Author Topic: [TSA P&P RPG] Design discussions aka brainstorming the rules-set  (Read 12898 times)

0 Members and 1 Guest are viewing this topic.

Wilshire

  • Enshoiya
  • Global Moderator
  • Old Name
  • *****
  • Posts: 4187
  • Do you remember the words?!
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #75 on: September 12, 2016, 04:20:54 pm »
Fate Points seem like a good idea.

lol "red shirt points". Also a great idea, but the name makes me laugh :D .
One of the other conditions of possibility.

Fenris777

  • Emwama
  • Posts: 16
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #76 on: May 02, 2017, 06:24:01 pm »
If any of you guys are still tinkering with this, or want an alternative idea about mechanics, see if you can dig up a copy of Seven Seas (a pirates with magic role playing game). The mechanics are what I'd call cinematic, rather than brutally realistic but there's some great stuff to support group storytelling (incl fate/luck). Also, Ars Magica is a caster focused game with a very cool magic system, also worth checking out.

A game with wildly divergent power levels can work btw, just look at Rifts or Cyberpunk. That wouldn't be my choice for a kind of rules set, but I've played so many friggin' RPGs I'm kind of jaded about a lot of mechanic heavy rules sets. I tend toward storytelling focused rules sets with stripped down mechanics.

Wilshire

  • Enshoiya
  • Global Moderator
  • Old Name
  • *****
  • Posts: 4187
  • Do you remember the words?!
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #77 on: May 02, 2017, 06:29:26 pm »
Hmm, haven't heard from Kellais for a long time. Maybe he's got this post followed and you'll summon him ;) .

I've not played many tabletop RPGs so I'm just not a good judge. I think I've heard of Seven Seas but I don't think I've played it.
One of the other conditions of possibility.

Wilshire

  • Enshoiya
  • Global Moderator
  • Old Name
  • *****
  • Posts: 4187
  • Do you remember the words?!
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #78 on: May 03, 2017, 12:02:24 am »
One of the other conditions of possibility.

Fenris777

  • Emwama
  • Posts: 16
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #79 on: May 03, 2017, 12:35:16 am »
Hmm, haven't heard from Kellais for a long time. Maybe he's got this post followed and you'll summon him ;) .

I've not played many tabletop RPGs so I'm just not a good judge. I think I've heard of Seven Seas but I don't think I've played it.
Don't feel bad about that, hardly anyone has played it. It was a short fad.  There's a second edition coming via kickstarter apparently. Ars Magica is a little easier to find.

Kellais

  • The True Old Name
  • Kijneta
  • ***
  • Posts: 194
  • Damnation Dealer
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #80 on: May 13, 2017, 10:56:00 am »
I wouldn't call 7th Sea a short fad. We played it for years. It had good support. It even got taken up by the d20 era and wizards published double-stat books for it. So yeah.

And the second Ed. is already out.

Never played Ars Magica.

I still think Runequest 6 (now called Myhtras) would be perfect for Earwa. I can see me playing a PoN rpg with Blades in the Dark as well, but it'd be a very different atmosphere than with RQ6.
FATE Core is also very much possible if you want a more narrative way to portray Scott's world. It would work well, imo.
I'm trapped in Darkness
Still I reach out for the Stars

"GoT is TSA's less talented but far more successful step-brother" - Wilshire

Fenris777

  • Emwama
  • Posts: 16
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #81 on: May 13, 2017, 03:27:35 pm »
7th Sea didn't splash like, say, Vampire did when it come out. Splashy enough to get people outside of the RPG community playing. 7th Sea was a great game, but I don't think it made a lot of waves, inside or outside the hobby. Anyway...

Ars Magica is a flawed game in many ways, and it's not one I actually played a lot. However, it has two things going for it relative to this discussion. One, it's a game designed specifically to have magic users at the top of the pile, power and influence wise. Second, an interesting and nuanced magic system based on die pools.

