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Darksyde

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  1. Like
    Darksyde got a reaction from sithlord71 in Tremors   
    Hmm. From what I recall from the movies I think Shriekers would be minions. I'd probly separate the blasters in to minion juviniles and adversary adults. The classic graboids is an interesting critter. I think I would go a little out of the box and treat the tenticals as a minion group and if attacked the real body then treat it as an adversary/boss type.
  2. Like
    Darksyde got a reaction from LordBlunt in Going for time   
    Never suggested stalling or wasting time. I've been looking into defensive wins and with what I have seen this far it is quite difficult. The one avinue I hadn't persued yet was defending to time. Did not mean to suggest anything distasteful. Just exploring all the options.
  3. Like
    Darksyde reacted to Jasper the Wasp in The Prisoner - our first Genesys playthrough   
    Apologies for the rambling post - this is a reflection of my new-found enthusiasm for the system!
    My group - with me as GM - finished our first scenario using Genesys last night which was based in the setting of the 1960s British TV series The Prisoner.
    We played it over 3 sessions and by the final session were all converted enthusiasts as to the possibilities that Genesys brings to play. We're a group that have mostly played (and not all together as a group) in the 1980s and 1990s, coming back to roleplaying essentially after a break of decades. We've dipped out toe in with a little Pathfinder, Paranoia (1st edition) and even Advanced Fighting Fantasy (that being a pure nostalgia trip for Brits introduced to roleplaying via the series of gamebooks). Inevitably, Genesys is the system that has opened our eyes to the possibilities of narrative systems and this is a system we will be coming back to again and again. 
    I'm drawn to generic systems primarily because of the opportunities they create to engage with licensed properties - particularly those that don't have existing systems built for them or else making one-shots and short scenarios using a familiar system without expecting players to invest in learning a new setting-specific system.
    I've been a fan of The Prisoner since seeing it first on re-runs in the late 1980s, having come to it first through the DC Comics sequel Shattered Visage. I don't think the comic stands up well to the TV series but I liked the idea of the Village in ruins and wanted to use the setting in a restricted way as my initial intention was to demo Genesys rather than run a whole storyline and also present the Village as incomplete somehow so as to preserve a living breathing model of the environment at a later time when we were familiar with the system and I could do it justice.
    My conceit was that the PCs had been kidnapped and taken to the Village in its unfinished form with the dual purpose of testing some of the Village's security systems and potentially recruiting them as numbers to work in the Village. My plan was to run a session to demonstrate how simple it would be to roll-up characters with a convincing range of attributes and personality traits, and throw them up against some simple combat, the social encounter system and general use of skills.
    Within 40 minutes we had 3 PCs who fitted comfortably into the demo setting and had sufficiently compromising details in their background to hint at why they might be kidnapped by somebody then I dropped them into facsimiles of their own homes which turned out to be simulacra built within a holding compound in the Village.
    Having been summoned to the Green Dome via the Village tannoy system they made their way cautiously, suspicious of each other's motives (here's where having GMed Paranoia was a boon!) towards an incomplete Green Dome where they were met with a peculiar form of congenial hospitality which made the East End gangster suspicious enough to run off and challenge the first person he could find - with his fists. This took us into our first combat encounter and we paused at the point where the Village worker (essentially a security guard undertaking construction work) was knocked out and a Rover was launched to apprehend the PC.
    We had so much fun with this that the players requested that we continue and so the brief improvised demo became a full scenario played over three weeks. The ease with which it was possible to do this using Genesys has impressed me greatly and I am fully persuaded that this is the system I've been wanting in order to develop this and other settings I have in mind.
    In session 2 I introduced a number 2 - on this case a relatively inexperienced administrator who clearly lacked the charisma and confidence of his TV counterparts so that we could road-test the social interaction mechanics. Although I subsequently think that I could have developed the character more fully in preparation, what I really loved about the narrative dice was how we were compelled to come up with minor observations that later took on a greater significance which added a lot to the atmosphere.
    We had a spectacular encounter between Rover and the PC which resulted in the PC diving spectacularly into a shop front window, almost up to the limit with strain and wounds but ultimately getting away. Again, Genesys really shone here in making it easy to develop an adversary who was almost but not entirely unbeatable, who could inflict terrible damage without being deadly and against whom there would always be a possibility of spectacular escape if if it couldn't be destroyed. These properties are ideal for running a licensed property in which you don't want the PCs or adversaries to be destroyed too easily but in which the conflict will create spectacular set pieces.
    Having winged it thus far I worried that the scenario sagged a little in the middle but the gangster's injuries gave me the opportunity to railroad the PCs into the hospital from where I could initiate a dramatic finale, with a large scale security alert and seeming opportunity for the PCs to escape. Against any of my expectations, the gangster managed to punch his way through a group of burly hospital orderlies whilst another PC pinned number 2 to the ground. For me this is when I started to fully appreciate the narrative dice approach - when the players are making suggestions as to how to interpret threat and failure in ways that are not to their advantage but which add to the excitement of the story.
    There was an exciting mini-moke car chase to apprehend a fleeing number 2 whilst a siren rang through the Village and an ominous purple cloud billowed out from the Town Hall to envelop the Village.
    Two of the PCs managed to enter the supply tunnel behind number 2 but were unable to steer away as a set of explosive charges brought the tunnel down on top of them. The players were familiar enough with the Village to know that escape was virtually impossible and that their PCs would likely not survive this scenario. Another PC did not make it into the tunnel and (true to the setting) had come to accept that he was effectively imprisoned in the Village and that he shortly came across an associate from his former life now sporting the number 2 badge.
    Where Genesys brings so much excitement to the big plot points is that as a GM it is possible to build huge dice pools that stack the odds so far against the players that if they do succeed it will be in spectacular fashion and the dice demand a suitably spectacular interpretation to make the outcome plausible - which will then helpfully inform the narrative for a GM who might not have prepared for such an unlikely outcome. 
     
