POSFriends
make me some furnitures http://thedailypos.org/friends/index.php?topic=1360.new#new

we're drawing pokemon again, maybe
Register |
  (Advanced search)
Pages: [1] 2
Topic: TTRPGs [Time To Really Play [some] Games]  (Read 15319 times)
Scrow Funk
  • wheres the beef
Permalink  •  June 06, 2016, 09:45:52 PM
TTRPGs [Time To Really Play [some] Games]
« on: June 06, 2016, 09:45:52 PM »

TTRPGs are really cool! It's fun to go on dumb adventures and beat up goblins and orcs and kobolds. That said: I'm a little tired of D&D! I've played a whole bunch of it. I want to mix things up! I want to have new-ass adventures that don't start with players escorting a wagon and ending inside a dungeon. I want to tell new stories and I want you guys to help tell them! What I'm saying is, let's create some fiction in an interactive manner.

I picked out a couple of TTRPG systems that have caught my eye recently! They all have different strong points and depending on what gets picked we could end up with wildly different kinds of games. Let me know which systems sound the coolest but more importantly let me know what kinds of adventures you want to have!

EXALTED
shit. let's be goku

Exalted is basically Shounen Anime: The RPG. In D&D, characters start out as strong guys who do odd jobs for assholes and end up fighting gods and single-handedly toppling empires. Exalted jumps straight to the good shit: Player characters are all but demigods right from the start, and only get stronger from there. Exalted's all about telling large-scale stories and larger-than-life conflicts.

ADVENTURE IDEAS:
*A desperate king wrangles together a rag-tag team of wayward assholes to turn the tides in a dire war
*A bunch of super-powered jerks team up to take over and/or destroy the world. And those jerks are You.
*Literally Just One Piece

PROS:
+ANIME
+Open-ended character design! No more knights, wizards, and monks! Use that crazy imagination of yours!!
+THERE IS A SUBSYSTEM CALLED "STUNTING"

CONS:
-More of a storytelling game than a tactical RPG (is this really a negative?)


WARHAMMER 40k: ROGUE TRADER
to boldly go and get that space paper

Warhammer is a very traditional table top series, and Rogue Trader is as traditional as this list gets, with one minor exception: It's in Space! Space battles, highly disposable crew members, horrifying aliens await your team of Explorers on their way to vast space riches.

ADVENTURE IDEAS:
*Be Space Pirates! Travel the galaxy, loot planets, terrorize and exploit the local populace for your own gain!
*Be Space Explorers! Travel the galaxy, loot planets, terrorize and exploit the local populace for the good of the Empire
*Star Trek? What if we just did star trek

PROS:
+SPACE ADVENTURES
+Starship battles! Take command of The Enterprise Your Very Own Colony-Sized Ship And All The Disposable Resources Therein
+There is a SHIT TON of prefab material for me to pull from. Not just in terms of actual campaigns, but also world-building.

CONS:
-There can only be one Captain
-Mechanically dense, easily the least beginner-friendly of list


STRIKE!
this one's just 4e lite

I like D&D 4e a lot. It's a damn good tactical combat simulator. But I'm sick of low fantasy, and I know some of you are sick of 2-3 hour sessions where we spend an hour an a half on one fight. Strike! takes the best parts of 4e (THE COMBAT) and streamlines it, while making changes to the rest of the system to allow for more flexible storytelling, both in terms of setting and the moment-to-moment dice rolls. Strike's website explains this pretty succinctly:

Quote
Instead of the Success/Failure dichotomy, where Success is generally interesting and Failure is only sometimes interesting, the primary dichotomy of the game is between Success and Twists - if you don't succeed, there's a twist and the game moves forward. Maybe you get what you want, maybe you don't, but either way something interesting that changes the situation must happen.

Non-binary resolution. Despite the simplicity, there are a range of possible results on every roll. Instead of a result indicating Success or Failure, there are four or five different possible results for each roll.

PROS:
+Streamlined, grid-based tactical combat a la D&D 4e! I'm talking 30 minutes per fight, tops!
+Modular setting and simple math means making encounters and enemies is really easy! That's good for me, which means it is also good for you.
+Super Simple! Every roll is a d6.

CONS:
-New, smalltime indie game so way less prefab stuff than other systems.

