I have a report from MSSQL, that has been exported to an .rpt format. I have installed the necessary addons to open and edit the file in excel, however one such report has come out strangely.
For some reason, the file has exported to place all the columns into 1 column, rather than their individ...
Yeah, I've been kicking Fate around in my head a lot, lately. Only just started to really grok it. Playing it actually didn't help me wrap my head around it, which is a little strange
It's like in rock climbing, everyone tells you "It's all about the legs" and "pay more attention to your feet" but that's all just noise until one day you just realize "oh my god, I just used my legs, I should just do that"
Sure! And of course, you learn both things about how the system itself works, but also how the system works for you, which can be two different things, but both important
TBH I haven't played/read any Spark—just the crossover chargen instructions I specifically mentioned 😳
But I like the way that it provides a little structure, and also has mechanics for keeping a balance of idea sources, so introverts don't get dominated during game creation
Dresden Files has some interesting ideas, but the setting doesn't work for us: it's balanced on a knife's edge which means PCs can't change the world much without destroying it.
In our current campaign, we've put an artificial Moon in the sky, sent Shatner into space to film a Star Trek reality show, and unplugged all of Hollywood. And that's the last five sessions.
I just want to hug this guy for anticipating a problem - "We've got this dynamic, and it seems like it might be a bad time in an RPG context." So often we have questions where the best answer is "you probably should have done XYZ months ago/be playing a different game entirely."
Especially in group-dynamics. Most people don't realize there's a problem until it's probably too late.
@SirTechSpec Unfortunately, many attempts to head off that kind of problem at the pass are met with resistance to the idea that anticipated problems should be mediated beforehand.
@heathenJesus Have you seen the Majestic 12 "Mission Briefing" mechanics?
They're toward the bottom of this page, and have a similar "light structure to help everyone participate equally" dynamic to them, but for adventures instead of campaigns.
It's pretty well written, provides more crunch than Core with better coherence and direction than Dresden Files, and has better solutions to some topics than Core.
Probably won't get much traction with this particular group though—we played some Fate Core, but skills and stunts really tripped them up. Mostly new-to-RPG players, loved the roleplaying and worldbuilding, but they weren't really grokking those level of mechanics, so I think megastunts etc are right out
But I feel like they'll be able to wrap their heads around approaches more readily
Well, it means no conversion between stunts and fate points when you're starting out: you just have a flat number of starting fate points, and a flat number of stunts, and it only gets more complex when you want it too.
So they're classic companions and a generic-ish Doctor, with enough filled in to give a sense of the characters but also let the players make 'em their own.
> Magical Weapon (Forceful/Flashy): You have a magical weapon or minor artifact that can deal damage. Once per scene, when you Forcefully or Flashily attack, you may loudly call out the name of the weapon, granting you +2.
@eimyr Oh, well. I got people I don't know telling me they liked it, and people I kinda know who were interested enough to run it with people I don't know. So I feel like I won anyway.
And, heck, even without any of that I got to write something that stretched my brain as a game designer and helped me articulate a notion about imbalanced cultural contact zones that had been bugging me.
My default is, Orks have been disproportionately angered by something twee or sweet, Grinch-style.
My group's Orks have been angered by gnomes' campfire songs, and by Santa Claus.
From there, it's just a matter of inventing ridiculously inoffensive things for them to smash/loot/burn, and ridiculously simple obstacles to kill them.
One of the players suggested going to a gift shop, which after a round of laughter we decided to put on a map, because there should totally be a gift shop in GQ version of Mordor.
I'm from this awkward period where kids TV wasn't yet considered "serious business" but was already running out of classic bedtime story ideas. Also, my TV choices were limited by lagged TV shows and no access to cable/sat TV.
