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About kkuja

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    Finland, Jyväskylä

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  1. soak....really?

    I respectfully disagree here. I require more specifications to define the best RPG. For me, best urban horror RPG for me is SLA industries (I love the world but hate the system). Best scifi opera RPG is FFG SW. Best space fantasy horror is Dark Heresy. Best space horror RPG is Rogue Trader. Best rules light horror RPG is Cthulhu Dark. My favourite beer and bretzels RPG is Fiasco. Best general fantasy is Dungeon World. Best hard scifi RPG is Jovian Chronicles. Best general system (also for fast spaced pulp styled games) is Genesys (future will show whether it's the system I will default to in every game). Also, if I want a system which heavily simulates the game world I choose different system than if I want a system which heavily focuses on narrative. So what is the best RPG for me? If you can say easily what is the best RPG for you then great, more power to you! Unfortunately I cannot. I'm not saying other people cannot define best RPG more easily than I can, I'm only saying I cannot. Thank you and sorry.
  2. Sorry for necromancy. I was looking for tips how to not lose every game. IMO it's good that lone investigator gets 4 turn before midnight. Team size cannot be balanced so that it works well always. After all, currently player always get four actions between midnights, difference is just that does he/she get them with one or four investigators. In that point on view current system is balanced. Act once per investigator between midnights would just turn the situation to opposite. Full team would have larger benefit that solo investigator currently has (4 times the actions, and benefits for all investigators). Maybe only really balanced way would be single action for single investigator each day, but that would just be silly. There is also the beginner aspect. Game is currently really difficult for beginner players, in fact in my opinion too difficult (also, difficulty varies hugely between games). As solo investigator I win maybe every 10th game, against Yig. So, if player want's a bit easier game, solo games are good. Those who have mastered the game can increase difficulty by playing with full team, and by selecting non-optimal investigators. After all, it's FFG's benefit to make a game which can be played with satisfaction by larger group of people. What I'd like to have in this game is difficulty setting.
  3. soak....really?

    True. Sometimes the line between Strain and wound is unclear. That's not de facto bad thing, as is allows more flexibility guided by narrative. On the other hand, it may sometimes be a bit frustrating or strenuous as there are no hard and absolute guidelines. This is also a good point. This can be used as guideline what type of damage character should get. I.e. how long should recovery take.
  4. soak....really?

    In narrative I see Soak more as armor or clothes (or simply just body) partially absorbing the energy of attack so that target takes less actual damage. If defense dice give the failures and cause the attack to miss, then it's dodge. Of course this is all open to interpretation. "The enemy hits you with the sword, but the hit isn't perfect and your clothes and armor absord the most of the damage, and you only have a minor hit, taking 2 wounds." No. But it's my favourite. Being best would require there to be a universal criteria what kind of games are globally best. Different people and groups enjoy different games. Sometimes I like to play highly realistic and simulationistic games, in those times I choose different system than when I want to play pulpy fast paced narrative systems. Also, different system work with different styles. I probably wouldn't choose Genesys for highly lethal and gritty game. For that my choice would probably be the SilCORE. I love Genesys because it transfers narrative power, usually associated with GM, to players, empowering them. It also gives new kind of success experiences to players. SW and Genesys changed our games to more cooperative and less adversarial (e.g. GM vs. PCs). And it's fast. We played an 82 session SW campaign at the time it took to play last sixth of our Pathfinder campaign. But, we tend to dislike combats, and for us they are the more boring part of game. We find it more enjoyable to invent optional ways to bypass combats.
  5. Condition of Taris

    I'd like to change the view point a bit. At what condition it needs to be to optimally fit your campaign?
  6. "I'm out!" - Dealing with Ammo in Genesys

    AFAIK Requirement to reload is that you have extra ammunition. I.e. every encounter one uses a gun costs one extra reload. And point was that in survival setting any weapon only has ammo to a single encounter. Your need to extra reloads (or what ever they are called in that setting) rises dramatically from normal despair causes out of ammo effect. But I may have understood incorrectly.
  7. How to handle Languages?

    AFAIK reading was much less common in medieval times than speaking multiple languages was. What ever you end up with, I'd advice you to keep it simple. Genesys isn't supposed to be realistic simulation, and IMO it doesn't work very well in simulationistic games, because its focus is in fast spaced narrative gaming. AFAIK: Languages have been always affected by other languages. English has been hugely affected by French, German and latin, and less by greek and other languages. Especially in medieval times, languages were less defined by borders and were more regional thing. My native language, finnish, was affected by russian, swedish, norwegian, german, english and latin, and others. A thing to remember also is that more primitive the culture, smaller vocabulary is needed to survive. In modern world, if you learn a 1000 most common words in any language, you survive in most common tasks. Even 100 or less gives you good base to express your needs. You may not communicate eloquently, but you usually get your basic needs communicated. ("me hungry, need food" goes a long way. ) But, only you can know what works with your group. IMO don't hesitate to try something and change it if it doesn't work. There have been some good suggestions in this thread. If you want to simulate languages then have a language skill. But remember, Every language after first is harder to learn than those before it. And IMO that is realistic. In my experience, languages become easier to learn in basic level, more you learn them. I'd probably keep it somewhat abstract. I.e. have a language skill, and then when PCs encounter a person with no common language (if language is not in their already known list) they'd roll a language check, to see if know it. Currently I'm using languages as narrative device, and languages become issue only when I want it. So, PCs know needed languages unless it's a plot point. They are supposed to be the heroes after all.
  8. Rather than redesigning whole initiative system, I would probably allow that kind of exception to some very special occasions. E.g. if NPC, in their slot, is doing something which would be very bad for PCs, I might allow competitive check to disrupt the normal initiative order for a moment, i.e. allow PC to intercept the NPCs action using their next slot before it would normally happen.
  9. Magic Scrolls

