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» Ship of Fools   » Ship's Locker   » Limbo   » Circus: The Dungeon Master's Guild: constructing a Ship- friendly RPG (Page 2)

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Source: (consider it) Thread: Circus: The Dungeon Master's Guild: constructing a Ship- friendly RPG
Kelly Alves

Bunny with an axe
# 2522

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Also, i thought with point buying, you had standard attributes, but there were "electives" you could choose from. You just had to buy them from your point reserve like anything else.

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Often, but that will complicate the system rapidly.

What you could do is have up to x number of skills. Any skill is directly related to a stat, magic to Soul, bluffing to sex appeal, pointy weapons to muscles etc. But if someone doesn't have the skill in the first place, then the task becomes automatically ridiculously hard.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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An die Freude
Shipmate
# 14794

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quote:
Originally posted by Doublethink:
Any skill is directly related to a stat, magic to Soul, bluffing to sex appeal, pointy weapons to muscles etc. But if someone doesn't have the skill in the first place, then the task becomes automatically ridiculously hard.

Surely someone who's got Soul must also be Super Bad, right?

--------------------
"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Cogitates, so ... In speculative system so far:

To generate your character you get 20 stat points, and a choice of six skills.

You purchase stat ranks with your twenty points: useless costs 1 point, weak costs 2 points, OK costs 3 points, good costs 4 points and excellent costs 5 points.

Proposed statistics include some measure of strength and your hit points will be the same as this stat. (I.e. From 1 to five) .
Proposed statistics will include some measure of speed / dexterity and when needed your initiative / turn order in combat will be the same as this stat (1 to 5) - several people with same stat go npc followed by alphabetical order by ship name. Post actions in reverse order.

You choose six skills, from a pre-determined list or whatever the GM is prepared to allow - your level is determined by the related stat. If you attempt a skilled action you have not trained in, it is automatically ridiculously hard.

Rolls would be against ridiculously easy (0 fails), easy (5 and under fails) needs effort (10 and under fails), hard 15 and under fails and ridiculously hard (only rolling a 20 will do regardless of bonuses.)

Next issue would be how to resolve the impact of an action or damage.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by JFH:
quote:
Originally posted by Doublethink:
Any skill is directly related to a stat, magic to Soul, bluffing to sex appeal, pointy weapons to muscles etc. But if someone doesn't have the skill in the first place, then the task becomes automatically ridiculously hard.

Surely someone who's got Soul must also be Super Bad, right?
[Big Grin] oh yeah - I also believe in narrative bonuses - +1 to your roll if your action is way cool [Cool]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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An die Freude
Shipmate
# 14794

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Now a part of me wants a character to have Sechs (German for Six) Appeal, i.e. an ability to have rolls that end on a 6 count for +1 or something such.

--------------------
"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

Posts: 851 | From: Proud Socialist Monarchy of Sweden | Registered: May 2009  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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So loving the turn this conversation is taking.

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

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Jay-Emm
Shipmate
# 11411

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quote:
Doublethink
Next issue would be how to resolve the impact of an action or damage.

Are there any major problems with using a similar system? E.g.

A player starts with 20 hit points.
The GM takes a players health into consideration at their discretion however...
When a player is at 10 hit points it should be expected that an 'easy' strength task now requires 'effort', etc..
Other hindering effects (e.g. time available) may also have effects.
However the implementation of all this is at the GM's discretion

An attack can be 'useless' causes 0 damage ...'excellent' causes 4 damage.

Before combat/other harmful action.
The GM/players decide the challenge taking into account 'everything'.*
He maps a easy attack to a level of difficulty, a ok attack to a (higher) level...*
He announces that. The die is rolled.
The damage is taken off the victim, an appropriate impact as decided by the story is applied (e.g. cut arm).

Action that can have scales of result could be similar (e.g. cooking food)
If a particular quality is required, then at the GM's discretion:
(a) this can be included when assing the challenge
(so if preparing for a fussy eater, 'good' is only 'ok', but the player writes that it was good but treated as ok)
(or b) this can be remapped to another die roll

*The two simple (standard) cases are X-linear and XY-binary (any idea for better names)
For a hard-good-binary attack: 15 or less does useless (0) damage, over 15 does good (3) damage
For a linear attack: 5 and under does useless damage, 6-10 does weak damage 11-15 does ok damage 16-19 does good, 20 does excellent

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Doublethink.
Ship's Foolwise Unperson
# 1984

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I wonder if there is a way to dump hit points all together using those principles.

