Opiyel

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About Opiyel

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  • RPG Biography
    I played a lot of D&D, HERO, Savage Worlds, and now Mythras
  • Current games
    M Space for a low tech, hard science fiction game set in a budding Earth colonial empire.
  • Blurb
    I like sci fi games.

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  1. So my players recently came into possession of a longsword made for a creature that is SIZ 25, which means I stepped up the size and range of it by one step like in the Mythras Creature Section. I was curious though, does the damage dice and the ENC increase as well, and by how much? I feel a larger sword like that would be heavier, no? Thanks for any assistance.
  2. Those sound pretty good, thanks. I modeled the grenades after real world grenades so their kill radius is fairly large. But I like the idea of players being able to evade for less damage, and for the explosive to fall off. Works for me, thanks for the ideas! and only half an hour before game time
  3. So my players have a couple of the force grenades in M Space. It gives a damage, but no radius or hit location. What would the radius of the grenade be? And would it hit all Hit Locations or just a random amount (like 1d3+1 or something)? Thanks for any answers.
  4. I definitely like that. Looks really good. Never saw the Venus one, but I'll have to see that. Also for those interested, I did up two hologram versions of it. One cleaner and a bit easier to make out stuff, while the other one is distorted and corrupted.
  5. Here is what I have for it http://i.imgur.com/6c47VVl.png It's big so I didn't embed it. And here's the actual map for it
  6. I dig the article, especially since I'm sculpting a terraformed Mars in Grand Designer for my M Space game. I've always been more of a fan of terraforming Venus. One day we can. One day
  7. We are currently doing M Space with the simplified Hit Points. However, I did a solo game with hit location HP and it's fairly simple to grok. I think I prefer that because it allows more options and effects in combat than the standard RPG method of Hit Points. This is especially true of my players, who like to go for limbs and the head a lot in D&D but can't because it isn't supported. The thing about simple is that there are two types of simple rules. There are intuitive rules and there are bare bones rules, and many people confuse the two. Bare bones are just that, simple rules that cover a great deal of options and issues without a complexity or depth to them. You trade out options for ease of play and cover any exceptions with rulings over rules. That can work for a variety of things and has some definite pros, like easier accessibility to a game both for new people and getting into the game quicker, but I find that they lack a certain depth to them that makes the game less interesting. There are also intuitive rules, which are rules that have a wealth of depth to them without becoming convoluted. They take a bit more to understand, but they follow a set pattern with much of the other rules, but still add that amount of options and tactics for those that want it. Most of the simple games out there like FATE or several of the OSR retroclones don't really interest me much mechanically because the rules feel very shallow or generic to me and the options and choices don't feel very meaningful to me. I find Mythras to be fairly intuitive at many points, even with the amount of rules here and there. And I think that with M Space, Mythras, Mythras Initiative, and now Classic Fantasy, the game has a great deal of modular pieces for rules that you can use to simplify or escalate your rules how you like. That's how I've been doing it with my M Space game. We started with the Simplified Combat, but have since slowly introduced more special effects and hit locations because my players and I like the more tactical options it provides us. But we also love the Extended Conflicts in the game because it adds a noticeable spectrum to non-combat conflicts that to us, make it more exciting. So I think for me, Mythras works because it's not overly simplified like FATE, or overly convoluted like GURPS, but rather it is modular. You can take what you want piecemeal and have a game as easy or tactical as you want and still have a game with a great deal of depth to it. And that's what I want in a game, is depth.
  8. Sometimes even though they are shy, they are making the effort to try and break out. Or they just want to be around their friends. Eventually, they grow into their own in a game and find their character's voice so to speak, but you can't really force it.
  9. For me at least, it isn't a matter of controlling the GM, but rather leveling the playing field a bit for those of us that aren't naturally charismatic or don't have the mental energy that day for extensive roleplaying, but still want to play say, a diplomat or con-man. One thing to remember is that roleplaying is the one thing in RPGs that someone can be bad at and it affects their character. I'm no bodybuilder and aside from some boxing, I don't really know much about fighting with a weapon. But I can play a swordsman that swings on chandeliers and fences no problem. I don't know how to pick locks, but I can play a thief fairly easily. But if you aren't good with words, or you had a hard day at work and just can't seem to find your character's voice, then it gets difficult to play more charismatic characters. I work at a restaurant with other cooks, and we aren't exactly people friendly, so when I run D&D for my co-workers, I tend to softball it a bit with rping. Things get really dicey too when people are reprimanded for 'bad roleplaying' without knowing why it was bad. I've been told by many players that they don't roleplay because a GM just uses it to punish them, so it gets difficult to get them to open up to NPCs and the world around them. A good thing to remember is that fear of public speaking is huge, young and old, and that is essentially what roleplaying is. So I think something to help with that can make the game more fun for those that just simply aren't good at roleplaying.
  10. If you have a planet with a higher mean temperature and a lot of water, you could eventually get a hothouse planet, like Venus. Hotter than any planet in the solar system, including Mercury.
  11. I've been trying to re-read over the reload rules in Mythras and I'm still left with a lot of questions. Do you have to spend an action point for each turn to reload, or do you spend one and that's it? If you have a weapon that reloads in three turns, but you only have 2 Action Points, do you just not finish reloading until the next round?
  12. I'm reading through the RQ Firearms to use for my game, but one thing that confuses me is the reload time for weapons. In Mythras, a round is five seconds, but in RQ Firearms, it says that reloading takes three rounds for five seconds. I'm a bit confused as to why reloading something for five seconds takes three rounds? Thanks for any help.
  13. That is true. I've added those skills to appropriate careers, like Seduction to Diplomat. So i think that'll work out.
  14. So I've started up a new M-Space game since the last one sadly was a failure to launch. Since many of the people are new to the game (or RPGs in general), we had a sort of 'session zero' to run over the game and how to play it. Once thing we noticed is that someone of the Professional skills do not have corresponding Cultures and Careers and therefore, can't be learned at the beginning. Seamanship was one, but that won't really play a big part of the campaign. However, Acrobatics and Seduction are two others that have no Culture or Career and thus cannot have any points put into them at character creation. Is this an error or intended for the game?