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[Roleplaying Games] New Year, New Dungeons, Same Ol' Bane

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    ArdentArdent Down UpsideRegistered User regular
    Stunts are big steps up in ability or scene-altering things.

    To put this in perspective, Florida Man's stunts 1. allow him to redirect damage from someone else to himself (even implausibly), 2. enter a scene whenever and more or less however he wants (astride a riding mower doing 40, for example), and 3. add +1 to any physical action that seems apropos. #3 also comes witht he caveat that the GM can declare he's now operating on a higher level, meaning he gains scale bonuses.

    For some other ideas on what stunts look like in a slightly higher-powered campaign:
    Combat
    Water Off a Duck’s Back
    “You don't have to drown to get wet.”
    Whenever you would typically be forced to accept a consequence, you may instead spend a Fate point to reduce the consequence by one step, up to and including paying 3 Fate points to negate a severe consequence.

    Internally Consistent
    “Mind over the immaterial.”
    You can use Physique to recover from physical consequences and heal as though you have access to an advanced medical facility at all times. Spending a Fate point gives +2 to the roll and makes the recovery time one level lower. Multiple Fate points can reduce recovery time further.

    Without Style
    “Style? A pretense for amateurs.“
    You are capable of utilising Physique to make Attacks within your general vicinity, to include hurling objects when appropriate. When someone attempts to decipher your martial arts style, they automatically fail.

    Without Mercy
    “Mercy? An indulgence for the dead.”
    Your unarmed attacks are now treated as Weapon:2 and you may spend a Fate point to increase that Weapon:3 for the remainder of the scene.

    Without Limits
    “When you stop trying to fight inside of the box, the box becomes your weapon.”
    You can now wield ludicrously oversized objects as improvised weapons and all improvised weapons are treated as if their Weapon rating were one higher in your hands. Additionally, you can now hit everything within a single zone with one attack roll.

    Bend but Not Break
    “Like a willow reed, strength lies within resisting just enough.”
    Your skin now functions as Armor:1 against all attacks. By spending a Fate Point you can increase this to Armor:2 for the duration of a scene.

    Social
    Cobra Swagger
    “Come at me, bro.”
    You have a +2 bonus to Provoke an opponent into Attacking you. If they declare an Attack, you may spend a Fate point to strike first and gain a +2 bonus to the Attack roll.

    Perfect Symmetry
    “Oh, if you look in the right places you’ll find flaws.”
    Your understanding of social give and take are so well-honed that you may spend a Fate point to treat any failed social roll as though it had never happened, immediately rolling again with a +2 bonus.

    Spirit
    Subduing the Wild Spirit
    “To persist in the belief that all you can see is all you can touch is to limit yourself.”
    You are a hunter and sometimes the incorporeal are your prey. You may strike, restrain, or otherwise interact with incorporeal beings normally. Spirits you slay may be permanently destroyed instead of simply banished at your prerogative. Additionally, you may use a Fate point to prohibit a single spirit from departing your immediate vicinity for as long as you like.

    Other
    Leaf on the Wind Understanding
    “It does little to struggle against the current. Ride the wind and go far.”
    Vehicles are only as limited as their pilots, and just like a human’s, it’s possible to surpass those limits or even redefine them entirely. You gain +1 when using Skills (other than Drive) that make sense in context whilst piloting a vehicle. You may substitute your vehicle’s statistics for another’s for a single Fate point.

    Tireless Wolf Pack Lope
    “No rest for the wicked.”
    You are capable of pursuing and fleeing opponents with incredible facility. When pursuing, by spending a Fate point you will automatically match your quarry’s speed, meaning any additional success denotes you gaining on them. Similarly, when fleeing additional success denotes a widening gap between you.

    Bird on a Wire
    “Gravity is just a state of mind.”
    You don’t always agree with physics. It says you are heavy, you declare yourself weightless. It says you cannot walk on water, you reject its premise. When performing Create an Advantage related to mobility, you get +2 to the roll and a free invoke.

