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sfRattan

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  1. sfRattan

    Foundry

    [Note: I'm using the general "you" here and not trying to refer to dresdinseven specifically. Your (dresdinseven) comment is very reasonable.] This point is likely the crux of most of the apprehension and negative feelings from the community. Every gamer who has a detailed custom setting thinks that setting is precious (it is to him) and commercially valuable (it is more than likely not). Could FFG provide an alternate license for custom settings with IP that the creator loves so-much and wants to keep to herself? Sure. Do they need to? No, and the present situation will probably help prevent cluttering the Foundry with 100 largely similar weird war complete-in-the-box settings that have everything specified down to the last millimeter. I'd rather see 10 good weird war modules designed to be broadly compatible with each other. Ultimately, generic content is more useful to gamemasters. A super detailed, IP-heavy setting is like a screen or stage play with extensive parenthetical stage directions. The director will do what he wants with his actors on the stage or screen so, beyond entrances and exits, the author is wasting his time thinking about which character will move where, when, and how. What the director needs to work with are lines of dialogue. So too is it with settings. Gamemasters won't read pages upon pages of fluff text about the 10,000 year history of a deeply political space opera or fantasy setting. On the other hand, they might gobble up a system that lets them quickly generate royal houses for a political intrigue game and works in either fantasy or space opera. And pay for it, too. There's a second crux of apprehension, and that's the use of the word "Exclusive" in Section 5.b. I'm used to seeing blanket grants of rights for all manner of re-transmission and transformation of content. Google and Apple have similar language in their app store developer agreements. Amazon has similar language in its publishing agreements for independent authors. The point isn't to functionally change the app or substantially edit the novel. The point is that recompiling an app for a new processor or changing to a new ebook file format technically counts as a derived work for archaic legal reasons, so a broad grant of rights is needed for the company providing the marketplace to work flexibly (obligatory I-am-not-a-lawyer, I have just seen these kind of terms many times before). The word "Exclusive," as implied above, makes the blanket grant of rights a bit different from the other companies I mentioned. Most of them seek a non-exclusive grant of rights. But, in those markets, the assumption is that you'll publish your app or novel on other platforms also. The assumption when working with FFG's Genesys IP (symbols, terminology, or official settings) is that you're only allowed to charge money for it here, on the Foundry. So "Exclusive" shouldn't be terribly frighting. It should just provide you with the knowledge: if you want to publish your FFG-IP-laden project elsewhere, don't publish it here and don't charge money for it. As much has been the status quo for Genesys for some time (as specified in their preexisting IP Policy). This is the point at which common sense should be applied. FFG isn't going to pillage your work and turn it into a hardcover without your permission. Their publishing schedule looks something like: one Genesys book a year (maybe two), mostly direct adaptions of FFG's own IP-heavy settings. They're already paying the people they want to pay to make that content. They don't need to steal it from you. They never will. Edit: If your content is really good enough, they're more likely to approach you with an offer to pay for you writing more content, which is what other companies have done with the best creators in their community programs.
  2. The book sounds great, but its content (new genres, setting creation guide, vehicle and adversary creation rules) makes "Expanded Player's Guide" sound like a bit of a misnomer. That's stuff you put in an Expanded Gamemaster's Guide. I guess FFG doesn't want to limit potential sales of a book to gamemasters? Again, I like the list of content they gave, the name is just a little jarring given that content.
  3. Forgot to make a forum post earlier today here. I've released printable cheat sheets for Star Wars Roleplaying.
  4. An important implication of removing the negative dice and using a threshold of successes is that results will become highly predictable: you now have a near-normal distribution of results from any given dice pool. If you go ahead and remove the negative dice, be sure that you want any given pool to roll something pretty close to the same a majority of the time, and be sure you've looked into the probabilities for each possible positive dice pool... Though the results of a given role will highly predictable, the effect on the odds when adjusting the threshold of successes required will be inconsistent (not linear) and may surprise you (e.g. when rolling 3 green dice, increasing the successes required from 3 to 4 raises the difficulty relatively less than increasing the successes required from 4 to 5, or from 5 to 6).
  5. Sam Witwer and some other actors and voice actors in LA have been doing a Star Wars Roleplaying campaign on Freddie Prinze Jr's twitch channel. It's not officially organized by FFG or Lucasfilm, but the production values and general vibe remind me a lot of early Critical Role. It features a number of voice actors from the Star Wars Rebels TV series. Not technically Genesys, but the same core system and really gives you an idea of what the dice do well.
  6. As some might notice digging through my history on the forums, I've been working on a module all about vampires for some months. It was more-or-less done two months ago, but I decided to hold off and drop it on Halloween because... reasons! So, here it is, a vampire module for groups and parties that want to play the game as vampires.
  7. https://www.thestoryspanner.net/2018/09/21/unofficial-force-powers-deck-for-star-wars-rpg/ These notecards are designed for use in-person at the game table. There are unofficial versions of the Force Powers out there, but I found it possible to fit them on 4x6in index cards rather than whole printed pages. It helps keep things at our table more compact. The cards are designed so you can fill in the borders and connecting lines of upgrades as you buy them. Like my printable datapads, these can print on A4, Letter, or Legal paper. Examples are included below. Also, please note per the blog post: P.S. I've made several editing and proofing passes over the deck, but the upgrade trees are particularly finicky to get right. Please contact me if you notice any errors, especially costs and connecting lines between upgrades.
