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Traveller 5th Edition Reprint Is Kickstarting Monday, 6th May, 2019 06:02 PM


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Thursday, 2nd May, 2019

Tuesday, 13th March, 2018

  • 01:23 AM - Cergorach mentioned Doctor Futurity in post Do We Still Need "Oriental Adventures"?
    ...or Green Ronin "Testament": They, and I'm quoting here, "We're taking great pains to be only as controversial as we need to be in order to make it a great gameable setting.". I suspect that they spend a ridiculous amount of time on it and if evaluated by religious scholars, it still wouldn't pass muster... The problem though with Christianity is not the religious scholars, it's the bigoted masses, and if you pay lipservices to them, chances are that your left alone... Gradine: The 'West' is thoroughly responsible for the Red China mess, although if the 'West' wouldn't have interfered it still might have ended in a mess, just a different mess. People should take a look at the Boxer Rebellion (and what preceded and followed it). Still, a LOT of the stories and history is still there. doctorbadwolf: I would say that Waterdeep (The City of Slendors) was inspired by the great cities of Europe at the height of the Renaissance (Bruges, Lyon, Lisbon, Seville, Venice, Florence, Pisa). Doctor Futurity: We're talking about OA, a WotC product. Then we're talking about replacing OA with a very specific setting that will have a very small interested audience, so low sales numbers. So that's not something WotC is interested in. And possibly a lot of Indies either, because they also need to pay the bills. Now, you could produce a small book, with high quality illustration, layout, editing and writing. But it would either price itself out of the market OR it wouldn't pay for itself, and especially indies can't operate that way. You could source cheap illustration, layout, editing and writing, but that often shows low quality and low appeal... I'm curious how well this 11 page GR product sold on East Asia ($3.95): Now people have done better and will certainly will do better again, but to date those haven't been that successful. Those are passion projects. Often not benefiting from go...

Wednesday, 2nd August, 2017

  • 05:38 AM - Hussar mentioned Doctor Futurity in post Licensed Role-Playing Games: Threat Or Menace?
    Thing is, Doctor Futurity, what makes the setting? Say I run Greyhawk using only the old original boxed set. Nothing else. Now, I can certainly do this. Fair enough. But, my Greyhawk game would barely be recognizable to anyone who's kept up with the setting. I'll give you an example. Recently played in a very excellent Dragonlance game. Tons of fun. Now, I freely admit that my DL knowledge pretty much ends about 1990. That's largely when I moved away from the books and the setting. I completely missed Saga, and the 3e additions. Now, the DM didn't. He loved the later stuff. And it did smack me in the face more than a few times. Forgotten Realms? I mean if I were to use the old Grey Box Forgotten Realms, sure, it would be FR. Sort of. I mean, the gods would largely be different, most of the FR elements that we take for granted today wouldn't be there - no Drow (IIRC), no expanded setting, a hell of a lot less races, so on and so forth. And a whole lot of blank canvas for me to do my own thing. ...

Wednesday, 24th September, 2014

  • 07:15 PM - Janx mentioned Doctor Futurity in post Art theft & copyright violation?
    Why not just send the cops to his house with a letter from the company alleging theft/fraud? You don't have to be a lawyer to bring charges against someone. I had an assistant stealing $20 copays up front. I didn't get a lawyer. I called the cops. They handled it. jh Good idea, but for some reason business operations are out of the jurisdiction of cops. Your assistant was local to you and the crime and the police. I don't know that camazotz can call the police in Shipman's town and get them to go to his house. Which is ironic, because online gamers can figure out where a rival lives and call a SWAT team in on them...

