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1  Products / Mistborn Adventure Game / Re: Upcoming releases! on: Today at 05:14:34 PM
So today at work I get a text from my wife that says, "What's this package you got in the mail from Alexander Flagg?"

 Grin Grin Grin

Thanks for my physical copy of Wrought of Copper Crafty-guys!

You're very welcome! Your (collective) enthusiasm is what keeps us going...at least, somedays Smiley
2  Community / Off-Topic / Re: The Fundamental Mathematics of RPGs on: April 21, 2014, 12:40:23 AM
I think this document will save you a great deal of time:

Design Patterns of Successful RPGs

This document's been around a while, I believe as part of dissertation at one point, and has long since been a reference for me as I work...I use it sometimes to remind me of bits I may not be thinking of, as well as defining other bits I may not understand fully. Highly useful.
3  Products / Mistborn Adventure Game / Re: Question: Nudges and Outcome on: April 09, 2014, 06:37:37 PM

I've been considering a houserule that lets you expend any number of Nudges to retroactively add that many dice to your pool (i.e., you can reroll sixes if you want to). This seems to me like a good way of preventing that stupidbad moment where you roll about six Nudges and no pairs. Thoughts?

IMEX that flirts with the "never fail" situation the system very deliberately tries to avoid by making dice as 1-5 + non numerical result. Consider the situation of 6+ die pool for just a moment: it's quite easy to see a situation where a character will automatically succeed at some level...for instance, rolling 1, 2, 3, 4, 5, 6, or even 1, 2, 3 and 3 nudges make it both very close to auto-success if rerolls come into it (the only way he/she really fails is by someone succeeding by more in a Contest).

The system as it is introduces a chance of failure for highly competent characters with the heavy-Nudge result...but that failure is inherently better than the failure of a less competent character because it's virtually guaranteed to have no consequences aside from lost time (each Nudge in this case buying off one Complication from your negative Outcome). So yeah, there's a chance a 10 die pool could roll a 9 Nudges and a 1, or more likely, a 6 die pool could roll 4 Nudges and 2 unpaired numbers...but even that latter "crappy" roll will only suffer 2 Complications vs. the highest possible Difficulty (Diff 5 vs result of 0 = -6 Outcome, reduced to -2 Outcome by the 4 Nudges). Not failing spectacularly even when you absolutely are at your worst is still cool, and certainly allows more room for interesting twists and turns than an "auto-win" situation.
4  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: April 08, 2014, 02:48:00 AM
Anyone who doesn't want their beret heads are welcome to send them to me. I have the old second edition stormtroopers I use as Veterans (painted as Russian Air Assault for my Valhallan IG/Space Soviets) and I'd like some less constipated-looking faces for them Smiley
5  Products / Mistborn Adventure Game / Re: Gen Con Schedule's Live! So... Mistborn... on: March 27, 2014, 05:47:08 PM
Any update on this now that its been over a month?
Eh, might as well poke again now Smiley

Last year's audio was, sadly, completely borked. Way too hard to fix according to our sound guy Sad We're going to do better this coming year with a better mic.
6  Products / Mistborn Adventure Game / Re: Mistborn Adventure Game Revisions on: March 27, 2014, 05:45:20 PM
Yeah.  I guess Marsh should have a feruchemical atium spike as well, but that's not really worth a revision.

Well, we won't probably go back to revise stats based on information available after the end of the original trilogy - I would just as soon stat Marsh as Ironeyes and give him the Atium spike there Smiley
7  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 27, 2014, 05:30:17 PM
And I thought writing InfoSec Policy was hard... Game Designers suddenly have +1 Interwebs in my book after reading this thread.  That said, I'd call on us as a community to pull back the second guessing (..suggesstions..) a bit.  That might not be our intention, and we're all just looking to help.. and I know we're all fascinated with a puzzle that seems to need to be solved, but I can only imagine the extra "Seriously, guys?" moments that adds to the people already under the creative gun.  I know we're eager, but we just gotta let business be business and trust the Crafty have it under control.  Like herding cats.. ...with a vacuum.  

I appreciate the assist, Koala, and I do understand everyone's trying to help. The bottom line is this - we can't, and won't, make Spellbound any more work than we can afford. Regardless of what happens to Spellbound, Crafty's continued business survival has to come first. That means Pat and I need to be working on *new* projects and the next thing, because we're the only people that can do that for Crafty. I do appreciate the suggestions, but having literally spent years looking at how to slay this particular dragon, I know better how to get it done within the boundaries of time, attention, and money we have to spend.
8  Products / Mistborn Adventure Game / Re: Hemalurgy Rules Question on: March 27, 2014, 05:25:51 PM
His listed spirit is 3.  So since he's a character with a valid statsheet, logically spirit increases *must* be possible.
I guess I didn't put this in my original post, but I assumed that Inquisitors were in the negative, and therefore easily controlled by Ruin (as consistent with the books), but had "pseudo-Spirit" in effect, a bit like how Hero did it in 'Futile Efforts'.

