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00:00
So does wikipedia, right?
No, Wikipedia collapses into conspiracy theories.
(It doesn't even need a stick!)
(I was referencing the "follow the first non-disambiguation link" game on WP)
And I'm talking about the amazing things one finds on the talk pages of even the most ordinary subjects.
oh, wow. ^^
Sometimes the Wikpedia talk pages are fonts of knowledge that go far beyond what's been vetted into the proper article. And sometimes they're argblebargle.
00:06
I... never knew that about felt
Not sure I wanted to. So thanks?
To be fair, you're poking felt with a stick. It's not going to end well.
Just be sure to take notes for your next espionage & intrigue campaign.
In this town, like the last three you've visited, not a stitch of felt is to be found. DUN-DUN-DUN!
00:45
Some days, this is how you plot out an action sequence. https://t.co/aNu6qu2iyn
user image
4
I like it.
If RPGSE had a blog I'd think there should be a series entitled "Why do we do this to ourselves?" It'd be a non-tongue-in-cheek series written by GMs on what each enjoys about the role.
(Basically, I'm just loving one of my RL gm gigs right now and would love to share. I think a lot of people are daunted and think it' a lot of hard work, but they don't realize how much fun it is.)
01:29
@nitsua60 I am most amused. This would also give some insight into different GMing dynamics in different games and groups. BESW, Trogdor and I share GMing and a fourth member of our group is preparing his own session for the future that he'll GM, all in the same game.
Our group dynamic and our system of choice also makes GMing painless and enjoyable.
(So the "why do you do this to yourself?" comes from a world I'm no longer in.)
Then there's the games we GM where we just pick it up and go. Great Ork Gods and Roll for Shoes for instance.
01:57
@doppelgreener The "why do we do this to ourselves" came from a co-worker working up NPCs in his spare time that may never see play. At the time I was crafting architectural drawings of a building that will burn down in-game next week.
Neither of us was saying it in the "woe is me" sense--both of us recognize that, in GMing, we get to play the away-from-table game as much as we like. And we both like. A lot.
(So that's why we "do this to ourselves.")
@nitsua60 at least the pyromaniacs in your game aren't trying to burn down my old dorm from college :P
???
(And the PCs aren't the ones who will burn it. Hopefully they'll save some of it.)
@doppelgreener I've been using RfS to run five- to ten-minute backstory flashbacks at a 5e table--it's been fun.
@nitsua60 ah. the dorm I stayed in is fully sprinklered Type I construction -- complete with every door being fire-rated
@nitsua60 Oohhh, nice idea.
Shadowcraft has some ideas about quick flashbacks, too, in the context of a superspy PC revealing that he has exactly the right gadget for the situation.
02:13
I like 'em for any time the players start talking tactics (combat, social-interaction, even just setting up camp) OOC. Throws them into a no-pressure IC scene to have exactly the same conversation. (And keeping the RfS interludes really short seems to tamp down some of the silliness that is apparently in the DNA of that system.)
It's what I was trying to describe here
@BESW Nice video, but what is the game about?
Is it a proper rpg in a box?
Or just a starter kit.
Looks like a full RPG.
It's not published yet, so reviews are under NDAs and specifics aren't all forthcoming.
But it looks quite complete.
And its setting is a set of four fantasy realms, each reachable from a different exit from a child's room:
The Closet has traditional fairy-tale adventures, the Window has tech-y spaceships-and-racecars adventures, Under the Bed is scarier with goblins and ghosts, and Behind the Bookshelf is pulp adventure with spies and dinosaurs and superheroes.
2
@BESW Oh interesting.
 
2 hours later…
04:55
@BESW This is fantastic.
 
1 hour later…
06:19
I really really don't like when people try to use "do it yourself" as an argument.
I mean, when you challenge some unconditional statement or exprectation, people tend to say "well, if you think so, then try it yourself!"
What brought this on?
06:43
It happens to me lately :) And now comment to my post in same style: rpg.stackexchange.com/a/76531/24169
Disclaimer: I don't care about rep. If community decides that my post is not useful - so be it. And no disrespect or attempt to soil Dale M's name. I'm just little upset with such arguments.
In general.
@RollingFeles It seems like a pretty good answer to me, although Dale M is working in your favour there. The only thing I'd point out is that critical success and critical failure are decidedly non-system-agnostic concepts.
Mmm. I flagged the whole comment thread as non-constructive.
