I've been reading a bit about the Fate system, and I think it sounds pretty groovy. I'd be up for a game to try it out, especially if it's a short run. The pulp hero rules sound extra cool.
In general, I'd like to see some short-term games just so we can see how the site handles multiple stories.
I vaguely remember the Fudge system being relatively easy to learn. I'll take a look at FATE and see what's what. Dunno if I'd run a game, but I'll try anything once...twice if it doesn't leave scars.
In terms of "dream games", I think we should promote "one offs"--games with definite endings--that may or may not take place in any established "game world" (for example, a "one off" in the TCQ world but with unrelated characters). Maybe I'll try a FATE game to see if it'll fly...
I really like the Fudge system. I keep toying with the idea of running something, but since my wife has been wanting me to run a game for her for a couple of years now (since our regular weekly group broke up), if I'm gonna run a game it damn well better be face-to-face for her, so....
In terms of "dream games", I think we should promote "one offs"--games with definite endings--that may or may not take place in any established "game world" (for example, a "one off" in the TCQ world but with unrelated characters).
Speaking of... I'm glad this came up, Dave and I bantered about this a bit in the past few months, but the idea really wouldn't have been possible before moving to NextGen.
I would be totally open to the idea of seeing Hudson City expanded on. If anyone wanted to test GM a game using that setting, or even write independant stories about characters that live there, that would be cool by me. The only downside about sharing a universe or a city that I can see, is that a wee bit of high level collaboration would need to take place, just to make sure that the GMs were on the same page.
*shrug* Just saying if anyone wanted to play in the TCQ turf and expand it into a city or world effort, I'd be open to it. Not in owning it, but in sharing it. :)
I'd be willing to run an "Amber: Diceless Roleplaying" Game...
Really, I would...
What does it use, if not dice? :)
Is it strictly freeform? ...or does it use chips?
Do tell. I HAVE heard the word Amber, a LOT. ...but have never looked into the system.
...and what kind of tools if any, would be useful in running a game like this, obviously not a die roller? Imajica has a knack for creating custom applications.
I'd be willing to run an "Amber: Diceless Roleplaying" Game...
Really, I would...
What does it use, if not dice? :)
Is it strictly freeform? ...or does it use chips?
Do tell. I HAVE heard the word Amber, a LOT. ...but have never looked into the system.
...and what kind of tools if any, would be useful in running a game like this, obviously not a die roller? Imajica has a knack for creating custom applications.
Amber is quite unusual, in that players bid for ranks within the four major attributes against each other, each having a set number of points (100) for both Attributes and in game abilities (Pattern, Logrus, Sorcery, Trumps, Shapeshifting, etc...). It's called "The Bidding War", and it's FUN... Those wha have the highest score (or rank) in any attribute are unbeatable by anyone else in that one thing or realm. The attributes are:
Strength - raw muscle power.
Psyche - mental acumin and strength of will. Fuels Pattern, Logrus, Trumps and Sorcery
Warfare - Martial and Tactical brilliance. NEVER go to war with this person - you'll lose.
Endurance - This attribute can influence any of the others, and also fuels Shapeshifting
If the first ranked charater in strength, for example, were ever to actually lay hands on someone, that person grabbed should start writing out their will.
If the first ranked character in psyche were to engange someone in a mental dual, the lesser ranked charachter best start learning their "Yeth Mathter" Igor impression.
If the first ranked character in warfare were to ever dual, go to actual war, engage in a battle, snipe any other character, the outcome of that battle is NOT going to go well for the opposition. At all.
The first ranked character in endurance will be able to outlast anyone else in feats of stamina, will heal faster (the possibility of regeneration even exists) than anyone else, and will generally be able to wear down the opposition.
Characters can get extra points by agreeing to do artwork, diaries, short stories and all kind of stuffs... I'll post more in a bit about it. It's HELLA fun...!
Being a fan of the world AND having the entire collection in one volume, I'd be interested in taking a look at this. I always did fancy playing Random, Corwin or Benedict.
I've run three different Amber games: two with just my regular gaming group (at the time) that lasted three years and 1 year respectively, and then once at a con in San Diego - a one shot.
I liked the books, never played the system. I'll have to read up on it to see if it's something I'd wanna do.
It often ends up being intensely political and machiavellian, much like the novels. If you liked the books, you'll like any kind of game I'd run. If you *don't* like the books, you'd probably not have a very good time.
I liked the books, never played the system. I'll have to read up on it to see if it's something I'd wanna do.
It often ends up being intensely political and machiavellian, much like the novels. If you liked the books, you'll like any kind of game I'd run. If you *don't* like the books, you'd probably not have a very good time.
At least, that's been my experience with it :)
Nod...I wouldn't have the familiarity to play it.
