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Messages - Owl

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16
General Discussion / Homebrew Gear
« on: September 06, 2017, 05:17:29 PM »
Anyone have any homebrew gear ideas in their games? I love the simplicity of the gear list and have not really found any holes, but thought I'd give tinkering a shot.


Stun Gun

Effect: Stun Damage
Upkeep: 3
Charges: 10

Qualities:
Capped, Single Shot (Twitch to reload, Task to refresh), Short Range

Upgrades:
Extended Pulse (extra charges for damage) , Laser Sight (mid range), Barbed Probes (stun damage continues for an extra round at cost of 1 charge/cannot add in extended pulse to secondary damage)


I considered the fact that realistically it should be a specialized weapon, but would anybody use it if it was?  Thoughts?

17
General Discussion / Re: Actual Plays
« on: September 05, 2017, 01:56:22 AM »
This is session 2 of our groups current campaign (We didn't record session 1). It's definitely a boom game with a handful of missteps on rules questions by me, but it's been a blast so far!

https://drive.google.com/open?id=0Bw8Tn5AnVku-NHh2OU5qaUU4YzA

18
General Discussion / Re: Introductions thread, or where will you be eaten?
« on: September 02, 2017, 03:40:37 AM »
Adam from Indiana. Currently addicted to Red Markets. Caleb is an artist.

I'm currently running the market for our group, and the crew has completed four jobs. It's been awesome to glean ideas from this forum, and a lot of fun!

19
General Discussion / Re: Bust Rule: Maiming
« on: August 31, 2017, 03:33:25 AM »
Okay here's my bust rule.  When you get crit, you permanently lose a hit box in that location.

I am a fan!

20
General Discussion / Re: Running the Market - Tips and Tricks
« on: August 28, 2017, 04:08:21 PM »
That is great advice! Thanks!

21
General Discussion / Re: Running the Market - Tips and Tricks
« on: August 27, 2017, 11:43:13 AM »
I'm thinking about all three options in general, but if there are specific thought processes for each I'd love to hear those too!

22
General Discussion / Re: Plot over Profit
« on: August 27, 2017, 03:35:08 AM »
Some small thoughts I'm trying out.

Recurring Characters. Not just dependents, references, enclave npc's, etc... but a few specific people that the characters interact with and then run into or are contacted by multiple times throughout the campaign to move a certain arc forward.(think Mr U in The Brutalists or more subtlety The Deer Hunter in FF)

Using the "news" section at the start of the game session to set up interest for future contracts. (Example: letting the crew know that an enclave has been rumored to have been established at X place a few sessions before offering a contract that deals with it)

Using dialogue during RP to slip in gossip about the setting that the characters would not know otherwise.


Something I'm noticing in the context of our gaming group is that I am used to high fantasy games where the main arc is partially revealed or at least alluded to fairly early in the campaign (destroy the MacGuffin, stop the great evil, etc...) and the heroes aim toward that end. In the case of our red markets campaign, it feels like I need to have a more subtle hand and parcel it out over the course of multiple contracts as a build up to something bigger because it is something they can deal with while doing what they must do to survive. I'm finding a lot of tension between slowly giving snapshots of the underlining arc that the crew is working in and the looming tontine that the crew is trying to get to before dying or breaking.  I love it, but I'm having to relearn my gm style a tad.

23
General Discussion / Re: Running the Market - Tips and Tricks
« on: August 26, 2017, 03:27:12 PM »
Thanks for the insights! Our group loves the RP and we have been playing together for a while, so we have a good grip on what our group wants to wade into.( That did remind me though, episode 123 of RPPR deals with pushing the envelope, and is a good resource for that.) who plays who and how is definitely a good thing for me to think on.

A lot of my difficulty has been on my end, creatively engaging them. Caleb writes about "informing the role playing" in the dependents section, but I'm kind of stuck on the "that thing that just happened in the scene makes you remember the trauma you experienced the other day" and it feels stale.

