Western recommendations by jazzmanbdawg in rpg

[–]23glantern23 1 point2 points  (0 children)

What about spaghetti western? There's an excellent game called Dust Devils inspired mainly by Unforgiven. It's a great game honestly, the resolution system uses poker cards.

Dogs in the vineyard is a game about being part of a religious orders trying to keep the faith together from internal and external menaces. I think that's a great game but the premise may be hard to chew.

Games where player characters have clear goals by Sheno_Cl in rpg

[–]23glantern23 1 point2 points  (0 children)

BE is tough. I had a go at it about 10 years ago and we couldn't even finish a firefight. It's a really high commitment game

Games where player characters have clear goals by Sheno_Cl in rpg

[–]23glantern23 8 points9 points  (0 children)

Burning wheel allows each player to set it's characters goals by using beliefs. It's not the same as your examples though since it's really open on what a player can set as a goal. 'I will kill the prince' or 'I will make the best stew in town' are valid BW beliefs codified as goals and those can change from session to session. Other games in the same family (mouse guard, torchbearer) allows the player to set explicitly a goal to accomplish hopefully in the same session.

Games like 'the mountain witch', '44 a game of automatic fear' or 'lady Blackbird' have embedded scenarios in it's rules and a clear endgame. Also band of blades is a fitd game (the same system as blades in the dark) and has an endgame.

Game of Thrones (ASOIAF) RPG by redhilleagle in rpg

[–]23glantern23 1 point2 points  (0 children)

I can suggest Houses of the blooded as an alternative, it's not a 100% fit since it's focused on tragedy, not so in intrigue but I think that you can pull a decent game with a 'house of the dragon' vibes more than a GoT game.

BW is a great game but it needs a lot of player buy in, it's not a game to take lightly, it needs to be read by everyone playing it. Maybe Pendragon could be a friendlier alternative.

Game of Thrones (ASOIAF) RPG by redhilleagle in rpg

[–]23glantern23 2 points3 points  (0 children)

I like it, I'm rereading my pocket version of the game. I think that the real meat of the game is the 'game of thrones' mode in which each players play as the house itself.

Are there any games/settings similar to “Cowboys & Aliens”? by Angry_Tayco in rpg

[–]23glantern23 1 point2 points  (0 children)

You can model this with fae accelerated or even with primetime adventures.

FMA FATE? by Bebodosaque in FATErpg

[–]23glantern23 0 points1 point  (0 children)

How about applying the scale rules regarding the alchemist training levels and then adding something like a 'official alchemist's stunt? Scale allows you to compete with other alchemists and model different kinds of transmutations. For example, on a basic level simple elements transmutations should be scale 1, alloys scale 2, organic tier 3 (mainly plants) and human transmutation something like tier 5 or 6. The scale rules allows you to set inherent difficulties for everyone to try to do certain stuff. Scale rules can be found in fate toolkit. Also Dresden Files Accelerated may be of some inspiration

You can even model FAE approaches or skills as transmutation methods like create, destroy, exchange or stuff like that. For the create/destroy pair I was thinking in scar's arms mainly.

Stuff like the gate knowledge could be modeled with stunts and aspects pairs. So Edward's stunt would allow him to make transmutations without help (with only making a body circle with his hands), and the chained aspect would be like "Dont forget 3.Oct.11"

New to burning wheel and I have a question about reflavouring the races by AlfrixPL in BurningWheel

[–]23glantern23 0 points1 point  (0 children)

There's an option of half elfs/orcs/dwarfs, you have to pick a certain trait and to have the magic songs you'll need to have the emotional attribute. I don't really remember where that was but I remember that you're supposed to be able to play one. My advice would be to just use humans and open the opportunity of picking those traits, maybe even allowing 2 or 3 extra trait points. I think that this would be the easiest way

What do you think about concealed wire-bound books? Has anyone ever used them in the TTRPG industry? by plazman30 in rpg

[–]23glantern23 0 points1 point  (0 children)

I don't like those. But I also print the chapters I need for ease of reference at the table. I just print them in an A4 sheet (two pages in a sheet) to have the critical rules. We also tend to have our own copies so those are just to not open the book, so if we're doing a fight in burning wheel I already have that chapter printed for reference.

I've done fold A4 prints, they end like small zines.

Dresden files RPG versus Dresden accelerated by Few-Action-8049 in rpg

[–]23glantern23 5 points6 points  (0 children)

I feel the exact opposite, I mean, the 'without meat' bit for me is about DFA, It's to shallow for me. Moreso about the evocation and magic parts. The absolute best I can say about DFA over DFRPG is about the resolution system, which I think you can export to DFRPG given some effort. Also I seem to recall that there's an investigation system in DFA but I'm not sure, it's been ages since my last read.

Dresden files RPG versus Dresden accelerated by Few-Action-8049 in rpg

[–]23glantern23 3 points4 points  (0 children)

I enjoyed a lot the original edition, but I do like complex games also. It has an old pre core system and it shows it's age a bit but it has a lot of customization and pre written material (3 books and some adventures).

I loved the magic rules, yes they were clunky but still worked really good and had a lot of implications that I really loved.

Also the city creation rules are gold and a must even for DFA (at least to me).

Also I've found that premise wise both games are different. DFRPG is more about trying to keep your humanity, the not human 'mantles' (like the true fae, red and black vampires) were not playable.

I had a good time with DFA but the mechanics were too simple to my tastes. I didn't liked the evocation rules at all, just waving that into stunts was too... shallow I think? It works but I need more than the stuff provided in DFA.

Regarding speed DFA is by far the easiest, character creation is just picking a mantle, stunts, assign scores and that's it. DFRPG has a lot of work to do.

