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trechriron

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Posts posted by trechriron

  1. Is there a way to enhance the user registration method with some questions? Not just Captcha is working these days, but over on generic-rpg.net, I've had great success with two things. A field that requires a "raison d'état" or Justification and then a plug-in that requires the correct answer to a question. The question is fairly simple and related to gaming with several valid answers. So far, this has helped eliminate anyone who's not there for legitimate reasons. Coincidentally, all users must be approved. :-D Just scanning the user emails is easier; if they answer the question I get a 2nd scan of their reason to ensure they are real.

  2. I am generally against the "bait and switch" campaign model. It's not really going to be as shocking as you think and worse, they could end up making characters that don't fit your idea of "characters who would be surprised by the zombie apocalypse". Worse, this has never worked in my experience (I have 30+ years going now). Are you trying to make sure these characters are non-specialized average joes dealing with the ZA? What if your players don't want to play average joes dealing with the ZA? Then your stuck with non-enthused players.

    What is the feeling you're going for?

    I think you should come clean and explain you want to run something and explore this theme and see if it jives with your players. Otherwise, you have you're own disaster to deal with; the players being unhappy with the game you worked so hard to prep.

    Here's how I might frame a ZA game with some particulars to garner interest from my players:

    I want to run a ZA game, but I want to start the week before anything happens. I want the characters to be regular people with regular jobs. I want us to focus on some mundane interpersonal and work related things, to really immerse ourselves in the everyday. I want us to get deep into it. Then, the rumors and odd news reports will happen. Eventually, without warning, your normal characters are going to be thrust into this ZA world. I want to explore HOW these people might deal with this, and deal with loss, and deal with horror without all the kitschy swat teams, army specialists, and Umbrella Corporation super soldiers mucking about my deep character play. What do you peeps think? Would you want to get knee deep in the mundane dealing with the horror and explore this idea with me?

    I would gauge their excitement, and then I might even need to alter the game to excite everyone, and I would. Because games should be fun, and interactive, and everyone should have some input into what's happening.

    Just my two cents...

  3. The InDesign file is in the GM Section now! I had to append the PDF extension because the system does not allow INDD files. Just remove the PDF and it should work. Let me know if there are any issues!

  4. trechiron,

    I see you used InDesign. Any chance you'd be willing to share the InDesign source files? ...

    Thanks!

    Absolutely! I will upload them into the same downloads section tonight when released from pris... *ahem* I mean work. :-D

  5. Speaking of the old days, one thing I really wish they would bring back are print gaming magazines, like Pyramid. Not in electronic form, but in print form. But that's way off topic.
    Why? We should make ePuP and Kindle magazines. My Lenovo tablet looks fantastic for reading and Kindles are the BOMB. The world is moving away from paper my friend. I don't always read, but when I do, I read digital. Stay Techie my friends.
  6. I think that would be ideal. If you can make a solid vehicle supplement, people can choose to use the relative "constructed" values in your supplement or just eyeball stuff from the Gold Book as they desire. Personally, I would use the stats from this supplement, especially if I can design my own vehicles.

  7. Here is my entry into the landscape GM screen for BRP (in the downloads section). I wanted to do this nearly 2 years ago, but got side-tracked! :-D I am hoping to get some fan input before moving onto handouts/supplementary tables and the Player Handout.

    First, kudos and Thanks to Nick Middleton for his suggestions and list of tables to put where. That was very helpful. I was able to fit several more beyond the initial batch on the 4 panels, and I hope I chose the most broadly useful ones. Let me know!

    I created a combat “crib” notes area, please let me know if a) it's understandable and/or B) any suggestions to make it clearer without dramatically increasing the depth of the “table”.

    Here is some philosophy/design principles;

    1) Nothing TOO fancy, so it would be easy on the ink.

    2) Easy to read at the table (the standard font is 10pt Times New Roman, with serif fonts generally being easier to read on paper...).

    3) Generically useful to various BRP GM's (optional rules can be on "handout" or supplementary sheets).

    Let me know what you think!

    Part II:

    Once everyone says the 4 “main” panels are acceptable, I will start work on the various supplementary tables. This will be in “handout” type sheets that can be passed around and shared or the GM can just have handy for quick reference. If interested, see Nick's earlier post about what tables should be where. I'm using that with a few exceptions (had more room, so some tables made it on the panels).

    I am also planning on creating a Player “Crib” Sheet using the same format with tables and notes for easy reference for players during play; likely in a 2 page front-and-back landscape format. Any ideas on what would be useful there are also welcome!

    Thanks,

  8. I like the idea of separating size from mass; but how to do that mechanically would require some thought. Also, to what benefit is adding the additional complexity?

    There is not a "mechanical equivalents" system in BRP. "Does this work for this setting/game and is it fun" seems to be the most significant measure. What is an attribute point worth versus A skill point? Looking at the creatures in BRP versus Legend, what are Traits worth compared to say an Attribute point? What about the BRP Angel's ability to fly versus a fly trait?

    Without any system in place, making a creature or vehicle in BRP becomes a simple exercise in "what do I want this creature or vehicle to do?" Maybe it just works better that way?

  9. Yeah. Or at least a few differernt points of view for determing just where the "too complex" line is.

    ...

    This frankly sounds perfect. I would love to help. PM when you're ready, pitch me some stuff and I will kick the tires on it and pitch in!

  10. The vehicle stats I actually use during a campaign are the vehicle's dimensions,

    the passenger and cargo capacity, the type and range of sensors and weapons,

    the presence of any special equipment ("the ATV has a winch", etc.), the fuel

    requirements, the performance (range and speed), and the cost.

    Any system which enables me to determine these stats, preferably in a simple,

    "low math" and modular way (so I can design and add my own modules for the

    setting specific stuff), and which provides me with some example vehicles to

    compare my own designs to, would be most welcome.

    +1

    Thanks for all the info and opinions. Lets see if I can put this all together and see if I can come up with something that should cover most of what people want. Fee free to let me know if I missed something.

    ...

    Does that look good?

    yes! Need play-testers? :-D

  11. Pg. 216 - 217 has solid chase rules. Similar to rules in Savage Worlds and Pathfinder. It's abstract, fast, and detailed enough covering a variety of situations. I personally wouldn't need anything more complicated for a chase.

    It would be fun to see a Vehicle Creation system with real world relative numbers, that didn't involve complex formulas or calculations. Vehicles have a total of 12 or so "characteristics". Toss in a system to determine optional components (things the vehicle can do or hold) and a way to extrapolate those 12 characteristics and I think it would be more than adequate for most gamers needs regarding vehicles.

    Maybe a unified "thing" creation system like EABA's Stuff but on a less complex scale could be fun. Creating everything from robots, vehicles to bases, gadgets, weapons, etc.

    I wish there was a unified power system (not necessarily "effects based").

    I also wish there was a "special ability" system that created custom "traits" for specific applications or genres. I don't need a full blown advantage/disadvantage system, but a way to create heroic archetypes, or specialized abilities for a setting would be nifty.

    Overall, I think it has the right blend of fast and fiddly for my tastes...

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