@Miniman thank you! I tried to improve wording a bit.
@BESW I though about it, but decided to explain a bit why I call it a "guess" in more details, although, I think answer already covers this, maybe with less details, but idea, as I see it, should be clear. I'm not sure, maybe my wording triggered such reactions.
06:59
Generally that kind of thing is best responded to by editing the post, as you've done.
Hmm. I'll add example(s) to my first point later. I think it would add missing details and make my idea more clear.
07:55
How difficult is running any PbtA One-Shot within 2 hours?
Looking at Sagas of the Icelanders in paeticular.
Virtues, my orthography is so awful when typing on a qwertz tablet instad of a Neo2 physsical kyboard.
(uncorrected, for proof.)
@Anaphory Play by the Arby's?
Powered by the Apocalypse.
Ah. No experience with AWE one-shots.
I should probably make that an actual question, it lines up well with my other "How long does $GAME take" questions.
08:42
Asked, for posterity.
or ...
or persistency.
or profit.
or profit.
09:43
What is with the acid/earth association in d20, I swear.
Hello
Is @BESW in today?
Or @trogdor or @doppelgreener ?
I am here currently
what's up?
@trogdor do you have any experience/advice re: constructing your own modified skill list for Fate powered games?
modified skill list? yeah technically
I did some of that for a couple of my ARRPG characters for Weird Modes I had to make for myself
I started reviewing Standard Fate Core Boring Skill List for my Courtly Intrigue v2 game
and I find myself cringing a lot
but at the same time when I try to crack the skill problem (skills that are almost useless, skills that are vague, actions that don't really fit anywhere) I find myself oblivious of the dangers of frivolous skill splicing
I feel like I am trying to do stuff and not asking whether I should and what are the dangers of doing it wrong
09:56
hmm
for that, ARRPG itself has a point system
so that kind of kept me from tweaking things beyond what I should have
You want to talk to @doppelgreener. He's done the most work among us in rebuilding a skill list from the ground up, rather than just adding new bits.
you get 30 points, and every skill that has a certain number of trappings has a corresponding point cost
@BESW other than that, I think I would have to agree with this up here
I have a particular gripe with superfluousness of Empathy (as a "listening" skill complementing Rapport and Deceive "speaking" skills) as well as a lack of a neutral-aligned Command or Authority skill designed to tackle conversations where neither threat or friendliness is involved.
I'm gonna dig and see if I can find some of the links I've passed to him over the years.
@BESW Thanks, I'll see if there's anything he can tell a youngling like me
@trogdor I'm actually trying to rebuild the skills specifically to assign appropriate modes to them, in a fashion that would bring House of Bards to ARRPG level of involvement.
10:00
mmk
well @doppelgreener probably still has the most actual advice on the matter
One (of many) problem I've had with Fate-powered Courtly Intrigue was that players didn't know what skills are for and what sort of emphasis they need to put on each. Modes seem like a good idea to tackle that.
modes are pretty useful that way
You might consider if skills are what you want at all.
In addition to approaches, rated aspects can be powerful tools.
Shadowcraft, which is pretty heavy on the intrigue, uses rated aspects.
explain rated aspects
please...
Your PC has her five character aspects, and you rank 'em. Maybe 1 through 5; maybe 1, 1, 2, 2, 3; however works for your game.
When you roll an action, you add the rank of the most appropriate aspect to the roll.
10:05
Like our Crystal (3) Magic (2) Elf (1)?
Sounds almost like custom Approaches.
Yes, but instead of ranking three modes, and letting that in turn rank the skills within each mode, you just rank each aspect and let it stand at that.
And yes, it's very similar to custom approaches, but your approaches ARE your character aspects.
@eimyr is it snowing where you are?
@Polyducks No, but if you asked 2 hours ago, yes. Seems to be snow everywhere north of Mansfield
Okay good. I'm hoping it stops sooin.
*soon. Please resume your conversation
Nobody ever asks me if it's snowing where I am. [sulks unreasonably]
10:07
Awww
Let me see if Shadowcraft has any examples.
@BESW Is it snowing where you are? If yes, can I have your dealer's contact info?
@BESW I think I get it. Also, it encourages aspect diversity which is good.
I think it's snowing a little, but the snow all melts long before it hits the ground.
Nope, no examples.
You may also want to talk to @Anaphory, as he's struggled with similar challenges.
