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Messages - Teuthic

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31
"Fiona's dead." The name rings about in my head for a moment, bouncing back and forth, not quite taking hold. "She was a symbol more than anything else. A face to put onto an idea. I was not as close to her as I could have been; the relationship defined nothing and ended without meaning."
(Time to spout occult secrets! If I succeed, I want the MC to tell me something new and interesting first, and not sound like I'm full of shit second.)

32
"Aye, I did. Not sure why he needs me, though: I've, uh, other things on my mind these days. It's been a while since I've done any investigation." I lose focus for a moment, something else on my mind, then look around. "If I don't see anyone else soon, I'm going inside." (I look around for things of note)

33
"Oh, hullo. Bit tired: I had to walk across Dublin to even get here. I couldn't afford to hire a cart. How are you doing, Murphy?"

I stub out the cigarette, standing up to stretch. "Where are the others?" (An action-packed beginning)

34
Quis Separabit: a UA RP / Quis Separabit Character bios
« on: June 23, 2014, 04:43:55 PM »
Here's where backstories go. I'll update my post later.

35
Quis Separabit: a UA RP / Quis Separabit OOC stuff
« on: June 23, 2014, 04:40:08 PM »
A thread for complaints and bullshit nonsense!

36
Quis Separabit: a UA RP / Re: Unknown Armies campaign board
« on: June 23, 2014, 04:36:27 PM »
Rock and roll.

37
I walk to the door, and stop myself before I knock on the door. Best to wait out front for the others, never come first, don't be the first to speak. A moment of vertigo, and I sit down at the stairs, lighting a cigarette: nicotine will keep me awake for a little while longer. Let the others come.

38
So, let's get this started off!

Character sheets: Quis Separabit characters and how they relate

I'll leave it up to Oísin to describe how we got to where we are, since he's written that up already, and he's the one in charge here anyways. I'll write up a backstory after that's posted.

39
General Chaos / Re: What are you reading?
« on: June 15, 2014, 10:16:35 AM »
I'm currently bouncing between The Divinity Student by Michael Cisco, re-reading Italo Calvino's Invisible Cities (really interesting mind-bending stuff), and Authority by Jeff VanderMeer.

40
General Chaos / Re: Gaming Confessional
« on: June 12, 2014, 10:08:59 PM »
It's prescription! He has anxiety!

41
General Chaos / Re: Gaming Confessional
« on: June 12, 2014, 09:49:45 PM »
I've been playing for about 8 years now, and this list is hardly exhaustive, but here are some of my sins.
  • I have created characters specifically to derail games I don't like.
  • I have used the Reading Rainbow theme song as a weapon of terror.
  • I have a habit of creating traps tailored to kill my players just to watch them squirm.
  • I am often a hypocrite about "yes, and"ing. I try to catch myself, but it's hard.
  • I create serious characters for light-hearted games, and wacky characters for serious games.
  • I am currently playing an NPR producer in a game.
  • This is the second public radio host I've created.
  • I like to antagonize players with opposite politics to me: petty, I know, but it's fun messing with people!
  • I once sold a player's character into slavery because he disappeared for a month. He'll never let me live it down!

42
RPGs / Re: FATE: Let's like talk about it.
« on: June 11, 2014, 04:21:46 PM »
Aspects are definitely the focus of play, but you have to make sure it's not too generalized and not too specific, and it really helps if the aspects are tailored to the player's strengths.. For example, one of my players has the aspect "there always needs to be a plan:" this is a pretty good aspect in that it can be compelled when the group goes in guns blazing, and it can give a bonus for planning sessions, but there's a problem with the player: she's pretty much incapable of lateral thinking and planning things. The aspect doesn't see much use because of this. But she's also got the aspect "bitches get shit done," which works great!

Aspects should also always have two sides: something that can work for the player, and another way it can be used negatively by the GM. If they're written that way, aspects really drive the story: if not, then they're just a bunch of pluses and minuses, which goes against the idea of such a narrative game in my eyes.

43
RPGs / Re: FATE: Let's like talk about it.
« on: June 11, 2014, 01:50:10 PM »
Sure! Here's one of my player's characters, the booze bender.

44
Check here. My guess is five goats.

45
Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: June 04, 2014, 12:02:04 AM »
I'll second wanting to hear you folks run Lacuna.

Where does one even get a copy of Lacuna? Seriously, I've been looking for a while now: it's right up my alley.

As for games I want RPPR to run (some of which I've said before, but hey, maybe if I keep suggesting it'll happen! Like the sad Secret!):


— Unknown Armies: Always Unknown Armies. Caleb, you know you want to: just think what A Dirty World would look like if you added in No Security.

— Dogs in the Vineyard: Specifically, a Dogs game run by Aaron: I just feel there's a strange synergy there. Dogs works great as a strange morality play with black and white realities.

— I'd love to see a straight-up REIGN campaign from Ross: Iron Heroes was awesome, but my favorite part of REIGN is the weird China Mieville-esque setting this High Fantasy game is in. I just want people to bring the horror back to fantasy, I guess.

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