So we have:

Unopposed action by player:

  • Ridiculously Easy Success
  • Easy Success
  • OK Success
  • Hard Success
  • Ridiculously Hard Success = gain a related skill revealed in a narrative flourish by the GM
  • Ridiculously Easy Fail = gain a scene specific detriment revealed in a narrative flourish by the GM e.g. The barkeep is offended by your attempt to haggle over the price of a room and refuses to hire you a room.

    Opposed Action
    [list]
  • Useless vs Useless = OK Contest
  • Useless vs Weak = Hard Contest
  • Useless vs OK = Ridiculously Hard Contest
  • Useless vs Good = Ridiculously Hard Contest
  • Useless vs Excellent = Ridiculously Hard Contest
  • Weak vs Useless = Easy Contest
  • Weak vs Weak = OK Contest
  • Weak vs OK = Hard Contest
  • Weak vs Good = Ridiculously Hard Contest
  • Weak vs Excellent = Ridiculously Hard Contest
  • OK vs Useless = Ridiculously Easy Contest
  • OK vs Weak = Easy Contest
  • OK vs OK = OK Contest
  • OK vs Good = Hard Contest
  • OK vs Excellent = Ridiculously Hard Contest
  • Good vs Useless = Ridiculously Easy Contest
  • Good vs Weak = Ridiculously Easy Contest
  • Good vs OK = Easy Contest
  • Good vs Good = OK Contest
  • Good vs Excellent = Hard Contest
  • Excellent vs Useless = Ridiculously Easy Contest
  • Excellent vs Weak = Ridiculously Easy Contest
  • Excellent vs OK = Ridiculously Contest
  • Excellent vs Good = Easy Contest
  • Excellent vs Excellent = OK Contest

I have written it out as I find explaining it difficult but basically, if we start from an equal contest having OK difficulty - each rank of difference moves the difficulty up or down one. This will make for a very vicious combat system, cos in OK vs Good OK has to roll over 15 and Good has to roll over 5. This would make acquiring special items, weapons and armour very important. It also discourages players from solving every problem with combat.

So damage:

  • Ridiculously Easy Contest Success - wound & leave for dead (recipient is unconscious, can't be attacked again unless they are seen to recover - or you are assassinating outside a combat scenario)
  • Easy Contest Success - wound and disarm (recipient has no weapons bonus till next turn)
  • OK Contest Success - wound
  • Hard Contest Success - wound
  • Ridiculously Hard Contest Success - wound & stun opponent, they can't hit you again for a turn

(Ridiculously easy fail, you wound yourself with a narrative flourish from the GM)

Each wound you take drops you a contest rank, so you were told your contest was OK, you get a wound it becomes Hard, get another one it becomes Ridiculously hard. Doesn't change your opponents contest level - only their wounds do that.

Healing could be done with a spell, post combat up to narrative discretion.

[ 26. April 2014, 10:37: Message edited by: Doublethink ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Keeping it qualitative makes for better narrative posts too.

GM: you round a corner and see two goblins, they are speedy little runts - you know this is going to be an *ridiculously easy* contest even though they are fast enough to go for you before you've drawn your sword. What are you going to do ?

Player: I will go for the one on the left

GM: they are both going to swing for you with their clubs

GM: they both miss

Player: I swing for the one on the left with my sword and he goes flying and I *leave him for dead*. I am going to finish off the second one next.

GM: He looks scared but is coming charging for you. Amazingly, he hits you, you are so startled by your *wound* you are *stunned* and can't get your sword up before he attacks again - this is still *easy* but it seems a little more chancy than you first thought. What are you going to do ?

Player: I think of running but my pride won't let me so I will take another swing at him.

GM: He attacks again, but is so fired up he swings wildly and smacks himself in the face with his own club ! He'll be too dizzy to hit you next time.

Player: I hit him full on *wounding and disarming* him by knocking the club from his hands.

(Hmm, I spot a problem think we'll have to let his wounds reduce the difficulty of the contest level too.)

[ 26. April 2014, 11:10: Message edited by: Doublethink ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Jay-Emm
Shipmate
# 11411

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That sounds like a reasonable plan, at least I think I should be able to remember it.

