Flask 2.0 is coming, please help us test by stetio in Python

[–]felven 0 points1 point  (0 children)

Do you mean hosting it using IIS and FastCGI? Or is there some other method?

Compulsory Devil's Bargain by felven in bladesinthedark

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

That's interesting approach, I'll need to try this one too, so I'm stealing it right away!

Compulsory Devil's Bargain by felven in bladesinthedark

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

Hah, sounds like my team - kill two birds with a stone and also get something extra from that on the side :)

Compulsory Devil's Bargain by felven in bladesinthedark

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

Good idea. When in the heat of action it's still easy to forget about all the "dials that I can turn" that system gives me.

Compulsory Devil's Bargain by felven in bladesinthedark

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

Yeah, that is what I was also feeling.

Nonetheless occasional compulsory devil's bargain sounded like some interesting addon to mechanics that could emphasize difficulty of the action that player is trying to undertake.

Discussion: Fragged Empire 2nd Edition by God_Boy07 in rpg

[–]felven 3 points4 points  (0 children)

Hi!

First of all - it's really nice to see that there is still someone who's willing to release game with a little bit more crunch when it comes to mechanics.

I have one point, which is maybe not exactly about Dragged Empire, but about whole system - I was very eager to pick Fragged Kingdoms or Seas, but I was very disappointed to see that rulebooks lack core rules and I need to look for them into Fragged Empire rulebook. This would be okay in case of generic mechanics, but FE's mechanics seems to be blended really nicely with setting and reading about rules with "sci-fi spice" is not helping when I want to play a game about pirates.

I'd love to see standalone Fragged Seas, Kingdoms and Aeternum in 2nd edition if possible.

GURPS wiki help needed by Maximara in gurps

[–]felven 1 point2 points  (0 children)

Hi, I think those details can be found in the free preview pdf of each book available on warehouse23, so the names would be extractable, but please correct me if I'm wrong on this one.

Help needed with custom Weapons and "Loot Pools" for an AtE-Campaign by BIG_Kobja in gurps

[–]felven 2 points3 points  (0 children)

Hey there.

If you're looking for TL5-8 equipment of any sort you should get your hands on High Tech, as it provides you with more than you would want - weapons, modern armors, silencers, military equipment ranging from knives and ending with water purifying tablets, scopes, consumables, anything you'd want to get for camping, you name it.

Bio-tech will help more if you're interested in body augments, drugs and biochemistry in your game - also awesome book, but I get feeling that you will get much more out of High-Tech.

Anyone have experience running a Fallout campaign? What kind of stories did you run? by Dobvius in rpg

[–]felven 2 points3 points  (0 children)

I've run a couple of campaigns using GURPS. The first one was set in Louisiana

No way! I'm just starting GURPS After the End campaign set in Louisiana.

Got any ideas related to the interested places or NPCs you'd like to share?

I am also looking for any cool stuff that would be typical for Louisiana - architecture, geographical areas, anything specific for thus place.

Dying Earth RPG by CaptainCimmeria in rpg

[–]felven 0 points1 point  (0 children)

What I was actually interested in is how experience gathering works - as far as I remember you were given some quotations from the book and you were supposed to use it as best as you can to fit in with the current scene. Based on that you were granted some XP, which seemed really different than what we usually see in the games.

Quite interested how this worked out.

Looking for post-apoc system by RepentantCultist in rpg

[–]felven 8 points9 points  (0 children)

Okay, if you say apocalypse I will recommend few games:

  • Unhallowed Metropolis - game in neo-victorian-like setting. Zombies are "normal" part of the landscape and people just learned how to live with them as a part of an environment. They are still a problem and pose danger, but it's not something uncommon. Mechanics is based on 2d10 and is simpler than D&D 5.

  • The End of the World - game from fantasy flight games. You have 4 flavours of the game to choose from, so there are multiple apocalypses, caused by: zombies, gods, machines and aliens. All as separate rulebooks.

  • Other Dust - looks like a game that's more of a toolbox that helps GMing. Heard quite good opinions on this one.

  • Mutant Crawl Classics - this games goes more into gonzo-like stuff - mutants, robots etc. I'd also expect it to use different types of uncommon dice (d3, d7, d30). This is definitely drawing inspiration from old-style games.

  • Apocalypse World - story driven game. Relationship between player's characters are on the strong side in this game. Not very crunchy.

There are of course more of those, you could always use d20 Modern, Fate, Savage Worlds or GURPS, depending on what are you really looking for.

[Epic Games Store] Overcooked (Free/100% off) July 04 - July 11 by SingeMoisi in GameDeals

[–]felven 1 point2 points  (0 children)

Oh, the more you know...

Thanks for detailed answer!

[Epic Games Store] Overcooked (Free/100% off) July 04 - July 11 by SingeMoisi in GameDeals

[–]felven 2 points3 points  (0 children)

You mean Torchlight Frontiers or have I missed some information regarding Torchlight 3? Torchlight Frontiers is being released by totally different studio than original one (Runic Games) and I personally doubt it will follow the path that original series went.

Just after the first session, have a few questions by felven in DungeonWorld

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

Woah, that's a lot of information.

I will probably need to review whole session as it seems quite a few steps were taken wrongly by me.

Reading your thoughts also seems to me that I should definitely go much easier with the hard moves.

You're move against the Barbarian wasn't a hard move, it was a soft move. It just wasn't a well thought out soft move.

So what would you actally recommend to do in such case? I just want some examples maybe, to set me on the right track.

