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Thread: WFRP The Enemy Within
18-02-2013, 09:10 PM #801
I can do Saturday.
I prefer WFRP to Shadowrun, but I'd be more than happy to switch from WFRP to Shadowrun or anything else for a bit, and then hopefully we can recharge your liking WFRP batteries.
18-02-2013, 09:24 PM #802
And of course we could always try one of the warhammers in space, they're all rather good I think.
18-02-2013, 09:34 PM #803
- Join Date
- Jun 2011
Saturday night? Why am i bothering to go to Scotland if my Saturday night will be WFRP!?!?!
18-02-2013, 09:36 PM #804
Haha I'm bringing you out Friday night, you cant handle a two'er you wuss! As I said if you're about the following weekend then that would be fine with me.
18-02-2013, 10:33 PM #805
- Join Date
- Jun 2011
I think it is you who is the wuss.
18-02-2013, 10:34 PM #806
I think one of you wusses should check whether Egg can make it on Saturday
18-02-2013, 11:39 PM #807
- Join Date
- Dec 2011
- Bellingham, WA
I can most likely make a Saturday session; I'll need to confirm which day will be "boardgame with co-workers day."
Re: WFRP, This portion of the adventure has been very free-form but ephemeral, which I assume is part of the design. There's this massive, evil plot that is already underway, and we've had to dig into it as outsiders, trying to gain enough leverage to undo the bureaucratic tangle. But in order to so we've had to follow whatever loose threads we could find - some were productive, some were red herrings. Our lack of authority made it difficult for us to effect immediate changes, so we had to create small ripples as we went in hopes of eventually setting things right. It's a good story arc, but it took a lot of time and concentration to piece together the clues in order to find this Bretonnian. We could have cut down the amount of time by not partaking in the Festival activities, sure, but where's the fun in that? I don't think the fault lies with you, Lowkey, but with the module itself.
Re: what's to come, I posted some ideas for a possible campaign a while back but didn't get much feedback. There are two questions I need to answer before I start work: (1) what system should we use, and (2) what style do we want?
For (1), my shortlist of systems that I would feel comfortable running would be, in order,
* Shadowrun 4
* D&D (2nd or 3.5)
- Radiance is a d20 system that combines the successful bits of D&D 3.5, 4E, and Pathfinder to produce an elegent means of creating characters and conducting adventures. It has a Victorian steampunk setting, but the content is modular enough that the sci-fi bits can be excised fairly cleanly if desired. The Player's Guide is free to download (www.radiancerpg.com), and the information is organized brilliantly. This is my preferred system because it is more streamlined than Shadowrun and won't succumb to the almost-mandatory feature creep in D&D 3.5.
- I'm also keen to put together an original Shadowrun game. I recently bought the 2050 sourcebook for 4th ed, so that would be an option. It's much more Gibson-esque (magic is rarer, cybermods are more rudimentary, the Matrix is completely wired).
- I'm conversant enough in the modern forms of D&D that we can run that. My main hesitance comes from the swathes of supplemental material that come with the system, not to mention the lengthy spell lists. Radiance handles this in a very clean fashion, which is why it is my first choice.
For (2), I need to know how much direction you want. My preference is to start you somewhere, give you a few small quests to acclimate to your character and setting, and then let you determine what you want to do. You'll still have NPCs who want stuff done, and there will be events occurring that you can take part in if you want, but I won't have a set adventure for you to complete. Instead, I'll start crafting plot ideas based on the stuff you're interested in (e.g., if you decide to start a small trading post near a new mining site, you'll have to deal with competitors, bandits, local wildlife, bureaucrats, etc.). If you'd prefer to have a set mission for each session (like the Shadowrun Mission structure), I can accomodate that instead.
If you guys (palindrome and Screwie are welcome to chime in, too, if they're interested) would share your thoughts on the two points above, it would help me put together something that everyone could enjoy.
19-02-2013, 08:02 AM #808
Stream of consciousness response, part one:
I'd be interested to learn more about Radiance. I've heard mentions of it but never really looked into it.
I'm a bit leery of SR2050 myself. Losing the wireless matrix seems like a retrograde step (towards the old "deckers play a minigame while everyone else gets pizza" style) to me.
