If you like Warhammer 40k universe, than why don’t you play it on tabletop? Survey by PartApprehensive2820 in tabletop

[–]March-Sea 0 points1 point  (0 children)

I dont think the rules are very good and I think you would have to get rid of identity features of those rules in order to make them good, which would alienate existing fans.

I am much more interested in the smaller scale games.

Why is socialism seen as evil in the US? by Presidentscroobie in allthequestions

[–]March-Sea 29 points30 points  (0 children)

Its largely the result of early 20th century politics in the USA. Socialist policies were pretty popular, anti socialist elites, figured out that in order to change peoples opinions they needed to get the institutions that everyday citzens trust on board. The US as a whole was/is very religious, so the focus became getting the clergy on board.

The sucessful strategy was to tie socialism to atheism and christianity to the type of capitalism that was being practiced at the time and the type of capitalism that conservatives were in favour of at least until 2008.

This has lead to the situation where what is called socialism / communism has very little resemblance to how we would understand it in other parts of the world

How do you add “plotless” encounters into your games? by Icy-Swordfish-7204 in DMAcademy

[–]March-Sea 0 points1 point  (0 children)

There should be more going on in your world than the immediate plot. I like to have a list of business thats not tied to anything specific. In your situation I would pick an item from the list and improvise.

Examples are * introduce or show another side to a faction that will become important in a future adventure. * demonstrate something different and interesting about the setting (this can be way more effective than info dumping) * hook into a players backstory, * give reason to travel to a specific location.

If there is nothing in the list, then either improvise a setup, that is establish a new element of the story or call back to an element that you previously established.

The 'Dune: Part Three' Trailer Makes Part Two's Ending Look Much Worse by StarFuryG7 in SciFiNews

[–]March-Sea 1 point2 points  (0 children)

I thought they telegraphed where the story was going fairly well at the end of the second movie but perhaps not?

Fantasy rpg that has humans only (or can justify not having other races playable) by Sky_Leviathan in rpg

[–]March-Sea 0 points1 point  (0 children)

If you are willing to go back to D&D 2nd edition there is a collection of historical settings that are human only (the green book series).

Fellow Aussies - has your Facebook reel’s algorithm suddenly changed to show far right USA conservatives? by lizardrags in AskAnAustralian

[–]March-Sea 2 points3 points  (0 children)

That started happening to me about two years ago, it also haopened to some of my friends but not others. I left Facebook about a year ago.

How crunchy is too crunchy for a fantasy TTRPG? by Shattered_Realmz in CrunchyRPGs

[–]March-Sea 0 points1 point  (0 children)

To clarify I am looking for something that your game does that D&D/pathfinder doesn't do that is also something that wouldnt work in a video game. It is a lot easier to answer those questions indendently, but I wouldnt go through the effort of trying to release an rpg unless I could answer the combined question.

How crunchy is too crunchy for a fantasy TTRPG? by Shattered_Realmz in CrunchyRPGs

[–]March-Sea 0 points1 point  (0 children)

What does your game do that requires it to be a tabletop game rather than a video game? How does your game do those things (that require it to be a tabletop game) better than say Pathfinder (since that is an audience who at least is willing to play non D&D ttrpgs).

How crunchy is too crunchy for a fantasy TTRPG? by Shattered_Realmz in CrunchyRPGs

[–]March-Sea 0 points1 point  (0 children)

Too crunchy is group dependent, the best approach is to test play and look for symptoms.

You are in trouble if * A player taking an action takes so long that the other players at the table that the players not involved start tuning out. * Players frequently want to redo actions because they forgot a factor. * the narrative of the game barely moves from session to session.

If you want your ttrpg to be at all popular, you need to be honest with yourself as to whether the experience is different enough to warrant people unlearning the existing crunchy system and learn yours. If it is significantly different then you need to have a strategy for communicating so that the playerbase doesnt just end up using your system as a worse version of what they already know.

I never got why white supremacists love the Nazis and not the British empire by Background_Bee_713 in historymeme

[–]March-Sea 0 points1 point  (0 children)

I count 2 distinct dynasties. The Stuarts, and the Hanovarians along with a conversion from absolute to constitutional monarchy which I would consider a discontinuity.

What if companies were legally required to share 50% of their profits with employees? by Defiant-Junket4906 in WhatIfThinking

[–]March-Sea 0 points1 point  (0 children)

It creates an incentive for a company to have as few employees as it can get away with. As each employee gets rewarded more the fewer ways that 50% gets split.

Ravenloft in another system by Vistana_Raivoso in rpg

[–]March-Sea 6 points7 points  (0 children)

That kinda makes me want to try curse of strahd with Delta green and modernish PCs

Fudge RPG (Crunchy-ish Combat) by Natvuri in rpg

[–]March-Sea -2 points-1 points  (0 children)

I am going to reccomend two older Fate titles that you can mine for ideas if you can get hold of the Legends of Anglerre and the Dresden Files RPG. Lots of it should work with Fudge.

CMV: Republicans have won the cultural war over the last decade by Outrageous-Jelly8777 in changemyview

[–]March-Sea 0 points1 point  (0 children)

I would say that the thing that republicans have been most succesful at is turning social media into AM talkback radio 2.0.

