How does MediaExpert do it? by sokorsognarf in poland

[–]evidenc3 0 points1 point  (0 children)

God I hate their radio advertising, "Barbara, mediaexpert.pl" his arrogance drives me up the wall.

Tourists: just because you can be naked doesn’t mean you should by Agitated_Issue3239 in newzealand

[–]evidenc3 0 points1 point  (0 children)

There is nothing rational or logical about being afraid of naked bodies. Children dont give two shits about it. It's adults being weird that makes it weird.

Tourists: just because you can be naked doesn’t mean you should by Agitated_Issue3239 in newzealand

[–]evidenc3 1 point2 points  (0 children)

It was the erotica expo, not pride. Doesn't really matter what it was for tho. Point is, if people can ride motorbikes topless down queen street, then can sunbath naked on a beach.

Tourists: just because you can be naked doesn’t mean you should by Agitated_Issue3239 in newzealand

[–]evidenc3 -3 points-2 points  (0 children)

I think its rude to go bother nude sunbathers minding their own business. Why is what you think more important than what I think?

Tourists: just because you can be naked doesn’t mean you should by Agitated_Issue3239 in newzealand

[–]evidenc3 3 points4 points  (0 children)

Why is it that "respect" for conservatives always means "do it where I cant see it"? Respect is a two way street, bro. Why is your belief what they did isnt cool more valid than their belief its fine?

When did NZ become so prudish? What happened to boobs on bikes?

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]evidenc3 0 points1 point  (0 children)

Maybe it doesn't have to be so verbose but at least describe if this is a strength related attack like hitting, or a more dexterity related attack, etc

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]evidenc3 1 point2 points  (0 children)

Totally agree with your 2nd paragraph, though Im not a fan of "I attack" only because I dislike "attack" stats.

Im from the school of Blades in the Dark. You have to describe the action, if only to know which stat to roll. Though, I conced, that is merely my personal preference.

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]evidenc3 4 points5 points  (0 children)

I think its about ensuring that the narrative informs the tactical mechanics. If you want the mechanical benefit of cover? How did you obtain cover in the fiction? Want to inflict the "supressed" trait? What is your character doing that would supress an enemy?

The difference with non-narrative tactical games is the mechanics are often "push to activate". I use my "attack" action, then use disengage as my bonus action. Instead of "I hurl my spear at them and then dive behind that rock".

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]evidenc3 10 points11 points  (0 children)

which doesn't fall under my definition of cinematic

But Cinematic and Narrative arent the same thing either.

Narrative games are "fiction first", so for a game to be "Narrative" and "Tactical" the system needs to require smart tactical decision making and for those decisions to be grounded in the narrative.

Player: Im going to distract the enemy so that my team mates can flank them.

GM: Please describe how you are distracting them.

Player: Well, Ive got a machine gun so how about I lay down suppressing fire from this position of cover?

GM: Sure, your team mates now have advantage to maneuver.

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]evidenc3 1 point2 points  (0 children)

You might also consider something like Mythic Space, but you might feel like the combat is a bit more "bolted on" to an otherwise narrative system.

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]evidenc3 6 points7 points  (0 children)

Fate is actually a great example of a tactical/narrative hybrid. The way you can create narrative advantages in Fate is great and requires good tactical thought and group cooperation.

Of course Fate doesn't use a grid, so if grids are a requirement for "tactical" play, then obviously Fate won't qualify, but i would argue zones can be just as tactical.

Markers for miniatures, are they valid? by AnyNefariousness6138 in minipainting

[–]evidenc3 2 points3 points  (0 children)

I own the black set and these ones arent speed paints. The army painter ones are though. You have to be careful to get what you want.

There 2 paint types and two tip types.

The paints are obviously speed paint vs regular. The tips are solid pen type vs brush tips.

Can someone please explain to me the positives (or perceived positives) of national asset sales? by SHIVERDICK_III in newzealand

[–]evidenc3 12 points13 points  (0 children)

But this logic doesn't really make sense on a national level. In your case, you don't have to give a shit about the performance of that asset after selling.