...but I'd be very cool with helping you recruit people, I have a few sites that we could post it on, to help you find some quality players. ...or even an Amber forum board, I'm sure you could get a cast, even if it isn't completely filled with people already here.
And hopefully with Thrak's game starting up soon, we'll be able to encounter any issues that multiple games will bring.
It often ends up being intensely political and machiavellian, much like the novels. If you liked the books, you'll like any kind of game I'd run. If you *don't* like the books, you'd probably not have a very good time.
At least, that's been my experience with it :)
I liked the books but it's been years since I've read them. Guess it's time to break them out again.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
If you're planning to run, I'd love to throw my hat in the ring. I ran Amber for years and have read the books a few times. I actually just ended a 2.5 year game a few months ago when I moved back to Florida. I've been planning to start up a FTF game here in town, but I might run it in Hero.
The DRPG is pretty nifty and has lots of advantages. It's simple, fast, and story-telling oriented. I'm just looking to create a little more variety in the PCs abilities and some more finite limitations.
I actually just ended a 2.5 year game a few months ago when I moved back to Florida. I've been planning to start up a FTF game here in town, but I might run it in Hero.
If you don't mind me asking, what part of Florida did you move to? And if you need to find players or games being run there is a Yahoo group called florida-gamers. It doesn't get much traffic but people looking for players or to get into a game do post to it.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
If you're planning to run, I'd love to throw my hat in the ring. I ran Amber for years and have read the books a few times. I actually just ended a 2.5 year game a few months ago when I moved back to Florida. I've been planning to start up a FTF game here in town, but I might run it in Hero.
The DRPG is pretty nifty and has lots of advantages. It's simple, fast, and story-telling oriented. I'm just looking to create a little more variety in the PCs abilities and some more finite limitations.
For, this medium...fast and story-telling oriented, will really fly, methinks. :)
1Wwhile I haven't actually played the unisystem, I did for a while playtest their now defunct City of Heroes RPG. they have a corebook for free download, Witchcraft.
The system can be as crunchy or cinematic as you like. I liked the owrld setting of the Witchcraft book, though i didn't really do more than skim it. It reminds me a lot of the White Wolf system.
I'm not up for running a campaign, my last attempt failed miserably, mainly due to my own lack of experience and ability to keep up with it, but I may be able to write up a couple of one off adventures, using the Witchcraft system.
This would do a lot towards helping me come up with meta plots for my writing...
1Wwhile I haven't actually played the unisystem, I did for a while playtest their now defunct City of Heroes RPG. they have a corebook for free download, Witchcraft.
The system can be as crunchy or cinematic as you like. I liked the owrld setting of the Witchcraft book, though i didn't really do more than skim it. It reminds me a lot of the White Wolf system.
I'm not up for running a campaign, my last attempt failed miserably, mainly due to my own lack of experience and ability to keep up with it, but I may be able to write up a couple of one off adventures, using the Witchcraft system.
This would do a lot towards helping me come up with meta plots for my writing...
Speaking of GMing, I just finished the FAQ section on how to GM. it still needs edited, but the rough draft is in there.
I appreciate all the interest, it's very exciting. ...but unless someone is excited and bursting to GM a game, they should wait.
I mean, so much is enthusiasm and momentum...but once you have that idea that inspires you, by all means run. I just don't want anyone to think that I'm pushing for more games right now. While they're welcome, they're not needed, and I only want people to run if they're inspired and committed to do so.
Which is why I'm not rushing into anything. I ran with the Faust game, and was NOT prepared, despite being committed.
I'm just mentioning the system in case anyone else has experience with it. Instead of a full campaign, I'd probably be interested, at some point, in just running one offs using the Faust stuff as a background. However, that's in the future, probably the far future for me.. at least until my life settles down again.
If you don't mind me asking, what part of Florida did you move to? And if you need to find players or games being run there is a Yahoo group called florida-gamers. It doesn't get much traffic but people looking for players or to get into a game do post to it.
I live in Tampa, planning to move over to St. Petersburg in a month or two. But I don't think I'll have trouble finding players. I already play in a FTF group and most of them happen to love Amber and Hero. There's also a large local meetup group (over 200 players) for the Tampa Bay area.
If you happen to live close by and are interested, drop me a line.
BTW: I have the Amber DRPG books on pdf if you need them. I have the hard copies too, but they're out of print and sometimes hard to find.
For, this medium...fast and story-telling oriented, will really fly, methinks. :)
Yes. I've played lots of online Amber games. It works extremely well for this medium. Better than any other system I've played online in my opinion. Character creation is easy and fun, and the system focuses on story-telling. But it's not a generic, expandable system, so you can't build whatever you want like with Hero System, resulting in characters with very similar skills and abilities. It makes sense with the storyline, but it's not really adaptable to other genres.