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Sunday, 14th April, 2019

Friday, 15th February, 2019

  • 03:36 PM - jayoungr quoted Doctor Futurity in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    In Numenera the cyphers are bits of lost technology, one-use items which players can find and use. In Cypher System the concept extends to any set of impermanent items; a piece of relic tech in Numenera might reskin as a potion in a fantasy game or a temporary gadget in a SF setting. They can be omitted or modified as needed (see the feathers of Vurt for an example), but the idea behind cyphers is that they are items of power that players can both find and use without worrying about hoarding.....and they let the GM steer powerful but temporary effects to PCs without worrying about overall game balance. Those sound easy to model in 5E, since as you say, they're basically one-shot magic items. GM Intrusions are a mechanic where the GM pays XP to a player, who then shares it with another, in exchange for an intrusive event. These events are flexible in that you can use them to reveal information for a cost, challenge the player, or make life more complicated. The player in turn can choose to refus...
  • 02:03 PM - Ancalagon quoted Doctor Futurity in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    GM Intrusions are a mechanic where the GM pays XP to a player, who then shares it with another, in exchange for an intrusive event. These events are flexible in that you can use them to reveal information for a cost, challenge the player, or make life more complicated. The player in turn can choose to refuse the XP, pay an XP to hand it back, and avoid his fate. Most players (ime) like to see what happens with GMIs, however. GMIs in Numenera/Cypher tie in to fumble and crit rolls, too....and the newest edition adds a Player Intrusion mechanic as well, although I haven't tried it out yet. I've found the GMI adds the following elements in play: it's an easy way to hand out XP awards with a catch; it encourages the GM to think of interesting ways to make events for the the character more interesting or complicated, but it also means the player has some agency in the process. It reframes how and why complicated things happen, and encourages the GM to come up with situational scenarios that play off of ...
  • 01:57 AM - Ancalagon quoted Doctor Futurity in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    The more interesting notion here is that Numenera comes out with a 5th edition adaptation that then weds 5E with the really cool innovations in Numenera, including cyphers, GM intrusions and other concepts that make Numenera distinct in play. Count me in! ... what are cyphers and GM intrusions?

Wednesday, 6th February, 2019

  • 11:15 PM - Shasarak quoted Doctor Futurity in post The Battle Continues Over "Childish Things"
    Really? Seriously? Surely you haven't had such a comfortable life. I'm not the guy you responded to, but here's one from 1978: my family fled our mountain home in southern Arizona to a safe location (a family property 150 miles away) after my parents, who were artists working in silver jewelry at the time were accused of witchcraft by a local fundamentalist christian cult. The call that evening was from a friend who was at the event where it was decided that "action must be taken" followed by suggestions they set our house on fire. So in 1978 I and my family were called witches and threatened with being killed. We left at 2 in the morning and the next time my folks returned it was to vandalized property to work out the sale of said property. Good enough for you? Well said. It certainly puts a perspective on these other '1st world' problems.
  • 10:39 PM - Haffrung quoted Doctor Futurity in post The Battle Continues Over "Childish Things"
    It shows that the consumer market has changed dramatically over time, shifting away from an adult themed audience to a broader, more popular and younger audience. The adults who enjoy sophisticated films are still there, but those films don't cost millions in CGI effects to produce, while garnering (I bet) the same proportionate crowds they once did long ago. This isn't a case of the market leaving something behind (mature films), it's a case of the mature films remaining present while an entirely new market (sophisticated and expensive but high-return movies aimed at a general or young audience) has risen to absorb a demand previously unmet. I find that hard to believe. The most watched film in 1979 was a drama about divorce. Not even a romantic comedy or thriller. A straight character drama. Yes, there are still straight character dramas being made and watched today. But they don't crack the top 30, let alone top the box office. That's why there's so much handwringing in Hollywood about the Oscar'...

Thursday, 17th January, 2019

  • 10:33 PM - Charles Dunwoody quoted Doctor Futurity in post Your New Campaign: Ravnica on a Budget
    For a budget campaign you could just run the free Basic Rules for a nice conventional D&D campaign as well, especially if the bucks for a GG campaign aren't available. Agreed. A quick search turns up plenty of free 5E adventures. Or you could do what I do and borrow Ravnica from the library! Where I live my tax dollars give me access to most of the D&D books for a few weeks at a time.

Tuesday, 27th November, 2018

  • 07:26 PM - Umbran quoted Doctor Futurity in post Do you believe we are alone in the universe?
    Of course not. I don't know such information any more than you could assert otherwise. We can safely say that we have yet to find any evidence of prior sentient beings on Earth....and yes, we are also aware that it is possible something sentient arose ten or a hundred million years ago and failed the Pass Go evolutionary test for any number of reasons. For the curious... I don't have the paper handy, but it is estimated that the remains of an abandoned civilization would persist for about 3 or 3.5 million years, after which point current human technology would be unlikely to detect that it ever existed.
  • 03:40 AM - Maxperson quoted Doctor Futurity in post Do you believe we are alone in the universe?
    Well, it's worth noting that Earth had meaningful life on it for 500 million years before it had sentient life that could ask this sort of question (and I believe it took 3 billion years to get to that point in total!) So any consideration of life on other planets has from the one model at hand the following points to consider: You don't know that, though. You have no idea if a sentient dinosaur clan evolved and was destroyed by a volcano or meteor strike. Sentience may well have appeared and vanished dozens of times before it finally took off. 3. We can't know whether we are special in the universe, but we can state that we are the only representative sample we have to study. As such, it's not unreasonable to assume that the length of time it took life on Earth and eventual sentient civilization to develop wouldn't take at least as long on other planets of the same composition/placement in the Goldilocks zone of other star systems. Assuming we know how long it takes with any certainty, an...

