also seems like it would have a pretty severe case of every player's contributions meaning very little
guess that's kinda standard for W40k though
It might be cool to have them be working together slightly more closely, though. Like one is assaulting a position, as a distraction for the other team to infiltrate something. Or you're protecting an artillery battery that's providing cover for the other team.
It would definitely need a heavier GM hand than most games, but that might not be such a bad thing.
Could have multiple GMs running campaigns that co-incide. Works best if you run at the same time so the GMs can communicate what's happening.
[QUOTE=elowin;47658218]also seems like it would have a pretty severe case of every player's contributions meaning very little
guess that's kinda standard for W40k though[/QUOTE]
Yeah but as a whole each group would have a measurable impact on the other parties and the like. If you could find enough people it'd be pretty cool. A logistical nightmare since you'd have sessions that require other sessions to run first, but pretty cool in theory.
[editline]4th May 2015[/editline]
[QUOTE=Chronische;47658272]Could have multiple GMs running campaigns that co-incide. Works best if you run at the same time so the GMs can communicate what's happening.[/QUOTE]
This would probably be the best plan.
[QUOTE=draugur;47658283]Yeah but as a whole each group would have a measurable impact on the other parties and the like. If you could find enough people it'd be pretty cool. A logistical nightmare since you'd have sessions that require other sessions to run first, but pretty cool in theory.
[editline]4th May 2015[/editline]
This would probably be the best plan.[/QUOTE]
It's a very bad idea because then people will yell at me when I accidentally the planet.
Even more than usual, I mean.
I actually tried something sorta similar to it.
I was GMing two separate Pathfinder games, and decided to use the same setting for both, and have the effects of each game exist in the other.
Unfortunately, one party decided to stay in one single town and actually follow the fucking questline, while the other just went in a straight line away from that town, wreaking untold havoc along the way. So it literally never mattered, other than saving me some time making world maps.
[QUOTE=thisguy123;47658035]I was chatting with Glent about an Only War game, he suggested the concept of a multi-party OW game.
Each party is another group in a larger theatre of war, one party might be tasked with running a supply line and get ambushed, they could escape in their vehicles but leave the supply trucks. If they save the trucks another party would be better equipped, then this party might be tasked with taking over a hill so artillery guns can be set up and how well they succeed would depend on how much support party three gets when they storm an enemy stronghold.
We even touched on the idea that you would have some black crusade players on one side and Only War players on another and the campaign is basically a risk style map where the parties are trying to take over a planet... the whole thing being orchestrated by a pair Rouge trader parties who are profiting from the way.
Then for the hell of it we though that we may as well have some DH parties running around in there gathering "evidence" for an inquisitor.[/QUOTE]
I always wanted to gm a multiparty game but tbh I have no idea how it could possibly work logistically.
[QUOTE=cdr248;47658830]I always wanted to gm a multiparty game but tbh I have no idea how it could possibly work logistically.[/QUOTE]
So far the general consensus is that you'd need multiple GM's and track everything on a risk style map.
I'd be down to join you guys on a marty party OW game.
[QUOTE=cdr248;47658830]I always wanted to gm a multiparty game but tbh I have no idea how it could possibly work logistically.[/QUOTE]
I did it with my campaign that split the party, but even then it was mostly the same players AND we only had to alternate every other week for each party since there were only 2. I wouldn't wish having to GM more than 2 games in a persistent universe on anyone.
[QUOTE=thisguy123;47658035]I was chatting with Glent about an Only War game, he suggested the concept of a multi-party OW game.
Each party is another group in a larger theatre of war, one party might be tasked with running a supply line and get ambushed, they could escape in their vehicles but leave the supply trucks. If they save the trucks another party would be better equipped, then this party might be tasked with taking over a hill so artillery guns can be set up and how well they succeed would depend on how much support party three gets when they storm an enemy stronghold.
We even touched on the idea that you would have some black crusade players on one side and Only War players on another and the campaign is basically a risk style map where the parties are trying to take over a planet... the whole thing being orchestrated by a pair Rouge trader parties who are profiting from the way.
Then for the hell of it we though that we may as well have some DH parties running around in there gathering "evidence" for an inquisitor.[/QUOTE]
goddamnit guyon
So I rolled six test characters and ran six combat tests with them against 4 of what I would say are average soldiers, like decently trained but nothing special. (we're not talking like, basic kobold goblin bitches, trained humanoid soldiers)
The average was that one character fresh from character creation could take down 1-2 guys before ultimately dying. Test 3 character 1 ended up prone, losing 100ml of blood per round (10 bleeding effects), one arm, blind, and stunned only to have his head hacked off, ending it all. It was pretty brutal.
