Zweihänder
First Post
I don't play, but I DO Storytell. I actually enjoy that more than playing.
Crothian said:No, cool is about the people playing not about the game. It is possible though that people thing so since characters in one game can do less then characters in another game. But that would mean that cool equals powerful, and I don't buy that.
Ao the Overkitty said:One of the many things they learned was going into the Wyld is not an intelligent solution to a problem. This was during the brief stint when we had a Night caste Solar who exalted from a noble house accompanying us. The Lunar was getting more and more obvious about his tell (the first animal heart he ate was a stag, so he had antlers). In order explain this when dragonbloods started noticing was to say he had been to the Wyld. Now, in order to stand up to truth charms, we would actually have to go to the Wyld. The plan was to find a patch of Wyld, let him go in and go out, and go back to the town. Course, the Wyld isn't predictable that way. The lot of us ended up in the Wyld and the Lunar is the only one who stands immune. After fighting grass and talking to a cow, the monk ends up with a tentacle coming out of his stomach and another coming out of his back. The noble ends up with gazelle horns. Such a great plan.
Crothian said:It's easier to wear leather jackets and smoke in exalted???
Doing the "impossible" in a game designed for doing the "impossible" is not cool and not un cool. Its like going insane in CoC, its what the game is designed to do. Its like summoning a demon in Sorcerer, sure it is unusual and a rare ability in the real world but all the PCs can do it. Now, if the focus on the game involves normal people doing these things (like in D&D where it is hard) then you might have a point, but if the game makes the impossible like chewing gum and walking how can that be seen as exceptional?
Jdvn1 said:Nobilis or In Nomine. In Nomine is closer in theme, but Nobilis is a cooler system.
It's tough at first--it certainly takes some getting used to. One of my PbP games is a Noblis game (my first every Nobilis game!Jürgen Hubert said:I stand in awe before Nobilis, but I am not sure if I can wrap my head around the system enough to actually run it. In this, it is much like Exalted: The Fair Folk which was not coincidentally written by the same author ("I attack my foe with Social Problems?!?").
beepeearr said:See, I would find those same actions much cooler in D&D because of how difficult they are to pull off, as opposed to the relative simplicity of the action. I don't want to be rewarded for saying I am going to do something, I want to be rewarded for actually accomplishing the action. That being said I don't exactly run standard D&D games either, I award my players for good roleplay and have various houserules which change how we play, for instance lots of actions say, draw an attack of opportunity, if damage is done you automatically fail. Instead I allow a concentration check to fight thru the pain, and made concentration a class skill for the fighter. Also I award Karma in my games, similiar to action points or the like. Instead of XP rewards I give out Karma which can be used in lots of different ways, the one that sees the most use though is spending a karma to re-roll, or spending 2 to make some one else re-roll.
But mechanics have never stopped me from trying the next to impossible in a normal game before, remember a nat 20 is always a success. The last game I played, our party was hired to vandalize an estates grain supplies. During the climatic scene I Jumped from silo roof to silo roof lighting the oil I had already doused them with With a torch I was carrying, while being shot at by 20 guards with crossbows. Each silo was ten feet wide and 20 feet apart, and I ended with a jump over the estates wall from the top of a fifty foot silo. I had to make more jump checks and balance checks than I can remeber, and only made it out of the compound with three hit points left. Was it easy, no. Did I almost die, yeah. Would a single failed roll have meant disaster, yeah, but thats what made it cool. Sure I could hve taken the easy way out, and did something safer, carrying the torch made me an easy target afterall. I could have waited a few rounds and activated a few powers first, but more time would have benefitted my enemies as well.
My point is nothing worth doing ever comes easy. It's the added risk of failure that makes dangerous actions so cool. Ask yourself was Legolas's actions cool because of what he did or because what would have happened if he had failed his balance or climb checks.