    I Am Exactly Who I Want to Be
    “See yourself with your mind's eye and watch reality conform.”
    You can shapeshift. This means that you may literally become a living creature other than a human being, or simply borrow the convenient aspects of those forms for a while. Wholly changing shape requires a Physique roll to Create an Advantage with the difficulty dependant upon the intended form. Partial changes, like growing wings or claws, hardening the skin, becoming photosynthetic, or the like also require a Physique roll and cost a single Fate point to utilise. Changing into another specific human being requires the expenditure of a Fate point as well.
    With some explanations below:
    Without Style, Without Mercy, and Without Limits are an example of a tree of stunts. They build on a theme (the character's peculiar fighting style in this case) and the capstone (Without Limits) is very strong.

    Cobra Swagger is an example of one of my favorite kinds of stunts because it equips you with the equivalent of Create an Advantage but also sets you up for doubling-down on your opener.

    Perfect Symmetry is a basic but powerful kind of stunt: it packages the +2 and re-roll for the cost of a single Fate point. That's a great way to overcome obstacles. (In regular Fate play I'd tie it to a single skill.)

    Bird on a Wire is another standard stunt type, but they're very strong if you utilize the skill in question frequently. Free invokes are a huge, huge deal, and this stunt means you typically end up with two of them for the skill in question.

    Keep in mind these stunts were designed around a character who had +6 Physique, +5 Athletics, and +4 Provoke. So he was leaning in to these stunts, too.

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    Erin The RedErin The Red The Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMA Baton Rouge, LARegistered User regular
    So this may seem like a weird place for these but we went through the woods and swamps on a hike today and I took some pictures that gave me some place ideas for use in tabletop sessions. Maybe someone else will dig them!
    U6zKaeal.jpg
    XF7H2BCl.jpg
    9AZkrcWl.jpg
    PJQlKPcl.jpg

    Also I am finding that I really like the camera on my phone.

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    Can I use that one with the road as a backdrop for some episodes of my roleplaying channel?

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    Erin The RedErin The Red The Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMA Baton Rouge, LARegistered User regular
    edited April 2017
    Can I use that one with the road as a backdrop for some episodes of my roleplaying channel?

    For sure man, go nuts
    When you get super famous I demand one pizza and one beer as royalties

    Erin The Red on
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    Grunt's GhostsGrunt's Ghosts Registered User regular
    Can I use that one with the road as a backdrop for some episodes of my roleplaying channel?

    For sure man, go nuts
    When you get super famous I demand one pizza and one beer as royalties

    I'll give you a shout-out as well, all though I expect we'll have similar audiences.

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    WearingglassesWearingglasses Of the friendly neighborhood variety Registered User regular
    Thanks gents, looks like Stunts are way more powerful and special than my initial estimate of them.

    To be sure that I got their... scale correct, would these be appropriate Stunts for a Corgi riding gnome herbalist ranger?
    "Good Dog, Best Friend"
    If your medium or higher stress box is ticked, or once you receive a medium or worse consequence, your Corgi becomes enraged and violently protective. You gain +2 to Defend against melee actions against you even if your character is unable defend itself, as long as the Corgi is able to act. You also get a +2 to attacks against melee opponents that have attacked you this scene.
    "Much Corgi / So Wow"
    Your mount is weaponized cuteness - no one owning a dog like that could be bad. Once per session, or upon spending a Fate point, you can roll your Ride skill (or whatever skill is tied with the mount) with a +2 bonus to immediately establish rapport with an NPC.

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    OptimusZedOptimusZed Registered User regular
    That first stunt seems to have a lot going on. I'd pick one of those things. Or just give them an extra physical consequence that they could use to represent the dog taking a hit for them. "Angry doggie" or something.