I think there's two options to represent a brutal setting like RSB's. You can go with more detailed and mechanical set of rules that replicate the power differential and cheapness of life, or you go with a rules that are more narrative focused and let some of that power differential play out through the story rather than through mechanics.

Personally, I'm against RPG systems that regularly leave the fate of player characters in hands of a simple die roll too often.

You critically failed your shaving skill roll, you cut your own throat and die... You laugh, but this happened in a session I played in. I wish I could remember the system, it was a fantasy system based on % rolling. Huh. It'll come to me.

That's not to say that players shouldn't be able to die via game mechanics, of course they should - without risk there is no suspense or tension, but rather that up to a certain point, the narrative of character death should be something the player participates in. There are few thing less satisfactory in a RPG sessions that having characters die in unimportant encounters because of crap rolling. I'm not suggesting anything about the Runequest 6 either, I'm not really familiar with it, just talking shop in general.

Kellais

  • The True Old Name
  • Kijneta
  • ***
  • Posts: 194
  • Damnation Dealer
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #82 on: May 13, 2017, 10:23:16 pm »
I like your measuring-stick, so to speak, almost nothing made a splash like Vampire when it came out. So yeah... lol. 7th Sea was big enough in its day. As i said, when you got your game picked up by WotC, THE rpg publisher, then yeah, you did it. But as you said, anyway... (as an aside, i am not sure i'd want to use 7th Sea mechanics for Earwa...if i'd take roll&keep system, which i really like, btw, i'd take the L5R implementation...it's grittier).

I agree with the two approaches you cite. It's more or less what i tried to say in my post before yours.

Save or die is indeed quite frustrating. Especially if it is just one roll for a very important situation. Although in the case of PoN and AE...it might be appropriate ^^
lol...really, died from shaving?! Well, that sucks, i agree :D

Very much agreed on the suspense thing. There needs to be risk and characters should die...especially if they do stupid and/or careless things. Dying in an unimportant encounter is frustrating but i think it very much depends on how that encounter happened. If it's the players fault they got into such an encounter, death is fair game for me. As i said, if players rush into things foolishly, they have to be prepared for anything. Especially in a world like Bakker's.

And talking shop is what we are here for, right?! .... Right?! ;)
I'm trapped in Darkness
Still I reach out for the Stars

"GoT is TSA's less talented but far more successful step-brother" - Wilshire

Fenris777

  • Emwama
  • Posts: 16
    • View Profile
Re: [TSA P&P RPG] Design discussions aka brainstorming the rules-set
« Reply #83 on: May 14, 2017, 02:51:17 am »
I'll admit, it was a big stick. :D Also, 7th Sea might have been bigger in your area than mine, either way I liked it a lot. I wouldn't use the whole rule set either though. The part I liked, and which I've used in modified forms elsewhere, is the henchman/boss approach to the bad guys. It's very cinematic and I find it does a great job keeping the action rolling along. In general, an approach like that could help keep the crusty grimdark life-or-death stuff for the right narrative spots. I'm not very familiar with the L5R RPG either, I should check that out.

The thing that struck me about Ars Magica in relation to Earwa was more the bare bones of the idea. They have very powerful mage characters, and non-mages are essentially henchmen. You can play a mix of both, but the game is upfront about the power difference. Call it Gandalf and the dwarves I guess. :) They present an interesting option where players have a mage and a non-mage character, and sometimes play entirely non-mage sequences and adventures, sometimes mixed, and sometimes entirely mages with the other characters as NPCs. It's neat idea.

I completely agree about player stupidity. There's a point where the GM needs to let them reap the rewards of their behavior. Chances are that kind of stupid was hurting the game anyway. If the players are all fully engaged in the story though, and playing their characters to the hilt, I'll go out of my way to avoid actually killing any of them in a pointless way. As much as possible without straying into egregious deus ex machina territory anyway. Of course you and I both know there's potentially a lot of very painful stops for a character that stop short of actual death. Muhuhahaha!!! *cough* sorry, my villainous laugh is a little rusty.

The game I was trying to remember the name of might be RoleMaster.