I'm just mentioning the system in case anyone else has experience with it. Instead of a full campaign, I'd probably be interested, at some point, in just running one offs using the Faust stuff as a background. However, that's in the future, probably the far future for me.. at least until my life settles down again.
I'm familiar with it. Played Armegedon and BtVS. Another system that is fast is the new Savage Worlds. The basic book is $10, and it is a generic system, in that you can build any character from any genre you can think of, though it does tend to have the effect of making characters very similar when it comes to the crunchy bits. I still like Hero better, as it provides for players to be able to build anything they can think of, as specific and varied as you want to be. I have yet to see another system that provides you with such variety and usefulness. GURPS is pretty cool in some genres, but I often find myself having to adapt modular powers and get GM approval for nearly everything in order to fit my concept. Hero is the only system that I know of where you can think of your concept first, and build it instead of pounding square pegs into round holes.
If you don't mind me asking, what part of Florida did you move to? And if you need to find players or games being run there is a Yahoo group called florida-gamers. It doesn't get much traffic but people looking for players or to get into a game do post to it.
I live in Tampa, planning to move over to St. Petersburg in a month or two. But I don't think I'll have trouble finding players. I already play in a FTF group and most of them happen to love Amber and Hero. There's also a large local meetup group (over 200 players) for the Tampa Bay area.
If you happen to live close by and are interested, drop me a line.
BTW: I have the Amber DRPG books on pdf if you need them. I have the hard copies too, but they're out of print and sometimes hard to find.
I'm in Tampa too, so I would say that's close by.
I'd love to have a chance to read over the Amber DRPG books. I've been interested but the only game books I've bought in a long time have been Hero ones.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
Any genre is welcome and all of those sound like fun.
Problem is, with communities like this is that they need GMs to grow. I'm actually content with our growth rate and don't feel like we need additional games right now. Not to say that I don't welcome them, because I do welcome new games.
I do however, feel bad for people that come here, and see the potential for fun and can't find a game to get into.
These types of games endure a high turnover rate, unfortunately real life gets in the way a lot, and hobbies like this are the first to be let go. If you see a game that you like, be sure to read along with it, let the GM know that you enjoy it and would like to be considered for a position if one becomes available. Be a part of that game's community by making comments on the game moves and fiction pieces that 'add' to the experience.
I do have a few people (three) that have mentioned running a game, I don't know when they'll commit for sure or what genre they'll decide on, but I'm sure that eventually there will be renewed interest by someone in running a game.
The Dying Of St Margaret's is an exploration character and madness in the spirit of HP Lovecraft.
On the remote Scottish island of St Margaret’s, Investigators take jobs at an all-girls private school. Each is searching for an acquaintance who disappeared from the school. The Investigators' Drives carry them forward with increasing excitement and anticipation.
But what they discover drives them to the edge of insanity.
In this supplement, there is no escape, no comfort, no salvation when faced with the Mythos. You are powerless and insignificant: your only choices are death, insanity or a quiet life with a shattered mind.
Guns will not help you, reason will not protect you, faith will not give you comfort.
OK. So, I know you're not looking for more games to start off just now but when you are...
So as and when, I'd like to give this a whirl.
I'm not opposed to new games starting. Not at all. I'm sorry if that's how my last message came across, I can see where that might have been confusing. If you all could just pick up reading my mind, it would be a handy thing. ..um.. 'cept when my mind is in the gutter. *grin*
As long as the GM has the commitment and drive to go forth, they have my blessing. If and when you're serious, let me know and I can do that thing I do.
I would like to play the above or anything PA or horror using Geiger Counter, http://bleedingplay.wordpress.com/geiger/ and I know the system probably has serious problems in this format. :>
I'm surprised the Hero system works as well as it seems to in this format! It's not exactly rules-lite, after all. Geiger Counter sounds good for one-shots. I'll take a look.
The thing about games like these is that the rules take a backseat to the story. Dice become secondary. Think of any/all the "game" novels you've read, be they Warhammer, D&D or whatever. Chances are some of those "adventures" started off as games.
The rules provide structure for the GM. It allows him/her to limit characters to keep things on an even platform. It allows for a way to determine certain events, be they planned (i.e. combat, skill rolls, etc) or chance (i.e. perception, disads, whatever). Even in a face-to-face game I've had entire sessions where virtually no dice were rolled. Same with literary RPGs--don't let the dice box you into a corner. The GM determines what's what at all times, and if turns out that something SHOULD happen in spite of the dice roll, make it happen.
