-cast play with two acts, each one of which is a continuous 45 min (or so) scene. I'm the lead and onstage for the entire thing... there's maybe like two minutes of the play where I'm not out there.
Eesh... so many lines.
This play has like nine scenes, and despite being a lead, I'm only in four of them. No real monologuing, which is nice, and the first and third scene I'm in there is more than one other person on stage, so they're not too heavy for me.
Nice. That's manageable and gives you a chance to glance at a script if you have an OH SHIT moment backstage :P
I love RISUS, it's so simple
course, I've never had the chance to play with anything else either
Yeah, pretty much. The honeymoon and hospital scene are rather back to back, but hospital should be pretty easy, it's one of the short ones. If I forget my lines, whatever, the person playing my wife is a damn good improv lady, I can just ramble some misogyny at her for a while and exit stage left.
I miss the simpler times of the 1920s sometimes.
Seriously though I'd murder me too if I were her.
What's wrong with Spirit of the Century? I haven't used it or any of the other super abstract systems, so I don't know how it doesn't fit these.
edit:: also, I really don't think you're going to find something that fits all these. You're basically asking for everything here, it's like the holy grail of rpg design.
i dont even know how to send d&d4e files in any way
http://4e.orokos.com/sheets/
here's my sorcerer, barbarian, and paladin
That Barbarian is amazing. Didja roll for his stats or what?
No see, he's working on making one.
Spirit of the Century/the FATE system does some needlessly complicated things that make it tricky for new folks to wrap their heads around.
Skill pyramids and stuff like that.
Basically my guiding principle here is "I want to have a RPG system I can play with most of my friends". Some of my friends are experienced RPG players for whom a system like RISUS might be unfulfilling, while others are the sort of people who balk at the complexity (and in particular the dense character creation) of a system like Mutants & Masterminds or Dungeons & Dragons.
So all I'm looking to do is balance simplicity with depth. I'm not looking to make a realistic system, or one that can accurately simulate a virtual world or some such nonsense. I'd just like a halfway point between, say, RISUS and M&M.
FATE is pretty close to what I want, and about as close as anything else is, really. But I'm basically exploring other options in order to synergize together what I'm really looking for.
D6 Star Wars was a fairly simple system overall.
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I'm trying to find that but I don't know if there is a free version of it running around.
Of course it looks like you'd have to choose between adventure, space or fantasy for your basic setting. Unless you picked up all three core rulebooks.
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Hail Satan!
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I picked up D6 Space and D6 Fantasy for like 15 bucks each a while back. Mainly I wanted to see how the rules had advanced with the company sitting on the edge of bankruptcy.
D6 Adventure from what I can tell just uses Fantasy's Attributes with different names and a wider range of suggested skills. For that matter, Fantasy's Attributes mainly eliminates Star Wars/D6 Space's Mech and Tech and splits Dexterity and Perception into four (personal nimbleness vs deft use of aiming and steering, and sensory perception vs social skills, basically). Any one of these books should cover the essentials needed to run a game and adapt it for a different setting. I'll have to try out Fantasy and see how its Attribute system works in play eventually.
The spell system seems rather obtuse; it's got an original power-creation system using charts and it looks like all the really talented designers with an eye for streamlining only worked on Star Wars and have since left. The quality of the books' layouts are lousy and there's a few needlessly detailed new rules here and there. It looks a hell of a lot like the first SW 2nd Edition book from a decade earlier (black and white, mixed bag of art, dry text, not organized in an order that explains the rules effectively, no special use of highlighted paragraphs, rule examples or side notes), and reminds me why I never took an interest in TORG.
But in the end it just needs an experienced GM to digest the meat of the game and pass it on. I ran a D6 campaign for
a while earlier this year and all the players latched onto the system after the first session without looking through the books at all.
no i let the program autopick the stats
he's also level 3 where the rest are level 1 so that might be affecting it
The auto-pick really screwed you over then with a highest ability score of 15 and an Int of 5.
He would probably be fantastically fun to roleplay as though.
I'd really like to get in on a short-term delve type of game. I have to many distractions to expect to be part of a long-term campaign but I'd like to try it.
I have never seen the auto picker not put 20 in the main stat. and i have never seen anything below and 8 either.
edit: oh man that character sheet is all fucked up
it's all "1/2 level modifier: 3"
3 is not half of 3
3 is all of 3
edit: oh hurr it's 1/2 level + mod
Whooooo
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So it isn't any less complicated, it's just less complicated? It's four stats and then skills for everything. It sounds somewhat like what he wants.
My game got cancelled tonight.
But gameday is tomorrow!