Do any of you have prompts that help You do that that have worked well?

24
General Discussion / Running the Market - Tips and Tricks
« on: August 26, 2017, 12:07:34 AM »
A place to ask questions and share experience running the Market



Anyone have any advice for Market participation during vignettes?  I'm having trouble encouraging those scenes, but really love the RP that happens in them.

25
General Discussion / Re: Induction Packet (Intro Scenarios)
« on: August 26, 2017, 12:04:26 AM »
These are excellent Flatcap! Thanks for sharing!

26
General Discussion / Re: Red Markets by boat
« on: August 22, 2017, 11:28:21 PM »
Excited to see it! Our enclave is on a river and I have a feeling several of these legs could be adapted to that as well. Thanks for sharing!

27
Ubiq / Re: Lookin for some Info.
« on: August 18, 2017, 11:25:32 PM »
I can't say much of the weather as we're down here in KS, but we had some newsbringers come through Bridge a few weeks back that had been up in Montana. They were telling tales of an enclave that had popped up a year or so ago on what's called Kelly Island. Guess it was some sort of fishing destination before the Crash and had been left on its own for several years. Somewhere east of Missoula. Seems like they had a pretty good thing going. They were surrounded by water and had lots of fishing and hunting available to them. Plenty of neighborhoods just over the rivers to scavenge too, but they were all new to the Montana winters and weren't prepared for it. They managed to survive the C's and raiders and hunger and ended up being taken by the cold. I saw a few posts from them near the end on the forums; pretty sad stuff and lots of calls for aid. Doesn't look like anyone answered.

Who knows if there's anything left out there, but I'd expect that an enclave that was up an running for nearly a year and then just died off from exposure would have some things that could make you a pretty profit without having to deal with too much of the blight. Though if anyone up there knew about it, who knows whats happening. The Loss is just waiting to call in our debts. Be careful up there.   

~OWL

28
General Discussion / Re: Red Markets by boat
« on: August 18, 2017, 12:50:05 PM »
- submarine floating on the surface, seemingly abandoned

- takers witness a helicopter fly over experiencing trouble and see it crash into the sea. They know they have a limited time to save whoever or whatever bounty is in it before it goes to the depths.

-a large mass of C's have been washed up on the shore. Are they in torpor or is this an easy chance to pull some cards?

-floating market (barge of traders and merchants)

This is probably job sized, rather than leg, but hearing over ubiq that a large ship of refugees seeking a safe zone went hot and is careening in direct course toward that enclave would be terrifying.

29
General Discussion / Re: Rules questions and other sanity checks
« on: August 16, 2017, 04:13:28 PM »
Dadalos, thanks!

30
General Discussion / Re: Rules questions and other sanity checks
« on: August 16, 2017, 02:05:37 PM »

When do scams take place during a score?

they technically take place before the negotiation happens, that way your negotiator 'knows' all the information he has before walking in. if you sabotage something or run off competition to manipulate the price its the same thing youd have to have done it 'before' waling into talk about the job for it to have had time to effect the market. having said that its done in flashbacks during the talks like in a heist movie like oceans 11. that way you have a little something for everyone to do while the dm and the negotiator just talk.

my own question. do cracks in humanity harden you to that kind of check like in other systems or do you just keep falling down the dmg track?

For instance Fencemen can start off cracked in detachment due to having to distance themselves from the job of stabbing things that look human for hours on end. or the believers bonus to saves that strengthen their beliefs though they start as dmged in a track.



Since Scores don't have negotiation (versus contracts), any examples of how the crew runs scams to change the equilibrium?  Page 396("while there is no negotiation in Scores, characters can still conduct Scams to manipulate prices.") makes it seem like they could, but it also seems like the price per haul could get out of hand if everyone in the crew did this.

Everything I have read or listened to in regards to humanity damage looks like you just keep deteriorating, rather than becoming "adapted"to the damage (i.e. DG) The characters dependents and spending bounty can heal it, but never above a regret(crack or crumble) 

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