@Sandwich Pretty much yeah. I decided it was time. :P
So I've been thinking about doing an epilogue mainly so they know a bit about the events that unfolded after their actions to sort of tie up the story.
Nah, just that Shalv's RP history is complicated enough that taking about it in main chat gets... Messy... With folks who don't have the whole picture.
@doppelgreener, @trogdor, I'm using the Spoil-Lair as a dump for pictures I might put in my own influence map. You're welcome to look and comment and suggest if you want, right now it's just a brainstorm.
> If you're a gardener, kudzu is one of the great enemies (along with wisteria and bindweed and a few others) and you fight it back as if it were out of the D&D manual--sword and fire, poison and sweat.
Ooh, here's the photo that inspired my description of the Nibiru-1 Object.
That's an actual photo of a solar phenomenon (just a wacky solar flare) which flakey folks bandied around as an "invisible planet."
I just wanted to have a light-hearted one-shot with a time portal. Then Doctor Light went and got trapped in the pre-Cambrian and Myka had a breakdown blaming herself, and everything's snowballed after that.
I was kinda planning to use them as an intermittent "Oh, random episode now" thing, and/or introduce a parallel ally/rival organisation dedicated to dealing with them.
(One concept I'd been toying with was Amaterasu setting up a separate team to deal with Time Problems, and us occasionally joining them or playing PCs on that team.)
("Doctor Light, we need your team to rescue the Time Guys!")
So I played a Homebrew game last night: "Hargrove". This guy only does it once a year, at a certain time of the year, leading up to 12:00 12/12/12. Which is, in his mind, the day of the apocalypse. (He's still pissed it didn't happen :P)
He came up with the whole system, (based around the number 12) and it's all very impressive
Either way, it was really fun. Our group was a bunch of misfits; a 19 yr old Texan Barista (with a "questionable" sexual orientation - as he kept pointing out), a Mexican drug dealer, an Irish Brothel Mistress, and a Hagrid-looking bin man
Not really sure. We were in the bank, when a bunch of guys came in and held up the bank. They got away, we were all left unharmed, and the cops were interviewing all the witnesses when the floor collapsed. Lots of noise and earthquakes and such, and we were trapped underground.
We managed to find our way into the sewers, where we were attacked by some kind of phantom beings...
Made our way out of there into some kind of storage facility, where a minotaur beast attacked us. I (the Garbage man - Sam) managed to take it out with a shotgun I found on one of the dead cops from the bank robbery. Felt very manly haha.
But by the end of it I was really wanting to get back top-side.
They are in general in charge of making sure Amaterasu is outwardly as boring and uninteresting as possible. They came up with the pen manufacturer front.
I kept getting hyped up about an upcoming game, built up my enthusiasm and got really excited about it, and when things were to happen... it would all get cut off, a friend would leave country or I would have an exam or someone got ill
I can kind of relate. In my case, for a looong time, I always had some kind of RP going. I was in forum RP frequently, and my friends and I were also regularly bounced characters off one another via IM. Then the forums I RPed in changed, and adult life and gradual distance pulled my friends and I apart.
@Pixie yeeah. All of my "episodic campaign so people can just come whichever days they're available" is the result of slowly working out how to get a working group again.
Yeah... that's definitely a struggle I relate to as well. One issue I have is that while my current group is willing to try new things, it seems we always come back to Pathfinder modules. It's fine with me as I like Pathfinder well enough, but it's just not the best for this sort of thing.
I'm happy that I have this group, though. It is a great one.
I still miss freeform RP though, structured and casual. ;_;
I don't know what it is about GM RP that makes me more comfy with it... maybe the fact that RP is not everything I'm doing, and so the players focus on the world more than me
I'm not sure how much of that has been preference and how much of that has been necessity though. :P I was long "de facto GM" for friends because I was the one who was willing to do it, and if I couldn't find something I wanted to join, I'd just make something.
Hmm. For me it's a little harder (when it comes to tabletop) because there is a lot to manage and a lot of the experience is riding on me. I'm much more nervous about GMing tabletop than freeform.
I GMed a bit of Fate for the group recently and will probably do a little more, but everyone (myself included) is excited about Pathfinder planning right now, so I've set it aside. And... I absolutely do not GM Pathfinder. I probably never will. xD
I GM freeform mainly, or at least have historically, when there were opportunities. For tabletop, I have much less GMing experience.
It's so paradoxical, it says that "It only changes the damage type", but I recall that the damage type influenced the interactions: D&D cobwebs were immune to blunt damage, and vulnerable to fire and slashy damage... therefore the type of damage IS the material or nature of the action or spell
So it can't change the damage type to acid and still be fire... Oh god
@AlexMitan I don't know if I can confidently say that I'm good at GMing freeform, but I can say that I'm more comfortable doing it, for a variety of reasons. But, again -- I've been doing it more than 10 years. If you have any questions, I can... attempt to answer them. xD
I don't take a lot of notes. As a freeform GM, I generally play via forums. Everything is there for me to scan as needed. It only becomes a problem if the RP survives long enough to go too long, which is rare because of the nature of freeform forum games (namely: people disappear on you a lot). And for tabletop, I GM oneshots usually.