Some of the systems mentioned I'm totally unfamiliar with, but I don't see why ANY game wouldn't lend itself to a good story as long as the GM and the players understand that writing is paramount and rolling is secondary. If you know a system, like the genre and have a good storyline, start a game! Not sure if it'll work? Make it a short game as a trial run, a single adventure with a couple of people. If it works out, expand it. If it doesn't, well, at least we know.
Don't let a system scare you off from a good idea.
I'll second everything Admelior said. I've been GMing games using the Champions/Hero System rules for almost 20 years and I've only ever used the rules as a structure for the story even in my face to face games. I currently run two games in written only format (one here and one play by email) and have actually found the written only format easier to GM as I have more time to work out a response to someone doing something unexpected.
In a face to face game a GM has to make a ruling without having time to fully consider the impact of their decision. In this format the GM can walk away from it and think about the possible consequences before making a ruling.
This format is also a great way to keep a history of what your characters have done so they can be kept consistent over time.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
The tone in the introduction does get a bit preachy at times, but I've found the system to be solid for the sort of games where you want the mechanics to sit in the background and only come out when you need them.
I especially want to point people towards the three Precepts that represent the philosophy behind the game. You can find them here.
I currently run two games in written only format (one here and one play by email) and have actually found the written only format easier to GM as I have more time to work out a response to someone doing something unexpected. In a face to face game a GM has to make a ruling without having time to fully consider the impact of their decision. In this format the GM can walk away from it and think about the possible consequences before making a ruling.
This is exactly why I 'can' GM. I'm not the type to ever be able to run a face to face game, I can't think quickly enough on my feet. This medium allows me to take my time with my responses and when the players throw me a curve ball, which they always do. It gives me time to think on it and pull in extra help if needed.
I also love the ability to keep secrets over this medium (not that I'm known for my ability to do that).
Tis the bomb, it is.
Nestor, thanks for the link! If you haven't already, it would be a good add for the Links and Resources thread. I plan on moving that to the main site eventually, so it can be a more solid and easily found resource.
One thing I kinda feel is that arguably the most popular RPG (D&D) does not translate well into this medium...at least anything using the 3.0 or later rules system. It's all dicedicedice, movementmovementmovement...
I liked it better when it was fantasy and wonder and epic and investigation and totally magic.
Imaj, if you get that Cthulhu game on here I am SO there!
I recently read some reviews of Prime Time Adventures, and it sounds fascinating. I'd be up for a short run to kick the tires. I don't own it, but maybe I deserve a treat....
One thing I kinda feel is that arguably the most popular RPG (D&D) does not translate well into this medium...at least anything using the 3.0 or later rules system. It's all dicedicedice, movementmovementmovement...
I liked it better when it was fantasy and wonder and epic and investigation and totally magic.
The Cozeroth game on the site is D&D...but it's pre 3.0. Heck, it's pre skills and powers. *grin*
I loved the old 'Everway' game by Jonathen Tweet... It was a beautiful, dice-less & story-centred game which sadly was not popular amongst gamers.
While it involved cards, it did not use a standard deck in any numerical sense, rather there was a massive (90 card) deck of fantastical images painted by a variety of respected fantasy artists (including my favourite - Iain Miller.) The idea was that you used five of these cards to generate ideas about your character and their background.
The other deck was essentially a Tarot deck which was to be used purely in an interpretive manner, depending on the character, situation, basic card imagery and deeper meaning.
The elegant bare-bones system involved assigning points to a simple 'elemental' stat system and to various powers.
These powers were open ended, you decided what you wanted and their cost was then determined on a basis of frequency of use and power (in terms of game-altering ability.)
The idea was to follow the '3 rules' of Drama, Karma and Fortune.
If direct stat comparison could determine the outcome fine, but the fortune deck could be used to throw a curve ball, or make a creative addition to how an action would play out and, above this, GM's and Players were encouraged to consider outcomes based purely on creating a satisfactory narrative.
The basic setting was pan-dimensional Fantasy (actually, a lot like Amber, but with a less restrictive mythology,) lending itself to a variety of game worlds and adventures, but it could be easily used to run any sort of fixed-world game involviing a fantastical or magical element. However because of the central role of the Fortune Deck and the interplay of ideas involving elemental forces, using it for most Sci-fi never quite felt right.
I think maybe that offering this sort of game to the general Tabletop community way back in 1995 was an exercise doomed to failure, too many geeks like their definitive, physics-mimicking systems. However its definitely one of my favourite systems and ideal for groups like this.
Rather than the original deck, it might be fun to encourage players to find five random images (photos or artwork) and base characters round them
Comments
I've been reading a bit about the Fate system, and I think it sounds pretty groovy. I'd be up for a game to try it out, especially if it's a short run. The pulp hero rules sound extra cool.
In general, I'd like to see some short-term games just so we can see how the site handles multiple stories.
