How did this happen?


Gamer Life General Discussion

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lynora wrote:
Lord Fyre wrote:


B.T.W.: Lynora, you are proving something that I have said for a long time. :)

** spoiler omitted **

^.^

At least you weren't accusing me of being a succubus.:)

~walks in, distraced while reading a book. Then looks up an the color drains from my face~ Ah! A succubus! RUN!!!

Edit - New page! Ha! Ha!

Dark Archive

CourtFool wrote:
Mike Olson wrote:
In practice, I haven't seen spellcasters dominate non-spellcasters in any significant way.

As I have said, if you are blessed with players who will not abuse this, I am sure it works fine.

An air-and-beast mage could float on a cushion of air to move silently (Stealth) and summon a beast to fight for him (Fighting). This isn't even getting really creative or choosing a much broader type of mage. Most non-magic characters would have to burn a Stunt to be able to use one Skill for one other Skill.

Would not the penalties apply to anyone using…say…Fighting? Maybe the specific examples you used are poor. I just have a lot of concerns over possible abuses. Thanks for the response!

RE: floating and beast. I don't see it working that way. First, the beast would be a temporary aspect (i.e., have to tag it to get the +2 modifier or reroll), not a separate entity. I'd have to waste my free tag or a Fate token to add it to my attack or defense total. And I can see foes ganging up on the poor animal and the GM using a Fate point to wipe it out. As for floating, our foes had bows and arrows, and a fiendish GM like Mike could tag the hurricane for bonuses or rerolls to his attack, stating the weather made it VERY difficult to stay stable. Finally, magic has consequences on a botched roll, whose difficult is partially determined by the GM (e.g. the hurricane created by my PC). I actually grew cautious, especially after I did a traditional fireball and singed my fellow players.

Still working on your original question....

Silver Crusade

Lathiira wrote:
Is there truly such a thing as too much gaming?

Sadly, I can say yah to this one. At RCON this year I played in 3 different rpgs (3 nights in a row) & on the 3rd night I was a bit pooped to really want to play. Each session was from 6pm to 11pm. I GMed River into Darkness on Thursday night (cool adventure, Paizo!!). Played a fighter in a Sword & Sorcery game Friday & played for about 2 hours in a Savage World game on Saturday night before bowing out. Also I played in a 4E D&D game Friday afternoon for about 4 hours (my first playing experience in the new edition)

I haven't played a sitdown rpg in like a couple of years, so maybe that is why I was pooped at the end. It was fun thou.Makes me wish I had a regular gaming group to game with again....

RM


joela wrote:
I don't see it working that way.

Interesting. It sounds like there was much more detailed out than I originally understood.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
CourtFool wrote:
joela wrote:
I don't see it working that way.
Interesting. It sounds like there was much more detailed out than I originally understood.

Hi CF,

I played in some of those Gamex playtests and I would like to add a few comments.

1. As Mike stated, Legends of Anglerre is in playtest and there are a few differences being tried out for this fantasy version of SotC. Keep in mind I am talking about the basic structure of SotC which I personally have only played a few times.

2. The possibility of abuse(of aspects, skills, stunts, or spells) seems almost nonexistent for several reasons:

A. SotC is a different paradigm from traditional RPGs. There is virtually no number crunching and the narrative is shared to a much greater extent. A player can narrate extreme heroics and badassery. This is encouraged! The only mechanical question is "Do I succeed and how awesome do I look doing it? Or Do I fail and how cool is the story of that failure?" Because everyone at the table is telling the story, there is no power struggle for control of the narrative. Fate points are the (plentiful) currency that buys narrative control(for player and GM).

B. Because numbers are less important in this game, GMs are not constrained by "balance" rules that must be followed to the letter and can be twisted by clever players. The GM is free to make the story as exciting as possible. Success can often be "bought" but failure will happen whenever dramatically appropriate(or you run out of fate points, appropriate aspects, and lucky rolls).

C. Placing an aspect on a scene requires a successful skill roll plus it has to make sense to the GM.

D. The GM has final say on what is appropriate use of an aspect or skill.

E. This is a cinematic game. PC death is very rare(knockouts are a little less rare).

Just a few thoughts from a guy who has played SotC and Legends once or twice.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I may have oversimplified the mechanics a bit but if you want to know the entirety of the rules just check out SotCsrd and Evil Hat. Better yet try a few sessions! You may get hooked like Joel and I who are both very new to the game.

Silver Crusade

joela wrote:


Thursday: Test-play of fantasy game based off Spirit of the Century

I gotta ask how character creation is going to work out in that, because we spent half of our first SotC afternoon in character creation and laughing our asses off. It was definitely the most enjoyable creation process I've ever had the pleasure to sit through.


Sayler Van Merlin wrote:
I played in some of those Gamex playtests and I would like to add a few comments.

Thanks for your reply, Sayler Van Merlin. I am very encouraged. Now if I could just find a group playing SotC.

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