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Post by deepermagic on Mar 14, 2018 7:58:37 GMT -5
Not Howardian but thought I'd bring it up on this thread, there's a new Princess Bride RPG on Kickstarter. (Everyone likes Princess Bride, right?) It's already funded and hit the first stretch goal, and there's 9 days left to get in on it. This kickstarter has one day to go. The project will be funded and they're under $5k short of reaching all the stretch goals. I'd assume they'll hit it before all is said and done.
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Post by yezdigerd on Mar 23, 2018 13:57:19 GMT -5
Any of you guys familiar with this Savage Worlds Setting? It’s a doozie. At the end of WW2, with Nazi Germany on it’s knees, the Ahnenerbe unleash Jormungandr and inadvertently cause Ragnarok to occur. The setting is a broken world in 1948 where it is now the third year that winter has not broken. It combines pulp elements and Sword and Sorcery elements in a marvellous mashup. the author, Keith Hite, cites REH as one of his chief influences and some of the adventure and campaign ideas mine his work and use such Conanesque titles as Wolves beyond the Border and the Phoenix on the Sword.
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Post by Char-Vell on Mar 23, 2018 14:22:23 GMT -5
We finished up a Pathfinder campaign this past week, It was my first experience with the system. While I had a good time playing, I would never buy or run that game. There's a skill or feat defined for everything, so there's no room to improvise. Also, it takes twenty minutes to resolve a single attack with all the buffs and modifiers you have too look up and apply.
Player: "Let's see, I rolled a 6. +1 from my masterwork sword, +1 for cunning attack, +1 for furious focus, -1 for not having the charge feat...."
Rest of the players: "ZZZZZZZZZZZZZZZZZZZZZZZZZZZ"
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Post by finarvyn on Mar 25, 2018 9:19:32 GMT -5
Not Howardian but thought I'd bring it up on this thread, there's a new Princess Bride RPG on Kickstarter. (Everyone likes Princess Bride, right?) It's already funded and hit the first stretch goal, and there's 9 days left to get in on it. This kickstarter has one day to go. The project will be funded and they're under $5k short of reaching all the stretch goals. I'd assume they'll hit it before all is said and done. I love the concept of a Princess Bride RPG, but I've never quite figured out FUDGE. Everyone tells me it's so easy, but no one at my game store will run a demo so that I can see how it works. (Same problem with FATE, which is a FUDGE derivative.)
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Post by deepermagic on Mar 26, 2018 7:53:29 GMT -5
This kickstarter has one day to go. The project will be funded and they're under $5k short of reaching all the stretch goals. I'd assume they'll hit it before all is said and done. I love the concept of a Princess Bride RPG, but I've never quite figured out FUDGE. Everyone tells me it's so easy, but no one at my game store will run a demo so that I can see how it works. (Same problem with FATE, which is a FUDGE derivative.) I've never played FUDGE or FATE either. But the book'll be coming later this summer so I'll try my hand at it. The consensus seems to be that it's extremely rules lite, which, as someone who basically only games with my kids, sounds right up my alley.
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Post by finarvyn on Mar 27, 2018 19:18:44 GMT -5
The concept of FUDGE is supposed to be that it's simple and universal, so you can basically rank something from 1 to 7 (terrible to awesome) and then use this as the attribute. I may be off on the exact scale, but you get the idea. Somehow, the fact that it's vague and universal gets me and I'd like something a little more solid and concrete.
FATE is more complex and ties in various skills and powers.
The theory of both games looks sound, but somehow in the execution I don't know what to do or how to do it. I remember reading Amber Diceless and having a similar reaction until I actually got to participate in a game, and I assume that FUDGE and/or FATE would be the same way. If I can have someone run it, it will probably be really simple.
At least, that's my hope.
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Post by deuce on Jul 17, 2018 23:59:25 GMT -5
Just heard about this Flash Gordon Kickstarter from Pinnacle. Apparently it's over and fully funded.
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Post by finarvyn on Jul 19, 2018 6:46:30 GMT -5
Just heard about this Flash Gordon Kickstarter from Pinnacle. Apparently it's over and fully funded. Yeah, I was one of those 1,027 folks who jumped onboard this KS. Sort of an impulse-buy, actually, since I really like FLASH GORDON and at least sort-of like Savage Worlds. I ended up backing for rules, minis, the whole thing. I'm happy to have been on board, but that was money I could have spent on the JOHN CARTER game instead. Not sure which way I should have gone...
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Post by Von K on Jul 21, 2018 10:13:24 GMT -5
The concept of FUDGE is supposed to be that it's simple and universal, so you can basically rank something from 1 to 7 (terrible to awesome) and then use this as the attribute. I may be off on the exact scale, but you get the idea. Somehow, the fact that it's vague and universal gets me and I'd like something a little more solid and concrete. FATE is more complex and ties in various skills and powers. The theory of both games looks sound, but somehow in the execution I don't know what to do or how to do it. I remember reading Amber Diceless and having a similar reaction until I actually got to participate in a game, and I assume that FUDGE and/or FATE would be the same way. If I can have someone run it, it will probably be really simple. At least, that's my hope. From what I've read Fate uses a Fudge variant as it's core resolution mechanic. I like the idea of the Fate system, and have bought quite a few Fate versions over the years but never actually played it. Wrote up the stats for a young Conan once using a Fate 3 variant. Regarding Amber Diceless - what's it like playing a diceless rpg? A few more rules lite universal rpgs worth taking a look at are: Wushu Open, Risus and Mini Six.
