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Messages - Cthuluzord

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31
RPGs / Re: Red Markets Inspiration
« on: September 28, 2015, 03:45:01 PM »
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Not really an inspiration thing so much as a thing I did for personal sanity.  I mapped the success probabilities in a grid because the core mechanic felt too arbitrary even though speaking realistically it's not that much different from any percentile system.

You can look at it here

This was useful for playtests as it also allowed me to explain to my players that probabilities are not as uneven as they appear and also give them enough resources to know how spending extra points for a bonus on a roll can help.

That's awesome! I'm really glad you took the time to do that (sorry it damaged your sanity). A visual representation of the probability curve is something I'm going to have to include in the book. The dice mechanic is intentionally swingy and uncertain, but I don't want people getting turned off from the game thinking it's impossible or something. Really, with the ability to spend charges and bid for success, it's a less brutal curve than something like CoC.

But I think it's hard for new players to grasp that being badass in your "skill and stat" is not enough to consistently perform, especially with Potential limiting rather than adding. Badass shooters spend a lot of time at the range (+4 Skill) AND burn a lot of ammo (+4 in charges) to get their 80% or something shooting roll. I don't make that apparent enough in the current draft, and mapping the curve like this will help teach that concept faster and with less frustration than seeing a bunch of conservative spends fail at the table.

32
RPGs / Re: Red Markets Inspiration
« on: September 03, 2015, 01:11:00 PM »
That. Is. A. BRILLIANT. Idea. For. An. Enclave.

Kicking myself for not thinking of it  :'(

33
RPGs / Re: Negotiations in game
« on: September 02, 2015, 08:58:42 AM »
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In my example (RMbeta) The NPC wanted someone to ease the passing of his grandmother from casualty to pile of dust. He wanted it done quickly because he wanted to leave the enclave and move north as soon as possible. Spots were If you're On time You're late, Grandmas Boy and He wanted to be sure that it was done professionally and not an amateur butcher job.

But when it came to the negotiation I just kind of flubbed around. Is there some standard banter? Or what makes a good negotiator, like as a vocation? by trying to withhold the elements of the job that he needed the NPCs service for I felt I didn't have enough to say to make it a good scene. It was only three rounds, and mechanically everything went splendidly and during the scams I was able to RP the references with more personality than the plot dispenser/task master/negotiator.

Do you have any example negotiators? or films I should watch for inspiration? My reservoir is currently dry.

Try to remember that the negotiator is "rolling" for skills every round -- just as the PC is -- with the only difference being that the Market isn't actually touching the dice. Roleplaying still needs to be catered to the skill being exercised. This guides how I play most scenes, though I never tell my players what the NPC client is "rolling" unless its a Sensitivity check to read a spot.

For Persuasion, the client usually just explains some aspect of the job and follows up with a persuasive appeal to drive the price down. Something about not being able to afford too much, or an appeal to how his family/people are in need, or a reminder of the client's stature in the community, or an assurance that the contract will be calkwalk. If it would get some sort of consolation from the provider, that's usually the endcap for a Persuasion round.

For Intimidation, mention competition, or the threat of poverty in the Loss, or a negative rep spot. Bully the players.

For Sensitivity, I always end on a question: "You're not one of those that forgets they were once people, are you? You don't like to see them suffering out there anymore than I do, right?" The client is sacrificing a turn to learn one of the provider's spots, but they need to cause a break in the negotiators poker face first.

Deception I make pretty obvious, with lots of tells and obvious evasions. Remember, Deception can move price down regardless of the Sensitivity rolled by a PC. There's no real way to call someone out as a liar when you want their money. The most you can learn is to be wary and find the information by other means.

Leadership isn't roleplayed at all. It represents all the physical aspects of a negotiation in body language, posture, and tone. Just roll it to open and close negotiation as a strictly mechanical determiner.

If you're playing on a provider's spot, cater the clients speech to the spot. If working a weak spot, be menacing and threatening. If working a soft spot, be emotionally manipulative and inflame the PCs sympathies. Tough Spots depend on the character's background. For a Latent, the client might mention the prejudice they face and how that means they need the bounty so much more. Alternately, the same spot could be played against the PCs nobility with an argument that it's safer for the Latent to take on the burden of the contract as opposed to the poor, unwitting competition.

If the client's spot has just been played against them, adjust according to what the player rolled. For Persuasion and Deception, remain oblivious to the emotional manipulation (because it obviously worked). For Intimidation, play it begrudging with a promise of future vengeance. If the roll to play the spot fails, have the client call the provider on their bullshit, though the price still moves as the client realizes this negotiator isn't an amateur and does the homework.

34
Thanks for giving it a read guys!

If anybody wants to write a review, (either on RPGNow or elsewhere) it would be greatly appreciated.

