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Messages - LordSkys

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General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: June 22, 2019, 05:47:41 PM »
How's the supplement going Lord Sky's?

Well, but slow.

I have some revisions that are working out very well in terms of game balance, and some of the pieces are coming together very well.

Personal life is really slowing down the progress, but I hope to get a new PTD out in a little under a month, hopefully much sooner.

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: June 06, 2019, 07:18:23 PM »
Alrighty everyone!

"Margins and Dividends Play Test Rules Document V1.1" is up!

This includes a few new drugs, five new regrets, a few boom rules, some new gear qualities that will be coming up in use in a later version,  a new type of tough spot, and a new tough spot interpretation: the Exotic Bait.

The doc itself also has a dedicated document outline and table of contents, making everything easy to find both online and in print.

As always, suggestions are wanted and appreciated for anything and everything in the document.

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: June 05, 2019, 10:20:28 PM »
From a quick read, that's some great stuff! A couple of the Tough Spots might need a little mechanical balancing, but this is a ton of great ideas!

Cool! They are in progress so any specific suggestions would be great.

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: June 05, 2019, 01:10:30 AM »
Okay, got a basic write up of new and revised pieces for V1.1 of the play test document. All the V1._ play tests will be compiled for V2.0.

Tentative V1.1
Tough Spots
Mechanical Spots (2 New, 1 Revised)
Regret Spots (6 New)
Humanity and Regrets
Crack Regrets (2 New)
Crumble Regrets (3 New)
New Qualities (2 New)
Drugs and Healthcare (4 New)
Boom/Bust Rules
Boom Rules (4 New)

General Discussion / Re: What fonts are used in the book?
« on: May 29, 2019, 11:31:49 PM »
Actually found something. Try

It takes a little finagling, but it worked out the front page characters to be either:

Aldo the Apache Regular
UA Cadet Regular

They are far to similar for me to tell apart

Edit: the fonts, it didn't literally think it said "UA Cadet Regular"

General Discussion / Re: What fonts are used in the book?
« on: May 29, 2019, 09:12:37 PM »
Don't have a reply, but seconding the question for future works.

As a purely "how do you play it" answer, as much as you want to burn.

Spending a bunch of will is a short term success and a long term deficit; not like the Market is making you spend it, you just rolled bad and want it to be good.

General Discussion / Re: Quick-Start Takers
« on: May 28, 2019, 09:22:28 PM »
Sniper: There are those who can battle from a far, then there are those who stop the battle before their enemies are even within combat range. You are ready to make that shot.
Potentials: SPD+1, WIL +1
Skills: Shoot 1, Shoot (Heavy Rifle) 1, Athletics 1, Self-Control 1, Stealth 1.
Gear: Backpack, Rations, Heavy Rifle, Ubiq Specs, 3 Bounty.

Ubiq / Re: Taker: What Style Suits You?
« on: May 25, 2019, 06:20:29 PM »
Round here? Denim goes a long way. Not that pre-Crash outlet crap, but strong industrial stuff. Canvas is more likely to tear a stitching than rip, so we use a lot of that too.

Shoes? Tires and leather can be cut, stitched, and heated into a fine pair of boots.

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 25, 2019, 04:01:04 PM »
I actually look forward to seeing some more options for regrets, far to often I think humanity is seen as kind of ablative armor and your fine so long as its not completely full... so something thats got teeth to make it more 'personal' would , I think, alleviate some of this mindset.

Exactly my thoughts. Right now, the Boom rule is looking like I will be creating tough spots which can be gained at the end of any game you take a crack or crumble in. These would be in addition to the new Regrets, rather than part of a regret themself; but the mechanics are still finicky and not polished enough for public play testing.

I do have a small spoiler though: the Destroy regret for Crumble.

