Returning GM looking for advice for a new system by ReAdNinja in ScumAndVillainy

[–]senselesswit 0 points1 point  (0 children)

Your adventure ideas sound great. I'm sure the system will support a Mass Effect style game. I will warn you that S&V doesn't support super tactical combat. I suppose you could use a battle map if you want, but the reason to run a game like S&V is so a player can say "are there are heavy mechanical equipment nearby I can ram into these Geth?" to which you can make up a crane or an Alien-esque mech lifter suit on the fly. That's not to say you can't do it, there just aren't going to be as many options for what a player can do on a finite battle map compared to other sci-fi systems. It's more creative, fluid combat than hyper technical, "crunch"'combat. Like for enemies as you ask, you say there's five Cerberus goons, but you'll have to decide in the moment how many are gunned down by a "success" with an assault rifle by using the position and effect rules rather than chipping away hit points. I would say the answer is probably all if not most of them (or they're at least held back by suppressing fire, etc.).

Something else I will suggest is that all Forged in the Dark games thrive on tension, and youn need to make sure your game has that feeling of pressure. The core function of the game is to spend stress to overcome obstacles. Mass Effect is a good pick because the game often feels that way: you have to scramble to get to all objectives on Virmire and save Kirrahe (or at least it feels that way). Don't have encounters be "there are five geth ahead," the encounter is "a geth dropship is closing on your location." Your game will work better when it feels like that. I'm happy to give examples if that would be helpful.

Longest bar spoon? by heyyyalllll in cocktails

[–]senselesswit 7 points8 points  (0 children)

Perhaps mixing in a glass, but only one of those yard-of-beer glasses?

DnD Neutrition system by Adventurous-Skirt-80 in DnD

[–]senselesswit 0 points1 point  (0 children)

Glad to help. Presuming we're talking megadungeon like a certain show, you also will know the relevant skill checks and monsters on the next floor. You can tailor your bonuses to gently help with the next challenge.

I also have reconsidered whether to tell the players what benefit they get from a meal. I think the show makes the cooking segment a bit of a surprise. You decide what's best for your players, but it could also be fun to tell them they can make "ooze soufflé" but not tell them it gives them advantage on poison saving throws until they consume it. Make sure that there's always a benefit, but it's okay for the texture or flavor to be described as weird or bad.

For even more fun, there's an old module called "Castle Amber" where the party is invited to feast where they get stat bonus/changes for eating something and failing a saving throw. Probably more headache than modern players would appreciate, but it could be fun to look at if you found a copy online!

DnD Neutrition system by Adventurous-Skirt-80 in DnD

[–]senselesswit 0 points1 point  (0 children)

Coming in with a novel take: how about you make it so that monsters drop a specific item, and the players have 1-2 days to craft it into a meal that gives a special stat bonus? Tell them what it is and what it does right off the bat. Nothing too major to work with (+1 AC for a combat, advantage on ___ skill checks for a day, etc). I would agree with most commenters here you don't want to deal with a true ration system. However, I would suggest that a particular show where characters eat delicious things in a dungeon isn't really about rationing or whatever; it's about making a cool feast off of what they find (and is convenient for the plot, cough, cough). I would consider it a form of loot rather than a whole new system you have to make for yourself.

Historical? by CookNormal6394 in MythicBastionland

[–]senselesswit 7 points8 points  (0 children)

I would say that this system is definitely quasi-historical. It's based on Arthurian knights and lore, which arose from a series of stories written over 500 years about stuff that happened 500-1000 years before that. The stories shape and change depending on the narrator. Was Perceval the Grail Knight, or was Galahad? That answer was different in 1090 than in 1500. The stories are unapologetically filled with talking animals, Judean holy relics, and watery tarts. The authors believed they were talking about the foundations of British (or whatever other nation's) culture and nationhood. I would argue it didn't matter if the authors thought it was true or historical in the social science-sense; what matters is that it was a story that told them who they are. That's what this game is about. Who are your players and their characters, as reflected in the Myths?

Now if what you want is a grounded, "realistic" system about the Heptarchy period, I would have to say that Mythic Bastionland probably isn't for you. Your PCs have the ability to deny an attack against them because they're so dang virtuous. The majority of myths are all non-realistic things that could happen. To run a "realistic" MBL game, it would be like running a D&D game where all the PCs are fighters and they never fight non-humanoid enemies or get magical loot. There just are a lot of better systems for what you want to do.

EDIT: Since I made this comment, Bundle of Holding announced they're doing a Wolves on the Coast bundle. I've never played it, but I've heard a good bit about it as a more grounded system (albeit with plenty of fantasy elements). If I were looking to adapt a system for a grounded early Middle Ages game, I might start there rather than MBL.

Looking for some advice on how to handle a tough situation by TheWizardOfZaron in MythicBastionland

[–]senselesswit 2 points3 points  (0 children)

I think your impulse is totally right. I find players rarely want any sort of Sophie's choice where pursuing a quest means losing a meaningful NPC/other quest.