I vaguely remember the Fudge system being relatively easy to learn. I'll take a look at FATE and see what's what. Dunno if I'd run a game, but I'll try anything once...twice if it doesn't leave scars.
In terms of "dream games", I think we should promote "one offs"--games with definite endings--that may or may not take place in any established "game world" (for example, a "one off" in the TCQ world but with unrelated characters). Maybe I'll try a FATE game to see if it'll fly...
No promises, though.
If it helps get something off the ground, I could maybe co-GM. I've never GMed before but I can type, file and make coffee.
Does Fate use Chips? I'd love to try out our chip counter if it does.
I really like the Fudge system. I keep toying with the idea of running something, but since my wife has been wanting me to run a game for her for a couple of years now (since our regular weekly group broke up), if I'm gonna run a game it damn well better be face-to-face for her, so....
But it's a nice, simple, flexible system.
In terms of "dream games", I think we should promote "one offs"--games with definite endings--that may or may not take place in any established "game world" (for example, a "one off" in the TCQ world but with unrelated characters).
Speaking of... I'm glad this came up, Dave and I bantered about this a bit in the past few months, but the idea really wouldn't have been possible before moving to NextGen.
I would be totally open to the idea of seeing Hudson City expanded on. If anyone wanted to test GM a game using that setting, or even write independant stories about characters that live there, that would be cool by me. The only downside about sharing a universe or a city that I can see, is that a wee bit of high level collaboration would need to take place, just to make sure that the GMs were on the same page.
*shrug* Just saying if anyone wanted to play in the TCQ turf and expand it into a city or world effort, I'd be open to it. Not in owning it, but in sharing it. :)
I'd be willing to run an "Amber: Diceless Roleplaying" Game...
Really, I would...
Really, I would...
What does it use, if not dice? :)
Is it strictly freeform? ...or does it use chips?
Do tell. I HAVE heard the word Amber, a LOT. ...but have never looked into the system.
...and what kind of tools if any, would be useful in running a game like this, obviously not a die roller? Imajica has a knack for creating custom applications.
Really, I would...
What does it use, if not dice? :)
Is it strictly freeform? ...or does it use chips?
Do tell. I HAVE heard the word Amber, a LOT. ...but have never looked into the system.
...and what kind of tools if any, would be useful in running a game like this, obviously not a die roller? Imajica has a knack for creating custom applications.
Amber is quite unusual, in that players bid for ranks within the four major attributes against each other, each having a set number of points (100) for both Attributes and in game abilities (Pattern, Logrus, Sorcery, Trumps, Shapeshifting, etc...). It's called "The Bidding War", and it's FUN... Those wha have the highest score (or rank) in any attribute are unbeatable by anyone else in that one thing or realm. The attributes are:
Strength - raw muscle power.
Psyche - mental acumin and strength of will. Fuels Pattern, Logrus, Trumps and Sorcery
Warfare - Martial and Tactical brilliance. NEVER go to war with this person - you'll lose.
Endurance - This attribute can influence any of the others, and also fuels Shapeshifting
If the first ranked charater in strength, for example, were ever to actually lay hands on someone, that person grabbed should start writing out their will.
If the first ranked character in psyche were to engange someone in a mental dual, the lesser ranked charachter best start learning their "Yeth Mathter" Igor impression.
If the first ranked character in warfare were to ever dual, go to actual war, engage in a battle, snipe any other character, the outcome of that battle is NOT going to go well for the opposition. At all.
The first ranked character in endurance will be able to outlast anyone else in feats of stamina, will heal faster (the possibility of regeneration even exists) than anyone else, and will generally be able to wear down the opposition.
Characters can get extra points by agreeing to do artwork, diaries, short stories and all kind of stuffs... I'll post more in a bit about it. It's HELLA fun...!
Sounds interesting.
No hurry or anything, I was just curious.
Do you run in some established world, or is it just a system that you can implement into any story campaign idea?
No hurry or anything, I was just curious.
Do you run in some established world, or is it just a system that you can implement into any story campaign idea?
You do run in an established world (The world of the books of the Amber series) but the system *could* be adapted to others.
http://en.wikipedia.org/wiki/Amber_Diceless_Roleplaying_Game
That link is a good un :)
Being a fan of the world AND having the entire collection in one volume, I'd be interested in taking a look at this.
I always did fancy playing Random, Corwin or Benedict.
I've run three different Amber games: two with just my regular gaming group (at the time) that lasted three years and 1 year respectively, and then once at a con in San Diego - a one shot.
I've always enjoyed it a GREAT deal... :)
Hm. The system sounds really interesting. But I don't care for the books. Hm.
I liked the books, never played the system. I'll have to read up on it to see if it's something I'd wanna do.
