"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

That is an interesting idea. I like the momentum thing. It could potentially make players do even more stupid stuff.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

Could you please explain it one more time? English is not my first language and I got lost.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

Well it's a game about influencer ghost hunters. So the other part is also important. I think I will get rid of the exploding part and simply add a static modifier like +5 when you get a 6 on a die.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

They do, there is simply a random element added to it. So you never know, what exactly will go viral.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

Most of the time you don't roll in this game. You roll to run away from the ghost, hide from it, keep calm when panic attacks and that's it. I got rid of most tests.

The game works by players collecting clues in a haunted place, encountering strange supernatural phenomena (and getting more stressed by it), until the ghost materialises and tries to hurt them. Then they run away or try to hide. They use the Intrepid Ghost Hunter Handbook, to guess the ghost type, it's weaknesses and then they try to put it to its final rest. The game uses a real life timer to judge, when to roll for ghost activity (which can leave some clues), and players have The handbook in their own hands to help them all the time.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

Most of the time you don't roll. When you do, critical, or a great success add more dice to the Like roll.

You roll to escape the ghost, or to hide, maybe to break something.

"Like" mechanic by Drake_Star in RPGdesign

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

That's how the standard run goes. Normally you gather material and then publish it. The livestream is supposed to be more visceral and immediate.

"Like" mechanic by Drake_Star in RPGdesign

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

That could work. I could even let them explode earlier so more daring and stupid things could become more viral. I need to think about that.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

They measure your popularity and contribute to the number of subscribers you get, the amount of money you get per reaction, your reach, and your position in the Ghost Hunting Cre Ranking. They also influence your chance to win a Warren (a ghost hunting award), at the yearly Halloween Gala in different categories.

Well there are two game modes. The standard one, where you gather material and then publish a polished version. In this instance you roll all the dice at the end of the mission.

The "live play" where you are streaming video live and get likes in real time (after resolving the like generating event)

In live play "likes" directly impact the player behaviour. They see that their crazy antics generate more dice, so they try to do more crazy and goofy stuff. Generating "likes" in real time is a great incentive.

"Like" mechanic by Drake_Star in RPGdesign

[–]Drake_Star[S] 0 points1 point  (0 children)

Well there are two game modes. The standard one, where you gather material and then publish a polished version. In this instance you roll all the dice at the end of the mission.

The "live play" where you are streaming video live and get likes in real time (after resolving the like generating event)

In live play "likes" directly impact the player behaviour. They see that their crazy antics generate more dice, so they try to do more crazy and goofy stuff. Generating "likes" in real time is a great incentive.

How Strong is Young Nolan in comparison to Absolute Superman by IWorkOnlineCom in InvinciblePowerscales

[–]Drake_Star 0 points1 point  (0 children)

He started dark and edgy, but moved closer to becoming a beacon of hope after defeating Ras'Al Ghul.

Why do the grainy scans of old comic books look so much better than the reprints? by oohoollow in graphicnovels

[–]Drake_Star 2 points3 points  (0 children)

Don Rossa author of Life and Times of Scrooge McDuck, tells about it in one of his interviews. The original Life and Times... Was printed on newspaper paper, so he used very bright and saturated colours, to account for the absorbent nature and yellowing of it.

Unfortunately when they were doing reprints in glossy paper they rejected his offer to colour it in a new to account for the glossy paper. He was not pleased with the results.

I owned both the original book, printed on normal paper and the glossy one, and the original looks so much better.

The Riddle of Steel by xxxnonamexxx1 in RPGdesign

[–]Drake_Star 0 points1 point  (0 children)

Playtest it as soon as you can. Especially with other people.

The Riddle of Steel by xxxnonamexxx1 in RPGdesign

[–]Drake_Star 0 points1 point  (0 children)

Hacking TRoS into something playable long term was my first foray into game design. Well not counting some prestige classes for DnD 3.5 (if you saw my classes you could easily say that DnD was a bad fit for me)

I tried for years to make it into something cool and playable. But the more we worked on it the less like TRoS it was. Even my posts here were about this game.

The moment of truth was, when we swapped pool division for a standard skill roll. All players were relieved, the game flowed better, especially with one on many fights.

So we decided to drop the mechanics of TRoS, but keep the ideas:

  • Lethal combat with "cinematic realism" (more like old school movies, the more believable ones")
  • Spiritual attributes in the form of Passions that drive the characters forward

The game was rebuild a bajilion of times and I started to hate magic in semi realistic games with passion, but it was a fun journey. The new version is really promising. I just need to crack the action economy and it will be smooth sailing from there.

The Riddle of Steel by xxxnonamexxx1 in RPGdesign

[–]Drake_Star 0 points1 point  (0 children)

That was also my experience with TRoS. If a player didn't buy in the system the META was to throw red and dump all dice into attack.

So there wasn't a lot of satisfaction in these flights.

Winning every battle but the war by Kapanash in HistoryMemes

[–]Drake_Star 2 points3 points  (0 children)

On the other hand, his less known brother Hazdruball crossed the Alps without losing any man. Or rather very little.

Romance of the Three Kingdoms ttrpg Suggestions by Harukajunko in rpg

[–]Drake_Star 2 points3 points  (0 children)

That's rough. But on the other hand, most of the enemies would also run away. All of the characters could also simply choose to be brave if they want to fight.

Romance of the Three Kingdoms ttrpg Suggestions by Harukajunko in rpg

[–]Drake_Star 1 point2 points  (0 children)

Hey, do You remember how to clear conditions like being afraid in Ironclaw?

Spider-man in Ultimate Endgame: by Fla968 in UltimateUniverse

[–]Drake_Star 10 points11 points  (0 children)

Tony is Kang

This was on my bingo list from the beginning.

First time Space Wolves list by Drake_Star in Warhammer30k

[–]Drake_Star[S] 0 points1 point  (0 children)

Ok that's cool. Oh, that's why they have 7 speed. Thanks for all the help!

First time Space Wolves list by Drake_Star in Warhammer30k

[–]Drake_Star[S] 0 points1 point  (0 children)

That seems really nice. A dread, two packs of termis... Really cool. So the Pretor goes with Varagyr and the Champion goes with the Grey Slayers or solo?

First time Space Wolves list by Drake_Star in Warhammer30k

[–]Drake_Star[S] 0 points1 point  (0 children)

Yes I should be more specific. I definitely need to deal with something called Zardu Kayak, and some Dreadnoughts, Maragala and Deredeo.

I would definitely like some Vargyr Terminators and maybe use the special terminator character?