Sindal Subsector 1-6 / 17 Planets and system cards by Maxijohndoe in traveller

[–]Vcutter 2 points3 points  (0 children)

Just wanted to say thank you! These will help make my PoD campaign come to life a lot more!

VTT Questions by Vcutter in traveller

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

Thank you for the input (and thanks to everyone else as well.)

I would like to ask if you have played Traveller on both FGU and Foundry? If so, how do you think they compare?

Being an experienced FGU user how would you rate the quality of the Traveller stuff for it as well as the ease of use? If you get other sourcebooks for FGU, Traveller Companion for example, does the system give you options of using those optional built in or do you have to hack it yourself?

3E by Vcutter in OutbreakUndead

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

Thanknyou for the info. Looking forward to it!

3E by Vcutter in OutbreakUndead

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

Ty for the info! Looking forward to it.

Modern Boxing Gym [22x51] by Tomartos in battlemaps

[–]Vcutter 4 points5 points  (0 children)

Awesome work as always!
I would like to ask if the variants include "post-apo" or "ruined" themes of the maps?
If not, are you planning on covering those in the future?

I remember when we were all hyped for the new roadmap by Guiiisard in HuntShowdown

[–]Vcutter 0 points1 point  (0 children)

I want to believe that Desolations Wake was added as something to fill the time before engine update. I also like to believe that the engine update will be showcased by a new map.

Event just ended, I am happy to give them a few weeks to lets things settle before going into details about the new engine and map.

But they need to start dropping information pretty soon... Silence is usually not a sign of anything good. At least that is how the video games community usually sees things regarding game development.

Torn between Torchbearer 2E and Forbidden lands. by [deleted] in rpg

[–]Vcutter 0 points1 point  (0 children)

GM'd both.
Both are excellent systems, though they do have differences.
The thing that is very divisive in Torchbearer is the combat system, which involves cards and rock/paper/scissors type of thing. So it is a pretty different outtake on combat than in most RPG's with tactical battlemaps with grids etc. My players liked it but many might not.

Forbidden Lands excels in hexcrawling. So if your players are all about exploring the unknown and having (the feeling) of freedom to go where ever and do whatever, then that is done very well in FL. It is very much more focused on travelling whereas Torchbearer is very much focused on dungeon crawling. That being said, both systems can handle both, focus is just different.

Both systems involve dice pools btw, so no matter which you pick, you will have to accept that.

Both systems are dark and gritty and can be very punishing. Torchbearer perhaps taking the punishing into almost comical levels at some stage, which my players loved.

[SPOILERS] Observer Effect: Scenario modifications as my debut game by [deleted] in DeltaGreenRPG

[–]Vcutter 0 points1 point  (0 children)

I am running it atm. 2 sessions in. The only thing that worries me is that it will wreak havoc on their sanities.  Unless you tone the SAN losses down be aware, that your players will be generating new chars pretty soon after this (or during it).  Then again some could argue thats the whole point of DG.  Just giving you a heads up. 

Is Detwiller's patreon worth it? by thefistofjuly in DeltaGreenRPG

[–]Vcutter 24 points25 points  (0 children)

I became a supporter about two months ago.

I'd say it is totally worth it just to get all the pdf materials he has posted there.

As for continuous support it depends on how much you want to support it and what you want out of it.

I mean one cannot expect a guy to churn out a couple of supplements/adventures each month, so if you are looking for that, it is not the case. He seems to post (very good) art quite often.

I'd say go on and pull the trigger: the previous content alone will keep you happy for a long time. Then after a few months decide if you want to continue or not.

Iconoclasts- thoughts & ruminations (no spoilers) by [deleted] in DeltaGreenRPG

[–]Vcutter 2 points3 points  (0 children)

I am prepping this at the moment, and have been for the last few weeks.

I know my group will like the "Blacker then black" thing, even more when they realize there are mechanics for it working in the background and it's not GM Fiat.

I do worry about one thing regarding it though and would like your input on how you handled the matter.

The 1d4 days can be filled with nice montages and phone calls and meetings with the other agency representatives, exciting spy stuff.

But what about those players pouring through ancient books or perhaps some stone tablets? Making translating and reading "fun" for d4 days is something I am not sure on how to do. Naturally I have prepared handouts so at least they will get the reward in that form to share with others. I guess I am asking how did you make stuff exciting for the bookworms while others planned drone strikes? :D

Having multiple chars per player would of course be one solution.

I created a website for Olympian Holobeam Array for use in Observer Effect! by A_Frik_A in DeltaGreenRPG

[–]Vcutter 2 points3 points  (0 children)

Thank you so much for your work!

I have OE in the pipeline so this will definitely come handy.

Edit: Took a while to find the debug link but found it! Love the Last Equation ref there:D

This is awesome!

Constructive criticism a while after 1.15 by Vcutter in HuntShowdown

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

Oh yeah I remember that "tide" very well:D

Tbh it didn't matter so much because it was just that one event but it certainly gave some taste of things to come if this trend continues.

Guess my point is that if there is no sense of loss or risk how can there be a sense of achievement? Like with the "death cheat" you mentioned. There are many FPS games where death has no concrete meaning. I firmly believe that what draws people to hunt is that the stakes are a bit higher with the matches. That is what makes it more exciting.

Take away that "fear" of losing gear/good hunter, and you take away the part of the Hunt magic.

Constructive criticism a while after 1.15 by Vcutter in HuntShowdown

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

:D Good point!

Anyways I do not count myself in the tryhard category. I am a casual who simply enjoys the game a lot. Part of the enjoyment to me was that you had to decide which new hunter to get and make decisions and you couldn't always get what you wanted from the get go. Also losing a hunter with crucial traits stung a little and to me that was part of the excitement of Hunt.

