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Messages - Shallazar

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16
Role Playing Public Radio Podcast / Re: RPPR Game Designer's Podcast
« on: October 08, 2013, 08:19:55 AM »
After listening to the latest episode and hearing about Ross' three-way mechanic the sanity-economic-personal thingamabob I was reminded of a game some people with no imagination play wherein they combine Risk and Monopoly. They alternate turns of monoply to symbolize the economy which allows them to purchase their troops in risk. There are games such as Twilight Imperium, where the same system governs all actions.

I'm in support of a unifying mechanic vs different rules. I don't like systems where you have the main game and this other game to handle other rules. The Iron Heroes Campaign being one example, but mechanically it was sort of a mess and felt like two games instead of one. I hope that Red Markets is more united.

And now I'm just spinning my wheels but a bank vs resources on hand system sounds appealing. Which could operate in a number of ways but one that comes to mind is the Slides from ORE games, sliding one from bank to on hand or something similar.



Sent from my HTCPO881 Sprint using Tapatalk

17
Role Playing Public Radio Podcast / Re: RPPR Game Designer's Podcast
« on: October 08, 2013, 08:19:35 AM »
After listening to the latest episode and hearing about Ross' three-way mechanic the sanity-economic-personal thingamabob I was reminded of a game some people with no imagination play wherein they combine Risk and Monopoly. They alternate turns of monoply to symbolize the economy which allows them to purchase their troops in risk. There are games such as Twilight Imperium, where the same system governs all actions.

I'm in support of a unifying mechanic vs different rules. I don't like systems where you have the main game and this other game to handle other rules. The Iron Heroes Campaign being one example, but mechanically it was sort of a mess and felt like two games instead of one. I hope that Red Markets is more united.

And now I'm just spinning my wheels but a bank vs resources on hand system sounds appealing. Which could operate in a number of ways but one that comes to mind is the Slides from ORE games, sliding one from bank to on hand or something similar.



Sent from my HTCPO881 Sprint using Tapatalk

18
Role Playing Public Radio Podcast / Re: RPPR Game Designer's Podcast
« on: October 08, 2013, 08:19:16 AM »
After listening to the latest episode and hearing about Ross' three-way mechanic the sanity-economic-personal thingamabob I was reminded of a game some people with no imagination play wherein they combine Risk and Monopoly. They alternate turns of monoply to symbolize the economy which allows them to purchase their troops in risk. There are games such as Twilight Imperium, where the same system governs all actions.

I'm in support of a unifying mechanic vs different rules. I don't like systems where you have the main game and this other game to handle other rules. The Iron Heroes Campaign being one example, but mechanically it was sort of a mess and felt like two games instead of one. I hope that Red Markets is more united.

And now I'm just spinning my wheels but a bank vs resources on hand system sounds appealing. Which could operate in a number of ways but one that comes to mind is the Slides from ORE games, sliding one from bank to on hand or something similar.



Sent from my HTCPO881 Sprint using Tapatalk

19
Role Playing Public Radio Podcast / Re: RPPR Game Designer's Podcast
« on: October 08, 2013, 08:19:04 AM »
After listening to the latest episode and hearing about Ross' three-way mechanic the sanity-economic-personal thingamabob I was reminded of a game some people with no imagination play wherein they combine Risk and Monopoly. They alternate turns of monoply to symbolize the economy which allows them to purchase their troops in risk. There are games such as Twilight Imperium, where the same system governs all actions.

I'm in support of a unifying mechanic vs different rules. I don't like systems where you have the main game and this other game to handle other rules. The Iron Heroes Campaign being one example, but mechanically it was sort of a mess and felt like two games instead of one. I hope that Red Markets is more united.

And now I'm just spinning my wheels but a bank vs resources on hand system sounds appealing. Which could operate in a number of ways but one that comes to mind is the Slides from ORE games, sliding one from bank to on hand or something similar.



Sent from my HTCPO881 Sprint using Tapatalk

20
Role Playing Public Radio Podcast / RPPR Game Designer's Podcast
« on: September 22, 2013, 08:45:19 PM »
I didn't see this thread started so I thought I'd go ahead and begin it.
My intent is that its a thread for all of our unsolicited input for Caleb's project, and as we only have the one episode to go by at the moment we could continue the discussion of the concept and suggest whatever we want since, like, y'know whatever.

