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Author Topic: [Fantasy Craft] GMs Unite!  (Read 6020 times)
Mister Andersen
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« Reply #30 on: April 23, 2009, 01:13:56 PM »

Campaign Quality

...: At the start of the scene, the players and the GC each gain a bonus action die of their standard type without gaining the XP reward.
Karma Bomb: If any action die results in a 1, it explodes but that person may not use any further action die until the start of the following scene. Character options that ordinarily permit an action die to explode on a 1 instead cancel out this quality, leaving the character affected by neither.
« Last Edit: April 23, 2009, 01:22:31 PM by Mister Andersen » Logged

Crafty_Pat
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« Reply #31 on: April 23, 2009, 04:09:26 PM »

Right, a Quality that applies to the whole party instead of just one person.  Like... if it's a party of Samurai, Musketeers or Catholic Crusaders.  All flying one banner with one set of Ethos.

In d20 Big Eyes Small Mouth there is the "Sentai" class, think Power Rangers for the paradigm.  Class benefits ranged from, I think, easier/better flanks to just knowing your buddies were in trouble.  While I don't think it's a worthwhile class, it could be a very nifty feat tree.

We have a couple feats and other things in the game that allow parties to work together like this. I'm sure we'll see more as the system and line progress.
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« Reply #32 on: April 23, 2009, 08:00:56 PM »

Influence:  Zorro.  Princess Bride.  Batman.

Quality &/or Sub-Plot

Masquerade!: The hero is a masked hero.  Should his true identity ever be found out.. life pretty much sucks for him. 
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Crafty_Alex
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« Reply #33 on: April 23, 2009, 08:19:31 PM »

Influence:  Zorro.  Princess Bride.  Batman.

Quality &/or Sub-Plot

Masquerade!: The hero is a masked hero.  Should his true identity ever be found out.. life pretty much sucks for him. 

Sounds like a Secret Identity subplot to me...
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« Reply #34 on: April 23, 2009, 09:10:40 PM »

Are you looking at me? - The adventure is effectively one long bloodbath, preferably started by "You're all in a tavern.  A guy at the bar sneers at you and asks, 'Are you looking at me?'" 

I didn't drive an hour to roleplay.  Diplomacy penalties all around!
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« Reply #35 on: April 24, 2009, 11:19:49 PM »

Video game inspired trope that is unfortunately necessary against some PCs....

Invulnerable Shopkeepers: Feel free to steal from folks on the streets, murder whomever you want in town... except the merchants. If you think that killing the shopkeeper and taking his stuff is more expediant than buying it normally, think again. The shopkeeper is not only immortal, he instantly catches you if you try and steal from him. The same goes for barkeeps, innkeepers, and the old witch that tells fortunes. May also apply to castle guards at the GM's discretion. Note that these NPCs are only immune to PC attacks, other NPCs can kill them normally as the story requires.

Comic Book Style Sewers: Underneath the town, there are giant ten foot wide tunnells that are obstensably the city's sewer system. Not that there's any, you know, sewage down there. At worst, a stream of water runs through the middle that might get the player's feet wet. There may or may not be giant rats, aligators, or turtles living down there, but there most definately will be access to a plot related area. Ok, this one doesn't really need a quality, but it's something I run in EVERY game I run, because, who really wants two foot wide pipes that are full of sewage when they open up a sewer grate?
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« Reply #36 on: April 25, 2009, 12:29:20 AM »

Influence:  Zorro.  Princess Bride.  Batman.

Quality &/or Sub-Plot

Masquerade!: The hero is a masked hero.  Should his true identity ever be found out.. life pretty much sucks for him. 

Sounds like a Secret Identity subplot to me...

I think it'd work as a quality - sorta like how Shoe String Budget gives all the players the Debt subplot.
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« Reply #37 on: April 25, 2009, 04:29:24 PM »

Alright, I came up with two things, the first of which I'm not sure would work as a campaign quality:

And The Chosen One is...

... not you. Sorry. It turns out that some talentless NPC (a clumsy barmaid, an inept scroll caddy, the nearby town's resident drunk, etc) is destined to save us all from the clutches of darkness, not you. The PC's start out knowing who the Chosen One is, and they go from there.