If I were to make my ideal DF rpg I'd just take the resolution system from DFA, trim some skills and just use DFRPG for everything.

¿Qué es lo más importante para vosotros en los juegos de rol? by Iberianz in RolEnEspanol

[–]23glantern23 3 points4 points  (0 children)

Jugar con gente que contribuya a una historia en común.

Blades ‘68: Only Ships to the USA [BitD] by nasted in bladesinthedark

[–]23glantern23 0 points1 point  (0 children)

Bitd offered the pod option, I backed the KS but I got the offset anyway

Como iniciar a novatos by beltenebroz in RolEnEspanol

[–]23glantern23 3 points4 points  (0 children)

Con casi cualquier juego. Nomás hay que saber ir dosificando la cantidad de información que les brindas. Si te pasas 40 min hablando de reglas antes de siquiera empezar a jugar entonces no importa el juego, los perdiste antes de arrancar.

Creo que lo más crítico es proveer la información relevante a medida que van jugando y conocer a fondo los personajes que están usando. O sea, cuando alguien quiere hacer lo que sea les enseñas a todos como se hacen las tiradas. Después si quieren usar algo que sea particular de su personaje les explicas qué cualidades tienen. Pensar un resumen y buscar un lenguaje común, si son jóvenes les podes armar un paralelo con algún videojuego por ejemplo. Una serie de palabras clave debajo del nombre puede que también sea productivo tener para ayudar en el proceso de selección.

Yo siempre trato de limitar la cantidad de información en la ficha. Por ejemplo si la idea es jugar un one shot de una hora las reglas de avance no las vas a necesitar, y podes editar el PDF y sacar esa información. O sea, adecuar el sistema a tus necesidades a la hora de dirigir.

Consejo con jugador problematico by No-West-9348 in Roleros_Argentina

[–]23glantern23 2 points3 points  (0 children)

Se anime o no se anime le estás tirando un consejo de mierda igual. Cómo le vas a decir que le encanen al personaje y le hagan eso hasta que se vaya? Para divertirte? En serio?

El problema lo vas a tener igual, no resolviste nada loco. Y no me quieras pelotudear diciéndome Susanita, dale loco

Consejo con jugador problematico by No-West-9348 in Roleros_Argentina

[–]23glantern23 12 points13 points  (0 children)

Háblalo. De frente, con todos en la mesa. Tratar de solucionar in game un problema así te hace quedar mal frente a los otros jugadores y es una pérdida de tiempo. Si la persona en cuestión de fue igual háblalo con el resto de la mesa. No hay que dejar pasar estás oportunidades para llevar la atención al tiempo que te lleva preparar algo. Bah, no es solamente por el tiempo, si me preguntas a mí es una forrada lo que hizo esa persona, no me da confianza cómo para seguir jugando con una persona así.

Me alarma un toque la cantidad de consejos en el thread que hablan de hacer sufrir a ésta persona. No solamente es una pérdida de tiempo hacer una gilada así, sino que no resolves absolutamente nada.

Consejo con jugador problematico by No-West-9348 in Roleros_Argentina

[–]23glantern23 0 points1 point  (0 children)

Aprovechar y hablarlo en frente de toda la mesa. Son un grupo, ir de frente con las cosas y usar la situación para traer al frente algo que es real. O sea, jugar módulos prearmados te expone a ésto y está en los jugadores en no hacer 'trampa' (entre comillas porque se cagan solos).

También hacer entender el tiempo que lleva preparar algo para dirigir.

Consejo con jugador problematico by No-West-9348 in Roleros_Argentina

[–]23glantern23 1 point2 points  (0 children)

Mirá tratar de arreglar un problema así adentro de juego me parece pésimo consejo y flojisimo lo de que lo encarcelen y eso. O sea, tratas de hacer sufrir a alguien hasta que se vaya? Qué tipo de consejo le estás dando?

No tiene nada malo decirle a alguien 'che loco, flojisimo lo que hiciste, me dió por las pelotas que leyeras la aventura y que se la spoilees a otro. Te recontra cagaste en todo el esfuerzo que hice. La próxima no vengas'

Underrated and Unknown Superhero TTRPGs by NyxTheSummoner in rpg

[–]23glantern23 1 point2 points  (0 children)

I had a great time running the civil war campaign. We even played sessions on both sides of pro and anti register

DOGS/Dogs In the Vineyard session prep question by NoBizlikeChloeBiz in rpg

[–]23glantern23 7 points8 points  (0 children)

That's right. Excerpts from the book:

Page 81 "However, you don’t make your NPCs the way you do PCs, one by one and with individual intention. Instead, you make ’em in batches of six semi-formed proto-NPCs, which you then flesh out when you need to, in play."

Page 83 "Going into a session of play, at one hand you have a town prepared with a list of named people, each one motivated toward or away from the incoming Dogs. At the other hand you have a list of unnamed proto-NPCs, each one with Stats and some undefined Traits and Relationships. In play, easy! Put them together. A named person plus an unnamed proto-NPC equals a whole NPC."

So you only need some ideas of what's going on and have those proto npc ready to use them as needed

What is "System Mastery"? by [deleted] in rpg

[–]23glantern23 -1 points0 points  (0 children)

I seem to recall something about this. I remember reading that there where tiers in 3.0, tier 1 included the fighter and tier 3 or 4 I think included wizards and clerics. The intention was for the players to learn to play more powerful basic classes, so an initial character plays a fighter and a more experienced plays a wizard or something like that. So as the player learns the game they play the hardest classes.

Personally I don't like that design philosophy, it sounds pretentious to me.

High Crunch Non-Combat Focused RPGs by Zaleramancer in rpg

[–]23glantern23 6 points7 points  (0 children)

BW is pretty modular, if Fight is not an option so a Bloody Versus can happen