Forgottenlore

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About Forgottenlore

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    Midnight Dreary
  • Birthday 05/18/1972

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  1. Yeah, but what about the "ships or ground forces only" part of the question?
  2. It’s certainly a vague enough point to warrant tossing the question to FFG, but I’m with BK on this, it’s an illegal move.
  3. Are you talking about creating actual talent trees like in the SW games, or did you just mean talent pyramids, but separate ones? Assuming the later, how big a difference would there be power-wise between separate pyramids and just using the standard, unified pyramid and have a bunch of talents with prerequisites? With separate pyramids you would need enough talents that go in it to justify the division
  4. Has anybody bothered to submit this question to FFG? Seems to me that would be a lot simpler than debating for 4 months.
  5. See the big post I made 4-5 posts up. There is lots of potential ways a game could be run, depending on the group. "The impending war" that the board game is about is likely to stay that in any rpg setting, impending. It is unlikely that FFG is going to get into the war actually starting, or how it progresses, or who wins, that all is for the players of the board game to decide. That means that in a rpg, the war doesn’t ever have to actually happen unless the gm wants it to. Instead, the major races could be on the brink of open hostilities when the L1z1x or Necro Virus invade (or just about anyone else. Most of the TI races are nuanced enough to be portrayed as a setting big bad that everyone else has to unite to defeat). Or the war is over and whoever won is oppressive and totalitarian, now the setting is Star Wars instead of Star Trek. Or the PCs are mercenaries during the war, or spies. Lots of options.
  6. Guys... I think most of you are missing his question. I don’t think he’s asking how to structure an adventure, or how to plan the storyline, he’s asking how to prepare for the possibility of advantage/threat because no other system has anything comparable. Reading the thread, it sounds like Him - "I’m terrible at ad libbing and thinking stuff up on the spur of the moment, how do I plan for possible advantage/threat results" All the replies in this thread - "just ad lib it and come up with something on the spur of the moment" @forgive - correct me if I’m wrong here. As for me, I’m the same. I’m absolutely terrible at making stuff up on the fly. The thing to remember about advantage/threat is that it is not really supposed to directly relate to the check being performed (except when it does, like critical hits and the like) but it should relate to the players or the adventure. So the first thing to do would be to list the stuff in the book that is mechanically triggered by the results (cries, out of ammo, etc...), and also look at the examples of narrative things the book suggests could be triggered (reinforcements and so on) then look for ways to tailor those recommendations to the adventure your planning. So, for every significant area/group in the adventure, have some reinforcements planned out that you can grab if you need them. Another thing they can be good for is foreshadowing. If you overplan everything the way you say, you probably have a good idea of what else is going on away from the PCs and what encounters are likely to come up in the future. Plan a few ways those events that the PCs aren’t involved in yet could be slipped into an encounter. An enemy unexpectedly swears in another language, suggesting that foreigners the PCs didn’t know about are involved in the current machinations, create a letter that isn’t vital for the story to continue, but references or provides clues to a future encounter or adventure that the PCs didn’t know about and keep it in your back pocket until needed. A last suggestion. Years ago I stopped bothering with the venerable concept of "random encounters". Threat is an awesome way to reintroduce the effect of random encounters, without the hassle of tracking hours of time and rolling to see if they happen. It’s sort of like the reinforcements effect, except the newly arrived forces/creatures don’t have to actually be connected with anybody involved with the encounter, just having innocent bystanders or mindless creatures wander by while the party is busy fighting/searching/researching/scanning/whatever can do wonders to create the impression that there is other stuff going on beyond what the PCs are involved in, and those kinds of encounters can easily be prepared in advance, then, when advantage or threat come up, it should be a relatively simple thing to pull an appropriate one from your stash of prepared stuff.
  7. BigK, I’ve mentioned this before, but your experiences with TI3 seem to be radically atypical. In virtually every discussion of the game I have seen people have commented that it was PRE expansions that everyone turtles in unison. The alternate strategy cards, and basically every other addition in the expansions were designed to discourage turtling and encourage players to interact earlier and more aggressively, and it seems that most people generally agree that it worked that way.
  8. I’d put black under willpower too. Black mages have to be willing to put up with some fairly unpleasant stuff, face down horrors without flinching, and be able to deliberately harm themselves without flinching or breaking concentration.
  9. You certainly could. It’s just that the way you phrased the initial question, asking how to simulate specifically the colors rather than the whole setting, suggested that you were merely looking for inspiration, rather than musing on how to adapt the whole shebang.
  10. I don’t think the idea was to imitate the MtG setting so thouroughly, just capture the general flavor. So planeswalkers wouldn’t even be a thing, and summoning would be no more prevelant than in other settings.
  11. Yeah. It’s a stretch. But using toughness because your channeling the raw, untamed power of nature could work, if one were so inclined. With white, depends on whether you see the color as more associated with angels and celestial, or the "white weenie" aspect of civilization and hordes of soldiers and commoners and such.
  12. No, I see red as cunning. Fast, ever changing. It requires the mage to be ever adaptable to the chaotic nature of the color. I agree with presence for white though. I might also be tempted to make it a clean sweep of the attributes and put green under brawn and colorless under agility, but those would be a lot harder to justify.
  13. If you wanted to suggest the flavor of needing lands to cast spells, you could say that spell casters can perform a ritual of some sort at particularly (color) aspected locations to attune themselves to that site and can then treat that attunement as some form of implement in genesys (wand, maybe). To balance that, make suitable locations rare, only able to handle so many attunements, so if someone else comes along you could loose it in the middle of an adventure unless you have trustworthy people guarding it, and possibly it creates an exploitable connection to the mage that an enemy could use (target the mage by targeting the site, or the mage has a harder time resisting). Could also spend threat on spell casting rolls to mess with the site. Imagine having other mages come hunting for you because your constant bumbling in your casting rolls is gradually tainting "their" aspected site.
  14. Just the color pie, not the actual MtG mechanics? I’d start by using the genesys rules to define an assortment of spells for each color, then create lists of color appropriate side effects that threat and advantage could be spent on.
  15. That’s a good point. A way around it would be to make powers a separate mechanic from traits, but function like traits for cost, pyramid, and so on. That would keep the utility of making them traits, but you could limit what can be taken after character creation and it keeps powers and "mundane" traits in separate pyramids.