  8. By default, no Miraluka as written would have the "level of control to do what someone in the game can with a Force Rating of 1." To achieve that level of control, they would have to do the same thing as any other Force-sensitive character: invest XP into Force Powers and Talents. I also think you may be overestimating the reliability of Force Rating 1 to do much of anything consistently without having to dip into the dark side, suffer strain, and eat a Destiny Point. Or, in the case of Miraluka with Force Rating 1 as described, overestimating the reliability of Force Rating 1 to do much of anything consistently without risking your sight (an action or potential Destiny Point flip to regain it) in the middle of a tense encounter. That hypothesis largely hasn't been supported by our playtesting (several sessions into Chronicles of the Gatekeeper). Beyond a general, meta-conversation of whether all Miraluka ought to have Force Rating 1 or only those with importance to the story, what specifically do you think will go mechanically wrong because of it? I ask because we have not found things going mechanically wrong in the game we are playing. This is a good idea, and one I hadn't though of because I haven't looked at Dawn of Rebellion's character stat blocks in great detail (as I'm not running a game in that era at the moment). For a simpler version of Miraluka, I'd lean toward this description or Donovan's suggestion of something like the Melitto's ability. However, I think in the case of Kanan it's written out that way because he's an NPC and simpler abilities are easier on a gamemaster tracking multiple NPCs at once. I still like that the Farsight Power gives players interesting upgrade options if they want to hone their ability to see with the Force. Additionally, buying the Farsight base power during the game may almost seem wasteful to a player who started with 90% of it as a separate, overlapping base ability.
  9. I didn't see anything comparable to Miraluka Force sight described in the stat blocks for Dowutins, Mikkians, or Phylodons. Or any stat blocks for an NPC with something comparable. Am I missing it, or are you thinking of a different book?
  10. There's a much earlier version of this I posted to the Order 66 Forum years ago, but I've revised my homebrew Miraluka stats and done several sessions of playtesting. The new version below follows the maxim "use what's already there." In particular, when originally thinking about the Miraluka, I didn't have a copy of Savage Spirits, which includes something almost exactly appropriate to the Legends lore about Miraluka. Miraluka Brawn Agility Intellect Cunning Willpower Presence 2 2 2 2 2 1 Wounds Strain XP 9 + Brawn 11 + Willpower 85 Special Abilities: Miraluka begin the game with one rank in Vigilance. They still may not train Vigilance above rank 2 during character creation. Force-sensitivity: The Miraluka are an inherently Force-sensitive species. A Miraluka character begins the game with Force Rating 1. Force Sight: The Miraluka have evolved to "see" the essence of their surroundings through the Force, but retain only vestigial eye sockets. A Miraluka character starts with the base Farsight Power (Savage Spirits, p.36) and can commit a Force die to that base effect. If the ability to use the Force is suppressed, a Miraluka is effectively blind. Notes Force-sensitivity: Past discussions about Miraluka on this forum have centered around whether they should start with a Force Rating. I've always leaned toward, "yes, because it's interesting and opens up interesting possibilities." Specifically, the utility of FR1 in a species is combining it with an Edge of the Empire or Age of Rebellion career. There is already a natural balance to the FR1 granted by Force-sensitive Emergent or Exile: it does not stack with the granting of FR1 from a Force and Destiny career. According to the official devs, though I don't remember where, once you have FR1 from any source, the only way to increase it further is with the Force Rating talent at the bottoms of some spec trees. The Miraluka I've designed functions the same way: it does not stack with other sources of initial Force Rating. The other bits of balance here are how Force Sight works for Miraluka (below) and reduced XP. In particular, I felt like 85 is a good place because, even with the maximum character creation bonus of 10XP in any of the three lines, you're still choosing between {3,3,3,2,2,1} or {4,3,2,2,2,2} with some XP left over. Slightly under-powering the characteristics out of the gate compensates for the Force Rating 1. Force Sight: The basic effect of Farsight, as described in Savage Spirits, is, "the user may spend [Force Points] to see out to medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can on a well-lit day. This functions even if a user can't see do to darkness or blindness." That matches how I've read Miraluka descriptions in Legends, and using it avoids inventing a major new mechanic just for the Miraluka. The only thing that's new is that Miraluka can commit a Force die to sustain Farsight's basic effect, and indeed have to do so if they want to see anything at all. That's a second major balance against starting with Force Rating 1. Playtesting: Our group has found that committing a Force die to sustain the power can drive an interesting push-your-luck strategy for early characters. We've always house ruled that you have to roll the Force dice you commit, and suffer strain/conflict for any Dark Side Points you roll on dice you want to commit. So a Force Rating 1 Miraluka with the "see through solid objects" upgrade to Farsight could re-roll and commit their single Force-die, chasing a second Force point on the roll and risking conflict to do so. As Miraluka increase their Force Rating, they are effectively one-rating-lower than they would be while using Farsight to see but, in a pinch, a Miraluka can drop the Farsight effect and try to activate a power with their full rating and Force die pool. Both these situations have an interesting risk/reward combination that I tend to like in games I play and run. If you have any feedback, or you use my stats in a campaign and something interesting happened, I'd love to hear about it.
  11. https://www.thestoryspanner.net/2018/08/10/unofficial-printable-datapads-for-star-wars-rpg/ These datapads are designed for use in-person at the game table. There are a bunch of nice looking fan-made printable cards for official gear, and there are official adversary decks. But, sometimes, your adversaries are totally homebrew or you want the player to write down the weapon and/or vehicle stats so the information is better remembered. The index cards these datapads fill are 4-by-6 inches. They print on letter (3 datapads per page) and legal (4 datapads per page) sized paper. If you live in the rest of the world, there are A4 versions in the zip archive that have A6-sized datapads (4 per page). There are also datapads with grids and lines for writing or drawing whatever you want. Enjoy! And let me know if you have any feedback.
  12. sfRattan

