The other day with my last post on actually setting up my own game got a lot of responses that seemed to find it complicated. That isn't really true. It's less complex then it sounds, there's just a lot of little pieces to it. And 3-5 large ones named your players.
The only thing I'd consider a challenge is the latter.
And even then, they're alright. In response to that post, the 'slowest' friend actually was quite motivated and I helped them make large swathes of progress with planning their character. So much so that we actually got a lot of testing for a very, very basic set up of a single character using all the rules against an enemy a few times.
It ended very... appropriately to the series that inspired it. On the third fight too. It was however a very interesting And reassuring.
The most controversial part of my game would definitely have to be the very harshly limited mana people have. Its the most bitched about thing among my players but I find it an intrinsically important aspect of setting up the world. So I have been deeply paranoid about it.
Complaints against it include such that it's a broken, horrible system if you can't always turn a profit with a fight with the main enemies that provide the way to get mana back, and that the sheer amount of things you have to pay for are cruel. (E.g. You'll pay a little with reactive use of a defense power in response to being attacked.)
The first I really want to be a point of the game. In a group you likely won't get a fair share. That's part of the harsh reality you're meant to overcome. (By friendship or violence.) When alone your chances are better, but in addition to the risk of death that comes with no support, you're the only target and need to burn more mana to win. The only real way to overcome that is gauge how little defense and offense you need, by holding back your full levels of ability you save little bits of mana, how miserly can you be (e.g. could the environment help kill?) or just overwhelmingly strong, so you need few attacks to put them down.
Anything less, being wasteful or of poor judgement should end in disaster. It need not be lethal, that's its own thing. I feel thats appropriate.
The test, largely a single character against forces, in one case obscenely powerful in comparison, in another case drawn out against multiple fairly weak gated enemies in small number and the last against a few strong enemies with a smidgin of tactics were all very revealing.
Each drained a large percentage of mana, causing only a very small profit of gainback from the kills. But then that might be a perfectly reasonable point for being alone. The risk of death I can only describe is deliciously accurate to what I want. The ability to escape exists but isn't a given, and on re-learning that the arbitrarily weaker minions are capable of lethal damage as well as nonlethal was very uplifting. Approaching death is both predictable enough to be fair, and erratic enough to still snatch people before a guaranteed escape.
To get back onto the first paragraph and the main subject of this, if people do actually have interest in tabletop games. They need not feel so afraid. Not every person nor game needs silly things like playtests, common sense and the typical book's suggestions are all you truly need. These help a game, but that's just like anything one does a lot vs. something one does casually as a hobby. It's practice for the future.
Try it and see.
A collection of ramblings, thoughts on things, talk about games, mainly RPGs of both tabletop and video game kind and plans for my dark and sinister schemes.
Showing posts with label Grimdark. Show all posts
Showing posts with label Grimdark. Show all posts
Monday, October 24, 2011
Saturday, August 20, 2011
Complicated systems
Ahh, I'm finally 'officially' running the end game, wherein lies points of no return and such for my game. It was a busy one today, and some weird things came up.
Nothing else has also reminded me of how I feel about Cthulhutech in a long while.
I certainly like the system, its complex set of rolls make the game feel dynamic. It gives it a very anime feel, where even without skill, a little luck can turn an attack into something massive, skill only adds to it. It really adds a lot when not only are you in a fight with some sort of lovecraftian tentacled monsters, either in a mech or in a fleshy monster suit, and it can suddenly turn around on you and leave you very wounded, or go in your favour ripping it apart like something from Evangelion mechanically.
But boy oh boy, rolling six attacks, then six dodges, then six armour checks, then a tenacity check for each of the six attacks that did damage, then a duration for how long the poison lasts every time it works as just one action among many, on top of doing this for combat of all sorts, such a lovely mess.
Mutants and masterminds is certainly just as complex at times, especially with certain plans of mine, but oh boy. A single save or two a turn, combined with only the very occasional defensive rolls, will be such a load off of my mind.
A friend of mine just did a post detailing a recent test, and while we discovered a few issues we're gonna have to work on for my upcoming game, but even in spite of that, simply rolling attack, receiving toughness, then adding trip? Childsplay to me. Adding all manner of other negative effects are just a little more of this. D20 has issues but complex rolls in my opinion aren't one of them.
Another good thing about a new game, hopefully, a fresh start for players and gameplay. One of the funnier things today, having to talk one of the players being very stupidly stubborn into spending a limited but easily enough regained resource to avoid something that'd possibly kill them due to a massive roll. They have a tendency to be stupidly stubborn on these things. Or maybe they were just suicidal, who knows.
