sinister6
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Posts posted by sinister6
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I agree with Rat completely. Why doesn't GW just send a lawyer out to my games and when I use a house rule with the players (technically "distributing" it) they can save the postage on a cease and desist letter? Let me explain something about copyright material in the gaming world. This isn't like a novel or movie we are ripping off, it's a game in which the POINT is to create your own stories and adventures.
You think wotc gives a hoot about a guy that starts up his own forgotten realms website and makes house rules, and special power cards for the game? Um no. Why? Because they have learned that sites like that actually MAKE them money. Not one person here was looking to make money. The fans only wanted their own creative spin on the game like all the other thousands of RPGS that exist. That's not violating copyright, that's increasing your product visibility and increasing its popularity among the gaming customer base. It's done every day, and no other company is short sighted enough to stop it.
In other words the whole point of roleplaying when you get right down to it, is fan created content. That's why people are so upset, it's absurd to think we are only going to use official adventures, and official componets as is, without any sort of changes. Role playing is a sandbox in which they give us room to play, it is NOT a script to be followed for fear of cease and desist.
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(I'll hold off on my comments now that FFG made an announcement)
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I also wanted to point out that the above character has survived 21 sessions of play. Without sounding like a player killer, in this setting I don't think too many characters, who are melee combat monkeys will see their 21st session, if all of them do, then imo the GM isn't making the world gritty enough.
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Yeah,
I have to say I'm suprised they even tied them to attributes. I remember legend of the five rings had a similar system and said it was GM descision what skill tests were tied to traits. That way you could change them at will.
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Way cool. Thanks for sharing. I may use it in a demo game at origins
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Thanks for the replies.
I think the general idea here, is that passing out doesn't have to be the only option, but any creative option that removes them from the encounter will work. So a headache that forces them to seek medical attention, a moment of needing to sit down, a dizzy spell, knowing the answer but unable to recall it, and you obessess about it for the whole scene. Stuff like that is what you need.
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Magnus the Pious said:
As far as these suggestions of saying D&D 4th is a great beginer game is laughable. I totally disagree with that. You are going to be drawing maps all day. Every encounter you run will have to be drawn out on a grid or set up. Combat is nothing but Battle Chess on a board. Wanna "wing" a surprise spur of the moment encounter? Well have the players wait around while you draw out the whole scene. Going from computer games to D&D 4th is defenitely a step backwards. D&D is a computer game on paper. If you want a roleplaying experience..try WFRP.
In 4E, You can take a battlemap and draw out the encounters ahead of time, even a suprise encounter is easily drawn in 5 minutes using a wet erase marker and battlemap. As far a cheap goes, simply get a subscription to Dungeons and Dragons Insider. For 7 bucks a month you get all the rules from all the books, a character builder, a monster builder, and a rules compendium that frankly organizes rules about 1000 times better than this game. It's WAY WAY cheaper if done right. It would take more than a year before you paid more for DDI than just the core box set for this game. As far as prep time goes, it's way shorter than this game. I can have a game of 4E up an running in no time. With this game it's a hour process just to set up, let alone prepping a store. I would even go so far as to say the combat experience is amazing compared to most systems out on the market.
I'm not trying to pimp it, as much as I'm saying that there are many good things about it.
However, I do agree that this game has more the "complete package" as far as a roleplaying experience, especially if you are into running more story plot center adventures as oppossed to hack/slash/loot. It takes longer to prepare, it is more expensive, but it provides a deep rich story.
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Well I think it's a good role playing game, however, it's not much like video games. If you want something similar to video games I suggest 4E dungeons and dragons. If you want something that's more free and open ended and includes a fair amount of social encounters I recommend this game. 4E D&D is going to run much more like descent than this game, despite the similar dice mechanic that this game and descent use. If you want to just fight monsters I recommend 4E, if you want to play a character and experience their struggles I recommend this.
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pumpkin said:
light headedness, fainting....? surely a sign that he is over doing it and needs to have a good rest, get some decent food, a decent nights sleep, start to take it a bit easier perhaps? perhaps he's ill, or worse tainted, perhaps the locals might now look at him with an air of untrust?!
