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Simlasa

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Everything posted by Simlasa

  1. Yeah, the idea of island hopping is very appealing... like myriad little kingdoms to visit without so much concern for having to cross mountains/deserts/enemy terrain. Lots of possibilities for aquatic monsters, storms to blow you 'somewhere else'.
  2. Not the premise of what? CoC? or Nephilim? IMO it is kinda the premise of CoC... human perspective/awareness coming up as narrow and irrelevant to a larger, expansive one. I never interpreted Nephilim as 'body rape'. Though the show I just got done watching, the old BBC show 'Intruders', is. It's pretty much the sort of thing old Mythos sorcerers get up to, and the nutty cult in Get Out... forcing their way into other people's minds/bodies.
  3. That seems like the 'obvious' approach to me. Not all poisons poison all things. Rat poison isn't going to kill a skeleton or a zombie... but something else might strike at the animating force of the thing. Holy water and garlic traditionally keeps vampires at bay, for whatever reason... so quest to find out what works on other pesky undead.
  4. "Suggest there might be something higher or beyond the human condition, and sales suffer." Well, it works for Call of Cthulhu... of course the 'higher and beyond' there is the nemesis of humanity... or is it?
  5. This sounds cool. I look forward to seeing it.
  6. Beauty and the Beast is a good pick. Was there ever an RPG based on that setting? I know there was something, 'Underworld', that was a take on the setting. How about Supernatural, since the Winchester Brothers are usually sporting a variety of occult powers and weapons vs. various powered villains. I've got a love/hate thing with the show but it's still more my speed than guys in capes (unless it's The Boys).
  7. I'm loving these write ups! A bit of a non-sequitur but if you've ever seen the RPG Mystery Men (based on D&D) the author uses public domain supers from the early 40s as example builds (at least in its first edition). I've not played the game, but really like that retro approach... and the relatively 'street level' heroes it focuses on.
  8. Simlasa