I was going to say that I didn't think it quite dumps hit points permanently in that the next battle needs to be affected by your wounds. But understanding further at that point it the need for an actual number is gone. That's quite pretty.

I think you're right that the non-number representation ought to be a good for RP.
But I also think it will be good that it maps to numbers easily (so long as I can forget that when playing).

Would it be worth having a few vignettes and see if anything comes up and perhaps try alternatives (and be a warm up for us newbies)?

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Gwai
Shipmate
# 11076

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Just for the record loving this.

(And thinking doublethink would be a splendiferous DM, if she is willing/has the time, when we start!)

--------------------
A master of men was the Goodly Fere,
A mate of the wind and sea.
If they think they ha’ slain our Goodly Fere
They are fools eternally.


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Kelly Alves

Bunny with an axe
# 2522

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Word up to that!
And Jay-emm, a little warm- up sounds like a great idea-- as well as some sample characters.

[ 27. April 2014, 03:08: Message edited by: Kelly Alves ]

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

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An die Freude
Shipmate
# 14794

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I thought about it yesterday, and I suppose the upgrade to the Sechs (6) Appeal would be the Fünf (5) Nymph trait, followed by I'm On Vier (4) in the next grade...

[ 27. April 2014, 08:19: Message edited by: JFH ]

--------------------
"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

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Doublethink.
Ship's Foolwise Unperson
# 1984

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I realise you are punning, but, I think leveling up would be too awkward to work in. I'd favour rewards in gear and perks.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Kelly Alves

Bunny with an axe
# 2522

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Define "perk" (serious question-- it's been a while since I gamed.)

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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A specific advantage, like, *guts of steel* - can not be poisoned or *class act* - has an air of importance, can always get a room in a hotel, table in a restaurant, ticket for a performance etc

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Kelly Alves

Bunny with an axe
# 2522

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Ah! Got it, thanks.

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Well, if we are going to run some test scenes, what sort of world should we go for ? Sci-fi, Jane Austen, Name of the Rose ? Also do we want comedy, serious, horror, ? Gisty background, or majorly detailed ?

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Banner Lady
Ship's Ensign
# 10505

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I think starting in Frankie's lab would be appropriate...

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Women in the church are not a problem to be solved, but a mystery to be enjoyed.

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Comedy Horror then ?

I will have a go at running up some pre-gen characters for a trial run.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Kelly Alves

Bunny with an axe
# 2522

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The Name of the Rose?

Oh you suggested that already, sorry. Perhaps for the future, but that would be hugely Shippie, wouldn't it?

[ 28. April 2014, 22:52: Message edited by: Kelly Alves ]

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Ariston
Insane Unicorn
# 10894

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Perhaps we can try a few trial scenes, see what works, give it a bit of practice, figure out what we like and can play with, and then go from there?

--------------------
“Therefore, let it be explained that nowhere are the proprieties quite so strictly enforced as in men’s colleges that invite young women guests, especially over-night visitors in the fraternity houses.” Emily Post, 1937.

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Model Character Sheet

quote:

Character Name:

Brief Physical Description:


Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
  • Rank Wits
  • Rank Finesse
  • Rank Charm
  • Rank Soul
  • Rank Muscles
  • Rank Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
  • Slot 1 (tied potential)
  • Slot 2 (tied potential)
  • Slot 3 (tied potential)
  • Slot 4 (tied potential)
  • Slot 5 (tied potential)
  • Slot 6 (tied potential)
Please list equipment you acquire, with any bonuses it may give.




[ 28. April 2014, 23:50: Message edited by: Doublethink ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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If folk would like to make some generic fantasy characters for a trial scene, mini dungeon crawl type thing we could give it a go - look for teething problems.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Kelly Alves

Bunny with an axe
# 2522

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Nice!!!

I will print out your very cool character sheet and play around.

I was thinking ahead to game play the other day-- would it be good to create a character-gen thread separate from the actual game play thread?

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Yes I think that would be a v god idea, perhaps character gen + rules discussion, so the main narrative remains fairly uncluttered.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Eliab
Shipmate
# 9153

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I've posted a poll here on game styles.

I'm happy to participate in any trial run.

--------------------
"Perhaps there is poetic beauty in the abstract ideas of justice or fairness, but I doubt if many lawyers are moved by it"

Richard Dawkins

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Curiosity killed ...

