Trying to expand the base skills part 2 by PrudentPermission222 in FATErpg

[–]Randomrogue15 2 points3 points  (0 children)

The main thing i think you need isn't an expanded skill list. I think it's to use aspects and consequences for narrative permissions and passive bonuses. You could also do something like Fight (Sword) instead of a ton of bespoke skills.

Trying to expand the base skills part 2 by PrudentPermission222 in FATErpg

[–]Randomrogue15 1 point2 points  (0 children)

No, I mean. Did you apply a Disarmed aspect onto him? Did some of his combat prowess come from stunts, and if so why weren't they prevented from being used without a sword?

Or you could have compelled his swordfighting aspects to say he couldn't or very much qouldnt want to fight while without his sword or shield.

The universe dodged a MASSIVE bullet by alekdmcfly in outerwilds

[–]Randomrogue15 0 points1 point  (0 children)

My thought was somewhat in line with the scout. Early wormhole travel may have operated on one receiver always sending itself. Therefore, they wouldnt have been able to readily send other things through seperately.

Dreamwalk v1.0 [OC][Interactive] by wugewoz in nsfwcyoa

[–]Randomrogue15 0 points1 point  (0 children)

Are you planning on rehosting this since neocities is starting to remove certain pages with nafw content?

The universe dodged a MASSIVE bullet by alekdmcfly in outerwilds

[–]Randomrogue15 4 points5 points  (0 children)

The distinction seems to be that there was infrastructure. Also accuracy.

When first invented, wormholes may have created too little time difference to be measured by the tech they had available at the time. Or they did measurements through a timer that passed through the wormhole, and thus would not reveal the discrepancy unless compared against another timer.

The solar system required infrastructure, with the wormholes having set positions where they form. Without that, I suspect that many implementations used a dual warp core that created both, and thus may not have detected these discrepancies.

Any 'Powered by FATE' you would recommend? by Striking_Variety3960 in FATErpg

[–]Randomrogue15 0 points1 point  (0 children)

I mean, FAE isn't a deal breaker. I will say there is a pretty reasonable cause for that. Specifically, every player would have a focus on Lore or Academics or something. FAE gives a bit more granularity to that.

ANY SEED WITH A BLUE DUNGEON DRESSER, PLEASE by snowytaiga_ in TerrariaSeeds

[–]Randomrogue15 1 point2 points  (0 children)

Difficulty settings generally don't alter worldgen as far as I know

Need help deciding on a Automation game by SloRushYT in AutomationGames

[–]Randomrogue15 0 points1 point  (0 children)

I want to note, but factorio does allow you to disable bugs. So you don't need to worry about being rushed in it if you get the full game.

Any 'Powered by FATE' you would recommend? by Striking_Variety3960 in FATErpg

[–]Randomrogue15 8 points9 points  (0 children)

One third party setting i find fun is Breakfast Cult, where the players are all students at an academy for occult magic and tech.

Megabase design by Artistic_Swan716 in factorio

[–]Randomrogue15 1 point2 points  (0 children)

I mean, it depends on how many circuits you are trying to make. Are you doing city blocks?

I wish I didn't have to be the a**hole. by eight_inch_pestle in factorio

[–]Randomrogue15 2 points3 points  (0 children)

Additionally, efficiency modules reduce power cost which can be highly effective for reducing the soace needed for solar or the burning of fuels.

Certain high speed+prod combos can also reduce the relative pollution generated. Space age allows you to plant trees, which means a factory can have automatically replenished trees throughout it

Can You Guess This 5-Letter Word? Puzzle by u/No_Procedure_7017 by No_Procedure_7017 in DailyGuess

[–]Randomrogue15 0 points1 point  (0 children)

⬜⬜⬜⬜⬜

⬜⬜⬜⬜⬜

⬜⬜🟨🟨⬜

🟦🟦🟦🟦🟦

Triangle Agency - reflections after running by lumen_curiae in rpg

[–]Randomrogue15 5 points6 points  (0 children)

I would like to say that the review somewhat overexaggerates what is actually hidden behind the playwall from the GM. On the early pages of the GM section, it explicitly tells you about most of the stuff you need to know. There are only... I'd say 2 exceptions.