     
     
     
     
     
  4. Like
    Darksyde got a reaction from Tesoe in Tremors   
    Hmm. From what I recall from the movies I think Shriekers would be minions. I'd probly separate the blasters in to minion juviniles and adversary adults. The classic graboids is an interesting critter. I think I would go a little out of the box and treat the tenticals as a minion group and if attacked the real body then treat it as an adversary/boss type.
  5. Like
    Darksyde got a reaction from Exogorth in Mobile Suit Genesys   
    What about leaving melee as melee but limiting it's max stat to drive/pilot?
  6. Like
    Darksyde reacted to dougansf in Earthdawn Genesys   
    Earthdawn is a Post-Apocalyptic High Fantasy setting made popular by FASA in the 1990's.
    Earthdawn Genesys
  7. Like
    Darksyde got a reaction from Richardbuxton in Mobile Suit Genesys   
    I wouldn't call it contriversial but I think some of us (I'm guessing gm's) kinda default to limiting things in some way that improve two different things with one stat increase. It isn't always needed but sometimes it can make some skills just way more 'powerful' per point. At least that was my motivation. Not that I see anything instantly wrong with your original plan it was just the first thing that popped in to my mind. Kinda of the same thing when you pointed out you didn't want someone good at mecha melee to be good at hand to hand melee which is understandable.
  8. Like
    Darksyde reacted to dougansf in Earthdawn Genesys   
    Stacie_GmrGrl and Darksyde, if you're interested in playing/running Earthdawn 4E, there's a West Marches style game that might help you scratch the itch.
    https://sites.google.com/view/earthdawnwestmarches/welcome
  9. Like
    Darksyde got a reaction from Stacie_GmrGrl in Earthdawn Genesys   
    Mine as well. It has been on my 'run some day' shelf since 1st edition. Over the years I've gotten 3 games started but 1 or 2 sessions in they had to stop for various reasons. Maybe someday!
  10. Like
    Darksyde reacted to Stacie_GmrGrl in Earthdawn Genesys   
    Yeah. This with the system that you had to spend your Legend Points to Thread the weapon to you made Earthdawn unique and amazing. 
    Combined with also needing to Spend your Legend to meet and earn the right to gain Circles instead of automatically getting the next level separates Earthdawn and puts it in a category of its own.
    These options made every decision on how you spent your Legend both important and story centric. 
    Running a campaign of Earthdawn is one of my grail games. 
  11. Like
    Darksyde reacted to dougansf in Earthdawn Genesys   
    I've been working on a hack for Earthdawn, by FASA Games for a while.  It's still a work in progress, as there's a lot to cover.  But this version has a solid basis to get people started.
    I'd appreciate any feedback.
    Earthdawn Genesys
  12. Like
    Darksyde reacted to Foghorn in Earthdawn Genesys   
    So first lightbulb would be Talents for "fighting styles". A "Quick" version that lets you spend Advantages to give your attack Pierce that you can only take if your Agility is higher than Brawn, and then a "Heavy" version that lets you spend Advantages to gain Vicious if your Brawn is higher than your Agility...
    I still liked that the accuracy/damage was intrinsic to the system and not an optional bit, but this may be a rabbit hole that I can dig into...
  13. Thanks
    Darksyde got a reaction from dougansf in Earthdawn Genesys   
    Hmm, that one is kinda interesting. For the scenario you describe you're only going to end up with a difference of 2, /maybe/ 3? in the stat so without going out of your way to re-create the always misses with the hits but doesn't damage I'm not sure it is doable in the core attributes/skills of the game. However, I do think there is room to put those types of qualities on weapons and equipment. It would be more work but if you stick with light weapons they may have some built in hit bonuses but a damage penalty (takes two extra hits to up damage) while large weapons are the other way round. It will be interesting to hear what you come up with and how things go. I've still got my set of 3rd ED I've been meaning to run for years on the shelf!  Have fun and keep us updated!
  14. Like
    Darksyde got a reaction from Foghorn in Earthdawn Genesys   
    Hmm, that one is kinda interesting. For the scenario you describe you're only going to end up with a difference of 2, /maybe/ 3? in the stat so without going out of your way to re-create the always misses with the hits but doesn't damage I'm not sure it is doable in the core attributes/skills of the game. However, I do think there is room to put those types of qualities on weapons and equipment. It would be more work but if you stick with light weapons they may have some built in hit bonuses but a damage penalty (takes two extra hits to up damage) while large weapons are the other way round. It will be interesting to hear what you come up with and how things go. I've still got my set of 3rd ED I've been meaning to run for years on the shelf!  Have fun and keep us updated!
  15. Like
    Darksyde got a reaction from Stacie_GmrGrl in Iron Kingdoms Conversion?   
    As far as RPGs go there is an old D20 version and the current version with their own system. As for the lore and background I do not believe they have done any resets so it should be a contiguous back history starting with war machine miniature game 1st edition on thru to present products.
     