I take your point, but if you allow for the direct break between his (poor) rolls and the stress and add more of a role play element, i think it still works.
Granted, this might get a bit stale if characters are constantly falling over in the street due to thinking about things, but perhaps that could be seen as some kind of panic attack that inflicts the character, which he hopefully begins to gain some control over as and when his Willpower increases...
Well I had him get a headache that rendered him useless until he got less stress, but I did keep him from being knocked out. also there's a weird sanity draw as well. I get your point, I just feel it's a little forced when attempting to recall details.
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So I recently had player attempt to identify healdry and the accent of the tavern owner. A had a player that managed to stress himself over twice his willpower by "thinking" about this things using folklore and education.
My question is, should I really make him passout by thinking?
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I just finished my 5th session running, tonight.
I really really like this game. I will say that 4E dnd is easier to prepare for, but imo the stories just flow with this game. One combat tonight was particularly long, probably the longest combat we've ever had at about 2 hours, but I did have 6 players, and the combat never got boring. I've recently added the house rule someone suggested where a player narrates what happens in the case of one boon or one bane, then they get a fortune dice for it on thier next action. This helps the long combats from getting to stale. Tonight I really got to see how the recharge tokens work as many many cards end up under recharge status, this differed from the very short combats of the past 4 sessions.
I think the party tension and fortune points are things I keep forgetting, and although I've messed with them, it's not nearly as much as I should.
My players are excited about the game, which is nice, and the XP award system is great. It gives some sort of minor instant reward per session which I like and my players like.
The only downside to this game is the set-up, preparation, and clean up. It's something I'm more than willing to put up with for how well things have been going.
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War,
I'm very glad you liked it. My group was convinced the halflings were behind the killings, which made it quite enjoyable. Thanks for the kind words. I'm very glad you altered it to your party needs. I'm working on something I plan on running soon for my group and I may post it.
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Orientalist said:
My question is simple: why are the modern games so hard, so complicated to get into? Is this deliberate? Is "fun" equivalent with "nightmares" these days? Whatever happened with FUN?
Uh....Have you been ONLY collecting in the last 20 years?
Game design is a much much easier process to understand these days. For complication I refer you to the hex and chit games of 60s and 70s with 100 page 10 point font rulebooks. that read "rule 101.5c " Take a look at star fleet battles, magic realm, flat top, kingmaker. master chart, or Advanced Squad Leader sometime. Even the first 3 editions of DnD were WAY more complicated than it's newest version.
I think your problem with this game is that its simple rules just are not presented simply, and yes I totally agree, that makes it hard to understand without playing it.
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I had the painting of the eye hold the picture of Andreas. Then in the gallery I put a portrait of Andreas up. The idea being that the characters could figure out he is in the painting.
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honestly I didn't care for avatar. Now star trek on the other hand...... That was a blast.
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Skywalker said:
Yeah, I am just glad the scenario isn't called "Don't Eat the Venison"
It's a running joke now in my group, 4 sessions later and the group always asks to eat goose, at every inn. After all, goose is good.
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Skywalker said:
So anyone running this scenario encounter any issues with the players knowing the scenario title and knowing that the guy with the bandage over his eye was the main villain?
I feared that might happen, but you play up the excuse of him being wounded in the last beastman attack and my players bought it.
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Great idea,
It's too bad this is the ONE rpg, that I keep everyone's character stuff (since it's my components), so we never have that issue. I like the idea though!
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For fluff I recommend guardians of the forest, which is a book about a brentonnian knight stuck in athel loren. There's crazy wardancers in it.
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I can't really say it any better than Dave has. I LOVE the initative system. It makes the game teamwork centered.
As for "realism", I just have to point out a few things from around the hobby. L5R tried an overly realistic system in which the players declared their actions from highest to lowest, so that those with a higher iniative could see exactly what the lower iniative players were up to. So you had a declared actions round from lowest to highest initative, then the actions went off from highest to lowest.
