« first day (2581 days earlier)   

12:14 AM
hey again @NautArch
 
Howdy howdy
Looks like I've picked up my daughter's cold. Wheeeee
 
aw man...getting that updated char sheet posted?
 
Yeah, gimme a bit. Just have to get my computer.
 
there we go :)
 
12:54 AM
Topic that came up this morning on twitter: Stunts don’t cost FP to use (with a few specific exceptions). Have you been getting that right?
 
[ SmokeDetector | MS ] Pattern-matching website in answer: How to challenge a pacifist party by Arcanist Lupus on rpg.SE
 
@BESW Give me a day or two on Chult and I'll try to give you a fair take. Shall I post it in "not a bar" or in chat?
 
wb @KorvinStarmast
hey there @DForck42
 
I was just checking in. I have a roll20 game in a few ... how are things?
 
alright here. glad to see that you're getting back to the r20 games :)
 
1:04 AM
My now and again Monday group has a quorum, so adventuring we will go! :)
 
cool. what are you folks running these days? :)
 
5e D&D in a Greyhawk setting. My 1/2 orc straight champion. enjoying it.
Sometimes, nothing fancy is what I prefer.
 
also, got 99% of a way to an answer on my deity-for-witch-hunters question, and my law-building question over on WB is turning out reasonably nicely as well
 
deity for witch hunters is a great question. Keeping an eye on it.
 
@KorvinStarmast cool. running a halforc in my hopefully-resuming-this-upcoming-weekend punchspace game (this one is Ftr1/to become Clr many aka "palahack", and she's already a bit of a hoot :D)
 
1:06 AM
Aha, there's the alert, best... palahack. like the name. :)
 
(Pelorite btw, if you're wondering re: her deity)
(it's a modded Sunless Citadel, btw, so s/b fun, even if we don't quite get the town RP times you'd normally get in that adventure -- our DM plopped it off on the Astral Plane and then gave us a magic item that includes "Amazon Prime for adventurers" as one of its services, although it was made by UDers apparently so that service is based out of the UD OFC)
 
2:02 AM
hey again @DForck42
 
 
3 hours later…
5:01 AM
> In addition, players were responsible for coming up with the details of why and how they succeed. The GM referees the world and reveals its secrets so players can proceed through the investigation. For example, rather than pixel-bitching over equipping our characters, we used flashbacks to explain how we brought the right tools for the job once gameplay quickly brought us into a situation.
(c) Johnn Four
Sounds like amazing idea.
This should speed up preparations and also let players to come up with something they need right now, but haven't thought about it in advance.
 
5:57 AM
I've painted over a dozen new fairies for a special installation I've planned for my exhibition at the @NRockwellMuseum . More to come...
@RollingFeles This is inherent in many of the systems I use, and I shoehorn it into a lot of the ones which don't bring it to the table themselves.
 
@BESW how much does this flashbacks takes time? Is it a few words about how player got it? Or is it a micro rp session before main action begins?
 
@RollingFeles Depends on what makes sense and works with the flow.
Sometimes it's just "spend a fate point and point at the character aspect which justifies your having the exact right tool in your backpack."
 
@BESW I've seen this example in FAE book.
 
In InSpectres, there's a one-player-per-scene mechanic to do a reality TV show style "confessional" moment where the player turns to the "camera" and describes, in character, something about the scene which is useful or dramatic.
 
Sounds awesome
 
6:02 AM
"Luckily, Robert's moth phobia meant he had a whole bag of camphor balls in his backpack. Unluckily, I'm allergic to camphor."
(Prior to that, we didn't know that Robert had a moth phobia OR that the narrating character was allergic to camphor.)
If Robert's character doesn't like the moth phobia, it's something the other character got wrong and there's a different reason he had a bunch of mothballs. If he likes it, he roleplays the phobia and the group gets some metagame currency for the awesome improv.
In 13th Age, instead of skills every character has a handful of phrases describing something about their background or history. If you want to roll the modifier associated with a background that doesn't make obvious sense for what you're trying to accomplish in the scene, the GM will ask you to tell a story about your past which explains how that background fits with your current action.
 
@BESW Sounds great. Funny, I did this in DnD. DM appreciated that.
But there were issues not about modifiers, but about my actions and their justification.
 