My shows were Disney's Winnie the Pooh, Smurfs and Captain Tsubasa
I didn't care too much about merchandising, but I wanted to see plot continuity, something broadcasters didn't care about (showing, e.g. seasons 2, 3, 1 and 5 in that order)
Cera seems like a good actor, who showed great promise, but was typecasted into "awkward teen" one too many times and then went into a Shia LaBoeuf phase. I'm still waiting for Hollywood to recognise this guy's mug and high-pitched laugh is not his only acting asset.
@trogdor I do mean his acting. While it was a movie about a bunch of dishonest gazillionaire addicts, he was the one played for laughs and still wasn't funny.
Pretty much as the title. I would like to add more information and edit the organization of the answer I gave and was selected by the asker, is it bad practice? Will my answer lose the selected mark?
Afternoon all, rpg.stackexchange.com/questions/79881/… or is that comment a new question? Is asking 3 questions about a nebulous aspect of this rule, speculatively, okay, or should I just go with my gut when I'm running it?
I'm just conscious that it'd be 3 similar questions about a fairly minor rule in the same day.
Brilliant, thanks @Miniman I haven't run too much combat with people using help, but can tell I'm going to have a few questions coming when running it.
In this question I asked a pretty specific question which I think can/will/is generating useful answers. However some of the comments (before they were removed) suggested that, incidentally, Curse of Strahd was a poor choice.
I know game-recs are offtopic, so I can't ask "What's a good starting...
Basically, if you have a maximum of 5, and you get a point of fatigue (or whatever), you can only use 4 if you have one of those special dice in the pool, until you can remove it somehow.
I mean that, fatigue die sounds like it's describing what the character is experiencing, while depletion die sounds more descriptive about what it actually does to the player's dice pool
So far, I envisioned a dice pool-based system with degrees of success, using d6's. There are no classic attributes in the way of strength or charisma, instead its all tied to skill groups, like "electronics". Each skill has an experience rating. If you test for an ability, you sum the thrown dice and see whether it is above the minimum success threshold.
However, if the sum is also above the experience rating, you "overestimate" and fail. You can choose how many dice you want to throw depending on the skillgroup the ability belongs to.
If you simply dont reach the threshold, you just fail, without any other side effects.
so, I have a "Stamina" pool of 5. There are 3 dice in it, since I previously used 2. I get hit and need 4 dice to have a decent chance to ward off a stagger effect. Since I dont have enough, I can use the three dice, thus emptying my pool. I can now put one fatigue die in the pool, and then fill it to capacity with normal ones.
I now have 4 additional dice to ward off the stagger, at the cost of reducing my effective pool size until I properly get rest.
you can always say that you use one of your vigor slots or vigor points and your dice pool has to be reduced by the number of vigor whatevers used/consumed/bandersnatched
I think clarity, then evocativeness should be priorities here, not the other way around.
But still, I'm not sure what would be the best word for the given situation. Perhaps a native speaker would be more helpful.
I need to think about this more. Or maybe not. This helps alot though, thanks.
I think I need to run a test soon to see whether people understand the rules easily or if they need more explanations, in which case I need to rework what I wrote or redefine the rules to be easier to understand.
I could. The reason why I didnt go that route is because I dont necessarily want much erasing on the character sheets. Just look at the base value and see how many dice I can use or even fill up to.
so, I have a "Stamina" pool of 5. There are 3 dice in it, since I previously used 2. I get hit and need 4 dice to have a decent chance to ward off a stagger effect. Since I dont have enough, I can use the three dice, thus emptying my pool. I can now put one fatigue die in the pool, and then fill it to capacity with normal ones.
Basically: you've got three colours of dice that you add to your pool depending on what you're doing. The more dice you have in your pool, the more likely you are to succeed. But the colour of the successful dice means good or bad things also happen.
EG, there might be "Fatigue" dice that you must always add to your pool. If they come up most successful out of all the colours in your pool, you get another Fatigue die.
(Or you lose a Will die, I honestly can't remember, it's been a while.)
Anyway, it's a dynamic shifting pool where dice are good AND risky.