Ship's Mug
# 11770

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I've flagged this thread up to my daughter who is about to move away from her local games playing venue and a work colleague who can't find anywhere to play currently since he moved away from his local group. I'm hoping that was a good idea.

--------------------
Mugs - Keep the Ship afloat

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Eliab:
I've posted a poll here on game styles.

I'm happy to participate in any trial run.

Just for checking mechanics - could you run up a test character and post it ? See if you come across any issues / conundrums

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Kelly Alves

Bunny with an axe
# 2522

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I totally will do that, but as I have an event this evening to prepare for, the earliest I can do it is tomorrow.

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Gwai
Shipmate
# 11076

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Question re the character sheet, what is finesse exactly?

--------------------
A master of men was the Goodly Fere,
A mate of the wind and sea.
If they think they ha’ slain our Goodly Fere
They are fools eternally.


Posts: 11914 | From: Chicago | Registered: Feb 2006  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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Good question. I tend to think of the word in a social context, in which case it would be tied to "charm" wouldn't' it?

if it is a physical characteristic, is it like "dexterity"? (or small motor skill, if you don't want to limit to hands?")

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Dafyd
Shipmate
# 5549

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Turn structure:
a) we don't want to overload the GM. Also, we want those who have Real Lives to be able to participate comparably to those who can check the Ship every ten minutes.
b) we want things to move along reasonably frequently.
I'm inclined to think nobody gets more than a turn a day, and probably less. (I think a turn per player a day is probably too much work for the GM if there's a reasonable number of players.) A turn a week is probably too slow.

I feel that party-based combat with lots of swings and tactical decisions is a bad idea. It would take weeks to resolve and also you'd either be waiting on or bypassing people who are away from keyboard. We need to not worry about splitting the party. I think combat based threats should take roughly the same time to resolve as say social challenges (so an unimportant fight on which not a lot turns will take just one roll). Also, I think combat challenges should be such that characters can resolve them individually. Think something like Buffy or Star Trek where Buffy can fight the monsters in one scene while Willow is looking up stuff in spell books in another.

--------------------
we remain, thanks to original sin, much in love with talking about, rather than with, one another. Rowan Williams

Posts: 10567 | From: Edinburgh | Registered: Feb 2004  |  IP: Logged
Jay-Emm
Shipmate
# 11411

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Half drafted modeled on (and hopefully parodying) the stereotype princess, partly to test behavior at the extremes.
Trying to pick sensible skills is hard, will have another go tomorrow or thurs.


quote:

Character Name: Prince Testwe Ka Rakta

Brief Physical Description:

20 years ago a printer dropped the pages for the pink guide to "bringing up "beautiful princesses" and "training heroic princes".
A couple of pages may have got muddled. This had massive repercussions in the land
Having been trained to prick himself on a spinning wheel needle buried under 40 mattresses, faint at will and over skills essential to fantasy princesses
(rather than the traditional princely ones) Prince Testwe can still show surprising dexterity and wits until his arm is grabbed or a stranger offers an apple.

Fortunately for all involved the pictures were put in afterwards and did match the titles.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)

Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Good(4) Rank Soul
Useless(1) Rank Muscles
Good(4) Rank Vigilance

(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)

Very Light sleeper (vigilence) Testwe is very alert at night as he can't sleep in 'rough' conditions
Needs rescuing (charm) Testwe may get in a lot of trouble but (proper) villains will only try to capture and all heros will rush to his aid (whether wise or not)
Impossible Intuition (wits) Provided there is no rational means of knowing something Testwe is much more likely to 'just know it'
Always their fault (soul) Although other characters may blame him for XYZ they will always apologise in the end
Unexpected Strength (soul) When dramatically appropriate can fight with increased strength, only to faint once the hero is alerted (etc...)
Told the plan (wits) When captured it is almost certain that the villain will say something useful

Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing



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Kelly Alves

Bunny with an axe
# 2522

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quote:
Always their fault (soul) Although other characters may blame him for XYZ they will always apologise in the end.
[Killing me] Brutal!

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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I was thinking finesse would be similar to dexterity.

That character is fun, though your skills are what I would think of as perks.

