
Donovan Egoblade |

(...) (and whether you make camp or sleep in the vehicle). Note that sleeping in the vehicle for long periods (days/weeks) will start to impose penalties, much like sleeping in heavy armor (and likewise Endurance will remove these).
Why would it cause a penalty to sleep in the vehicle? Are you telling me a futuristic spider-like vehicle intended for long trips, able to climb walls and shoot explosive charges and whatnot doesn't have reclinable seats and/or bunker beds? Do we really need to worry about that?

Donovan Egoblade |

It'd be a lot more comfortable if the car in question were a camping station wagon designed specifically for its passengers to be able to sleep in it for days. And that's without using hammocks, which can be used as beds pretty much indefinitely. I've once personally slept in one of those for almost 3 weeks in a row.
It's pretty stupid to design a vehicle for this kind of trip and forget to make it comfortable enough to sleep in. Was the Spider meant just for people to commute to work and back again?
This penalty just doesn't make sense to me... And honestly, I don't see how it'd make the game more interesting. It's the kind of thing that is best handwaved away and/or glossed over.

Sundakan |

It wasn't designed for THIS long of a trip, and was a prototype designed under time crunch besides. There are no beds, and it is not spacious enough to sling hammocks for everyone. You're all basically crammed into a space the size of my bedroom, but with more furniture crammed in there.
"Can be comfortably slept in for indefinite periods" was not one of your design specs, that I recall.
Feel free to sling a hammock and sleep in shifts, if you like, or any number of other solutions. It makes sense to me, and it's not exactly a crippling hindrance for you either.

Donovan Egoblade |

If its bed/seats are comfortable enough to sleep for a week, why are they not comfortable enough to sleep for a month? Or an year? There's basically no difference in design at that point. There are people in the real world who live in their trailers.
Tsc, whatever... I think it's as pointless and boring as counting arrows or keeping track of toilet stops, but... meh. I don't care all that much.

Donovan Egoblade |

So...
We just spent 3 weeks inside a giant robot and didn't make any progress... Does anyone plan on actually doing anything any time soon or can we just leave this place?

Donovan Egoblade |

I don't mind having "fluff encounters". In fact, quite the contrary! I think they are pretty cool and help make the game world more vibrant... As long as I can interact with them and not waste too much time on it.
Nonetheless, even if everyone wants to leave, I can't just say "We go back to the Spyder and leave". I don't control the other characters... Nor do I know what they are planning to do. Maybe Dorla and the others want to do explore more. I don't know. And I don't really want to post just to write "I continue to do nothing".
That's why I'm posting here in the Discussion Thread instead. So the others can share their ideas of what to do next... Maybe they want to stay here a little longer, maybe not... I have no idea.

Donovan Egoblade |

Also...can you guys post more often. Once a day AT LEAST.
I tried. But I rand into 2 problems:
1- I ran out of things to say 2 weeks ago... After 2~3 skill checks that lead me nowhere, there wasn't really anything to do. There are only so many ways I can type "I stand around doing nothing". And none of them are fun.
2 - It's not fun to reply to myself. If no one posts anything... What am I to do? If it were up to me, we'd have left this place over 2 weeks ago! Seriously, I barely participated in our last quest and even so, I have more posts than anyone else!
C'mon, people! You have to start posting more often! We took a whole month just to roll a couple skill checks in 2~3 different rooms!
I understand I'm really lucky to have as much time to post as I do, and that's not the case for everyone... But that doesn't change the fact that there's no point to me doing anything if no one else did it since my last post. And that if a PbP campaigns slows down too much, it freaking dies.
I don't think it's unreasonable to ask for people to post at least once every 36 hours. That's like... The bare minimum to keep the game alive!

Sundakan |

Gonna chuck this in the three games I'm currently running.
I'm considering starting up a 4th game to round things out, gives me two APs and two homebrew.
The idea is superheroes, because every Mutants and Masterminds game I've ever been involved in has died a horrible slow death.
Everyone would be Gestalt, though one side would have to be Vigilante.
Unsure what kind of tone I'd shoot for, but a more light-hearted game, Golden and Silver age superheroes style is the current winner. I may toss in a few dark villains every now and then to mix things up, but think more Joker pulling "boners" on the city instead of murdering the population with laughing gas.
Any interest?

Lemmy |

Lemmy wrote:I'd rather not have Korak turn into a villain. Goes against character....How? You're a murdering mercenary/thief who wanted to be a crime boss. You're tailor made to be an antagonist.
Who often went out of his way to avoid harming anyone who didn't belong to the Obsidian Guard. And went as far as pay extra money to the widows and orphans of mercenaries who died under his service.
Korak was actually quite merciful.

Lemmy |

Which makes you a nuanced antagonist, akin to honorable mob bosses.
If you control 1/3 of all organized crime in a city, there's gonna be people that want to take you down. That would have happened had we continued with Myrial anyway.
There's a difference between "someone wants to take you down" and being a BBEG in the campaign. Korak's motivation and goals wasn't to just become the new Kingpin. And it's not fun to have your character turned into a villain or NPC out of nowhere. Specially when you don't get the chance to tell that character's story.
In any case, I simply told you what I think. That's all. I can't stop you from using Korak in your game any more than I can stop you from using Mickey Mouse.
Anyway... I hope the new game is fun for everyone involved. But I'm not interested in the campaign's premise. Once again, thank you for the invitation.

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This sounds cool, but I'm still trying to wrap my mind around exactly what the vigilante class is. One thing that would be fun to play is a vigilante who is an artist during the day and a paladin of Shelyn during the night. Shelyn's paladin code is a fun one. I assume that this could be done as a gestalt between vigilante and paladin. However, I don't know if you are planning to run a game where a paladin can fit it.
Right now my number of games I'm playing in is much lower than it has been in a while, and one of them is about to wrap up, and one I am GMing only has two fights left.
Actually, I really like my idea. If you don't think a paladin would fit, I might try a warpriest/vigilante gestalt.

Sundakan |

You're the good guys, so a Paladin COULD fit. Technically speaking the hiding of your identity could be problematic code-wise, but I will gladly re-write a specific code for your particular Paladin.
And Vigilante is pretty simple. It's a normal class that can disguise itself as someone else really really well.

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How about the grey paladin archetype? It softens the behavior code slightly, which could be interpreted as adding the ability to lie or hide things in a good cause.
edit: yuck, nevermind. The abilities traded away are far too much, and the benefits mostly overlap things coming already from vigilante.

Lemmy |

I just wanted to try out the class. It's why it's Gestalt. You get to pick whatever class you want, and then layer the other trappings on top.
A whole campaign just to test a single class seems like overkill... Even more so with everyone playing the same class. But whatever floats your boat! You guys have fun!

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Ok, after thinking about this more, I have two character concepts I'm so excited about that I can't choose between them. Both are artists by day. One is a paladin of Shelyn, the other is a cleric of Shelyn as their secret identity. Perhaps I could partly use party composition as a way to choose between these ideas.
I also should have asked to make sure the homebrew is set in Golarion before I let myself get so excited about character concepts built around a Golarion deity. Hopefully if it's not in Golarion, I can be allowed to import Shelyn into that world. :)