"The monastery where I trained kept bees. So it totally makes sense for me to roll my *Former Brother of Silent Contemplation +4* to calm down that rampaging bear."
"Noope, I'm not seeing it. Tell me a story."
"Okay, um... One winter night a starving bear broke into the hives looking for honey. I woke up Brother Jeremy and had him bang pots and pans to distract the bear while I laid a honey trail back out the main gate. While the bear followed the honey, I declaimed lines of soothing scripture to keep it calm, then slammed the gates on its terrifying furry butt."
 
6:34 AM
@BESW I really like the one on the top left
dat expression on it's face
 
@BESW the only reply I have: "awesome". I gotta to make my games more frequent and regular.
You reminded me about 13th age.
I wanted to try it. But for now I study FAE. And it's tough choice, while I don't have a party ready to try new things regulary.
 
I've only read the 13th age rules, never played it, but it seems like a very good game for DnD-4e style game built around a moderately crunchy tactical combat system (which is something I've been missing)
 
I need to research this further. I love DnD (5th edition, never played other eds), but time consuming battles became a killer for me.
 
What about D&D do you like?
 
6:49 AM
I loved DW combat flow(although, due to lack of experience, my battles were time consuming too).
 
DnD is well-known for being a game where two hours of socializing takes a minute and a minute of combat takes two hours. It makes some sense, though - DnD has firm roots in tactical combat games.
 
@BESW Interesting question. Hard to say, actually. It was first full rp experience and it was pleasant. I'm really not sure whether I like system or experience that I had with it.
 
@RollingFeles As an AW GM, I never learned how to get DW combats to flow well. Combat progresses a lot faster in AW where a single good hit is deadly to most NPCs.
Or if not deadly, debilitating.
 
@RollingFeles Well, when you think about D&D what specific moment or experience gives you the warm fuzzies to remember?
Did you like making the character?
Did you enjoy adding up dice? Talking with the innkeeper? Seeing a d20 come up 20? Adding together damage bonuses? Remembering a specific rule during a scene where it was important?
 
@kviiri well, I had same cases in DW. Where player with fighter could cut someone before they knew it. I had a couple of beatiful fights and scenes with this flow. But I still doesn't have a feeling that I know how do it well. (TBH, I ran 4-6 sessions for DW).
@BESW yes, but mostly due to process of creating character background. I have a 6 page word file with background story for character I never played. But this story was tied deeply with culture of our DnD world and DM liked it. But this is not the DnD specific moment.
@BESW talking with innkeeper! I loved it! My character had a special relationship with local innkeeper and he helped us a lot. And I rewareded him accordingly.
Adding damage and feeling like you're gonna squash someone is great too.
20 on d20 is always a special occasion. According to 5e rules, 20 on skill check roll doesn't do anything, but our DM honored critical roll and always tried to work out something special.
And specific rules are good, but it always was great to tie in some small detail that was revealed in a session few weeks ago in order to understand bigger picture. DM made a lot of effort to create interesting world with interesting situations.
 
7:00 AM
@RollingFeles I'm a bit miffed DnD doesn't have a mechanic for trusted allies. 13th Age has Icons, that represent something of the sort.
 
@kviiri and we just have a fun roleplaying it.
I had a Dwarf who liked to drink and liked to eat. And although he loved gold very much, he never mind to part with a little extra for a good innkeeper.
 
@RollingFeles Well, that works as long as you have a GM who makes it work
 
Hmm. FAE will give you more support for rewarding role-play and detail integration.
 
I'm gonna run it myself. I don't think I'll be a player anytime soon.
 
13th Age will give more venues for mechanical mastery and random dice effects.
 
7:04 AM
Thanks for an insight! I tend to incline towards FAE or DW, because I loved narrative flow and "fiction first" mindset.
 
Yeah, then I would guess 13th Age is not the best match.
If you're willing to drop the fantasy setting, I recommend Apocalypse World. In my experience it flows even better than DW, although I guess one's mileage may vary by previous experience.
 
I'm not a fan of post-apocalypse settings. But thanks for advice! Actually, I'm willing to try many things. AW maybe a bit down in the list, but that's because it's core mechanics was inherited by DW and I think it won't be something completly new to me.
For now I need to restore my party :) Can't run game without players.
 
There's also a "palette swap" of Apocalypse World that's a gritty fantasy game with the exact same mechanics, but I don't think it looked that cool.
 
And the first one would be my gf. I think we gonna play FAE one-on-one game.
 
Cool, FAE is pretty solid for twosies.
 
7:15 AM
I think I'll test-drive 13th Age with my girlfriend at some point, she'd like to play something with a lot of tactical crunch.
 
