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    Cyberpunk RED Has A November 14 Release Date

    Because the Cyberpunk game uses the metic system.
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    Cyberpunk RED Has A November 14 Release Date

    I can’t recall ever using minis to play Cyberpunk, to be honest, but surely the scale would be metric?
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    Cyberpunk RED Has A November 14 Release Date

    Anybody else remember Sigue Sigue Sputnik?
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    Cyberpunk RED Has A November 14 Release Date

    If it is possible to get hold of it, likely to be the big release of the year for me.
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    Teens in Space Wins Best RPG Origins Award

    It has been notable that a number of smaller press, or more low key releases, have been winning awards over recent years.
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    GI Joe, Transformers, My Little Pony RPGs Also Confirmed For 2021

    Nice list. It is missing the original version of the Adventures of Luther Arkwright RPG, which was released in 1992. The supplement released for RuneQuest 6/Mythras by The Design Mechanism is due for a rerelease as a stand-alone game in the next year (or so).
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    GI Joe, Transformers, My Little Pony RPGs Also Confirmed For 2021

    I see this as good news. While I know of a number of people having consternation about these commercial IPs ending up primarily with 5E, you have to remember what the biggest market is. Honestly, I see it at a waste of development resources to just keep making up bespoke systems for every new...
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    Hasbro's Heroquest and Chaosium’s Role in the Board Game’s Return

    I’m not entirely convinced about the ‘Questworlds’ title, although it may grow on me. I always felt that the system would be ideal to make a new version of Super World though - it scales really well for Superpowers while being much more simple to use than many other game systems for that genre.
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    RPG Crowdfunding News – Twilight: 2000, Wanderhome, Trilemma Adventures, and more

    I think the ‘classic’ status of Twilight: 2000. combined with the growing reputation of Fria Ligan and their house system is probably going to take it a long way. Personally, more interested in 2300AD which is technically supposed to be the future of the same setting. It will be getting a...
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    Strange Aliens and Fantastic Planets Abound in M-SPACE and the M-S Companion

    A Chaosium representative stated that Call of Cthulhu’s biggest sales market was Japan on the basicroleplaying.com site. We get the biggest sense of retail sales, which is the biggest market, from the ICv2 charts. The PDF sales, by comparison, is a much smaller subset of overall sales. I...
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    Strange Aliens and Fantastic Planets Abound in M-SPACE and the M-S Companion

    To be sure, PDF sales on drivethrurpg and stats from online servers like Roll20 do not provide a very complete picture of overall sales. Call of Cthulhu’s biggest market is apparently in Japan.
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    Worlds of Design: Rolls vs. Points in Character Building

    There can be a balance between the two. For example, instead of rolling up each Ability or Characteristic (or whatever) separately, you could roll all the dice at once and then pick and choose how they are ‘spent’ to build up seperate scores.
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    Game Design Masterclass: Going Diceless

    You are associating a game mechanic with a saying that doesn’t necessarily follow. Story elements can be based on ‘good stuff’ or ‘bad stuff’ or neither. There is no extra attention that needs to be given to a player with bad stuff beyond the general notion that they won’t be as lucky in...
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    Game Design Masterclass: Going Diceless

    It doesn’t bill itself as a resource management system, but it doesn’t mean the choices made in character generation can’t be strategic. Indeed, the Attribute makes it strategic in inception. There are diceless games based on resource management, like Nobilis or the Marvel Supers game in the...
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    Game Design Masterclass: Going Diceless

    Well, it can be strategic, in as much as player has final say about how much Good Stuff/Bad Stuff he elects to have for the character. Its not a resource that acts as a currency though. I’m not sure it determines the significance of you character to the plot as much as the manner of the story...
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    Game Design Masterclass: Going Diceless

    Without addressing posters directly, just a few points about the Amber system: 1) Character generation is, at a basic level, a points build system. Each players gets 100 points to spend on designing their character. The difference is that character generation begins with an auction, that...
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    Game Design Masterclass: Going Diceless

    I have Everway too, and love some of the concepts although it always felt a bit underdeveloped to me. Its worth noting that while the Tarot-like cards make the game diceless, certainly, they are still usually distributed randomly (shuffling the deck). While the reading of the cards (Fate) can...
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    Game Design Masterclass: Going Diceless

    Well, evidently, an RPG can exist without randomizers. What dice do is provide a mechanism of adjudication. However, it is also a method of adjudication to simply establish what characters can or can’t do before play begins. To use the Chess analogy again, everybody knows how a Knight, Rook or...
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    Game Design Masterclass: Going Diceless

    Yeah, it’s just a misinterpretation of how it works. In diceless play, you establish what a character can do or not do - and its fixed. If decide to pick up a cup, I can pick up a cup - there is no doubt in the outcome. When you have a game like Amber, the godlike power levels of the characters...
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    Game Design Masterclass: Going Diceless

    It’s the gaming equivalent of shifting from a game of Risk, with a calculated probabilities, to Chess where the outcomes of each challenge are absolute. If you take a piece in Chess, there is no need to roll dice to determine the outcome - but the strategy of taking that piece becomes all...
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