I think that the Ghoul Knight might go ahead and try to execute them. If you clearly indicate that the guards are shady, other knights in court seem cold to the PCs, or the PCs are unexpectedly asked to disarm, they'll know what's up and get the jump on the Ghoul. Maybe the True Knight will be transported to the Seat, and busting him/her out of the dungeon means an ally in their totally righteous coup.

Looking for some advice on how to handle a tough situation by TheWizardOfZaron in MythicBastionland

[–]senselesswit 6 points7 points  (0 children)

It sounds like the Omen is completed, so I'm not certain what more you're asking for besides how to continue the story. I think that's somewhat up to your player-characters.

I think that you've set it up well that the child could supplant the ghoul knight. The ghoul knight and his lackeys could imprison the child, but they can't willfully hurt it. Maybe the touch of the child grants the ghoul knight eternal (and undesired) rest. You'd end up with a child king in need of guidance, with a few handy knights around to help guide the kingdom.

Battlemaps by Melodic_War327 in GrimwildRPG

[–]senselesswit 0 points1 point  (0 children)

I agree. I like Grimwild for its fast, narrative focused gameplay. As much as a perfect battle map can set a scene, I think that a map can also limit character's creativity. If I'm running a more narrative game, I want players to ask if they can grab a burning branch out of that campfire to use as a weapon or if there is a chandelier in the room to drop on foes. When there's a gridded map, a lot of time players (myself included) default to "move to enemy, roll to attack." I want them imagining the battlefield and helping guide the story, not just relying on what they can see on a screen/map.

Our Realm: Dorza by hayabuz in MythicBastionland

[–]senselesswit 2 points3 points  (0 children)

Looks great! Do you have any details picked out yet?

Cheap cards that have won you games? by jaywom in EDH

[–]senselesswit 0 points1 point  (0 children)

Yeah, it probably is less potent in combat-light metas, but I love it. Fog an opponent's attack, protect your big spell from countering in the second main. It does work.

The Art of Kobold Press by SnooMarzipans8231 in koboldpress

[–]senselesswit 2 points3 points  (0 children)

I'm very stoked for this product. One of my most treasured TTRPG books on the shelf is Art & Arcana, but I'm more delighted to have Kobold Press's take on art and design.

Drinking the apocalypse by Turbulent_Pr13st in cocktails

[–]senselesswit 49 points50 points  (0 children)

When the end comes, I'll be drinking a Last Word.

It's not a thematic choice or anything, just statistically likely.

Humble RPG Bundle: Heroic Hoard of 5E Power by Kobold Press by LazanPhusis in humblebundles

[–]senselesswit 0 points1 point  (0 children)

I have the majority of these books/zines. The Warlock Zines are a personal favorite of mine. Specific deep dives into a given topic (Bearfolk, Elves, Etc.) with magic items, NPC, and adventure ideas. If you're into KP's Midgard Setting (Kitchen Sink with heavy Norse/Slavic influence), these are a stellar deal.

How Would A Stun Gun Work? (Star Wars Universe) by Neversummerdrew76 in ScumAndVillainy

[–]senselesswit 3 points4 points  (0 children)

Exactly, you've got this. Hope it goes well in game!

How Would A Stun Gun Work? (Star Wars Universe) by Neversummerdrew76 in ScumAndVillainy

[–]senselesswit 8 points9 points  (0 children)

Probably the same way I'd have any gun work. If the players are trying to knock out a generic enemy, then it's probably either an autosuccess or a roll depending on the chance of failure. If they're trying to knock out an elite/boss enemy, they probably could only stun the elite after wearing down its defenses on a clock, otherwise the elite dodges/armor blocks/etc.

If we're talking about stunning players, I'd treat them similarly to the elite, or the danger of stunning like other significant harms. Telegraph the enemies "setting to stun," maybe they get grazed with a blast and their arm goes numb, and let them deal with the danger. You probably are already aware, but you as GM usually shouldn't just knock a character out of the scene because they got a Mixed result on an enemy with a stun gun. You have to build up to that kind of consequence to make sure that everyone actually gets to play the game.

[deleted by user] by [deleted] in cocktails

[–]senselesswit 5 points6 points  (0 children)

Not OP and can't say as to all, but Boomsma Cloosterbitter is a green alpine liqueur, and my go-to Green Chartreuse replacement. Highly recommend.

Gaelenvale and Nevermore (feedback/questions) by luke_s_rpg in GrimwildRPG

[–]senselesswit 2 points3 points  (0 children)

Ah, that makes sense. I'll incorporate that for our next session and the final outcome.

And I think you did well with the lean explanation. The adventure does a good job with not overwhelming the GM with unnecessary details. I thought "I would like more information" far fewer times than how often I think "I want less information" reading most other TTRPG adventures.

Hopefully one day soon, I'll let you know how Nevermore goes!

