Search results

  1. innerdude

    Grade the GURPS System

    I could never quite figure out if it was the group / GMs who ran GURPS or the system itself, but my experience was identical. It's the only system where I broke my own rule of not looking on my phone / surfing the internet while playing, because the GMs could never figure out what the hell they...
  2. innerdude

    Grade the GURPS System

    So I'm one of the few in the "hate" category. GURPS to me is a weird amalgamation of 97 individual design choices that, when looked at discretely seem to make sense, and even appear to be superior to alternatives in the same RPG design space (trad / discrete action resolution / emphasis on...
  3. innerdude

    Musing on Star Wars themes in RPG

    It helped a great deal that I had been exposed to Dungeon World and especially Ironsworn before getting into it. I was much more easily able to come at the FFG narrative dice system from a more open minded place and accept it on its own merits. It was instantly apparent that FFG has a similar...
  4. innerdude

    Musing on Star Wars themes in RPG

    The greatest missed opportunity of eps. 7-9 was to not explore themes relating to the idea of, "Okay great, we've created the New Republic. Now how do we avoid becoming the thing we had to destroy to get here?"
  5. innerdude

    Unpopular opinions go here

    Media-related unpopular opinion: Inception is without question the most overrated movie released since the turn of the millennium. The exceptional quality of the actors involved and the overall "coolness" of the general concept greatly cloud the fact that the last 40% of the film is basically...
  6. innerdude

    What is a "Narrative Mechanic"?

    Which does beg the question . . . . Which is the cooler time travel device + mentor? DeLorean + Christopher Lloyd / Doc Brown, or Phone Booth + George Carlin / Rufus?
  7. innerdude

    What is a "Narrative Mechanic"?

    Here's a classic "narrative" mechanic embedded right within a fairly solidly "trad" / discrete action resolution mechanical framework system. From Savage Worlds Adventurer Edition, page 52: Edge Name: Scavenger Requirements: Novice tier (can be taken at character creation), must also have...
  8. innerdude

    What is a "Narrative Mechanic"?

    That's a pretty good summary, actually.
  9. innerdude

    What is a "Narrative Mechanic"?

    @Bill Zebub , think of it this way --- "Story Now" means that the system supports ENUM mechanics in such a way as to allow players to focus and purposefully inject character-centric concerns into the flow of play, in some cases while specifically limiting GM veto to do so.
  10. innerdude

    What is a "Narrative Mechanic"?

    Roleplaying games whose main rules / mechanics typically involve a player proposing and then resolving a single, discrete character action and the immediate result of that action. "Discrete Action Resolution Mechanics", or DARM for short. As opposed to External Narrative Universe Mechanics, or...
  11. innerdude

    I'm ready for a new Star Wars RPG

    The thing that makes it work is to remember that it's not just "improv", i.e., not just trying to come up with weird edge case-y stuff ("Oh, uh, I guess your gun jams . . . again. Or, err, um, you trip over your feet . . . again") that applies to a discrete, individual action. That would get...
  12. innerdude

    I'm ready for a new Star Wars RPG

    100%. I resisted going to FFG Star Wars for 6 or 7 years because of just how irksome the model was of putting 40% identical content in all 3 "core" rules for EotE, AoE, and FaD. Like, "Why am I paying a premium for the same rules???? This is ridiculous!" But I liked the idea enough of the...
  13. innerdude

    Musing on Star Wars themes in RPG

    So I have to disagree with the premise that FFG Star Wars just "doesn't capture the right feel for Star Wars." This may not be true for everything, but the combat side of things is quite well done for a "Star Wars" feel. In the past, I believe @pemerton once described D&D 4e combat as having a...
  14. innerdude

    Is "GM Agency" A Thing?

    I've generally found your takes in the past to be interesting and generally reasoned. But I gotta say, this statement, especially in regards to Story Now games not actually generating a story and validating GM railroading, rings false at every experiential level I've had with these systems...
  15. innerdude

    I'm Ready For A New [BLANK] RPG

    So umm . . . you haven't checked out Interface Zero 2.0 for Savage Worlds yet? I'm not exaggerating when I say it's easily one of the top 5, possibly top 3 RPG hardcovers I've ever owned. I freaking LOVE IZ 2.0. It's an amazing sourcebook for Savage Worlds. And it's absolutely gorgeous cover...
  16. innerdude

    Is "GM Agency" A Thing?

    So here's an example move to Gather Information, from Ironsworn page 62: If a player rolls a strong hit, some information is required to be provided by a source (the GM or other player input) that clearly indicates a path to follow or action to take to make progress. This is a classic case...
  17. innerdude

    Is "GM Agency" A Thing?

    I'm . . . on the fence about this one. In Irownsworn---which is a hybrid Powered by the Apocalypse / Forged in the Dark implementation with some of its own unique stuff---there are clear indications that the GM is supposed to follow certain aspects of the game. From page 23-24: From page...
  18. innerdude

    Grade the Savage Worlds System

    Love Savage Worlds. My go-to system for over 8 years. For certain kinds of campaigns, there's nothing else I'd rather use. The one change I would make to it would be to modify the "rising toughness impenetrability loop" to allow for some form of gradual chipping away rather than waiting for...
  19. innerdude

    Still Searching for "That" System

    Thinking more about it, I wonder if Barbarians of Lemuria / Everywhen might be an option. Look up Cannibal Halfling's review of Everywhen from a couple of years ago.
  20. innerdude

    Unpopular opinions go here

    Unpopular opinion: I prefer rules systems that don't tightly couple rules to a bespoke setting. If the rules aren't flexible enough to be ported with minimal effort outside whatever bespoke setting the author dreamed up, the game is destined to become a resident of the Grand Duchy of Fantasy...
Top