    The second one is too much, I think. Stunts can change the uses of a skill OR give bonuses. Doing both, especially on something that is going to come up a lot, is too much.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    OptimusZedOptimusZed Registered User regular
    Presented below is the entire text from the latest ad Palladium emailed me about their new book.
    All the weapons, equipment, body armor, power armor, robots, vehicles, skills and psionics from Rifts® World Books 1-22, Sourcebooks 1-4, and Siege on Tolkeen 1-6, collected into one big reference. Plus maps, lists of O.C.C.s and R.C.C.s, and more.
    • 503 weapons, including explosives, plus E-Clips and ammo notes.
    • 300 skills listed and described.
    • 290 pieces of equipment
    • 104 suits of body armor.
    • 182 vehicles.
    • 86 suits of power armor.
    • 58 robots.
    • New and optional combat rules and examples of play.
    • Comprehensive index of O.C.C.s, R.C.C.s, P.C.C.s, and monsters.
    • Experience tables for scores of character classes.
    • Designer notes, rules clarifications and reference notes.
    • Game Master tips and hints for running Rifts®.
    • Maps, adventure ideas, and a lexicon of terms.
    • 352 pages of reference material galore.

    MOAR STUFF the RPG.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    WearingglassesWearingglasses Of the friendly neighborhood variety Registered User regular
    edited April 2017
    Noted, thanks! On the first stunt, I could split them off as two parts of a Stunt family, then? And on the second one, take away the +2 bonus on the roll to balance it?

    Wearingglasses on
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    OptimusZedOptimusZed Registered User regular
    That all probably works. I would look at some of the example stunts to make sure the good dog stuff lines up.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    DelduwathDelduwath Registered User regular
    OptimusZed wrote: »
    Presented below is the entire text from the latest ad Palladium emailed me about their new book.
    All the weapons, equipment, body armor, power armor, robots, vehicles, skills and psionics from Rifts® World Books 1-22, Sourcebooks 1-4, and Siege on Tolkeen 1-6, collected into one big reference. Plus maps, lists of O.C.C.s and R.C.C.s, and more.
    • 503 weapons, including explosives, plus E-Clips and ammo notes.
    • 300 skills listed and described.
    • 290 pieces of equipment
    • 104 suits of body armor.
    • 182 vehicles.
    • 86 suits of power armor.
    • 58 robots.
    • New and optional combat rules and examples of play.
    • Comprehensive index of O.C.C.s, R.C.C.s, P.C.C.s, and monsters.
    • Experience tables for scores of character classes.
    • Designer notes, rules clarifications and reference notes.
    • Game Master tips and hints for running Rifts®.
    • Maps, adventure ideas, and a lexicon of terms.
    • 352 pages of reference material galore.

    MOAR STUFF the RPG.

    Based on Rifts' reputation, I'm going to assume that the "352 pages of reference material" are ON TOP OF the other bullet points. Reasonable Y/N?

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    McKidMcKid Registered User regular
    OptimusZed wrote: »
    Presented below is the entire text from the latest ad Palladium emailed me about their new book.
    All the weapons, equipment, body armor, power armor, robots, vehicles, skills and psionics from Rifts® World Books 1-22, Sourcebooks 1-4, and Siege on Tolkeen 1-6, collected into one big reference. Plus maps, lists of O.C.C.s and R.C.C.s, and more.
    • 503 weapons, including explosives, plus E-Clips and ammo notes.
    • 300 skills listed and described.
    • 290 pieces of equipment
    • 104 suits of body armor.
    • 182 vehicles.
    • 86 suits of power armor.
    • 58 robots.
    • New and optional combat rules and examples of play.
    • Comprehensive index of O.C.C.s, R.C.C.s, P.C.C.s, and monsters.
    • Experience tables for scores of character classes.
    • Designer notes, rules clarifications and reference notes.
    • Game Master tips and hints for running Rifts®.
    • Maps, adventure ideas, and a lexicon of terms.
    • 352 pages of reference material galore.

    MOAR STUFF the RPG.

    No. Just no.

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    OptimusZedOptimusZed Registered User regular
    Delduwath wrote: »
    Based on Rifts' reputation, I'm going to assume that the "352 pages of reference material" are ON TOP OF the other bullet points. Reasonable Y/N?

