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drunkonduty

HERO Member
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About drunkonduty

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  • Birthday 01/11/1970

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    Button pushin' monkey

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  1. Sadly, I thought this thread would be about a certain comic book rabbit samurai.
  2. That is a good point. Perhaps I should reconsider my judeginess of the the organisation.
  3. Oh I've seen evil parties descend into mean spirited PvP back stabbing very quickly. I've been a willing participant in the mess. I was young and insecure and being a dick (as were my friends.) I'm aware of the sort of mean spirited PvP stuff that goes on at World of Darkness LARPs. Never joined in WoD LARPs myself, but I have friends who have. The stories they tell give me shudders when I think about the immense amounts of effort people put into being dicks. Do they not realise that, if you don't want to hang out with certain people it is easier to just walk away? But mature people who want to explore a different dynamic are quite capable of playing "bad guys" without being dicks to one another. I've offered some suggestions above as to how this can be achieved. Also, I don't feel any of this is off topic. It's all about how to handle evil/monstrous PCs, the good and the bad.
  4. A game I ran a few years back had the PCs turning into villains. The game was meant to be more or less normal heroes, somewhere in the bronze age of comics for feel. The heroes do the usual hero stuff and are working toward accreditation with PRIMUS. One day they are getting a tour of Stronghold with their PRIMUS contact. The PCs suddenly decide to rescue one of the inmates in return for cash. Seriously, it just happened. They see Dreadnought on the internal security screens. The players have a quick quiet chat then go into action. The team mentalist distracts the on duty guards by "suggesting" they all take a few moments to look away from the screens and adjust their socks or whatever. One hero/villain can teleport and is invisible to cameras. He makes use of the distraction to teleport in and make Dreadnought an offer, freedom for cash. Dreadnought is suspicious but quickly agrees anyway, he doesn't want to be in prison. And then he is teleported away. From there the players decided they liked being bad guys. I warned them, GM to players, that there were potential repercussions if their clandestine activities came to light. They were cool with it and the campaign continued. Alas the game didn't go much further, half the players moved to another country. But I think it could have worked. Like running an evil DnD game you, the GM, has to keep in mind that the PCs need a reason to work together. So give them one. A common enemy. Revenge. Safety in numbers. You should also point out to the players that being bad guys doesn't mean that everyone secretly hates everyone else. Plenty of criminals have people they care for. Have the villains genuinely like one another, or at least respect one another professionally. Lastly point out that intra-party fighting is fine - as long as all players are okay with it and as long as it doesn't prematurely end the game.
  5. It's a pretty grim setting. I like it. 🙂
  6. How does your house rule work? Is it full damage per segment? Do you take the damage per phase and spread it evenly over the segments? Something else?
  7. Oh please tell me that Ator the Fighting Eagle is among your inspirations!
  8. I think it comes down to: what role do you want magic to have? I prefer a low magic, low fantasy feel. So in my home setting I don't give points breaks to spells and mundane equipment is bought with money, not points. In this scenario magic works best if it does things swords can't. So the spells I have created for the setting tend to do either do things like give bonuses to allies, heal, fly, unusual defenses, etc. Many attack spells target different defenses; so transforms, flashes, mental attacks, physical attacks based on ECV, indirect attacks. There are spells that duplicate what mundanes can do; they're not the most efficient points spend, but if a player wants to sling rocks around using magic instead of using a sling, so be it. If you want more of a classic DnD style game with tonnes of powerful spells, then divide by 3. Or 5. Or whatever number you like.
  9. I'm assuming that unless said otherwise the NCM is x2. <edit> OH! I read that as Non-Combat Movement. But your talking Normal Characteristic Maxima. Oops.
