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Messages - trinite

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91
General Chaos / Tell me, have you seen this Yellow Sign?
« on: May 08, 2016, 04:30:41 PM »
Recently I've been receiving strange packages from someone in Buffalo, New York. Inside have been various King in Yellow-related objects (more information on this to follow).

In the latest package, I received this curious pendant. It appears to be an artistic rendition of the Yellow Sign, or at least I assume that's what it is. But it's not a version of the Sign that I've ever encountered before. I was curious if anyone in this august and well-informed community might be able to help me track down the origin of this particular version?


92
HAY GUYS My wife has recorded an album! It's Brothers Grimm-inspired Americana. Check it out!

http://www.oliviacordray.com/

Awesome! Is this just a link to one preview song or is that all of it? Does she plan to put it on bandcamp?

I was apparently slightly premature. She's still got some mixing to do on a couple songs, so it's only one song that's completed and on her website so far.

She's planning on doing Bandcamp, I think, and also doing a Kickstarter to make and distribute CDs.

93
HAY GUYS My wife has recorded an album! It's Brothers Grimm-inspired Americana. Check it out!

http://www.oliviacordray.com/

94
I'm thinking I may actually run one of my Civil War Cthulhu scenarios using an adaptation of the Delta Green system. It'll be about a group of agents commissioned by President Lincoln to investigate strange problems with the Gettysburg National Cemetery.

95
RPGs / Re: Core Activities in Role Playing Games
« on: May 05, 2016, 12:24:01 AM »
For most games, I prefer the formula, "Players use X to do Y," because the capabilities of the characters are usually closely related to their goals.

In Unknown Armies, players try to harness bizarre supernatural powers to to achieve insanely ambitious goals.

In Eclipse Phase, players use the strange technology of transhuman space society to defeat horrifying existential threats.

In Call of Cthulhu, players try to overcome their realistic human frailty to resist horrifyingly powerful supernatural threats.

In Vampire: the Masquerade, players use monstrous superpowers to perform elaborate clandestine social schemes.

In Base Raiders, players use do-it-yourself superpowers to extract wealth and more superpowers from abandoned superhero bases.

96
So why do you run an audio podcast on youtube?  I have seen a few people do that, and I can't see the practical reasons behind it.

I don't want to speak for somebody else, but if you're playing over Google Hangouts, you can record to YouTube automatically. It's ridiculously easy. For Technical Difficulties, we take the extra steps of ripping the audio, editing, and putting it on our website and RSS feed. But there's nothing wrong with just using YouTube links like this.

97
General Chaos / Re: What are you reading?
« on: May 03, 2016, 08:32:19 PM »
In another gods vs demons myth, it is explained that the gods are good because good (as an abstract concept which possess consciousness and intent) sensed their goodness and went over to them entirely, abandoning the demons to evil, which sensed the evil in the demons and similarly abandoned the gods (the gods are good because they're good, the demons are evil because they're evil), and at the end of this myth, the gods (who never lie because they're good) defeat the demons by deceiving them!

Interesting! That reminds me of the standard D&D cosmology, which also has an odd combination of a polytheistic pantheon with abstract realist cosmological concepts of Good and Evil (and Law and Chaos, expressed mostly through the alignment system). Are the good gods good because they are aligned with Goodness? Are the evil gods evil because they're full of Evilness? There's some weird tensions in that idea.

98
General Chaos / Re: Introduction
« on: May 02, 2016, 05:09:46 PM »
I can't believe that I didn't notice this thread earlier.

Hi, I'm Ben, a fellow Missourian and soon-to-be college graduate.  I got into RPPR in 2013 because I wanted to listen to some Eclipse Phase APs and I've been a fan ever since.  It has been really important in expanding my RPG horizons beyond Pathfinder and they've introduced me to the wonders of Call of Cthulhu, GUMSHOE, and Unknown Armies.

Hi Ben, are you that dude I met at Fear the Con last year, and played Dungeon Crawl Classics with that one time in Columbia?

If so, hi!

If not, hi!

99
Role Playing Public Radio Podcast / Re: Red Markets Rewards
« on: May 02, 2016, 05:06:54 PM »
I'd like a 10k word short story. You're already familiar with the material and you can get it done in a few days after the fact.

::hysterical laughter::

Wow, man, assuming someone can churn out a publishable quality short story in a couple days seriously underestimates the amount of work involved in writing. Especially since 10k is, according to wiki, a novellette, not a short story.

For anyone one who can plot, write, and edit 10k in a few days, my hat is off to you, that is some serious productivity.

Normally when I wrote that size I'd only use outlines, not plotting, and maybe not even that. I'd write about 12k over the course of two days in six to eight hour chunks and gradually reduce that to around 10k. My biggest problem was editing. As a writer I could easily bang out 1000 words of rough draft an hour. Getting rid of that which didn't add to the story and then editing for grammar was a chore. 10k is the upper limit of what I could write without an outline. Something around 30k is a different animal and I wouldn't pants it.

I write fairly quickly, but I suppose it varies from person to person.

Quote
While I won't get it done that fast, there's a 30K novella planned into the campaign already. About 20K is already done, but I need to write 4 or 5 more chapters to feel comfortable with it. Finishing that last 10K -- while juggling art direction, writing the game, and editing previous chapters -- will take decidedly longer than a few days, but it will definitely be an add-on for the reward tiers. We might even do a print run if there's enough demand for it.

I'll probably post a sample chapter as an update during some part of the campaign.