@Pixie Tabletop Freeform sounds so alien, again... it took me weeks just to get people to stop saying that they'd be meeting up at my place for board games
Do people mostly use first or third person in freeform?
Tsch, I don't want to sound stupid, I don't even know how freeform even works, hah, I'm so used to tinkering and mechanics in general, even outside of RPGs
Do you have a link to one of your games or something?
No worries! You don't sound stupid at all. If you've never done it or even really encountered it, how could I expect you to know a bunch about it? Hmm, let me see if I have anything...
I've never been heckled for it 'cause it's something I do in spaces intended for RP. If people are there, they're there for RP (unless maybe they're trolls). People get self-conscious sometimes, certainly.
@Shalvenay Hah, what I meant was the point is not "is acid worse than fire if you get hit in the face by it", but rather "would a fire be a problem after a mis(or not)-aimed acid spray", which it probably wouldn't be
even with the strongest acid you have very localised collateral damage
Because, and this is one of the reasons d20 kind of turned me off, spells shouldn't be just treated as "more powerful weird arrows", but things which change the environment and alter people's courses of action and can be used in all sorts of ways
If you got assaulted by someone in your own house and had to choose between a blast of fire and one of acid, I bet you'd go for the latter, if you even go for that
@AlexMitan -- depends on the house. I've lived in places where I'd laugh at someone who tried to use Burning Hands -- that's four stories of fully sprinklered fire-resistive construction for you though
But in my Fate campaign, I'm 90% sure I'll have airships and a dabbler in fire magic... I'm going to mess with that heavily if what I think will happen will happen
trying to burn a log cabin down without a few flasks of oil is pretty futile compared to trying to burn down something built from 2x4s and bailing wire
There are some factors that play into this spell not really doing much to the construction types of typical small inns.
The use of gypsum plaster to coat walls (both interior and exterior) was commonplace even in antiquity (going back to far before the Roman era), and thick plaster coats behave ...
@Pixie Yep.. she was there on my very brief foray into D&D... I'd love to help them realise the paradigm shift that happens in narrative-based games, especially Fate... the closest video game equivalent to Fate RPG I can think of is Dark Messiah
@Shalvenay I was thinking more in magitech terms, but there's still wood, if not trees and grass even
@AlexMitan -- heavy timber members form an insulating char under fire conditions that protects the inside from damage for a significant period of time; also, fresh trees as a rule just don't burn easily -- too wet! deadwood and other forest floor detritus is what typically catches alight first in a forest fire
yeah, that's a paradigm shift that bedevils me as well, but I suspect for somewhat different reasons...
@Shalvenay I'll be subtle at first, but if she describes casting a particularly reckless fire spell while skirmishing someone on her own ship and misses... looks like some of the supplies are on fire and someone's going to have to put it out before it engulfs the ship!
I'd probably offer it as a compel too, with a fate point as a reward to her
@BESW And I could just technically add another enemy to the scene in the form of a fire... only it won't be too useful to throw more fire or daggers at it
@AlexMitan Eh, I guess I don't really have a better example than this. It's not necessarily how I'd do things now, but it's still mine. The only more recent games I have with any activity are on a site that's temporarily down. x3
The other player's a total wild-card though, she's quite offbeat in real life, and with no expectations about RPGs other than "Alright, let's do it! It'll be fun! Can I play anything I want?"
@AlexMitan That was my home for a long time. I never really have found anything to replace it, but the RP community there shifted over time and is not (or was not, last I checked) really suitable for me anymore.
@Pixie It's very interesting.. things which are normally handled by mechanics have to be established by social contract... "no godmoding", "no controlling others' characters", etc... in system games, you are unable to anyway, in here, you have to understand it all over again..
@AlexMitan i just realised these are both other freeform problems fate solves :I
you can control other characters, to an extent, but you pay fate points in order to say what they do. and you can't godmode beyond what you have narrative permission for.
@AlexMitan Welcome! It is... slightly embarrassing for me... but if it's enlightening, I'm glad. xD (I had a lot of fun in this game, but it's from forever ago and so forth.)
I should also note that this game isn't representative of the freeform community as a whole. It's representative of one type of freeform RP in one community, according to the preferences (at the time) of myself and the friend who co-ran it with me.
But there are certain things that you will encounter in a lot of settings, and the social contract having to mandate such things is one of them.