I used to have a lot of nostalgia for D&D 2nd edition - then I recently played it again. It's like the designers thought of the concept of a unified resolution mechanic and deliberately went out of their way to avoid creating one.
I don't care much for D&D3.5 either, but that's largely a Skinnerian aversion based on one legendarily terrible session (Steeeeeeeeeeeeeeeeeeve!), and its tendency to get bogged down at higher levels.
Last edited by Harlander; 19-02-2013 at 08:06 AM.
19-02-2013, 08:09 AM #809
As for the second point, I tend to lean towards the reactive mode of gaming - or at least, if sandboxing, heading towards a specified overarching goal.
There's another important point though: what setting do you want to use? Shadowrun, and presumably Radiance (as I'll know once I actually get a look at it) have built in settings, but you can shove almost anything into D20 with varying degrees of success
Last edited by Harlander; 19-02-2013 at 09:19 AM.
19-02-2013, 09:14 AM #810
Radience sounds interesting, ill have a look at the rules tonight, I think ill call off WFRP this weekend rather than messing further with schedules, that means we will finish PBtT next week, x_kot would you be able to throw something together by then? Otherwise we have a short (two-three session) campaign before the final part of The Enemy Within, Empire at War, it would be better not to start this and pause after a few sessions (although i would like to finish TEW eventually!).
19-02-2013, 12:25 PM #811
Radiance sounds interesting. I'd rather avoid a system like Shadowrun where the rules get in the way of the gaming and the players often aren't sure what their characters can and can't do in a given situation. Streamlined is a promising word.
With regard to structure and objectives, I've enjoyed WFRP because there tends to be an overarching objedctive (defend the empire from the machinations of chaos) and then specific ones within that (such as "get our boat back and defeat these damn Wittgensteins). Plus I can always create my own sub objective by deciding that someone is my enemy and must be destroyed.
However I am pretty sure I can have fun even if we end up playing something firefly-esque and the only objective is "keep the ship flying".
19-02-2013, 12:49 PM #812
19-02-2013, 01:14 PM #813
Somehow Radiance has slipped me by, but I would recommend (and will do so now) 13th Age is another RPG (fantasy setting) that combines the many nice things from 3.5 and 4e and adds some solid ideas of its own.
It's commonly and incorrectly touted as 4e's equivalent to Pathfinder, which is rather nice but misguided praise. It provides a solid method for 4e-style combat only without using maps or miniatures (or taking nearly as long), and has many awesome role-playing hooks built into character generation. It's extremely high on my list of games to try DMing sometime.
*ahem* Unsolicited plug over... Now I have to hunt down and learn more about Radiance, sound interesting :)
20-02-2013, 10:10 PM #814
- Join Date
- Dec 2011
- Bellingham, WA
Thanks for the response, all! Let's see if I can address everyone's comments in a concise manner:
- I'm glad to hear people are willing to give Radiance a go. It's something I ran into unexpectedly last month, and the player's guide is very persuasive. Dice are based on d20, so rolls to beat something are calculated in a straightforward manner (die + 1/2 lvl + attribute bonus + misc modifiers >= target number). There are swathes of ways of customize your character, but everything you need to know can be found on about ten pages. Fighters are just as viable as magic-users at high level! (This is a problem that has plagued AD&D for a long time.)
- I can see the areas of other systems, such as Shadowrun and AD&D, that cause frustration. SR has always had a difficult time reconciling the technology and magic rules with the run-n-gun stuff, not to mention the detailed character building and item shopping required. AD&D grew into such a ponderous exercise in bookkeeping by the second edition - I loved all of the settings created during that era, but I'll be damned if I regard the hodgepodge of dice-rolling criteria with any fondness ("we have all of these dice types, might as well use 'em!").
