Search found 4089 matches

by Count Zero
Fri Aug 20, 2010 10:29 pm
Forum: RPG Discussion
Topic: How to run Operation Jungle Drums
Replies: 2
Views: 2721

Chris is pretty much dead on there. The relationships are key. I would also recommend not using the gears they recommend in Jungle Drums Redux. They are just way to powerful. Go with basic gears. If it calls for a specialty model (i.e. Command Jager) just go with the regular chassis (i.e. Jager).

Also, make sure to do the briefing at the beginning. The commanders are serious men, and play up the military structure. Watch some movies, but don't to caricatures. The characters in charge are serious people. They don't fuck around. Practice the briefing. These characters are professionals. A good source for behavior would be a show like Generation Kill. The key to the game, just like Generation Kill, is the camaraderie between the characters.

Also, don't be afraid to kick the shit out of the players a bit. The forces they are fighting are nothing to shake a stick at. Take some time to think about the combat scenes and what the fights will feel like. Of course, stress to your players who might not know that gears aren't battlemechs, but light combat vehicles. They can't take a lot of hits. Play up the grittiness of the setting and system. Go for the gritty, realistic style rather than action movie. Heavy Gear is a military/war RPG.
by Count Zero
Tue Jul 13, 2010 9:10 am
Forum: Spam
Topic: Comic-Con Plans?
Replies: 31
Views: 6013

Michelle and I are flying in on Wednesday night and staying in Mission Beach. I have plans to attend all four days. I am in San Diego until Sunday evening.

I have no idea what is going to be at the Con. I am just going to figure it out a little bit ahead of time.
by Count Zero
Sat Jul 03, 2010 9:45 am
Forum: RPG Discussion
Topic: Feedback requested on running a Rise to Power game
Replies: 4
Views: 3442

[quote="mrlost"]I have no idea where to start this game.[/quote] Look at his beliefs. They should be written in such a way that they are actually goals. Basically, you will have three goals with which to build an entire campaign around. Look at his instincts. Create situations which test those inst...
by Count Zero
Mon Jun 14, 2010 6:52 am
Forum: RPG Discussion
Topic: Legends of Anglerre
Replies: 7
Views: 4322

Gotta admit Mike. I am pretty jealous. There really is no excuse for why I have never finished the stuff I am working on.
by Count Zero
Mon Jun 07, 2010 6:37 pm
Forum: RPG Discussion
Topic: What's In A City?
Replies: 18
Views: 8950

This might provide a little help: http://www.rdinn.com/town_generator.php

Obviously not a random chart but it might inspire some ideas.
by Count Zero
Mon Jun 07, 2010 6:32 pm
Forum: RPG Discussion
Topic: Feedback requested on running a Rise to Power game
Replies: 4
Views: 3442

Here is one of the keys to Burning Wheel, it isn't really a game that can be run if only the GM knows the rules. All of the systems require the player to be familiar with the rules.

One of the key things that makes a game not work well is when one player knows the rules and the other has no clue what maneuvers to use in combat. If you strip out the detailed social and physical combat, it can be easier, but you also loose some of the uniqueness of the system.

I think the historical fantasy game that we ran a while back turned out quite well, even though it was unfortunate that you dropped out early on. The key thing that I learned from that and my four other failed BW/Burning Empires games is that you can't have a player trying to struggle their way through character creation with no idea what anything does.

I have had most games fail during character creation, and that is mainly because players are so burnt out from the trying character creation process, that usually getting players enthusiastic about the game is hard. I do think that maybe my first Burning Empires game might have gone off well if it hadn't been for the fact I moved. In fact, we got a game in and i think it had potential.

Its a tricky game to run too. You have to be ready to deal with the systems, because there are a ton of them. It is a very crunchy system.

The final bit of advice I have for you is to be prepared. If the players create an NPC for their background, it is probably a good idea to write them up as a full character. Any major NPC should have a full character sheet. If you have some minor NPCs that you are just going to use fixed skill levels, make sure you have some beliefs and instincts ready to go.

That is pretty much all I got at this point. If anything more occurs to me, then I will chime in.
by Count Zero
Thu May 20, 2010 1:19 pm
Forum: Spam: Sci-Fi/Fantasy
Topic: Starlost!!
Replies: 10
Views: 7355

[quote="BlanchPrez"]Starlost I don't remember at all, but I have to admit, that's an awesome set-up for a show. I'd be great to see it brought back, given this day of re-imagining. Electra Woman and Dyna Girl have the coolest theme song EVAR! [url=http://www.youtube.com/watch?v=sz2nSSdzXYc&feat...
by Count Zero
Thu Apr 22, 2010 10:20 am
Forum: RPG Discussion
Topic: Gen-Con... Who's Going
Replies: 15
Views: 6813


[quote="devlin1"]You have no soul.