It often ends up being intensely political and machiavellian, much like the novels. If you liked the books, you'll like any kind of game I'd run. If you *don't* like the books, you'd probably not have a very good time.
At least, that's been my experience with it :)
It often ends up being intensely political and machiavellian, much like the novels. If you liked the books, you'll like any kind of game I'd run. If you *don't* like the books, you'd probably not have a very good time.
At least, that's been my experience with it :)
Nod...I wouldn't have the familiarity to play it.
...but I'd be very cool with helping you recruit people, I have a few sites that we could post it on, to help you find some quality players. ...or even an Amber forum board, I'm sure you could get a cast, even if it isn't completely filled with people already here.
And hopefully with Thrak's game starting up soon, we'll be able to encounter any issues that multiple games will bring.
It often ends up being intensely political and machiavellian, much like the novels. If you liked the books, you'll like any kind of game I'd run. If you *don't* like the books, you'd probably not have a very good time.
At least, that's been my experience with it :)
I liked the books but it's been years since I've read them. Guess it's time to break them out again.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
If you're planning to run, I'd love to throw my hat in the ring. I ran Amber for years and have read the books a few times. I actually just ended a 2.5 year game a few months ago when I moved back to Florida. I've been planning to start up a FTF game here in town, but I might run it in Hero.
The DRPG is pretty nifty and has lots of advantages. It's simple, fast, and story-telling oriented. I'm just looking to create a little more variety in the PCs abilities and some more finite limitations.
If you don't mind me asking, what part of Florida did you move to? And if you need to find players or games being run there is a Yahoo group called florida-gamers. It doesn't get much traffic but people looking for players or to get into a game do post to it.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
The DRPG is pretty nifty and has lots of advantages. It's simple, fast, and story-telling oriented. I'm just looking to create a little more variety in the PCs abilities and some more finite limitations.
For, this medium...fast and story-telling oriented, will really fly, methinks. :)
1Wwhile I haven't actually played the unisystem, I did for a while playtest their now defunct City of Heroes RPG. they have a corebook for free download, Witchcraft.
The system can be as crunchy or cinematic as you like. I liked the owrld setting of the Witchcraft book, though i didn't really do more than skim it. It reminds me a lot of the White Wolf system.
I'm not up for running a campaign, my last attempt failed miserably, mainly due to my own lack of experience and ability to keep up with it, but I may be able to write up a couple of one off adventures, using the Witchcraft system.
This would do a lot towards helping me come up with meta plots for my writing...
The system can be as crunchy or cinematic as you like. I liked the owrld setting of the Witchcraft book, though i didn't really do more than skim it. It reminds me a lot of the White Wolf system.
I'm not up for running a campaign, my last attempt failed miserably, mainly due to my own lack of experience and ability to keep up with it, but I may be able to write up a couple of one off adventures, using the Witchcraft system.
This would do a lot towards helping me come up with meta plots for my writing...
Speaking of GMing, I just finished the FAQ section on how to GM. it still needs edited, but the rough draft is in there.
I appreciate all the interest, it's very exciting. ...but unless someone is excited and bursting to GM a game, they should wait.
I mean, so much is enthusiasm and momentum...but once you have that idea that inspires you, by all means run. I just don't want anyone to think that I'm pushing for more games right now. While they're welcome, they're not needed, and I only want people to run if they're inspired and committed to do so.
Which is why I'm not rushing into anything. I ran with the Faust game, and was NOT prepared, despite being committed.
I'm just mentioning the system in case anyone else has experience with it. Instead of a full campaign, I'd probably be interested, at some point, in just running one offs using the Faust stuff as a background. However, that's in the future, probably the far future for me.. at least until my life settles down again.
I live in Tampa, planning to move over to St. Petersburg in a month or two. But I don't think I'll have trouble finding players. I already play in a FTF group and most of them happen to love Amber and Hero. There's also a large local meetup group (over 200 players) for the Tampa Bay area.
If you happen to live close by and are interested, drop me a line.
BTW: I have the Amber DRPG books on pdf if you need them. I have the hard copies too, but they're out of print and sometimes hard to find.
Yes. I've played lots of online Amber games. It works extremely well for this medium. Better than any other system I've played online in my opinion. Character creation is easy and fun, and the system focuses on story-telling. But it's not a generic, expandable system, so you can't build whatever you want like with Hero System, resulting in characters with very similar skills and abilities. It makes sense with the storyline, but it's not really adaptable to other genres.
I'm familiar with it. Played Armegedon and BtVS. Another system that is fast is the new Savage Worlds. The basic book is $10, and it is a generic system, in that you can build any character from any genre you can think of, though it does tend to have the effect of making characters very similar when it comes to the crunchy bits. I still like Hero better, as it provides for players to be able to build anything they can think of, as specific and varied as you want to be. I have yet to see another system that provides you with such variety and usefulness. GURPS is pretty cool in some genres, but I often find myself having to adapt modular powers and get GM approval for nearly everything in order to fit my concept. Hero is the only system that I know of where you can think of your concept first, and build it instead of pounding square pegs into round holes.
