It has been suggested that a game be ran in #game1, ergo here are some thoughts on the aforementioned idea, known as "an amine/manga game", hereafter referred to as "the game". The court notes the following, but in readable prose in direct contravenence to the rules, forthwith ignoring that neither contravenence nor contravenance are actually proper derivatives of contravenes:
1) A maximum of Three (3) players would be allowed, owing to reasons of sanity and genre. A dramatic disparity in powers among the PCs (say, 1-2 sidekick/ally types to the MC) is possible if the players agree to such.
2) Anime characters tend to be defined by their flaws inasmuch as their strengths. (In many ways, they tend to be the same thing.) PCs in the game will require, per Beagle, "great sorrows and great joys, or half of their greatness goes unnoticed". Also, anime heroes tend to Excel at One Thing, to the expense of other things. This isn't always good, and limiting - which is probably the point.
3) Characters need to be made by group effort between players and the GM. Are they siblings? Friends? Wife and husband? Parent and child? etc. In addition to this, genre (for game) and setting need to be figured out.
Just my first basic thoughts on the conundrum.
Monday, February 26, 2007
LOLAD 2: Rules Changes
LOLAD2 BESM will differ from standard in some regards.
To whit, character advancement.
AP and SP are given out, as normal.
BUT! It requires 3-5 AP to increase Body, Mind, or Soul and ditto for removing Defects. The latter MUST be RPed as well. Failure to do so leads to the high end of the spectrum, or GM fiat saying: "No, you can't remove that." For stats, you need a 2 (Or more) to justify spending the points to increase the stat. Stats won't be allowed higher than 8, ever. Skills, otoh, can go higher than 6 with GM permission.
Now, I sleep!
To whit, character advancement.
AP and SP are given out, as normal.
BUT! It requires 3-5 AP to increase Body, Mind, or Soul and ditto for removing Defects. The latter MUST be RPed as well. Failure to do so leads to the high end of the spectrum, or GM fiat saying: "No, you can't remove that." For stats, you need a 2 (Or more) to justify spending the points to increase the stat. Stats won't be allowed higher than 8, ever. Skills, otoh, can go higher than 6 with GM permission.
Now, I sleep!
Labels:
BESM,
character creation,
House Rules,
LOLAD2
Sunday, February 25, 2007
LOLAD 2 Design Notes
Consider a world where weres and vamps DO walk around and live out in the open, no longer hiding. A world where life and death walk among the living and the dead ands gods and magic can be real - for a price. The freedom to be part of the human world again came at a price: fear, mistrust, loathing, desire. The were wanted it, the vamps did not.
Hence the war heating up, over ideology and the end result being that the winner is whoever is left standing. The attrition rate of vampires has risen to staggering levels, weres are kidnapped to be used to find cures for diseases, and the fae - broken and shattered - wander a world of iron and death, without a place to call their own.
It's not a good time to be supernatural. Neither is it a good time to be normal: You're weak, inferior and not believing in the supernatural becomes harder every day as the war encroaches on the mundane world steadily to blood and screams and spells.
This isn't a post-apocalyptic game. The apocalypse happened; the world went on, mostly as normal. Well, for those who value normal. Real magic isn't spells or potions or powers: real magic can nothing on the extent people will go to protect their traditions and illusions. The PCs are living proof this illusion is a lie, and such things aren't liked. Which puts it mildly :)
In the end, the PCs need to find a way to make the world accept them. Killing all the monsters won't do it. Becoming a monster can't. The world keeps changing, and is never want we desire it to be but we still have to find a place to live in it, make a place to call our own. That's the best that can be hoped for, in this life. To dare for more is, of course, what PCs are about...
Hence the war heating up, over ideology and the end result being that the winner is whoever is left standing. The attrition rate of vampires has risen to staggering levels, weres are kidnapped to be used to find cures for diseases, and the fae - broken and shattered - wander a world of iron and death, without a place to call their own.
It's not a good time to be supernatural. Neither is it a good time to be normal: You're weak, inferior and not believing in the supernatural becomes harder every day as the war encroaches on the mundane world steadily to blood and screams and spells.
