Difference between revisions of "Talk:WHFRP Reboot"

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(Taking Stock)
 
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[[Reboot Chat Archive]]
 
[[Reboot Chat Archive]]
  
--[[User:Edmiao|Edmiao]] 12:01, 13 August 2007 (MST) Matt explained the spiritual advance thing better last friday.  My current understanding is that it is a way for him to hook into characters and to try to hook the characters together.  It explicitly states what kind of things the character is interested in, which allows the GM to plan events and plotlines that are of interest to the character.  I'm behind this idea 100% now.
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===Taking Stock===
  
I'm also fine with 1 or 0 fate points, with most replaced by the SA specific rerolls.  would also encourage the ability to use SA points as spritual advance specific gemini-esque storytelling points.
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--[[User:Matts|Matts]] 12:35, 25 October 2007 (MST)How's the game going for you guys?  Likes/dislikes?  I'm opening up the can of worms here, I know, but have at it!
  
I'm 100% against using SA as a mechanism to get xp, and also against bonus xp in general.
 
  
--[[User:Gdaze|Gdaze]] 14:39, 13 August 2007 (MST) I don't like the 1 or 0 fate pointsI would perfer at least 2, or give humans one more then non-humansThere needs to be some benefit to play a human.
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--[[User:Gdaze|Gdaze]]--
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Overall, yes I'm enjoying it.  However, the apperance of the pillar disheartens meMaybe it is only me, but that thing can fucking rot for all I careI wanted to be done with that oen and didn't really want some save the empire adventure, we already messed up saving the empire.  Now, I'm not saying that is WHAT the pillar is, but none the less I think having to retrace all our steps and collecting the pillars would be a pain.
  
I'm okay with use SA for rerolls but I still don't think it is that great of a system for a group that already roleplays wellGuess I don't get how you can just switch it around, also seems like a lot of work to do just so you can get a few re-rolls.
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Spells:  Please note this isn't aimed directly at you Ben, but spells.  We were told that spells would be even less common now then they were, or we wouldn't see as much use of them.  The fact that we have never had to make detect rolls to see spells being cast is kinda odd, for me that isBut its been that way, so lets just keep it.
  
Yeah, I don't think it should be used as EXP.
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I like the idea of building a crimnal or whatever empire, but this character was built FOR that.  If we start doing a bunch of occult stuff again I'm just gonna end up on the fench again not knowing about anything and just playing my violin.  Shit can hit the fan, but it should be shit everyone can help clean up.  
  
--[[User:Matts|Matts]] 14:43, 13 August 2007 (MST)Just so you know, I'm not going to be tweaking the system as I have it planned until we try it out; if it doesn't work I'll tweak it.  Feel free to discuss to your heart's content, but don't expect me to be sweating things until we actually test the system out.
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NOW, most all of this is based on the very thin assumption that we are going to be doing the pillar stuff again.
  
--[[User:Gdaze|Gdaze]] -- Well MAYBE I'm BORED at work.
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I am enjoying the small town we are part of.  I would have liked us to been able to strong arm a bit more.  For being a cut throat place, everyone is still very high class crime like.  By this I mean there have not been many fights, at all.  Or killings even.
  
--[[User:Matts|Matts]] 15:31, 13 August 2007 (MST)I'm not saying don't talk, cause lord knows I will.  I'm just saying that if you're [http://www.pdrhealth.com/drug_info/otcdrugprofiles/drugs/fgotc192.shtml expecting results] you may have to switch, uh, products.
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Killing the cult was GREAT.  I loved that, no thinking about it, cult = evil = kill. I would love to have an enemy we could unite against, but not one we must constantly run from.  Plotting to take out a huge politcal figure can be quite fun.
  
--[[User:Matts|Matts]] 12:16, 14 August 2007 (MST)To throw some fuel on the fire about XP:
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Biggest concern: Tons of occult stuff show up when this was suppose to be about smuggling.  Also I'm a little unsure as to what occult things one might know, and what they wouldn't, I would love to see a list clairfing this.  Use of fate points to affect the story (I believe fate points are to affect you, not the world)
  
There's really two axes for reward in an RPG like this: temporal rewards within the game (money, power, gear, etc) and experience. Personally, I think rewards should be for characters who contribute to the story and contribute to a fun session, because those are the things I personally want at my gaming sessions.
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Biggest likes:  I like all the characters.  Characters work fairly well although secrets still abound (don't like that), Dwarf Ruins! A++++++++++!
  
The tricky bit is that there's two things such an approach can lead to and that I want to avoid: 1) people angry because they feel left behind or indirectly punished if they don't get the reward, and 2) people gunning only for the reward at the exclusion of all else.
 
  
I like to think the SA system does a decent job of tying a gamist approach (the desire to win/advance) with a narrativist approach (because in order to win/advance you need to progress along a narrative arc).  Maybe it's not the best solution, but I'm not scrapping it and going back to WFRP's Fate points and 100 xp/session because that leaves the issue totally unadressed.  Whatever mechanic replaces SA (if any) needs to have a component that requires story participation.
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BEN: I like the game, so far, in its entirety
  
--[[User:Gdaze|Gdaze]] 12:41, 14 August 2007 (MST) FIRE!
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--[[User:Edmiao|Edmiao]] 08:47, 26 October 2007 (MST) perhaps it is because i missed two sessions, but i have no excitement for the game.  i mean, it's not bad it's ok, I just don't have a lot of enthusiasm for it.  Maybe it's because i'm bored of my character already, which probably arose from the bad start i got with him and that huge debate.  there's your worms.
  
