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Post by ericfromnj on Dec 12, 2014 15:34:44 GMT -8
Honestly, I just assume that everything is a hack of Apocalypse World now. You mean like This?Ha! Nice!
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Dec 12, 2014 23:42:26 GMT -8
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Post by guitarspider on Dec 13, 2014 3:05:53 GMT -8
That looks awesome
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Post by joecrak on Dec 13, 2014 7:04:09 GMT -8
Yea Ive been itching to try that since i furst discovered it.
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Deleted
Deleted Member
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Post by Deleted on Dec 14, 2014 15:44:52 GMT -8
Oh. Tell me you took a picture. Also why didn't you say anything! Given I know you both from on-line Jackercon games, I assumed you knew each other. But I guess I assumed wrong. Sorry. Here's the pic I took: I sort of assumed druggeddwarf knew who I was as well given I'm fairly certain he played in one of my Jackercon games but I'm going to blame insufficient caffeine and the fact that crowds tend to get to me as my excuse for not being fully with it and therefore not saying anything.
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Post by ericfromnj on Dec 15, 2014 7:25:19 GMT -8
As for why the guy didn't use his telekinesis power, I suspect that if he was a beginning character that he may not have had the ability. He mentioned what he wanted (lightsaber and telekinesis) and said he got his lightsaber. This makes sense since when starting a new character in D6 you either have the Alter force ability (which includes things like telekinesis) or a lightsaber (which works off of Control and Sense), but usually not both. Just to be sure that we're all on the same page, we are talking about the old West End Games edition, right? I don't recall it being all that bad at portraying Jedi. But, maybe the Alien Student of the Force template was different. or, my admittedly spotty memory has once again failed me. ^.^ Yes, West End Games Addition. Alien Students of the Force generally did not have lightsabers, though they had the ALTER power which allowed them to do cool things like Telekinesis (in addition to having CONTROL and SENSE). Templates that started you with lightsabers only gave you CONTROL and SENSE. A Jedi with a lightsaber had to activate his CONTROL power, and then activate his SENSE power to even do anything cool with a lightsaber. Playing a force using being in WEG D6 was not all that bad. Trying to portray someone with a lightsaber and using it like they did in the movies, that was painful. If you wanted to do that you were almost a one trick pony (there was some SENSE and CONTROL powers you could have, IIRC maybe 2 others for a beginning character.)
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Post by torlav74 on Dec 29, 2014 13:54:23 GMT -8
I am writing in response to the Star Wars D6 (WEG 1e/2e) “horror story” conveyed by James in China. I am a huge fan of this RPG. I have heard Tappy comment, somewhat unfavorably, about it in the past (it can actually be a pretty deadly system, especially in its 2e).
SWD6 was created around 1987 and thus it only had three movies worth of fluff to work with at that time, sure there were some books, comics, and video game, oh don’t forget the SW X-mas special (WTF). Over the course of three movies, which apparently spanned about 4 years of story/game time, there were a total of 4 lightsabers seen: Obi-wan’s, Anakin’s (given to Luke), Vader’s, and Luke’s (green lightsaber). We had not seen a lot of lightsabers and thus there weren’t a lot of lightsabers in the game. Out of 18 PC templates in SWD6 1e there were 4 force users and only 1 or 2 of those started with lightsabers. Lightsabers were once rare and special in SW, suck it up.
Sure having one’s really special piece of gear stripped away sucks; it’s supposed to suck. As for the unwinnable beginning encounter, this appears to have been a narrative device (one with dice, I guess). I have been involved in a few, and heard of many more, games of, “make a character, buy equipment, and BAM, you wake up in a gaol cell, your ass hurts, and you don’t have your gear.” This can be irritating at first, but it can also be a lot of fun (if you don’t have a cunt-washing-device of a GM). Luke handled not having a lightsaber in Jabba’s palace, and he’s kind of a little bitch (well, no more so than Anakin).
Playing/GMing with Jedi characters in SWD6 is not as cool as many people living in the year 2014 might think. So WEG produced SWD6 products between 1987 and 1998. Prior to 1999, on the big screen, the three most impressive Jedi/Force related powers we had seen were probably: Luke jumping out of the carbonite freezing pit, Yoda using his telekinesis to move an X-wing, and Palpatine’s force lightning; okay, Vader’s force choking (and Luke’s, Dark side Points), blaster bolt absorbing, and steel tearing telekinesis were cool too. My point is that the power levels seen in episodes IV through VI were fairly low, compared to the newer movies.
The same is true for lightsaber combat. The best we got in “A New Hope” was Obi-wan in the cantina, because the Duel between Obi-wan and Vader was, to quote George Carlin, “like old people fuck.” Luke versus Vader in “Empire” was pretty cool (the Wampa on Hoth and Degobah Vader were okay). In “Retrun,” it was the battle against Jabba’s minions that truly showcased lightsaber combat, but the battle between Vader and Luke on the Death Star was pretty good, as was the speeder bike versus Luke. Really what I want to say is that the Jedi in the SWD6 game are low powered, because they were based on fairly low powered Jedi. I don’t want to see any remakes, but if the original saga had been made with today’s movie technology the lightsaber combat would have been fucking insane. A beginning PC in SWD6, following the standard rules, that chose the Force as their ally, generally sucked ass, to be like Luke, Obi-wan, Vader, or Palpatine would require a metric fuck ton of earned character points.
