Dungeons and Dragons

This forum is specifically for discussing non-Mafia games
(board, card, video, we're not picky)
.
Playing
such games should happen in the Mish Mash forum, of course.
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Post Post #125 (ISO) » Wed Jun 13, 2012 7:54 am

Post by OhGodMyLife »

I've been messing around with the Roll20 campaign editor, I'll run a Pathfinder session at some point if we can get people on at the same time.
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Post Post #126 (ISO) » Wed Jun 13, 2012 10:30 am

Post by bv310 »

I'm around most evenings, just ping me if I'm on AIM. (Assuming you meant run a game with Scummers. If not, ignore me)
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Post Post #127 (ISO) » Wed Jun 13, 2012 11:50 am

Post by OhGodMyLife »

I totally meant with scummers. I'd actually like to make a Roll20 pathfinder game a bi-weekly thing if there were enough interest.
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Post Post #128 (ISO) » Wed Jun 13, 2012 12:53 pm

Post by bv310 »

/in
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Post Post #129 (ISO) » Wed Jun 13, 2012 12:54 pm

Post by AniX »

Yeah, I'd definitely be down for a scummer game.
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Post Post #130 (ISO) » Wed Jun 13, 2012 1:40 pm

Post by Viktyr Korimir »

I'd be in for something like that, totally.
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Post Post #131 (ISO) » Wed Jun 13, 2012 2:49 pm

Post by Kcdaspot »

I'm in toooooo but I need mah comp.

The one we got for now in mish mash isn't going and I'm bored.
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Post Post #132 (ISO) » Wed Jun 13, 2012 4:08 pm

Post by Sudo_Nym »

I'd certainly in for that, if it fits with my work schedule.
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Post Post #133 (ISO) » Fri Jun 15, 2012 10:54 am

Post by OhGodMyLife »

No promises on anything happening soon, I just started a new job so my free time has been less than it used to be, but if and when I do get something together I'll message everyone who expressed interest here.
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Post Post #134 (ISO) » Sun Jun 17, 2012 6:31 am

Post by Mr. Flay »

Just finished reading the Dresden Files RPG book (4 pound/400 page monster that it is). Good setup and the worldbuilding stuff ALONE is worth it, but my gods is FATE complicated.

Also, not sure how the spellcasting rules will actually flow in play. Anyone actually played this thing?
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Post Post #135 (ISO) » Sun Jun 17, 2012 6:47 am

Post by UncertainKitten »

>FATE
>Complicated

What? No, seriously, what?
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Post Post #136 (ISO) » Sun Jun 17, 2012 6:50 am

Post by GreyICE »

Really?

Because FATE is really like one of the easier systems ever designed.

It makes me scared and terrified of how they presented it.
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Post Post #137 (ISO) » Sun Jun 17, 2012 7:16 am

Post by bv310 »

Wait, there's a Dresden Files RPG? Coooooooooooooooooooool.
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Post Post #138 (ISO) » Sun Jun 17, 2012 8:29 am

Post by Viktyr Korimir »

FATE is not a rules-light system. Its core is comparable in complexity to something like OD&D or maybe AD&D without all the optional rules. A game like
Dresden Files RPG
has to have additional rules to cover its magic system and all of the other supernatural stuff going on.
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Post Post #139 (ISO) » Sun Jun 17, 2012 11:38 am

Post by UncertainKitten »

Um...are we talking about the same game? I mean, I'm playing the core FATE rules in a campaign and it is EXTREMELY simple. You only roll one thing, all the time, ever. Skills are simple, aspects are fairly easy to understand...where's the complexity?
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Post Post #140 (ISO) » Sun Jun 17, 2012 11:51 am

Post by The Fonz »

We should do a spirit of the century campaign. The rulebook's online.
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Post Post #141 (ISO) » Sun Jun 17, 2012 12:34 pm

Post by Viktyr Korimir »

In post 139, UncertainKitten wrote:Um...are we talking about the same game? I mean, I'm playing the core FATE rules in a campaign and it is EXTREMELY simple. You only roll one thing, all the time, ever. Skills are simple, aspects are fairly easy to understand...where's the complexity?


Well, there's rolling a Maneuver to place a temporary Aspect on the target, and then you invoke-- or is that tag?-- that Aspect once for free. And then there's scene aspects and how they work. Not to mention all of the different Stunts and their effects, which are like feats or class features in d20. Then there's the fact that being a skill-based system with so few skills, it's hard to get used to just how
broad
those skills are, and how the specific trappings of each skill work. Especially as modified by the Stunts.

The stress track and consequence system is also somewhat complicated and counter-intuitive for anyone who is accustomed to traditional RPGs.