Sorting through my old chat logs by searching "skill" is dredging up some interesting talks and amusing rants, but nothing helpful yet.
@BESW @eimyr is a little south of me, so I can get weather forecasts two hours in advance, depending on wind direction.
@Polyducks @BESW Is a little east of me, so I can get messages from the future 10 hours in advance, depending on rotational speed of Earth.
10:20
Earth's still here!
phew
Any imminent doom approaching?
Nothing obvious.
North Korea?
My Twitter feed is a little panicky about YouTube disputes and creeping Trumpery (good name for a band), but nothing immediately apocalyptic.
@BESW FYI Trump is USA's Jaroslaw Kaczynski
If you want to take a look what it's gonna be if he wins presidential election, take a look at Polish politics right now.
10:26
North Korea is flexing its missiles muscles, but that's nothing new.
They are early this year.
It's usually June-August when the NKs missiles' migratory period occurs.
Luckily they don't migrate very far, due to most of them being imaginary, fake or short range.
I remember one of the first times they threatened to bomb Guam, they not only didn't have the range to do it, they couldn't aim the things yet.
I'm very surprised it's snowing though.
I would assume Guam is a snow-free place.
Me too. Maybe there was an explosion at the ice factory.
Edward Scissorhands on vacation.
10:44
I believe he is talking about so high up no one would be able to see it on the ground
either that or he is just joking around XD
10:55
@trogdor is there a functional difference between a standard and a weird mode?
yes
a weird mode lets you use mega-stunts that would be associated with it
mega-stunts let you put multiple stunts worth of effect into one stunt
but anything above 5 overall stunts worth of effect gives the difference in fate points to the GM
hm
that sounds like a huge advantage
designed for high-refresh, heroic genres
yeah pretty much
and the main problem our group has found with it is that it can be hard for the GM to spend all those fate points
I prefer it to Refresh for all my Fate games going forward: set a number of "free" stunt slots and a number of fate points the PCs start with, and any more stunts add to the GM pool instead of reducing the PC's points.
Means that PCs can actually have more power, and use it to solve bigger, more awesome problems.
Fate chargen doesn't need to be a zero-sum game.
I like it better too
but it does happen to have that one problem
11:03
I've been getting better at it.
it is a workable/fixable problem
but it is a thing that pretty much will show up if you don't know what you are doing with it, as I imagine someone completely new to ARRPG would be
Invoking situational aspects to boost difficulty instead of increasing the base difficulty.
Hm.
Following the thought - what would be the main problem of allowing players more than 5 aspects?
Bookkeeping complexity.
DFRPG gave PCs eight to ten aspects apiece.
@eimyr you and your weird droopy eye search
11:10
More aspects means more stuff to keep track of, which is good or bad depending on your group.
It also means you can have each aspect be a LOT more specific because it can sit back and chillax until a particular scene when it shines; you've got other aspects to pick up the slack elsewhere.
But when you're in a situation where most of your aspects come into play, you can spend fate points like water because you have enough aspects to invoke.
@Polyducks you've seen my mug. I need to set my standards high, have droopy role models to aspire to.
@BESW That was a problem in the Courtly Intrigue game. One of the characters had trouble using his aspects until physical conflict happened, when he unloaded 4-5 points at once. This skewed the game a lot.
That means he might want to look at re-writing some aspects to be more well-rounded... or he's okay with being The Brick and that's cool.
If all you have is a hammer...
11:36
...everything looks like a starfish?
Or a thumb
I don't watch Spongebob so it might have gone over my head.
Neither do I. It's just a picture of someone hitting their thumb with a hammer.
that is indeed what the picture is of
you need no watching of the show for that
there is no context, except that the character performing the act in said picture, would be expected to do this thing
and even that is really not necessary
11:50
I thought there might be an in-joke
no in joke other than him being dumb
it is a thing, but not much of a thing
 
1 hour later…
13:19
@eimyr I'm around for a bit
@doppelgreener yay!
I was wondering about custom mode and skill creation
I was told you would be the best person to ask for advice and possible risks in creating these
So you've got this thing about courtly intrigue and you think the original skill list doesn't quite fit for it, right?
yes
I have a few candidates to be axed, merged, changed or added.
I think my goal is to shift the focus of the game from "adventure", which is based on actions to "strategic", where more scenes are about planning and affecting the world indirectly, rather than dealing with here-and-now situations
Good idea. So, the things I learned:
e.g. I believe Empathy, Rapport, Deceive and Provoke could be streamlined into good, evil and neutral options.
