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Messages - Cruxador

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391
General Discussion / Re: I like anime, do you like anime?
« on: June 22, 2019, 10:19:25 pm »
Forgive my ignorance, what's a cultivation novel?
2,500+ chapters about slapping faces, sneering, and the author's chronic inability to decide how anything in the metaphysics actually works.
That's the stereotype, but there's xuanhuan that isn't anything like that. Lord of Mysteries or City of Sin, for example.

392
Regarding the team HQ: My understanding is that sanctuaries are very much individual things, and potentially supernatural and not just an ordinary building, so not well suited to a team base. Being attached to or accessible from the team's base makes more sense. On the other hand, Don Quixote only stays in his home before going insane and after giving up his delusions, so it's an odd fit too.

Regarding Vestige, I wonder if it would make sense that she could benefit from Sepiatone's power negation. It might not be practical (or, indeed, narratively appropriate for a PC in a supers game) to have the powers always nullified, but it could allow her some respite while sleeping at least.

Regarding Sancho, it surprised me that his father never named his mother to him; seems like he would have called her Dulcinea. It also seems like a character concept that would work okay without a super name, but I'm not 100% clear on the relationship his hero identity has to his father's mythos.

At this moment, Nahullad's backstory seems to have everything but the most interesting part (what actually happened?), so I look forward to the completion of that, and Sirus' character too.

I don't know about the group name, that seems like the kind of thing that would be fun to come up with in play, though that doesn't necessarily preclude determining it out of character first. It seems like the team is pretty dark all around, so a name that reflects that makes sense; I like Renegades since it conveys a kind of a feeling and intent (like Avengers or Justice League) rather than describing specific areas of affinity like the other two. The downside of that name is that being renegade does imply a particular relationship with law and order that doesn't fit the whole team equally, and which could change over time. I don't have a better name to suggest, though.

393
General Discussion / Re: I like anime, do you like anime?
« on: June 20, 2019, 08:39:26 pm »
Forgive my ignorance, what's a cultivation novel?
A novel centering around the cultivation of qi in order to become much more powerful and, eventually, immortal. It's a classic element of xianxia, and since xuanhuan is basically a mix of xianxia and western genres it's also common in that.

EDIT: Here's a deep and insightful comparison between that and the Japanese LNs:
Spoiler (click to show/hide)

394
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 20, 2019, 10:33:13 am »
Glavius build priorities were incorporated into the base game anyway. I'm not sure there's a lot of great improvements that still reside within the realm of mods.

Oh really? I wonder if they paid him for his work.
I'll give you three guesses and the first two don't count.

395
Cool character. His savior should be -1, though.
Labels at the end of character creation should add up to 3.
Thanks for catching that, I think I must have just looked at the wrong line when transcribing labels.
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Has Sam ever accidently broken something or hurt someone due to his power negation?
I'm thinking maybe not. His powers only weaken rather than damage, so it's difficult to imagine this scenario, and even weakening something at an inopportune time is a bit out there since his powers are difficult to use in the first place and making them too unbound would kind of be edging into the Nova's wheelhouse. But mostly, I haven't thought of a good little story along these lines.

I guess I'm actually kind of taking a liberty by making it able to weaken things and facilitate entropy/decay in a general sense, since "power negation" is presumably just meant to be about super powers - I think it's fine since although that increases his ability's versatility, every other change I've made to his power weakens them substantially in ease of use (and, for the illusions, in versatility) in ways that can be molded to the needs of the narrative. But it's still subject to GM thumbs up/down.
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Does the overlay stay in place, or move with him?
It stays in place. He can make and spread or intensify it, and can use it for the illusions, but it's not connected to him and he has no real control over it.
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It sounds like he creates a sepia overlay, that then itself drains the area of even mundane powers.
Exactly.
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Does this overlay require concentration to stay, fade with time, or stay forever as a blight upon the land?
It fades away over time, and everything that it drained returns. Like the creation of the overlay zone and the draining of the powers, all this takes time. Different amounts of time though, creating it is slow at the scale of time that combat happens on, and probably requires unleashing to achieve meaningful results fast enough, but for it to fade should at least be until the end of the scene. Making permanent zones like this would be more the sort of ability to become available during play than during character creation, in part simply because it's a qualitative powerup that makes sense in the context of his original powers, and in part because that's an ability which substantially alters the world, and I reckon gaining the ability to meaningfully affect the world is a big part of the transition from childhood to adulthood that is included in the theming of this game.