How could you hate this?



[img]http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs513.snc3/26922_10150140873590707_516170706_11665560_5134956_n.jpg[/img][/quote]


Problem is that once you feed it, you just get more. :P

by Count Zero
Mon Apr 12, 2010 3:18 pm
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

Hmm... that isn't a bad idea, but I am not sure if I want to go that route. I will consider it.

I think the thing I am starting to run into is that I am doubting the design overall now. Maybe I am approaching the fundamental mechanic the wrong way. Not sure... will have to look at it some more.
by Count Zero
Sun Apr 11, 2010 9:58 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Uber_snotling"]Do you hate the idea of having damage/punishment causing greater variability in future results? The idea behind 2b was a mechanic that made higher and lower rolls more likely as additional damage is taken, which meets your conceptual Superman-Doomsday fight test. You can alwa...
by Count Zero
Sun Apr 11, 2010 9:50 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Skyman"]Just a side note. Six sided dice are kinda blah... as in generic board game blah IMHO. so for me coin and a six sided are not the prefered but that is my preference. carry on[/quote] Yeah... I have considered that too. I kept thinking that. Why use a D6 when I have all these cool di...
by Count Zero
Fri Apr 09, 2010 7:52 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Uber_snotling"]Two ideas. 1. Why not use coins rather than dice if you want the binary solution of 1,2,3 vs. 4,5,6? Heads you win, tails you lose. Then you can use different denominations for the different types of dice. 2. How about if the successful attacks just get added as FUDGE DICE (+...
by Count Zero
Thu Apr 08, 2010 11:30 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Dragonmaster Zoc"]If I'm understanding that correctly, Electron normally uses three dice (his fighting skill) whenever he wants to hurt someone; if he's doing something electricity-related, he has the option of adding up to six more dice (his Power), but those dice would be drained until he...
by Count Zero
Tue Apr 06, 2010 7:03 pm
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

I imagine an average character to have a couple of skills at 4-6, but most about 2-3. An average power level of 5-6, a recovery of 3-5, and a three powers (one at +1, +2, and +3).

So Electron, an electrical power based character might look like this:

Power: 6
Recovery: 4
Super Abilities:
- Electrical Bolt 3
- Control Electrical Device 2
- Flight 1
Skills
Fighting 3
Awareness 4
Teamwork 2
Athletics: 2


On the Grickle concept. What about moving a die to your drained in order to avoid damage? If you do that, when your recover that die, you get a grickle die in addition to returning the die to your power die.
by Count Zero
Tue Apr 06, 2010 6:53 pm
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Dragonmaster Zoc"]Mechanically, I like the idea, but it just seems like there are more unjustifiable situations than justifiable ones. A lot of that really depends on the nature of the powers; the Punisher pretty much just has a lot of guns, so those can be knocked away or recovered pretty ...
by Count Zero
Sat Apr 03, 2010 6:31 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="devlin1"]Or! Every time you're hit (or unsuccessfully defend, I guess), you have an opportunity to earn Grickle Points with some sort of recovery roll. These Grickles accumulate over time, but can only be used within the same scene. (I.e., you can't accumulate Grickles from one fight and sp...
by Count Zero
Sat Apr 03, 2010 6:28 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Dragonmaster Zoc"]I'm not terribly familiar with the other games you're mentioning, but if I'm understanding it correctly then damage done to your dice pools would make you less capable of fighting back; as you start to lose a fight, your powers become weaker, causing you to take more damag...
by Count Zero
Sat Apr 03, 2010 6:24 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="Skyman"]How about having stages of condition and powers having cosmetic effects like blow back I only say that because some things that I see with comics that is not reflected in RPG is the part where some folks actually get stronger the more punishment they take. Maybe instead of damage yo...
by Count Zero
Fri Apr 02, 2010 4:46 pm
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="cczernia"]I think damage should reduce your recovery dice pool.[/quote] Hmm... that's a good idea. So when you imagine it on the character sheet, do you see it as boxes of damage like on white wolf character sheet? So basically, each wound reduces your recovery? Do you see it as a one for o...
by Count Zero
Fri Apr 02, 2010 2:04 pm
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="mordraine"]PDQ handles it by letting the player controlling the PC being attacked distribute the damage to whatever stat he wants. You could handle it that way too. Alternately (I like this idea) you can have the attacking player decide where the damage is applied (maybe only if he got a ce...
by Count Zero
Fri Apr 02, 2010 12:57 pm
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