Fate can have a lot of crunch, but it's mostly self-made crunch.
Pre-Core versions of Fate tend to be more in the "pre-packaged crunch" vein, though, like Dresden Files RPG and Kerberos Club.
 
She'd also like to try the real deal (DnD) but I'm really unmotivated to start yet another campaign in it.
 
13th Age is the version of D&D I'd play if I ever wanted to play a D&D system again.
It's designed by two major D&D project leads and uses the same foundation engine as D&D 3.5.
 
I'm leaning that way, too (although I have no experience to back that up yet)
 
All it's missing is the trademark and the random baggage kept just because of "tradition."
 
7:19 AM
Heh, yes :)
 
@BESW for now I'm struggling to fully understand that system. Rules are simple, but I try to "feel" them. I had first DW session when I "understood", but didn't "feel" the rules. And it was horrible.
 
Yeah, the PbtA engine is difficult for me to really "get" too.
 
I'm not sure that it was engine's issue.
 
[rummages for links]
 
@BESW Book of Hanz?
 
7:22 AM
Actually, I'm looking for FAE help links.
 
@BESW my main issue was that I didn't feel and roleplayed mooks.
And they felt empty.
 
I still don't get PbtA, so there's no reference material I could suggest from a perspective of experience.
 
In DnD you think about the mooks in tactical sense. And you miss the narrative point. Their "lifes". And when you act in the same way in narrative game, then you have empty and stupid mooks.
 
@RollingFeles Yeah, this is quite hard to get right in DW on the first try :(
 
What I'm trying to say, is that the problem is not my understanding of PbtA engine. But my attitude towards NPCs in combat.
When I fixed that, it became a lot better.
 
7:25 AM
Actually I think that might be related to system in part, too.
For one, take the Hack and Slash move from DW. What does it do?
 
@BESW thanks a lot!
 
Hack and Slash basically deals damage, avoids damage, or both. It's pretty numerical in effect.
 
@RollingFeles So, in Fate, I make mooks whose generic description is their only aspect, and then instead of skills or traditional approaches I give them mini-aspects with skill ratings.
[rummages for example]
 
@kviiri I feel myself like on exam :D Last time I played was 4 month ago and I struggled to remember it.
 
7:27 AM
@RollingFeles It's ok, it was a didactic question :)
 
@kviiri yes. But in narration it can lead to a various effects.
 
@RollingFeles Yeah, but there are no cues for the GM for it.
 
Yes.
As far as I understand, DW(or PbtA) place a lot of things on GM's shoulders.
 
Compare that to the Apocalypse World move "seize by force", which (along with its variants "Assault a secure position", "Defend something" etc) which allows the player succeeding in the roll to choose options from a list of possible effects. These include +1 harm dealt, -1 harm taken a bit like Hack and Slash, but also more narratively relevant ones: "You take definite hold of [whatever you were seizing]" and "You impress, dismay, or terrify your enemy".
 
@kviiri there are moves like this in DW too.
But I think I see tour point.
H&S is too general.
And all we got: you attack and maybe you deal damage. And maybe you recieve some damage.
 
7:30 AM
@RollingFeles Yes, but the point being Hack and Slash in particular. It's only numerical, without any cues there should be a mechanical effect. It's left for up to the GM to figure where AW makes it clear to both the players and the GM that it's not all about damage :)
 
> Prince Qi, Goa’uld Minor Lord
- Arrogance +5
- Hand Device +3 (wpn:2 if psychic attack, extra push with overcome, can defend against energy & high-speed wpns)
- Goa’uld +2
 
Yeah, I see.
 
> Jaffa of Questionable Loyalty
- Shock Trooper +2 (wpn:4 if blasting, consequence:unconscious if Zat)
- Symbiote +4
 
@RollingFeles I personally think PbtA is very light on the GM because it's very restrictive (in a good way!) and the main challenge is improvising for unplanned outcomes, which I'm pretty good at.
But most of the time, you can just rely on what reads in the move slip. It says something happens, something happens.
 
I found PbtA very taxing as a GM, because I had to keep checking if my GM instincts were in line with the restrictions in place on me.
 
7:34 AM
@BESW I feel I need to read Fate Core book in order to better understand FAE.
 
Yeah, it may have to do with me basically learning most of my GM'ing while being very much in love with AW.
 
@RollingFeles Yes, probably. FAE is a quick-start rules pamphlet. Core and the Toolkit are the explanations of why and how and here's how to hack it.
 

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