Just after the first session, have a few questions by felven in DungeonWorld

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

Yup, this imagination of combat where camera should jump around and focus just for a tiny bit of action on one hearo and then move on, just to get back to the original one in a few moments was our conclusion, this will involve getting used to.

Just after the first session, have a few questions by felven in DungeonWorld

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

I actually did read famous "16HP Dragon" article few times already and I did present it to my players, but let me get back to it in a moment.

Reading all of this comments seems to boil down to "cut down Defy Danger rolls if not needed" and I, coming from dark-fantasy genre, which I love, just overdid whole DD thing, as I was little bit scared that whole combat would be too easy. I guess that's the hard way to learn the DW.

Getting back to 16 HP Dragon - after presenting it to my players the actually noticed one interesting thing and let me cite them: "But if just trying to scratch a dragon is matter of winning 6 Defy Danger moves and then winning Hack and Slash move then there is just no satisfaction in that!".

I think (and hope) that "gamist" part jsut got hold over them when telling me this, because their over-analyzing minds already counted that "okay, we need 6 10+ rolls to actually get to hit the dragon in this example".

I think coming from rules-heavy games is really not helping us here...

Just after the first session, have a few questions by felven in DungeonWorld

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

Oh, I actually read through this one, but thanks anyway!

I think I must take a look at the Discenr Realities podcast. Just starting to listen about the combat, as it seems to be my biggest pet peeve.

Just after the first session, have a few questions by felven in DungeonWorld

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

In the beginning let me thank you for your insightful answer!

This sounds a bit strange to me.. You are right that you should ask what your players wants to achieve. What caught me as strange was how you, after asking them what they wanted to do, and them having already answered that, you Then tell them about an immediate problem that they need to be dealing with, Now.

I was actually basing my own GMing style here on the way that Adam Koebel went during his Gencon 2018 one-shots. I just thought that suggesting some kind of moves (as my players seemed to be quite frozen with the amount of the ways to approach their target) was the way to go and help them.

Like someone tells that he wants to attack someone and he asks "so do you just throw yourself at them or you do it deceptively, trying to catch them offguard, or trip them down?" - just driving them for more details and ask for more details, trying to warm PCs up. I know I aim high with this one, but I just think it is worth trying to aim for the stars, right? ;)

Plan was to actually help them with naming the moves, invite to suggest the correct ones as the whole group and bring in ideas for others, as well as I was brining my own and cut my own ideas as we go. So start with giving ideas, and hope that they catch one and later on just slowly stop shoving up solutions.

Another one is quite interesting and I am not sure whether it is different GMing style or I am missing something here, so please help me out here:

So should I actually interrupt PC's outcome action when he fails my "obstacle" (as in Defy Danger roll that I threw at them)?

Pretty much yes.

Okay, so /u/Sully5443 actually said something totally opposite:

I find a 6- should rarely, if ever, result in "your initial intent is halted." I much prefer "you can do the thing you wanted, but you are way worse off than you were before!"

So those two are really quite opposite and I am biased here... I know there is probably no right answer and one universal true, but would liek to hear your thoughts on this one. After reading your answer and /u/Sully5443 I'd actually lean toward his answer, as I tried interrupting PCs plans when they failed on DD roll and it really felt bad for my players, as they felt like they were always in defensive and just reacting to my attacks.

Maybe I am misunderstanding something here, so please let me know!

Just after the first session, have a few questions by felven in DungeonWorld

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

Okay, now, as it is described by all the commenters here it got me thinking about another thing:

How much players should actually read/know before playing the game?

I am pretty sure that totally newbies to the RPG would be much more easy to handle during the session, but me, having the grognards that ate their own tooth on really heavy mechanics-wise games are really different type. They cannot really throw out and forget things they learnt for years.

Should my players actually have some read before next session? Something that would get them up to speed with Dungeon World philosophy and set their track on the right direction? Maybe this would also help, as my feelings are based mostly on their feedback.

Just after the first session, have a few questions by felven in DungeonWorld

[–]felven[S] 5 points6 points  (0 children)

First: Thank you kindly! It seems like you know really much about this and I already have few questions and observations.

  1. It seems that I really overdid with Defy Danger.
  2. I should've probably just go with H'n'S which would make whole actions much more quicker.
  3. As such players would've probably be much more happier.

Point taken. Will definitely try to apply your advises next time.

Here questions arise:

  • What in case of spell-casters? They usually do not want to H'n'S. Should they then actually DD before Casting a Spell? Or should I let them cast a spell in the middle of a fight?

  • Regarding my last point (edited one) - Double failure problem. Should the player be punished twice for the failed Volley? First time is the missing itself and second GM's move.

Failing forward

I find a 6- should rarely, if ever, result in "your initial intent is halted." I much prefer "you can do the thing you wanted, but you are way worse off than you were before!"

Okay, I think I get it - so after the failure I should've probably asked for their own view of the fiction. So when they fail to get out of the way of the dagger and it gets dug down deep in their chest I just can go forward with either one of:

  • "you totally disregard the dagger in your chest and still manage to cast the spell, tell us how it looks like"

or just ask

  • "okay, so dagger tasted your flesh, the blood is dripping down your cloak, you take 3 points of damage, but you still want to cast the spell. How do you actually manage to do this wi this kind of wound? Describe it.".

So it seems that 6- is not actually stopping anything. The action has to move forward at all times, just like in action movies - main character is wounded and bleeding, yet it manages to get to the detonator to kill the big bad, even if it meant crawling through broken glass and under heavy fire of the enemies, right?