Posted: Mon Sep 29, 2008 10:10 am
What about all the characters who start as one role and then change mid way through a story? Blackgaurd style. Seems like role protection would mess that trope up.
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YES!PL wrote:That's small potatoes compared to the fact that role protection messes up like a zillion character concepts right out the character creation gate.
No, he said currently the roles overlap, and he wants to "fix" that "problem".Frank has said several times now. Stabbing people and casting spells are not roles, it is a slider.
... for instance.If you're playing Cowboys and Indians, you have to be a Cowboy or an Indian, if you're making Dances With Wolves you can make some kind of crazy Cowboy/Indian hybrid.
Cowboys and indians both have exactly the same starting attributes. Both can ride horses and shoot guns. They also get cultural weapons, such that an indian can start with a bow and a cowboy can't. If a cowboy picks up a tomahawk, however, she can use it.PhoneLobster wrote:... for instance.If you're playing Cowboys and Indians, you have to be a Cowboy or an Indian, if you're making Dances With Wolves you can make some kind of crazy Cowboy/Indian hybrid.
That is some crazy ass bullshit right there.
He just jumped from "fictional characters are the centre of their universes" to "Bow Guy abilities must NOT combine with Gun guy abilities, fuck you Kevin Costner for wanting to play a character like that in my cowboys and indians game you role stomping freak, why don't you go play fucking rifts".
I mean REALLY, no cowboy/indian hybrid? We aren't exactly talking fairies and cyborgs here. But then again in a game advertised as The Amazing Fairy Cyborg Universe Game, a ROLE PLAYING game no less, I'd be somewhat alarmed at there being no crossovers permitted between the two advertised factions.
I'd prefer something like "sparking with magenta arc lightning" or "an effervescent neon mist" over runes but it works.K wrote: I've been mulling over the idea of visual cues for TNE, and I think I've solved the Wizarding Blob.
Wizards use magic tattoos a la Full Metal Alchemist to use their combat powers. Intelligent Blobs with wizard levels would have magical patterns visibly suspended in their fluids.
Awesome, no?
I've been thinking about what Sorcerers need as cues, and have decided that Sorcerers gain their powers not from words and symbols, but from drawing them from magical objects and places. They will be different from Wizards in that they are sharply themed while Wizards are a form of generalist.sigma999 wrote:I'd prefer something like "sparking with magenta arc lightning" or "an effervescent neon mist" over runes but it works.K wrote: I've been mulling over the idea of visual cues for TNE, and I think I've solved the Wizarding Blob.
Wizards use magic tattoos a la Full Metal Alchemist to use their combat powers. Intelligent Blobs with wizard levels would have magical patterns visibly suspended in their fluids.
Awesome, no?
It works better, however, if such blobs gain powers after having eaten a Wizard, spellbook, or spellcasting item. Multiple devourings don't change anything; it's that initial exposure, like a bacterium absorbing genetic code form another source.
That's a good direction. Oddly similar to my take on fey magic as a series of illiterate cultures using spoken word and memory as sole means for advanced learning simply because their lifespans never required stored information (though the implementation in game is under revision).K wrote: I've been thinking about what Sorcerers need as cues, and have decided that Sorcerers gain their powers not from words and symbols, but from drawing them from magical objects and places. They will be different from Wizards in that they are sharply themed while Wizards are a form of generalist.
So a fire sorcerer gets flame traits. This means that a Sorcerer Blob would have flame traits in their ooze if they ate a flame sorcerer or Pyroclastic Armor.
OK that isn't actually the same as protecting the cowboy and indian roles at all. Its protecting the Bow guy and lariat guy roles. Which is even dumber when you think about it.CatharzGodfoot wrote:You might want a few protected abilities. I'd suggest that indians can't use lariats and cowboys can't use bows.
First of all that is not Frank's design philosophy or presented argument. Remember in his world a guy playing an elf flavor as a unique race is subverting the rules and ruining the game compared to a guy using the SAME elf rules to play an elf that is merely a cultural adaption of an imaginary pan-elfdom elf.CatharzGodfoot wrote:So say you want to play a cowboy/indian. Well, you can play a cowboy/indian raised by cowboys or raised by indians. You still have to choose which team you're on, and that determines starting gear.
Thirdly, what the hell is this? WoW? Pick horde, pick alliance, one or the other, no halvsies or independents, bitch. We aren't just presenting this as a campaign thing either, congratulations its hard coded to the very core of the rules through role protection!You also have to choose a team, because that's how the game works. If you decide to be neutral, you simply aren't playing at all.
Why on earth do you think that is the case?You don't get to start with or use both lariats and bows, because that would entice everyone to play a cowboy/indian.
