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Messages - AdriRaven

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General Chaos / Re: What Vidja games are you playing?
« on: June 14, 2015, 05:02:06 PM »
Between bouts of writing, I've fallen back into SWtOR and The Secret World.  Keeping the relevant muses for all three safely juggled at one time is... interesting.

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General Chaos / Re: Writing a Superhero Novel
« on: October 29, 2014, 06:15:37 AM »
Use Stardust because he is straight up one of the most terrifying fictional characters I have ever read: http://pdsh.wikia.com/wiki/Stardust

He's also public domain so everyone can use him!

Whoah.  I know just how to use him, too.  Thanks!  I can't believe I didn't think to use public domain supers, i was trying so hard to 'be original'.

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General Chaos / Writing a Superhero Novel
« on: October 28, 2014, 09:04:48 PM »
Hi there.  Longtime Lurker.

So due to listening to a lot of the Base Raiders stuff and reading a bunch of Cthulhu, and playing Injustice For All, I had a dream awhile back which culminated in a young lady stumbling over the long-dead corpse of a superhero.

The story has progressed to 7 chapters and has surpassed 50,000 words, but I am a bit at lose ends with something.  I suck at naming things.  My world has basically built itself out to a place where the Superman expy was killed by one of his colleagues, who later conquered the world.  By the time my protagonist comes into the picture, most of the heroes and villains of the past have either died, been incarcerated, or gone into hiding/retirement.

My boggle is that I want to throw in references to some of those past supers.  The supers themselves come in three levels - 'natural', which is essentially unpowered; 'metahuman', which is lesser, non-flashy super-powers, and 'super', which is the big league crazy stuff.  And in this world, as a super's power grows, there's always a chance it will corrupt them.  The powers tap into the Lovecraftian laws of the universe, opening an incautious super up to corruption and insanity... and physical mutation.

So I need help with suggestions for coming up with some older supers and teams to call back to, a bit like they did in the Incredibles.  Can be good, evil, or somewhere in the middle, and can range anywhere from the 30's right up to the 80's as far as what Era of comics to go with.

If this seems an interesting concept, I can certainly elaborate on what I have already.  And I apologize if this isn't in the right place.  It didn't seem quite RP-ish enough to justify going on the Facebook page or in one of the roleplaying sections here.

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General Chaos / Re: RPPR Confessional
« on: March 01, 2011, 09:09:52 AM »
One of my friends desperately wants to play in a supers game.  I am committing the heinous crime of considering the theft of Ross' world writeup that was being discussed on these boards, with the DIY-style supers.  That sounds lower-level and interesting enough to keep people on their toes.

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General Chaos / Re: Drinking and Gaming
« on: February 28, 2011, 01:26:11 PM »
It's mentioned in at least one game (the Wushu League of Extraordinary Gentlemen, '88, IIRC) that Tom doesn't drink.

I and most of my gaming friends follow a similar rule.  In my experience, the few who didn't follow such rules usually took it too far and ended up falling asleep or getting too agitated or confrontational.  I get the feeling this poll will be wide and varied in its results!   :D

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Role Playing Public Radio Podcast / Re: Group Size and its Effect on Games
« on: February 26, 2011, 03:02:36 AM »

My group is usually about 6 people, including myself.  Occasionally, two others join us for a grand total of eight, which fills the table we play at.  Bear in mind, that in general, three of those are very good roleplayers who will focus on the game and try to get things done and progress the story, whatever it may be.  The other two are generally the type who turn their brains off and either get off onto useless tangents at the drop of a hat, or get into useless and disruptive arguments at about that same rate.  Of the two off-members, one is a chaos-causer who instigates trouble not because it's what his character would do, but rather because he thinks it's funny to make the other players have to take up his slack.  The other one is a bit of a random fellow who can always be counted on to take simple instructions and go off into the most insane tangents.  In one game, upon being rescued from a sinking ship by a mermaid and taken to a small air pocketed cavern, the character was told to swim back outside, then go 'up and THAT way' to get to where he needed to go.  Said character happened upon a boat that was going the opposite way, and tried to smuggle himself aboard, despite it going the wrong way.  Long story short, he managed to get himself killed and the ship sunk after he was discovered by the crew.

That last episode pretty much took up most of our night as the ST was trying desperately to give him enough of a clue to get back with the group...  Leaving us with nothing to do but twiddle our thumbs and groan.  In a smaller group, I expect that the problem players are a little easier to deal with, because you can more readily skip around and not lose too much momentum.  It's hard enough trying to cope with a large group of good players, but when you add problem players and size, it gets dangerous in a hurry.

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General Chaos / Re: RPPR Confessional
« on: February 25, 2011, 11:43:22 AM »

I ran a warped version of Divine Fire, with elements from both the Soldier run and a the Prisoner run.  I have no idea how to run the KGB Files off of what happened in my game, with the group of chuckleheads I have to work with, but I'm sure I'll think of something.   :D

Beyond that, nothing more.  At least nothing more that has been committed, yet.

However, plans are in the works!

...heck, if I could figure out a way to run Bryson Springs with my group without it turning into a PvP clusterfuck, I certainly would give it my best shove.

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Role Playing Public Radio Podcast / Re: Where do you listen to RPPR?
« on: February 25, 2011, 11:02:25 AM »

My running of Divine Fire took elements from both of the early playtests, and I interspersed it with elements of a failed Demon: the Fallen game I'd never gotten to run which took place in a similar setting.  I ran my group through as prisoners of war: two US Army soldiers, a captured Allied scientist, a troublesome English archaeologist, a nosy war journalist, and a torch singer who happened to be at the wrong place at the wrong time.