Monday, 26th November, 2018

  • 07:27 PM - Ryujin quoted Doctor Futurity in post Do you believe we are alone in the universe?
    This poll is missing the scientific answer #3 which is that "We're still looking, and I'd hate to say yes without direct and compelling evidence, and I'd hate to say no when it's hard to prove a negative like this." But by the mere fact that we are on a world teeming with life, and the poll does not ask "are we the only sentient life in the universe," I'd have to vote for aliens being out there. They just may not be sentient, technological aliens. Sentience may, in fact, turn out to be a disease that is its own cure.

Saturday, 20th October, 2018

  • 02:13 AM - dco quoted Doctor Futurity in post The New Savage Worlds Is Storming Kickstarter
    Different strokes, different tastes, etc. Savage Worlds isn't for everyone, so no worries if you don't like it. However, the game plays fast. If you're saying it doesn't, I'd say that's a user issue rather than a system issue. You should find an experienced group to try it with. None of the problems you identify manifest at my table, and the game is definitely fast (and furious). Combat: There is initiative that runs faster than it seems but it's slower than avoiding an initiative phase each round like a lot of other games. Anyone can attack up to 3 or 6 times using rapid attack, those attacks are open ended so they can involve more than rolling dice one time for each attack. You still can do more actions on the round like test of wills, etc. Edges can give you more attacks like counterattack and first strike. There are oportunity attacks or rolls to avoid them if you have some edge. Defenders can decide to roll full defense. Damage is open ended and it also can involve more dice rolling. You ca...
  • 01:43 AM - Jay Verkuilen quoted Doctor Futurity in post Worlds of Design: “All About Me” RPGs (Part 2)
    Yeah....I feel like maybe "players with issues" is not the same as a methodology or playstyle. Absolutely and I've played with hardcore power gamers who are super tactical and not at all fun to be around, too. Someone who plays their character more like it's a piece in a Clix game isn't fantastic for me either. "All about me" might better fit games where the focus is heavily on the players, but I would not think that that play style automatically precludes the need for immersion, verisimilitude and cooperation with the other cases like the author of the article describes strike me as even breaking the "all about me" concept, since it damages the ability of the other players at the game to enjoy the experience (including, of course, the beleaguered GM who must enforce the concept of physical laws and limits, or what passes for such in the shared fictional headspace). Yeah, I agree. I also believe the options are not mutually exclusive. I run a pretty player-focused campaign for ori...
  • 01:30 AM - Elfcrusher quoted Doctor Futurity in post Worlds of Design: “All About Me” RPGs (Part 2)
    (EDIT 2: And question to the question is, if you as player are confronted with a DM who says, "that's not physically possible," but otherwise turns down the attempt with presumed grace....are you okay with that? Well, I tend to favor the same kind of games the OP does, so I'm personally more than ok with "that's not physically possible." My favorite RPG is The One Ring, which is less fantastic/heroic/gonzo than D&D by a long stretch. So I'll answer the more general question, which would be "What would you do if a DM surprises you by doing something very different from what you're used to, but explains his approach respectfully?" 1) Even without grace, I'll at least stick out the rest of the session. 2) If it turns out it was fun, I might play with that DM again. 3) If it's REALLY fun, I might reconsider how I've been playing the game.

Friday, 19th October, 2018

  • 11:54 PM - Elfcrusher quoted Doctor Futurity in post Worlds of Design: “All About Me” RPGs (Part 2)
    Not really defending/arguing in favor of the OP, but I think his implication was not "I don't see eye to eye with this guy on whether his PC can lift a heavy stove" but rather that it seems like he thinks he needs to (or is required/expected to) default to the player's expectations under the play style he identifies as "all about me." That is the part I find weird....if someone was in a gritty D&D game I was running and said, "I flip the iron wood stove across the room," I'd explain it weighed a half ton and ask what his lifting capacity was.....problem solved, and lesson learned from the other guy about the setting and system expecations. But if this was...say...Cypher System with superheroes or enhanced beings I'd be like, "Level 7 check and spend some points!" So the thing I see as odd is not him griping about the concept, but the implication that he has encountered this contradiction in expectations from people who appear to think the game's design and intent is to cater to their power fantasy,...
  • 10:36 PM - Jay Verkuilen quoted Doctor Futurity in post Worlds of Design: “All About Me” RPGs (Part 2)
    The story describes some pretty outrageous behavior I've never seen at any game table, and I'm not even sure what game systems would lead players to think such things were possible. I also am not sure that the "semi-military" distinction vs. "all about me" distinction is nuanced best, I could conceive of some scenarios in the above situation that might stem from a FATE or Super hero type game system vs. most other RPGs that would not allow such to happen if it was physics defying/immersion shattering. I agree. "Description" in the original post is judgment. The described table isn't likely one I'd want to be at, but one that's totally semi-military seriousness probably wouldn't be too much fun either. Anyway, this seems like a false dichotomy to me imposed on what's a continuum that ranges from, say, Toon to Millennium's End as if those were the only two styles of play. I never liked Toon or intentionally comedic RPGs in general, but when we played Millennium's End many years ago, the...