Looks like I'm writing a system that is going to require more teamwork and reliance on intelligent planning.
[QUOTE=thisguy123;47658035]I was chatting with Glent about an Only War game, he suggested the concept of a multi-party OW game.
Each party is another group in a larger theatre of war, one party might be tasked with running a supply line and get ambushed, they could escape in their vehicles but leave the supply trucks. If they save the trucks another party would be better equipped, then this party might be tasked with taking over a hill so artillery guns can be set up and how well they succeed would depend on how much support party three gets when they storm an enemy stronghold.
We even touched on the idea that you would have some black crusade players on one side and Only War players on another and the campaign is basically a risk style map where the parties are trying to take over a planet... the whole thing being orchestrated by a pair Rouge trader parties who are profiting from the way.
Then for the hell of it we though that we may as well have some DH parties running around in there gathering "evidence" for an inquisitor.[/QUOTE]
If you ever get this off the ground I would totally be in, and I might even have two guys that would be too (though their schedules are a bit weird)
How I describe my Call of Cthulhu games going vs how they actually go:
[img]http://i.imgur.com/xfUSTsk.gif[/img]
(they're both the same characters in both pictures)
anime is way more scary anyway
I still cant get over the fact that they made a schoolgirl anime out of Lovecraftian mythos.
Out of everything in the world it is the least suited to being anime.
I think that's the point
[QUOTE=Funktastic Dog;47670838]I still cant get over the fact that they made a schoolgirl anime out of Lovecraftian mythos.
Out of everything in the world it is the least suited to being anime.[/QUOTE]
It only looks like horrific tentacle monsters because your mind cannot grasp the true horror of the things that lie beneath the veils.
[QUOTE=SiberysTranq;47670924]I think that's the point[/QUOTE]
Also apparently they made Nodens a pedophile for some reason. Seriously I'm reading the wikipedia page for it and Nodens wants to use the protagonist to make money off of Yaoi.
Tonight on Numenera
Rearadmiral gets really flustered explaining just human things to an android
NGL though playing an embodied video game tutorial entity is one of the most fun things I've ever done
Man my Iron Gods game is going great. The party's in the capital city of Numeria and are gonna meet with mr. "Khal Drogo meets Robert Baratheon meets space drugs" and try curing him of his addiction so he can help in killing some Technic League scum. After that, it's off to the depths of Silver Mount and face an AI demigod that plans on making its faith contagious---literally---if it's freed from its prison.
Oh yeah I let one of the players be a non-evil Mi-Go. Still fucking creepy for a Mi-Go but he's restrained himself...for the moment.
I gotta say after this game I might end up running another game on Golarion using Savage Worlds since I like the setting a lot. I never minded the setting's kitchen sink nature; if I'm already suspending my disbelief that magical old men with silly hats can make gangster signs and wave around sticks to tear apart the fabric of the universe, I think I can handle how strange it is that the barbaric land of alien tech exists next to gothic horror Transylvania :v:
[QUOTE=SiberysTranq;47687831]Tonight on Numenera
Rearadmiral gets really flustered explaining just human things to an android
NGL though playing an embodied video game tutorial entity is one of the most fun things I've ever done[/QUOTE]
#Justhumanthings
[editline]9th May 2015[/editline]
My only issue and also the thing I like best with The Strange is you can run literally anything in it and have it remain in-universe and canon.
Also the core book is really patronising and assumes that everyone is a whiny baby that can't comprehend anything that isn't D&D, but then again it's written by Monte Cook so that might explain it.
Here's a question.
High Fantasy Homebrew, standard fare for the most part. For combat however, there's no "Roll to hit". All weapons have an area of effect and attack type, stuff that lets Axes and Hammers swing wider and hit harder than someone with a sword, while a spear penetrates better. If there's an enemy within this area of effect, they're hit and can test to dodge or parry the attack. Dodging means the attack continues onwards and doesn't hit the first target, parrying it stops the attack where it stands.
Does that sound interesting as a basis for a combat system?
[QUOTE=cyclocius;47690688]Here's a question.
High Fantasy Homebrew, standard fare for the most part. For combat however, there's no "Roll to hit". All weapons have an area of effect and attack type, stuff that lets Axes and Hammers swing wider and hit harder than someone with a sword, while a spear penetrates better. If there's an enemy within this area of effect, they're hit and can test to dodge or parry the attack. Dodging means the attack continues onwards and doesn't hit the first target, parrying it stops the attack where it stands.