I'm happy for the novella. When I read the beta my biggest problem was the lack of fluff. There was some setting that I got from reading it over and the forums post, but it was hard to get that initial direction without it.

Michael Moorcock, is that you?   :D

100
RPGs / Re: Red Markets Inspiration
« on: April 26, 2016, 11:39:55 AM »
So, I had this idea for a job where a group of scientists are trying to "track" Casualties the way you would track the migratory patterns of wild animals; "tag and release" subjects. The idea is to map out "herds" in the area so that enclaves and travellers have plenty of warning about local populations (a kind of weather forecast), but there might be a slightly twisted ideology underneath of a kind of "mild Meekism" where they don't believe zombies are the chosen, but ARE a valid new life form to be treated as you would any sort of wildlife. Perhaps the data might also be useful to better understand the Blight and what it makes people do in aggregate.

In more practical terms, this translates to a variant of a dead drive using special equipment provided by the scientists; essentially this would be harpoons with embedded trackers. (Who doesn't love harpoon guns?) The Takers have to score as many centre-mass shots with these harpoons as possible (since being skewered through the torso apparently doesn't upset Casualties) and then lure the tagged Casualties into a nearby herd.  Ideally, you then get away safely, of course. There would probably be a base rate of pay assuming a certain number of successfully tagged subjects (say, 10) with bonuses for more successfully tagged (since more subjects means more data, which means better data). Importantly, you don't kill the Casualties and you certainly don't kill the herd.

My idea for a complication on this job would be the encountering of a small Black Math cell, who want to Black Math all over the place. Kill all zombies means totally ruining the scientist's data; short term thinking leading to long term problems as it stays difficult to safely travel through the area.

This also has potential to become a job line to the tune of "hey, a bunch of zombies are heading to this enclave, drive them in a new direction!" or "hey, a bunch of zombies are massing in weird places - go check it out!"

Thoughts?

That's a great idea. And for more personal tension, play up the detachment of the scientists, who live in the Recession and have the luxury of seeing the Casualties as subjects to be studied rather than immediate threats of death. Maybe they also insist that the Takers wear trackers on themselves, just in case they get bitten and join the herd.

Or maybe for a secondary complication, the tagging process isn't actually the real experiment -- it's actually a social behavior experiment studying the responses of the Takers themselves as the scientists ask them to do stranger and more dangerous things. Homo Sacer, after all, make excellent test subjects -- especially since they don't have any human rights or anything.

101
RPGs / Re: Red Markets Inspiration
« on: April 26, 2016, 11:14:13 AM »
Wilzuma: That sounds cool! It's tough to get the emphasis on expending resources and tracking costs that's so central to Red Markets if you're using a single-mechanic system like Dread (that's why Caleb wrote his own system, after all!). But it sounds like you had a really cool game. I especially like how you added roles with special powers to the standard Dread system. It might be tough to balance house rules like that, but I do think Dread is an imminently hackable game.

In case you didn't know, I ran Dread for the RPPR crew once: http://actualplay.roleplayingpublicradio.com/2015/10/genre/horror/dread-moonbase-red/ I too used secret agendas to build in some conflict, and used a house rule that allowed players to spend accumulated blocks to get freebie successes (this was mostly to include more proactive play instead of having players avoid making pulls, and to help me track spotlight time).

That game is where I got the idea to run this dread game. ;-)

Aw, now ya makin' me blush!

102
RPGs / Re: Red Markets Inspiration
« on: April 25, 2016, 11:10:53 AM »
Wilzuma: That sounds cool! It's tough to get the emphasis on expending resources and tracking costs that's so central to Red Markets if you're using a single-mechanic system like Dread (that's why Caleb wrote his own system, after all!). But it sounds like you had a really cool game. I especially like how you added roles with special powers to the standard Dread system. It might be tough to balance house rules like that, but I do think Dread is an imminently hackable game.

In case you didn't know, I ran Dread for the RPPR crew once: http://actualplay.roleplayingpublicradio.com/2015/10/genre/horror/dread-moonbase-red/ I too used secret agendas to build in some conflict, and used a house rule that allowed players to spend accumulated blocks to get freebie successes (this was mostly to include more proactive play instead of having players avoid making pulls, and to help me track spotlight time).

103
Mutatis Mutandis is extremely my shit. Do you have anything typed up about that?

I don't - just my chicken-scratch handwritten notes, but I can type it up if you'd like.

Or just chop your handwritten notes into scraps, pin them haphazardly to a cork board, and take a crooked photograph of it.

104
General Chaos / Re: Introduction
« on: April 22, 2016, 12:00:50 PM »
Hi I'm Raymond. I've been listening to RPPR since like late 2013 I think. Originally found them while looking for Eclipse Phase demos. Know Evil was only the second AP stuff I ever listened to, the first being Acquisitions Incorporated.

RPPR has grown to be a pretty important part of my life and in 2014 I started running my own AP podcast, [insert quest here].

Eclipse Phase is my favourite RPG by far, though it's not my first. My RPG life kicked off in 2010 with Pathfinder, and then Vampire: Requiem(NWoD). I've even run a fantasy campaign of NWoD.

Telling good stories, and getting to use my acting skills are what I love about role playing.
Cool! Good to meet ya, Raymond!

105
General Chaos / Re: Weirdest Scenario You have Ever Run
« on: April 22, 2016, 11:52:52 AM »
For me: willa wonka set in eclipse phase using a dirty world as the system

Dr. Nova's Going Away Party?

yup. pretty much every scenario I run winds up on the podcast sooner or later.

Fixed that for ya.

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