(context for others: ever since the idea was put onto me, I've been noticing how Fate is effectively a game that's made for freeform, except it augments that freeform with some mechanics designed to be available to resolve common major problems in freeform games)
@Pixie Of course, @Pixie, just like with any RPG-type game ever.. one Fate game isn't representative of another, since as @doppelgreener said, Fate is very good as a freeform support in the first place
Don't be embarassed :) It's really enlightening and pleasant
@BESW Precisely... I think the Slowboat was one of those Freudian things for me... as a kid, I was fascinated by it, and I was crazy about Gorillaz.. floating islands just became more and more of a thing for me afterward
Fudge is a generic role-playing game system for use in freeform role-playing games. The name "FUDGE" was once an acronym for Freeform Universal Donated (later, Do-it-yourself) Gaming Engine and, though the acronym has since been dropped, that phrase remains a good summation of the game's design goals. Fudge has been nominated for an Origins Award for Best Role-Playing Game System for the Deryni Role-Playing Game.
Rather than being a rigidly pre-defined set of rules like d20 System or GURPS, Fudge offers a customizable toolkit for building the users' own specialized role-playing game system. Such...
I think I read a bunch of its SRD, and it really kind of felt like someone plopping a bag of circuitry in front of you and saying "Now make a computer and play"
I find there's a problem with the Questions layout of Stackexchange...
I don't think hidden questions should factor into how many question you see per page... I set it to "30 questions a page" and I still only see around 7, with the graceful reminder that I have a bunch of hidden tags that factor into the remaining 23
@AlexMitan That light game you posted (is 729 the title?) interests me. I think it needs the conflict system the post puzzles over to be satisfactory to me, but it's a good start.
@Pixie Sure, but it somehow seems more light than RFS and others, and if I knew about it earlier, I would've tried it with my younger cousins before they left... they were just too manic for the others, in my view, so I didn't suggest much
Also, it feels like Fate mechanics could do decently in this one
some free invokes as free dice here and there
maybe using challenges and contests from Fate directly
as in "First to 3 successes wins"
Maybe some interesting things could be done with a few d4s and d8s... a Create Advantage could grant you a d8 to use instead of a d6 some time, and "wounding" an enemy would make them have to use a d4
I like the idea of "rich dice" in Fate/etc... instead of four identical dice being rolled, one or more are a different colour, and their own result says something separate about the action
@AlexMitan I've seen this in DRYH and Cthulhu Dark. In DRYH you have several colour-coded dice pools: exhaustion, discipline, hope and madness (as BESW talks about here). You count successes, but also the highest roll says what dominates the exchange and may provoke mechanical effects. Madness forces you to fight or run, you may become more exhausted, etc.
Cthulhu Dark has three dice: one you roll if the thing you're doing is humanly possible, one if it's relevant to your profession, one if you're willing to risk your insanity to succeed. (If it's something occult or supernatural like "perform magic", your insanity die is usually going to be the only die you can roll.)
The insanity die has a different colour to the rest. If it's the highest result, your sanity is put at stake and you make an Insanity roll. When you make an insanity roll, something horrifying and terrifying has happened to provoke it, and you're either going to crack and go a little more insane, or you're going to hold it together. (You're not okay - you're just managing to hold it together.) And then you roleplay out the result of going more insane or holding it together.
You already have all the tools you need to help it go well, and stuffing more into your brain without being able to practice any of it in the meantime isn't necessarily going to help.
Most of all you're going to be unable to distinguish some of the bad advice from the good because you haven't played yet.
I'm so afraid that I won't be able to have the game go anywhere... I feel that it'll be either "ookay...so what do we do now, how do we tackle this apparently uncleansable issue" or "Roll against a difficulty of 10 to see if you tackle this apparently cleansable issue"
@AlexMitan Mmm, I can't confess to knowing a best way to do it, and there's probably lots of good ways.
Even when you eventually arrive at one setting, you might find you're all playing a different setting in your heads - our group is becoming aware of that and beginning to map it out. BESW's inspirations come from sources like City of Lost Children, X-Files, Hellboy, Warehouse 13, GRIM... my inspirations are coming from Avatar (the Last Airbender and Legend of Korra), Ghost in the Shell, heroic fantasy a la D&D 4th edition's setting, and others.
I like this idea of worldbuilding more and more... It's just that I don't know whether or not I have to have an impending doom right at the beginning because I feel it'll be either too direct or too unsurmountable... I think I kind of like more minor problems popping up in something of an open world at first, especially considering it might be more of a small, irregular game
Each of us in the group will ideally eventually make an influence map, and then we can combine them together into one giant Inspiration Map for our whole game and draw upon it together as players and GMs.
a nice term for what happens when you really want to be a GM, and things keep building up and getting exciting, and right in the mixed feelings of anticipating a game the plans drop, and you're left there, uncomfortably aching for an actual game
I found such an amazing thing
for Fate worldbuilding
it's called "A Spark in Fate Core"
seriously, you should totally read it, you, @BESW, @trogdor... honestly, it applies to any RPG but it works best for Fate