Here's where it gets even more real. Particiapants take a wound penalty to actions, including initative. This meant that both the declaration of actions and the initative rolling had to be done EVERY round.
While I like Legend of the Five Rings, this is VERY easily my least favorite mechanic as it took amazingly long to get through combat unlike DnD's 3X roll of one initative number for the battle.
You can easily see which one is more "real" but clearly there comes a point in which the game needs to "move along".
I would say most initative systems currently used in RPG design aren't overly realistic, rather they are designed to facilitate game play. This one REALLY facilitates game play and may seem less real than others, but quite honestly, if you are that concerned about realism, then you are going to need a system like L5R.
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More standups is a must. I contacted FFG and they said they won't just make parts. That's a decision we should try to change, AT LEAST in regard to the standup. I copy all the monster pages into a loose leaf binder with page protectors. You can write on them with wet erase markers all day long, and wipe it clean and use it again. It's fantastic.
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Looting is a hallmark of D&D which went into MMOs and then back into RPGs.
You really shouldn't have to make a big case out of it. The encumberance rules in this game are brutal so just make sure NPCs don't carry lots of cash. If the party wants to haul loot back to altdork to sell it, make the encumberance rules work for you and hit them with some wondering beasties.
1. Make it so they can only sell weapons an armor in big cities.
2. Hit them with wondering monsters while encumbered.
3. Use the haggling rules and screw them for sale price ("This is in teribble shape" , etc...)
They should get the hint.
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HedgeWizard said:
I am going to take the dissenting opinion here (though I wouldn't mind specific creature cards myself); I rather like the format presently because it combines the stat details with special actions that apply to the racial type (at least for groups of similar species like beastmen, greenskins, etc.). Everything is all right there, on one page, to manage a full encounter including henchmen if you need them (a group of orcs + goblins for example).
If you had a single orc card, you wouldn't have all the greenskin "powers" on that sincle card, which meant either still using the book, OR having additional cards for those particular actions. In this case, I would prefer to keep the card count down so I don't have to search for the particular Orc cards if there is a spontaneous encounter.
I tend to agree. It much easier for me to have a single page reference material than go hunting out all the monster cards. Even if they did include the cards I'm pretty sure I'd still be using a copy of the monster page.
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UniversalHead said:
Yeah, it just doesn't seem very good design though does it?
I don't think it was ever about game design, as the designers intended you to make copies if you want (otherwise they would have made it very clear that cards were not to be duplicated).
The game limitations were one of a marketing strategy that said "you want more, buy more." Maybe this isn't the most wonderful thing to do to customers but I really see it as much more a marketing decision than a game design issue.

Dear FFG and GW.
in Warhammer Fantasy Roleplay
Posted
The OGL covered companies NOT players. It also did NOT allow "anyone to do whatever they wanted with worlds". If that was the case why was wotc the only one making forgotten realms setting material, and for that matter why would White Wolf's Sword and Sorcery need to buy rights to publish Ravenloft. The ogl just simply state you could do your own thing using our rules and publish it. Fans, however, could do whatever they wanted with the world.
I'd also like to point out that fan made websites using TSR art and materials to make fan made content were around long before WotC took over.
As for the Star Wars comment, you are right on there. This is a license issue, not an FFG issue.
I wasn't making offical rules, all my cards were made up traps. I understand someone being upset if you are reprinting published rules. My cards were optional fan made traps, and I was just using the standard art that was on eons, in fact just the same image over and over. I couldn't care about the art, remove it fine but stop getting in the way of my enjoyment of the game.
That's the same crap GW has done with me time and time again. First they remove support for chaos dwarves, then you'd rebuy an rmy like dogs of war, then they discontinued that army, then they enforced low maxium discounts for internet dealers, then they stopped people from selling on the internet altogether, then you had to wait 5 years for an army book like wood elves, then they turned around and published the next edition, just a few months after getting your book for the old edition. Then they refuse to update and sell necromunda, mordhiem, blood bowl, etc. So you have to get the current rules support and find the old game. Then the closed their forums. They are very very good and be a constant pain.