[quote="mordraine"]What if damage is applied directly to the dice pools the character has? This idea is totally a rip-off from PDQ, but it's pretty elegant. Narratively, your guy is weakened by the attack, and mechanically that's shown by the fact that his dice pool is smaller.[/quote] Yeah... I wa...
by Count Zero
Fri Apr 02, 2010 9:00 am
Forum: RPG Discussion
Topic: Design Help: Damage Systems
Replies: 29
Views: 10002

Design Help: Damage Systems

One of my labors of love right now is creating a Superhero game which doesn’t try to simulate powers in the vein of Mutants and Masterminds, Hero System, or Wild Talents, but isn’t narrative as in With Great Power… or Capes. I want players to be managing resources and thinking about timing for their powers, but I never want them to be stuck with powers that are completely ineffective.

The basic structure of the game is that every character has skills. They are rated in a number of D6's. When you roll your dice, anything that comes up 4, 5, or 6 is a success. You have to achieve a number of successes equal to the obstacle, or beat the number of successes in an opposed roll. The average skill is 3 dice with a max skill of 5.

Next, you have Power Dice. Your power dice have a theme associated with them, such as "Son of the Thunder God". Power dice provide additional dice to your skill rolls to accomplish tasks. They can only be used if you can justify their use, such as the Thunder God casting lighting bolts, causing storms, and so forth. Powers are never used interdependently, but as part of a skill roll. When you add power dice to a roll, they are drained until they recharge.

Then you have your recovery ability. It is a dice pool just like the others. When you have power dice that have been spent, you roll the number of dice equal to your recovery and for each success you place a die back into your power pool, up to the amount that were drained.

The final part of this little mechanic is your super abilities. These are effectively your signature tricks. They are things you do all the time. They have a rating ranging from 1-5. They would have names like "Lighting Bolt - 2", "Hammer Strike - 1", and "Display of Power - 3". Any time you did an action that involved this theme, such as a lighting bolt, the number of dice up to the super ability rating were not drained and placed directly back into the power pool. Think of them a bit like aspects from SotS, but with ratings.

Example:
So, I decide to attack someone. I used my skill which is 3 dice. Plus I have a power pool of five dice and a recovery of 4 dice. I also have lighting bolt 2. So, I decide to pull three dice from my power pool for the action with a total of six dice. Once I have resolved the action, two dice go back into my power pool, one goes to my drained pool. At the end of the round or scene, I roll my recovery dice, getting three successes, and I move my drained power die back into my power pool.

Now the key to the game is there are no attributes (i.e. strength, charisma, etc.). If you want to be strong, then you describe your character as being strong through his abilities, otherwise he is just average.

What I am running into is that I can't decide on a damage system for this game. I was thinking along the lines of SotS, but having you spend successes to achieve effects like removing abilities, or causing damage.

Other systems I am looking at adding in are Weaknesses and Tools (super abilities which can be taken away). The one thing I don't want is hit points. I want damage to have a direct mechanical effect, but be narrative. I don't ever want it to be just ticking off a box.

Any suggestions for a damage system? I have sort of hit a block on this.
by Count Zero
Fri Apr 02, 2010 8:08 am
Forum: RPG Discussion
Topic: Gen-Con... Who's Going
Replies: 15
Views: 6813


[quote="devlin1"]Let me ask the baby.



















































































































Baby says no.[/quote]


I hate your baby.

by Count Zero
Thu Apr 01, 2010 2:31 pm
Forum: The Champions
Topic: Dread - Drug Induced Coma
Replies: 26
Views: 10945

Want me to give you some Austin locations and such? I could go take some pictures or track down some locations for you. :P
by Count Zero
Thu Apr 01, 2010 2:30 pm
Forum: RPG Discussion
Topic: Gen-Con... Who's Going
Replies: 15
Views: 6813

Gen-Con... Who's Going

Hey Guys,

I was looking at picking up tickets for GenCon and I was wondering who was planning on attending.
by Count Zero
Tue Mar 16, 2010 4:43 pm
Forum: Spam: Sci-Fi/Fantasy
Topic: French Steam Punk Movie
Replies: 5
Views: 4385

Doesn't look very steampunk to me... just pulpy.
by Count Zero
Tue Mar 09, 2010 8:45 pm
Forum: Spam
Topic: Sven is a Dad!
Replies: 24
Views: 4560

Congrats from Michelle and I. I could have sworn Emily wasn't that pregnant.. man the time flies.
by Count Zero
Fri Feb 26, 2010 5:48 pm
Forum: RPG Discussion
Topic: player point economies
Replies: 17
Views: 7027

This is something I have been tackling myself. For my superhero game I want to have characters of varied powerlevels. I was looking at Mortal Coil as one way to do that.

