A great GM Hangout episode about Role Playing as opposed to playing the numbers.
https://www.youtube.com/watch?v=fLQfkOf9rRA
Thursday, February 27, 2014
Tuesday, February 25, 2014
Possible Extra
If we do do The Day After Ragnarok, then everyone will get some extra. If 'American' then an extra skill, if British Empire double money (or maybe half money if not British?), other may give survival. But no matter what, don't choose this until we all meet, I think it is important to discuss as a group, since I am going to be really stingy with default rolls with such a big group.
Saturday, February 22, 2014
What Next - I have a plan - We need characters
After being shocked, and stunned, and worried, a plan is coming together for next session. I think I (and we) need a better understanding of the system, so I have something in mind for next week. It will let us explore some mechanics I don't think we have ever used. It will work best with modern day chars, so maybe we just use the 'insipired by yourself' charactacters we talked about. I am going to try to get to Nates today for gaming, and maybe can work on some of the chars then. Feel free to be really liberal in what 'inspired by yourself' means, the main thing is that they are modern day starter characters. If need be we can work on chars Wednesday so if it seems overwhelming then just give up. Also remember that your hinderances are really important, bad stuff is great, using it and playing it up is worth bennies.
Friday, February 21, 2014
In case someone wants to add this to a reader
atoms:
http://rollingonandon.blogspot.com/feeds/posts/default
http://rollingonandon.blogspot.com/feeds/comments/default
http://rollingonandon.blogspot.com/feeds/posts/default
http://rollingonandon.blogspot.com/feeds/comments/default
or
rss:
http://rollingonandon.blogspot.com/feeds/posts/default?alt=rss
http://rollingonandon.blogspot.com/feeds/comments/default?alt=rss
Thursday, February 20, 2014
Player Questions Needing Answers
I need to work these out about players.
Are you a core player or not?
How tied are you too a certain setting (like d&d like fantasy)?
How do you lean on a scale between role playing and combat simulation?
Bed time, and I am sure there are many more questions, but I will have to think of them later.
Are you a core player or not?
How tied are you too a certain setting (like d&d like fantasy)?
How do you lean on a scale between role playing and combat simulation?
Bed time, and I am sure there are many more questions, but I will have to think of them later.
Some cross worlds thoughts in answer about a setting...
Yeah I am always interested mixed setting worlds, but haven't been able to figure out how to do it right. I was going to lead off last night or next week with: "You fell asleep and as you woke up you realized the life you were living was just a dream as you get ready for your trip today". And then have transitions like that happen periodically, but it won't work without without a good way to tie things together in a big overarching framework, with trouble and rewards somehow following around from world to world, and somehow allowing growth to happen in a meaningful way. I really don't like the idea of simply mixing worlds together because then you just have a mess of everything being there at once (magic, tech, monsters, and so on).
Maybe I should find out more about RIFT and see how they handled it. But hmm, writing thing has given me a few more good ideas about how it could work...
Maybe I should find out more about RIFT and see how they handled it. But hmm, writing thing has given me a few more good ideas about how it could work...
The Bad News
Why is there always bad news... With a big group I think we aren't going to be able to do any deep story role playing, so I don't think Zombie apocolypse will work. We need to do something else. At least that is what I think. Let me know if you think differently. I think it needs to be something with lots of combat (since everyone is involved at once that way). Or does it just not work at all? Or should we focus on a smaller group each week and few people sit out and play board games? Or are just a few people the main people who do a lot and the others become mostly extras? Maybe instead of zombies we do something more arcane or techy, maybe something like John Carter of Mars, perhaps you all somehow get warped to Mars and get caught up in a war with lots of battles and magic like tech. Any thoughts? No matter what, the more I think about it the less I think the zombie thing will work with so many people. Maybe we do meet on Tuesday with a smaller group? but who in it? Jeez. - I really don't want to try to do something that is heavy character story driven if we won't have a chance for people to play their characters.
Errors and Clarifications
Okay we weren't sure of some of these, got some wrong, and were just wondering about others (oh and if any strangers see this, we are using Savage Worlds):
- Hold - holds everything until you use it, so cannot move and hold action. (house rule couldn't find proof)
- Keep your card if you hold (but it doesn't really matter what it is)
- Looks like you get only 1 action and any number of free actions, and guess what, moving is a free action
- We need to have more -1 to shooting for light cover if things are partially obscured
- About damage, first is your initial state, then if hit, or hit with raises, this is what happens:
- Fine + Hit -> Shaken (we had this right)
- Fine + Hit with 1 Raise -> Shaken and 1 wound (still good)
- Fine + Hit with 2 Raises -> Shaken and 2 wounds (still had it right)
- Shaken + Hit -> Shaken and 1 wound (still got it)
- Shaken + Hit with 1 Raise -> Shaken and only 1 wound (!whoa what, the shaken doesn't turn into a would if you are damaged with a raise)
- Shaken + Hit with 2 Raises -> Shaken and 2 wounds
- Yikes! with a throw a normal miss deviates up to half as far as the throw was
- Breaking things is much harder! Objects have Parry of 2 (yeah even that door), and NO, I mean NO aces affect to hit or damage of Objects (they have no vitals - at least generally), so to take down the door you really need to do like 10 points of damage, and without any Aces increasing damage.
- Improvised Weapons are -1 to Fighting or Throwing, AND give you -1 Parry as well.
- Tests of Wills, like Taunt, Intimidate, or Trick, only yield a +2 against the opponent on the next action, to make them Shaken, you need to make it with a raise.
- Armor just adds to toughness, you still use Parry to hit, armor doesn't affect Parry. So basically it makes you harder to hurt, not harder to hit.
Subscribe to:
Comments (Atom)