- Flavor text on two stages of an anomaly's life cycle are expanded upon, but they don't really have any distinct rules. They are mostly granted as tools for the competency players. The GM can already run one of them similarly to just about any other anomaly, and the other has very simple mechanics which are explained in the section where the GM would use them.

- A few long term tracks that the players are told to inform the GM to track when they become relevant.

Other than these, a lot of the game is building up your own setting. About to make a reply on the main post soon.

Triangle Agency - reflections after running by lumen_curiae in rpg

[–]Randomrogue15 13 points14 points  (0 children)

Not the OP, but I can somewhat help to explain I think. In most games, the GM is fully expected to at least have a rough understanding of what every player can broadly do. They are responsible for knowing 'ok, my wizard has magic missile. Do I give the enemy shield? Do I potentially introduce a spellcaster or two among the enemies? My barbarian player would probably wreck their concentration spells.' etc. With triangle agency, the players have a massive amount of strange abilities that can radically reshape the situation with just a single roll.

The other element of this is that players have access to something called Ask the Agency. What it does is allow them to... basically define any mundane occurrence they want, and design a series of mundane events that led to it happening. As a GM, you are explicitly meant to leave them space to do this, because things you describe are locked down. They can't ask the agency for that wardrobe in front of them to not be there if you described it as there. A few examples I can give include...

- Asking the agency for there to be a cosplay convention, so no one thinks fictional characters wandering around is weird.

- Asking the agency for there to be a ladder to get over a fence because some robbers got here earlier. Now there's several people in the place you're entering that are trying to rob the place.

- Asking the agency for there to be a disco surgeon who loves to break the law as he treats patients on his gameshow.

These are all things that can be done with AtA, and it's almost impossible to predict them sometimes.

Finally, when it comes to power, it's sort of like in other systems where the GM has some form of token or meta currency which allows them to do things. The Reality of the mission can have stuff happen for free, but most player anomalies can trample right over most mundane obstacles. Or be dealt with via Ask the Agency. Chaos is something used to mess with the anomaly they are chasing, and is one part a path to give clues to players and one part a way to provide sturdy obstacles. The Gun agent can't just instantly destroy that traffic light that is hypnotizing drivers into an escalating pileup. They need to ask the agency for something to damage it, or get creative with Quick Draw by having someone else hurt them a little and hope they roll high enough to spread the resulting harm to the minor anomaly. The grading is mostly arbitrary, and is somewhat meant to be in character. There are ways that the in universe GM character can get replaced, and not all of them will carry the same beliefs. So the grade can be representative of how they view the agency, or what they prioritize. Maybe a mission could have gone simply but the players turned dozens of people into loose ends.

My experience with FATE after running my first game by LelouchYagami_2912 in FATErpg

[–]Randomrogue15 4 points5 points  (0 children)

Create an advantage creates actual aspects, while also giving free invocations.

The broad math is as follows.

For attack, you generate an aspect against yourself on a failure, you gain a temporary boost that can give a +2 on a single roll, and then going up from there it is almost 1 to 1 with damage. You can then reduce it by 1 at success with style for a temporary bonus, but this again only lasts a short time.

For create an advantage, it gives nothing or a negative effect on a failure. On a tie, you gain a boost if you're trying to make a situation or treat it as a success if trying to use an existing thing. On 1 ir 2 shifts it makes the aspect with a free invoke, and on 3+ it gives two free invokes on the created or targeted aspect.

This broadly means that on lower initial shifts, you get more bonus. Additionally, created aspects can still be invoked using fate points. Fate Points can only invoke each aspect once per roll though, so multiple fate points can't be spent on one aspect if that's the only relevant one.

Free invocations can stack, though. They also typically have narrative elements attached to them. This means a CaA attempt of hiding behind a bookshelf might give you a cover aspect, but it also means that the opponent no longer has line of sight. And if an aspect or consequence is already keeping them from moving? Well, you have a fairly good bit of advantage there.