In the mess, I offered to even make a secret deal to forgo damage to help me with plot a bit. Then proceeded to get into around an hour long discussion basically about how I'm awful for offering such. Seemed valid to me at the time, I want more then one player dealing with the last game session or two and saving the world and all that nonsense. It'd probably cancel the game, that'd mean a LOT of wasted effort. Maybe I shouldn't have offered such, and normally wouldn't, but circumstances got to me. Still, of all the things to complain about. Mercies like that are rare things, especially from me.
I guess I can only hope that thy won't bitch so much when it doesn't come up with the upcoming sessions, or my next game, I've shown my players this before and happily will again, where sudden and unceremonious death will be not just happen, but likely be standard, because with its circumstances I know I'll always have room for another Player Character to fit in.
Nothing else has also reminded me of how I feel about Cthulhutech in a long while.
I certainly like the system, its complex set of rolls make the game feel dynamic. It gives it a very anime feel, where even without skill, a little luck can turn an attack into something massive, skill only adds to it. It really adds a lot when not only are you in a fight with some sort of lovecraftian tentacled monsters, either in a mech or in a fleshy monster suit, and it can suddenly turn around on you and leave you very wounded, or go in your favour ripping it apart like something from Evangelion mechanically.
But boy oh boy, rolling six attacks, then six dodges, then six armour checks, then a tenacity check for each of the six attacks that did damage, then a duration for how long the poison lasts every time it works as just one action among many, on top of doing this for combat of all sorts, such a lovely mess.
Mutants and masterminds is certainly just as complex at times, especially with certain plans of mine, but oh boy. A single save or two a turn, combined with only the very occasional defensive rolls, will be such a load off of my mind.
A friend of mine just did a post detailing a recent test, and while we discovered a few issues we're gonna have to work on for my upcoming game, but even in spite of that, simply rolling attack, receiving toughness, then adding trip? Childsplay to me. Adding all manner of other negative effects are just a little more of this. D20 has issues but complex rolls in my opinion aren't one of them.
Another good thing about a new game, hopefully, a fresh start for players and gameplay. One of the funnier things today, having to talk one of the players being very stupidly stubborn into spending a limited but easily enough regained resource to avoid something that'd possibly kill them due to a massive roll. They have a tendency to be stupidly stubborn on these things. Or maybe they were just suicidal, who knows.
In the mess, I offered to even make a secret deal to forgo damage to help me with plot a bit. Then proceeded to get into around an hour long discussion basically about how I'm awful for offering such. Seemed valid to me at the time, I want more then one player dealing with the last game session or two and saving the world and all that nonsense. It'd probably cancel the game, that'd mean a LOT of wasted effort. Maybe I shouldn't have offered such, and normally wouldn't, but circumstances got to me. Still, of all the things to complain about. Mercies like that are rare things, especially from me.
I guess I can only hope that thy won't bitch so much when it doesn't come up with the upcoming sessions, or my next game, I've shown my players this before and happily will again, where sudden and unceremonious death will be not just happen, but likely be standard, because with its circumstances I know I'll always have room for another Player Character to fit in.
Saturday, June 25, 2011
Thoon wants to be the very best, like no one ever was...
I've been feeling like crap for the last 24 hours now, slept maybe 12 of them. Spent the rest of it madly writing ideas for Psychoka, then spent some time digging up my DS and playing Pokemon Black. I really forgot just how messed up the game can be.
I've always liked Pokemon, It's the only Nintendo game that hasn't messed up fatally yet if you ask me, and that's because I ignore the console released games. One large reason is because it plays with the element known commonly on the internet as grimdark, with vague threats of unpleasent things to characters and pokemon having disturbing facts that aren't elaborated on. I'll always be tempted to run a campaign based on those parts if I could figure out good mechanics for it...
But, sometimes it's almost like Black and White take this to the point of farce. Be warned, Pokemon B/W spoilers inside, if pokemon can be spoiled.
I've always liked Pokemon, It's the only Nintendo game that hasn't messed up fatally yet if you ask me, and that's because I ignore the console released games. One large reason is because it plays with the element known commonly on the internet as grimdark, with vague threats of unpleasent things to characters and pokemon having disturbing facts that aren't elaborated on. I'll always be tempted to run a campaign based on those parts if I could figure out good mechanics for it...
But, sometimes it's almost like Black and White take this to the point of farce. Be warned, Pokemon B/W spoilers inside, if pokemon can be spoiled.
Subscribe to:
Posts (Atom)