The WEG Star Wars RPG was/is a very ROLE-playing friendly, simple, cinematic, and fun game.
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baldyr
Initiate Douchebag
Posts: 23
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Post by baldyr on Dec 30, 2014 15:15:19 GMT -8
I would actually suggest that a Jedi's light-saber be handled much like a "mighty sword" in a system I play. (Swedish hippie game, long story which can be found elsewhere.) If a player character has one of these - that is, the player has picked it up in character generation or via character advancement - then it is considered a part of the the character, every bit as much as any other "ability" or character trait on the character sheet.
Let's suppose that my player, with the mighty sword, was to be captured and stripped of all equipment. Then the ability, as defined in the rules and on the character sheet, guarantees that the object (which doesn't have to be a sword as such) will be returned to the character. The rules stipulate that the player create a scene, pay a "bennie", of sorts (actually a die in this system), and play out the exact circumstances of retrieving the sword. The GM should of course be able to over-rule any nonsensical schemes that wholly contradict logic, but since it's a collaborative story game, the player is given this power over the narrative.
Now, without reverting to hippie games altogether, a similar approach could be taken with something like a Jedi's light-saber. It IS an intrinsic part of the character, as written, and there should be some way of securing it as such. To hell with logic or the probability of this actually happening - the narrative and the character has precedence. To be blunt: If it's more fun - to the player - to let the Jedi has his or her weapon, then make sure it is never truly lost. This can - and probably should - in-fact be agreed upon from the get-go. Otherwise - consider not even playing a Jedi!
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Post by Probie Tim on Feb 20, 2015 8:09:16 GMT -8
Sorry for the thread necromancy, but I just listened to this episode. Regarding gifts? One year my ex-wife and I hand-made dice bags for everyone in the group. We went and got those little blocks with letters on them, you know, the ones that you put on, like, kid bracelets? Anyway, using those blocks, we put each of their names on the drawstring so it was amazingly customized. And since we used the same fabric, it made it easy to tell whose bag was whose ("No, that one's mine, it says TIM on it, goddammit!"). Anyway, they were received very well. Just thought I'd toss that idea out there.
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Post by chronovore on Apr 9, 2018 23:47:40 GMT -8
I'll see your thread-necro, Probie Tim and raise you… or raise "it" again. ;-) On the Star Wars game, I kinda felt like the hosts dogpiled on James-in-China over his complaints about having his lightsaber (or LIGHT SABER or LASER SWORD) taken from him in the initial part of the game, immediately on the heels of an "unbeatable challenge" when the party was taken out by a Stun Grenade. It doesn't seem unreasonable to me that people who sit down to play a Star Wars game want to play a game where they feel like they're in that particular Star Wars setting. It's fine. It's something that should be a given. Facing adversity is to be expected, but to have one's character's abilities curbstomped from the outset, is rough. Having the other PCs regain usable equipment when James still didn't have what he needed must've been an additional kick while he was down. It's a sore point for me, as one of my best friends and I played in the Sea and Shackles adventure path a few years back, and we played for two fucking months without our equipment, having been press-ganged into service on a pirate ship. My friend had been a gunslinger, which basically relies on, you know, guns and stuff to be effective. Having all his equipment gone made his class choice a disadvantage that we could not have known about at character creation. In both cases, the GM has failed to explain to the party what kind of game they're planning to run. Have a care about the time you're requesting of your players. Don't expect that preventing them from playing their character in their desired fashion is something they should tolerate for any extended time.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Apr 10, 2018 0:24:40 GMT -8
Speaking of Star Wars games... Rich Rogers from The Gauntlet runs Star Wars Saturdays games, where he uses various game systems to emulate Star Wars narratives... like 1%er for swoop gangs, or The Few (a WWI pilot game) to emulate The Rebel Few (a Rebel pilot game), or Apocalypse World to run a Tattoine style game. www.youtube.com/watch?v=ftYLp6JUYhE&list=PL26DVDSsqVz5DhRsMVdHOXW7vVWM8Z6qs
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
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Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Apr 10, 2018 7:23:15 GMT -8
Speaking of Star Wars games... Rich Rogers from The Gauntlet runs Star Wars Saturdays games, where he uses various game systems to emulate Star Wars narratives... like 1%er for swoop gangs, or The Few (a WWI pilot game) to emulate The Rebel Few (a Rebel pilot game), or Apocalypse World to run a Tattoine style game. www.youtube.com/watch?v=ftYLp6JUYhE&list=PL26DVDSsqVz5DhRsMVdHOXW7vVWM8Z6qsHis hangouts feed looks pretty shiny! Mine keeps showing some bugginess. Did you sigh up to the Gauntlet Patreon tomes? Their games fill up so damn fast. Which is s good thing!
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Apr 10, 2018 8:50:39 GMT -8
Did you sigh up to the Gauntlet Patreon tomes? Their games fill up so damn fast. Which is s good thing! I'm in that mix. Anyone interested or have questions just PM me. Yah, they fill up fast, and it is a good thing!
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