I live in Tampa, planning to move over to St. Petersburg in a month or two. But I don't think I'll have trouble finding players. I already play in a FTF group and most of them happen to love Amber and Hero. There's also a large local meetup group (over 200 players) for the Tampa Bay area.
If you happen to live close by and are interested, drop me a line.
BTW: I have the Amber DRPG books on pdf if you need them. I have the hard copies too, but they're out of print and sometimes hard to find.
I'm in Tampa too, so I would say that's close by.
I'd love to have a chance to read over the Amber DRPG books. I've been interested but the only game books I've bought in a long time have been Hero ones.
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Imagination is the seed of intelligence. Nourish it and watch it grow.
Really, I would...
But first, I'm going to run ICONS :)
Wow I haven't heard AMBER in so long. I played that long ago!
The auction system for character creation is the best part!
I still remember getting into a bidwar with a guy for ENDURANCE and having little left afterwards.
Good times
I want to see something HIgh fantasy!
A school or group of wizards!
Plus I want to see horror.
Anything Fantasy!
I'd love a space game too.
Any genre is welcome and all of those sound like fun.
Problem is, with communities like this is that they need GMs to grow. I'm actually content with our growth rate and don't feel like we need additional games right now. Not to say that I don't welcome them, because I do welcome new games.
I do however, feel bad for people that come here, and see the potential for fun and can't find a game to get into.
These types of games endure a high turnover rate, unfortunately real life gets in the way a lot, and hobbies like this are the first to be let go. If you see a game that you like, be sure to read along with it, let the GM know that you enjoy it and would like to be considered for a position if one becomes available. Be a part of that game's community by making comments on the game moves and fiction pieces that 'add' to the experience.
I do have a few people (three) that have mentioned running a game, I don't know when they'll commit for sure or what genre they'll decide on, but I'm sure that eventually there will be renewed interest by someone in running a game.
OK. So, I know you're not looking for more games to start off just now but when you are...
System: GUMSHOE (http://www.pelgranepress.com)
Game: Trail of Cthulhu
Scenario: The Dying of St Margarets
From the website...
The Dying Of St Margaret's is an exploration character and madness in the spirit of HP Lovecraft.
On the remote Scottish island of St Margaret’s, Investigators take jobs at an all-girls private school. Each is searching for an acquaintance who disappeared from the school. The Investigators' Drives carry them forward with increasing excitement and anticipation.
But what they discover drives them to the edge of insanity.
In this supplement, there is no escape, no comfort, no salvation when faced with the Mythos. You are powerless and insignificant: your only choices are death, insanity or a quiet life with a shattered mind.
Guns will not help you, reason will not protect you, faith will not give you comfort.
So as and when, I'd like to give this a whirl.
So as and when, I'd like to give this a whirl.
I'm not opposed to new games starting. Not at all. I'm sorry if that's how my last message came across, I can see where that might have been confusing. If you all could just pick up reading my mind, it would be a handy thing. ..um.. 'cept when my mind is in the gutter. *grin*
As long as the GM has the commitment and drive to go forth, they have my blessing. If and when you're serious, let me know and I can do that thing I do.
Adding to the I want list :>
I would like to play the above or anything PA or horror using Geiger Counter, http://bleedingplay.wordpress.com/geiger/ and I know the system probably has serious problems in this format. :>
I'm surprised the Hero system works as well as it seems to in this format! It's not exactly rules-lite, after all. Geiger Counter sounds good for one-shots. I'll take a look.
The thing about games like these is that the rules take a backseat to the story. Dice become secondary. Think of any/all the "game" novels you've read, be they Warhammer, D&D or whatever. Chances are some of those "adventures" started off as games.
The rules provide structure for the GM. It allows him/her to limit characters to keep things on an even platform. It allows for a way to determine certain events, be they planned (i.e. combat, skill rolls, etc) or chance (i.e. perception, disads, whatever). Even in a face-to-face game I've had entire sessions where virtually no dice were rolled. Same with literary RPGs--don't let the dice box you into a corner. The GM determines what's what at all times, and if turns out that something SHOULD happen in spite of the dice roll, make it happen.
Some of the systems mentioned I'm totally unfamiliar with, but I don't see why ANY game wouldn't lend itself to a good story as long as the GM and the players understand that writing is paramount and rolling is secondary. If you know a system, like the genre and have a good storyline, start a game! Not sure if it'll work? Make it a short game as a trial run, a single adventure with a couple of people. If it works out, expand it. If it doesn't, well, at least we know.