I was actually thinking of having an aspect-like system, where the players can freely activate them as they see fit. There are no points that have to be spent, they are just that edge the player has.

D&D 4th's system isn't bad either. You just earn one every scene. I want a way for players to earn more if they are doing well, but that once again falls back into the "GM whim" issue.

The other option is to have a zero-sum system like what you were talking about with SoTC, except you could have them be a collective pool that anyone can draw from. So you have 25, and when you want to make some sort of special roll, you can just take one. Once they are gone, they are gone. No replacements ever. Of course that drops back into the D&D 4th ed issue. Maybe, the system isn't refilled by the GM, but instead the players have actions they can take which will automatically place one back in the pool. So there are fixed triggers which cause more to go back into the system or award one to a player. It isn't dependent upon the GM, but the player reacting to events.
by Count Zero
Tue Feb 16, 2010 1:24 pm
Forum: RPG Discussion
Topic: from the mind that brought you mutants and masterminds
Replies: 5
Views: 3863

I'll buy it... but then I buy almost every superhero game.
by Count Zero
Wed Jan 27, 2010 1:07 am
Forum: Other Games
Topic: My Silly Gaming blog
Replies: 0
Views: 5254

My Silly Gaming blog

Well, I am trying to post to a game design blog I am using as an experiment. I thought I might share it with you guys. I am not posting as often as I would like. I tend to post more often when I am running games.

http://www.letsgetthosenerds.com/
by Count Zero
Wed Jan 27, 2010 1:05 am
Forum: RPG Discussion
Topic: Wisconsin inmate loses Dungeons and Dragons fight
Replies: 6
Views: 3769

[quote="Dragonmaster Zoc"]To associate D&D with gang like behavior is... silly. On the other hand, why should criminals get to have as much fun as good law-abiding citizens?[/quote] Well, it keeps them occupied. Idle hands are the devil's playthings. I would much rather have them playing D&...
by Count Zero
Thu Jan 14, 2010 8:12 pm
Forum: RPG Discussion
Topic: Favorite rpg adventure of 2009
Replies: 10
Views: 4994

I played in a really great Burning Empires one-shot at Endgame in Oakland.
by Count Zero
Tue Jan 05, 2010 5:32 pm
Forum: Spam
Topic: Happy Birthday Mr Lost
Replies: 5
Views: 1980

Happy Birthday P.K.
by Count Zero
Sat Jan 02, 2010 3:22 pm
Forum: RPG Discussion
Topic: Happy 2010 and Diaspora
Replies: 1
Views: 2386

It sounds like they took a decidedly simple system and made it insanely complex.

I haven't had the chance to read the book yet. So, I can't really make any statements about the designer's intent.
by Count Zero
Thu Dec 31, 2009 7:57 pm
Forum: RPG Discussion
Topic: Name This Game: Post-Apoc Mythos-Punk
Replies: 42
Views: 16775

[quote="cczernia"]I'm not sure I get it. So, the object of the game is to go into fantasy worlds and convince people that the fantasy aspects of the world don't really exist. My problem is this concept is too over the top. My question is, is this a game you would want to play and why. What makes th...
by Count Zero
Thu Dec 31, 2009 7:46 pm
Forum: RPG Discussion
Topic: Name This Game: Post-Apoc Mythos-Punk
Replies: 42
Views: 16775


[quote="devlin1"]Which of those fairly baffling images are you using? I like the themes, but the images feel like a necessary evil.[/quote]

I was going to use image 6 and the Last Outpost Theme

by Count Zero
Sun Dec 27, 2009 4:24 pm
Forum: RPG Discussion
Topic: Name This Game: Post-Apoc Mythos-Punk
Replies: 42
Views: 16775

So I am looking at participating in one of the other game design contests. Based on some of the design requirements I was looking at designing a game with this concept.

Humanity achieved its greatest achievement: Unified Field Theory. It was also their undoing. For some unknown reason, humanity understanding the very foundation of the universe caused the universe to unravel. As the universe collapsed, scientists realized that places that resisted the unraveling, were also the same places where science and reason seemed the most prevalent. Places filled with superstition and religion were the first to go. Now things of fantasy are pouring into the last bastions of human reality.

Now all that remains as a bulwark against the destruction of reality is a determined group of scientists whose job is to go to those places threatened with ceasing to exist, and convince the people of the area that all of these monsters and superstitions aren't scientifically possible.

The players take on the role of those scientists. I was thinking of calling the game "Reality: Check".