    The Book of Magic, which was essentially the same thing but for spells and magical items, was exactly 352 pages long. And it name drops a handful of things that got left out due to space concerns, in a book that's already an inch and a half thick. I suspect there's something about the palladium printing process that makes going over that number difficult.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    DelduwathDelduwath Registered User regular
    Ah, but nothing's stopping them from printing two 352-page volumes and gluing the back cover of one to the front cover of the other.

    I'm a problem solver.

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    DelduwathDelduwath Registered User regular
    "solver"

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    SolarSolar Registered User regular
    I love more stuff

    Fuck your rules light

    Give me all the gear porn

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    OptimusZedOptimusZed Registered User regular
    300 skills. Hidden across 30 or so books. Note that the core book isn't included, so you're looking at another 200 or so there.

    There's stuff. And then there's too much stuff.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    kaidkaid Registered User regular
    OptimusZed wrote: »
    Presented below is the entire text from the latest ad Palladium emailed me about their new book.
    All the weapons, equipment, body armor, power armor, robots, vehicles, skills and psionics from Rifts® World Books 1-22, Sourcebooks 1-4, and Siege on Tolkeen 1-6, collected into one big reference. Plus maps, lists of O.C.C.s and R.C.C.s, and more.
    • 503 weapons, including explosives, plus E-Clips and ammo notes.
    • 300 skills listed and described.
    • 290 pieces of equipment
    • 104 suits of body armor.
    • 182 vehicles.
    • 86 suits of power armor.
    • 58 robots.
    • New and optional combat rules and examples of play.
    • Comprehensive index of O.C.C.s, R.C.C.s, P.C.C.s, and monsters.
    • Experience tables for scores of character classes.
    • Designer notes, rules clarifications and reference notes.
    • Game Master tips and hints for running Rifts®.
    • Maps, adventure ideas, and a lexicon of terms.
    • 352 pages of reference material galore.

    MOAR STUFF the RPG.

    That is their game masters guide it has been out for ages. They are just working to make PDF versions of their stuff available and have been starting to pick up pace pretty well. Basically the game masters guide has abreviated stats for most weapons/armor/vehicles in the game that came out prior to its release so its a nice cliffs notes place to get game stats on the fly.

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    kaidkaid Registered User regular
    OptimusZed wrote: »
    Delduwath wrote: »
    Based on Rifts' reputation, I'm going to assume that the "352 pages of reference material" are ON TOP OF the other bullet points. Reasonable Y/N?

    The Book of Magic, which was essentially the same thing but for spells and magical items, was exactly 352 pages long. And it name drops a handful of things that got left out due to space concerns, in a book that's already an inch and a half thick. I suspect there's something about the palladium printing process that makes going over that number difficult.

    Book of magic was one of the most useful books it was really nice having most magic stuff all in one place to quickly get. Both the book of magic and the game master guide are mammoth books it may be a matter of the book binding process or expense going over that level but those books are both huge and decent for GM's pulling stuff from all over without having to hunt down a bunch of world books for stuff here and there.

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    ArdentArdent Down UpsideRegistered User regular
    OptimusZed wrote: »
    300 skills. Hidden across 30 or so books. Note that the core book isn't included, so you're looking at another 200 or so there.

    There's stuff. And then there's too much stuff.
    Why even bothering trying to make good mechanics when you can just make more?

    The Palladium Way.

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    kaidkaid Registered User regular
    Well to some extent it is the fact they never really did multiple editions of the same game. Other than some tweaks in the ultimate edition stuff its largely using 30 years of materials. Plus side is that is a freaking ton of content available that is all 100% compatible even 30 years later. Downside is largely using 30 years of materials that is all still valid is just a boat load of stuff.

    This is why savage rifts is pretty nice. Way to trim things down and speed things up and still have all the world fluff content available.