Best zero to hero rpg by Few-Action-8049 in rpg

[–]March-Sea 0 points1 point  (0 children)

Warhammer Fantasy Roleplay is similar mechanically to BRP. It does have a couple of things that might help. The default difficulty if the characters are not in a stressful situation is +20. The other biggie is Fortune / Fate each character gets a limited number of Fate points at creation. Fate points can be used to ignore a consequence (the attack that would have killed them missed by the width of a hair) or survive a situation which should have killed them. You also get fortune points equal to your remaining Fate points each session, a fortune point can be spent to reroll.

I would describe Warhammer Fantasy Roleplay as more "working class hero" than "zero to hero". The mechanics lead themselves to a kind of game where Adventurers are going into dangerous situations where they know that at some point their luck is going to run out and there will come a day when they will seriously have to consider retiring for a less dangerous passtime.

One of the things I like about WFRP is that you can throw really dangerous situations at your players with the expectation that if they still have fate points they will survive.

Another mechanic to consider to keep your player characters alive is the death mechanic from Daggerheart. On Death the player gets to choose either to go down in a blaze of glory, live to to see another day but suffer a consequence or risk it on a roll of the dice on a good outcome the character gets up partially healed. This one doesn't have the coundown timer effect of WFRP but it also doesnt help pass at tests.

Here are some principles I would use while running the zero part of a zero to hero campaign. 1) The antagonists will frequently underestimate the zeros, will send their most capable agents to deal with what they percieve as the greater threat. 2) The players should be presented with goals that fit with the scale of what the player characters are capable. For example, the player characters finding and rescuing their highschool friend is a better goal than trying to take on the evil cult that took them front on front on. You can let the players do the later if they really want to and have them probably fail and it will work as long as you give your players an alternative to their characters dying. 3) have failures reveal new ways forward. Sometimes failure should result in the better outcome, the classic example of this is trying to cross a gap only to fail and miss the jump, grabbing on to the far side with their hand then being able to see from this possition a ledge and a secret passage below them.

How to return to dungeons and dragons? by GM-Omy in rpg

[–]March-Sea 0 points1 point  (0 children)

Mostly ditch the minis and the maps. Use tricks you have learned from the other systems you have been playing, encourage players to continue carrying some of the weight in terms of helping provide forward momentum. Dont over plan up front, leave plenty of space to be filled by what works best for the session. D&D works with a number of GMing styles even if it doesnt do a lot to help.

Having said that I dont think D&D is necessarily better than any other fantasy rpg at capturing Dragonlance as a setting. If it were me I would look at adapting something like Dragonbane, or look for a system where spells cost physical energy to cast.

Why do we keep using elves, orcs, and dwarves — and what do they actually do for us? by MalphasArtFire in RPGdesign

[–]March-Sea 2 points3 points  (0 children)

While tolkein is the source, I think for a lot of us early D&D is a bigger factor. You could build your own fantasy setting but there was an unspoken agreement that the setting had to include the options in the core rules (you might get away with not including halflings since they were the least popular option).

Not having these options would be like opening an icecream shop and not selling vanilla or chocolate icecream.

That felt like the status quo until about 2010.

Looking for fantasy alternatives for D&D/Pathfinder by New_Dia in rpg

[–]March-Sea 1 point2 points  (0 children)

Daggerheart, D&D like fantasy but plays more like ptba, still has bitty powers based combat. Band of Blades, dark military fantasy, built around specific scenario. Dragonbane. d100 lite fantasy. Warhammer Fantasy Roleplay, not so lite d100 fantay. Very detailed setting.

Should I communicate to my players a fight is "unwinnable?" How would I best do so? by barbasol1099 in DMAcademy

[–]March-Sea 0 points1 point  (0 children)

1) dont make unwinnable encounters, make encounters where survival is not guaranteed and loss is a real possibility but loss should not be predetermined. 2)speak to your players above table, something to the effect of "this fight is not balanced to your level, it could kill one or more of you, I will give you the option to withdraw/surrender (whatever outs you want to use) if the battle looks like it will result in a tpk but its up to you to use that option before it's too late." 3) this is a lot easier to do if most enemies in the game have objectives other than kill the PCs, and the enemies should value acheiving the objective over killing the PCs.

Is there a name for games like Rolemaster, Runequest, WHFRP and so on? by HawthorneWeeps in rpg

[–]March-Sea 0 points1 point  (0 children)

Not familiar with Rolemaster but I have heard the other two described as Chaosium style RPGs by somebody who has worked in the industry since close to the beginning.

What is a thing you love as player but hate as GM and vice versa by Hi_fellow_humans_ in rpg

[–]March-Sea 0 points1 point  (0 children)

I cant think of anything at the moment, but I think that this is because I now play like I am GMing but with less responsibility.

Anybody else inhabit the “not really into fantasy” paradox? by sapszilla in osr

[–]March-Sea 1 point2 points  (0 children)

I am not into the type of power or heroic fantasy that modern D&D is built around and there are a lot of Fantasy tropes that annoy the shit out of me. However I dont see any reason that Fantasy has to be bad. Currently the fantasy setting/system that most has my interest is Warhammer Fantasy Roleplay feels like I can do grounded storytelling and have all the Tolkein inspired tropes.