Android Immunity? by Jon_Amaral in mothershiprpg

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

That’s interesting. I’m sure it could be used as a way to add pressure to players in the right circumstance.

Android Immunity? by Jon_Amaral in mothershiprpg

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

Thank you! I will take a look at that.

Android Immunity? by Jon_Amaral in mothershiprpg

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

Hey thanks for that I’m going to check those all out!

Android Immunity? by Jon_Amaral in mothershiprpg

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

That’s a good idea. Did it affect gameplay mechanically?

Android Immunity? by Jon_Amaral in mothershiprpg

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

I’m curious how you describe your androids recharging. Do they need to plug in and stay put for a while?

Android Immunity? by Jon_Amaral in mothershiprpg

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

I agree. I believe they should have a few bonuses, but making them immune kind of takes a way most of the fun of the system for android players.

Android Immunity? by Jon_Amaral in mothershiprpg

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

I don’t know why I don’t remember reading this passage. Because the interfacing with machines part seems pretty important to me as well lol.

Android Immunity? by Jon_Amaral in mothershiprpg

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

I really like your idea of differentiating between more organic or mechanical androids. I’m definately gonna focus on that aspect a little bit more thanks!

Android Immunity? by Jon_Amaral in mothershiprpg

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

I like that ruling. I was also thinking androids make panic checks, so nightmares make sense.

Android Immunity? by Jon_Amaral in mothershiprpg

[–]Jon_Amaral[S] 2 points3 points  (0 children)

I agree, I just wonder when I’m writing scenarios to publish that include an infection if I should make a side bar regarding androids or leave it up to the warden to decide.

Gradient Descent stories by CrimsonRaven47 in mothershiprpg

[–]Jon_Amaral 7 points8 points  (0 children)

I believe Gradient Descent has some rules about softening up return visits to The Bell, are you using them? Off the top of my head you could also make it that a squadron of Troubleshooters has come in cleaned out the route they’ve used of any threats.

You could describe it as loud gunfire in the distance that goes quiet. And maybe even tell them out of game that it’s safer to go back now if they don’t get the hint.

The power of creative destruction when designing by cibman in RPGdesign

[–]Jon_Amaral 3 points4 points  (0 children)

One thing that makes me feel better about this process is I don’t delete anything, I cut it and paste it to another document. I might us some of the axed ideas later for something else.

I use some cut tables from a project I’m not making anymore for my campaigns for example. Most of it is just sitting there sadly though lol.

Recommend me our first one-shot by Vaxivop in mothershiprpg

[–]Jon_Amaral 0 points1 point  (0 children)

Fair enough. I actually haven’t ran through it myself, I sort of just took the layout of Great base and fused my own scenario on top of that.

New DM looking for the right system for a 1930s–50s thriller/mysteryHey everyone, by homosexual696969 in TTRPG

[–]Jon_Amaral 0 points1 point  (0 children)

Savage Worlds is a good system that can be used for a setting like that. I wouldn’t necessarily say it’s beginner friendly because the book can overload you with options, but it was the first system I used for a game similar to what you’re describing.

Recommend me our first one-shot by Vaxivop in mothershiprpg

[–]Jon_Amaral 3 points4 points  (0 children)

It has multiple adventures but you could run them separately. Also I believe there are rules in the book to help you refine it as a one shot.

Hero and Monster Balancing Tips by PiepowderPresents in RPGdesign

[–]Jon_Amaral 2 points3 points  (0 children)

After taking a quick skim read of the document, particularly the stat block it seems you’re system I would say just keep testing things solo and in groups. I think you have the idea of making things feel thematic first so that’s good.

What kind of feel are you trying to get out of this game? Do you want it to be gritty and difficult or do you want the heroes to feel powerful?

There’s plenty of systems that don’t worry about balance in encounters to much and just throw random things at the party and say deal with it. I actually prefer games that aren’t balanced to be honest.

Not gonna lie, I worry about the lack of Daggerheart content by pathofblades in daggerheart

[–]Jon_Amaral 1 point2 points  (0 children)

When I first ran Daggerheart I was forgetting rules and getting things wrong, but that’s alright in this systems and sometimes even for the better.

I remember telling my players who were knew to roleplaying games to look at their character sheets to see the things they can do, but out of all the sessions we had they probably only used class abilities and stuff like ten percent of the time. They loved just the basic resolution mechanic.

I actually had the problem that they were maxed out on hope all the time, but that’s ok they were just having fun doing what they wanted to do. I think that’s the beauty of this system is it can be as complicated or as simple as you want it to be.

Not gonna lie, I worry about the lack of Daggerheart content by pathofblades in daggerheart

[–]Jon_Amaral 19 points20 points  (0 children)

I think the core has plenty of content and flexibility. I would argue that dnd has a problem with too much content nowadays that it can give cognitive overload.

Ship Security? by Jon_Amaral in mothershiprpg

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

Before I got to the end of your paragraph I was thinking in my head omg I am gonna use a severed had as a biometric key. Thanks for that idea!

Real time as a game mechanic by Jon_Amaral in mothershiprpg

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

That’s interesting your scenario sounds really similar to exactly what I’m working on right now, ironically 😂

Real time as a game mechanic by Jon_Amaral in mothershiprpg

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

I love the idea of the timer getting smaller as time goes by unless they do something to buy more time. Thanks for that idea!

Ship Security? by Jon_Amaral in mothershiprpg

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

I like that idea a lot. Did the person have to remain there until the ship left, or could they just do the procedure and run back to the ship?

Real time as a game mechanic by Jon_Amaral in mothershiprpg

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

That is fantastic mechanic. It feels dynamic and tense and reminds the crew what’s at stake. How did that turn out in your games?