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visits member for 1 year, 4 months
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Mar
26
comment Is there a fantasy RPG system which does not try to be old-school?
@okeefe I get that, and if there wasn't the “I'd like as many defined rules as possible so” part, I wouldn't have said a thing. But that half sentence lead me to assumptions about what George Bora considers “more rules-heavy” and “no heavy burden on the DM”, and I think DW might not fulfill those as such.
Mar
25
comment Is there a fantasy RPG system which does not try to be old-school?
I like DW and have mostly steered around the D&D family of games. That said, I'm not sure if the low amount of crunch DW packs is the right thing to satisfy “A more rules-heavy game. […] I'd like as many defined rules as possible so there's no heavy burden on the DM.”
Mar
24
comment Keeping +forward and its reason present
As MC, seeing XP in front of people. Now there's something I hadn't even realized I was missing!
Mar
3
comment A system that allows for a gritty, fast, simple post-apocalyptic setting?
looking for something with a slight bit more structure in regards to how to treat items and equipment, as well as a system for dealing with hunger/dehydration/disease/etc. – Apocalypse World does not come with built-in rules for this. For equipment, it has some guidelines, and for Bad Stuff it has advice for interesting custom moves and maybe someone has invented some for their game and posted them, but custom moves, and not a “minigame” built into the rules, is what they are.
Jan
20
comment How do I avoid clichés while improvising?
I recently stumbled upon bankuei.wordpress.com/2014/01/12/improvising-npcs-x-but-y, which might be a helpful idea in this context.
Oct
13
comment What systems exist with rules that fit on a single page (or so)?
I know quite a few games that have one page of core rules, one page of individiual player powers (playbooks, specific character sheets and similar) and a more or less extensive book to elaborate on the game, give examples, explain procedures and stuff. Since I don't really know what you are looking for, I cannot tell if those would be welcome as answers or not. (Examples: Fate as in “So you want to play a gorilla in a biplane”, Lady Blackbird, Apocalypse World and its hacks)
Oct
13
comment What systems exist with rules that fit on a single page (or so)?
So you are looking for simplicity of rules? Any other requirements? Because if not, a total freeform play with no rules explicitly written down fits your bill best, and this is really a list question.
May
15
comment What's a good way to design and layout an Apocalypse World playbook?
@SevenSidedDie: Even if your ConTeXt template only very roughly approximates an AW playbook, could you put it somewhere so it can be used and possibly improved on? Trying to slightly modify a few different playbooks as I am currently trying is very tedious without “programmatic document preparation languages”, in particular in scribus.
Apr
11
comment Collection of custom Apocalypse World moves, with feedback?
While forums are good at providing a platform for feedback, getting the searching (too much other stuff), sorting and rating (no infrastructure) done there is more difficult. I had hoped somebody had conjured something appropriate for also the “consumer” side of people looking for custom moves.
Mar
11
comment Is there an RPG or RPG setting for Un Lun Dun, and if not, how and how easily would one go about making one?
Reading up a bit on Un Lun Dun, I think a) I should start reading Miéville's stuff and b) You definitely don't want to start adapting DnD, which is much too Tolkien-esque.
Feb
12
comment How to implement dual-classing in a non-levelled RPG game?
Assuming characters improve or adapt by getting new stuff they can do (skills, feats, moves, special abilities, whatever you call them), multiclassing ist getting those from a class you don't originally belong to. To give a more precise solution, it would help how you intend characters to change (and differ) in general. Also, it might help to have a look at some systems that don't have levels (maybe even don't have classes) and see what they do and if that's something you like.
Feb
6
comment What would be the best system to play a Mission Impossible or James Bond game?
Wilderness of Mirrors has design goals very similar to what you are looking for and seems to fit them quite well, as far as I can conclude that from playing it only once with a rather silly group.
Dec
6
comment How can I avoid players spending too much time planning?
So, changing it from “Your Game Demands Planning Players Or They Get Punished” to “Your Game Demands Planning Characters Or They Get Punished”.
Nov
28
comment Earth (and surroundings) in the near future
@okeefe: Thanks for reminding me of that! I started reading it a long time ago, but never got very far.
Nov
28
comment Earth (and surroundings) in the near future
And nice: They have a wiki, the future stuff there is wiki.alternatehistory.com/doku.php/timelines/future. Will have a look.
Nov
27
comment Earth (and surroundings) in the near future
@okeefe: FreeMarket is indeed interesting and probably later than what I'm looking for, and has some nice ideas on reputation economy which I might steal if I build this on my own.
Nov
23
comment Mechanics and methods for playing a quantum-superposition of worlds
In the context of this answer, @Leezard is assuming that the essential nature of memories is different from any other causally-meaningful structure. I merely wanted to point out that the question if characters have a reality outside the simulation does not influence this stuff a lot in my opinion.
Nov
23
comment Mechanics and methods for playing a quantum-superposition of worlds
In my personal version of the setting, having a reality outside the simulation is definitely not the default state for any character, it may be a very rare thing at most. However, managing memories is important anyway, because simulated humans need memories, too, and memory overlap is something that could happen if the simulation is buggy...