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Post by deuce on Aug 10, 2018 23:46:28 GMT -5
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Post by finarvyn on Aug 12, 2018 9:51:41 GMT -5
I remember reading Amber Diceless and having a similar reaction until I actually got to participate in a game, and I assume that FUDGE and/or FATE would be the same way. If I can have someone run it, it will probably be really simple. Regarding Amber Diceless - what's it like playing a diceless rpg? Diceless games can be awesome or painful, depending upon the GM and the players. Amber Diceless has four main stats: Psyche (mind combat), Strength (any athletic challenge), Endurance (how long you can go), and Warfare (any weapon conflict). The fundamental game mechanic is that the GM compares the stat of the PC to the stat of the opponent and the better stat wins. Except. Except, if it's close the GM can default to Endurance and rule that the one who can go the longest would win. Except that if one side has planned ahead, that side might get an advantage and win a tie-breaker. Except whatever the GM and players can cook up. As a diceless mechanic, the game is story driven and some things that happen can be mainly for story advancement. Along the way, the style of adventure changes somewhat compared to a D&D style game. In D&D if I get stuck on my plotline I can throw a random monster in and think while the battle unfolds. In Amber Diceless every encounter has some description and purpose so I don't get planning time; think of a book or a movie where each scene is supposed to advance the story and a "random encounter" is more annoying than helpful. So as a quick example of play, consider YOU. You know whether YOU are smart or athletic or a good marksman or whatever, but you may not know much about others. You are in a bar and some guy pushes your girlfriend. You look at him and have to assess HIM versus YOU and decide if you walk away or accelerate the conflict, and the game is just like what you would do in real life only with description instead of visual clues. If you choose to push him back your brain is starting to process information -- when you pushed him did he fall or is he really solid or muscular, does he seem to want to back down or is he still aggressive, should you continue the fight or back down? The GM knows your stats and bar-guy's stats so he "knows" who should win, and has the job of conveying information to you so that you can decide what your actions ought to be at this point. If you decide to pick up a cue stick from a pool table, or to pick up a bar stool and attack with it, that's one of those "except" cases where the GM has to re-evaluate who should win. (You are trying to move a Strength battle into Warfare instead.) In the same way, if the bar-guy draws a knife or a gun you have to make some re-evaluations yourself. This sort of back-and-forth can happen quickly or slowly, depending upon how much either side wants to draw out the conflict. And if the battle is too close to call in the eyes of the GM, it may be like a boxing match where one guy just fades before the other (and Endurance rules the day). As I noted before, reading about it and experiencing it were two different things for me. I "got it" a lot better when we played.
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Post by Von K on Aug 13, 2018 19:39:50 GMT -5
Thanks for the overview Finarvyn. Diceless looks closer to pure roleplaying, yet still with a few stats and mechanics to ground and guide the process.
Seems like a bit of an acquired skill but one that can really pay off in gameplay when everyone is up to speed.
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Post by finarvyn on Aug 13, 2018 20:15:31 GMT -5
Thanks for the overview Finarvyn. Diceless looks closer to pure roleplaying, yet still with a few stats and mechanics to ground and guide the process. Seems like a bit of an acquired skill but one that can really pay off in gameplay when everyone is up to speed. I find that most folks either love it or hate it. A lot of women seem to flock to Amber Diceless, I assume because they can get more into story-mode and less into hack-and-slash mode. Having said that, I should note that my daughter likes games with dice more than diceless, and she likes to whack things with big swords, so my statement is a general one and not at all specific to any one female.
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Post by Von K on Aug 16, 2018 19:56:56 GMT -5
I find that most folks either love it or hate it. A lot of women seem to flock to Amber Diceless, I assume because they can get more into story-mode and less into hack-and-slash mode. Having said that, I should note that my daughter likes games with dice more than diceless, and she likes to whack things with big swords, so my statement is a general one and not at all specific to any one female. Wonder how much of that is down to the open ended nature of Roger Zelazny's Amberverse itself, or the sheer creative options available in creating an Amberite?
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Post by finarvyn on Aug 19, 2018 9:46:37 GMT -5
I suspect that it's a combination of the two, but maybe more the 2nd option since RZ doesn't really give women much to do in his stories most of the time. I diceless format really works best (in my opinion) when the campaign is cinematic. Super heroes, Barsoom, Star Wars, that kind of setting seems to work best. The story becomes the big thing and the points are just there to help guide the Game Master. (Often, players forget about their points after a while since they never get to see the points of their opponents.)
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