- Screwie, that 13th Age looks promising; it looks like it rectifies some of the inconsistencies/inconveniences in the WoTC rulesets. I think you'll find some mechanical corollaries in Radiance (e.g., the deities in Radiance function similar to the Icons in 13th Age, the Themes are like the Backgrounds), although nothing like the escalation die, which I like the idea of. If you decide to run a campaign, please let me know! :D
- The stock setting, as I mentioned, is Victorian steampunk but with gods and magic as established facts of life. One of the closest analogues that comes to mind is Eberron from D&D3.5 (warforged and flying spellships!). Although the book has entries for moon rockets and atomic bombs, I would probably prefer to define the pace of technological advancement as burgeoning but not fully developed - major cities may have horseless carriages, telephones, and even *gasp* radio, but rural areas have little in the way of automation. Military applications are a bit more advanced (firearms, landships, artillery, powered suits).
- As for structure, I think I can work with that. I'll prepare some story-arcish stuff to give you objectives to pursue, but you'll be free to complete/avoid them as you like. For example, my initial concept for the beginning has all of you contracted by a local zoologial society to investigate rumors and capture exotic specimens. You can do tasks for them for awhile, or you can get involved in other activities once you make more contacts/money/enemies.
...that was kind of concise, I guess. Anyway, I can get material together to be ready to start in a couple of weeks; I'll be around and on Mumble this Sunday during our usual time if anyone wants to chat about Radiance. It's pretty easy to pick up and play (did I mention it's free?), but if you're not familiar with d20, it requires a little mental realignment.
Screwie, palindrome, we use Dropbox to share documents - if you would PM me your DB email, I can add you to the folder I'm creating. Obsidian Portal and Roll20 are other resources we use frequently, especially the latter. We play on Sunday nights from 8:00-11:00, unless there's enough interest to move that; please note as a west-coast-dwelling colonial with a full-time job, I can only play on weekends consistently.
Last edited by X_kot; 20-02-2013 at 10:12 PM.
23-02-2013, 11:06 PM #815
My RL group has now officially imploded. We got as far as character creation in 2 months and that was about it.
As I said I will only be able to take part until sometime in July but if that's not an issue I'm happy to get under your feet.
Weekdays are a bit hit and miss for me but weekends are (usually) fine but there are at least a couple where I will be away over the next few months.
24-02-2013, 10:02 PM #816
Okay, so I spent much of yesterday (much more than I palnned) reading the Radiance players guide and I'm very impressed.
The system and the setting both offer a lot of neat ideas:
- The character options that are available and how they're distributed across all levels are great. Race, class and theme (and religion) all bring their own ability lists. These all combine to serve as what would be feats and spells in DnD, and most offer a meaningful and characterful impact.
- I love the range of classes on offer too. Alongside all the DnD staples there are lots of iconic ideas like the pathfinder (an Indiana Jones-style scholarly adventurer), to an archetypal witch, to the sage (paranormal researchers who can also specialise in truenaming), to the medicant (a terrifying mad scientist-like magic doctor). There's also the shifter - a weremonster class whose ability list is mostly what mutated features you want to add to their were-form over their career. So many awesome concepts - exactly the sort of thing that gets my imagination going! :)
- The book's wizard class picture is dressed up in a top hat and tux with a cane, like a stage magician. This is amazing.
- The vitality system is smartly done, yet while everyone's cool stuff is powered by the same vitality points mechanism every class is still looks very different. This single-resource approach makes multiclassing a total ease, too.
- I also like how compact the book is. It's brevity is a real strength and part of that comes from how it's organised. Case in point, the oracle mentioned above doesn't need a whole section of rules about truenaming - thanks to the universal vitality system, everything you need to know is contained entirely in her class ability list.
Thanks for introducing me to Radiance, most exciting! :D
Last edited by Screwie; 25-02-2013 at 10:47 AM.
01-03-2013, 09:52 PM #817
Oi you lot, thrilling conclusion slash hiatus this sunday? I promise to not cry too much.
01-03-2013, 11:54 PM #818
- Join Date
- Jun 2011
Sounds good, i may be a bit drunk and or late due to going for a meal with my parents around 4.
02-03-2013, 05:11 PM #819
I couldn't make last Saturday, as you may have inferred by my not being there. There was drinking to be done.
Should be good for Sunday though, if I'm not still working on this sodding coursework/have lost the will to live after annotating my eleventy millionth screenshot.[QUOTE]Unacosamedarisa: Egg, kiss me, you're beautiful.
02-03-2013, 05:48 PM #820
It's OK, they cancelled Saturday in favour of drinking.