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Messages - LordSkys

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1
A mob itself has one attack; since the mob functions as a single entity in combat, and they all focus on one enemy. That being said, it can make sense if you house rule that mobs automatically peel if they are within one shamble of multiple Takers. That would still mean that each taker is only attacked once though

2
Seems really cool, I agree 100% about how great the flexibility of the Profit System is. I'll do my best to keep up with your progress!

Not gonna lie, that's some pretty high praise coming from you Freebird. Your RMBD was really got me interested in writing out my own supplement.

3
General Discussion / Re: Riot Shield maybe a bit too good?
« on: Today at 11:33:18 AM »
Oh, and by the way, here is something to get the noggin joggin': The Riot Shield can be used for attacking, but it has neither the Manpower, the Capped nor the Charged quality. Does that mean you can attack with it for free?  8)

Wait, really? *Checks books*
Eh... Sort of.
Manpower is more of a reminder than a rule. Remember, any strength (+Athletics) skill requires you to burn a ration to make the roll. Manpower just reminds you that you are using a strength skill; generally Melee, which is exactly what the shield uses.

As for capped and charged? I see nothing, which both from the effect and as armor makes sense. You can use it multiple times, but the charges are used protecting you.

As for attacks? No problem

I agree with you completely LordSkys, I was just poking fun at the inconsistency of the shield not having the Manpower quality. Written humor is pretty difficult to get across, but I promise I'll try to do better next time.  :P

No worries ;D

I got the humor, but the entry sent me down a little rabbit hole.

4
Thread set up is done.

Plan to try and get the initial play test docs on here in the next couple days, if work/life allows.

I don't expect all of this to make the cut, or work out entirely. Here is a list of tentative items I have posted from previous threads, with the listed thread if possible, that will make up the bulk of the play test:

New Tough Spots (18 New. From Tough Spot Supplement HomebrewNew Tough Spot: Resistant, and Noodling Around with New Spot: Poor threads.)
New Believer Sects (2 New. From Children of Ubiquity - who's heard of them? thread.)
Tough Spot Interpretations (1 New.)
Boom/Bust Rules (2 New. From Boom and Bust: Exemplary and Poor performance thread.)

5
General Discussion / Re: Riot Shield maybe a bit too good?
« on: Today at 12:15:00 AM »
I mean, silencers do effect casualties and vectors, just not that way. Literally causing Casualties and Vectors to appear is kinda a big thing about noise and Zed's.
True  ;) , however silencers not attracting more mobs from outside the encounter isnt exactly the same as going ninja and slipping past a mob that should otherwise engage you. I was merely pointing out that while the shield might otherwise hinder stealth without sent blocker its not much of a consideration for foes that you have to engage with anyway.

Yeah, just giving you a hard time.

Sorry mate

6
General Discussion / Re: Riot Shield maybe a bit too good?
« on: May 22, 2019, 11:38:28 PM »
another consideration about stealth is that against C's & V's is that there is no stealth without sent-blocker, so in those cases you cant really count that against the shield, same with the cost of the upgrades to block gunfire as blighted targets dont use those.


I mean, silencers do effect casualties and vectors, just not that way. Literally causing Casualties and Vectors to appear is kinda a big thing about noise and Zed's.

7
General Discussion / Re: Riot Shield maybe a bit too good?
« on: May 22, 2019, 11:21:39 PM »
Oh, and by the way, here is something to get the noggin joggin': The Riot Shield can be used for attacking, but it has neither the Manpower, the Capped nor the Charged quality. Does that mean you can attack with it for free?  8)

Wait, really? *Checks books*
Eh... Sort of.
Manpower is more of a reminder than a rule. Remember, any strength (+Athletics) skill requires you to burn a ration to make the roll. Manpower just reminds you that you are using a strength skill; generally Melee, which is exactly what the shield uses.

As for capped and charged? I see nothing, which both from the effect and as armor makes sense. You can use it multiple times, but the charges are used protecting you.

As for attacks? No problem

8
I like the bit about 'Disfavor and Working a Double:' quite a bit. it makes logical since and it affords a logical explanation why everyone wouldn't run more then one job. my only counter point would be if the crew managed to build a +rep for being able to successfully multitask after doing several such jobs. it also stands to reason that opportunistic job-sites would be relatively close proximity to each-other.

I think the +rep you are talking about can still happen, but that is independent of what I am talking about.

Opportunistic Job-sites may have to be a separate addendum. In the most basic sense though, you are still delaying your client for your own personal gains. If a client is watching you enough for these rules to come into effect, anything of the sort is generally problematic for the bottom line.

9
I gotta say...

Thematic Punishments > Mechanical Punishments.
Mauve has the right idea, just stretching it out across multiple games. Unless everyone knows. You don't need multiple games if everyone knows.