Don't let a system scare you off from a good idea.
Just my thoughts on the subject, folks.
I'll second everything Admelior said. I've been GMing games using the Champions/Hero System rules for almost 20 years and I've only ever used the rules as a structure for the story even in my face to face games. I currently run two games in written only format (one here and one play by email) and have actually found the written only format easier to GM as I have more time to work out a response to someone doing something unexpected.
In a face to face game a GM has to make a ruling without having time to fully consider the impact of their decision. In this format the GM can walk away from it and think about the possible consequences before making a ruling.
This format is also a great way to keep a history of what your characters have done so they can be kept consistent over time.
--
Imagination is the seed of intelligence. Nourish it and watch it grow.
Speaking of rules systems, I've been wanting to mention this one because I feel it fits real well with what the site does in terms of story and game.
It's called the Window and is a free download. The web site is:
www.mimgames.com/window/
The tone in the introduction does get a bit preachy at times, but I've found the system to be solid for the sort of games where you want the mechanics to sit in the background and only come out when you need them.
I especially want to point people towards the three Precepts that represent the philosophy behind the game. You can find them here.
You know, I'm glad it's not just me who finds these things. I came across this one a few years ago and it's sat on my pen drive since.
Cool.
I've played using it once or twice. I even used Window once to run an impromptu "The Incredibles"-like superhero run.
This is exactly why I 'can' GM. I'm not the type to ever be able to run a face to face game, I can't think quickly enough on my feet. This medium allows me to take my time with my responses and when the players throw me a curve ball, which they always do. It gives me time to think on it and pull in extra help if needed.
I also love the ability to keep secrets over this medium (not that I'm known for my ability to do that).
Tis the bomb, it is.
Nestor, thanks for the link! If you haven't already, it would be a good add for the Links and Resources thread. I plan on moving that to the main site eventually, so it can be a more solid and easily found resource.
One thing I kinda feel is that arguably the most popular RPG (D&D) does not translate well into this medium...at least anything using the 3.0 or later rules system. It's all dicedicedice, movementmovementmovement...
I liked it better when it was fantasy and wonder and epic and investigation and totally magic.
Imaj, if you get that Cthulhu game on here I am SO there!
I recently read some reviews of Prime Time Adventures, and it sounds fascinating. I'd be up for a short run to kick the tires. I don't own it, but maybe I deserve a treat....
I liked it better when it was fantasy and wonder and epic and investigation and totally magic.
The Cozeroth game on the site is D&D...but it's pre 3.0. Heck, it's pre skills and powers. *grin*
BUT.. It's fun!
I loved the old 'Everway' game by Jonathen Tweet... It was a beautiful, dice-less & story-centred game which sadly was not popular amongst gamers.
While it involved cards, it did not use a standard deck in any numerical sense, rather there was a massive (90 card) deck of fantastical images painted by a variety of respected fantasy artists (including my favourite - Iain Miller.) The idea was that you used five of these cards to generate ideas about your character and their background.
The other deck was essentially a Tarot deck which was to be used purely in an interpretive manner, depending on the character, situation, basic card imagery and deeper meaning.
The elegant bare-bones system involved assigning points to a simple 'elemental' stat system and to various powers.
These powers were open ended, you decided what you wanted and their cost was then determined on a basis of frequency of use and power (in terms of game-altering ability.)
The idea was to follow the '3 rules' of Drama, Karma and Fortune.
If direct stat comparison could determine the outcome fine, but the fortune deck could be used to throw a curve ball, or make a creative addition to how an action would play out and, above this, GM's and Players were encouraged to consider outcomes based purely on creating a satisfactory narrative.
The basic setting was pan-dimensional Fantasy (actually, a lot like Amber, but with a less restrictive mythology,) lending itself to a variety of game worlds and adventures, but it could be easily used to run any sort of fixed-world game involviing a fantastical or magical element. However because of the central role of the Fortune Deck and the interplay of ideas involving elemental forces, using it for most Sci-fi never quite felt right.
I think maybe that offering this sort of game to the general Tabletop community way back in 1995 was an exercise doomed to failure, too many geeks like their definitive, physics-mimicking systems. However its definitely one of my favourite systems and ideal for groups like this.
Rather than the original deck, it might be fun to encourage players to find five random images (photos or artwork) and base characters round them
I'd really love to play a Cthulhu...
I think I've still got this somewhere...
Didn't he write the Ars Majica system?
That was probably the MOST elegant magic system i've ever seen, anywhere...
He certainly had a hand in the 5th edition. And no-one should be without Ars Magica, especially since the 4th edition is free online.
That magic system just blows away anything else published. It's stunning in its elegance and simplicity.