On a failed Self-Control check, the Taker goes into a destructive rage. Gear is destroyed, valuables smashed, and back-ups broken.
Each piece of the Taker's gear immediately rolls for missed upkeep, regardless of whether or not the upkeep was paid this or last session; and each item, including essentials, loses 1d10 charges from the abuse. Fragile items do not break from the loss of charges, and survives the upkeep roll on a critical success. In addition, armor can spend charges to offset the number of charges lost as if they were kill damage. The Taker must roll Self-Control (no humanity damage) for each haul and refresh they are carrying; with failures meaning the hauled goods and/or refresh are destroyed or lost. Treat the event as if a loud weapon went off once.
This can cause threat to Trauma in other Takers in your crew, as the savage rage can spark actual fear in your teammates.

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 25, 2019, 01:43:54 AM »
Looking through RM, we see the effects of economic horror on the minds of Takers in the form of Regrets. For the next PTD (play test document), I am focusing on Regrets. I will be introducing a number of new insidious regrets for the crack and crumble regret lists; as well as a new Boom rule for Regrets that target the Taker more in day to day activities and allow them to learn from such regrets.

Let's talk about the boom rule. It will be based around giving players either a regret spot which can be used like a tough spot, or just allowing a taker to take a specific tough spot as part of their regret. It will open up more player individuality with mechanics, while making the effects of the regret more apparent. The regret spot will take thematically and mechanically appropriate tough spots and/or regrets and combine them into these new regret spots, which can only be taken after a regret.

The detriments will far out weigh the benefits, but they will be based around learning from psychological trauma, instead of just suffering.

The list of regrets will be expanding by a notable degree, though many are in the pre-public play testing stage.

Otherwise, patches and fixes from the feedback on V1.0 will also be in V2.0.

As always feedback is loved and appreciated!

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 25, 2019, 12:51:30 AM »
Downloaded and reading.

I like it Lord Skys V.

Look forward to further revisions of your RM supplement.

That's good to hear, glad for the feed back.

General Discussion / Re: Frenzy Rules - Attacks of Opportunity?
« on: May 24, 2019, 07:48:38 PM »
I think it important that whatever a groups judgment might be (regardless of an official answer to the point) that the group is in agreeance with how it works in their game and remain consistent to that interpretation. provided the group as a whole are happy to maintain any of the suggested  ways to look at it.

Hey Dadalos, stop being reasonable, it's not allowed on the internet!  ;)

Wait... @ Khargan...

 Do we finally agree on something in this thread?  ;)

General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 24, 2019, 03:55:28 PM »
Alrighty! The first play test document is officially up!

Feedback for any and all parts of the document are greatly appreciated.

The document is printer ready for anyone wishing to print of the rules written there.

I welcome any and all questions about the document, or it's content.

I also accept any form of grammar fix, or help with rewriting what is there to be more concise and make more sense in the next play test rules document.

General Discussion / Re: Frenzy Rules - Attacks of Opportunity?
« on: May 24, 2019, 02:27:49 PM »
@LordSkys I can definitely see how you could interpret the Frenzy section as you do, but I'd like to know how you know with any certainty that:
a) they didn't think it would be a problematic rule.
b) they purposefully left it vague, so that if a Market wants to interpret it differently they can.

I'm not inclined to disbelieve you if you say that you have talked with the creators about these things, but if that is the case I think it would be fitting that their intention of there potentially being two markedly different systems for frenzy rules was officially stated. I'm a rules lawyer by heart (shocker, I know) and while I don't mind vagueness (that much), it should at the very least be made perfectly clear when the rules are intended to be vague.

Note: Nothing prevents you from quick drawing a Riot Shield. It is not cumbersome, and while it is impractical to have it in your belt, you could definitely have it on your back. Those are the only requirements for quick drawing.

I wrote the riot shield part away from book, (mobile is beautiful, most the time) I must have thought cumbersome and not clunky. Oops.

I definitely have not talked to the creators on this subject, so mine is only one of many interpretations. As everyday people like you and me, it makes the most sense that some small thing they fleshed out and understood doesn't always convey perfectly in writing; or they just expected us to fill in the gaps. Or maybe i'm completely wrong, but I feel confident in my answer.
I honestly lean fifty/fifty on my two explanations on the vagueness on said rule, so I just used what my group uses and went from there.

If we get an actual creator on here then I have no problem saying I am wrong, but this interpretation makes the most sense to me without such input.

I know that the email for the creators is in the book, and they are very helpful and respond in a timely manner.

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