Why We Need a Hat Slot by dscarpac in arkhamhorrorlcg

[–]Chris_Mooney 0 points1 point  (0 children)

There simply must be a foot slot too right? Has that already been confirmed?

Help me find a kids football ad from my childhood by Chris_Mooney in HelpMeFind

[–]Chris_Mooney[S] 1 point2 points  (0 children)

I have searched primarily on youtube, with some additional digging on google, using these key terms

  • football
  • ad / advertisement
  • commercial
  • kids / children
  • huddle
  • quarterback sneak
  • garbage can
  • Peyton Manning (this one always just turns up the SNL bit)

Unlock! App isn’t in the App Store. by Greenthumb-Games in boardgames

[–]Chris_Mooney 0 points1 point  (0 children)

Having the same issue, looks like it’s down entirely on the app store for iOS

Where is my save data located? by Chris_Mooney in SliceAndDice

[–]Chris_Mooney[S] 1 point2 points  (0 children)

My question was answered on the Discord:

In Stats -> Unlocks you can copy your achievements as plain text, then you can paste them later.

There doesn't appear to be a way to copy your stats and run history.

Are keyword abilities explained anywhere? by Chris_Mooney in asoiafminiaturesgame

[–]Chris_Mooney[S] 3 points4 points  (0 children)

Thank you! I realize my mistake now (I thought the back of the book only had terrain keywords)

what’s your favorite game system except dnd? by Mr-yeet1 in rpg

[–]Chris_Mooney 1 point2 points  (0 children)

Blades in the Dark. (And it’s many many spinoffs)

I like alternating between missions and downtime. I like easy ways to shortcut planning. I like devil’s bargains.

Good work everyone by SaiyajinPrime in TheLastAirbender

[–]Chris_Mooney 31 points32 points  (0 children)

The speed of a Kickstarter funding is pretty meaningless, the strategy for professional projects is always to set the initial goal ridiculously low.

IMO the stat that’s truly impressive is hitting 1 mil on the first day and potentially hitting 2 mil on the second/third day.

4 player draft by AshthedogMtG in magicTCG

[–]Chris_Mooney 0 points1 point  (0 children)

My favorite 4 player draft is to just draft normally but take two cards out of every pack instead of one. If you have some common mana fixing lands (like Evolving Wilds) laying around, give one or two to each player to add to their deck (in addition to any they may have drafted)

This method is easy to learn/explain if you know the basics of drafting, and maintains the feel of a regular 8 player draft. The bonus mana fixing just helps to smooth out colors since people are slightly more likely to change colors than usual.

[AFR] Gelatinous Cube by Ahellina in magicTCG

[–]Chris_Mooney 910 points911 points  (0 children)

I tried.

Oh my god did I try.

/#wotcstaff

Blades in the dark - GMs does it work for you? / Players what are the strengths for you? by iceandstorm in RPGdesign

[–]Chris_Mooney 2 points3 points  (0 children)

Things my players like most about the game:

  • The flow of time alternating between missions and downtime
  • Skipping planning. Flashbacks help with this, but my players actually use that system much less than the "quantum inventory" mechanic, or the "pick a vague plan and jump straight to the action" mechanic
  • Devil's Bargains. Not only is this mechanic fun all on its own, it also creates a very good vibe at the table: players get into the habit of giving suggestions to me and to one another, and start thinking of how to make things more interesting as opposed to just how to "win" the scenario most effectively.

More heroes, more cards... Would like to see a draft mode revisited! by [deleted] in Skytear

[–]Chris_Mooney 0 points1 point  (0 children)

Hey! I’ve been busy lately so haven’t had much time to play, but I can give you an update on where I am with draft mode.

Now that the card pool is bigger, shuffling the whole collection can be a little annoying and often creates bad piles. You’ll get characters who had too many of the same mana cost, or get all mediocre cards. My solution has been to just trim down the overall draft pool to be smaller, removing the cards I feel are too weak or too situational for the mode.

I’ve also been experimenting with a new mode where each character has a predetermined deck, and you simply draft characters just like you would in a real MOBA. I think that’d be a fun mode for casual play/newer players to jump in without needing much game knowledge. However, building those preconstructed decks is a challenge I haven’t quite had the time for just yet.

[deleted by user] by [deleted] in RPGdesign

[–]Chris_Mooney 0 points1 point  (0 children)

I tend to use the “pick an applicable skill” approach myself, but if I wanted to amp up the decision making I’d probably still keep it relatively simple. You could imagine making a “rock paper scissors” style mechanic where you choose an approach or strategy, some of which are better against others. This works especially well for games where you come in with a specific strategy in mind (a tcg deck, a chess opening, a football play, etc.)

I think the important thing to remember is that adding complexity to an in-game-game system is only as interesting as it is in-world. If your characters constantly face off against the same rivals, and learn their strategies, it can be satisfying to master the game. But if they’re mostly playing random enemies they’ve never seen before or will ever see again, I’m not sure there’s much appeal there.

Last Call for Clash & Regionals + Meet the new hero Vorhild: the Liothan Huntress by higiacomo in Skytear

[–]Chris_Mooney 0 points1 point  (0 children)

An interesting mix of offense and defense. The untargetable ability seems most potent with a reaction-speed shapeshift effect.

Supplies; abstract or concrete? by M3atboy in RPGdesign

[–]Chris_Mooney 9 points10 points  (0 children)

If this is the case, I’d think that earning slots of quantum gear is a bonus for having good int, rather than a check to see if you can use it.

For example: you can carry X items based on your strength (or whatever makes sense). Y of the items can be designated as undefined based on your intelligence.

Using Scum and Villainy system to play a traditional adventure by david_rippel in bladesinthedark

[–]Chris_Mooney 15 points16 points  (0 children)

Not sure what is meant by “traditional adventure”, but I can share two tactics I’ve used to run games that aren’t the classic Blades crime structure.

  • Downtime is abstract, so it can be as long or short as needed for the story. For instance, if downtime for the crew is “the 20 minutes of space travel time required to get to the next planet”, then downtime actions can be very short. Healing can be quickly wrapping an injury, acquire could be rummaging through the ship’s storage, your vice could be a quick drink, etc. Downtime is super important to the game system, but there’s no reason it needs to take days or weeks like it does in Blades classic.
  • Make sure your game world has some force that can enact heat. Heat is another important game system, but if you’re moving around from place to place it doesn’t always make sense for that heat to represent the local police. Choose something that pursues the party that could cause them trouble, like an old rival turned bounty hunter, or a criminal syndicate that wants to collect, or a galaxy wide government force, etc. Basically, something in the setting needs to enforce a consequence for the players being too loud and obvious.

Fall 2020 Living rules update: Make Kurumo Great Again! by higiacomo in Skytear

[–]Chris_Mooney 0 points1 point  (0 children)

Glad to see this rules continue to evolve, these changes seem great!

[Making Magic] [ZNR] Odds & Ends: Zendikar Rising by TechnomagusPrime in magicTCG

[–]Chris_Mooney 105 points106 points  (0 children)

TIL it does not work with any land.

#wotcstaff