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    The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.

    @Wofano Wotanto Here we go. Rules are attached (don't read too much into how its formatted. This is purely just to get stuff written down and sort of playable. I'm also aware Critical rules are missing entirely, as is guidance on initial dispersal into the grid, oopsies; the ironic detriments of...
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    The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.

    Well, the point of Flanking as a tactic is to get an advantage against your opponent(s) through superior Positioning, and that is what I think is important. You're getting out of a direct engagement and coming back in from a new position, and your opponent is gonna struggle to defend themselves...
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    The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.

    Yeah so I'm not particularly interested in emulating how Flankings been done in the past, which is what you seem to pointing towards, and the point here is tactical combat, so just having the Churn is pretty pointless, and robs the Grid of all the things it can do and support. Idk if may be...
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    David Wesely: The Man Who Accidentally Invented RPGs

    Yeah what aramis is saying isn't a thing. It is true that fantasy, alternate history (what Braunstein could be called), and historical fiction are all forms of speculative fiction, but fantasy in particular always hinges on a magical element, in the sense that there is no inherent underlying...
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    The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.

    A chokepoint would be modelled by Obstacles. Lets say for example we're doing a chase down a long corridor. The entire left and right positions could all be Obstacles, leaving just the Center thats able to be moved through. And generally yes, but it depends on the scenario as with that corridor...
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    The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.

    TL; DR here is this is a neat system, and I'm looking for a vibe check. So as most know, I've been working on my game for a while, and in support of finally beginning to write actual content for it, I'm cleaning up and integrating updates to my Combat system, including the above update to what...
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    Goodman Games Forums Closing.

    Not surprising. Conglomeration platforms like Reddit and Discord are just too convenient and broadly useful for these kinds of things.
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    You've Created A Bad Character. How, why and whose fault is it?

    I like to relate the story of Desmond Doss. Private Doss didn't get to play with the big guns he could have. Private Doss didn't want to, and he got hazed to hell for it. And nobody can say he doesn't deserve his Medal of Honor despite not being the standard GI Joe, as what he did on the...
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    You've Created A Bad Character. How, why and whose fault is it?

    This is the general path I follow when I come to conclusion that people, who go farther than that and call it an issue they can't be X or Y and not waste everyones time, need to examine if they actually like the game they're playing. Much of the time when I see someone on the internet having a...
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    The Answer is not (always) on your Character Sheet

    Social games are different. Negotiation, where it happens in that kind of game, doesn't pause the gameplay or intrude. I'm talking about having to pause a game to hash out what happens next because I suggested doing something, and now we need to decide if a mechanic applies or not.
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    The Answer is not (always) on your Character Sheet

    This is exactly why I'm always talking about improv, because thats what it is. Cannot really emphasize enough how thinking from the perspective of improv solves so so so so so many issues right off the bat just as a person running or playing in a game. Its all the more potent in a design...
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    The Answer is not (always) on your Character Sheet

    Well, I don't think we need another topic diving in on that topic, but I do feel compelled to point out that isn't actually true in respect to not having things interfere. Long story short. that'd be closer to true if PBTA was just hyper-themed FKR rather than what it actually is. But it also...
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    The Answer is not (always) on your Character Sheet

    I always looked at it as a question of buttons to push. Back in 5e, the principle issue with magic is that they have 5000 buttons to push called Spells. This might not have been an issue, but it becomes a big one with many of these buttons only exist to turn off entire game mechanics. It...
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    You've Created A Bad Character. How, why and whose fault is it?

    Well what I said still applies to them. Though I think the community needs to be less prejudiced against taking from them, we genuinely are not playing video games here, and they need to do more than just be passive. Especially so if they're then going to grouse about the adventure everyone...
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    You've Created A Bad Character. How, why and whose fault is it?

    I think this is why its important that these games should be run as sandboxes. But, even then, you can't really play these games and be the one person who doesn't want to participate no matter the reason. Particularly if that reason is soley based in not liking the premise of whatever the...
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    You've Created A Bad Character. How, why and whose fault is it?

    That becomes a design methodology issue. My personal approach is to design like I'm cooking with garlic; from the heart. Eg, I just do what feels right to sell what I'm designing. Now what happens when I do that is, I design things are hella wack even for the kind of baseline I'm going for...
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    You've Created A Bad Character. How, why and whose fault is it?

    Its on the design. It doesn't matter if you want character building to be robust or simple, there is zero reason to practice ivory tower design and let people fall into traps. I think its better to reward people for expression and creative combinations than it is to build an obscure meta. And...
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    What makes an TTRPG a "Narrative Game" (Apocalypse World Discussion)

    That the GMs purpose is to sit there, run mechanics, and be NPCs. Any other participation goes against the players agenda. Even if its actually the game setting the agenda and the players just navigating that, as is the case with the hyper specific focus many of the games in question have, which...
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    What Games do you think are Neotrad?

    You're both right. There is a sort of common ancestor sort of thing where somenody was the first human ever to do some kind of specific Artform, and even today, originality still exists (most don't practice creativity, however, hence the erroneous notion that originality is dead, and the notion...
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