  10. In my Greyhawk game the PCs are now based in the Free City of Greyhawk. My take on the city is the council there is an elected body, with open elections every 5 years. There's a property requirement to qualify as a voter. The councilors don't change a lot with each election, as the voter's are pretty conservative, but there's some churn. But that's the City itself. Outside the immediate city surrounds the Free City is in the process of turning a confederation of allied cities into a realm ruled from Greyhawk by the Lord Mayor. Most decidedly not democratic. The PCs found themselves hiring a lawyer in their first adventure in the city. They were accused of a crime they didn't commit. This was actually a ruse by the Lord Mayor who needed some outsiders to carry out an investigation for him. In the end they didn't need to be represented in court but they have since used that lawyer to help them purchase property & set up businesses. Later they used their local fame (and a good amount of their own cash) to campaign for the enfranchisement of a new borough of the city: Orctown! It lies outside the city walls and is home to people who had fled to Greyhawk City to avoid the Greyhawk Wars* some 20 years earlier. Once the PCs convinced the Council to enfranchise the borough they then campaigned hard for their preferred candidate. Much later than that they engineered the overthrow of the King of Redhand (see the DnD3.5 adventure path Age of Worms for Redhand and Alhaster) and replaced him with an elected council. So they're sort of agents for the spread of democracy. In a game my wife runs for me the PCs live in the Republic of Jataka. The game is inspired by the Jataka Tales, a collection of Buddhist tales with animal characters. The races in the game are all animal folk (monkey-, cat-, lizard- folk etc.) The PCs mistrust the state (I'm taking my Chaotic alignment seriously!) and most especially the president, Louis the Prez (who is basically King Louis from the Jungle Book.) One of our first adventures was investigating the mysterious death of a candidate in the upcoming elections. Much to our disappointment Louis was not involved. Hmm, I realise now I spoke about political systems much more than day to day law. *Greyhawk City was not involved in the Greyhawk Wars. They're named that because the final peace treaties were signed in neutral Greyhawk City. It's all part of the official World of Greyhawk canon.
  11. So simulating a specific work. Check. I don't do that much. I have done the Middle Earth thing as a Fantasy HERO game. In this case I didn't do a lot of world building. Famously Tolkien had done most of that. I did write up a few monsters but most of the basic bad guys were already covered by the HERO bestiary. It worked pretty well. We set the game in the First Age and the heroes had a fair bit of leeway regards changing canon. In fact I wouldn't have complained if they'd gotten their hands on a silmaril, saved Fingon in the Dagor Bragollach, or some other canon-breaking thing.
  12. Oh. I didn't know this existed. I'll have to track it down. (Sure, I could simply create my own version of such a thing, but I'm lazy.)
  13. Sorry I've taken so long to get around to responding to this. I'll start by saying I'm not sure I get what you mean by simulist. But I'll take a punt that you mean simulating a given genre or story/movie/book. For me I'd say I tailor a game to world to enable certain types of story telling. Those certain types of story are, more often than not, an attempt to emulate a given genre/movie/book. So I'd build a specific world for sword and sorcery game. A different one for a gritty low fantasy, or for an epic high fantasy. Is this what you were asking about?
  14. Yeah it's weird. IIRC, some IP is specifically excluded from third party use by the OGL. Most was not. (Incidentally, interesting to hear about Githyanki being a homage from someone else's IP. Wonder if anyone would ever bother bringing that test case.) Lovecraft's stuff is another total mess of IP rights. I looked into this a few years ago, so apologies for the vagueness of what follows. Firstly Lovecraft's estate was a total mess; who owned what was very difficult to establish, and in fact I don't believe it has ever been finally settled. Lovecraft's works straddle the cut off date for works entering the public domain, so some critters are public domain, some are not. Also, sometimes (about once a decade I believe) that cut off date for the public domain wiggles around a bit, or is in danger of wiggling about a bit, before settling back at more or less the same point. The long and short of it is that you can probably use any Lovecraft IP you want. The chances of anyone being in a position to sue you are low. This would seem to be Paizo's position. But of course, as in all things legal, they who have the most cash will win that debate. Also, nothing I say constitutes legal advice.
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