This isn't a post-apocalyptic game. The apocalypse happened; the world went on, mostly as normal. Well, for those who value normal. Real magic isn't spells or potions or powers: real magic can nothing on the extent people will go to protect their traditions and illusions. The PCs are living proof this illusion is a lie, and such things aren't liked. Which puts it mildly :)
In the end, the PCs need to find a way to make the world accept them. Killing all the monsters won't do it. Becoming a monster can't. The world keeps changing, and is never want we desire it to be but we still have to find a place to live in it, make a place to call our own. That's the best that can be hoped for, in this life. To dare for more is, of course, what PCs are about...
Saturday, February 24, 2007
Some Notes towards LOLAD2
Starting point breakdown (BESM 2):
13 CP for stats.
10 CP for abilities.
30 SP for skills.
No more than 5 points total in defects.
Items of Power and the Magic attribute ARE allowed, within reason. Ditto with Dynamic Sorcery, though to get that you *must* take sixth sense (magic). Additional points (up to 5) can be gained via background stories, in depth backgrounds etc. The additional points CAN violate the above limits for stats and abilities.
Things to keep in mind: The game is set in a city (Location undecided; population ~200,000 people.) The PCs are humans* with a touch of the other who have been recruited - by choice or against their will - by the homeland security neighbourhood watch branch, to try and keep thep the city from being torn apart by the lords of life and death.
You're human - mostly - vastly outlcassed and outnumbered and outgunned. But somehow you have to prevent the city from being destroyed like Trail and Los Vegas and Los Angelas have been so far. You're about the only hope people have, as much as they hate admitting it, and by far the lesser of two evils.
Setting: Post end of the world. The world ended when the Summerland was destroyed in an effort to murder the Adversary. It worked, at the cost of a goddess, much of a town, and an entire were pack. A few survived, some as rumour, other as fact. Details vary, and the truth remains elusive.
Save that the world ended and magic has returned to the one that followed. We're living in the utopia, the post-Ragnarok, the earth after Christ's Second Coming (not only female, but clawed) brought down the Satan of science and ushered in a new era of magic. The world has changed, but many things are the same. A large number of people don't believe the world even ended, no matter if the old dead return and visit them or old gods waken to new power.
It was the end of the world, but somehow life continued on as normal. Bit of a letdown, really. But there is magic, and it's new and wild and the old times of darkness and burning witches have returned as the nights become things to fear again and the cold and bloody war between the were and vamps spills over into the common world of the living and the dead.
The casualties mount. Humanity is no longer fittest, may not survive. Heroes are needed, but this isn't an age of heroes. You've been drafted. Welcome to the world you helped create.
13 CP for stats.
10 CP for abilities.
30 SP for skills.
No more than 5 points total in defects.
Items of Power and the Magic attribute ARE allowed, within reason. Ditto with Dynamic Sorcery, though to get that you *must* take sixth sense (magic). Additional points (up to 5) can be gained via background stories, in depth backgrounds etc. The additional points CAN violate the above limits for stats and abilities.
Things to keep in mind: The game is set in a city (Location undecided; population ~200,000 people.) The PCs are humans* with a touch of the other who have been recruited - by choice or against their will - by the homeland security neighbourhood watch branch, to try and keep thep the city from being torn apart by the lords of life and death.
You're human - mostly - vastly outlcassed and outnumbered and outgunned. But somehow you have to prevent the city from being destroyed like Trail and Los Vegas and Los Angelas have been so far. You're about the only hope people have, as much as they hate admitting it, and by far the lesser of two evils.
Setting: Post end of the world. The world ended when the Summerland was destroyed in an effort to murder the Adversary. It worked, at the cost of a goddess, much of a town, and an entire were pack. A few survived, some as rumour, other as fact. Details vary, and the truth remains elusive.
Save that the world ended and magic has returned to the one that followed. We're living in the utopia, the post-Ragnarok, the earth after Christ's Second Coming (not only female, but clawed) brought down the Satan of science and ushered in a new era of magic. The world has changed, but many things are the same. A large number of people don't believe the world even ended, no matter if the old dead return and visit them or old gods waken to new power.