Does that sound interesting as a basis for a combat system?[/QUOTE]
Might be interesting. How would ranged weapons (and presumably magic) work with this?
[QUOTE=gman003-main;47690780]Might be interesting. How would ranged weapons (and presumably magic) work with this?[/QUOTE]
There're currently four types of attack (excluding magic for now), horizontal strikes, vertical strikes, thrusts and personal attacks. Horizontal is for things like axes and hammers, vertical strikes is an uppercut/crushing type thing, thrust is for spears and polearms, phalanx style stuff. Personal attacks are single target, for things like Duels, Single-target fighting and ranged attacks. They can be evaded and dodged, but a Bowman shooting an Arrow at a Knight is treated the same as a Rogue cutting him to ribbons with knives.
I'm planning to have weapon customisation based upon Deity worship (Currently it's Elemental Lords and Divine Gods), that'll allow players to have Hammers that leave Magma-filled craters in the ground, arrows that split the air itself as they fly etc. From a fluff PoV, the Elemental Lords and their followers are primitive and tribal but immensly powerful. The Elemental Lords built the world and have no time for "science" and "civilization". The Divine Gods are all about Science, Mercy, Justice and that sort of thing. Their worshippers are more nuanced and skilled and its reflected in their skills and weaponry, while the Elemental followers are inherently powerful but less skilled. This will apply to Magic as well when I figure that part out.
[QUOTE=cyclocius;47690815]There're currently four types of attack (excluding magic for now), horizontal strikes, vertical strikes, thrusts and personal attacks. Horizontal is for things like axes and hammers, vertical strikes is an uppercut/crushing type thing, thrust is for spears and polearms, phalanx style stuff. Personal attacks are single target, for things like Duels, Single-target fighting and ranged attacks. They can be evaded and dodged, but a Bowman shooting an Arrow at a Knight is treated the same as a Rogue cutting him to ribbons with knives.
I'm planning to have weapon customisation based upon Deity worship (Currently it's Elemental Lords and Divine Gods), that'll allow players to have Hammers that leave Magma-filled craters in the ground, arrows that split the air itself as they fly etc. From a fluff PoV, the Elemental Lords and their followers are primitive and tribal but immensly powerful. The Elemental Lords built the world and have no time for "science" and "civilization". The Divine Gods are all about Science, Mercy, Justice and that sort of thing. Their worshippers are more nuanced and skilled and its reflected in their skills and weaponry, while the Elemental followers are inherently powerful but less skilled. This will apply to Magic as well when I figure that part out.[/QUOTE]
are you implying SCIENCE isn't powerful
how dare you
[QUOTE=elowin;47690896]are you implying SCIENCE isn't powerful
how dare you[/QUOTE]
It sure can be, but only if the players make it so. Unless it becomes plot relevant, the Civilized Kingdoms won't start pumping out magi-tech cannons if a player doesn't put a damned amount of work into making such a thing happen.
[QUOTE=RearAdmiral;47690082]#Justhumanthings
[editline]9th May 2015[/editline]
My only issue and also the thing I like best with The Strange is you can run literally anything in it and have it remain in-universe and canon.
Also the core book is really patronising and assumes that everyone is a whiny baby that can't comprehend anything that isn't D&D, but then again it's written by Monte Cook so that might explain it.[/QUOTE]
Have you gotten the Ninth World Guidebook yet?
[QUOTE=cyclocius;47690917]It sure can be, but only if the players make it so. Unless it becomes plot relevant, the Civilized Kingdoms won't start pumping out magi-tech cannons if a player doesn't put a damned amount of work into making such a thing happen.[/QUOTE]
Is that a challenge
I'm fucking on, dude
This is happening. I'm making this happen.
I'm a goddamn gun toting science wizard, dude.
[editline]9th May 2015[/editline]
I'll make my own country, where science is the rule of the day.
It'll be called: Futureland.
[editline]9th May 2015[/editline]
This is the song of my people.
[media]http://www.youtube.com/watch?v=iGprThdvMNY[/media]
[editline]9th May 2015[/editline]
We'll have guns and spaceships before those damned [i]simpletons[/i] know how to read or write!
[QUOTE=Eonart;47691033]my latest session in where the fully armored dwarf fighter with a huge spikey hammer crit rolls dodging a boulder and says he wants to back flip, and everyone decides to back flip too because everyone got 20 or higher with the roll anyways
[editline]10th May 2015[/editline]
it's like im watching a resident evil 4 playthrough[/QUOTE]
dwarves were back flipping before it was cool
Sorry, you need to Log In to post a reply to this thread.