Constant Assault

The PC's are targeted for assassination by a secret organization, or a person with great influence. Sleeping becomes an issue, especially in towns, and the PC's will be forced to keep watch even when sleeping at an inn, or even their own homes. Friends of the PC's also become targets, and enemies allies of the assassins.
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« Reply #38 on: April 26, 2009, 01:12:30 AM »

PC's will be forced to keep watch even when sleeping at an inn

You mean you run games where this isn't the case? Tongue

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« Reply #39 on: April 26, 2009, 03:53:14 AM »

every rest HAS to start with the question "who keeps watch first". what would be the point of letting the players rest if you don't attack them during sleep? Grin
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« Reply #40 on: May 11, 2009, 10:00:44 PM »

Last chance to submit ideas for Narrative Control options. Specifically, I'm looking for mechanically inclined Perks and story-based Perks and Complications (we're good on mechanical - what we're calling "scripted" - Complications).

Here's what we have so far for the scripted ones...

Scripted Perks
Glad I Brought That!: "Remembering" you brought a low-Complexity item
Sympathetic Adversary: Temporarily turns a standard adversary to your side
Unexpected Help: NPC assistance

Scripted Complications
Adventurers in Town!: Merchants raise their prices accordingly
Lost or Stolen Item: It's like it sounds
Nature's Fury: Like in 2.0 but, you know, easier to use
Reinforcements: More adversaries in a fight
Shoddy Item: Increased error ranges when using it

The scripted ones are merely supposed to be common examples that happen to also feature some of the "heaviest" rules in the section. They're not supposed to be exhaustively comprehensive but we'd like to offer a good spread. All ideas are welcome but get them to us ASAP.

Thanks!
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« Reply #41 on: May 11, 2009, 10:11:33 PM »

Last chance to submit ideas for Narrative Control options. Specifically, I'm looking for mechanically inclined Perks and story-based Perks and Complications (we're good on mechanical - what we're calling "scripted" - Complications).

Here's what we have so far for the scripted ones...

Scripted Perks
Glad I Brought That!: "Remembering" you brought a low-Complexity item
Sympathetic Adversary: Temporarily turns a standard adversary to your side
Unexpected Help: NPC assistance

Scripted Complications
Adventurers in Town!: Merchants raise their prices accordingly
Lost or Stolen Item: It's like it sounds
Nature's Fury: Like in 2.0 but, you know, easier to use
Reinforcements: More adversaries in a fight
Shoddy Item: Increased error ranges when using it

The scripted ones are merely supposed to be common examples that happen to also feature some of the "heaviest" rules in the section. They're not supposed to be exhaustively comprehensive but we'd like to offer a good spread. All ideas are welcome but get them to us ASAP.

Thanks!

Complications:
No Rest for the Weary:  Normal 'rest time' is no more.  Someone needs saving!  (Possibly the PCs themselves.)
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« Reply #42 on: May 11, 2009, 10:18:30 PM »

Not sure where some of these will fall but I trust the Crafty Crew to figure them out.

The Latest: Experimental piece of equipment or new rare invention happens to be available
Game's Afoot: Footchase occurs, preferably in an urban area across the rooftops
The Madcap: At the slightest slight, a fight starts because of or near the characters drawing them in
Get Off My Chest: the Dying Delivery method of Maguffin for the party
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Mister Andersen
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« Reply #43 on: May 11, 2009, 10:39:21 PM »

Missing Label (Perk): Turns out that that thing you thought was something turns out to be something else similar but more immediately useful (like a letter opener turning out to be made of silver rather than, say, aluminium).

Missing Label (Complication): Like the above, but working in the GC's favour.
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MugMug
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« Reply #44 on: May 12, 2009, 11:52:44 AM »

Perks
The Magic Sizzles: [Could deal with a personal relationship, sustained performance (such as used in sports), or actual magic.]
Festival!: The town is holding a festival.

Complications
The Magic Fizzles: [Could deal with a personal relationship, sustained performance (such as used in sports), or actual magic.]
Festival!: The town is holding a festival.
No Room at the Inn: Even the manger is full; the party will have to "rough-it."*
We Don't Like Your Kind: Whether focused on a particular race, or just because they're adventurers, the some or all of the party is not welcome.
No Lessons Learned: You really didn't learn much from that encounter.
A Cautionary Tale: [On-the-fly trap/encounter? Some risky move fails? Outfall from the "wrong" allegiance? I don't know; I just really like the name.]
Mistaken Identity: Self-evident.
?: Small cave-in, rockfall, whatever changes terrain... something; I forget the term Embarrassed, the thing that makes chases more difficult.

* Monte Cook recently suggested offering a small bonus for characters that sleep comfortably. The idea being players will track a bonus whereas the GC typically needs to track penalties (from, for example, sleeping in armor).
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