They hit trouble when the truck stopped.  That sort of set the tone for the evening.  Once they discovered that their guards were gone, the ranking Army man (a Colonel who had been in Italy with his wife when it fell) got into an argument with the scientist over the best way to proceed.  In the meantime, the other Army fellow (a sergeant, I think) decided he was going to try to check the towers, and nearly broke his leg when he slipped off of the ladder.  Eventually, the argument stopped when the archaeologist snidely suggested that the two weren't producing nearly enough hot air to keep them warm in the mountains and that they should go and find some shelter.  The two Army folks stayed with the vehicles, and the lower-ranking one press-ganged the torch-singer as a second pair of hands to try to get the truck in working order to make the trip down, and to clear some room.

The first building they entered was the mess hall, where they encountered a mad, blind soldier, and the journalist tried to bluff his way through things - and totally blew it.  So they ended up in a tense standoff between three civilians with crap all combat skill, and one crazy-train Nazi.  About this time, the Army Colonel caught sight of something moving in the shadows near the compound and started out to get a look at it - without letting his subordinate know - and blew a Sneak roll.  That was when Koeler made himself known from the main building and started taking potshots at both him and the flickering shape.  Hearing the gunfire from the mess hell, the three civilians and the Nazi they were dealing with found themselves in a furious tussle that left the journalist and the scientist badly beaten and bloodied (the archaeologist got in some hellaciously badass rolls and kicked the mortal crap out of the Nazi, though).

The gunfire outside and the fight in the mess hall only lasted a couple of turns, leaving the civilians trying to figure out what to do with their new prisoner, as well as themselves.  If memory serves, they eventually locked him in one of the freezers (which is how they discovered certain sweet meats in one of them...).  Anyway, the Army Colonel had gotten tagged by Koeler because he had been trying to close with the shape that Koeler was firing at (he totally botched a Luck roll, then the player threw a fit and left the table, meh), so he was out.  So the remaining characters holed up in the mess hall after the gunfire died down, came up with a plan to work up some improvised weapons and explore the main building.  By this time, the civilians were really keyed up due to some failed SAN rolls when they found what was in that second freezer, and when the Army grunt tried to take charge and run the show, another argument broke out, this time between the grunt and the journalist  The scientist and the archaeologist managed to cool tempers somewhat, but by then, the damage was done, and the group was more of a bunch of individuals.  So the Colonel is down, holed up in the Mess Hall, the grunt storms out to try to get the truck working again (so he can leave the others to die), and the rest of them are stuck with their plan of investigating the main building.  The exploration went pretty smoothly, they encountered Koeler, and struck up a tentative alliance with him, managed to arm themselves with some proper weapons from the stash he'd made himself.  That was when the real fun began.  The Army Grunt was outside when he realized that he didn't have some of the tools he felt he'd need to get the truck running.  So he ended up going into the main building, found the others talking to Koeler.  There was some tense talking, but they all ended up going up to see Dr. Kempfler.  From there, the scenario ran pretty smoothly with the investigation, with odd bits of creep factor to keep things on edge.

The next little bitch came when they went down into the basement to deal with Grunfeld.  He demanded to be fed, and when the PCs realized that the meat inside was meant for him, they immediately settled into an argument amongst themselves on whether or not they were going to feed him.  This argument turned into inter-party violence, ended up hurting everybody even worse before they were able to calm down.  By this point, they had wasted so much time on the in-fighting that the weather had worsened and night had fallen, and there was no way they were getting out of there without Grunfeld's help, so they ended up feeding him, as well as doing the back and forth between him and Kempfler to get the story of what had gone on at the installation.  They weren't able to do much about the generator room because they had wasted so much time, and the corrupted creatures chose that opportunity to attack.  Since the Army Colonel's player had refused to come back to the table, I simply ruled that he fell victim to the voices, sabotaged the truck, and from there, the rest of the players were stuck dealing with trying to keep the monsters out.  At one point, the grunt decided he'd had enough after Kempfler was going on about his achievements, and put three bullets into his brain - pretty much keeping them from getting into the generator room.  With the monsters beating down the doors to the building and their senses playing hell on them, they ended up accepting Grunfeld's offer of sanctuary, and fled into the ghoul warrens, where they had to stay until the spring thaw.  Of the remaining group, only the archaeologist and the scientist had enough SAN left by Spring to leave.  The others ended up staying with the ghouls, one way or the other.  Grunfeld actually ended up playing a role as a recurring NPC in following CoC games.  I liked him so much I started using him more as a behind-the-scenes mentor-type.  Currently, he's got his eye on a group of investigators who are dealing with a little problem for one Dr. Quigley in Greenfield, MA...

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Role Playing Public Radio Podcast / Re: Where do you listen to RPPR?
« on: February 24, 2011, 03:22:35 AM »
Me, I'm largely stuck at home, these days.  I don't get out except for infrequent grocery runs and a Sunday-based tabletop game every week.  I have a small trailer that I hole up in with my laptop.  My RPPR fixes happen while I'm playing games like Sims 3, and the like.  But I also listen to the podcasts whenever I'm doing prepwork for my own games.  I ran an altered version of Tom's first Divine Fire scenario thanks to listening to it while I was prepping for the closing session of a D&D I was running at the time.

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General Chaos / Re: Introduction
« on: February 23, 2011, 04:19:04 AM »

Hi there!

I'm AdriRaven, I joined the forums some time ago, but I've been a lurker for awhile in between this niggling nuisance called 'Real Life'.  I found the forums after lucking out on the Actual Play lists.  I've been a gamer for most of my life (the years of it not spent picking my nose, pooing my pants and playing with my Transformers and Star Wars figures), with a love of horror-style games.  Since I've found myself commenting on the Actual Plays, I figured I'd introduce myself and be somewhat more neighborly

...

...

...ish.

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