    The Hook

    Annoying. I did it for an online convention and, I think I could have pretty much ignored it... but the other fellows seemed to feel a need to ham up their 'performance' and it became one of the weirder RPG experiences I've had. EDIT: I misunderstood the question. I thought it was about being recorded for broadcast online... doing a 'live-play'. THAT is the experience I found irritating. As for just playing online, with video. Two of the groups I'm in do it, and it's OK... doesn't bother me. Our local F2F group moved online because of the virus and have NOT been using video, and that has been just as good IMO... though maybe because I've already played with those people in person for years so I can picture them easily in my mind anyway.
  9. Nonsense! I respect other people having a right to have an opinion, but I don't need to respect the opinion itself. If some guy starts telling me the Earth is flat, or how some group of people are subhuman, or outright falsehoods about how some game system works... I don't need to 'respect' that. Also, from what I've read, Atgxtg has been VERY patient with RogerDee and refrained from personal attacks... whereas RogerDee HAS crossed that line. Atgxtg might want to step away to save their blood pressure, because it seems to be like arguing with an stone... but otherwise I think it's RogerDee who needs to get a clue and be a bit more polite.
  10. I'm mostly curious about the setting, how geographically specific it is and how closely it follows history vs. myth.
  11. Centaurs seem to have escaped their Mediterranean corral and spread into general euro-fantasy. They seem pretty common in modern fantasy settings, along with a lot of the rest. I blame D&D for just tossing in everything/anything without any attention to provenance. I can see the Dune-ish aspect now that SDLeary mentions it... a valuable if remote area for the Empire that has an inherent mystical aspect that is going to put a wrench into their plans. Lots of room for intrigues between factions, high weirdness and, eventually, epic battles. I'd probably want to delve into it deeper and define the fey presence... move the various races away from their bog standard versions, such as making dwarfs either more like old folklore (spooky cave-dwelling elves) or more like earth elemental constructs of the gods (Warcraft).
  12. I'd long been pondering using the Warhammer setting for Magic World, but recently I realized I wanted to tweak its take on fantasy races. First off... the various sorts of elves it has (wood, high, dark, sea) are not particularly like the old folklore and WAAAYYY too much like Tolkien. So I decided that the 'real' elves are straight up fae... pretty much nature spirits and seldom seen. The peoples referred to as elves are actually 'half elves' and being a half elf means you have some sort of hereditary feature that reveals a bit of fae heritage... but it's variable (I've made random table) and doesn't imply physical mating so much as some sort of magical/spiritual interaction... such as ancestors who received a blessing/curse from the fae, lived close to a fairy hill, made some sort of pact with the fae. The same thing goes for 'goblins', which are fae as well... so all the 'goblinoids' (goblins, orcs, bugbears, ogres, trolls... and halflings!) exhibit some degree of that heritage. There's a different random table for those fellows. But basically, 'halflings' are magical mutations... and a bit random, not a 'race'. It all kinda fits with Warhammer's use of things like centaurs, minotaurs and other classical creatures as 'chaos' mutants.
  13. Does that mean Chaosium will be moving off this site as an official presence? (I hope).
  14. Which also implies, or would want for, impunity for related situations... such as running at high speeds and accurately dodging (or not) bystanders/traffic/large bugs/small dogs. Either he's invulnerable, but dangerous... or he has incredible reflexes. Also, the guy who can lift a car has more than just strength, he's got a skeleton that can support that weight and whatever other abilities/complications that might convey. Unless you want to do what the comics do and not think about these things, until you do, and then forget about them until you do again.
  15. My only qualms about that, and possibly peculiar to me, is that I'm generally not that hot about playing as teenagers or younger kids. Maybe because I spend my days among hordes of middle-schoolers. I can see the potential though... there's that sequence in Stranger Things where Eleven ends up with a group of street punks and their psychic friend Kali, and go after the people who worked in the lab experiments.
  16. I wasn't thinking in terms of those limitations. Just a hero with a big (related somehow to John Carter's?) jump vs. some other thing that might be able to fly or leap or teleport... or throw a captive a long distance. Or maybe just the need to jump between two hot spots... like simultaneous bank heists, while being shot at, with a monkey on his back... or something. It's also a good ability to get out of a fight that's going badly for him.
  17. That might depend on who/what he's in combat with.
  18. I've had similar thoughts, thinking also of The Whispering Vault (someone described it as Clive Barker's 'Super Friends')... or some less kludgy take on Exalted, by which I mean a fantasy setting with some 'super-ish' races/species/factions. Mentioning The Whispering Vault reminds that it's also been compared to Sapphire & Steel... which had various powered agents mending bizarre temporal anomalies (that often bear a resemblance to hauntings). Not particularly action-packed though. I've never read The Nocturnals, how high-powered do their stories get? I always thought they looked cool...
  19. Am I limiting myself to pulp? I wasn't aware of that... I just mentioned that I knew Superworld worked well for those pulp-era proto-supers. Otherwise, I'm not sure what your on about... if you're even responding to me... I've got no issues with Doom Patrol since I don't know much about it, except for the oddball characters.
  20. That works fine. I'd assumed they were part of a guild.
  21. OK, I'll have to think of something else... like maybe a gang of burglars, known for daring robberies?
  22. Is the town big enough to support a theater, with an attendant troupe of players and hangers on?
  23. No... but like I said, I'm not sure I think any element is 'essential'. I am drawn to the 'cult' setup for various factions in BRP games... regardless of what they're called in the setting.
  24. I'm fine with including cults as well. They're just the factions that focus on religion... not the invention or sole territory of any particular game/setting.
  25. I've played in stores where it was open table... and while it can be fun, it wasn't the same as a consistent table full of friends with a shared game history. I'm not saying it would be an awful experience, but it's not quite the same... and for my taste, and reasons for playing, it's a lesser choice. Just like playing online games can be fun, but never quite measure up to face-to-face games. I don't agree with the notion that because 'there have always been payed entertainers' that this is somehow the same thing. Players in a game have a given and take with the GM, much moreso than any audience at a play... or a DJ at a wedding. Maybe it's a modern notion that I haven't connected with... but I don't look to the GM to entertain me during a game, no more than the other Players. When I GM I do NOT think of myself as an 'entertainer' either... or at least no more so than I do when I'm playing. Maybe I'm just annoyed at people trying to monetize every fucking thing they get involved with...
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