Opinions?
by Count Zero
Fri Dec 25, 2009 5:55 pm
Forum: Spam
Topic: The "What did you get for Christmas" Thread
Replies: 8
Views: 2337

I got a goat, a flock of chickens, and a trio of rabbits for a family in a third world nation. I also got crab and lobster for dinner and two left-wing political books. Finally, I got to give away my TV and refrigerator to charities so it saves me money on my move.

I plan on buying a few traditional fun things when I get to Austin on the 30th of Dec.
by Count Zero
Mon Dec 21, 2009 2:28 pm
Forum: RPG Discussion
Topic: Guess that RPG!
Replies: 103
Views: 37400

[quote="devlin1"]This sums up about 75% of Aces & Eights for me, to be honest. "So [i]that's[/i] what a palomino horse looks like!" "Sweet! Rules for running a jury trial!" "Wow, Accounting is a hard skill to learn -- and appropriately so, for this is a Wild West game, where skill in Accounting...
by Count Zero
Mon Dec 21, 2009 2:19 pm
Forum: RPG Discussion
Topic: Guess that RPG!
Replies: 103
Views: 37400


[quote="mordraine"]Nope. Way more obscure than White Wolf.[/quote]

There was some Ravenloft monster book which was written like some monster hunter's diary. I wanna say Von Ritchen's something or another, but I honestly don't remember the title.

by Count Zero
Mon Dec 14, 2009 10:47 pm
Forum: Other Games
Topic: Google Wave
Replies: 16
Views: 15677


I am.


[quote="BlanchPrez"]So, is no one interested in this idea of co-creating an RPG using Wave?



-Chris[/quote]

by Count Zero
Mon Dec 14, 2009 10:46 pm
Forum: RPG Discussion
Topic: Guess that RPG!
Replies: 103
Views: 37400


[quote="mordraine"][img]http://i6.photobucket.com/albums/y210/mordraine/art6.jpg[/img][/quote]

Wow.... how useless.

by Count Zero
Mon Dec 14, 2009 10:45 pm
Forum: RPG Discussion
Topic: Guess that RPG!
Replies: 103
Views: 37400


[quote="mordraine"]Hey! Bastard.







One of those is correct.







Yup.



The one that hasn't been guessed yet is kinda unfair cuz it's a pretty obscure game.[/quote]


I am pretty sure it is A-State

by Count Zero
Sun Dec 13, 2009 5:16 pm
Forum: RPG Discussion
Topic: Guess that RPG!
Replies: 103
Views: 37400

I think the last one in Chris's set is from Grey Ranks.
by Count Zero
Fri Dec 11, 2009 2:36 pm
Forum: RPG Discussion
Topic: D&D4 : alternate healing surge uses
Replies: 12
Views: 6097

+5 to a single roll.
+2 to all Defenses
+10 XP for every one left at the end of the session
+1 movement point or shift one square

Also, you could just increase the difficulty of the encounters so they burn through the healing surges.
by Count Zero
Tue Dec 08, 2009 4:03 pm
Forum: Spam
Topic: Austin Bound
Replies: 12
Views: 1999

[quote="cczernia"]This might be true but I have heard Austin referred to as the jewel in the cowpatty. I have both a cousin and old gamer friend who love it there and it is also the home of Steve Jackson Games.[/quote] I have heard pretty much the same thing. Everyone says, "Oh God! Not Texas, but ...
by Count Zero
Tue Dec 08, 2009 3:58 pm
Forum: Other Games
Topic: Google Wave
Replies: 16
Views: 15677

That sounds like a good idea. I was talking with a friend and his group was thinking about running a game with it. [quote="BlanchPrez"]Done. Hey, I was thinking that we should try and put this thing through it's paces, and get a bunch of us together in Wave to cooperatively write up our own RPG sys...
by Count Zero
Mon Dec 07, 2009 2:23 pm
Forum: Spam
Topic: Austin Bound
Replies: 12
Views: 1999

Austin Bound

I have managed to do the one thing I promised my wife wouldn't happen. I got a job in Texas. I just accepted an offer with KingsIsle Entertainment to work on a new kids MMO they are developing. So, as of Jan 4th, I will be in Austin. I may be in Texas, but I hear Austin as great. So I plan on never going North, South, East, or West of the Austin city limits. I have been advised by other California transplants that I have a good plan.

So, if any of you are ever in Austin, then please let me know. We can hang out.

Later,

Jonathan
by Count Zero
Mon Dec 07, 2009 2:20 pm
Forum: Other Games
Topic: Google Wave
Replies: 16
Views: 15677

I would also be interested. Send it to jonathan.breese@gmail.com