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ArtPatient

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  • I like lots about this; the way you showed how all the traits could be used in each kind of scene, the way all the elements overlap and how the threats have a turn. (Sort of.) Is there any mechanical escalation (even if it's indirect mechanics, like…
  • It seems like Fate/FAE/whatever have a seemingly all purpose sort of resolution that might be useful for this in 'Create Advantage.' You know, you ply the King with gifts, flatteries and honors - you roll for each one, and perhaps you can curry some…
  • You could go with salves and poultices as applications, to put a new spin on things. Topical application for topical injuries/diseases. Drinkables for internal stuff. (Takes time, can't be too active or it falls off, need to have materials on hand.)…
  • NIce round set of guidelines for producing collaborative stories. The thing I always have the most trouble with is inviting the unexpected. Obviously, the players in an RPG depend on the GM to provide this for them and the GM gets some unexpected t…
  • Hmmm... you got me all curious about this. Here's what I found: http://thatswhatyougetforlivinginaculdesac.blogspot.com/2012/08/danger-in-my-pocket.html http://story-games.com/forums/discussion/16732/pocket-danger-patrol-mutant-patrol http://story-…
  • That background explains away most of my questions (and it would be hard to add that setup and still be a single page.) If it's just a quick, one-off type game, then maybe nothing more is needed IMO. If it's ever meant to be campaign style, you mig…
  • Apologies for the length of reply. I'm working through something similar and am examining your game mainly from a nuts and bolts perspective. I'm trying to take somewhat less vague traits and get players to creatively build off them. The issue seems…
  • Some of my recent-ish purchases tuck that sort of stuff into sidebars or just keep it minimal. Like Johnstone says, people will just do a quick search if they need more info. So, I'd assume a baseline of "they probably already know what to do" but …
  • Lots of good stuff. In the G/Sol issue of Space Gamer, the Overkill results are usually (very) bad, so it's interesting that you turned it on its head for this game. Of course, that's seemingly replaced by the dice bonuses (+2d if it’s really stup…
  • For most careers, having crew as optional skills makes great sense. Others feel, to me, like a forced fit though the right twist makes it alright. Not everyone gets a ray gun, thematically. But Droids can optionally pop in for the Engineer's Crew n…
  • AsIf, those are great. I had just popped in with the Supers Ignobles to add, for completeness' sake. I don't have any parantheticals for these, though. (I didn't have all the magazines and now all I seem to have are my notes.) =Supers= Action Aweso…
  • I have always been enamored with the Era Ten Ignobles... perhaps there's something useful in there to borrow. You had to do each of these things to advance, then it reset and you did them all again, which made you keep doing in-genre things without…
  • Thanks for the heads-up. I'm not doing things that far out of norm, just not the pure norm - with this project. But I'll be careful. I'm curious about the buying-your-own-game-problems thing, too.
  • Steve (up thread) will probably answer all your questions better than this, but... I contacted DriveThruCards a few months ago about a project I'm working on, and they directed me to this page: http://www.drivethrucards.com/pub_podcard_faq.php You…
  • If I may, I'm wondering if this is a question of not having the mechanical effects backing up the fiction in-game? You know, there's no real "score keeping" to track and no hard finish line. I haven't played any AW but there are countdown clocks an…