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Messages - EndersLegend

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31
RPGs / Re: Scion and combat
« on: May 14, 2013, 09:06:39 PM »
Scion was one of those games that really could have gone well but, unfortunately came at the wrong time.  White Wolf's merger with CCP happened in November of 2006 and Scion Hero released April 2007. Most of Hero was finished before the merger so much of the editing and management decisions were done by White Wolf.  After that CCP seemed to have no fucks to give.

A lot of the WoD books suffered but so did Scion. There was no playtesting that I knew of. I am happy that everything has started to get back on track for WW. They are now Onyx Path and have a lot more oversight on their own stuff, including public playtesting and taking advice for content from the forums. Along with all the other awesome stuff we're getting now (God Machine Chronicles, Demon the Frutang, Exalted 3e), Scion is getting a second edition.

Really, most of the problems stemmed from CCP. They only acquired WW so that they could make the MMO, which is on hold again or at least it's not been updated for over a year. CCP was highly secretive about everything when it came to the books. Most of the time there was never a release date until it was released. Along with this there was no playtesting and from what I can tell they fired all of the editors. Don't believe me? Check out the original version of Geist. There's a 50 something page thread of nothing but errata for it on the WW forum.

32
RPGs / Re: RPPR Listeners: Who gets to play on a regular basis?
« on: May 14, 2013, 06:52:06 PM »
For the last several months I've been playing Black Crusade and D&D 4e once a week and, running a Scion game.

Before that I was running a Pathfinder and a Old World of Darkness game once a week.

I'm usually not without a game though most of the time I'm running.

33
- psykers are no longer allowed to taunt Khornite Daemon Princes

- surgically implanting high grade explosives in party members is not considered conflict resolution

- The Warworld no longer exists in the DC universe or any other

- The party medic must actually have some kind of medical skill

- Bicorne's are no longer allowed in combination with Terminator Armour

- While more appreciated than a bullet too the head, ass-less chaps are not regulation Commissar uniform

- When the botched ritual summons a demon, half the party is not allowed drop to their knees and worship it

- No longer allowed to start a fire at the only entrance of the cave to asphyxiate the kobolds rather than stumble around into their traps

- No longer allowed to hypnotize monsters into jumping into their own pit traps

- You can't enslave every monster you beat

- Prestidigitation can no longer be used to kill five kobolds at once

34
RPGs / Re: Mechanic Vs Fluff Rewards
« on: May 14, 2013, 06:24:28 PM »
I'm open to almost anything. In D&D/Pathfinder, I love a lot of the Wondrous Items more than weapons, armor, etc. I think some of my favorites are the Feather Tokens and the Hat of Disguise. The Feather Tokens were always interesting to me and I'd try to find creative uses for them. I think I managed to pin an Ogre with the tree token. I always wished for more and, I think at some point we came up with some but the list was lost unfortunately.

The Hat of Disguise has a special place in my heart. Many fun pranks were played with it.

I do like fluff rewards, however. They can throw interesting things into the story. I've had some characters gain titles fantasy games. They can provide some mechanical benefit to rolls involving social situations. People are more inclined to listen to someone with a title, or possibly hate you more. I remember a game where along with the title we were giving land.  Whatever adventure we had been on was quickly forgotten because we decided to develop the land and make it our own little fiefdom.  I believe it took from 10th to 17th level before we were done and, this DM was notoriously slow with the xp rewards.

In one World of Darkness game, I remember giving the party this property that was two levels. The bottom floor was a Chinese restaurant and the top floor had a large apartment layout. They ended up leaving most of their havens and making this a group one. They spent more game time in it than anywhere else in the story.

35
Role Playing Public Radio Podcast / Re: Episode 72: World of Darkness
« on: April 08, 2012, 05:53:18 PM »
I'm only being able to listen to it in pieces at the moment.  So far, the only thing I noticed was that their facts on Werewolf the Forsaken were off as far as the backstory goes.  It's forgivable for anyone who has barely read it though.  I've heard worse synopsis for World of Darkness games.

36
RPGs / Re: Cthulhu Dark
« on: April 08, 2012, 01:28:47 PM »
Another site has already been given but it is also here http://www.thievesoftime.com/news/cthulhu-dark/

37
Role Playing Public Radio Podcast / Re: Where do you listen to RPPR?
« on: April 03, 2012, 07:59:07 PM »
I download them to my iPhone and listen at work.