13:29
Build your skill list by feel because your feel is gonna be pretty good. Consider what it's important to be good at in your game. Recognise that you're actually going to circle back to the original skill list a lot - almost every Fate variant uses it with only small changes, and that's because it's really really solid.
which would be both active and passive, e.g. Empathy is for listening, but Rapport - speaking. It feels like one is needed for the other, so they could be merged.
takes notes
How you combine and divide skills is going to relate to how much your game focuses on those things, and needs people to divide their resources or be just universally good. Atomic Robo combines Fight and Shoot because in Atomic Robo, there's just combat training and that's it. You're good at both.
(I wanted to deemphasise direct combat this way too - but perhaps have a skill of "tactics" or "military command" that would show how to win skirmishes by directing other people, which was lacking inmy previous Courtly incarnation. +1 Good example, would listen again)
I'm making a Fate variant as a personal project for another fiction. It involves riding animals or driving vehicles, but since that's almost never relevant, I don't have Drive or Ride. Since the players are vagabond adventurers, Resources is going to be set aside as a "Weird" skill (as ARRPG puts it - a skill almost nobody actually has and may never even show up.)
In a game that's all about mental contests of determination, i.e. usually handled by Will, you're going to want to divide that slightly so people can express in what ways they're good at mental contests. Otherwise, Will is just The God Skill.
Makes sense. I have noticed heavy usage of Will, esp. that it was tied to spellcasting more often than not.
How about Modes? Do I need to be cautious about that as well?
13:48
@eimyr I haven't done much work with modes. You should read the Fate System Toolkit's section on modes if you haven't already, and the author of Atomic Robo wrote a blog post about constructing them: On Modes.
I was trying to use them for a game design where modes turned out to be not the right thing to use.
And the article mentions you.
Yep, I asked Evil Hat about mode construction on twitter.
Hm.
Would you say grouping modes into "pick one from each of these three groups, rank them as you wish" is reasonable?
For Courtly Intrigue I find there is one group of modes which are mutually exclusive. One cannot be a Noble Priest Commoner.
There might be others, but not necessarily
@eimyr Sure. Feel free to experiment with what feels right.
Or similarly a Faithful Heathen Heretic
13:52
"What feels right" is usually the guiding light on Fate games.
This is fantastic advice.
I wish this could be framed as a mainsite question just so that I could bounty you or something
My gut has had an awful lot to say about how to design the Fate variant I've been writing for my own sake. Any words I've been able to say about it to the people I've been speaking to about it have just been my brain catching up and being able to articulate it.
"This needs to be something like... this... I'm not sure why... oh, that's why"
I think I might be able to fall into the "too many modes" problem, which might not be a problem at all too.
Modes aren't always a good solution. For some of my Atomic Robo character designs I've longed to just have the classic triangle back.
ARR seems to focus on what characters do, as it's a game of action. Courtly Intrigue might revolve about who the characters are and there is a lot to pick from.
13:59
For the Fate Hack & Slash project, it wasn't the right answer. I just thought the triangle sucked, but it's not so bad.
I like seeing modes as sets of skills wrapped as approaches too
Is your project accessible anywhere?
Well, I want to use the modes to NOT bog players down with relative synergies of skills etc. I want to tell them "you want to be X, you pick A, B, C, D"
Fate Hack & Slash is some draft documents here or there as I tried to figure out what I was even trying to do with it. I'm not sure there's all that much to glean from it. The other thing is private for now.
@doppelgreener Skill Points are not mentioned in System Toolkit, do you think it's an important measure of modes?
My issue with Fate Hack & Slash was I was trying to represent many kinds of narratives that had similar mechanical natures: Dark Souls, Lord of the Rings, classic fantasy stories, etc. Fate doesn't dance when you're just trying to represent mechanics, it dances when you're using those mechanics to represent a narrative.
@eimyr Character creation points are also used in Game Over, one of the free Worlds of Adventure. Skills don't have applications in that one, they instead just each can be used with two of the four actions, and you buy permission to use them with one or two of the other actions.
BESW was explaining that to me recently
I'm still undecided whether it's important to include a way to measure the power or usefulness of modes, whether it's by trappings or actions.
14:11
Sometimes it's fine to just dump stuff in and let people pick and that's it.