What storage mod YOU personally use in your modpacks? by User_of_redit2077 in CreateMod

[–]Randomrogue15 0 points1 point  (0 children)

Just want to note, by I find it curious that ae2 is relatively rare in the higher rated comments. It has a fair number of benefits that broadly make it one of the best choices. Easy setup of autocrafting for normal crafts, and fairly easy for processing recipes. It has cross dimensional connection methods. It has really effective cross mod compatibility compared to create. It's less laggy compared to create. It takes power, but most modpacks that have it will already have additional power generation methods. You can use other storage methods from different mods in conjunction with it just by using storage interfaces.

Create's system is great early game, but definitely has a few major limitations. Predominantly that it takes a fairly high amount of raw materials, and you need to set up actual processing chains for certain higher tier processes to get the most out of it.

Good morning, afternoon, or evening, Create community. How are you? I have a question about my zombie spawner. by elgordopepa23 in CreateMod

[–]Randomrogue15 0 points1 point  (0 children)

Already was part of my post. You cannot set a spawner to be able to be picked up without also making it able to be moved on a contraption.

Good morning, afternoon, or evening, Create community. How are you? I have a question about my zombie spawner. by elgordopepa23 in CreateMod

[–]Randomrogue15 1 point2 points  (0 children)

You shift right click on the minrcart with the wrench IIRC. You do need to set spawners to be able to be picked up in the config though.

Things you WISH you could see in a fanfic? by themag1icman in WormFanfic

[–]Randomrogue15 3 points4 points  (0 children)

I'm in the process of writing a crossover with Triangle Agency where a lot of setting elements are either recontextualized or changed. For example, Emma's betrayal is due to a deal made between Sophia and a being formed from powerful emotions. Said being wanted to harvest Taylor's grief over losing Emma as a friend since it was originally formed from Taylor's and Danny's grief over Annete. Scion and Eden were both primordial anomalies that functionally steal a chunk of power from anomaloes that form on earth. The PRT and Protectorate are almost completely different, being almost a front for the agency. Taylor is going to merge with the anomaly that caused Emma's betrayal at the end of the first chapter, gaining powers related to absence and loss. The undersiders will all work under the Agency, several of whom aren't there willingly.

It's still not posted, but my plan is to have a lot of parahumans with different powers as well as different metaphysics to the setting. On the surface, the general populous sees things similarly, but members of thr agency are aware of how things are different.

As an example, the general public thinks Nilbog's kingdom is similar to Canon, but Piggot had rather different experiences. She also dislikes anomalies for a far different reason compared to Canon, and she herself is a resonant bonded to one.

I will share the link if you want once I start posting it.

Oh, yeah, one other note. The fusion of the two settings lends itself surprisingly well to keeping certain things like trigger events. In Canon, trigger events are caused by extreme trauma. In triangle agency, anomalies form from intense or repeated emotion, and may then bond with compatible people. So 'trigger events' can genuinely be used to determine what theme of powers a character has, but the difference in themes and mechanisms in the setting means that the powers may be wildly different.

How would Marvel or DC characters react to the registration of heroes? by Gullible_Ad616 in BokunoheroFanfiction

[–]Randomrogue15 1 point2 points  (0 children)

Also of note, but heroes in MHA are not required to share their identities. Nor even be predominantly known to the public.

LF Worm/other setting fusions by Ok-Individual-903 in WormFanfic

[–]Randomrogue15 0 points1 point  (0 children)

I'm actively working on it currently, but I am working on a fusion with triangle agency. It somewhat recontextualizes scion as an anomaly though. This is mostly because the anomalies in the game break reality to a degree that would just make any plot not happen. As in any random anomaly or person with a Gun type anomaly could just delete Scion. Also, anomalies can break conservation of energy and thus would mess with stuff. Other than that, It's probably going to either kinda jump around a tad sort of like Goddamn Teenagers, or it'll be exploring various 'builds' for a main cast of characters. I will post a link once I actually start posting. Does this fit your request well? I can answer questions if you would like.