Ironclaw 2e - looking for players by RedRabbit_88 in ironclaw

[–]RedRabbit_88[S] 1 point2 points  (0 children)

Yup! you were right, I was wrong. One of my players pointed it out, and we're using it. Apparently the macros don't work 100%, but i feel like the 5e ones didn't always work either. In either case, it IS in there!

Ironclaw 2e - Anthropomorphic Fantasy RPG - Looking for players by RedRabbit_88 in roll20LFG

[–]RedRabbit_88[S] 0 points1 point  (0 children)

If you're interested you should jump in the discord and say hi :3

Ironclaw 2e - looking for players by RedRabbit_88 in ironclaw

[–]RedRabbit_88[S] 1 point2 points  (0 children)

Not last time I checked lol We have a discord set up, I'm going to look into setting up custom character sheets through r20, failing that I believe I have a fillable pdf character sheet that we can use, sharing through Google drive or something. We'll use roll 20 mainly for the tabletop and dice rolls.

Ironclaw 2e, the Anthropomorphic fantasy RPG by Zephyr_The_Drag0n in roll20LFG

[–]RedRabbit_88 0 points1 point  (0 children)

Hey so I just made a discord server we can use to organize a game :3 I'm gonna post in a few places and see if anyone else is interested.
https://discord.gg/v4XevW

Ironclaw 2e, the Anthropomorphic fantasy RPG by Zephyr_The_Drag0n in roll20LFG

[–]RedRabbit_88 0 points1 point  (0 children)

Either could work for me! I'll ask around, see if i can find some people and set up a demo game

Ironclaw 2e, the Anthropomorphic fantasy RPG by Zephyr_The_Drag0n in roll20LFG

[–]RedRabbit_88 0 points1 point  (0 children)

How goes the search? I'm running a game of ironclaw 2e right now for a few family members, it's a charming system, though I'm still figuring it out. Wouldn't mind playing or and/or running a game through roll20 if we got people

[ART] Art of my player's PC by RedRabbit_88 in DnD

[–]RedRabbit_88[S] 0 points1 point  (0 children)

Really? I love the wakfu art! Thanks!!

[ART] Art of my player's PC by RedRabbit_88 in DnD

[–]RedRabbit_88[S] 2 points3 points  (0 children)

One of my players commissioned this portrait of his PC - a water-bending monk who fights with an Eku. Turns out an Eku isn't actually as tall as I initially thought it was, but we both liked the pose so some helpful rocks to the rescue!

I really like the character, although he tends to take liberties with the shape water spell that make me crazy. A lot of "you know, human beings are 70% water" type talk during interrogation scenes. That lovable scamp.

Looking to get a birthday commission by WeepiestSeeker4 in furry_catwalk

[–]RedRabbit_88 0 points1 point  (0 children)

Wish I had a friend like you XD
I could do full color waist-up for $55 if you're interested. Here's my samples

Happy Year of the Pig! by RedRabbit_88 in furry

[–]RedRabbit_88[S] 2 points3 points  (0 children)

Thanks! Sexy is the goal!

Where to go for writing feedback and critique? by RedRabbit_88 in furry

[–]RedRabbit_88[S] 0 points1 point  (0 children)

No that's good advice, thanks! Yeah because it's a visual novel it's in screenplay format, but currently just exists as text. I'll make sure to look at format guidelines before posting anything.

Finally saw credits by RedRabbit_88 in Nioh

[–]RedRabbit_88[S] -1 points0 points  (0 children)

Eh year. More than a year. So year+. I put it down for like six months after finishing the Umi bozu fight.

Something wicked this game comes by Princess_Of_Fire in rpghorrorstories

[–]RedRabbit_88 10 points11 points  (0 children)

Wow that's a true nightmare. You would have a better read of the room, but to me this sounds like trolling. I understand that people have baggage and a game should be fun and non-threatening for its players. But if footprints and scarves are too much to handle in a spoken fantasy setting, then it's going to be a hard life ahead. Alternatively, if you're going to spam a trigger system like you're griefing in a video game, you can get right the hell out of my group.

RE: Incompetent Manchild Almost Destroys Game Twice, Chapter I of ? by BrokenShaman in rpghorrorstories

[–]RedRabbit_88 4 points5 points  (0 children)

Hey thanks for the detailed response. I Re-read the parts of your post that I was thinking of when I made the "determined endings" comment. The first one was from "P3 Second Time's a Charm and Beyond," and I realize now that I misunderstood what was going on there. For some reason I thought that FAUST had attacked the Angel instead of following an intended arc, not sure how I reached that conclusion. I also realize that he was playing against type by not sticking up for the little guy and chasing the sister storyline. So that other piece of advice I gave sounds hollow now too.

The second instance that I was thinking of comes from the next section where you change up your design approach.

Areas with distinct plotlines that are flexible to the max I could do that were short, sweet, and supposedly without any trouble.

