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Archivist

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Archivist last won the day on January 27 2016

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About Archivist

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  • RPG Biography
    Love all sorts of Games
  • Current games
    VtM 20 (running), Star Wars (new) (playing), D&D 5e (playing)
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    Tuscon, AZ
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  1. Count me in! Would also be useful for other games like DG.
  2. I know this is an out there recommendation, but ... Lovecraft was inventing NEW monsters - they're way scarier. What about having section on creating new custom monsters - how to build weird powers, bizarre weaknesses, and such.
  3. Jon, can you update with some notes? I'd liketo run the Chronicles of Darkness games w/ QuestWorlds
  4. From each according to their ability!
  5. Hey JohnL. The SRD is up. Perfect time to write up your thoughts!
  6. I wasn't clear from the new SRD how exactly "damage" (states of adversity) worked. Is there any way to generate a temporary Flaw from a poor conflict outcome? It seems like this would be a fun optional rule. What do the penalties apply to. Just the abilities used in the conflict? All abilities? Just where it makes sense? How do you keep track of the states of adversity from multiple sources. If I get a sprain (narrative description of damage from conflict 2) then move one more track down (narrative description of damage from conflict 2) because I've seen something sanity blasting, do I need to write that down somewhere since they might affect different abilities or recover at different rates? or is recovery just an overall thing (regardless of source if you're at level X here's how long it takes to get back to normal)
  7. Good point. I noticed in the next section they give an example about jumping across something which is definitely a smaller context.
  8. Reading the SRD gave me the impression that (1) you don't roll much and (2) when you do you're resolving a very large-scale story obstacle. So this makes it seem like most adventures would be over very quickly. e.g., characters are vampires that want to take over the city. Player wants to roll "Ventrue political prodigy". Character rolls and succeeds. What normally would have been 10 sessions of interesting and tense intrigue, discussion, negotiation happens in a few minutes. This can't possibly be how the game works. I think I've misunderstood something.
  9. Thanks! My general comment is i think that what's Revolutionary about Revolution D100 isn't the crunchy parts, but the many freeform and narrative aspects about it which are brilliant (the contests, traits, etc.). So of course I'm looking for stuff in a companion that details how to leverage that (as much as creating more detailed armor types). Antagonist Creation: I have a copy somewhere translated from the French COC 6e - I've also seen this approach in Ubiquity and Fate, where when you make an NPC/antagonist you first pick importance - e.g., mook, important, full. Maybe for the full level you build them as a character, but for the Mook and Important levels they only have a handful of statistics - where one stat serves multiple functions. e.g., Combat 50%, Social 50% or whatever. So you can generate for these guys a very short stat block. You only need a big full stat block for something you're going to be interacting with over the long term in a complex way. So the last three would be covered by things you have helped out before with on the list. One default way to create a setting where characters have special abilities (e.g., Vampires, Werewolves, Psychics) and interact with weird stuff (gates to other worlds, infrastructures) is the cafeteria-menu style, which is used in most superhero games. You have an explicit list of powers in the core game, then you just reskin them for your setting. This would certainly be okay for the companion - you could have a section (like they do in the new Cypher System Horror Tookit book), where you would talk about "here's how to set things up if everyone is a certain type of thing in your setting" (e.g., all vampires). However, I'd love to see something where you talk about using all of the cool abstract, narrative bits in Revolution D100 to achieve the same thing. I'd also like OPTIONAL rules for stuff like simplified armor / weapons.
  10. Some ideas (that have been posted before). And remember Revolution guys, just because its obvious TO YOU doesn't mean the average person reading the Core Book gets how to use it. 1. Simplified NPC / Antagonist Creation Several different options for creating NPC / Creatures quickly, maybe with 3 different levels of detail 2. More simplification options / alternatives 3. More stuff on non-cafeteria menu power construction. I think the system supports a very free-form approach to this kind of thing 4. More stuff for playing supernatural / weird creatures
  11. Post the kinds of things you might want to see in the eventual Companion!
  12. Will the International Rules have new stuff in it, or is it waiting for the companion. I have a list of stuff I would like in companion.
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