396
General Discussion / Re: I like anime, do you like anime?
« on: June 19, 2019, 08:15:15 pm »
There's a lot of crossover/interbleed with web novels/web serials, too.
More specifically, LNs are based (almost universally these days) on serial webnovels self published by aspiring writers who hope to get noticed and make it big.

397
can we use colors or forms that are unique ? i mean some look the same
Those are purple, blue, green, orange, and red. They're as different as can be (well, almost, a limier green and a more neon orange are available since there's no yellow), they only look similar because the shade is similar and they're faded onto the speech bubble. I wonder if making the speech bubble colors other than white wouldn't be excessive.

398
Sam Walters, aka
SEPIATONE

Spoiler: History and Powers (click to show/hide)

399
I'll have to find some sort of rule summary somewhere though, the playbooks seem to gloss over a great deal of actual mechanics.
If you find any for PbtA, the concepts mostly transfer, although sometimes the names change. Basically: The mechanic is 2d6+stat (and in this case, your labels are your stats) and the conditions are your health track, but death is something that only happens for narrative reasons. Time is normally freeform, and so are a lot of actions, but moves represent those where there's a reasonable chance you'll fail. The basic moves are more or less just "use this stat modifier for this kind of action" and the rest are extra - adult moves are available to adults, playbook moves are available as described in the playbook, and peripheral moves are a grab bag of things that happen which have mechanical aspects to them but don't fit the other categories. Influence is a binary relationship thingy that some moves use and some moves grant, that represents caring what a person thinks. Carrying 1 (or a +1) forward means add 1 to your next roll (or next roll that fits the conditions listed when you got that +1). That's pretty much the whole system off the top of my head, it's mostly freeform+ rather than something heavily mechanical. But feel free to ask specific questions, and if you're wanting PDFs, you can send me a PM.

EDIT: Oh yeah, and there's also Team. That's a pool of points that you can spend to give another character a +1 on a roll, or to shift your labels, moving one up and another down - which you can do after seeing the results of a roll if you want. You get more of them mostly by getting in fights while having a highly cohesive team, from zero to four points on any such fight depending on four criteria that the GM evaluates.

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EDIT: Also just wanted to point out to everyone that there are five additional playbooks in the Halcyon City Herald Collection, which I would imagine are allowed, and three test playbooks in Masks Unbound which I reckon (as they're test playbooks) should be allowed on a case by case basis.
Don't forget the two from Agents of Aegis.
I didn't forget, I didn't know about them. Looking at them now, they're very foundational concepts that maybe even should have been considered in the core list. Also, for anyone searching, it's called Secrets of AEGIS at my source.

Maybe I was just thinking of other PBtA games. The others make it so that when a playbook dies, no one can become them, the hole is always felt. That's only really relevant with this system with the Doomed, but I don't know. Does anyone have any opinions on this? Maybe if they die, no one can become them,  but if you just change your playbook someone can become that one? Or just let people change into a playbook not currently used.
That kind of dismal situation is appropriate to something like Apocalypse World, but it doesn't fit the tone of a cape campaign - at least, not the kind that's listed as inspirations for this game. And unlike, say, Monsterhearts, there's a lot of difference in what a given playbook can give you. Look at the listed examples for the different playbooks in the core book, for reference - Tim Drake is a very different character from Scott Summers, and they're both listed as Protιgι, which means that the game design reason for a hard rule like that - preventing characters that are functionally clones of each other - isn't very necessary. Hell, if you put that together with the question of genre, you can even consider that there are four well known robins (plus one very brief one) that are all considered sufficiently distinct characters despite having the same playbook, the same name and superhero identity, and the same main powers with only their personalities and the emphasis of their powers being particularly different.

