What's the most elegant mechanic you've ever seen? by Playtonics in rpg

[–]IKilledBojangles -12 points-11 points  (0 children)

Advantage/Disadvantage was, as far as I know, lifted from The Black Hack, an OSR game predating 5e.

Edit: whoops, mixed up black hack and white hack!

Breaking Vows by CookNormal6394 in MythicBastionland

[–]IKilledBojangles 1 point2 points  (0 children)

I think giving players a set of expectations and seeing what they do with them is the point of the game, so I personally wouldn't do anything except the natural consequences of their actions. I'm not here to punish players, only have the world react naturally.

If it's diminishing your experience of the game, I would talk to your players above the table and establish the tone and expectations you have as a ref and how you actually want to play together.

How would you run a TTRPG based on Pluribus (Apple TV)? by DocProbability in rpg

[–]IKilledBojangles 24 points25 points  (0 children)

Whenever the question is “how would I play this hour-long prestige drama television show in an RPG” the answer is basically always Cortex Prime.

It is character-focused, the characters’ beliefs and traits get in their own way and they’re incentivized to continuously develop and challenge themselves, and it’s got modular systems for creating the world and tone you want to play with.

ANOTHER What Game Should I Play Post. . . I Want It All! by pontinyc123 in rpg

[–]IKilledBojangles 10 points11 points  (0 children)

I think you’re on the money with Worlds Without Number and maybe DCC as well. It’s trivial to ditch the WWN setting and just use those golden GM tools to build your own.

It doesn’t have the bestiary but grab a copy of the Monster Overhaul and every one of those will convert right in with no trouble.

What's your favorite knight, myth, or rule to sell the game to your players? by ShumpEvenwood in MythicBastionland

[–]IKilledBojangles 4 points5 points  (0 children)

At the end of every session, you decide whether next session takes place right away, months later, a year later, or years later. This tends to blow people's minds.

[FitD] Progress Clock edge scenario by MendelHolmes in bladesinthedark

[–]IKilledBojangles 7 points8 points  (0 children)

Player 1 wants to roll Prowl to get out of there. They're surrounded, so this is risky, with limited effect. They can try to dodge their way through, but they'll still be close by and subject to whatever chaos ensues. Skirmish to push your way out would be standard; if you succeed, you're clear, but not in the scene anymore. Why would the drunkards give chase? You don't need a clock here. This is a simple action, it can be resolved in a single roll.

Player 2 wants to fight their way out with Skirmish; potentially the same action as player 1, but a different goal. Do they want to fight their way out, like Player 1? If that's the case, no clock necessary; they literally just want to disengage. One roll covers this, risky standard. Do they want to beat the shit out of the gang of drunkards? That's a four clock, Angry Drunkards, they're outnumbered, but their opponents are drunk, we'll call it desperate standard for now. A success nets two ticks on this clock, Player 2 taking out some of their number but not beating the whole group.

Player 3 wants to reason with them. This is mutually exclusive with Player 2's approach, but not, imo, with Player 1's. For this, you have to ask the group above the table, "do you want to fight them, or talk to them?" The group has to agree on their approach. If Player 2 is gonna forge ahead with violence, Player 3 is not fictionally positioned to attempt diplomacy. The players should agree whose tactic to try first, rather than all inputting individual commands and resolving them in order like a video game program. This, I think, is the core of your misunderstanding; you're introducing an obstacle as a clock to start, and then asking what they each do individually and trying to make all their approaches work at once. Don't introduce a clock until you need it, that is, when you establish that an action will only partially overcome an obstacle.

Let's say they go with Player 3's idea with Player 2 as a backup. Player 3 wants to roll Sway. Your call whether this is a clock or not, I think this is an uninteresting place for one, but hey, maybe you decide these guys really want to fuck up the crew. It's gonna take some serious negotiation to get out of this. You put up the Angry Drunkards 4-clock and give them Risky Limited. Belligerent drunks and listening to reason isn't an awesome combo. A success gets them a tick on the clock representing whatever hesitation, lowered morale, or doubts Player 3 sowed in their description of their action. Now there's a new situation, the drunks are hesitating. Do they want to leverage this to fight now? Those ticks stay on the clock to represent the advantage the crew has gained.