It was the end of the world, but somehow life continued on as normal. Bit of a letdown, really. But there is magic, and it's new and wild and the old times of darkness and burning witches have returned as the nights become things to fear again and the cold and bloody war between the were and vamps spills over into the common world of the living and the dead.
The casualties mount. Humanity is no longer fittest, may not survive. Heroes are needed, but this isn't an age of heroes. You've been drafted. Welcome to the world you helped create.
Sunday, February 18, 2007
B3SM
Yes! a new game from Chaos`^!
B3SM is based on BESM V3.0, released in January!
B3SM(1) will be based on a space opera setting, your PC has decided to join a group of mercenaries and invest in a space ship together to go out and have some hella fun!
Here is the character creation information, watch the topic in #game1 for a standard character sheet that chaos is designing. For now, I want you to think about what kind of character you want.
Before we begin, let's talk about character points. Your character will start with 230 character points. You may gain 1-5 character points by: writing a background of the character (such as a timeline, background story, etc.) Writing a short story with your character (or another person's character for other players) in it (help ME develop the universe, think of some ideas of things that you want to see, and then get your character involved!) Draw your character, or other characters for other players. Develop a character "Soundtrack" to show the mood and tone of your character's personality. Make a character specific "Fansite" with special stats of the character, such as a short bio, the characters bloodtype, zodiac sign, etc. (note bloodtype is a japanese superstition, check wikipedia.) Websites should be done "In character" so feel free to make a 'futuristic' website. I'm sure all of you have at least ONE of these skill sets to get more character points, plus you can help others by using your skills to further their character concept. But be sure to get the other players permission before making and/or submitting anything about their character. (If you're not quite sure what your character is going to be like until after you've made him, but want the points NOW then feel free to make a commitment to create extra content, but if I don't receive the content by game time the character will be modified by MY discretion.
And above all, you will get extra character points by COLLABORATING with other players! This is a team effort, so talk to other players , tell me how your character relates to other characters, what makes you different, how did you meet, etc. Your skills are not going to be secret to other players unless you buy the unknown ability, then it will be secret to even you! Don't hide your abilities, I want a balanced team so talk to each other!
Please use the board to talk to other players, and feel free to use IRC as well. I will only accept 5 players max, since I can't handle any more than that. Please talk to me about joining.
B3SM is based on BESM V3.0, released in January!
B3SM(1) will be based on a space opera setting, your PC has decided to join a group of mercenaries and invest in a space ship together to go out and have some hella fun!
Here is the character creation information, watch the topic in #game1 for a standard character sheet that chaos is designing. For now, I want you to think about what kind of character you want.
Before we begin, let's talk about character points. Your character will start with 230 character points. You may gain 1-5 character points by: writing a background of the character (such as a timeline, background story, etc.) Writing a short story with your character (or another person's character for other players) in it (help ME develop the universe, think of some ideas of things that you want to see, and then get your character involved!) Draw your character, or other characters for other players. Develop a character "Soundtrack" to show the mood and tone of your character's personality. Make a character specific "Fansite" with special stats of the character, such as a short bio, the characters bloodtype, zodiac sign, etc. (note bloodtype is a japanese superstition, check wikipedia.) Websites should be done "In character" so feel free to make a 'futuristic' website. I'm sure all of you have at least ONE of these skill sets to get more character points, plus you can help others by using your skills to further their character concept. But be sure to get the other players permission before making and/or submitting anything about their character. (If you're not quite sure what your character is going to be like until after you've made him, but want the points NOW then feel free to make a commitment to create extra content, but if I don't receive the content by game time the character will be modified by MY discretion.
And above all, you will get extra character points by COLLABORATING with other players! This is a team effort, so talk to other players , tell me how your character relates to other characters, what makes you different, how did you meet, etc. Your skills are not going to be secret to other players unless you buy the unknown ability, then it will be secret to even you! Don't hide your abilities, I want a balanced team so talk to each other!
