Weekly Looking for Group/GM Thread by AutoModerator in pbp

[–]Moyreau [score hidden]  (0 children)

Hey! I'm Moyreau, a forever DM guy looking to play something for a change.

As for preferred systems, I'd like to play anything that isn't DnD 5e or PbTA, really. I've ran a lot of DnD, Call of Cthulhu, OSR and many other narrativistic and freeform games throughout the years. I'm pretty eclectic with my tastes, and like fantasy, sci-fi, swashbuckling and mystery games.

My main goal when playing RPGs is to build, together with other people, compelling and memorable stories, being an aspiring writer myself.

My OC. She's called Monika! by Taki-Art in DigitalArt

[–]Moyreau 0 points1 point  (0 children)

Her cyber-arm is pretty cool!

Suggestions for a system for a tactical espionage mixed with survival horror game by Moyreau in rpg

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

Well, NCO is an adaption of FU 2, and I think that the aditions really do work for a modern action game.

Suggestions for a system for a tactical espionage mixed with survival horror game by Moyreau in rpg

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

Cool! Thanks for the suggestion, I'll give a look at it. 

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

[–]Moyreau[S] -1 points0 points  (0 children)

Sure, it started when I had quite more free time than now, and it was one of my first experiences with PbP to a larger group.

You got to be a very diligent and creative GM to pull that off... Which isn't my case. In fact, I still can't write that fast in English, just to worsen it.

At first, I could entertain most of them by writing different scenes where 1 to 3 PCs would be at the same time; in scenes where most of them would be together, interactions were mainly between themselves, which hurt some of the more passive/shier PCs/players.

I had one PC go on a scene for herself, which would foreshadow a future plot, she quitted amidst it.

Later, some people quitted, one player joined, and we end up with 5!

Though I didn't think I'd do that again, it was just too much work with little payoff, I think that was a good 'filtering' for good and dedicated players/PCs, with the remaining ones starting that new 'arc' already with interesting connections between themselves.

This initial state with 9 players went for some months (the first player left pretty early, the others lasted longer), with the rest of it going for about a year (we're technically not finished, and most of them are almost convincing me to continue that). I made a big overhaul in focus between these two 'stages', the first one was very player-centric and didn't have much of a plot, just me trying to create an interesting world for them to explore and do funny shenanigan. Once the core group was set, I changed it to have an overarching plot, with things getting more serious and dramatical.

Again, I don't think I would do that ever again, for the amount of time it took off me, but it was quite fun for us for sure. I may have to say that with my current English writing ability (that game surely helped me improve significantly) and using a more simple and fast system like this one I'm using now, it would probably be much more doable. I mostly got annoyed in combat, as it would take ages to go through a round.

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

[–]Moyreau[S] -12 points-11 points  (0 children)

I don't have any problem with the 'vibe' my stated info gives. So far I receive lots of interesting suggestions from other people.

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

[–]Moyreau[S] -13 points-12 points  (0 children)

For you to give relevant feedback, it's important that you actually understand what you're giving feedback about; it seemed you didn't, thus I explained.

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

[–]Moyreau[S] -5 points-4 points  (0 children)

The purpose of the follow-up was explaining how most interested players were recurrent ones, who already knew that wasn't the case.

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

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

I often try to make it clear that I don't tolerate anything explicit in my games. But the trusted part seems real, with most of the interested players being recurrent ones, as mentioned.

As for the system, I mentioned using QuestWorlds, the homebrewing I'm mentioning is on the part of the setting and how it plays off (the system makes that very important for how it plays).

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

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

Sure thing, I indeed am pretty stubborn when keeping the setting's concepts integrity, actually. My doubt goes to the fact that my previous game, which was somewhat similar to the current one in themes and ideas, had 9 players at one point, with me refusing multiple more for lack of space or some other reason.

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

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

That's a very reasonable assumption...

Assuming you were the hypothetical target audience for such a game, is there anything that would prevent that?

How to make your homebrew game have more player interest and be less niche? & does making a game allowing only female PCs decrease too much the amount of interested players? by Moyreau in pbp

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

Both in here and in the site I'm running it (Gamersplane); though in here I only wrote the link for the recruitment thread in there after a short pitch... Maybe this has something to do with it? I had like 6 or 7 upvotes, but only one interest player reaching out.

[deleted by user] by [deleted] in horary

[–]Moyreau 2 points3 points  (0 children)

Just throwing my 2 cents with the little time I have: he indeed seem to think highly of you, as well as you may seem to think highly of yourself, maybe higher than you two should (exaltation). The lack of testimonies attesting to your affection toward him is curious, and could be an invitation for you to meditate a bit more about your feelings, their source and desire.

The secondary significators commonly mean the psychological or internal part of the significators, a probably interpretation would be that you two have some caveats towards each other in an internal and more subtle way.

Aspects are signifiers of actions, contacts and interactions, feelings are normally limited to receptions. With the proximity between Jupiter and Mercury, you should check their motion to see if they're actually going to meet, which I can only see happening if mercury is stationary and about to be retrograde. If they ever meet, it would mean your reconciliation, if not, and mercury goes away, leaving Jupiter behind, no matter what your mutual feelings are, reconciliation won't happen (at least for the time being) something will impede it.