    I would probably make scrolls spells with predefined effects. The effect more defined than in Genesys alternate magic rules. For example, Scroll named Fireball might contain arcane Attack, with blast, fire, and range effects. Or scrolls would be mechanically be more similar to weapons, and user might buy additional effects with advantages. And scrolls would be used with knowledge check, and difficulty would be predefined, and probably easier than actually casting of similar magic effect. And there would probably be no strain cost. So, I think scrolls might be more like conventional spells, and the actual magic system more open ended. But these are just fast thoughts about this matter, which may be totally worthless. But, there are no hard limits to what can be done. Every group can, and should, make a customizations which best suite them. Also, Palomarus' idea about scrolls not being one shot spells is interesting. And lead to another idea, where spells are one shot boosts to spells (e.g. boost die to attack spell, or even upgrade). Or scroll could for example give a free blast effect to arcane attacks spell. That is one good option. Another is to use those to customize scrolls (not saying a good option, just an option).
  10. Magic Scrolls

    I don't see this as huge problem. After all, you can take a photocopy of a iPad, but that copy is not iPad. Very much depends on how magic and scrolls are explained in setting. If magic scroll is just words in paper, then copy would be easy and scrolls common anyway. If magic is separated from the words in scroll, and the scroll is kind of avatar of the magic, then copying is not that simple. Maybe actually copying scroll requires the magic of the original scroll to triggered, so original is destroyed. If PC wants to copy (or create) a scroll, I'd allow that if they have the ability to create a scroll in first place. Having a scroll to copy would give a boost die to creating a new scroll. Other totally different, and setting dependent, thing is how hard scroll creation would in first place.
  11. Magic Scrolls

    I like this. I think the knowledge to use a scroll is thematically and otherwise good solution. That also allow non magical characters to use scrolls, as long as they have enough knowledge. Personally I wouldn't put any strain cost to using scrolls, because of those are used in scroll creation. As long as rarity and price make sure they are not too readily available. One option is also to have different kind of scrolls. Some scrolls might require e.g. full strain cost payment when cast, or some ingredient usage, or other such things, because they were not made properly, or are partially incomplete. Some scroll might work only with blood sacrifice, etc. The narrative options are limitless.
  12. Magic Scrolls

    Personally I think that scrolls have a spell stored into them. When scroll is used, magic is used. After that scroll is no more spell scroll. This is inline with normal convention that scroll is one time magic item. Probably in Genesys I'd make casting spells from scrolls easier than casting them normally. This also solves the problem with copying scroll. You can copy a scroll, but that doesn't copy the magic stored to scroll. I might do it so that casting spell from scroll allows user to cast a spell defined in scroll without the strain cost. After casting the scroll is destroyed. I might even make it so that spell is cast with knowledge skill instead of magic skill. Making scrolls would require a talent, and when making scroll character must cast the spell to scroll, which is kind of spell container. In that vein casting a spell from scroll should be easier than casting the actual spell. Maybe anyone who reads, can cast a spell from scroll. This is setting dependant thing. How powerful and common are scrolls in setting used? Maybe scrolls are meant for common people, and real magic users can cast much more powerful spells. Maybe scrolls are relics from more powerful past, and are better than what magic users can do themself. P.S. I love the idea about scrolls containing stuff which cannot be done with normal magic. Maybe magic scrolls are really powerful.
  13. Supernatural Characteristics

    I meant opposed checks (if I remember correctly the name). I.e. opposing character's skill is converted to difficulty for acting character (for example when trying to sneak past a guard). Every ability die to difficulty die, and proficiency die to challenge die (in SW terms, I don't remember if those are different in Genesys, sorry). At least in SW, it wasn't explicitly said how boost dice should handled, but logical way is to convert them to setback dice. I don't meant this is a real problem, just that it's good to use few moments to think how that will work. Will there be any ambiguity how upgrades work and at what part they are applied, etc. More I think about this, less valid concern this seems. Only exception might be the "Supernatural [Characteristic] (15 XP): Your character may downgrade the difficulty of any [Characteristic] skill check once.", as that might be done with either downgrade to acting character, or upgrade to difficulty. Either would probably work, but IMO it would be good to decide before game starts how that is handled.
  14. So **** excited, especially for Weird War!

    Isn't Tannhäuser a sample setting in Genesys book. That is kind of tip there may be Tannhäuser material coming later.
  15. Supernatural Characteristics

    Once per session or scene limitation might also work in this case. If that works thematically. In my opinion, that would anyway require some kind of balancing mechanic, unless you want it be used all the time. Personally I would use the boost die way, because upgrades are quite powerful. Also, is this meant purely for PCs, or NPCs also. And do you tend to use PCs always roll style, or does NPCs sometimes roll against PC skills? If latter, then you also must think how those powers work when converting to difficulties. This may not be huge problem, but it's best to think about it a bit before you are in situation where you must make decisions fast.