Permalink  •  June 06, 2016, 10:02:09 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #1 on: June 06, 2016, 10:02:09 PM »

In order from "sure" to "I dunno":
* Exalted
* Strike!
* Warhammer 40k

I feel like for the most part, having lots of gameplay mechanics might just bog things down, especially considering we're playing online instead of in person. No matter how cool you guys are, it's gonna be really hard to want to continue a campaign if there's a whole lot of shit to keep up with. So I'd prefer the more story-based of the three.
Hentai Governer General
Lolicon Jon
  • Hentai Governer General
  • WAHAHA
Permalink  •  June 06, 2016, 10:09:08 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #2 on: June 06, 2016, 10:09:08 PM »

copy+paste soap's list
(although i always wanted to try pathfinder with you guys)

Quote from:  Jon's deaf friend
I may not know english can good but meet me at sign class and I woop your ass at sign language
In west Goomba Village born and raised
Rick
  • In west Goomba Village born and raised
Permalink  •  June 06, 2016, 10:19:51 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #3 on: June 06, 2016, 10:19:51 PM »

I agree with soap as well but I'd like to just add in that while there should be risks I have run into DMs who just off player characters like they are red shirts on a away mission with Patrick Stewart. I'd prefer to be at risk of a sudden trap related death if possible. Story generally is that in a nutshell since your characters become a piece of the world so I'd like that. 

Heard a tale of a fella who failed a single spot check and the door turned into a spring loaded axe that bisected him. That was a interesting one.
Permalink  •  June 06, 2016, 11:21:26 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #4 on: June 06, 2016, 11:21:26 PM »

I'm down for Exalted. Warhammer sounds scary
Permalink  •  June 07, 2016, 07:50:33 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #5 on: June 07, 2016, 07:50:33 PM »

I like Exalted or Strike, honestly. I like the idea of space pirates, but yeah, I'd rather not have to study an intensive system.
Permalink  •  June 07, 2016, 08:19:37 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #6 on: June 07, 2016, 08:19:37 PM »

I pretty much agree with what people have said so far. Strike and Exalted would be my first choices, in that order.
Scrow Funk
  • wheres the beef
Permalink  •  June 10, 2016, 08:00:06 AM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #7 on: June 10, 2016, 08:00:06 AM »

Alright, it looks like we're going with Exalted. I still need to do a lot of pre-pro on the campaign before we can get started but in the meantime feel free to give the rulebook a look-see. The table of contents (which is full of very handy bookmark hyperlinks that take you directly to any given section) starts on page 15 after about 10 pages of World-building Fiction. There is a lot of that in this book. For that matter, there is a lot of everything in this book, it's about 700 pages thick. I haven't had time to curate the sections yet but you'd be most interested in Chapter 3 (character creation, pg 121) and maybe some of the background/world-building chapters if you're really feeling brave.

Another thing we should probably discuss: Scheduling! I would very much prefer having sessions sometime during the weekend if we can manage, but I'm willing to do a different day if need be.

Permalink  •  June 10, 2016, 09:03:04 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #8 on: June 10, 2016, 09:03:04 PM »

Weekends tend to work for me, but there will be exceptions once in a while.

It might be a good idea to structure the story in a way that makes it possible to continue if someone has to miss a session.
In west Goomba Village born and raised
Rick
  • In west Goomba Village born and raised
Permalink  •  June 11, 2016, 12:22:49 AM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #9 on: June 11, 2016, 12:22:49 AM »

idk about that. having a healer not around for a fight could get a bit bad
Scrow Funk
  • wheres the beef
Permalink  •  June 11, 2016, 08:28:55 AM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #10 on: June 11, 2016, 08:28:55 AM »

There actually aren't healer type classes in the game. I think it'd be easy enough to write someone out of the game for a session, I'll just need to be careful about story hooks that only make sense if a certain person is present.

Permalink  •  June 12, 2016, 11:13:55 AM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #11 on: June 12, 2016, 11:13:55 AM »

I'm free every weekend and also weekdays after 3 CST.
Scrow Funk
  • wheres the beef
Permalink  •  June 13, 2016, 08:58:08 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #12 on: June 13, 2016, 08:58:08 PM »

So it turns out Exalted is terrifying. You know what's simple? 4e. You know what's even simpler than 4e? Strike! Here's the book http://scrow.thedailypos.org/ttrpg/strike.pdf

Scrow Funk
  • wheres the beef
Permalink  •  June 18, 2016, 08:57:37 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #13 on: June 18, 2016, 08:57:37 PM »

I've been brainstorming for a bit and I think I've nailed down a setting/aesthetic for this game.

The year is 203X. The city is Neo Mechtropolis. The situation is bad. The reason is criminals.

Good men are drained penniless by their insatiable hunger for nanosmack and mobile game cash items. When times get tough, they turn to crime. When the crimes get tough, they turn to black market psuedo augs. The whole city's filled with broken men with broken dreams and even more broken bionic arms and rocket legs. And that's not the worst of it.