I'm not saying it's a bad game-- it's my
favorite
game, after all-- but that as rules weight goes it's more in the 'medium' camp than the 'light' camp.
Spirit of the Century
is likely the simplest implementation of the core rules, and it's still difficult for a lot of veterans of other games to understand.
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Post Post #142 (ISO) » Sun Jun 17, 2012 5:43 pm

Post by AniX »

In post 140, The Fonz wrote:We should do a spirit of the century campaign. The rulebook's online.


I would pay someone real people money to GM a SotC game. I love it so much.
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Post Post #143 (ISO) » Mon Jun 18, 2012 6:01 am

Post by UncertainKitten »

...ok, I'll give you medium. My DM chose to forego stunts, which is probably why it seems lighter. Though the stress tracks and consequences made sense to me...it's possible I don't have a good understanding there.

The Maneuver thing is really cool though and doesn't seem that complex to me.

EDIT: Skills being broad was a feature not a bug, to me ^-^;.
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Post Post #144 (ISO) » Mon Jun 18, 2012 7:19 am

Post by Pine »

*perk*

Just found this thread. I'm a giant tabletop gaming nerd.
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Post Post #145 (ISO) » Mon Jun 18, 2012 10:56 am

Post by Viktyr Korimir »

In post 143, UncertainKitten wrote:EDIT: Skills being broad was a feature not a bug, to me ^-^;.


Oh, it's a feature. Definitely a feature. But in any other game, try rolling your
Fists
as a
knowledge
skill to
declare
that your attacker is using a specific form of ninjutsu only taught in the sewers of Montreal. In any other game, using your Fists skill (or any skill) in this fashion would be incomprehensible. It creates a higher learning curve for people accustomed to more simulationist style play.
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Post Post #146 (ISO) » Mon Jun 18, 2012 12:46 pm

Post by UncertainKitten »

Yeah, I tend to play more narratively, so skills generally ended up a little fuzzy no matter what system. Though not as broad as FATE, obviously.
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Post Post #147 (ISO) » Wed Jun 20, 2012 6:29 am

Post by Yosarian2 »

In post 145, Viktyr Korimir wrote:
In post 143, UncertainKitten wrote:EDIT: Skills being broad was a feature not a bug, to me ^-^;.


Oh, it's a feature. Definitely a feature. But in any other game, try rolling your
Fists
as a
knowledge
skill to
declare
that your attacker is using a specific form of ninjutsu only taught in the sewers of Montreal. In any other game, using your Fists skill (or any skill) in this fashion would be incomprehensible. It creates a higher learning curve for people accustomed to more simulationist style play.


Interesting.

That kind of sounds like the white wolf system (werewolf the apocolypse, vampire the masquerade, ect).
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Post Post #148 (ISO) » Wed Jun 20, 2012 7:37 am

Post by The Fonz »

In post 142, AniX wrote:
In post 140, The Fonz wrote:We should do a spirit of the century campaign. The rulebook's online.


I would pay someone real people money to GM a SotC game. I love it so much.


I don't have the experience, but would DEFINITELY be down if there's anyone with experience using FATE willing to run it?
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Post Post #149 (ISO) » Wed Jun 20, 2012 8:22 am

Post by Mr. Flay »

In post 141, Viktyr Korimir wrote:
In post 139, UncertainKitten wrote:Um...are we talking about the same game? I mean, I'm playing the core FATE rules in a campaign and it is EXTREMELY simple. You only roll one thing, all the time, ever. Skills are simple, aspects are fairly easy to understand...where's the complexity?


Well, there's rolling a Maneuver to place a temporary Aspect on the target, and then you invoke-- or is that tag?-- that Aspect once for free. And then there's scene aspects and how they work. Not to mention all of the different Stunts and their effects, which are like feats or class features in d20. Then there's the fact that being a skill-based system with so few skills, it's hard to get used to just how
broad
those skills are, and how the specific trappings of each skill work. Especially as modified by the Stunts.

The stress track and consequence system is also somewhat complicated and counter-intuitive for anyone who is accustomed to traditional RPGs.

I'm not saying it's a bad game-- it's my
favorite
game, after all-- but that as rules weight goes it's more in the 'medium' camp than the 'light' camp.
Spirit of the Century
is likely the simplest implementation of the core rules, and it's still difficult for a lot of veterans of other games to understand.

That's exactly what I'm talking about. It's still not as complex as d20 or 2nd Ed or GURPS, but it's not quite a one-roll-and-done like it is sometimes described. Plus I find the spellcasting rules in Dresden Files RPG to be kind of overly complex, though the role-spell feature will likely help a lot (memorize it, cast it with no/few options).

I mean, I'm liking Wild Talents' One Roll Engine pretty well right now for simplicity of
learning
, but the applications can still get complex.

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