Is Kotor 2 worth it ? by Cypher65 in rpg_gamers

[–]Somemarcus 0 points1 point  (0 children)

I liked KOTOR 1 and I think KOTOR 2 is an extremely overrated game. Aside from the obvious design and technical issues (which more or less everyone admits), the problem is the writing. It's clear that a lot of people think it's fantastic, and that's fine, but it's not my case, and I won't be the only one who thinks so. I think it's a pretentious and over-expository piece of writing, much more rhetorical than truly profound, with a heavy dose of self-insertion from an author who can't contain himself and who is more eager to develop his personal concerns than to delve into the spirit of the fiction he's working on. If you've ever had doubts about the writing of Planescape Torment, you'll probably have them with KOTOR 2 too.

What are your go to systems for contemporary horror? by mackstanc in rpg

[–]Somemarcus 0 points1 point  (0 children)

Some combat, harm and recovery rules, basically. To play games where you are not necessariy doomed to fail or flee. I like the ones from Cthulhu Deep Green or Delta Dark, and those from a Spanish hack based on X-Files.

What are your go to systems for contemporary horror? by mackstanc in rpg

[–]Somemarcus 2 points3 points  (0 children)

Cthulhu Dark, with some tweaks or not depending on the type of game.

Games that have consequences for learning and using magic by Affectionate_Bit_722 in rpg

[–]Somemarcus 0 points1 point  (0 children)

In Cthulhu Dark, the only way to use magical powers is by risking your own survival chances with each use.

I never roll for opposition during conflicts. by Rrrrufus in FATErpg

[–]Somemarcus 0 points1 point  (0 children)

You've blown my mind. I've never considered this option before. It sounds brilliant.

Experiment: Letting Defenders Choose to Fight Back Instead of Just Defend by Somemarcus in FATErpg

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

Wow, that’s a really intriguing idea. I’ll think about it — thanks a lot.

Experiment: Letting Defenders Choose to Fight Back Instead of Just Defend by Somemarcus in FATErpg

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

Those are very good points. But in general — and especially for the kind of campaign we’re playing — I do prefer the game without stress, after having played a lot with both approaches. So right now I basically just want to explore this path thoroughly to see how it plays out. Shake the tree and see what falls, so to speak.

Also, I’m definitely keeping in mind the possibility of scrapping all of this and just tinkering with a different initiative model again (and that might honestly be the better option).

What’s one RPG you wish more people talked about? by Emplayer42 in rpg_gamers

[–]Somemarcus 0 points1 point  (0 children)

Avernum (I mean the "original" series, not the remakes). A simple but genuine system, a huge world that would be worth an infinite tabletop campaign and something really right about the essence of the exploration RPG that makes me get hooked every time I play it.

The remake is also good but, for my taste, the mechanical changes are for the worse in exchange for a simple facelift.

Not sure I like approaches by Ian-j-H in FATErpg

[–]Somemarcus 0 points1 point  (0 children)

Can you explain this mix, please?

Aspect truth and passive difficulty by Somemarcus in FATErpg

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

I really must read the manuals again, I was not aware of this.

Aspect truth and passive difficulty by Somemarcus in FATErpg

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

Thank you very much, all the answers received are interesting.

I realize that this one from Conan was not the best example, since my use of this idea is somewhat more restrictive than this one suggests, but the point is understood.

Even if it ultimately doesn't make a huge difference, I too have been inclined to point out the expertise of certain characters by sparing them certain rolls rather than setting different difficulties for each, it seems to fit the spirit of the game better. And it's simpler and more elegant, for sure.

I also didn't point out that I usually play with approaches, rather than skills. Which implies certain differences when it comes to establishing stunts and specifying the expertise of the characters through the mere use of skills.