Correct. Remember, that per the rules of the game, you can't go below 2 dice on a roll, anyway (page 144). Having characters with -11 Spirit would only confuse the heck out of everyone who saw the stat block; the important point about Hemalurgy is dropping below 2 Spirit makes you a tool of Ruin (and an NPC). Again, that's more about keeping the play of PCs in the spirit of the game than it is penalizing NPCs (who, honestly, the Narrator can play however he needs to per the necessities of the story).
9  Products / Mistborn Adventure Game / Re: Hemalurgy Rules Question on: March 27, 2014, 05:22:34 PM
Hey Crafty, quick question about how Hemalurgy functions in the game which came up during the campaign we ran wherein we all fielded Average-Strong-Mighty characters (instead of the standard Weak-Average-Strong) and tried futilely to kill the Lord Ruler...

Suppose I have a character with 10 Spirit. He is at the max and cannot raise his spirit anymore. Then suppose he gains one or more Hemalurgic spikes, each reducing his spirit by 1 (until such time as the spikes are removed, at which point the spirit is restored, as per the rules). Can the character raise their spirit again? I see two possibilities:

Well, let's look at Marsh's stat block as of Well of Ascension.

He has 4 steel spikes, 4 bronze spikes, and a gold spike, each of which are -1 spirit, plus an atium spike, which is -2 spirit.

So that's a total spirit penalty of -11. 

His listed spirit is 3.  So since he's a character with a valid statsheet, logically spirit increases *must* be possible.

NPCs are not built using the exact same rules as PCs. Marsh is a tool of Ruin regardless, by virtue of being a Narrator-controlled character Smiley
10  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 27, 2014, 01:39:36 PM
Guys, thanks for your comments and continued support. This thread has turned a bit on us as you seem to have seized upon what seem to be obvious solutions to our dilemma, but I assure you that we have long since looked at, and debated, and revisited, and struggled with, those solutions ourselves over the course of the project. The course we are on is the one that's the best for Crafty, and for the project, and we're very close to executing it, but like Sisyphus, the closer we get to crossing the hump the harder the going goes. I'll give you some specific examples.

Pat, I know you guys have your new double secret freelancer tackling this.  But what about the idea of crowd sourcing those spells that are troubling you.   I'm sure there are several people here who could come up with ideas that might make that easier.     Maybe a restricted forum area just for the pre-order people and post the problem spells either just a name or name and a description.  See what we come up with.  maybe that would be enough to get you guys through that nut.

True crowdsourcing just trades one set of work for another...with the added benefit of hurt feelings when we shoot down someone's brilliant idea. The work stops being about just figuring out the problem of a spell, and becomes presenting the problem to a group, waiting for responses, debating *each spell* (worse even than trying to figure them out on your own), and *then* writing the spell to a standard to fit the book. Anything that makes Spellbound even harder and more drawn out is a Bad Thingtm and increases the liklihood of it not being released even further Sad

Now, that's not to say we definitely will not be letting you all in behind the curtain at some point in the process - but that's a conversation I will be having with the Double Secret Freelancer first, as he needs to work in the way he's most comfortable.

I think it's slightly silly to commit exactly equal treatment to all schools.  I think it should be a commitment of 1 good spell per level per school and any others are extras.  That's only 108 spells at the base.

Morg's question to this point was on 3rd party products (I had to read it twice to see that, but there it is), not the core product - the Spellbound book. It is a bit silly, but we are so damn close to symmetry - really - that I'd more likely have effects that are similar to one another rather than drop whole spells from the list. Honestly, we may not have to make either choice.

I realize that the new classes and the gargantuan spell list are mostly intertwined, but would it be possible to perhaps separate the classes out?

Perhaps as individual Call to Arms style PDFs, or as a compendium with all the classes in one. 


Heh. That's what Spellbound *was* before we compressed it together into a book. There are FAR more issues of that presentation than you might think - the main thing being the grimoire itself (even IF we didn't have exactly the same number of spells in each Discipline, as Morg suggested earlier, you can't write the list *at all* without knowing what your spell environment is. To start with one and just grind them out is a fool's errand - speaking from far too much experience).

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Even though there are a few duplicates (Mage, Alchemist, etc) I would buy an all-in-one magic class book.

And then I'd buy the spell compendium when it arrived.

That's two print runs, double the financial risk, and a lot of redundant work. While the solution may seem easy to those outside the process, I assure you - we have looked at all the factors and this is the best possible path we see to getting this done, both for ourselves and the company.
11  Products / Mistborn Adventure Game / Re: Hemalurgy Rules Question on: March 27, 2014, 01:10:33 AM
Do we get any updates on the Hemalurgic metals in a future supplement? At present we're missing Hemalurgic properties for 5 of the 16 natural metals (I'm not as worried about the god metals), and though the Physical and Mental metals follow a strict pattern, it all goes a bit crazy after that...