First thought I had when hearing the pitch about managing supplies, profit/motivation/reputation system was the "Contract" framing that the Ashen Stars GUMSHOE game uses.

In Ashen Stars there are instances where you can do damage to your reputation which affects the downtime between contracts. Poor reputation = longer downtime or the taking of riskier jobs since you are strapped for cash.

Thoughts?

21
Role Playing Public Radio Podcast / Re: I've missed y'all
« on: August 18, 2013, 12:42:29 AM »
Mckma!!!! Where you teachin'?

Also, if you find time to work out it will reduce stress, keep you healthy, and give you time to listen to some podcasts.

Also for awesome Tom related goodness the Cthulhu Invictus mini campaign (3 episodes) is super awesome roman Thad as hedonism bot and Tom being badass awesomeness.

22
General Chaos / Re: GenCon 2013 & The 4th RPPR Fan Meet-Up
« on: August 13, 2013, 11:57:14 PM »
Argh. Well this year finds me strapped to the bellies of 61 rabbits so I will be unable to wriggle out from underneath them to perform my GenCon duties.

Everyone better have fun and stuff and if there are no super great anecdotes during the wrap-up episode then I will be all the more willing to strangle these babies to get to Gen Con 2014.

<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>

23
Role Playing Public Radio Podcast / Re: Why I Love Tom Church
« on: August 13, 2013, 11:52:21 PM »
Glad to hear that Tom finally put points in something other than Forgery. I thought something fishy was going on. Wackity shmackity dooo.

24
I really like, and use "Because we are adults: potty trained and college educated."

Originated with Cody and is more fully explained during the Horrible Monster Brainwashing PCs-gate.

Also layers upon layers, and the resulting tapestry are also in Fear of Girls:

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My new fav however is "Goddamnit Jason." Sometimes it is other people, but mostly Jason said by whoever is GMing at the time.

"He's like Lex Luther x10!" For Axegore the Ogre slave trader for filing suit against the PCs.

25
Hooray Tad!

26
General Chaos / Thanks RPPR, Tharppr.
« on: April 07, 2013, 02:38:30 AM »
This is pretty unrelated to most of the topics bawt it needs to be said.

Since beginning as a devoted listener of RPPR with Episode 25: Save vs Warm Fuzzies, I've been living life and gaming when I could. I've learned a lot from the podcasts that applies to more than just RPGs. My writing has improved and Ross taught me what no college fiction professor even deigned to mention, explicit narrative elements and plot structure. Tom's honest pursuit of his Mass Effect fan fiction and Caleb's Hebanon games site, not to mention Cody Walker's blog, have all helped to inspire me in this gauntlet of learning called graduate school.

I don't mean this to be all mushy, but RPPR has been there through the copious times and the moments of famine. This month I will be presenting my Creative Masters Thesis, The Beacon, and I owe much to the crew, both regulars and those we never hear from again. I won't be able to attend Gen Con to thank the crew in person but I thought I could at the very least post on the forums to let them know I appreciate the fuck out of the work they do.

Before this gets any creepier, I'd just like to reiterate my sincere gratitude to the podcast and the community for being fucking awesome.

Sincerely,
Shallazar/Angry Tom aka Arthur Challenger Oemke

27
For written entries, word count?

28
RPGs / Re: Wanted - Killer Horror Scenario
« on: December 18, 2012, 04:15:36 AM »
It happens Wooberman. Sometimes scenarios just explode into booze and fun.
I ran the Haunting for a couple of buddies (third time running the Haunting) and they spent most of the game buying drugs off one of the janitors at Miskatonic U. At first I was all disgruntled but the scenario ended with their first characters in the hospital and then the second pair dynamited the house ontop of themselves.

One of the players ran into me in the bar and said he was listening to the AP the other day and wants to turn it into sound poetry, so I count that as a win. When i realized things weren't going to be as serious I just kind of went with it and matched asshattery with asshattery. Even in the simplest scenarios things can go gonzo, I suppose its all part of the social contract thing, establishing beforehand the tone of the game you want, why you want it and what everyone can do to help.

29
General Chaos / Re: What Vidja games are you playing?
« on: October 12, 2012, 03:59:29 PM »
Playin the XCOM.

My Squad of Majors wiped during a raid on an alien base. Sold!

30
General Chaos / Re: Welp, guess I'll be seeing ya...
« on: August 23, 2012, 01:25:33 AM »
What kind of dice did they use?

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