    Genesys OGL

    Individuals at FFG gave him an informal okay, and then had to take it back after entitled keyboard warriors got their undies in a bundle. I guess FFG shouldn't trust freelancers they've worked with professionally to not damage the brand more than any random Tom, Richard-Nixon-because-the-short-version-of-this-name-got-censored, and Harry on these and other forums with a self-righteous sense or fairness and appeals to spite. I've given up thinking we'll find the bottom of the Internet's pettiness. Not talking about you, c__beck, AFAIK, which I realized might not be obvious after quoting you.
  13. From your comments, I'm not sure you understand what a hexcrawl is. There is a regional map that is a hex grid. Each hex represents some large area, often 20 to 36 miles across. The content of each hex is procedurally/randomly generated as they are slowly explored by the party over the course of the campaign. I don't know how players counting the hexs would contribute to that play experience. Or why a hexcrawl would push toward tactics that kill things. Or what you mean by a d20 crawl. A hexcrawl a is high level, abstract campaign structure that can be applied to just about any system or ruleset out there.
  14. Expanded Archetypes When I first read through the Genesys Core Rulebook, the human archetypes struck me as half of a great idea. Archetypes, being the equivalent of playable species in an all human setting, give players some more flavorful choice out of the gate when Wookiees, Droids, Elves, or Dwarves aren't on the table. The Aristocrat, the Laborer, and the Intellectual give players choices for builds centered around Presence, Brawn, and Intellect. Options for builds focused on Agility, Cunning, and Willpower seemed (to me) to be missing. So, one of the first things I designed for Genesys was a set of new archetypes for all-human settings to fill that gap. This module will hopefully be the first of many released on my new blog about all things Genesys and SWRPG, The Story Spanner!
  15. Working on something similar with a few friends. Ideas we've hammered out so far: Pokémon have Characteristics and Thresholds, but no skills. When a trainer gives the Pokémon a command, combine the Pokémon's Characteristic with the appropriate social skill from the trainer. Wild Pokémon have a Talent similar to Adversary, but upgrading their own pools when performing moves (instead of trainer's social skill). Capturing a wild Pokémon is some kind of check for throwing the Pokéball and requires a number of Successes equal to the wild Pokémon's remaining wounds. This preserves the mechanic of getting HP down low before throwing a Pokéball. We haven't completely hammered out where the difficulty comes from, though. Moves are like Force Powers from SWRPG, in that they have Control, Duration, Magnitude, Range, and Strength upgrades along connected graphs (e.g. "Vine Whip" might have a base effect of dealing damage but then a Control: Prehensile upgrade with an mostly-to-entirely narrative use), though the Move-graphs themselves will be smaller and simpler than Force Powers in most cases. We're building our project among some big fans of the games as players, so training/growing/evolving Pokémon will be much more involved, but feel free to use any of the ideas above that suit you.
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