Honestly I mostly just want to know the metal for transferring Temporal Allomantic abilities so I don't have to use Atium for them.

Well, the issue those are missing mainly is because Brandon's never defined them. He sorta ran out of ideas for how else to apply Hemalurgical effects without diluting the theme of the magic, as I understood it. Perhaps we might suggest something when we get to a product involving Hemalurgy more centrally, but until that time I leave it to The Man on that front.

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Also, while we're on topic let's have a question about the new mastercrafted metalminds and Hemalurgy. We know that Hemalurgic spikes can be used as metalminds (and it appears they are used as "average" sized metalminds). What if a player made his Hemalurgic spikes in the same manner as a doubled metalmind is made? Would their average sized Steel spike be able to store 200 charges of Speed instead of 100 charges?

IMO that wouldn't happen. I imagined Doubled Metalminds to be a combination of secret Terris craftsmanship, particularly pure alloys, and methodology. I highly doubt anyone able to craft these items would know of hemalurgy, and vice versa. Besides, I don't think I want Feruchemical Hemalurgists getting two-for-one on spikes as metalminds - just like trying to buy back lost Spirit from spikes, it smacks of trying to game the system.
12  Products / Mistborn Adventure Game / Re: Upcoming releases! on: March 26, 2014, 07:34:18 PM
Please tell me that there will be maps in Alloy of Law.

There will be maps in Alloy of Law, but not tons of them. Brandon's still developing the world.
13  Products / Fantasy Craft / Re: Path of Plants and Lore in Adventure Companion on: March 26, 2014, 07:33:29 PM
I'm guessing mistypes. I'd say use Nature and Knowledge.

Exactly!
14  Products / Mistborn Adventure Game / Re: Upcoming releases! on: March 25, 2014, 08:12:45 PM
Yeah, I just had a scary thought on Compounding: It will (likely) break the natural limits on amounts you can tap at one time.  Shocked

In game terms, we're not allowing that...mainly because it defeats the whole purpose of having the Feruchemy rating in the first place. To be clear, Compounding in the books as described is completely and utterly broken for the game, so we had to interpret a way to make it powerful while representing the spirit of both the novels and the game's balance.

What Compounding does in game terms is twofold - one, it allows the Compounder to burn super-efficiently - a burnt charge from a charged metalmind generates IIRC 10 charges of Feruchemical ability, allowing you to essentially ignore the restrictions of what a metalmind can hold or what you've had time to charge. The downside is the metalmind is permanently reduced in storage capacity each time you do this (as metal is burnt away).

The other effect is that Compounders can manifest what is essentially a new power effect by Compounding alone (per Brandon's statement about Compounders essentially being able to create a new power), which we represent as Compounding Stunts. A Tin Compounder, for example, can gain supersenses on the level of Daredevil of the comic of the same name. It took some hard thought on Logan and my part to come up with what those powers could ostensibly look like, but they've been blessed by Brandon as feasible uses of Compounding.

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Unrelated note: You can burn any metal that's in your body, including piercings: that means you can't even stop "(non)-suicide pill" use by unprepared Compounders so long as they have pierced ears.
-Source
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2:57:56
Q. Several of my friends play the Mistborn tabletop game, and we have a question, so, if you want to burn a metal Allomantically do you actually have to ingest it, or can it just be in your bloodstream, or-?
A. If it gets in there somehow, you can use it.
Q. So you can inhale something, or inject something Ö what about spikes? Could you like burn a spike that was-?
A. Yes, you could, but not if itís Hemalurgically placed or Hemalurgically charged. But otherwise yes. If it gets in you--I almost wrote a scene where someone got stabbed through the chest and they burned it. The problem is your metal also has to be of the right allomantic alloy.

That last bit is very interesting. There was some debate between Brandon's team and us regarding whether you had to actually swallow a metalmind in order to Compound it (our original designer of the rules was allowing you to Compound a metalmind you touched). The biggest testament to the fact you can also Compound piercings is Miles - he's got metalminds embedded in his flesh...
15  Products / Mistborn Adventure Game / Re: Upcoming releases! on: March 25, 2014, 11:06:55 AM
He mentioned my obsession with survival gear! (At least, I assume it was me...)

It was you Smiley

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Looking forward to the Alloy discussion... playing 'Futile Efforts' will become even more ridiculous once the Lord Ruler is decked out with the compounding stunts.

Worse still, Compounding is just an ability (that Twinborn "pay" for at character creation by not getting a Stunt) based on their choice of metals. TLR, with Compounding and the corresponding crazy-weird abilities that comes with it, will be insane.

Did they mention if the Alloy of Law hangouts for April 7th was still on?

It is still on!
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