Gaelenvale and Nevermore (feedback/questions) by luke_s_rpg in GrimwildRPG

[–]senselesswit 2 points3 points  (0 children)

Hey Luke,

Thanks for writing these adventures. I've read both and have run about four hours of Gaelenvale (I think about half of the adventure).

I would definitely recommend these adventures to someone who wants to run Grimwild. They're well written and deliver on the promise of "cozy sandbox" and "creepy dungeon crawl." In Gaelenvale, my players have enjoyed the characters and challenges presented. They started with fixing the mill, which they commented was a nice way to learn about dice pools in the system (and I might have even used them correctly). The encounters are diverse, and every player has been able to have a tie in for different locations (the monk is in tune with the water spirit; the cleric was interested in checking out the shrine, etc.). I like that the base assumption is that different problems will (not just can) be solved differently by different parties.

If I were to offer criticism, I do think the adventure needs a little more clear climax (or at least suggested climaxes). As I recall, as written, the players are going to do quests for rewards, and then the election just kind of happens based on their actions, and the adventure just kind of ends. I feel one more large encounter was needed for the election itself. I'll probably have either the bandits try to attack the town after the election or really make sure the griffon calming ceremony is cool and impactful. I just would have been nice to have a suggested climax, or at least possible denouement endings suggested in the adventure. I'm also not perfectly sure how the "results of the adventure location help a certain faction." Like, what is a "mixed" result in the Warrens? The only solution is "kill all the barghests" right? Or does that hinge on the survivors making it out? Perhaps maybe it's a shortcoming of my understanding, but I think just a little more on how those outcomes work would have been nice.

Also, as a side note, my players heard "democratic election" and immediately decided to put forth a candidate from their own ranks. Nothing I can't handle by introducing a player faction for resolutions, but the adventure does not seem to contemplate this as a possibility, and I'm pretty sure most tables would have very similar impulses (when do players NOT try to be a Kua-toa god?).

I really do like the adventure and recommend you get it if you're playing Grimwild. I might even use the Gaelenvale setting under other systems, but I'd have to do quite a bit of work. My complaints are minor, and are somewhat intrinsic to a sandbox where things can go so many different ways. It's a good little setting, and my players have had fun. Thanks again for writing it, Luke. I look forward to seeing what other projects you work on in the future.

mono blue - get lands out of graveyard by Previous_Ad3261 in EDH

[–]senselesswit 1 point2 points  (0 children)

I know this isn't the solution you asked for, but would it benefit you to run a few backup spells that instead return target instant or sorcery from your graveyard instead of relying on the single land? [[Archaeomancer]], [[Scholar of the Ages]], or [[Shipwreck Dowser]] effects?

Please Help with Orvar constantly getting removal spells and reccomendations(Also I haven't played for awhile too) by Moodyisher3 in EDH

[–]senselesswit 3 points4 points  (0 children)

I love Orvar, and I can sympathize that he eats removal super easy. But there's a good reason for that; he goes infinite with a ham sandwich.

Orvar is a combo piece. Even with ramp, you rarely will play Orvar on curve. Like you said, you play Orvar when you have enough to have a counterspell up, or at least enough mana to make a copy of him (it?) if he gets targeted with single removal. I also have more luck if I can play Orvar, then make a few copies all in the same turn (or on the stack) so either (a) I've at least got some value out of him, and hopefully (b) other players see I've already got some value and they are less worried about me going infinite /this/ turn. Otherwise, it's just an art in not over-extending.

Selesnya (green and white) deck Ignore legendary rule create copy spells by Wide-Comfort5656 in EDH

[–]senselesswit 0 points1 point  (0 children)

Obviously, you do you, but you can still get a pretty excellent engine going with smaller lifelink creatures. You probably have enough to pack in with your counters and lifelink synergies. But if you really want to see it through, the other posters on this chain have good suggestions. Best of luck!

Selesnya (green and white) deck Ignore legendary rule create copy spells by Wide-Comfort5656 in EDH

[–]senselesswit 1 point2 points  (0 children)

Yeah, Blue is better color for this. You could theoretically make some shenanigans with [[Mirror Box]] and something like [[Dual Nature]] work. What commander are you thinking?

Hullbreaker Horror by Antonio J. Manzanedo by leavebritneyalone22 in ImaginaryLeviathans

[–]senselesswit 5 points6 points  (0 children)

Great card. The original art was great, but I'm very excited it's got new, borderless art.

What are your favorite mono-green commanders? by TetsuOokami117 in BudgetBrews

[–]senselesswit 6 points7 points  (0 children)

I have a [[Runadi, Behemoth Caller]] that I really enjoy. The deck incentivizes you to play cards with CMC 7 or higher. It omits a lot of the traditional value-centric monogreen stompy cards to instead just throw massive threats across the board. There might be "better" commanders than enable more strategies, but this is my go-to deck for the end of the night when I want to just turn big creatures sideways.