38
RPGs / Re: GURPS, I have an idea, now I need a little help
« on: April 03, 2012, 07:51:56 PM »
Sounds good.  I've been a bit slow on getting the game up and running since I've had a lot of work lately but I'll start adding my questions as soon as I can.

39
RPGs / Re: GURPS, I have an idea, now I need a little help
« on: February 29, 2012, 08:13:14 PM »
Thanks for your concern but throwing myself in is how I learned to run games in the first place. After three sessions of D&D the group I was in decided I should run a world of darkness game.  A crash course later we had a lot of fun and while I didn't know all the rules, I learned as I went and made up the rest.  I've read through most of the Character and Campaigns books and understand most of it so far.

40
RPGs / Re: Need Advice: trying new things
« on: February 29, 2012, 01:29:23 PM »
Best advice I can give is just do it.  For two years I had a group that would play nothing but Old World of Darkness. I was so burnt out on it.  Running it became a chore.  I finally had enough and said that I was the Storyteller and I wasn't going to run anymore OWoD unless we tried some other games and systems for a while.  I ended up losing a few players, but in the end the group was better for it.  Since then I have been able to grow in my game running abilities.  I've learned several new systems and found ones that I love and hate.  I come back to OWoD more than most but mixing up things helps me create better stories.  It was easier for me because no one wanted to run games, or even had any experience doing so.

41
RPGs / GURPS, I have an idea, now I need a little help
« on: February 28, 2012, 08:19:15 PM »
After discovering RPPR about two months ago I have finally registered on the forums.  I enjoy the actual plays, and in-particular I found myself interested in the Modern League of Extraordinary Gentlemen game.  I invested in GURPS books so that I could run a game that is in a similar vein. There are some mild spoilers from a movie coming up.

The idea comes from a movie I saw a while back that, while disappointing, gave me an interesting idea.  The movie was Inkheart.  There is also a book that is better, but the rules for the magic are looser in the movie and will meet my needs better. The part that I'm using is the people known as Silvertongues that can, upon reading the written word aloud, bring something to life from whatever source they had.

The basic plot is that a well-meaning but somewhat naive Silvertongue is on the run from another Silvertongue who has gone evil and is getting rid of the rest of his kind in preparation for taking over the world.  The young Silvertongue read out some help from books, character bios on wikis, and even a little of her own fan fiction(similar to a part of the movie).  She is cursed however so that she has a limited number of words she can say until she loses her voice and can only summon a small group to help her.

Any questions or comments would be welcome about the game.  The parts I need help with are fairly simple.  I have some ideas for enemies, but I'd like to see what other people might suggest.  I've read so many books and watched some many movies that I forget all kinds of good stuff until after I've already ran a session or finished a game.  The sources can be from almost any fictional source(movies, books, comics, tv, video games) and any genre.

I'm also the only person, so far, who is reading through the GURPS books, and will likely be the one they rely on for learning the system and creating their characters.  Everyone is a bit overwhelmed by their character choices at this point, but one has expressed interest in playing a Ghostrider(not Johnny Blaze though).  I seem to keep passing over any rules about transforming into a different form.  I could also use help designing the Penance Stare.  Any help on those issues will be appreciated.  I'm sure there will be more issues but I'm out of time at the moment.

I will also post more ideas I have for the game later.

I guess it would help to mention that I'm using GURPS 4th edition for it and I have the Character, Campaign, Magic, and Powers book so far.

42
RPGs / Re: Looking for a decent rules set for a Post Apocalyptic campaign.
« on: February 28, 2012, 07:27:03 PM »
I'm working on making a Fallout game out of Savage Worlds.  Mostly because it already came with power armor and energy weapons that were similar to Fallout already.  If you want a system already geared towards it, Atomic Highway and Exodus are both post-apocalyptic.  Atomic Highway is a bit more realistic and has some interesting scavenge tables.  It's a lot like Mad Max and Book of Eli.  There are optional low level mutations, like gills and such, and also optional zombie rules.  I think there's a supplement for adding more powerful mutants into the game.

Exodus was supposed to be the Fallout RPG until they were sued by Bethesda.  It's okay but not my favorite.

Hope that helps.

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