Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by SilvercatMoonpaw on February 17, 2018, 04:35:03 AM »
I come up with an idea, then make things up as I go along, often ending on something completely different from any intention of an ending I may have originally had.
32
Off-Topic / Re: Stream of Picture and Sound (TV & Internet shows 2018)
« Last post by Mister Andersen 2.0 on February 17, 2018, 04:33:11 AM »
Anyone checked out The New Legends of Monkey? It's an... intriguing... and in circles controversial adaptation of the story Journey to the West. While maintaining the basic premise of 4 companions seeking to recover scrolls containing the wisdom required to set the world to rights, it eschews the Buddhist parable for something rather more in the vein of Xena (not very surprising given it's a multinational co-production filmed in New Zealand).
33
Off-Topic / Re: Going to the movies 2018
« Last post by Viperion on February 17, 2018, 02:44:03 AM »
It got a resounding "meh" from me. Didn't help the MCU storyline much, forgettable villain with questionable motives and wildly varying emotions, and way too much magic"technology" which just plain ignored the laws of physics. Vibranium should be renamed Hand-wavium.

The sister and the head of the Royal Guard were the two best characters by far. The rest of the movie is eminently forgettable, IMO

34
Off-Topic / Re: Hunting High Scores: Video Games 2018
« Last post by RusVal on February 16, 2018, 11:26:17 PM »
By the way, in case it hasn't been mentioned, check out GVMERS ("Gamers" with a fancy "a"), a YouTube channel dedicated to stories behind canceled game series, like Prey 2, as well as the rise and fall of popular series, such as Command & Conquer and Resistance.  They've recently released a video about Rainbow 6 Patriots, the game that became Siege, and why that happened.  Which is ironic, considering the current state of affairs.
35
License to Improvise / Re: Basic Skill Mastery
« Last post by Mister Andersen 2.0 on February 16, 2018, 11:08:56 PM »
that's why it's generally considered a zero point ability. It might be a .5 ability when combined with something like spellcasting as one of the pair (Spider Nation).

It's a 0.5 ability when you tease apart the feats that have it, otherwise they're on the anaemic side
36
Off-Topic / Re: Going to the movies 2018
« Last post by Valentina on February 16, 2018, 10:29:21 PM »
Black Panther is spectacular. And smart; there was a far inferior version of this earlier called Wonder Woman.

Maybe truly miserable, hateful people will also hate this. Everyone else? Have fun. Maybe go again! I will.

I felt genuinely more alive after this movie.
37
Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by TKDB on February 16, 2018, 09:08:16 PM »
So far, the only really true long-form campaign I've run is my currently-ongoing one that I converted from a campaign I came up with and originally ran in TOG. It's something of a mystery/exploration-focused campaign, revolving around a major development in the cosmic clash of Order vs. Chaos. Players are trying to figure out what exactly is going on, and once they figure it out they'll have to decide what to do about it/which side to pick. So in broad strokes, I started with fleshing out the major plot points -- what's going on, who are the key agents involved, how might the players get started on the trail of figuring things out? From there I fleshed out more of the setting, deciding on details of major locations and characters or factions that, while not necessarily central to the main plot, could be of interest to the players as potential allies/rivals/amusing diversions, should they choose to pursue those details. For each significant NPC or group, I particularly noted what their stance would be on the primary conflict. Then I decided on the key clues that would help the players figure things out, and from there the trail of smaller clues/plot hooks that would help lead them to the big clues. And for after they've figured things out, I listed out key objectives they would need to complete in pursuit of the two main responses they might have to the final reveal.

The thing is, since I originally came up with this campaign for TOG, I've had to sort of hack it into the adventures-and-scenes breakdown. Which mostly works; each major clue/objective is the end goal of an adventure, and scene breaks can be defined more or less organically within that. Though the pacing of it tends not to be as tight as it could be were the whole thing designed from the ground up for that sort of breakdown.

I've also done a lot of one-shots of my own design, but being self-contained, one-session adventures they're a bit of a different animal from long-form campaigns (where I'd probably want each adventure to last ~3 sessions or so).
38
License to Improvise / Re: Basic Skill Mastery
« Last post by Morgenstern on February 16, 2018, 08:34:02 PM »
  I have tried opening up Skill Mastery to letting players pick the pair. On the whole the option seems ok. It does take away some flavor from both the feat itself and those character options that offer new pairs, but the trade off is getting back some of that name space tied up in identifying fixed pairs.

  I've also tried making the follow-on skill feats apply to all pairs. This tends to blow up badly.
39
Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by Nuaurpy on February 16, 2018, 07:58:25 PM »
I can't talk too much about the details of my game because I know some of my players occasionally come to the boards. But for my next campaign it's going to take place all within a single city. I started by building the city, I defined the sections of the city, populations, economy, major churches etc. Then I built a bunch of guilds and factions that had interests within the city. I then decided that there would be 1 main adventure line and 4 lesser adventure lines.

This means that when I create an adventure I decide which plot-line it's a part of. Then I write it out much like a published adventure including hooks that might get the party involved, people involved and places. I draw up the map and the NPCs. The main twist that I'm throwing in is that time doesn't stand still. All adventures get a timeline starting with how they start and how events play out without the players getting involved. Once I have that timeline I separate it into 3 phases. The first phase is what happens if the players get involved immediately, the events are just starting. Phase 2 is if the players wait a while to get involved; a lot of the events are already underway and the players come in to an event already in progress. Finally if the players just ignore the adventure for a good long time they come into phase three. this will often be at a breaking point where the events are effecting the world around them.

While this sounds like 3 times as much work it's actually not that bad. Once I have a time line there's a lot of overlap between Phase 1, 2 and 3 so I basically only have to design 2 extra scenes over what I would normally have to make and usually only 1-2 extra maps and NPCs. But I think that work will be worth it to avoid the open world video game problem of "There's a bomb that's about to go off, we have to diffuse it right away... or come back and diffuse it after 7 side quests"
40
License to Improvise / Re: Basic Skill Mastery
« Last post by Big_Jim on February 16, 2018, 07:25:34 PM »
It went from a whole bunch of individual feats in Spycraft to a single multi-purchase feat where you grabbed  a different (named) pair each time. Does it break anything intrinsically to just let people choose their own skill pair each time they buy the feat?

I'm super wary of this.

And to subsequently restructure the chain so that the 2nd and 3rd tier feats of the chain are single purchase and apply their benefits to all 1st tier ones?

I know this is a bad idea when combined with the "just pick two" suggestion.

Yes I'm aware of many species feats granting a "new BSM named-pair" option. I really dislike that as a non-zero benefit because instead of leveraging a concurrent choice as with Talent & Specialty choice when building your origin, it's entirely dependant on a future feat purchase which doesn't leverage cost of access against power level the way newer early-class access origin tech does. Not to mention that if you're picking up an early-access origin, then the named class is probably what you're aiming at anyway whereas the same cannot be said for BSM.

True, but that's why it's generally considered a zero point ability. It might be a .5 ability when combined with something like spellcasting as one of the pair (Spider Nation).

All in all, I don't think this is a positive addition to the game. Or, at least, the amount of rules restructuring necessary to integrate it seems excessive and easily breakable.
Pages: 1 2 3 [4] 5 6 ... 10