Maybe at the design stage it would be useful
but I feel bad at a thought "you can't be a rich warrior noble, it's too OP*
There would be better reasons to not be a rich warrior noble, e.g. it's a game about lowly courtiers clawing at people way above them.
@eimyr People will get bogged down in what they want to get bogged down in. I wouldn't even call it getting bogged down. Just interested in. You should ask @BESW about his friend who loves Fate because it lets him make his own level of mechanical crunch. Plus, the default triangle lets you decide "what's important?" and just decide pretty simply by filling out the triangle.
You're right.
For game completeness it's the skill list that is much more important, modes are only to help
In a recent ARRPG character, an Alchemist, I already know what's important and the modes aren't helping.
Learned something today
14:23
For other characters I've learned that skills aren't a choice between "what is your character good at?" but "what's most important?". Having a decent skill you use regularly at +2 is OK, maybe you'll use more fate points but you get compels to get more as well.
@Ahriman What did you learn?
@doppelgreener yeah, my players where coming from D&D background and they seemed to have trouble constructing characters by narrative requirements and not by ability.
That feeling when you ask a question about a game and you get Word of God in an answer.
 
2 hours later…
16:49
@eimyr That the no-camera rule for lasombra clan is hogwash (rpg.stackexchange.com/questions/76488/…)
Vast majority of camera's have mirrors for the user, not for the film/CCD system
Left me wondering where the no-camera thing came from
17:12
@Ahriman I thought they can be recorded, even with mirrors.
I recall vaguely that powers like Obfuscate are affecting the perception of the viewer and do not work when watching a recording. I thought Lasombra's lack of reflection is similar to this.
true
E.g. a vampire would not see himself in a mirror, but could take a mirror selfie
But Obfuscate works rather on a mental note of "you don't see me"
No reflection is just that
Anything taht works with e reflection is affected
securtiy camera's record teh vampire's presence without issue
So an Obfuscating vampire can make a mirror selfie, but a Lasombra can't.
17:34
takes notes for next vampire session
 
3 hours later…
20:19
World of Darkness vampires are exactly the kind of folks who would take mirror selfies, or lament their inability to.
4
20:29
I'm fond of Ultraviolet's implementation: vampires not only have no reflection and can't be seen in cameras or video recorders, they also can't be heard over the phone or even fingerprinted.
They use text-to-voice software to make phone calls.
I was going to ask how the physics on that work, and then I realized the whole mirror thing is already really broken from a physics POV... (it can't just be they reflect light differently because you can see them)
Yeah, a big part of Ultraviolet is the humans being totally baffled by how vampires work. It's explicitly "They follow rules, but we don't know all the rules and what we do know makes no sense."
It seems to be a quasi-quantum "direct observation only" kind of deal.
20:52
Also, "Lasombra" sounds like a Star Wars alien.
spanish for "the shadow"
Yes, I know. But I've been watching Star Wars Rebels.
Lasat, in turn, sounds like a vampire name.
21:07
Note: a vampire who gets teased for having a Star Wars name.
gotcha :)
And an alien who gets teased for having a vampire name. They meet.
Now I'm imagining a slashy sequel to The Vampire Club.
"Number one rule in this game: never call him by his real name."
21:37
@waxeagle hola
saw there was a sale for dem Strahd mapz
@besw its obviously vampire plot magic waves hands like a conjurer of cheap tricks
@JoshuaAslanSmith I got an email from schley, haven't looked yet
yeah I didnt know if you subscribed like I did or not and wanted to give you the heads up since youve always been interested in that splat world and I figured you would eventually pick it up and run it for us or your live game group.
@JoshuaAslanSmith yeah, it's on preorder :)
D&D releases for 5e are infrequent enough that I've just been buying them all as a matter of course
21:59
I hope the book is full of more meat than fat if you know what I mean
when i compare the EotE core book to all 3 D&D 5e combined books Im blown away by the value FFG packed into it
it has some down sides (organization is a bit jumbled and the index doesn't always take you where you need to go) but those are initial hurdles.
22:56
@BESW That game ended up using occupations, which is not all that different from custom character-specific approaches/Rated aspects. Rated aspects might have actually been better, because we were thinking of them in terms of aspects some of the time. Rated … what was it … 3 2 2 1 1? 5 4 3 2 1? Can't remember.
23:21
(We also tweaked the Ladder, to give it a more mythological feel, without having to tweak the numbers too hard, but that's not relephant here.)

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