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76  Products / Fantasy Craft / Re: Fastest way to get new players familiar with Fantasycraft rules on: May 21, 2011, 02:02:13 AM
Try your hand at starting some up. Smiley  It's hard to make an ineffective character.
77  Products / Fantasy Craft / Weapons usable by Drakes/Beasts on: May 20, 2011, 11:07:16 PM
I see the "Beast" upgrade option for Kits and Armor, but not weapons. I love the idea of a Drake or beast ally with mounted weapons. For Drakes, spikes on the tail, razors on the wings, etc. What do you think?
78  Community / Off-Topic / Re: DO: Pilgrims of the Flying Temple on: May 20, 2011, 10:34:16 AM
This looks great. Now to find the disposable income...
79  Products / Fantasy Craft / Re: First Impressions/First Character on: May 19, 2011, 01:20:11 PM
Totally missed that post. Lips Sealed I still say there are numerous ways to explain why a drake wouldn't be affected by the normal use of their own breath weapon, regardless of the shape, without granting them a resistance stat.
80  Products / Fantasy Craft / Re: First Impressions/First Character on: May 19, 2011, 11:03:16 AM
Think of it this way.

It's not a sphere of fire, it's the Drake twisting and turning to hit everything with it's flame. Or spewing noxious fumes into the faces of creatures around them. Or arcing electricity around the Drake's body. Or or or...

FC leaves a lot of fiddlybits vague so the GM can decide how to run it. D&D 3 neutered the GM by having rules for EVERYTHING. Maybe centering the sphere on the Drake is intended, maybe not -- best to post in the FAQ thread if you want an official answer. Me? I'm okay with letting the GM decide.
81  Products / Fantasy Craft / Re: Fastest way to get new players familiar with Fantasycraft rules on: May 15, 2011, 09:10:33 PM
I'm not sure I communicated my intent effectively. I have a group of players interested in Fantasycraft, but I'm not going to start a major campaign yet as I myself don't have enough time to prepare. I'm looking for advice on how to introduce them to the ruleset in the most expedient way possible.

Run some modules? Time of High Adventure? Part of the problem is that I've never actually run anything other than a campaign -- except for a few modules that I failed miserably to GM. So, the dilemma? I don't feel comfortable running modules. I'm willing to try again, hoping that the wonderfulness that is FC will help cover up any GMing missteps. :p

There's still a "short" campaign, which is what I wasp planning. Sunchaser seems perfect.
82  Products / Fantasy Craft / Re: NPC Builder Update on: May 15, 2011, 02:37:36 PM
Good work, even easier to stat things up now. Smiley Do you plan to put templates in, or to allow users to do so?
83  Products / Fantasy Craft / Fastest way to get new players familiar with Fantasycraft rules on: May 15, 2011, 02:29:58 PM
No existing campaign. What's the fastest way to immerse players in FC? I was going to do a quick dungeon delve with characters that they built, as these are fairly experienced roleplayers. I could run them through some of the adventures in ToHA but I don't own it yet.
84  Products / Fantasy Craft / Re: What to Do if Fantasy Craft is "Out of Stock" on: May 14, 2011, 12:05:27 PM
Games manager works during tthe week. Tongue Will give them a call on Monday.
85  Products / Fantasy Craft / Re: What to Do if Fantasy Craft is "Out of Stock" on: May 13, 2011, 07:25:55 PM
He looked at it on a computer but it could have been a PDF for all I know. Will be talking to this store again this weekend.
86  Products / Fantasy Craft / Re: Here be dragons! on: May 09, 2011, 06:03:54 PM
I'm going to reply to myself so people can see that there's at least one reply.

As noted here, the Adventure Companion has at least something to make the breath weapon scarier -- plus tons of species feats. My only excuse for not seeing it in the search is that I typo'd "drake"...
87  Products / Fantasy Craft / Here be dragons! on: May 09, 2011, 05:59:17 PM
My wife is looking to roll up a Drake, and in the anything-goes-let's-just-explore-FantasyCraft setting I'm spinning up, she should have a blast. I do not yet have the Adventure Companion in my hands; thus, a dilemma. Do I buy the book or PDF first? I will get it, one way or the other, but if it contains things specific to or exceedingly useful for Drakes, I'm going to get the PDF first.

Thoughts?

TIA
88  Products / Fantasy Craft / Re: What to Do if Fantasy Craft is "Out of Stock" on: May 09, 2011, 05:43:39 PM
The same ISBNs that are listed here in the thread and in the site catalog. I brought along my first printing to show them what ISBN NOT to use, and they confirmed that it's the old one. The others were released in late 2010. Whatever it said, the manager interpreted it as out of print and not available to order.

Regarding Studio 2, the FC items aren't available in the catalog that the guy at the games counter looked at. He said that they have other items from Studio 2 so they should be able to get FC easily enough.
89  Products / Fantasy Craft / Loot deal: Adventure Companion on: May 09, 2011, 05:20:40 PM
http://gamerati.com/loot/

WC for $12ish plus shipping. You might have it already, but do all of your friends? Wink
90  Community / Bounties / Re: Let's Talk Mechanics on: May 07, 2011, 05:02:55 PM
The FATE system, as a modification of Fudge. I believe it was first published in a product as Spirit of the Century's system, but before that I coded it for use in a Star Trek online game (PennMush, if anyone's interested). It was an absolute blast. I got to play an El Aurian, so, there's that. Smiley The ability to focus on the story and use that for narrative control is maybe not as revolutionary as it once was, but is still a powerful tool for player involvement and steering dramatic scenes in directions satisfying to all involved.

When it comes to mechanics and the statistics thereof, I still find L5R's roll and keep system fascinating. I haven't been able to pin down why I love the mechanics of that game, despite many hours of dissecting it. I have not had a chance to examine 4th edition, only 3rd.

Exalted 2nd ed. I love that game. Seriously. It's mostly the setting because the mechanics are frustrating -- a tactical RPG where the authors of books beyond the core did not have as strong a grasp on tactical design as the original. The setting is what drew me in -- that and heaps of dice. I can go into more detail, but if you're not familiar with Exalted it'd be just me rambling. Even with all that, it does tactical superpowered fantasy combat very well. Quite a lot of work on the GM's part to create challenging enemies that don't steamroll the party or get ganked in 5 ticks by a team of well-coordinated Exalts. It's still the Storyteller system, though the numbers are tweaked a bit.

And finally: Star Wars Saga Edition. What D&D 4th ed should have been. As mathey mentions, Talent tree system snagged from d20 Modern truly comes into its own here. Chargen is actually fun, doesn't take long, and there are infinite options. Multiclassing is recommended, and it's almost impossible to make a bad character. The mechanics are well done, even though the authors would like to go back and change a few elements knowing what they know now. The Force point and Destiny point systems are central to making the heroes feel like they're roleplaying in the Star Wars universe -- but FATE can do that just as easily.
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