Please use the board to talk to other players, and feel free to use IRC as well. I will only accept 5 players max, since I can't handle any more than that. Please talk to me about joining.
Saturday, February 17, 2007
On gaming (or: where Alcar and Uncle Figgy don't see eye to eye)
So, I was re-reading Ucle Figgy today, and got to wondering about the Mad Gamer. It's not that I have a problem with it, per se, only that it helped me to realize some things I found interesting. Others may, or may not, but here goes:
Role playing IN CHARACTER is good. As a GM, I love it when players love a game and do so. But there are limits. As a gamer who GMs far more than I play, I tend to consciously makes PCs in larger games that fit the game as best I can. (I tend to get more experimental in one-shot games :)) I won't go and make a loner or power gamer. I'll play in character, but only to a point.
The point being where the game stops being fun for someone else. Such as killing their PC or doing things just to annoy people. Saying "But it's what my character would do!" only strikes me as an excuse for not really role playing. It's about MORE than just being your character. I'm the player as well, and actions have consequences.
The mad gamer can be fun. I've done it and quite enjoyed it, but - there's always a but. There's a point where anything goes too far, and it's always good - imo - to know where that is, and to reign your character (and yourself) in. Amusingly, I tend to be better at this while playing than GMing {Cf. La Fin 2 and Peter Pan, and the taking of ideas to logical conclusions :p}.
I suspect part of the problem is that I've GMed too often, and not played near as much. For me, it's not a problem. I like GMing. But reading the guide and finding out where I clash with "Figgy" is interesting. I have to wonder if this makes me a better GM than player, that I always keep myself a couple of steps removed from a character and temd to go on what is good for the GM/Game rather than "What is good for my character?" if push comes to shove.
Is it good? I don't know. I like challenging systems, fun games, and challenging a GM (sometimes just to accept the character I made), but there's always a line I try and draw between character and player, between acting in character and screwing other people over.
I'm not sure either view is right. Perhaps I'm just confused. Anyone else read it, and any views of their own?
Role playing IN CHARACTER is good. As a GM, I love it when players love a game and do so. But there are limits. As a gamer who GMs far more than I play, I tend to consciously makes PCs in larger games that fit the game as best I can. (I tend to get more experimental in one-shot games :)) I won't go and make a loner or power gamer. I'll play in character, but only to a point.
The point being where the game stops being fun for someone else. Such as killing their PC or doing things just to annoy people. Saying "But it's what my character would do!" only strikes me as an excuse for not really role playing. It's about MORE than just being your character. I'm the player as well, and actions have consequences.
The mad gamer can be fun. I've done it and quite enjoyed it, but - there's always a but. There's a point where anything goes too far, and it's always good - imo - to know where that is, and to reign your character (and yourself) in. Amusingly, I tend to be better at this while playing than GMing {Cf. La Fin 2 and Peter Pan, and the taking of ideas to logical conclusions :p}.
I suspect part of the problem is that I've GMed too often, and not played near as much. For me, it's not a problem. I like GMing. But reading the guide and finding out where I clash with "Figgy" is interesting. I have to wonder if this makes me a better GM than player, that I always keep myself a couple of steps removed from a character and temd to go on what is good for the GM/Game rather than "What is good for my character?" if push comes to shove.
Is it good? I don't know. I like challenging systems, fun games, and challenging a GM (sometimes just to accept the character I made), but there's always a line I try and draw between character and player, between acting in character and screwing other people over.
I'm not sure either view is right. Perhaps I'm just confused. Anyone else read it, and any views of their own?
Labels:
bugged,
character types,
Gaming,
uncle figgy
Monday, February 12, 2007
Character Advancement in Urdu
This is just a note for players as to how advancement shall work.
Each player will get 1 Experience Point per official session they make, IF they make it on time (with up to 1/2 an hour leeway, if the GM feels generous). Said EP will be handed out from now on at the start of the session. Other EP will be added on a case by case basis via msg, and for group if Certain Obstacles/Goals are reached or overcome or created.