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    OptimusZedOptimusZed Registered User regular
    I've got the book of magic and could definitely see it being a very useful resource for someone who was running a game using the original rules. I don't think the existence of the Gamemaster's Guide (which I wasn't aware was an already published book) is a bad thing given what came before, it just highlights some of the completely ludicrous things about the property.

    Like the fact that there are a half dozen different skills that cover mechanics, most of which have completely unnecessary crossover, spread out over a dozen books. Or all the different flavors of horsemanship.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    OptimusZed wrote: »
    Delduwath wrote: »
    Based on Rifts' reputation, I'm going to assume that the "352 pages of reference material" are ON TOP OF the other bullet points. Reasonable Y/N?

    The Book of Magic, which was essentially the same thing but for spells and magical items, was exactly 352 pages long. And it name drops a handful of things that got left out due to space concerns, in a book that's already an inch and a half thick. I suspect there's something about the palladium printing process that makes going over that number difficult.

    I suspect there's something about the Palladium creative process that makes staying under that number difficult.

    <3

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    kaidkaid Registered User regular
    As packed as the BOM and GMG are they are basically game master compilations of condensed info from a LOT of different things. When playing rifts if you are not going to homebrew it sanity usually dictates take the main book and start your campaign off in one area and mostly just use the world books for that area. You can branch off and go elsewhere later but it helps give you a starting point and helps your players brains not explode with to many options. Most of the time we were pick an OCC from one of these world books unless there is something you have a burning desire to play and then we will talk. Show players 40 something books and go pick your character from that is going to send them into paralysis.

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    WearingglassesWearingglasses Of the friendly neighborhood variety Registered User regular
    edited April 2017
    So as a short Fate Core oneshot I had the Knight Errant, the Pyromancer Blacksmith, and the Gnomish Ranger with a Direwolf Corgi square off against basically Mortal Kombat's Goro (but scaly, 10 feet tall and each of his four hands holding a scimitar) and his druid worshippers. Since the Knight Errant has read a lot of adventure books, I decided to let him tell what it is.

    McHellsing: "It's.... a BICLOPS! The unholy fusion of TWO CYCLOPS! Hence the four hands, two eyes and.... two feet."

    I don't think I'll do that again.

    Wearingglasses on
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    NotoriusBENNotoriusBEN Registered User regular
    Nailed it.

    a4irovn5uqjp.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    Or, here's another idea. Let that player describe all the monsters ever from now on.

    steam_sig.png
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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    The problem with reading the Dresden Files book to get a handle on GMing the upcoming game is getting ideas for characters I have no means to play.

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    jdarksunjdarksun Struggler VARegistered User regular
    The problem with reading the Dresden Files book to get a handle on GMing the upcoming game is getting ideas for characters I have no means to play.
    Like what? Give us examples, we can help. :)

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    cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    The problem with reading the Dresden Files book to get a handle on GMing the upcoming game is getting ideas for characters I have no means to play.

    It means you can use them as NPCs?

    wVEsyIc.png
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    OptimusZedOptimusZed Registered User regular
    Interesting, capable NPCs are kind of a staple for the source material of DFRPG. You might need to give any given potential PC a little bit of a twist to put them at odds (or at least at interesting angles) with the acutal player characters, but they're still worth building out and playing with.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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    Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    jdarksun wrote: »
    The problem with reading the Dresden Files book to get a handle on GMing the upcoming game is getting ideas for characters I have no means to play.
    Like what? Give us examples, we can help. :)

    Idea 1: sapient mobile collection of metal shards that started out as a Renaissance golem designed for espionage and is inhabited by an assembly of spirits from the Nevernever
    Idea 2: emissary of power representing another Nevernever spirit very interested in human combat dynamics, particularly the idea of the 'fair fight'

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Dungeon Crawl Classics is real fun. I ran a group of 15 PCs through a dungeon and we were happy when eight of them survived to hit first level right before they hit the Chaos Lord at the end, who killed one more.

