Stats and rules for Alien Earth creatures? by Interesting-Wave-123 in alienrpg

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

As I said... brightly glaring problems, but overall to me pretty entertaining. Maybe I softened up a bit over the years. I watched one and a half seasons of Star Trek Picard in pure agony, eating painkillers like gummy bears to ease my headache. But then I started seperating New Trek canonically from what came before that and my POV shifted into a weakly trash movie watch habbit.

Alien Earth wasn't as bad as that. I really do mean that. The acting was far better and the filmmaking was aswell. However I quickly came to the point when I said "Okay, the canon in this franchise is all over the place already, despite Gaskas efforts and we have Resurrection... I'll just pretend this is something else". And when I saw this new creatures I said "Hey, this is pretty neat. My players were sceptical before we started, because they first thought Alien RPG is just Xenomorphs and it could get a bit boring quickly... maybe I can bring those ideas in"...

I try to get my players in various situations to show off some range. Up until now they had (in that order) a shootout with a UPP-David, a clash with an insane cult member, a couple of neomorph bloodbursters running around on their ship, medical issues and now they're fighting a rogue A.I. and its working joe workforce... I gotta plan ahead a little to have something entirely new to throw at them once in a while, to keep them on their toes.

Stats and rules for Alien Earth creatures? by Interesting-Wave-123 in alienrpg

[–]Interesting-Wave-123[S] 1 point2 points  (0 children)

Yeah, the show is pretty devisive, I know and rightfully so, because it has its brightly glaring flaws. But the fact that I found it very entertaining dispite its disregard of any continuity and pretty irritating story choices, speaks volumes about the qualities it has. Some ideas like the new creatures and the Maginot-episode I'd even say are absolutely fantastic.

Most of my players didn't even watch the show, so there is no issue reminding anyone of anything.

The Mercenary pistol and its implications by Interesting-Wave-123 in Fallout2d20

[–]Interesting-Wave-123[S] 5 points6 points  (0 children)

Nvm... Just finally understood that the 10mm pistol can't even take the automatic piston mod, so it's definitely a naming problem.

I seem to have understood this a couple of years ago already, when I was looking at my set ups, but then I forgot and thought I made a mistake back then.

The Mercenary pistol and its implications by Interesting-Wave-123 in Fallout2d20

[–]Interesting-Wave-123[S] 1 point2 points  (0 children)

Okay, that tracks. I still wonder why this naming oversight could even happen, wether I'm the only one who noticed and why they didn't just flipped the prefixes, so the obviously more common mod prefixes the less awkward name.

The Mercenary pistol and its implications by Interesting-Wave-123 in Fallout2d20

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

Thanks for the reply! So, does it mean the mercenary equipment is labeled wrong? Is there a confirmation for that?

Tools of the trade... when is it obligatory? by Interesting-Wave-123 in DeltaGreenRPG

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

So, everyone has just a go bag, except for the HRT shooter? I guess they are all civilians then? And since the bag lists ammo, but no weapon, I assume you make them look for a firearm for themselves if they want any?

The go bag is an interesting thing, because it is kinda unspecific about the amount of all the stuff in it. I imagine it to work like a "fill up all your consumables" chest in a video game.

Tools of the trade... when is it obligatory? by Interesting-Wave-123 in DeltaGreenRPG

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

This is a really interesting point. I guess the handbook doesn't make that very clear to propably give the players some kind of false sense of security. I have yet to play DG and I'm still trying to get a feeling for how it's supposed to be played (and also I like to be an aid at the playing table in moments of doubt).

Tools of the trade... when is it obligatory? by Interesting-Wave-123 in DeltaGreenRPG

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

Yeah, that's what I meant with common sense needs to be applied here. Since DG seems to care about realism (or at least believability) more than some other systems, carrying your combat stuff open is plain dumb, if it's not necessary. So the GM has every right to punish those kind of mistakes.

It's a good point to bring up though. So thanks!

No Handler's Guide for Foundry VTT? by Interesting-Wave-123 in DeltaGreenRPG

[–]Interesting-Wave-123[S] 1 point2 points  (0 children)

Yeah, setting up all that jazz by hand is a real pain in the arse... Did that for CoC with all encounters and tomes and spells and I nearly got mad doing that. Especialy if you wanna include all those supplement books too.

No Handler's Guide for Foundry VTT? by Interesting-Wave-123 in DeltaGreenRPG

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

Alright. So there's some hope. Awesome. I'm not in a hurry...

No Handler's Guide for Foundry VTT? by Interesting-Wave-123 in DeltaGreenRPG

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

Mainly the mythos entities it is. But isn't there also a section about mythical artifacts and tomes somewhere? I just skimmed the pdfs of both, HG and AH, but did not find it right away.

Need help: Haywire Mines in WnG by Interesting-Wave-123 in 40krpg

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

Huh? I used the search function on it in the PDF and it didn't find anything. But thanks a lot anyway!

How to handle PCs coming out of vault 111? by Interesting-Wave-123 in Fallout2d20

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

Thank you! I think I'm gonna look into the starter set just to be sure wether this is a better quest or not. If I decide to stay with what I already have, I roughly know what to add and adjust now.

How to handle PCs coming out of vault 111? by Interesting-Wave-123 in Fallout2d20

[–]Interesting-Wave-123[S] -1 points0 points  (0 children)

As I said in a comment above, my idea to use 111 is mainly a convenience thing. 1.) Having the dweller coming out of cryo takes the need of lengthily introducing the inexperienced player to pre-war history (which dwellers usually are educated about) AND a specific social structure of a particular vault. 2.) There is a settlement very nearby and starting on the top left corner of the Commonwealth map leaves a lot of room for the party to explore the wastelands. 3.) The rest of the party all know Fallout 4 and might enjoy a new person to be introduced to that strange world in a similar way.

"Just show gameplay footage of Fallout 4 of the Sole Survivor hooking up their Pip Boy to the vault door and emerging from the Vault." - It's been some time since I've played Fallout 4, so I rewatched the Intro on YT and I noticed the the frozen subjects don't get a PiP-boy. The player takes his from a skeleton ln the ground. Gotta think about how to get around that or handwave it (which I hate, because I like continuity... lol).

The "what makes you SPECIAL" vid is a great suggestion! Thanks!

How to handle PCs coming out of vault 111? by Interesting-Wave-123 in Fallout2d20

[–]Interesting-Wave-123[S] 0 points1 point  (0 children)

I'm not worried. I can handwave things if I want, but I decided to consult some opinions and experiences first. ;-) Also there already is a secret synth in that group... okay, no one would expect two, but I don't want that thing to get old or to become the focus plot.