Avatar of Genni
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    1. Genni 10 yrs ago

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7 yrs ago
Current We are such stuff as dreams are made on; and our little life Is rounded with a sleep.
9 yrs ago
Round and round and round we go...

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@Jarl Coolgruuf I've used it a few times in tabletop RPs I've been involved with, and once people get a hang of it the system flows quite easily. The real trick to it is not to let the Motivations limit what actions you want to take with your character, but rather framing the actions to suit the Motivation you want to use.

For instance, if you want your chracter to attack first then you could say that they're eager to get into the fight and can't hold themselves back, in which case you'd be earning a Red point.

On the other hand, your character might want to prevent others from being harmed and is throwing themselves forward to protect the rest of the party, in which case they'd gain a Green point instead.

If they take a moment to assess the situation before realising that the best course of action is to take out the threat fast before they can counter the character could earn a Blue point, while wanting to be the one who gets the glory for the first kill would be a Silver point.

Finally deciding to act quickly to reduce the risk of collateral damage would be rewarded with a Yellow point.

In all these cases the player gets to perform the same action, attacking first, but by considering why their character would want to be the one to attack first, rather than just metagaming a reason, it makes the RP a lot more engaging.

Plus once you have earnt enough points you get to do something awesome as well.
@Sierra The general consensus is for a narrative RP for this, with RNG used only for event generation and map building. Basically I'll be creating random events for the party to deal with, but characters will be free to respond to them in a narrative manner.

The only limit I'm putting in place is the 'Motivations' system, where players will be rewarded for acting in a consistent manner with their characters with magical points which will allow them to pull off miraculous, logic defying actions within the game. Because this will be in place attempts to pull off miraculous, logic defying actions any other way will give me the opportunity for some very entertaining consequences to those actions.




It didn't take long for Miranda to find trouble, a young couple held at knife point by a twitchy man in ragged cloth4es. Sneaking up behind him with her Beat sounding strongly in her ears the former executive got close enough to whisper in his ear. "I don't think you want to do this."

"Who..?" The mugger exclaimed spinning around, his knife held up both threatening and defensive. Miranda moved with him, her unseen body gliding smoothly as she placed herself between the criminal and his victims.
"Get out of here!" She yelled, dropping her Beat and bursting with light, her body surrounded by the bright corona for a moment in a way she hoped was terrifying and inspiring in equal measure.

The mugger cried out in fear and surprise as the glowing figure appeared out of nowhere, but rather than running his forst reaction was to strike out, jabbing his blade forwards towards Miranda frantically. Dodging aside the amateur crimefighter lket her body fall towards the ground, shifting her weight as she did so her legs swung up into the air. One foot struck the robber's hand, knocking his knife from his grip, before the other slammed hard into the side of his head.

The impact threw the man into the side of a nearby dumpster, and as his limp body dropped to the ground Miranda pounced forwards, quickly straddling him as she pinned the would-be ne'erdowell to the ground as she looked over at the innocents she'd saved, only to see them dashing out of the alley to safety.
"You're welcome!" She called out behind them sarcastically, before reaching into her pocket and pulling out a zip-tie to secure the mugger's hands.


With plenty of people showing interest I've started up a Discord server to help set up the scenario and start developing characters. Anyone wanting to jump in to discuss how to best go forwards with this idea please follow THIS LINK.

Thanks.
With plenty of people showing interest I've started up a Discord server to help set up the scenario and start developing characters. Anyone wanting to jump in to discuss how to best go forwards with this idea please follow THIS LINK.

Thanks.
The Widows will be continuing their good works for the most in need across the continent.
New Discord here.

This link is showing as expired, can I get a fresh one please?
The motivations system is an intriguing concept, reminds me a little bit of the fact you're awarded points for performing "heroic" acts in MGS V.

I'm planning to use a modified version of the Tides seen in the Numenera game, with different colours representing different personality traits, making it so the players consider why their character would be doing something, rather than just what they want their character to do. The five Tides are:
  • Blue Tide
    Represents wisdom, enlightenment, and mysticism. It is the Tide of people whose goal is to expand the mind and the spirit, or gain knowledge. Opposed to Red and Silver Tides.
  • Red Tide
    Represents passion, emotion, action, and zeal. It is the Tide of people whose goal is to live in the moment, to experience life to its fullest, or to follow their heart wherever it leads them. Opposed to Blue and Green Tides.
  • Yellow Tide
    Represents justice, compromise, and the greater good. It is the Tide of people who view life's difficulties from a broad, communal perspective rather than an individual one. Opposed to Green and Silver Tides.
  • Green Tide
    Represents charity, sacrifice, and empathy. It is the Tide of people whose primary goal is to help others, especially at a cost to themselves. Opposed to Red and Yellow Tides.
  • Silver Tide
    Represents admiration of power and seekers of fame. It is the Tide of people who seek to influence the lives of others or who actively seek to be remembered. Opposed to Blue and Yellow Tides.


Players do not have to use the Tides, but each time they do they are rewarded with a point in the colour of the Tide they used for their action, while losing a point from each of the two Tides their colour choice is opposed to. Each point can be used to alter the result of an action, preventing catastrophioc failures or boosting the success when needed most. After collecting 5 points the players may declare a free action, which is guaranteed to succeed as long as the GM agrees and as long as the action is framed in correlation to the colour of the points they've collected.

As an example, a War Boy who enjoys being the first into combat has collected five Red Tide points by being passionately zealous all the time. While defending the convoy from a raider attack the player declares that the War Boy is going to leap onto an attacking vehicle and kill the driver with a spectacular display of skill, spending their five points in the process. Since this is a zealous, passionately active use of the points the GM agrees and the War Boy succeeds in their attack immediately, but now has to deal with the fact they're standing on the roof of a vehicle with no driver speeding along at an unsafe velocity.

Alternatively a Blackfinger who enjoys crafting finely detailed weapons bearing their name collects five Silver Tide points by being famed for their powerful creations. When the party decide to build a new vehicle using the parts they've managed to salvage from wrecks across the Wastelands the Blackfinger declares they're going to lock themselves away for the next couple of days, building a magnificent war chariot the likes of which none have seen before. Since this is a display of power, and will likely lead to the Blackfinger becoming even more well-known thanks to their skill the GM agrees, and the party immediately gains a new, powerful war machine to ride around on.
...but not too much of a reliance on RNG. I don't wanna miss a shot at point blank range just because I rolled a 1 or something.

The basic version of the game, if players wanted to be more narrative based, would only use RNG for things like locating new salvage locations, generating enemy encounters and determining loot drops, all things which would be done entirely on the GM side of things.

A more complicated system, if player wanted that, would include a ‘motivations’ system, which awarded points for characters acting in a consistent manner. These points could be spent to alter die rolls to prevent failures, or saved up and used to trigger ‘miraculous’ actions allowing them to pull off near impossible feats.

Under that system character sheets would be attribute and skill based, similar to a tabletop RPG, with dice rolls affecting attacks, driving, construction, scouting and other actions.

If your character was a careful sniper, and took their time lining up a shot after setting themselves up in a sniper nest and having equipped a well-crafted rifle with a high quality scope you’d pretty much be guaranteed a hit. On the other hand, if your character was mercurial switching moods, fighting styles and equipment every encounter you’d more likely fail, since you’d lack the experience to be able to pull off attacks skilfully.

The system would favour specialists over jacks-of-all-trades, with characters dedicated to developing a few skills well progressing better than ones who try to be masters of everything.
Please check out the discussion on the General Interest thread.
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