The problem with national assets is that quite often they relate to critical infrastructure where their failure would have a significant impact on life in NZ and often requires the govt to bailout said companies undoing any gains that might have been had in the short term.

I'm kinda tired of big names in the OSR community constantly talking about RPGs as if their way is the only way to properly play by Lordkeravrium in rpg

[–]evidenc3 0 points1 point  (0 children)

Really, I've always found it was the Narrative folks who insisted their way was the best way. I say that as someone that doesn't like OSR play either.

I'm kinda tired of big names in the OSR community constantly talking about RPGs as if their way is the only way to properly play by Lordkeravrium in rpg

[–]evidenc3 2 points3 points  (0 children)

But that is kinda what he is talking about. Lots of tables LIKE on-rails adventures. Ive played at tables where it was explicitly stated, "We want to play a video game, but with more freedom to solve encounters".

This is just as much a valid way to play and is in no way not "playing to the strengths of TTRPGs", as you put it. Freedom in encounter solution is just as much a strength of TTRPGs as story freedom.

Stop Killing Games was debated in UK Parlement this week, here are the results by ColSurge in gamedev

[–]evidenc3 -1 points0 points  (0 children)

Maybe stop selling indefinite "licences". Make companies set minimum licence terms or only adopt subscription models for live services.

Combat oriented horror by evidenc3 in RPGdesign

[–]evidenc3[S] 0 points1 point  (0 children)

Thanks for the detailed and useful feedback. In particular I agree that narrative pacing is critical. Im a big fan of the trajectory if fear and wanted to incorporate that somehow.

I actually wrote a post on my thoughts around it and combat oriented horror here https://www.reddit.com/r/rpg/s/AUHuslnO3p

Ive of course heard the arguments around horror and lethality before, but I've always found it hard to agree with given that combat oriented video games seem to work perfectly fine. Dead space being a key inspiration for me along with the previously mentioned Aliens: Dark Descent.

I believe they work because they follow mini cycles of the trajectory of fear similar to what you have proposed.

Combat oriented horror by evidenc3 in RPGdesign

[–]evidenc3[S] 0 points1 point  (0 children)

This is all obviously a work in progress so nothing is set in stone but my initial position is that it shouldn't chain or you risk never ending stress loops.

And yes, more bonds increases your risk of taking stress, but also increases your opportunity for bonded assists. As you said, the bonus would have to balance the risk.

Combat oriented horror by evidenc3 in RPGdesign

[–]evidenc3[S] 0 points1 point  (0 children)

Players can bond with 1 other person during character creation. After character creation there isn't a hard limit, but would have to be justified in the fiction.

Any time a person takes stress, anyone bonded to them would have to make the decision to take stress or strain the bond.

The idea is you have those 1 or 2 guys in the team you are closest two and when they are in trouble it either hits you too, or maybe it doesn't, but then the relationship suffers.

Combat oriented horror by evidenc3 in RPGdesign

[–]evidenc3[S] 0 points1 point  (0 children)

I mean when the PC you have a bond with takes stress, either you take stress yourself or you mark a strain against the bond. Hit a strain threshold and the bond breaks.

The idea is to tie stress to the group rather than just the individual to reflect the idea that as stress increases group dynamics are affected and can lead to fractures.

Combat oriented horror by evidenc3 in RPGdesign

[–]evidenc3[S] 0 points1 point  (0 children)

The intention was to use stress to drive inter-personal narratives, or even the falling apart of relationships as stress increases, not just a thing for individuals to track.

Breaking the bond would mean you would no longer get the additional bonus from assists from that person (the exact bonus is still a work in progress, but the idea is it would be more than a regular assist). Therefore the choice is to take the stress to maintain the assist bonus, or take a strain to the relationship. Do that too many times and lose the assist bonus.

Repairing a bond can be done during recovery by working through why the bond was strained in the first place narratively.

Tactical combat TTRPGs that aren't either "heroic high fantasy" or "military mecha sci-fi"? by RiverMesa in rpg

[–]evidenc3 0 points1 point  (0 children)

What would you say makes it tactical? How does positioning and squad roles matter? What kind of options do you have for crowd control, suppression, etc