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1  Products / Z-Corps / Re: Escape Routes & Safe Zones on: October 05, 2014, 06:41:03 PM
+1. It seems like anyplace with no good sightlines is the wrong place to be in case of Zombie, and forests seem like a classic example. Castles could get really useful again, though.
2  Community / Off-Topic / Re: Reaperwatch 2014: Can't be as bad as last year on: October 01, 2014, 05:46:39 PM
Too Late.
3  Products / Z-Corps / Re: So Z-Corps kinda sorta has some competition on: September 16, 2014, 06:19:35 PM
I've spoken with a number of people who are *way* into play-as-yourself play-in-your-hometown z-poc scenarios. It certainly has a niche. It's not MY niche (my old high school group did play-as-yourself using Warhammer Fantasy Roleplay, which was a trip and a half), but it's a niche.
4  Products / Powered by Products / Re: Play some Wyrmstone! on: September 06, 2014, 10:00:29 PM
"Interest" is a harsh mistress. Hard to gain, harder to maintain, and ultimately impossible to keep. As a Fantasy Craft-based product, Wyrmstone's a hard sell. You can't really attract the Pathfinder crowd with it, as they're being impossibly spoiled by Paizo's production schedule. You can't sell the mainline D&D crowd on it, because WoTC can keep their attention with shiny new baubles just as well as Paizo. You can't sell the video gamers on it, because it makes them do their own math. And the OSR guys turn up their noses at the system.

I've had several conversations over time about this, and it comes down to the notion that RP gaming can't be both open to widespread personal contribution AND keep the individual table experience dynamic and magical. The best RPGs are the ones that, ironically, are NOT complete omnibus products with rules for everything. But the more you want multiple talents working on the same project, the more rules you seem to need in order to keep everything straight. With too many rules, you lose the independent creatives who chafe at the boundaries. You can create lots of optional rules chunks (Dragon magazine went a couple hundred issues on the back of Optional Rules proposals) but so much of that is just authorial vanity that will never get read, much less used, that it's tough to work up the energy.

So the deeper and more detailed Wyrmstone could get, the less open to contribution it would start to feel. Star Trek theoretically is a huge canvas, but so mired in Canon that the individual creator suffocates trying to fit new stuff in.
5  Products / Powered by Products / Re: Play some Wyrmstone! on: September 06, 2014, 06:43:21 PM
The site is still up. As an "organized" game it spun down a few years back, since it never quite reached the critical mass of players it needed. We had wanted to try and get as many people as we could to help paint on the canvas, but in retrospect it was probably selfish and misguided to hope that the player base would suborn the full extent of their own visions in order to fit those ideas into Wyrmstone. And then the main drivers of the content had to move to other things (new jobs, new marriages, new paying projects, etc.), and so updates and new content petered out.

But the worldbook stuff is maintained there on the site for any and all to use in their home games as they see fit. I still feel like there's some really good stuff in there, and I hope people get some mileage out of it.
6  Products / Z-Corps / Re: Z-Corps Question for Everyone on: August 26, 2014, 07:17:37 PM
If you want to get twisted, some of the dudes who've done White Wolf/WoD work might be interesting to find, especially from the non-Vampire offerings. I don't know any names in that lot. Who did Human Occupied Landfill? Whoever that was had their fingers in some nihilistic pie.
7  Products / Z-Corps / Re: Z-Corps Question for Everyone on: August 25, 2014, 08:52:25 PM
Big +1 on Correia, though he's already got game hooks in the HERO system.

A lot of thoughts I've had and heard revolve around people who can get the horror and guns right, and that tends to go to Author-authors, rather than gaming-authors. Maybe if you could work a collaboration where an author-author gets to lay out the story, and then a team mechanizes that story for the game, you'd have both a cool story, a cool adventure, and a tie-in to an author who could drive readers and customers to the work. Correia would be fun, and he seems approachable. Howard Tayler (of Schlock Mercenary) moves in the same circles as Correia, and he might be down to drop a zombie bomb on America.

In more of a gaming way, though, Loren Wiseman already roasted America in Twilight:2000. I can't speak to his horror chops, but he's contemplated societal breakdown on a massive scale before.

If you really want to get Once Upon a Midnight Dreary, though, this might be a neat-o collaboration with the dudes at Pagan Publishing. What's John Tynes been up to lately?
8  Products / Z-Corps / Re: Z-Corps Question for Everyone on: August 25, 2014, 06:19:47 PM
Define "campaign book". A world guide? A big adventure?
9  Products / Spycraft Third Edition / Re: Spycraft 3.0? on: July 22, 2014, 07:42:28 PM
Divinity Thieves all the way. Best table of Spycraft I've ever sat at. Probably top five best tables of any game.
10  Products / Spycraft Third Edition / Re: Spycraft 3.0? on: July 21, 2014, 07:04:12 PM
To Remy's question, though, is the Living Spycraft archive still up someplace on the site here? Seems like there were half a dozen 2.0 missions there.
11  Products / Z-Corps / Re: Welcome to the Corps! on: July 14, 2014, 11:46:48 AM
Was there ever an actual release date announcement that I missed?
12  Products / Spycraft Third Edition / Re: Action, Ultra-Violence, and Adult Themes in TTRPG Design on: June 30, 2014, 05:55:32 PM
Indeed. Players who are adding to the entertainment value of the story should never be out of narration points. And if you're not adding to the entertainment value of the story, a conversation needs to be had about why that is. That's not gamist or narrativist or secularist or sierramist or whatever-the-hell-ist-is-cool-today. It's just human.
13  Products / Spycraft Third Edition / Re: Action, Ultra-Violence, and Adult Themes in TTRPG Design on: June 29, 2014, 11:17:30 AM
so in short, IMHO detailed action and and graphic violence is a good thing, too much or too little is a bad thing, and substituting gamist narration mechanics for actual charts or specifics is the worst thing.

To make sure I'm understanding what you're saying, please explain what is wrong with the following exchange at a game table:

Player: "Yes! I rolled a 20!"
GM: "Awesome. If you want to turn the 20 into a critical hit, spend a narration point."
Player: "I'm totally doing that."
GM: "Okay, you get to narrate your criticals, so take it away: how do you maim him?"
Player: "I freakin' smash his skull with my hammer and his eyeballs pop out and his brains goosh all over!"
Other players: "Awesome!"
GM: "Alrighty, that orc is quite dead."

(As an aside, will you please also do us all a favor and expunge IMHO from your online vocabulary? You've demonstrated repeatedly on these very forums that there's really nothing H about your O. Having an O is no problem, of course--everything anyone writes on a web forum is by nature their O, and need not be labeled as such. Calling it H just makes you sound juvenile. Thank you.)
14  Community / Off-Topic / Re: Reaperwatch 2014: Can't be as bad as last year on: June 24, 2014, 05:20:23 PM
Terry Richards, one of those awesome stuntmen you don't know by name, but totally know.
15  Community / Off-Topic / Re: US Goverment's digital miscreantism on: June 07, 2014, 11:40:26 PM
Why not? I'm feeling nuts today. So I'll point out that re: net neutrality, the problem isn't the FCC wanting to regulate in favor of one or the other corporate interest. It's that the FCC is going to try and regulate the internet AT ALL.
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