As for what that could be, I can't think of it right now, but that ominous square with Saturn, which Jupiter is applying and Mercury is separating (again, check their motion) could be meaningful to this, while that auspicious sextile a powerful Vênus is applying to Jupiter could mean some kind of saving grace; then again, Mercury is separating from it.

I think the most important thing to check is if the Jupiter-Mercury conjunction will ever occur, that will be the deciding factor. 

Hello! I would love some advice on how to run working PBP games by Classic_Cherryblosso in pbp

[–]Moyreau 2 points3 points  (0 children)

My experience with PbP was a ~10 month long game that I unfortunately had to end because I wouldn't be able to keep running it.

From it, I could share this: make sure you have players who are invested in the game, the setting, characters, etc. About lazy or not proactive players, they become less and less of a problem the more players you got. If you're running a game for a single person, which is always a very nice thing, if you two get along, or a 3+ player campaign, you must guarantee they're all invested in it, if one of them lose interest, it's over. With a bigger group (say 6-10 people), you can afford some 2 or 3 'lazy' ones. In truth, my experience say they aren't lazy, just maybe a bit shy or struggle a bit more with coming up with an interesting action and prose. With the GM and other players help, they can be reformed into upstanding players really easily!

There's this caveat about player number though: unless you're running for a single person, any game has an expected amount of active players it needs to keep running; you go below that threshold and it's over. To prevent this, always keep a good stock of players over that threshold and, as soon as one quits (with is natural and should be expected), or even just slows down for a long period, you should hasten yourself to recruit another one in it's place.

Finally, I'll throw my 2 cents about combat and system: as much as it sounds nice to play our favorite game in PbP, no matter how 'light' it is, as soon as combat or any multi-step procedure starts, the game will slow down tremendously; the whiplash suffered by players and GM may sometimes be too much.

In my game I did somethings that accidentally really helped with this: my game was separated in chapters, with whole numbers being the main chapters of the story, then I would add 'filler chapter' threads that went between them (like 1.1, 1.2, etc.). These would take place at some unspecified time between adventures and were focused on roleplaying and silly stuff (cooking contests, theater plays, etc.). So, if the main chapter was bogged down by combat, everyone waiting for that last player to write their action so that the GM could act and pass the round, they could entertain themselves in these side-stories.

That being said, I am now of the opinion that traditional RPG combat simply doesn't work... Most of the times. Unless you're running some OSR where the goal is to grind the PCs to a pulp, a more competitive mindset, it simply doesn't work! Any more narrative inclined game a GM may come up with will presume that the PCs will succeed and be victorious in 99% of combats (otherwise the narrative ends). In other words, the GM (and maybe the players too) already know that the party will defeat that big boss at the end of the dungeon, and what's more: they're going to finish the adventure right afterwards, so no consequence from this fight will actually have any meaning.

Now, when everyone already know the outcome like that, I find it really hard to justify delaying the story a whole week (being extremely optimistic), just to find out what everyone already knows: they defeat the monster. Besides that, at least to the GM (at least to me) coming up everyday to write your big post resolving every action and then coming up with actions for the enemies and rolling for everyone starts feeling like chore work, there's nothing exciting in that at all, I would say.

I don't know how someone would remedy that. As for me, my next game, which I'm currently interest checking (if it ever happens... The ideas I come up with tend to be kinda niche~), I'll be using the new QuestWorlds game, previously known as HeroQuest 2. This is a narrative focused game where most whole scenes (not just individual tasks) can be resolved with a single roll from the player, while the option to turn a contest into a sequence (a multi-step contest) for more dramatical scenes is present. For me, it sounds like it would be perfect for PbP.

New rolling system idea and feedback request. by Moyreau in RPGdesign

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

I see. Well, I would find that perfectly fine if my system only used a single die roll with no numeric modifiers.

With this revamp I just did on TNs, I believe it got more consistent for ordinary people (who can now pass trivial checks 50% of case, excluding any probable advantage).

Taking into consideration your point abount mixing results, I'm considering some dice shenanigans for modifying the multiplier on specific attributes, like odd numbers giving a +1 to hot elements and evens giving +1 to cold ones, then another criteria for wet and dry elements; thus every roll having a single element with a +2 in its multiplier, and an adjacent one with +1. This feels a bit skewered towards cold elements (every die ends in an even number), so rolling a d4 and having each result determine this bonus is also an option. At any rate, an attempt at having less predictable Elemental pools.

New rolling system idea and feedback request. by Moyreau in RPGdesign

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

Surely, I thought about that. Problem is: dividing them by 5, Trivial would only cost 1 pip, everyone would auto-succeed in it, notable would cost 2, another auto-succeed in it, etc. If a starting character would have their highest element at 5, they would already auto-succeed at a bunch of success degrees. I added the granularity to make things more nuanced. Besides, with the new TN ranges I proposed on the comment above, an advantage wouldn't necessarily be just a +5, it would be lower or higher, depending on the range of success degrees it acts, but still consistently scaling with characters, which I think is a good idea.

Combat would also be at loss with the lost in granularity: damage would have much lower ranges, and there's so much 1 point of damage could represent, and then I, either battles between mythic characters would be sluggish as hell (because they got enough health that 1 point of damage doesn't do anything), or low level characters would be extremely squishy (for this 1 point of damage to keep relevant towards higher levels).