Author Topic: Starting Out: Wild Talents  (Read 28213 times)

SimonLucid

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Starting Out: Wild Talents
« on: August 06, 2011, 11:44:16 PM »
What are some suggestions for running a wild talents game with no experience in ORE games?
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clockworkjoe

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Re: Starting Out: Wild Talents
« Reply #1 on: August 07, 2011, 09:19:17 PM »
that is a very broad question

can you narrow down what you need help with

Salkovich

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Re: Starting Out: Wild Talents
« Reply #2 on: August 07, 2011, 10:20:17 PM »
Get some experience in ORE games? Play Monsters and Other Childish Things.
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SimonLucid

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Re: Starting Out: Wild Talents
« Reply #3 on: August 07, 2011, 11:22:00 PM »
that is a very broad question

can you narrow down what you need help with

I understand the height and width thing. Combat with games is just something you have to learn. For me it's the amount of stuff that goes into making a power, I am slight overwhelmed by it. I mean how would you go about creating someone like Gertrude Yorkes in the Runaways?

Edit: Ok nevermind I think have a better handle on it after reading some more.
 
« Last Edit: August 09, 2011, 01:16:57 PM by SimonLucid »
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Roosterj

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Re: Starting Out: Wild Talents
« Reply #4 on: August 09, 2011, 10:43:20 PM »
that is a very broad question

can you narrow down what you need help with

Since I too was looking for advice in WT, thought I would hijack the thread.

1) Could you clarify the Augment and Variable Effect extras? I've read through them several times, and would love a 'layman answer' about what they do.

2) (Directed at Mr. Payton, or Mr. Church, or anyone who played/ran the Zombie WT game) How did the math come out for will power investment for the time stop power? The reason I ask is that I find the will power investment for hard and wiggle die for such powers (IE the big powers like Cosmic Power and Aces) to be almost too large. If you house rule it, I'd love to hear what you do.

3) 'Permissions' seem like little more than a power check/point tax for diversifying your power or Hyper-skill/stat selection. Am I missing something important about them?

clockworkjoe

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Re: Starting Out: Wild Talents
« Reply #5 on: August 10, 2011, 12:24:09 AM »
1. I can't explain it easily. I think I should get Mr. Stolze to explain it in a short interview and do that as an episode for the podcast.

2. I basically fudged the time stop power - it's multiple actions most of the time and I improvised when the player wanted to do something unusual with it.

3. Permissions are how you decide what type and kind of powers you want for your character - the trained detective vs alien or robot or whatever. You can ONLY get the powers you buy permissions for. You cannot get any other powers other than what you get permissions for. It rewards specialists and penalizes jack of all trades.

clockworkjoe

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Re: Starting Out: Wild Talents
« Reply #6 on: August 10, 2011, 01:15:29 AM »
The cult of ORE is far better at answering game mechanics questions than I am
http://groups.google.com/group/cult-of-ore?hl=en

Also, Gertrude Yorkes would be easier to stat out as two separate characters - if you want one person to play her, let them split their powers up between the dinosaur and human. The human has only one power - 2 HD in dino telepathy limited to 1 specific dinosaur.  Dino has boosted body, coordination, etc

OR

Monsters and other childish things has an appendix about porting PCs to Wild Talents. Make a MAOCT PC and port it over to WT.

beej

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Re: Starting Out: Wild Talents
« Reply #7 on: August 10, 2011, 02:54:51 AM »
Are there podcasts focused on ORE/Wild Talents?
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clockworkjoe

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Re: Starting Out: Wild Talents
« Reply #8 on: August 10, 2011, 03:17:16 AM »
Are there podcasts focused on ORE/Wild Talents?

yes there's one called RPPR Actual Play

idk if its any good

beej

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Re: Starting Out: Wild Talents
« Reply #9 on: August 10, 2011, 04:07:25 AM »
Nah, they're a bunch of hacks.  I'm looking for podcasts of quality.
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Roosterj

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Re: Starting Out: Wild Talents
« Reply #11 on: August 10, 2011, 10:57:22 AM »
Thanks Tad. I picked up Nerdbound's take on the system a while ago, and have seriously thought about adopting Neil's 'No Hard Dice for attack powers' house rule.

Since WT is very open with it's possible brokenness (IE the stop the sun power and the 10HD for invincibility entry) it would seem that the system is open for house rules.

Any noteworthy house rules for the system?

Also, since I'm a lurker... I wanted to say that Tad's APs of Deathwatch and Rogue Trader are awesome sauce.

beej

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Re: Starting Out: Wild Talents
« Reply #12 on: August 17, 2011, 02:14:31 AM »
So my group's DnD game is going on hiatus because of one of the player's is going to have mad OT for the next two months and it looks like I might have to run my Kerberos Club game months ealier than I planned.   Does anyone know where I could find lists enemies?  Beyond those listed in the core Wild Talents book?  I'm trying to cramp learn the rules and making characters at the same time is daunting.

Does anyone know of any good Wild Talent npc/character generators?

Mahalo
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clockworkjoe

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Re: Starting Out: Wild Talents
« Reply #13 on: August 17, 2011, 02:18:02 AM »
there's an excel character generator but I can't find a link right now. I posted a question to the cult of ORE google group about it.

SimonLucid

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Starting Out: Wild Talents
« Reply #14 on: August 29, 2011, 12:51:42 AM »
If I created a slow fall type power, no damage from any fall, would it be a defend or useful?
The question is how faggy can I get...

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