Crimelords live it up in their underground digipachinko parlors, where the bitcoins flow freely. Kids are dropping out of school and jacking in to full body neural VR experiences... and they aren't jacking back out. And all the while the 'net-terrorists supercell W.E.B.T.H.U.G.S. threatens to bring the whole goddamn city crashing down.

The only thing standing between NM and total chaos are the brave men and women of the NMPD. That's where you come in. You're part of the most elite criminal investigation unit in the country. You're the best and the brightest. You're the cream of the crop. You are Counterterror Ops and Renegade Neutralizers (C.O.R.N.).


So think Deus Ex meets Ghost in the Shell with some Robocop in there for good measure.

I'm working on sorting out the details for the first few sessions, but in the meantime y'all need to whip up some Player Characters! If you haven't gotten started yet, here's a quick breakdown of the all the major pieces you need:

Name

Level: 1

Character concept- Give us a brief description of the Vibe you're going for with your character. Ex: "Smooth-talking Detective," "Hotshot Hacker," "Virtual Pop Star" etc.

Background (pg. 18) - Your Background a set of Skills that describe the way your character Gets Things Done (out of combat, at least). You're probably going to want to come up with your own (see pg 23), but be sure to check out the examples. Remember that these help define your character, so try to strike a balance between things that you'll be doing a lot (i.e. "Forensics" for the Detective and "Programming" for the Hacker) with more specific things that flesh out your character ("Press For Information" and "Shitposting"). You also choose a Trick, which is a specific use case for one of your Skills where you can spend an Action Point to guarantee success without rolling.

Origin (pg. 25) - While your Background is explains what your character does now, your Origin tells where you came from. This could refer to either your species (in the case of our setting: Human, Cyborg, or Android) or just where you came from (Country Boy, Latchkey Kid, Canadian). Your Origin gives you two relevant Skills as well as a Complication.

A Complication is sort of like the inverse of a Trick. In a situation where you would normally make a Skill Roll, you'd instead invoke your Complication and automatically fail the roll, causing a Twist (something unexpected that changes the situation) and earning yourself 1 Action Point. Ordinarily, in the case of a failed roll the GM chooses the Twist, but if you can justify your Complication, you can influence the scene in a way that's potentially less catastrophic than whatever I had in mind...

Personalize - Add one more Skill, Trick, and Complication. Try to make these more personal to your character than ones gained through your Origin and Background.

Gear - Give your character any tools they need to perform their starting Skills. You can then pick 2 more items that are whatever you want (within reason!). You also all have a C.O.R.N. Badge!

Kits (pg 32)- I've looked into Player Kits  and they seem... pretty cool? But also not something that we necessarily need to have from the get-go. In the interest of streamlining the process a little, let's say that you guys can pick your Kits whenever you first level up.

Relationships (pg 30) - This step is optional for now, but feel free to come up with a few NPCs important to your character that they can call on if they're in trouble (at the cost of 1 Action Point!). By default you all have at least one Relationship: Chris Carmichael, Chief of the Neo Mechtropolis Police Department.

Motivation - Why did your character join C.O.R.N.? What drives them to greatness? The book says this step is Not Optional but frankly if all you've got right now is "Kick ass and take names" that's good enough in my book.

Combat Class/Role (pg.101) - This one's pretty straight forward? I'll go into more detail on each of the classes and roles later if you guys want me to, but this post is already too long as it is!

Feat (pg. 137) - Don't forget to pick a feat! Feats are little bonuses you can pick to help out in battle. Feel free to come up with an original feat that's more in line with your character, but I'll nerf the hell out of it if you get too crazy.

I would like you guys to "reskin" your abilities in combat to be more in line with the Narrative. If you'd rather bother that kind of minor detail, just let me know how you imagine your character fighting and I'll handle the flavor text. That said, we're going off of Metal Gear rules here, so if you can't think of a way to justify whatever outlandish ability your character is capable of, I've got two words for you: nanomachines, son.
« Last Edit: July 01, 2016, 08:34:44 PM by Scrow Funk »

Permalink  •  June 18, 2016, 09:55:10 PM
Re: TTRPGs [Time To Really Play [some] Games]
« Reply #14 on: June 18, 2016, 09:55:10 PM »


Quote from: Lolicon Jon
i got anime of all tastes and sizes
come down to jon's anime emporium where we can satisfy your anime needs
1000 episode shounens, WE GOT IT
men(or little boys) kissing and loving each other, WE GOT IT
Nosebleeds from seeing the tiniest bit of skin of a woman, WE GOT IT
so come on down to jon's anime emporium down on the highway
like right on the highway
Pages: [1] 2