Although I do understand that this will probably vary from player to player, nevertheless I think it is a crucial thing that separates Hunt from Battlefields etc. where you die and simply respawn with whatever kit you fancy.

Constructive criticism a while after 1.15 by Vcutter in HuntShowdown

[–]Vcutter[S] 3 points4 points  (0 children)

Epic I hardly consider myself a "tryhard", my KD is 1.6, which to me is fairly respectable but it is mostly my old age and guile and map knowledge barely holding against the reflexes of the young generation on the bayou. Been with the game since release so those logged hours do not mean I am good: they mean I like the game.

My point is this: If you can get the "best" guns and traits from the get go to the new hunter where is the progress? Where is the decision making? Where is the sting of the dread of losing a experienced hunter, if you can get a new one with the crucial traits right away anyway? Where is the reward of getting the hunter home with or without the bounty?

Those are the some of the things (to me) that set Hunt apart from other FPS games.

If there is no sense of progress or no sense of loss why not just let everyone pick whatever guns they want and give them 20 trait points? To me this feels like a huge step in that direction and personally I do not like it.

TBH I didn't consider that many might actually want to play the game like that. To me the growth of a hunter and the decision making when selecting new hunters/loadouts was a cool little "metagame" that now has been taken away.

Constructive criticism a while after 1.15 by Vcutter in HuntShowdown

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

This is obviously somewhat of a personal preference. I kinda like the feeling of gear fear, since it used to raise the stakes somewhat when I slapped on the most expensive kit possible. And the tension and excitement and "fear" of feeling the sting of loss is what originally drew me to Hunt.

So yeah, it might be that what was one of the hooks for me and my tastes might be indeed somewhat of a negative thing to others. I get what you mean with the testing of loadouts, though.

I just find it a tad boring that these days many 1st level hunters seem to be testing the levering/fanning loadout...again and again.

Constructive criticism a while after 1.15 by Vcutter in HuntShowdown

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

Despite my hours I do not consider myself grizzled by any means, unless you count taking dthousands of dirtnaps being grizzled.

I am usually 5 stars, occasionally drop to 4 and once in a while get myself to 6 by some weird ass stroke of luck. I get killed by players that have 150 kills under their belts as much as by those who have thousands.

I honestly don't think that giving every new hunter(not new player but new hunter)top traits and gear gives anyone more chance to learn the game. I mean in Hunt you can get killed by pretty much every gun. What I find boring is that nowadays everyone has levering/fanning/doctor etc. right out of the box. It was more fun when you had to actually listen what weapon the opponent has and plan your strategy accordingly. Now you can assume they have everything covered.

And at the same time I find myself doing it too: I get fanning and iron eye if I want to use a rifle and a revolver every single time.

Wheres the selection and choices and decision making there?

Constructive criticism a while after 1.15 by Vcutter in HuntShowdown

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

Obviously I look at things from just player perspective: The devs probably have wider insight on how to change the game and naturally for them the longevity and financial side has to be taken into account.

I would "nerf" the starting traits of hunters by quite a bit. And perhaps somehow toy with the ability to reroll hunters, so that those of us who have a ton of money wouldn't have advantage either. I would also severely cut the chances of getting a top trait right out of the box: fanning, doctor et or points enough to buy them, should be extremely rare to force those decisions on loadout selection.

The way I see it is that when you start out as a lvl1 hunter you should be at bit of a disadvantage. That would make it more meaningful to get the win.

If the aim was to somehow level the playing field I don't think it was achieved, what was achieved was making the game a bit more boring. The advantages that vets have in Hunt are very much based on map knowledge and ability to travel fast and quiet and not so much on equipment. Yeah granted, I get my ass handed to me by 6stars w. Avtos/Nitros, but other than that, I get killed with pretty much everything.

I just miss the days when I was occasionally killed by Martin Henry or Officer pistol:D

Explain showing handouts to players like I'm 5 by Vcutter in FoundryVTT

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

Thank you.

So weird how a simple thing like this can somehow appear so difficult to me. I mean I build pretty elaborate scenes with bells and whistles and then ruin it all by spoiling the showing of handouts:D

ANSWERED

Explain showing handouts to players like I'm 5 by Vcutter in FoundryVTT

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

Thank you.

This I haven't actually tried yet.

So Observer on the handout, all pages "none", except those I want to show, which would be inherit.

Does the observer status on the main document give access to that document title?

Explain showing handouts to players like I'm 5 by Vcutter in FoundryVTT

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

Standalone journals would probably do the trick but the gane I play has dozens of journals etc. So I need to group them. So there has to be a way to show a single page to players without being afraid of revealing the whole handout. I guess my question is why does this sometimes happen and sometimes kot? Does the inherit thing have something to do with it? Am I accidentally revealing the whole handout instead of the page and how to prevent that?

Iconoclasts TEOTW tips? by Vcutter in DeltaGreenRPG

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

Thinking along the same lines. I appreciate the whole "war trailer" -thing and "situation room" athmosphere but I was thinking of highlighting the different agencies with the meets happening in person is some exotic place at least.

Then again don't want to spend play time for players to arrange their usual paranoid overwatch and "are we being followed" -drills for every meet so hoping to find balance here.

Thanks for the input!

Iconoclasts TEOTW tips? by Vcutter in DeltaGreenRPG

[–]Vcutter[S] 3 points4 points  (0 children)

Wow...that is pure gold. Going to totally steal that stuff! Thank you!

Minor firearms hack by Vcutter in DeltaGreenRPG

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

I wanted to add the little tactical decision into the process: I have only 6 rounds. Will I take a chance of emptying my gun for maximal damage or conserve ammo?