RobMITC
Apprentice Douchebag
Posts: 67
Favorite Species of Monkey: Podcast
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Post by RobMITC on Jul 17, 2014 11:01:46 GMT -8
When I heard the email, my immediate thought was GURPS or HERO. Depending on intelligence, the players would get skill points at the end of the year in individual classes they took, in addition to any yearly general purpose points. Spells could be bought between years at a certain cost, or learned for free from classes. This would allow for standard progression along with progression from what was learned while studying.
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Post by jazzisblues on Jul 18, 2014 21:36:01 GMT -8
East Texas University has mechanics built in that make characters take mid-terms and finals as part of the game.
JiB
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Post by mook on Jul 20, 2014 8:13:50 GMT -8
Whaaat!? The mook +1'd my Gurps related post. That just made my lunchbreak! Lol - I do loves me some Ritual Path Magic. Why not just play FATE for both games, and have fun being awesome and not worry about the rules? I have been getting an awful lot of Fate in my GURPS over the last year or so... and I really, really like the fusion of the two. It's like totally great Viking-Lebanese food or something.
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Post by guitarspider on Jul 20, 2014 9:13:56 GMT -8
I imagine Harry Potter in the Apocalypse Engine would look something like making the spells they are supposed to learn during the year moves. So that next year, you just hand out a new "Spells of 3rd year" playbook and it serves as a sort of ticking clock to how far you are along in the schoolyear.
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mouser
Initiate Douchebag
Posts: 42
Preferred Game Systems: Fate, Savage Worlds, Hero, GURPS, Atomic Robo: The RPG
Currently Playing: Deadlands: Reloaded
Currently Running: Fate Core
Favorite Species of Monkey: Barbary Ape. They saved Gibraltar!
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Post by mouser on Aug 6, 2014 12:21:59 GMT -8
JiB-likely not the same, but that made me think of Bennies in Deadlands. Which, I have always really liked. You draw your bennies from a pot of different colored chips (20 white, 10 red, and 5 blue) white => normal benny red => can roll a d6 and add it to your current total BUT=> the GM gets another chip blue => can roll a d6 and add it to your current total GM treats all his chips as white regardless of actual color. (I don't remember if this made it into the newest deadlands version) fyi - there were also (sometimes) black chips, but I'll leave them off. There were Gold (Legendary) chips; spend to gain an XP point, reroll ANY roll (including damage), or add d6+2 to your roll. Black chips were an optional rule that worked the opposite of a Legendary chip: The GM got the bonus as above. JiB was referring to Deadlands:Reloaded chips, and the system is exactly the same as you stated for the original Deadlands set.
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mouser
Initiate Douchebag
Posts: 42
Preferred Game Systems: Fate, Savage Worlds, Hero, GURPS, Atomic Robo: The RPG
Currently Playing: Deadlands: Reloaded
Currently Running: Fate Core
Favorite Species of Monkey: Barbary Ape. They saved Gibraltar!
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Post by mouser on Aug 6, 2014 12:34:47 GMT -8
Why not just play FATE for both games, and have fun being awesome and not worry about the rules? I've played in a couple of Fate games now, and I'm still interested in trying it some more, by more GMs, to get more of a feel for it. However, the more I do get exposed to it, the more dissatisfied it makes me. Your reply above sums up exactly why I think it gets less fun for me, the more I try it. The whole system seems to be based on just narratively making stuff up to help the situation. It doesn't seem to matter what skills your character has, or what equipment you prepared for the situation. If you can come up with some crazy idea, then you're going to win. That's not very satisfying for me. It feels like there's no real challenge to overcome. Then again, maybe the games I've been in have just been run that way. Your GMs are Doing It Wrong. The collaborative narration in Fate definitely depends on die rolls and skillchecks. Anyones' crazy idea basically means they're doing a skillcheck to put an Aspect on the scene. A sufficiently crazy idea is going to have a high difficulty, which means they are going to have to burn Fate points in order to put that aspect on the scene. And if you fail that check, the GM BETTER have something good for the repercussions. It sounds like the Fate GMs you're playing with are either major pushovers, or don't actually understand the mechanics underpinning the system. With regard to running HP in Fate, I would think that the Dresden Files magic system could be easily modified to work like HP. They're virtually the same, narritive-wise, in the books.
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Post by heavymetaljess on Aug 14, 2014 7:50:42 GMT -8
I'm way behind on listing the the podcast, so I just heard this one and had some last minute insight into the problem with murder hobos setting up camp in a cleared dungeon. I tried to do that in a game, and the DM was infuriated. We cleared out an old temple that was used by evil priest to make horrible human/demon creatures. It had everything my character needed to research her necromancy from cells for undead to a full wizard's laboratory with basic equipment. I honestly thought it was ON PURPOSE since we were a group of mercenaries who didn't have any permanent homes. He went to great lengths to explain that the town folk wanted to tear it down and that under no circumstances would be allowed to stay there. I really felt like this was a missed opportunity. The ruin would have given our characters somewhere to rest and receive business offers, would have provided the nearby town with some economic increase (we'd be spending a lot of money to refurnish the place for our use), and would have given my character a place to continue her education away from the general public. I don't necessarily see a downside to allowing players a "base of operation." As Stork mentioned, there is upkeep and things could go wrong (my necromancy attempts could have gotten loose). This gives you a way to get more gold away from the party and an easy source of short scenes between big plot events. It's a long read, but here's where someone talked about this concept on Reddit's /r/RPG. OP mentions a very useful book on the subject: Lord Flataroy's Guide to Fortifications.
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Post by Stu Venable on Aug 14, 2014 8:38:47 GMT -8
And an opportunity to bring a new horror to the game: labor relations problems.
"Hi I'm Baldric the Cleric, healer and human resources rep."
"The halfling house staff is threatening to unionize. Make a fright check."
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Post by heavymetaljess on Aug 14, 2014 8:47:32 GMT -8
And an opportunity to bring a new horror to the game: labor relations problems. "Hi I'm Baldric the Cleric, healer and human resources rep." "The halfling house staff is threatening to unionize. Make a fright check." Plus interviews for new party members. No forced backstory needed just, "I applied and got the job."
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Post by ayslyn on Aug 14, 2014 9:58:29 GMT -8
Our groups have always laid down roots. Either a full home, or long term residence at a local inn. We build up relations with local NPCs. This whole murder hobo thing is kinda foreign to me, really...
^.^
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Post by jazzisblues on Aug 17, 2014 9:11:05 GMT -8
And an opportunity to bring a new horror to the game: labor relations problems. "Hi I'm Baldric the Cleric, healer and human resources rep." "The halfling house staff is threatening to unionize. Make a fright check." I fail, may I have my MoT now please before I run screaming into the hills? JiB
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