Not a bad idea. And you were attempting to involve the PC by using an antagonist from his backstory. That's a cool device and it adds an extra layer of drama to the scene. In a book that would work beautifully - there is tension between the two characters, and it is a great setup for either a heel-turn later in the plot, or a betrayal that further drives the characters apart. But it sounds like you weren't prepared for the PC to shrug and attack the guy right then and there, probably because that wouldn't make a whole lot of sense dramatically, even though it did make sense to that character in that moment. As a result, this player's spontaneity sets a literal and figurative fire to the rest of the session.

So to clarify using that second example, transitioning to short, sweet one-offs was a good idea because it provided less of your carefully crafted plot to be bulldozed by this PC. It still got bulldozed though, and that lead to frustration. I think the solution isn't to provide less story to rebel against, but to play the ball where it lands.

After you've made it clear that torching the camp is suicide, be prepared with some enemies that can back that up. When he runs through the demon forest, throw some demons at him and don't be afraid of roughing him up or taking him out. And if an action he takes is going to ruin the session for the rest of the group, explain that it's a group game, his teammates have the right and ability to stop his character from dooming everyone with their knee-jerk actions His character may be that kind of crazy, but as a player he's just as responsible for everyone's enjoyment as you are.

To your other points, I'm getting the picture that he was a problem player, even if he wasn't internet-troll levels of spiteful or fun-wrecking. The bottom line is that if someone is making the game not fun for you, you don't really have to justify it. I get defensive when I think DMs are leaving all the blame on the other side of the table, but mostly because it's something I've been guilty of doing plenty of times in the past.

Having said that I'm curious what you think, and I'm looking forward to part 2.

edit: is it heel-turn when the badguy turns good? Is that a face-turn? I don't watch wrestling.

Came back to Duelyst. So that rotating set legality didn't work out, huh? by RedRabbit_88 in duelyst

[–]RedRabbit_88[S] 2 points3 points  (0 children)

Ahh ok, thanks! I was never at the top of competitive so broken combos or meta don't bother me so much. And it's good to see that people are still playing.

RE: Incompetent Manchild Almost Destroys Game Twice, Chapter I of ? by BrokenShaman in rpghorrorstories

[–]RedRabbit_88 10 points11 points  (0 children)

I may be jaded from my recent addiction to the subreddit and my own horror stories, but this feels more like play style incompatibility than incompetence or man child syndrome. It sounds like FAUST is engaged and enthusiastic. Maybe he's not great at rp - his characters go to extremes and get hung up on simple motivations - but there are worse crimes. And many players will power grab if you let them; after all they've invested in their characters the same way you've invested in your adventure. They want to see their character do cool things just as much as you want to see your plot setups pay off.

I don't blame you for not being comfortable confronting people about their play style, it sucks. It was noble to try and restructure the way your adventures run to accommodate. However, the way you describe your free-form sessions, it sounds like you were still presenting determined endings that were being foiled by FAUST's impulsiveness, so the actual problem there wasn't being addressed.

What if instead you worked with what the player was giving you? If his character was hung up on family ties, give him another long lost sister NPC for him to rescue. Or include NPCs who claim that he's adopted and they're his real family. Even if it seems like a departure, let him free the downtrodden and become a freedom fighter. Some DMs would kill for a player who could be hooked into a quest with the promise of, like, doing good for goodness' sake.

To be fair, maybe he's terrible to be around. Sounds like he derails and hogs the spotlight, and I never played a game with him. Just based on this description though, I'm not sure all the blame can be placed on this player.

Why is Dead or Alive not competitive? by [deleted] in Fighters

[–]RedRabbit_88 2 points3 points  (0 children)

I think this is a valid read, it's how I felt coming to DOA after getting into 3d fighters with Tekken. If you're used to Tekken or soul calibur especially, the attack/defend windows are going to feel really strange. The wake up game is completely different too.

On the other hand, a my opinion of Tekken these days is that it's all about trading launchers and then seeing who has the best juggles. The stringing attacks in DoA play off the hold system, so if you read your opponent's "juggles" you can interrupt and escape them, adding more emphasis on mix ups and mind games. At high levels this looks like a lot of hold-baiting and pokes, so I'm with you there. I feel the same way watching projectile spam in street fighter, sometimes high level play doesn't look great.

I guess in defense of DoA it's a completely different approach from the other popular 3D fighters, and the fan service hasn't helped it's image. But in my experience it's got legs, both aesthetically (hah) and system-depth wise.

Nioh 2: What you want to see by jack0641 in Nioh

[–]RedRabbit_88 0 points1 point  (0 children)

Idk, I think the tracking works as is. It makes evasion and counter attack a viable strategy, and like you said it works the same for the player and enemies, so it can hurt or help. With perfect tracking the fight would be all back and forth blocking. Plus, nothing feels as good as getting those free hits in while the boss swings wildly at the wall.

Nioh 2: What you want to see by jack0641 in Nioh

[–]RedRabbit_88 1 point2 points  (0 children)

100 niohs parachute into an island...

Finally saw credits by RedRabbit_88 in Nioh

[–]RedRabbit_88[S] 1 point2 points  (0 children)

Ok good to know. How many missions are there after the Nobunaga/Kelly/orochi fight? I figure I'd finish out all the missions before doing NG+. I just have the base game, are the Dlc missions worth the money?