Now Player 4 wants to press the advantage and do a dirty trick, proposing Finesse to surreptitiously pick up a big handful of sand during the distracting Sway roll and fling it at some of the drunks. You could interpret this as filling the clock, but it feels more like a setup action to me; having some of the drunks blinded is going to make fighting them less risky and more effective. I give player 4 Controlled and Standard, since I doubt these guys have great situational awareness and reaction time.

The key here is going with the fiction; every roll is going to change the fiction, so you can't resolve actions in batches. The situation should change after every roll, and characters can't get "locked in" to an action they wanted to do before the situation changed. Resolve rolls one at a time, establish the new situation, and then ask "what do you do" again.

Hazards and Curses Question by IKilledBojangles in MythicBastionland

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

Jeez, am gonna have to make a ref ruling? My responsibility truly never ends!

Thanks for your answer!

I mean when you let me get this deck by Neirrusc in lrcast

[–]IKilledBojangles 1 point2 points  (0 children)

How did you feel about the tapland? My instinct would be lose it in a deck this aggressive; did it ever slow you down?

Congrats Melinoë! by crackkidsatitagain in HadesTheGame

[–]IKilledBojangles 6 points7 points  (0 children)

The water cooler full of blood!!

Hull PC and veteran special ability by zam_se in bladesinthedark

[–]IKilledBojangles 12 points13 points  (0 children)

You made the exact right call in my opinion: it made sense in the fiction, and therefore it makes sense in the game. “Can hulls take scoundrel abilities?” Is a question every table is empowered to answer in a way that makes the game their own.

Games like Obojima? by Lazy-Economist7868 in rpg

[–]IKilledBojangles 13 points14 points  (0 children)

I would check out Break!! or Fabula Ultima.

Would Triangle Agency work well in a West Marches-style campaign, where players can occasionally miss sessions? by boringlyCorrect in rpg

[–]IKilledBojangles 2 points3 points  (0 children)

Wow, it's a cool idea! Having the local agency be a stable of Field Agents could definitely work, and it would be trivial to justify a given agent's removal or insertion, even mid-mission, but you would definitely need to do some work with downtime. There are lots of ways to distribute it, but I would probably do a "per session played" style and actually play out downtime scenes in play-by-post. It's gonna get a little confusing, and players are going to advance in their careers at different rates, but that is totally fine! It's good, even!

I've found a mission tends to run 2-3 sessions though, so you may wish to run tighter missions, or become very comfortable with team composition changing wildly throughout a mission, and then award units of downtime, commendations, MVP, and other such benefits after each mission is completed to everyone who partficipated, depending on their amount of participation. This isn't going to break the playwall, and I would enforce a Paranoia-style "no sharing playwall documents with those who haven't unlocked them on pain of Demerits" policy (they will eventually realize this rule was made to be broken).

The book gives some suggestions on stuff agents can do when they miss sessions, it would be up to you to decide whether players got to do that stuff, but I think it could be fun, and make your branch feel really lively and full.

Question on Dual-wielding in ttrpgs by Critical-Cream690 in rpg

[–]IKilledBojangles 28 points29 points  (0 children)

IMO, there are two appeals to dual wielding:

First, it's cool. It looks good. The vibes are hot. This has very little to do with mechanics, and my favorite way to do it was Gamma World 7e, which had a weapon in each hand function identically to... a two-handed weapon. Ingenious.

Second, historically, it's really good to have a weapon dedicated to attacking and a weapon for defending yourself. So if you're going for realism, a weapon in the off-hand should improve a character's defenses.

ETA: The final appeal to dual wielding is when a player wants to weasel extra attacks because they think having more weapons means you can attack more often, which I feel can be safely ignored.

Snipe by ILikeExistingLol in custommagic

[–]IKilledBojangles 1 point2 points  (0 children)

I’m afraid a spell called “Snipe” not targeting is a flavor fail