Takers fall into a weird limbo. Are they family or coworkers? Any Taker worth their salt says coworkers, but any Taker worth their salt is also lying.

You either make the crew a family, or you die. Which makes Moonies all the more problematic.

10
As a Market, I've always used Athletics for every thrown weapon, be it a grenade, knife, molotov, or angry cat.

If a Taker would like to argue that their melee fits better for a particular weighted melee weapon, I would allow it.  Also, open to arguments that other skills might apply.

"Can I use my Profession: Carnival Barker skill to apply to hurling this live salmon?"
"... yeah, alright.  Fair."

1) LALA that throws animals she has trained to attack after she throws them may appear in a game soon. I'm thinking snakes.

2) I agree with "other skills may apply" reasoning, and it should probably be more encouraged by other Markets.
The whole point of the Profession skill is you take a job and argue that you would know how to do something because it would be a part of your job; but most Markets seem to only use it for knowledge.
If you have the knowledge you can act on it.

Overall though, loving this thread.

11
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 21, 2019, 11:50:46 PM »
Im interested, If you require a sounding board to workshop something Im online at least a few times each day.  ;),

an while my play groups not the most active, I have since developed quite a fondness for running solo games for myself to play-test character concepts and get a better feel for specific rules and how they interact.

+1 bounty for initiative.



Thanks Dadalos!

I'll admit, the majority of this supplement will be based around player use rather than Market use, so solo running will be interesting.

The supplement will most likely be broken into a few main sections, much like the official Red Markets book.

Most of the mechanics will be posted here or talked about on here, but the first play test sheet will most likely be stuff I have posted on previous threads.

12
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 21, 2019, 10:27:49 PM »
Current and Past Play Test Rules:

Current: V 1.0
-Coming Soon

Past:

V 1.0: Coming Soon

13
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 21, 2019, 10:27:16 PM »
Current List of Play Test Material

V 1.0
New Tough Spots (18 new)
New Believer Sects (2 new)
Tough Spot Interpretations (1 new)
Boom/Bust Rules (2 new)

14
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« on: May 21, 2019, 10:27:03 PM »
Current Outline of WIP Writing

Introduction
How to Use Margins and Dividends
Why Use Alternate Rules?
- Margins and Dividends in the Red Markets.
Canon and Red Markets
- Head and Design Canon
Boom and Bust Rules
The Story of Margins and Dividends
The Apostates
- From the Journals of the Apostates.

The Setting
The Loss
Discovered Enclaves
New Private Companies
Established Crews
Unknown Beliefs
New Abberants
A Shift in the Market
Optional Rules for the Setting
- How the Setting Changes

Takers
Tough Spots
How Did You Survive?
Tough Spots From a New Angle
-Interpretation Matters
New Tough Spots
- Setting Changing Tough Spots

15
General Discussion / "Margins and Dividends" Supplement Thread.
« on: May 21, 2019, 10:26:33 PM »
Hey All!

I've found time and time again that part of what makes Red Markets so dynamic is the fact that the Market shares thematic control of the story with the players. A Taker isn't just a character or plot point, but a Nexus that can shape the story into new paths. When it comes to railroading, Red Markets doesn't require it. Since the plot is directly affected by any action the Takers make, story telling becomes the main focus of the game.

Part of what makes the game so dynamic is it's mechanical looseness, and how it urges players to try new things because of how endlessly interpretable the mechanics are.

The addition of Boom and Bust rules allow for even greater playstyle customization.

So why such the flowery, "praise be to Caleb" introduction?

As already mentioned in my Tough Spot Supplement Homebrew thread, I have begun writing a supplement for Red Markets, which has a working title of Margins and Dividends.

The point (at least for me) isn't to create "more variety"; as much as it is to show how flexible the game really is, as well as putting out my work in a truly official style for the first time.


This supplement would focus mainly around three main ideas:

1)New player options of already established mechanics. E.g. Tough Spots, Will Points, Combat Maneuvers, etc.

2)Thematic variations for existing mechanics options. E.g. New Believer sects, different interpretations of tough spots in character, the aspects of the blight, major loss groups,etc.

3)Major mechanics that change the plot and story of the game and it's setting.


I have had brief email conversation with Caleb about the possible avenues of publishing, but I won't go into the hubbub right now. Safe to say, I know how I can and cannot put this work out there.

The next few posts will be reserved for thread set-up/general information, but after that this is an input/updates thread.

I will attempt to start to get Google docs of working rules out for people who wish to play test what is already written. A number of base mechanics introduced in the supplement are already written and require play testing. This play testing is a WIP on the part of me and the groups I work with, so input on the mechanics in play is always appreciated.

Feel free to PM or email me if you have questions, or even ask them down below.

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