player966703

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  1. Genesys Spycraft

    The best way to do this is to let players come up with plans after the fact, in the middle of the heist, and then roll ("I hacked the security cameras and looped a false image before we left"). GUMSHOE has a skill called Preparedness, which lets you come up with things you need on the spot; it would work fantastic with Genesys' mutlidimensional skill checks by adding complications with interesting rolls. Then the players won't need to spend two hours planning for five minutes of game time.
  2. Not sure how magic is supposed to work

    The only limiting factor for casters is Strain: a rested mage can cast around 5 spells, regardless of their level. A lot of other systems will limit a caster by charging more "spell points" for spells of higher level. The equivalent to this is making spells cost more Strain per attempt, which you can do by making Threats generate extra Strain. In the long term, you can limit the effectiveness of spells by controlling how they are acquired: through research, quests, and the like. I suppose you could even price them in XPs and make PCs buy them like Talents.
  3. Cthulhu Mythos hack

    The more I look at the question of sanity, the better this answer looks: use the fear check rule from the back of the book, and add a setback die for each rank of Cthulhu Mythos skill the character has. If the source of the check relates to the Mythos, change one or more difficulty dice to challenge dice. I think it's important to preserve Genesys' ability to narrate a roll, rather than to provide a concrete result for every conceivable outcome. Call of Cthulhu is unique in that Sanity rolls get harder to make over time, while 99% of games make skill rolls easier.
  4. Cthulhu Mythos hack

    One unusual feature of your interesting system involves recovering Sanity in excess of maximum as a result of Keeper award or improving a skill to 4+. As an investigator's max sanity drops, it will become easier to regain enough to exceed that amount over time. That would mean recovering from Madness more often as the game goes on - which may be what you want, although I don't recall this happening in BRP, and you've obviously thought hard about emulating that system. If you like the idea of "curing" madness this way, you could make it harder by adding setback dice = Mythos skill on those rolls. Or just make it impossible to cure madness without Psychotherapy. Another issue - if Advantages give you Sanity back, it's possible to gain sanity after rolling. My character will be looking for corpses all day What is the down side for trying self-help? Can your Sanity get worse if you roll poorly? You may want to explain what a Reality check is for, since it appears in CoC but not Genesys.
  5. Social Status and Wealth

    It looks like a good start, here is some devil's advocacy. You say you are not keeping track of income and expenditures. I agree that income is amorphous, but expenditures are definitely being tracked! Thus, why determine how much someone has on hand as well as their purchasing power? I think you'd be better served grouping item prices along a 0-5 scale too. Even more nitpicky, I would expect Status and Wealth to diverge more often in a Victorian setting than in the Roman one. A noble family keeping up appearances despite being penniless is pretty much a genre staple - as well as ripe for story mining.
  6. Gothic horror campaign

    For fortune telling, you could let the roll give one question per success, or adjust dice if a specific endeavor is asked about ("will I defeat Frankenstein's monster?").
  7. Gothic horror campaign

    Is magic going to be real?
  8. Questions for my (future) Arkham Horror game

    If you have a Mythos skill, how does it get used?
  9. Questions for my (future) Arkham Horror game

    I would change Knowledge to Research. But you need to decide the benefits and disadvantages to rolling for reading a tome. If you are keeping track of how long it takes to read, I could see a good roll doing it faster. It's probably better to tie the sanity loss in with the roll, however - which means a different skill altogether.
  10. Decoupling Abilities and Skills

    Yoink! Thank you sir.
  11. Decoupling Abilities and Skills

    What worries me is the Knowledge skill, which can also be gamed (depending on the setting, I suppose). The potential solution, of making a ton of knowledge skills, can also be poorly done. It would be easier to roll Knowledge + Driving to know about the limited slip differential of a '64 Skylark, than explain why a nuclear physicist knows this, too.
  12. Dice Mechanic System for Shopping

    The bottom line is, what does a good or bad result mean? I could see negative results on a Wealth roll meaning a character is temporarily in debt, or is asked to do a favor as a condition to making the deal. I'm less convinced about a Triumphant haggle.
  13. Social Status and Wealth

    What sort of situations do you envision where you'd want a quasi-random result affected by a character's status? In these situations, what might a Triumph or Despair mean? If you have trouble coming up with examples, I would argue that you don't need a status to be a rating measurable with dice. I would try the same analysis with wealth, then think about how both characteristics would interact. I certainly like the idea of having to worry about debts or lawsuits in Republican Rome - and a Despair sounds like a good way to reflect these risks. And if a patrician's wealth is low, he's obviously going to have a harder time keeping up with the Juliuses when it's time to bankroll some games. Either way, I wanna play this setting.
  14. Triumphant Despair

    And in Empire, Luke's defeat is a Despair, but a Triumph lets him not fall entirely out of the Cloud City.
  15. Decoupling Abilities and Skills

    I've always preferred White Wolf's approach that any skill can be combined with any ability for a relevant check. Can anyone identify a problem with doing so in Genesys?