It could be possible to run with just potentials and perks - though perk type things (called gimmicks in some games) would usually not have a roll, rather be either a thing that just happens - or give a +x type bonus to a main stat roll like charm. (At the moment, your skill list makes your character probably overpowered, he can't be killed, opponents tell him all their plans, and in addition to his stats, when things are really hard or obscure he wins.)

The sort of things that are skills in many systems are things such as; healing, lock picking, magic, light weapon use, ranged weapon use, heavy weapon use, research, barter, fast talk, science, repair etc

I agree complex turn sequences would usually be too much to manage, and that individual combat in parallel with other scenes is probably the way to go as described by dafyd above. Though I do think it would be nice to stage the occasional set piece at a designated hour for sixty minutes.

I think you should be allowed to post once a day (at length !) but not everything will require a roll.

[ 29. April 2014, 22:23: Message edited by: Doublethink ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Dafyd
Shipmate
# 5549

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I'd say post as often as you like if the purpose is interaction with other players. It's only things that cause work for the GM are that are limited.

--------------------
we remain, thanks to original sin, much in love with talking about, rather than with, one another. Rowan Williams

Posts: 10567 | From: Edinburgh | Registered: Feb 2004  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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I'm inclined to agree, Dafyd. For me, 75% of the gaming fun is the banter between PCs. But perhaps the GM needs specific rules to help rein that in when necessary. [Big Grin]

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
An die Freude
Shipmate
# 14794

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I thought whatever rules the GM needed could be put in force ad hoc by pronunciation of GM authority. It may be that I'm wrong.

As for 20 points over 6 skills, it looks to me like that may make the characters rather strong - two weaknesses give you 4 strong sides. Little use for the averages, it seems... I think I personally liked the idea of tying it to 4-8-10-12-20 or whatever it was Doublethink suggested, to not get a bunch of more or less even characters apart from their one weakness... Differentiating characters by strengths rather than by weaknesses, as it were.

--------------------
"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

Posts: 851 | From: Proud Socialist Monarchy of Sweden | Registered: May 2009  |  IP: Logged
Ariston
Insane Unicorn
# 10894

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quote:
Originally posted by JFH:
I thought whatever rules the GM needed could be put in force ad hoc by pronunciation of GM authority. It may be that I'm wrong.

As for 20 points over 6 skills, it looks to me like that may make the characters rather strong - two weaknesses give you 4 strong sides. Little use for the averages, it seems... I think I personally liked the idea of tying it to 4-8-10-12-20 or whatever it was Doublethink suggested, to not get a bunch of more or less even characters apart from their one weakness... Differentiating characters by strengths rather than by weaknesses, as it were.

Pretty much—it's called min-maxing, and is the standard way most people create characters. Not much use giving a wizard superhuman (or even average) strength, nor a sword-slinging fighter a genius intellect; indeed, it would seem odd to have someone who's essentially an academic with fireballs able to swing a sword or someone who spent all their time on the battlefield, not in libraries, able to win a trivia contest. Of course, there are exceptions—generals, for instance, or someone who can throw a magic missile into the mix before finishing things off with the halberd—but those exceptions come at a price ("jack of all trades, master of none"), and are generally more advanced characters.

Of course, it is possible to overdo it.

--------------------
“Therefore, let it be explained that nowhere are the proprieties quite so strictly enforced as in men’s colleges that invite young women guests, especially over-night visitors in the fraternity houses.” Emily Post, 1937.

Posts: 6849 | From: The People's Republic of Balcones | Registered: Jan 2006  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Character Try Out

quote:

Character Name: Innocent Tyler

Brief Physical Description: 4ft tall, slight build, v pale skin ginger hair and green eyes. Loks like butter wouldn't melt in his mouth.


Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
  • Good Wits
  • Excellent Finesse
  • Excellent Charm
  • Weak Soul
  • Useless Muscles
  • Rank Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
  • Slot 1 (tied potential)
  • Slot 2 (tied potential)
  • Slot 3 (tied potential)
  • Slot 4 (tied potential)
  • Slot 5 (tied potential)
  • Slot 6 (tied potential)
Please list equipment you acquire, with any bonuses it may give.


[/QB][/QUOTE]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Bugger

Character Try Out

quote:

Character Name: Innocent Tyler

Brief Physical Description: 4ft tall, slight build, v pale skin ginger hair and green eyes. Looks like butter wouldn't melt in his mouth.


Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
  • Good Wits
  • Excellent Finesse
  • Good Charm
  • Useless Soul
  • Weak Muscles
  • Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
  • Lock-picking (Finesse)
  • Bluff (Charm)
  • Climbing (Finesse)
  • Find Hidden Things (Vigilance)
  • Light Weapon (Muscles)
  • Seduction (Charm)

Starting perk ? If so - Luck - can re-roll a failed check once every seven days.

Please list equipment you acquire, with any bonuses it may give.

Back-pack of basic camping gear
Ridiculously ornate dagger (gives +1 to combat rolls)
Magic item: Bag of holding - the tardis of man-bags

Quote: "A thief !?! Me !?! How very dare you, I am an an innocent dwarf !"

][/QB]



--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
An die Freude
Shipmate
# 14794

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quote:
Originally posted by Ariston:
Pretty much—it's called min-maxing, and is the standard way most people create characters. Not much use giving a wizard superhuman (or even average) strength, nor a sword-slinging fighter a genius intellect; indeed, it would seem odd to have someone who's essentially an academic with fireballs able to swing a sword or someone who spent all their time on the battlefield, not in libraries, able to win a trivia contest. Of course, there are exceptions—generals, for instance, or someone who can throw a magic missile into the mix before finishing things off with the halberd—but those exceptions come at a price ("jack of all trades, master of none"), and are generally more advanced characters.

Of course, it is possible to overdo it.

I'm sorry, of course I realize the worth of the specialization and the little use of averages in general. However, look at the Prince Jay-Emm created, and you'll find he's pretty much a master of one trade, darn good jack at three, and sucky only at two.

I think the mastery and general goodness should be an option in only half of the skills or so instead of as of now, nearly all. I think removing just one or two points from the skills would make it more interesting, forcing greater selection between what skills you can't do without, and in the end also what characters you can't do without. With the current system, characters can easily replace one another, which I don't think will make for very interesting gaming.

If instead you take away two points, you won't see the creation of 114455 characters, but rather 113355 or even 111555 characters, which should lead to more interesting gameplay as players depend more on others and cannot always expect to win challenges single-handedly. That, or changing to the fixed levels model that Doublethink suggested earlier, would make player interaction better, I think. But maybe I'm talking of fine-tuning when the rest of you are just piecing together the first shelves of the Billy - sorry in that case.

--------------------
"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

Posts: 851 | From: Proud Socialist Monarchy of Sweden | Registered: May 2009  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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JFH, you may have a point-- I was trying to assign skills and felt I had a good balance of sucky and strong at 18 points. I was surprised I had two points left to play with.

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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So maybe 18 point buy, 1 perk and 1 magic item ?

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Or in a sans magic universe - one high value useful thing, be that a sonic screwdriver or a brougham for travelling for the London season.

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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Character Try Out

quote:

Character Name: Brandon Covey

Brief Physical Description: 12 years old, 4 ft 8 in. tall, stocky and muscular, dark eyes and dark hair in a "bowl cut", Dressed in rawhide. with very big boots.


Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
  • OK Wits
  • Weak Finesse
  • Weak Charm
  • Excellent Soul
  • good Muscles
  • Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
  • Resist Charm (wits?)
  • Animal Kinship (soul)
  • Hearing (vigilance)
  • Intuition(soul?)
  • Kick/ Lower Body (muscles)
  • Light Weapon (muscles)

Starting perk ? If so - Jiminy Cricket-- he can act as a totem to others-- if they ask him for advice, he can intuit good advice. (or maybe add a + 2 to their wits)

Please list equipment you acquire, with any bonuses it may give.

Camping gear.

Steel toes boots

Totem amulet (bear) (if allowed as a magic item, +2 to wits, when consulted. Perhaps limit use per "day".)
Short sword.

Folk medicine kit (first aid type stuff.)

Quote:



[ 30. April 2014, 19:27: Message edited by: Kelly Alves ]

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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Oops! Cross post! That's my twenty point version.

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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I think hearing would come under straight vigilance. Perhaps take tracking, survival or hunting ?

Totem perk seems good but maybe either +2 weekly, or +1 if you want to be able to use it whenever.

Alternatively, maybe take traditional healing ? You seem quite shamanic soul based magic might be an option - and perk with an animal familiar - perhaps transform ?

[ 30. April 2014, 19:32: Message edited by: Doublethink ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged



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