Oh, and Digital Hellhound, there's also the government agency A.E.G.I.S, the Advanced Expert Group for Intervention and Security.
 They are kind of like a combination police/CIA that focus on the weird stuff and supers.
Also like the police and CIA, not necessarily good dudes whose side you'll always be on.

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Concerning the End of Session moves, should those take place at the end of arcs, or where?
I'd say model it on an episode. Whenever we get a big resolution on an issue that gives us a dramatic denouement moment, the episode is over so we do End of Session. An arc is often too long to be comparable.

400
I said it in the other thread, but I've already got a delinquent character in mind. I'll write that up properly when I have time later today, and maybe we could start thinking about session zero stuff right away, since with PbP I reckon the time that takes is longer than the time it takes us to reach the majority of our interest player population anyway?

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There can be only one example of each playbook in one campaign
Are you sure? Based on my reading*, it's only the case that there can only be one at a time - so retiring a character or using the advance to switch playbooks would open up your old playbook to new characters or a playbook switch. It's relevant to me since I was thinking it might make sense for my character to eventually become Doomed - though of course that's contingent on the game going on long enough without other play circumstances changing those plans, and I'm in no hurry anyway.

EDIT: Also just wanted to point out to everyone that there are five additional playbooks in the Halcyon City Herald Collection, which I would imagine are allowed, and three test playbooks in Masks Unbound which I reckon (as they're test playbooks) should be allowed on a case by case basis.

*The description of the Change Playbooks advance says to pick a playbook that no other player is currently using. (Emphasis mine)

401
General Discussion / Re: I like anime, do you like anime?
« on: June 19, 2019, 03:52:01 pm »
Here’s one- is grimgar fantasy or isekai?
Well, both. Isekai is inherently fantasy. Both in the colloquial source of the latter term in nearly every instance (Low tech, magic exists) and in broader literary sense, the very isekai event that defines the genre makes it inherently fantastic.

402
General Discussion / Re: I like anime, do you like anime?
« on: June 19, 2019, 01:29:20 pm »
Huh, I always thought light novels were like children's books (though obviously not confined to an age demographic). Mostly text like regular novels, but with the occasional illustration. Something like the Hardy boys or the Magic treehouse. Or if those don't ring a bell, then something like Captain Underpants.
They're more like young adult novels (Harry Potter, Animorphs, that sort of thing) than children's, I reckon. The definition, technically, is less about the demographic and more about the much more limited range of kanji in use, though.

403
Paralyzed looks kind someone who just heard a girl who says she loves how her "daddy" does something that's absolutely not appropriate to the mixed company that she announced it to, and unconscious looks kinda just morose or depressed. Stunned and martial trance look very nearly identical. As for how to fix it, I don't have a great solution with regards to faces, but rather, I think it would be a good idea to move away from using faces so heavily; keep n for things that are primarily emotional and use simple colored icons for the others. Although nauseous and winded are fine, so maybe just coloring the faces more would do it.
The moods could use being different colors.
Yeah, no reason not to use color more for many of these.

404
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 19, 2019, 12:04:47 pm »
Glavius build priorities were incorporated into the base game anyway. I'm not sure there's a lot of great improvements that still reside within the realm of mods.

405
In the circles within which I revolve, I've most typically heard of Dungeon World as a sort of "worst of both worlds" combination of D&D tropes and PbtA mechanics, but it sounds like it can capture fairy shenanigans quite nicely.

Regarding Masks, I know a lot of people are into generational politics these days, but I'm not so sure I dig that. But the Delinquent playbook does strike me as something I'd have a lot of fun with. And now I'm listening to that actual play thing and just digging the characters that the game does well.

EDIT: And despite not gelling with the focus of the elevator pitch on the website, the more I read of this the more I'm into it. I guess this is an indication of interest. I haven't always found PbP games to run well or long, but it suits the schedule I've got these days, and I already have a character I'm psyched for in my head.

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