Difference between revisions of "Talk:Not Fallout"
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BEN: its an interesting idea for a one shot (day after), but Its hard for me to role-play "ohmygod the world is ruined I want to die! what are we gonna do!" every session. Same as my fundamental problem with horror themed games. My biggest issue with pirates is that I think pirates would be at LEAST as tongue in cheek/silly as supers, probably a lot more. That's not necessarily a bad thing, but it's likely to have limited appeal in the long term, and zero appeal to some players (dieter has mentioned that the supers game is too silly for him). I'm fine with PA also...I don't have any fundamental problem with looting, but having run a PA game, I can tell you that it doesn't take long for equipment to cease to be limiting for characters...and this is not a problem that is easily solved. You may want to talk to Jason/Matt #2 about this, since his group is now running a PA game. | BEN: its an interesting idea for a one shot (day after), but Its hard for me to role-play "ohmygod the world is ruined I want to die! what are we gonna do!" every session. Same as my fundamental problem with horror themed games. My biggest issue with pirates is that I think pirates would be at LEAST as tongue in cheek/silly as supers, probably a lot more. That's not necessarily a bad thing, but it's likely to have limited appeal in the long term, and zero appeal to some players (dieter has mentioned that the supers game is too silly for him). I'm fine with PA also...I don't have any fundamental problem with looting, but having run a PA game, I can tell you that it doesn't take long for equipment to cease to be limiting for characters...and this is not a problem that is easily solved. You may want to talk to Jason/Matt #2 about this, since his group is now running a PA game. | ||
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+ | '''GABE:''' Well the thing about "day after" is I'd hope not everyone would want to die, but instead live. The game would focus on survival, organizing groups to survive, dealing with nut cases, deciding what is important, that kinda stuff. I think I would actually start the game just a few hours after whatever the ending event is... OR... set near the end of a string of events that is ending everything. I dunno, again this is just an idea I had. I guess its kinda like Dawnforge but in a PA world. | ||
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+ | So about the equipment thing, you mean the equipment starts becoming too power? Or it is too useful? | ||
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+ | BEN: for "day after": I don't mean nihilism, I mean that the characters would reasonably be freaked the fuck out by, well, basically everything. The most "realistic" way to roleplay would be to have your character basically be breaking down in PTSD episodes like 10 times a session. That's exhausting to RP. As to equipment: gaming for maximum advantage dictates that you take EVERYTHING, and most "stuff" has value. After one or two combats, the group sells off a bunch of random crap and is suddenly stuffed to the gills with weapons, ammo, and armor. It sounds like an easy problem to solve, but It's harder than you might think. | ||
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+ | '''GABE:''' Since when are we ever realistic, we took on an entire army in the last PA game haha. But yeah get the point on that. I'd be going for more the players being dramatic leaders... or dynamic... I mean yeah RP'in the against and dread is one part, but the theme of the game would be the players rising to meet the challenges of the new world and influencing how it grows. Do they try to become royalty? Rule with religion? Democracy? Tribal Warlords? | ||
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+ | Hmm that might be a difference in Gm styles too. I don't care if my players have stuff, and if they do get stuff I will almost never have it taken away (unless it is necessary for the adventure). (Kinda how I don't like the characters to be hunted, because I find it tiring to have the players post watches every night, I mean if someone lived in constant fear of attack they would be such a mess for as long as some characters go being chased... wow that was off subject.) I think a fun part of PA, for me anyway, is finding stuff. | ||
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+ | One big factor in the last PA game was we couldn't always take everything due to weight restrictions and what not, but we could take a lot because we had vehicles, started in a paradise (compared to other regions), and had at least 2 safe houses. If I hadn't had that garage I would have had to had a lot less stuff. | ||
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+ | But I realize that eventually players might have too much stuff, but with the whole barter system I think it went along well. I think maybe some rules on stuff breaking might help. (Which the 40K RP kinda already has built in.) | ||
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+ | --[[User:Dieterthebold|Dieter the Bold]] 12:09, 13 April 2009 (MST) I'd like the a 'Day After' scenario when combined with something else, like zombies or aliens or something. If it's your modern day-after, then we'd all be looting shit, building a base, etc., etc., but if we weren't allowed to do that (always being chased, couldn't afford to get trapped in one place) and were given one overall goal (get to safe refuge X) but kept having side quests thrown at us (please, save my little boy; working car rumored to be in this city; needed supplies, etc), then we could totally roll that. |
Latest revision as of 13:09, 13 April 2009
--Matts 16:52, 8 April 2009 (MST)I think the day-after concept would actually be pretty dope in the sense that ideally our characters would all be similarly unsuited to combat, unless someone played a cop or ex-military. I like pirates more, but i'd be on board with day-after PA.