Wednesday, 17th October, 2018

Tuesday, 9th October, 2018

  • 03:04 AM - Jay Verkuilen quoted Doctor Futurity in post Mearls On D&D's Design Premises/Goals
    Food for thought....I haven't really found this issue to be one which bothers me, but I can see your logic. The main reason I fail to see it as a serious issue is twofold: first, DC 23 for saves is exceedingly rare until late in the game, and second, the odds of guaranteed crippling failure at high level are very situationally dependent. Yes, I can agree that could be a problem if those situations crop up a lot (e.g. DM regularly uses foes that hit the weak spots all the time), at least in the sense that the PCs may feel like their chance of success must be greater than it allows for (without making effort to build the PC toward that end goal). A lot of that depends on those possibilities being in play but I know from having either played or looked through a lot of the WotC stuff that they have quite a number of such monsters. On your idea of one attack hitting for two or more saves with different effects, I think the idea itself is neat regardless of whether it is considered a fix for this issu...

Monday, 8th October, 2018

  • 09:54 PM - Jay Verkuilen quoted Doctor Futurity in post Mearls On D&D's Design Premises/Goals
    I disagree that its crummy maths, and I think its designed to create characters with two key strong points and four exploitable weak points. I don't have a disagreement with the goal; I do think the math is messed up and things could be better. The Issues with the DCs become noticeable against very potent opponents, but it makes the ability to engage high level PCs with lower CR challenges much more feasible and interesting. I think you're mixing two things up here... not sure. I'm trying to keep the latter without the former, although I do think the game starts to break down without using mob rules when you have hordes of lesser foes due to the grind. Essentially I'm arguing that it's a good thing not to let save DCs get too high, although one might want to control bonuses too. The main reason is to maintain the ability to threaten characters without totally locking others out of being able to do things. My own experience with D&D in general is that the DCs simply aren't tough enough fo...
  • 06:55 PM - Jay Verkuilen quoted Doctor Futurity in post Mearls On D&D's Design Premises/Goals
    Just want to pop in to say that I personally see the way saves work as a huge feature of 5e rather than a bug. I love the fact that high level characters have to account for their weaknesses and have to rely on their team to take down threats that target those flaws. I'll second this. The way saves work in 5E is effectively a fix that I've wanted since the 1st edition days of the game. It rendered interesting combats at high level an actual fun experience. Please don't misunderstand me, I still want high level threats to be hard! However, I think what you guys are citing as good is a side effect of crummy math, not an actual intended feature. Side effects aren't things you rely on. What you want to do is find a way to get the feature (high level stuff being hard) without the unintended consequences. The problem with really sky high DCs, such as 23 or more is that many characters essentially have 0 chance of breaking free of the effect unless the party is very good at buffs. I'd like things to b...

Friday, 21st September, 2018

  • 04:44 PM - GKG_Alan quoted Doctor Futurity in post Big Fantasy Adventure in a Tiny Dungeon
    What age range is the Hatchling Edition aimed at? My son loves RPGs but he's only 7 and we tried "No Thank You, Evil!" which is fun but still requires a parent to coordinate...I'm hoping there's a set out there which is aimed at younger readers so they can also enjoy the game without the lurking parent. (Don't get me wrong, I like gaming with my son for family events but if Dad is supervising then I can just as easily run Cypher System or something which he can learn through play just as easily. A kid-friendly RPG would, I hope, be something a kid can read. My son regularly learns board games and teaches his friends, so hoping something like that exists. I got in to Basic Otus Cover D&D at age 10 and that was about age appropriate as I recall, as an example.) Hey! Hatchling Edition is perfect for him then! He might need some help with terminology (we tried hard, and had kids proof read it! But it's always a sliding scale).

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