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    McKidMcKid Registered User regular
    admanb wrote: »
    Dungeon Crawl Classics is real fun. I ran a group of 15 PCs through a dungeon and we were happy when eight of them survived to hit first level right before they hit the Chaos Lord at the end, who killed one more.

    Woohoo DCC !!!

    I'm guessing Sailors on the Starless Sea ? My players didn't get that far, they got TPK'd by the sea monster ! I'm curious to know how did your players manage that part and the ending? I've always had problems visualising how a bunch of low-levels could get through the final two encounters of that module.

    Was this a one-shot or are you planning to run other adventures with this groupe?

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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    edited May 2017
    I started GMing a SW Force & Destiny game about two months ago. It's my first time back in the saddle after 6-7 years. We just had two very successful sessions in a row, everyone is getting invested in their characters and they're already doing and shaping things in ways I didn't expect. It's the best kind of game.

    Bonus: my wife is playing. She's played a few RPGs before but she is relatively inexperienced. Some DnD, some Pathfinder. The FFG Star Wars system really encourages a lot of role play, and she is a bit unsure of herself but she's starting to get her footing. I really enjoy watching her and helping her think about her character. Hopefully I can help her with the experience. She is having a good time and would really like to see where the story goes.

    Just wanted to come here and express some general excitement. I love this system, I love this game, and so far I've been really excited for each following session.

    GoodKingJayIII on
    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited May 2017
    McKid wrote: »
    admanb wrote: »
    Dungeon Crawl Classics is real fun. I ran a group of 15 PCs through a dungeon and we were happy when eight of them survived to hit first level right before they hit the Chaos Lord at the end, who killed one more.

    Woohoo DCC !!!

    I'm guessing Sailors on the Starless Sea ? My players didn't get that far, they got TPK'd by the sea monster ! I'm curious to know how did your players manage that part and the ending? I've always had problems visualising how a bunch of low-levels could get through the final two encounters of that module.

    Was this a one-shot or are you planning to run other adventures with this groupe?

    Yup. Sailors. And the answer is I fudged it a little bit:
    When they got to the leviathan they had figured out that a sacrifice was involved somehow, but were split on whether the sacrifice sated the leviathan or summoned it. They quickly figured out how to bring the ship, and boarded without doing anything else.

    I figured they would get it when the leviathan grabbed on, but nope -- now they were convinced it was too late and they'd have to fight. A number of them went after it with spears and managed to do a healthy chunk of damage (20) but I described the leviathan as barely noticing. On its turn I had it make one melee attack instead of all six, which was still enough to grab their dwarf (who was wearing one of their three suits of chain mail) and, even though he rolled an 18 on his strength check, instantly pull him overboard to his death. At this point they realized the leviathan was gonna kill them all, so one of my players had a PC slit another of his PC's throats and they all heaved him overboard. Most of the remaining party was Chaotic, so it was very in character.

    At that point there were eight left, so had I used all six tentacles there would've been maybe 3-4 left alive, and I don't see them making it past that.

    The next thing I did was decide that they leveled before going up the ziggurat. It seemed like they were right around 10xp based on the what I read of XP and I had read other session reports that leveled them at the same spot. Leveling gave them three warriors -- two with over 10HP, a cleric (who only managed to successfully pray one in four tries, and died) two thieves, a wizard, and an elf. With that party they were able to slaughter their way through the beastmen and the chaos lord only managed to kill the cleric. He almost got the thief, but with level 1 bleed out rules the cleric had time to heal him.

    It was just a one-shot, unfortunately. Only one of my players was particularly hyped about it. Everyone had fun but I don't think the other two would be interested in a full campaign.

    admanb on
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    Phoenix-DPhoenix-D Registered User regular
    jdarksun wrote: »
    The problem with reading the Dresden Files book to get a handle on GMing the upcoming game is getting ideas for characters I have no means to play.
    Like what? Give us examples, we can help. :)

    Idea 1: sapient mobile collection of metal shards that started out as a Renaissance golem designed for espionage and is inhabited by an assembly of spirits from the Nevernever
    Idea 2: emissary of power representing another Nevernever spirit very interested in human combat dynamics, particularly the idea of the 'fair fight'

    Those would definitely work well as NPCs. Probably better.