BEN: its an interesting idea for a one shot (day after), but Its hard for me to role-play "ohmygod the world is ruined I want to die! what are we gonna do!" every session. Same as my fundamental problem with horror themed games. My biggest issue with pirates is that I think pirates would be at LEAST as tongue in cheek/silly as supers, probably a lot more. That's not necessarily a bad thing, but it's likely to have limited appeal in the long term, and zero appeal to some players (dieter has mentioned that the supers game is too silly for him). I'm fine with PA also...I don't have any fundamental problem with looting, but having run a PA game, I can tell you that it doesn't take long for equipment to cease to be limiting for characters...and this is not a problem that is easily solved. You may want to talk to Jason/Matt #2 about this, since his group is now running a PA game.
GABE: Well the thing about "day after" is I'd hope not everyone would want to die, but instead live. The game would focus on survival, organizing groups to survive, dealing with nut cases, deciding what is important, that kinda stuff. I think I would actually start the game just a few hours after whatever the ending event is... OR... set near the end of a string of events that is ending everything. I dunno, again this is just an idea I had. I guess its kinda like Dawnforge but in a PA world.
So about the equipment thing, you mean the equipment starts becoming too power? Or it is too useful?
BEN: for "day after": I don't mean nihilism, I mean that the characters would reasonably be freaked the fuck out by, well, basically everything. The most "realistic" way to roleplay would be to have your character basically be breaking down in PTSD episodes like 10 times a session. That's exhausting to RP. As to equipment: gaming for maximum advantage dictates that you take EVERYTHING, and most "stuff" has value. After one or two combats, the group sells off a bunch of random crap and is suddenly stuffed to the gills with weapons, ammo, and armor. It sounds like an easy problem to solve, but It's harder than you might think.
GABE: Since when are we ever realistic, we took on an entire army in the last PA game haha. But yeah get the point on that. I'd be going for more the players being dramatic leaders... or dynamic... I mean yeah RP'in the against and dread is one part, but the theme of the game would be the players rising to meet the challenges of the new world and influencing how it grows. Do they try to become royalty? Rule with religion? Democracy? Tribal Warlords?
Hmm that might be a difference in Gm styles too. I don't care if my players have stuff, and if they do get stuff I will almost never have it taken away (unless it is necessary for the adventure). (Kinda how I don't like the characters to be hunted, because I find it tiring to have the players post watches every night, I mean if someone lived in constant fear of attack they would be such a mess for as long as some characters go being chased... wow that was off subject.) I think a fun part of PA, for me anyway, is finding stuff.
One big factor in the last PA game was we couldn't always take everything due to weight restrictions and what not, but we could take a lot because we had vehicles, started in a paradise (compared to other regions), and had at least 2 safe houses. If I hadn't had that garage I would have had to had a lot less stuff.
But I realize that eventually players might have too much stuff, but with the whole barter system I think it went along well. I think maybe some rules on stuff breaking might help. (Which the 40K RP kinda already has built in.)
--Dieter the Bold 12:09, 13 April 2009 (MST) I'd like the a 'Day After' scenario when combined with something else, like zombies or aliens or something. If it's your modern day-after, then we'd all be looting shit, building a base, etc., etc., but if we weren't allowed to do that (always being chased, couldn't afford to get trapped in one place) and were given one overall goal (get to safe refuge X) but kept having side quests thrown at us (please, save my little boy; working car rumored to be in this city; needed supplies, etc), then we could totally roll that.