I don't mind bonus exp, as long as it doesn't get too out of handRPing isn't just about telling a story, it is about having FUN telling that story. Nobody wants to see their character fall behind, and in a game like this it will become very apparent.  Also if you think rewards should only go to players who contribute to the story and to a fun session it is too easy to play favorites. What if someone plays a silent type warrior who doesn't help in the decision making process but kicks butt when it is time for that?  Do you give him extra exp cause "he kicked a lot of ass"?
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--[[User:Gdaze|Gdaze]]-- You guys suckI write all that and you write little blurbs! Of course clearly my writing was me trying to get all my ideas into a some what understandable... thing... of... words...  Also I was slacking off at work.
  
I actually see the SA system as having a huge flaw because everyone can take any goal, at any time, and will switch often to maximize expNot saying we would, but if abuse is possible, then it just makes extra work. The way the exp system is set up now is quite nice, even, and not prone to abuse.   
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To go along with what Ed is saying, I feel kinda the same wayI enjoy playing my character, but the excitement is kinda dwindling.I think Elrin would be fine as he is, but don't lose the insanity!  Actually over all I enjoy playing my character as being a trickster provides loads of fun.  And I would like to personally thank Ed for edging me towards ventriloquismThat combined with mimic and acting will also keep my character fun.
  
Another example... We are going to be talking a lot.  Ed's character really isn't much of a talker, in fact I hope we keep him away from negotiations for the most part.  My guy is a huge talker and is going to dominate these kinds of areas.  Should I get more exp then him?  I don't think so.
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So yeah, I'm having fun, but at the same time excitement isn't quite as high.
 
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What it comes down to is this.  Instead of having to worry about if I'm going to get an advance or not, I'd rather concentrate on playing and having fun not worrying about if I'm filling out my SA gauge.  I mean the GM has so many things to keep track of, putting this task to the players plus you just seems like way too much work without a whole lot of benefit.  I mean look how good we did last time with no SA.
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Uneven distribution of exp is going to cause jealously among players, which is going to lead to un-happy players.  I don’t’ mind small bonuses like last time… maybe a 25-30 depending on what you do (none of that 24 stuff… that is just mean).  Or give a bonus if you fill out your SA meter (like +25 or summin’).
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Latest revision as of 10:37, 26 October 2007

Reboot Chat Archive

Taking Stock

--Matts 12:35, 25 October 2007 (MST)How's the game going for you guys? Likes/dislikes? I'm opening up the can of worms here, I know, but have at it!


--Gdaze-- Overall, yes I'm enjoying it. However, the apperance of the pillar disheartens me. Maybe it is only me, but that thing can fucking rot for all I care. I wanted to be done with that oen and didn't really want some save the empire adventure, we already messed up saving the empire. Now, I'm not saying that is WHAT the pillar is, but none the less I think having to retrace all our steps and collecting the pillars would be a pain.

Spells: Please note this isn't aimed directly at you Ben, but spells. We were told that spells would be even less common now then they were, or we wouldn't see as much use of them. The fact that we have never had to make detect rolls to see spells being cast is kinda odd, for me that is. But its been that way, so lets just keep it.

I like the idea of building a crimnal or whatever empire, but this character was built FOR that. If we start doing a bunch of occult stuff again I'm just gonna end up on the fench again not knowing about anything and just playing my violin. Shit can hit the fan, but it should be shit everyone can help clean up.

NOW, most all of this is based on the very thin assumption that we are going to be doing the pillar stuff again.

I am enjoying the small town we are part of. I would have liked us to been able to strong arm a bit more. For being a cut throat place, everyone is still very high class crime like. By this I mean there have not been many fights, at all. Or killings even.

Killing the cult was GREAT. I loved that, no thinking about it, cult = evil = kill. I would love to have an enemy we could unite against, but not one we must constantly run from. Plotting to take out a huge politcal figure can be quite fun.

Biggest concern: Tons of occult stuff show up when this was suppose to be about smuggling. Also I'm a little unsure as to what occult things one might know, and what they wouldn't, I would love to see a list clairfing this. Use of fate points to affect the story (I believe fate points are to affect you, not the world)

Biggest likes: I like all the characters. Characters work fairly well although secrets still abound (don't like that), Dwarf Ruins! A++++++++++!


BEN: I like the game, so far, in its entirety

--Edmiao 08:47, 26 October 2007 (MST) perhaps it is because i missed two sessions, but i have no excitement for the game. i mean, it's not bad it's ok, I just don't have a lot of enthusiasm for it. Maybe it's because i'm bored of my character already, which probably arose from the bad start i got with him and that huge debate. there's your worms.

--Gdaze-- You guys suck. I write all that and you write little blurbs! Of course clearly my writing was me trying to get all my ideas into a some what understandable... thing... of... words... Also I was slacking off at work.

To go along with what Ed is saying, I feel kinda the same way. I enjoy playing my character, but the excitement is kinda dwindling.I think Elrin would be fine as he is, but don't lose the insanity! Actually over all I enjoy playing my character as being a trickster provides loads of fun. And I would like to personally thank Ed for edging me towards ventriloquism. That combined with mimic and acting will also keep my character fun.

So yeah, I'm having fun, but at the same time excitement isn't quite as high.