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    AistanAistan Tiny Bat Registered User regular
    Thinking up ideas with a friend of mine I came up with an idea I like a lot. RIFTS Phase World has a race in it called the Catyr, they are basically 6-7 foot tall red skinned/gold haired humans, with supernatural strength. Their planet orbits a star that puts out a lot more radiation than other stars, and life adapted there to be resistant to it. The side effect is that they naturally put out low levels of radiation that can harm or kill other races after prolonged exposure.

    Combining this with the old, old, old original Heroes Unlimited as well as some stuff from Aliens Unlimited, to put her into 20th/21th century Earth, as a superhero.

    That's what I like about Palladium stuff. Yeah there's a shit-ton of bloat, but it's all content and it's all able to work with everything else. Is there overpowered bullshit? Sure. But the GM and players can agree what can and can't be used ahead of time, what setting they want to put it in, what the power level of the world and people are. It's a shit-ton of choice and I love that.

    I dunno if i'll be doing anything with this character, but it's a fun little project. Her name is Rad Red and I already love her.

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    ToxTox I kill threads he/himRegistered User regular
    Are they making a new version of Apocalypse World? Has anybody gotten their hands on, with thoughts to offer?

    I wanna get my hands on that and Dungeon World. For a special project.

    Twitter! | Dilige, et quod vis fac
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    McKidMcKid Registered User regular
    admanb wrote: »
    McKid wrote: »
    admanb wrote: »
    Dungeon Crawl Classics is real fun. I ran a group of 15 PCs through a dungeon and we were happy when eight of them survived to hit first level right before they hit the Chaos Lord at the end, who killed one more.

    Woohoo DCC !!!

    I'm guessing Sailors on the Starless Sea ? My players didn't get that far, they got TPK'd by the sea monster ! I'm curious to know how did your players manage that part and the ending? I've always had problems visualising how a bunch of low-levels could get through the final two encounters of that module.

    Was this a one-shot or are you planning to run other adventures with this groupe?

    Yup. Sailors. And the answer is I fudged it a little bit:
    When they got to the leviathan they had figured out that a sacrifice was involved somehow, but were split on whether the sacrifice sated the leviathan or summoned it. They quickly figured out how to bring the ship, and boarded without doing anything else.

    I figured they would get it when the leviathan grabbed on, but nope -- now they were convinced it was too late and they'd have to fight. A number of them went after it with spears and managed to do a healthy chunk of damage (20) but I described the leviathan as barely noticing. On its turn I had it make one melee attack instead of all six, which was still enough to grab their dwarf (who was wearing one of their three suits of chain mail) and, even though he rolled an 18 on his strength check, instantly pull him overboard to his death. At this point they realized the leviathan was gonna kill them all, so one of my players had a PC slit another of his PC's throats and they all heaved him overboard. Most of the remaining party was Chaotic, so it was very in character.

    At that point there were eight left, so had I used all six tentacles there would've been maybe 3-4 left alive, and I don't see them making it past that.

    The next thing I did was decide that they leveled before going up the ziggurat. It seemed like they were right around 10xp based on the what I read of XP and I had read other session reports that leveled them at the same spot. Leveling gave them three warriors -- two with over 10HP, a cleric (who only managed to successfully pray one in four tries, and died) two thieves, a wizard, and an elf. With that party they were able to slaughter their way through the beastmen and the chaos lord only managed to kill the cleric. He almost got the thief, but with level 1 bleed out rules the cleric had time to heal him.

    It was just a one-shot, unfortunately. Only one of my players was particularly hyped about it. Everyone had fun but I don't think the other two would be interested in a full campaign.

    Thanks, I've always wondered how the final encounter was manageable and I didn't account for leveling up during the module. Anyway, I seem to have a TPK curse on me on both the OSR one-shots I've run recently (DCC and Torchbearer) !

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