How Advancement Works
10 EP = 1 die can be advanced/created.
EP can be spent as 10 EP = 1 increment. This works as: Get a new 1d6 ability or increase an existing one. Existing abilities are XdY (3d6, say) where X is skill,and Y is power. You could increase the 3d6 to 4d6 OR 3d8. I hope this clarifies things.
Additionally, 1-2 EP can be spent to reduce the severity of a wound and/or speed up healing. Alternate uses include increasing willpower to resist become Syble's slave and such :) Shall pretty much be a case by case basis.
NOTE: The automatic 1 EP only applies to official sessions. EP may be handed out for unofficial ones, but may not. It will also be handed out for Cool Stuff, at GMs discretion.
ADVANCEMENT TO DATE: We have had 14 sessions. Since no one really kept track of things, assume each PC has 12 EP to date. I am NOT going to keep strict track of EP for the game, and assume players will be honest.
Each player will get 1 Experience Point per official session they make, IF they make it on time (with up to 1/2 an hour leeway, if the GM feels generous). Said EP will be handed out from now on at the start of the session. Other EP will be added on a case by case basis via msg, and for group if Certain Obstacles/Goals are reached or overcome or created.
How Advancement Works
10 EP = 1 die can be advanced/created.
EP can be spent as 10 EP = 1 increment. This works as: Get a new 1d6 ability or increase an existing one. Existing abilities are XdY (3d6, say) where X is skill,and Y is power. You could increase the 3d6 to 4d6 OR 3d8. I hope this clarifies things.
Additionally, 1-2 EP can be spent to reduce the severity of a wound and/or speed up healing. Alternate uses include increasing willpower to resist become Syble's slave and such :) Shall pretty much be a case by case basis.
NOTE: The automatic 1 EP only applies to official sessions. EP may be handed out for unofficial ones, but may not. It will also be handed out for Cool Stuff, at GMs discretion.
ADVANCEMENT TO DATE: We have had 14 sessions. Since no one really kept track of things, assume each PC has 12 EP to date. I am NOT going to keep strict track of EP for the game, and assume players will be honest.
Labels:
character advancement,
character creation,
urdu
Friday, February 09, 2007
LestWe Forget (an Urdu post)
Because it seems necessary to state this again:
Barring PCs needing to do obvious things (get stuff, chat with other N/PCs etc.), keep in mind that Urdu is a group game; each PC is part of the whole and you can accomplish a lot more working together than apart. The fact that the PCs abilities are so varied (gifted and otherwise) is the sole reason no PC has died or come close yet :)
So! As a warning: If you miss a session, your PC is assumed to tag along listlessly and/or sleep through it/some other reason not to be there. Ask other players for details on what you miss, if your PC was present. As for the warning part, if your PC decides to wander off in session because the player (or character) are "bored", keep in mind that I have absolutely no qualms about killing the character off or at least seriously maiming them.
As the previous Urdu post stated, "Playing your PC as a loner/prima donna is not advisable and will lead to PC death." Consider this a one-time refresher. If things seem dull for your pc, interact with everyone else. If you wander off, it's your own damn fault and you can have fun making another character if that is your desire. But, on the whole, I'd rather avoid that. You knew what the game was like going in: hold to that.
Barring PCs needing to do obvious things (get stuff, chat with other N/PCs etc.), keep in mind that Urdu is a group game; each PC is part of the whole and you can accomplish a lot more working together than apart. The fact that the PCs abilities are so varied (gifted and otherwise) is the sole reason no PC has died or come close yet :)
So! As a warning: If you miss a session, your PC is assumed to tag along listlessly and/or sleep through it/some other reason not to be there. Ask other players for details on what you miss, if your PC was present. As for the warning part, if your PC decides to wander off in session because the player (or character) are "bored", keep in mind that I have absolutely no qualms about killing the character off or at least seriously maiming them.
As the previous Urdu post stated, "Playing your PC as a loner/prima donna is not advisable and will lead to PC death." Consider this a one-time refresher. If things seem dull for your pc, interact with everyone else. If you wander off, it's your own damn fault and you can have fun making another character if that is your desire. But, on the whole, I'd rather avoid that. You knew what the game was like going in: hold to that.
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