  16. Like
    Darksyde got a reaction from Suneisha in Thematic Mages   
    You could just up the difficulty of non-specialty types of magic by one and/or give your specialty magic a free advantage. Make it something you pick in character creation. Mark your specialty magic. That way everyone still has access to all the things but they are automatically better at what they specialized in. Possibly add in a way to add specialties, once for each dot of intellect, make it a talent (+1 specialty), or perhaps let them pick one every X talents?
  17. Like
    Darksyde got a reaction from HorusArisen in Thematic Mages   
    You could just up the difficulty of non-specialty types of magic by one and/or give your specialty magic a free advantage. Make it something you pick in character creation. Mark your specialty magic. That way everyone still has access to all the things but they are automatically better at what they specialized in. Possibly add in a way to add specialties, once for each dot of intellect, make it a talent (+1 specialty), or perhaps let them pick one every X talents?
  18. Like
    Darksyde got a reaction from ZorinIchiona in How to do Full Metal Alchemist   
    If you are looking for more of a progression there is president for splitting aspects of alchemy up. I only dealt with the anime but 'alchemy' did have specialties regarding fire, life, healing, to grab a couple off the top of my head. Also worth noting for this setting is automail with its installation and upkeep which was not necessarily done with alchemy. There is also alkahestry if you want to pretty much start from scratch as that wasn't detailed out quite as much as alchemy so you could always do a game set in Xing where everything would be new and fresh. Let us know how your games go!
  19. Like
    Darksyde got a reaction from kaosoe in How to do Full Metal Alchemist   
    If you are looking for more of a progression there is president for splitting aspects of alchemy up. I only dealt with the anime but 'alchemy' did have specialties regarding fire, life, healing, to grab a couple off the top of my head. Also worth noting for this setting is automail with its installation and upkeep which was not necessarily done with alchemy. There is also alkahestry if you want to pretty much start from scratch as that wasn't detailed out quite as much as alchemy so you could always do a game set in Xing where everything would be new and fresh. Let us know how your games go!
  20. Like
    Darksyde got a reaction from DarthDude in How to do Full Metal Alchemist   
    If you are looking for more of a progression there is president for splitting aspects of alchemy up. I only dealt with the anime but 'alchemy' did have specialties regarding fire, life, healing, to grab a couple off the top of my head. Also worth noting for this setting is automail with its installation and upkeep which was not necessarily done with alchemy. There is also alkahestry if you want to pretty much start from scratch as that wasn't detailed out quite as much as alchemy so you could always do a game set in Xing where everything would be new and fresh. Let us know how your games go!
  21. Like
    Darksyde got a reaction from Darth Sanguis in How to do Full Metal Alchemist   
    If you are looking for more of a progression there is president for splitting aspects of alchemy up. I only dealt with the anime but 'alchemy' did have specialties regarding fire, life, healing, to grab a couple off the top of my head. Also worth noting for this setting is automail with its installation and upkeep which was not necessarily done with alchemy. There is also alkahestry if you want to pretty much start from scratch as that wasn't detailed out quite as much as alchemy so you could always do a game set in Xing where everything would be new and fresh. Let us know how your games go!
  22. Like
    Darksyde reacted to Mirith in Ancestral Daisho quick question   
    Yes, it returns to it's owners hand:
    https://fiveringsdb.com/cards/search?q=ancestral daisho
  23. Like
    Darksyde reacted to Khudzlin in Ancestral Daisho quick question   
    Ancestral attachments only return to their owner's hand if the card they're attached to leaves play. If the attachment itself leaves play, it goes where specified (with Let Go, it's discarded, for instance).
  24. Like
    Darksyde got a reaction from GhedJnnar in My group is losing interest in the game   
    I think I'm just mostly surprised to see scorpion and crab called out for being unbalanced. In my area it is hands down phoenix and dragon that hold the top spots.
  25. Like
    Darksyde got a reaction from twincast in How well would Genesys handle D&D-like dungeon crawls?   
    The biggest difference to me in the 'feel' of the system is adjusting your point of view to how they handle rounds. A 1 minute long round is a more cinematic combat than the blow by blow of most other systems. An attack isn't 'i swing my sword' it's more roll the dice and then figure out what you did. Dodge left to slice the cobalds arm while swinging up to lop off the hand of the one next to him! (critical hit + enough advantage to give that minion group a black die). So if you can get your players in to thinking of how their successes and advantages as more of what cool jon wick stile moves they used while fighting it can be quite fun but it is a departure from most games out their.
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