35
RPGs / Re: Red Markets Inspiration
« on: August 20, 2015, 09:41:15 AM »
@Jace

That write up is so helpful! Thank you so much! I can't wait to see more!

36
RPGs / Re: Red Markets Inspiration
« on: August 18, 2015, 04:21:25 PM »
The missing stuff about Aberrants and Believers (general terms for cults in the setting) isn't an oversight. Those will be dealt with in the setting text, which is not written yet or included in the draft.

Aberrants break zombie rules, so as far as playtesting is concerned, I just need to make sure regular zombie rules are working first. Believers are pure setting info establishing the motives of NPCs; there's not much to playtest there, so I left it out cuz the damn thing's too long already  :o

37
RPGs / Re: Red Markets at GenCon/Upcoming Beta
« on: August 16, 2015, 02:40:23 PM »
I just wanted to take some time to say that the outpouring of enthusiasm and support for the Beta I've seen on the forums is really heartening. Thank you all so much! I'm working on the game every spare moment; my only wish is that I could get it out to everyone sooner.

Thanks again...and keep it up!

38
RPGs / Re: Red Markets Beta Listener Campaign
« on: August 16, 2015, 02:39:51 PM »
I just wanted to take some time to say that the outpouring of enthusiasm and support for the Beta I've seen on the forums is really heartening. Thank you all so much! I'm working on the game every spare moment; my only wish is that I could get it out to everyone sooner.

Thanks again...and keep it up!

39
RPGs / Re: Red Markets Inspiration
« on: August 16, 2015, 02:39:31 PM »
I just wanted to take some time to say that the outpouring of enthusiasm and support for the Beta I've seen on the forums is really heartening. Thank you all so much! I'm working on the game every spare moment; my only wish is that I could get it out to everyone sooner.

Thanks again...and keep it up!

40
RPGs / Re: Red Markets Inspiration
« on: August 05, 2015, 05:23:12 PM »
Reading all y'all's Red Markets stuff makes me giddy  ;D

Keep it up!

41
RPGs / Re: Red Markets at GenCon/Upcoming Beta
« on: August 04, 2015, 10:08:36 AM »
@ Tad

I ran the game twice, so it is a bit hard to remember. I'm thinking I would have told you to fake an altercation and ramp up the stakes. It's not your fault if you were under fire and the guys program didn't work. Something like that.

42
Role Playing Public Radio Podcast / Re: Red Markets Alpha Playtest
« on: June 26, 2015, 11:48:13 AM »
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Enclave idea: Shenandoah, Iowa

That's awesome, Tad! This kind of write-up is exactly the kind of world building I'm hoping to encourage in Red Markets.

God, I've got to write faster. People that haven't even read the game are starting to play it without me....

43
Role Playing Public Radio Podcast / Re: Red Markets Alpha Playtest
« on: June 09, 2015, 04:17:39 PM »
I actually updated the blog! As apology for the long hiatus, please accept a preview of the Red Markets cover.

http://hebanon.blogspot.com/2015/06/red-markets-update.html

44
Role Playing Public Radio Podcast / Re: Red Markets Alpha Playtest
« on: June 08, 2015, 02:01:53 PM »
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So, I was think about bounty. And how in my room right now I have about five distinct pieces of ID. My passport, my international driver's license, my alien registration card, my driver's license and my birth certificate. Is it worth 5 bounty?

What about people who manufacture fake IDs? Is everything RFID?

Otherwise my concept is a forging sniper. Used to make fake IDs and sell them to high schoolers, and other minors. Used to live out in the country untill casualties broke down his fence and trampled his farm. He was able to make it out with his rifle.

The unhelpful answer is that bounty adjusts however it needs to in order to remain a stable game currency. Everything could be un-spoofable RFID tags, or perhaps the DHQS adjusts the price of bounty to include an average number of attempts to defraud them per ID per person, shorting the valuation of an average adult's pre-Crash assets (and thus devaluing the currency and lowering overhead) to make up for losses due to fraud. Maybe that's why they pay out bounty for repeat IDs; more IDs equals more certitude that the person is indeed dead and their assets are available for seizure or probate upon reclamation.

As far as being a forger/ sniper, that makes more sense in Red Markets. One could have gotten into forging after the Crash as a means of survival, or a forger could find incentive to learn marksmanship once the dead rise. Rural fake ID forger even works at the outset, so long as the setting is in the USA.

Being a Japanese kid that just so happens to be the best sniper AND the best forger in the world, despite only having ever lived with his mom and having zero military or espionage experience...well...that's just...just Tom's character concept.

Dear GOD that was a stupid character....(stares into the middle distance, having NBA flashbacks)

45
I'm glad you guys found the Prezi page. Sorry I didn't post it sooner.

If you want to see more evidence of my half-finished "mad genius"... :P

http://slangdesign.com/forums/index.php/topic,1926.0.html

Ahem (coughs. awkwardly shuffles away)

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