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Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Mister Andersen on February 19, 2017, 02:39:12 PM »
Janus looks over the assembled frog things. She's never eaten amphibian before, and wonders what they'd taste like. Probably muddy.

"That is the one the name given we were," she tells Lars in her imperfect infernal, not wanting to risk the con to any of the creatures having even a basic awareness of the common human tongue. A tentacle waves in the direction of the staff bearer. "Divine Father he worships."

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License to Improvise / Re: Need help with some NPCs
« Last post by Saizhan on February 19, 2017, 01:38:42 PM »
  Philosophically, 'Tough' and 'there's another one exactly like it hidden in hammer space that steps onto the field when you down the first one' are exactly the same thing. And if they're the same thing, they have the same XP cost. In my mind there's a parallel version of Tough I call 'endless ranks' that says "Yup, you beat him. And another one coalesces into play out of the quantum horde of them all around you." It's a useful way of not obliterating your players when you throw 40 critters at the group... but only have 8 of them active in any given round :). Eight low base XP critters with 4 grades of endless ranks can make for some lively workouts :).

  To me there's also very little difference in terms of reward between a creature worth 90 xp that then has two grades of tough added (so you have to 'kill it' three times) and having a single creature that has three forms, each worth 90 points and that cycles to the second, then third form as you defeat it repeatedly. Well there is a difference - the multi-phase boss is more interesting :). But both are still 100XP of challenge/reward. Conversely three different 90 xp critters at the same time is a whole different' level of danger :). Tough (and it's philosophical variants) really are a fairly powerful tool in the scenario designer's kit. Powerful enough to make Mastercrafty paragons of whupass rock back on their heels. They test a group's endurance, the depth of their resources, rather than their burst/surge potential.
I see this multi-phase thing working for standards but how do you do this for specials? Ive been working on my endboss encounter and the endboss will have 3 phases, each with different xp value and different tactics. I was just gonna add all the xp together. Is it better to work with 1 health score and add 2 tough levels to the highest xp?
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Off-Topic / Re: On Narrative Design
« Last post by Desertpuma on February 19, 2017, 07:34:27 AM »
The woman in the image is named Alt as in the early 80s supermodel Carol Alt. It is her face and body used for the artwork. She did some model work for Sports Illustrated's Swimsuit issue and also did some acting (very little in the US but quite a bit in Italy). https://en.wikipedia.org/wiki/Carol_Alt or check her website for lots of pictures: http://carolalt.com/

I started Cyberpunk back when it came out in the black box in 1987 then it was released as a 2nd edition about 1992 as Cyberpunk 2020. Been waiting for the Cyberpunk 2077 game for a few years, here is a behind the scenes talk by Mike Pondsmith about it: https://youtu.be/MjHrGxSVVVA


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Off-Topic / Re: On Narrative Design
« Last post by Mister Andersen on February 19, 2017, 05:11:16 AM »
Inside the classic Tabletop RPG behind CD Project Red's upcoming Cyberpunk 2077 - Less a how to this time and more a brief hagiography of Mike Pondsmith and the creation of his seminal Cyberpunk RPG.

There are lots of little interesting snippets in the article but one thing that really hit a chord with me was the comment on the art style -- based around the clean lines of contemporary artists such as Nagel -- of the original game. I've never played Cyberpunk nor read anything of its original release apart from flicking through some adventure modules at the local bookshop.[1] Well, they could have been Cyberpunk, but they may been for Shadowrun. But this is when I first started going to gaming cons, and one of my most vivid memories was a blurb for a CP session called "Pretty Hate Machine". Can't remember for the life of me what the scenario was, but the name and the picture that went with it -- a very elegant B&W line drawing of a kneeling woman with a cybernetic arm -- have been burned in my brain ever since.

So having read the article, I click on the link for the trailer, and lo and behold, I see the picture.



The clip lingers on that picture, all gussied up and retro scanlined amidst the hi-def CGI, for several moments and then later frames it in the background of the visually similar cyberpsychotic seemingly poised to take a headshot. So I'm guessing that the image is probably from the 1st edition core rules. Did it have some significance to the over all narrative or aesthetic of the book? Or was it simply space filler that now as some 2 generations ago struck a resonance with some one looking for a singular defining visual? In either case it unobtrusively yet brilliantly ties the computer game to its pregenesis.

Also, BTS of the Cyberpunk 2077 trailer, which provides a direct comparison the original image and the one from the clip.

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1. Seriously, how cool was it that I could go, at the end of the 80s/beginning of the 90s, and get RPG books from my local franchise bookshop and browse two or three shelves of the things like it's the most normal thing in the world when my teachers were freaking out about D&D and its ilk being a pathway to Satan?
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Off-Topic / Re: [Theorycrafting] Let's talk squad tactics game
« Last post by Gatac on February 19, 2017, 03:40:32 AM »
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License to Improvise / Re: [WIP] Fantasy Craft: Bronze and Steel
« Last post by Takeru on February 18, 2017, 09:17:14 PM »
I'm so rolling with this in my games. Partially because I helped make the feat.  :-X

Tough always felt like such a cool concept but had one major problem of game design; Player Feedback. One of the worst things you can tell a player is "Your attack is ignored. But don't worry, he can't do that to the NEXT attack you do." Tough is supposed to keep strong enemies in the fight longer, but between FCs Vitality Bloat and the eternal problem of Action Economy, end-game fights with special characters devolve solely to "who can deal enough Stress/Subdual Damage first" or "who can crit X times first", death by HP more or less stops coming into play. This keeps the strong enemies on the field while making the players feel like they at least did SOMETHING besides remove a layer of Plot Armor, but also lowers the XP value a touch so you can squeeze it in more easily.
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License to Improvise / Re: [WIP] Fantasy Craft: Bronze and Steel
« Last post by Slashes-With-Claws on February 18, 2017, 01:39:02 PM »
New Quality!

Not So Tough (2 Action Dice)
Special Characters are not as Tough.  Tough no longer negates all damage to Special Characters, instead the Damage goes to Vitality and is halved (Rounding down) after DR and Resistances.  Also, the XP value of the Tough NPC Quality is reduced to 4 XP.
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Off-Topic / Re: Computer Gaming 2017
« Last post by Valentina on February 18, 2017, 12:26:29 AM »
Total War: Warhammer is on sale for about $13 at Humble Bundle. So is most of the Total War franchise.
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Off-Topic / Re: Computer Gaming 2017
« Last post by RusVal on February 17, 2017, 10:31:48 PM »
Okay, so you know how I like to use StarCraft II as an example how silly zombie movies can be when you have a properly equipped military force?  In particular, I like to slice through 'em with some nice Tier 1 SpecOps combined arms (Nova).  Well, finally got to try out a custom version of the Miner Evacuation map (protect evac zones from zombie hordes), and it turns out:  zombies, still not so tough.  Zombies that pop out of zombies you kill (as well as anything else)?  A LOT more intense!
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