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Messages - JuddX

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RPGs / Re: Unknown Armies
« on: February 21, 2013, 01:49:35 PM »
My old group actually played quite a few one shots with it. I found it to be very good game. The mechanics were simple enough, and since there is no set skill list you could get as deep with a character as you wanted. My old group and I personally didn't like the default campaign setting, but we found it great for the one shots. It seems like it would hold very well for campaign.

The spotlight for me though goes with the sanity system. Because usually in games with sanity you only have two states: sane and insane. Like normal and gibbering. At best, you can be a little off kilter. But this system explored what happens not when you go out of your mind crazy, but the quiet hardening of your soul kind of crazy. I like that, and am glad it found it's way into Nemesis.

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RPGs / Re: Ideas for world building a supernatural-superhero setting.
« on: December 16, 2012, 04:29:12 PM »
I really like the equalizer idea, didn't think of that. And I will have to read that link when I have more time.

Unfortunately after asking for idea help, the campaign took a back seat to Hellfrost for Savage Worlds. There was just more interest for that. I still want to make this a monthly game though, so I will take more feedback. But as it stands being a monthly game now, I don't think I am going to stress as much on the details. Saving these ideas for future use though.

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RPGs / Re: Ideas for world building a supernatural-superhero setting.
« on: November 13, 2012, 06:02:24 PM »
Both the U.S. and the Soviet Union were aware and were using the supernatural for the cold war. And that is what I was going for, the use of the supernatural for spy/intelligence gathering, rather than open conflict. I also want a few other governments to know, but not many. Not sure which ones yet, thinking maybe the British and Japanese.

I would say more in lines with the Laundry. Though it is based in the supernatural, it is still a supers setting. I am not going straight for horror in this.

As for how it affects later conflicts, I am unsure. There is a point in my original post I forgot to add. Later in the cold war, something happens to persuade governments in the know to scale back their use of supernatural tactics, and take a policy of protecting people from the supernatural, by destroying it, containing it, etc. Only supernatural elements that are well understood and controllable would be used, like for example the PC's.

The problem is the nature of that event. It has to be big enough that it convinces governments to not use the supernatural so much (which is tough, considering nukes to this day are still considered viable) but low key enough that the general populace wouldn't know.

Which as you may guess, makes the answer to your last question that is it secret. The general populace does not know about this. Though like in real life, many people do believe that the supernatural exists and seek it out...and may stumble on to it.

I will try to define a little more on my own to help with brainstorming. But again, I appreciate any help.

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RPGs / Ideas for world building a supernatural-superhero setting.
« on: November 12, 2012, 08:45:24 PM »
I am in the early stages of running a supers campaign for a group. The system we are using is Savage Worlds using the Super Powers Companion. The group wanted to play the supernatural-super hero genre, along the lines of series like Hellboy. I have been reading the world building section of Wild Talents for help, but I wanted to bounce ideas and brainstorm with some others. As it stands, the world is just Hellboy/B.P.R.D. with the numbers filed off. I want to differentiate it. So that said, here are some of my initial ideas:

- The group the P.C.'s work for is called the Agency for Supernatural Intelligence and Defense, or A.S.I.D.

- Along with standard supernatural entities (vampires, werewolves, Cthulhu Mythos), I want to include the Greys, Reptoids, as well as other aliens that exist in modern folklore. I also will have secret/conspiratorial groups, like the Knights Templar, the Illuminati, etc.

-In attempting to avoid some of the cliches (some, not all) I have decided that I want WWII to remain mundane. Although Hitler believed in the supernatural, there was no supernatural presence in WWII. The only role it has is that somehow the atomic bombings in Japan awaken more supernatural phenomena and increase the amount of it in the world, enough that our government and a few other governments catch wind of it, and this necessitates the creation of A.S.I.D.

-To go along with the above point, I wanted to shift the "supernatural war" trope to the cold war. It seems like it would be easier to deny the use supernatural phenomena in a shadow/spy conflict rather than an actual war.

That's what I got so far. I need to write up a lot more, and figure out the world. Any ideas, suggestions, or general help would be appreciated.

 

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RPGs / Re: Good RPG to run for complete gamer newbies? Please Help.
« on: August 10, 2012, 04:51:19 PM »
Dread. If they have ever played Jenga, then they have already mastered 90% of the game.

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Role Playing Public Radio Podcast / Re: What if Cody came back?
« on: August 10, 2012, 04:44:57 PM »
Blaxploitation heroes. SUCKA!

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Personally I think it would be neat to see stats for Savage Worlds (they have a supers companion). There is also GURPS, and the FATE system off the top of my head. Don't get me wrong, I don't expect you guys to cover every supers system ever, I was just curious.

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Are there going to be other systems covered in regards to stats aside from Wild Talents and Mutants and Masterminds?

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RPGs / Re: Wild Talents question
« on: March 15, 2012, 08:20:58 PM »
T.O.: There are a few pre made characters in the book, but that doesn't fully explain character creation, and I have few questions that can't be answered just by looking at characters. If you do find anything helpful, I appreciate it.

Ross: Thanks, I will give that a look.

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RPGs / Re: Wild Talents question
« on: March 14, 2012, 11:11:34 PM »
So I have got to say, the character creation rules, especially the power creation rules confuse the hell out of me. I have no idea to where to begin. Does anyone have a good step by step guideline they like to use to make character creation a little easier?

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Role Playing Public Radio Podcast / Re: Beware - I live.
« on: March 14, 2012, 11:02:46 PM »
Awesome, welcome back! Hope to hear you on the podcast as well.

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Having played Dread myself, I am super excited for that episode now.

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RPGs / Re: The Ultimate RPG Resources thread
« on: February 07, 2012, 01:15:41 AM »
http://www.seven-wonders.co.uk/paperfriendsindex.html#roleplaying

Free downloadable miniatures, many based on characters and franchises from movies, t.v, and comic books.


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Role Playing Public Radio Podcast / Re: Help us pick The Best of RPPR!
« on: January 23, 2012, 11:38:23 PM »
I can't remember the name, but my favorite is the Delta Green game based in a mall that ended up being Carcosa. I like it for Cody's character, who was a parody of all the grizzled voice badass characters of recent years. The stuff he said in that voice, I couldn't breathe I laughed so hard. "I'm going to the toy store." "GODDAMN GOD!!!"

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Yakuza's in space, piloting giant robots against giant zombie monsters. Who are also ninjas.

That sounds like a decent campaign.

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