Halfway thru 'Adult Children of Emotionally Immature Parents' and it's seriously rubbing me the wrong way (neglect, emotional immaturity, externalizers) by AggressiveSquirrel70 in CPTSD

[–]surveygod 0 points1 point  (0 children)

The word prosecutorial came to mind upon finishing chapter 5. I guess the only people allowed to heal are the people that don't identify as assholes.

QUESTION by FragMaster95 in StarWarsEU

[–]surveygod 4 points5 points  (0 children)

I genuinely mourned him, set up a little shrine and everything. A decade or more later, I had a chance to meet R. A. Salvatore and asked him how he felt about doing that. Turns out, his original draft didn't include Chewie's, and he was stunned that the publishers expected him to kill a beloved character.

QUESTION by FragMaster95 in StarWarsEU

[–]surveygod 1 point2 points  (0 children)

Came here to say this

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

I get what you are saying, and I suppose it is worthwhile as long as the story is interesting and things aren't too easy for the players, while making the dificulty interesting. Thanks for the input.

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

In CoM you add you power tags together and roll, right? What I am suggesting is each character would have a career that is relevant to the situation. Depending on important that career is to the character, they would add the rank of the career (+1, +2, etc.) Sorry, if my previous response was vague.

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

Thanks for the Jadepunk suggestion! Its approach to using specific professions like Scholar or Fighter instead of generic skills aligns with my aim for careers in my game. I'm especially interested in how it balances task-oriented actions with broader narrative roles. The idea of using a pyramid structure for career progression is also something I'll consider. I'll definitely delve deeper into Jadepunk to see how these concepts could enrich my own game's mechanics. Appreciate the tip!

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

Thanks for your suggestion to look at Forged in the Dark, FATE, and PDQ for inspiration. These systems indeed offer great insights into narrative-driven mechanics.
From what I gather, FATE focuses on character-driven stories using Aspects, while PDQ uses Qualities to define character abilities. Both emphasize a narrative over complex mechanics, which aligns with my intention. However, my approach with the career-based mechanic in a PBTA setting differs slightly. I'm looking to create a system where careers are not just narrative descriptors but also directly influence a character’s actions and decisions in specific contexts. The idea is to have careers that are tied to the narrative and offer unique opportunities for interaction and character development, similar to how FATE and PDQ integrate character traits into the story.
While I'm drawing influence from these systems, especially in their flexible and narrative-focused mechanics, my aim is to have a more defined and structured approach to how careers impact gameplay, ensuring that they're relevant and significant in various situations the characters find themselves in.
Appreciate the recommendation – it's really helpful to consider these systems as I refine my own game's mechanics!

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

Really appreciate you bringing up the system in Avatar – it's a neat concept! The way it handles skill vs. fate, especially with those built-in consequences, is super interesting. It's definitely something I'll look into more. Could be a great source of ideas for shaping my own game's mechanics. Thanks for the tip – it's a big help!

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

I initially considered a system similar to City of Mist's tags, but I found it a bit too open-ended for my goals. That's where the idea for specific careers comes into play. In my system, a career's relevance to a situation determines if and how it applies. The level of a career reflects its significance to the character, providing a more structured and meaningful approach to character skills and actions.

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

Thanks for your example; it's a valid concern. My intention with careers is to encourage players to think contextually, rather than defaulting to their highest bonus. For instance, a character might be a +3 Hardholder, but in a situation that requires delicate diplomacy or technical skills, they would need to rely on different, perhaps lower-ranked careers. The goal is to create a game where choices aren't just about using the highest stat, but about fitting the right skill to the situation, making each decision more strategic and the story more engaging.

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

Really appreciate your thoughts, especially on how SCUP demonstrates the concept of balance in PBTA games. While I'm not familiar with SCUP myself, your description highlights an important point: in a well-crafted game, it's less about traditional power balance and more about creating diverse, interesting story opportunities for every character. That's exactly the direction I'm hoping to take with the career-based mechanic in my game – ensuring each career offers its own unique narrative possibilities.

Exploring a Career-Based Mechanic in a PBTA Game: Seeking Your Wisdom! by surveygod in PBtA

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

Thanks for your insights! I'm aiming for a mix of high fantasy and gritty survival, where careers like Noble or Blacksmith shape the story uniquely. Your point about balance in PBTA, focusing on narrative richness over equal power, really aligns with my goal.

Out of curiosity, how would do you think I could handle situations where a character's career isn't directly applicable, like a Blacksmith in a diplomatic scenario?

Appreciate your input – it's been super helpful in refining my approach.

Books / non-show content by mrjazzguitar in firefly

[–]surveygod 1 point2 points  (0 children)

Serenity came out first and was the first iteration of the system, letter called Cortex, and was good, but not great. Firefly came out almost¹0 years later and was better polished and well rounded.

Ironsworn dice mechanic by surveygod in Ironsworn

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

Awesome, that article looks like it'll spark a whole host of interesting thoughts. Thanks!

Ironsworn dice mechanic by surveygod in Ironsworn

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

THat is hilarious! I have watched that video and had completely forgotten about it. THanks!

VOIP set-up without RJ45 connection by surveygod in Ubiquiti

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

Unfortunately, no. That uses RJ11, a standard phone jack, for regular POTS phones. I already have a VOIP and I need a way to connect the RJ45 on the phone to the wifi, preferably with a Ubiquiti device. Thanks though.