If you don't like the setting, maybe you should come up with some other hypothetical game that you would be more comfortable arguing about.PhoneLobster wrote:OK that isn't actually the same as protecting the cowboy and indian roles at all. Its protecting the Bow guy and lariat guy roles. Which is even dumber when you think about it.CatharzGodfoot wrote:You might want a few protected abilities. I'd suggest that indians can't use lariats and cowboys can't use bows.
Regardless of your back story, you play one role. The role you play is either cowboy or indian. I think it's pretty simple, really.PhoneLobster wrote:First of all that is not Frank's design philosophy or presented argument. Remember in his world a guy playing an elf flavor as a unique race is subverting the rules and ruining the game compared to a guy using the SAME elf rules to play an elf that is merely a cultural adaption of an imaginary pan-elfdom elf.CatharzGodfoot wrote:So say you want to play a cowboy/indian. Well, you can play a cowboy/indian raised by cowboys or raised by indians. You still have to choose which team you're on, and that determines starting gear.
So using the cowboy rules to play a non cowboy is fucking crazy town.
Second that sort of "rules support" is the same sort of rules support 4th edition has for all those things its rules don't actually cover at all. You are leaving me with no room or support for my Cowboy/Indian greater than the fluffy bunny fairy tea party support, in the rules I'm just a fricking cowboy like everyone else.
I think it should be fairly obvious, but I'll try to explain it anyhow.PhoneLobster wrote:Why on earth do you think that is the case?You don't get to start with or use both lariats and bows, because that would entice everyone to play a cowboy/indian.
Yeah, and you probably play chess with the gray pieces that go in the middle of the board.PhoneLobster wrote:Thirdly, what the hell is this? WoW? Pick horde, pick alliance, one or the other, no halvsies or independents, bitch. We aren't just presenting this as a campaign thing either, congratulations its hard coded to the very core of the rules through role protection!You also have to choose a team, because that's how the game works. If you decide to be neutral, you simply aren't playing at all.
What you mean like you just did because Frank's position was actually indefensibly dumb?CatharzGodfoot wrote:If you don't like the setting, maybe you should come up with some other hypothetical game that you would be more comfortable arguing about.
But highly inflexible considering its supposed to be a role playing game where people invent and operate their own characters as their ONLY contribution to the cooperative story.CatharzGodfoot wrote:Regardless of your back story, you play one role. The role you play is either cowboy or indian. I think it's pretty simple, really.
If your assumption holds then EVERYONE will be making characters that can use Dynamite, Throwing Knifes and combat playing cards, because in at least one situation THOSE are also good.Therefore, I make the assumption that every item is ideal under at least one situation. If my assumption holds,
How many times does this actually need saying?Yeah, and you probably play chess with the gray pieces that go in the middle of the board.
Yes, Cowboys and Indians is a very inflexible game. It has the advantage however of being very quick to assess groups once people know the rules. A cowboy character can lasso things, an indian character can indirect fire arrows over walls, and both characters can shoot things with rifles and ride horses. It's a simple an inflexible game, and it isn't for everyone. But if everyone at the table has agreed to play it, they have agreed to play within those inflexibilities. If you come to the table where people are playing Cowboys and Indians and you try to bring in a character with a lasso and a bow, heck if you try to come in with a character with a lasso and a bow but without horse riding skills, you're being an asshole. If you can't accept playing a Cowboy or an Indian, you need to play a different game that encompasses character options that you can accept.PL wrote:But highly inflexible considering its supposed to be a role playing game where people invent and operate their own characters as their ONLY contribution to the cooperative story.
Actually, I'm not smoking any kind of crack at all.PhoneLobster wrote:That is to say what the fuck crack are you smoking to think that bringing up chess in anyway supports your point about an RPG?
It is however superior for practical game play purposes.But it's not morally superior to a game where some people call on malleable solid shadows and other people meld blue energy monster parts to their souls and none of the player characters do both.
No. It's contradictory. Not the same thing.Draco wrote:Essentially saying "we're playing D&D" is meaningless for determining what roles should exist.
all i could see was that in every relevant area that a "Y" should have appeared there was a "Z." It's amusing that the german keyboard is really only that different.Boolean wrote:german keyboard stuff.
Actuallz, Blackguards are no problem. Thez were alreazd an explicit character rebuild that overwrote abilities ozu used to have with new ones entirelz. Zou could seriouslz just junk zour old Fighter and roll up a new Deathpriest.Draco_Argentum wrote:What about all the characters who start as one role and then change mid way through a story? Blackgaurd style. Seems like role protection would mess that trope up.