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virgil
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Post by virgil »

Image
My reaction for a couple seconds

While I like MST3K, I doubt my ability to enjoy an OSSR if you truly loathe the material. As I'm a bit of a prude, I know I won't enjoy a PbP sexventure. That leaves me with the third as the main item of interest; and in an attempt to be helpful, here are three sets of keywords to choose from along with a pithy concept (the keywords are more important to me).
  • post-apocalypse wizards dieselpunk (aka Gringotts: Fury Road)
  • Miyazaki Lovecraft airships (aka Nyarlathotep's Moving Castle)
  • kaiju conlang honor (no pithy summary here)
If you think I could be any help, or feel such a request warrants more out of me, I'm perfectly willing to contribute or even review more of your stuff.
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Post by Username17 »

My interpretation of what you get:

post-apocalypse wizards dieselpunk
The Great War rages out of control and consumes the entire planet. I mean, more than it did in our timeline. Sorcerous and alchemical discoveries made the war even uglier and drag on even longer as many major countries could continue fighting even after their industrial bases were consumed in fire. The Russian Revolution happened and the Czar's sorcerers just kept fighting the Austrian Empire. The Kaiser's war golems devastated Paris and France just kept going with the aid of witchdoctors from Dahomey.

Technology is roughly speaking 1930s level, but rather than there being a great depression to deal with, all major empires of the world have been set on fire and most major cities are bombed out and cursed. The players are the kinds of characters that might appear in a Call of Cthulhu game with munchkin players (flapper sorcerers, flame thrower toting veterans of the war, mechanics who specialize in demolitions), and the set pieces are the devastated cities of Europe that are each wracked by monsters and curses.

Miyazaki Lovecraft airships

This is so straightforward that it's actually already a movie. Nausicaä of the Valley of the Wind is totally a thing.

Image
Image
Seriously. Same movie.

kaiju conlang honor

While you probably thought of conlang as being the whole Tolkien/Barker thing of making fake languages, that is not what's going to happen. What is actually going to happen is the full Languages of Pao backstory, where an existential threat causes the development of synthetic cultures in order to raise a new generation of specialists to fight it. So, basically Evangelion only instead of the UN using child abuse to raise children who are emotionally damaged enough to perform a psychic sync with living demons trapped in metal restraints and puppeted around as weapons of war, the UN has raised a generation of children in Truman Show villages with conlangs that conflate honor and traits that the different specialists are supposed to have.

In short, you fight giant monsters and there's an extremely elaborate reason why the game is class based even though it's set in the intermediate future.

----

That being said, which do you actually want?

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Post by virgil »

FrankTrollman wrote:My interpretation of what you get:
My reaction to your interpretations, though I'm curious as to how closely Ancient History's ideas cleave to yours.
  • post-apocalypse wizards dieselpunk - I was under the impression that dieselpunk erred closer to '50s tech/aesthetic rather than '30s. While your interp differs from my expectation (which was listed), it's a perfectly evocative concept and would be unlikely to complain if that's what I got.
    Miyazaki Lovecraft airships - I honestly forgot about Nausicaa, as the airship word was a suggestion from my sister (my preference was 'recipes'). But you know what? I don't care, because that was an awesome manga.
    kaiju conlang honor - Honestly, this was largely a word salad more than any kind of expected outcome. After I posted, I wasn't thinking Tolkien/Barker, but saying "pargon" like you were playing Eternal Darkness.
That being said, which do you actually want?
I'll have to think about it, because those were relatively quickly conceived ideas I typed into my phone in the dentist's office.
Last edited by virgil on Wed Jul 01, 2015 8:44 pm, edited 3 times in total.
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Post by Username17 »

Dieselpunk runs from about 1918 to about 1953. It runs from the end of World War 1 to the end of the Korean War. So while "the 50s" does happen during the dieselpunk window, only a relatively small part of it does. Indiana Jones is a dieselpunk character, as is the Rocketeer. Typical villains in dieselpunk are Nazis, because they are very good villains and period appropriate. RPGs usually work better as spy thrillers than as war movies, and so dieselpunk RPGs would typically be set long enough before World War 2 that you could have Nazis stomping around in neutral areas.

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Post by Ancient History »

It's entirely up to you, virgil. There could be only one, and you get the Prize. That said, I've moved some heavy fucking shit in the last few hours, and my back is talking to me, so I'm going to have a lie down for a bit.
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Post by DrPraetor »

Frank, do Paranoid Rococo Reggaeton.
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Post by momothefiddler »

FrankTrollman wrote:Dieselpunk runs from about 1918 to about 1953. It runs from the end of World War 1 to the end of the Korean War. So while "the 50s" does happen during the dieselpunk window, only a relatively small part of it does. Indiana Jones is a dieselpunk character, as is the Rocketeer. Typical villains in dieselpunk are Nazis, because they are very good villains and period appropriate. RPGs usually work better as spy thrillers than as war movies, and so dieselpunk RPGs would typically be set long enough before World War 2 that you could have Nazis stomping around in neutral areas.

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Wait, so wizard dieselpunk is Hellboy?
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Post by Prak »

That sounds about right, actually.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by virgil »

Ah, the glories of option paralysis. I was tempted to juggle in 'journalism' as another potential keyword, but that would make things even harder for me because of the exponential combinations; so I'm just going to condense the ideas from earlier that stand out to me the most...

atompunk, wands, mythos
Last edited by virgil on Thu Jul 02, 2015 4:33 pm, edited 2 times in total.
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Post by Ancient History »

virgil wrote:Ah, the glories of option paralysis. I was tempted to juggle in 'journalism' as another potential keyword, but that would make things even harder for me because of the exponential combinations; so I'm just going to condense the ideas from earlier that stand out to me the most...

atompunk, wands, mythos
I can do that. Do you have a preferred system, or want me to run up something new?
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Post by virgil »

I don't want a bad system, like Apocalypse World or Chaosium. I otherwise don't have a strong preference for any particular system, so I'm about as attached to the idea of you running up something new as not.
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Post by Ancient History »

Okay, I've got an outline prepared. Should be 50-60k if I keep to my wordcounts. Working title is Unthinkable. I shall keep you posted.
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Post by virgil »

Consider me impressed and grateful.
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Post by Ancient History »

I played with the first outline, but after bouncing it against Frank, I think we both agree it's flawed. So I'm going to scrap it and work up another outline. For anyone interested, here's what the first outline looks like:
Unthinkable

The keywords are "atompunk wands mythos." This is a little more on the gritty end of dieselpunk, but we're still looking at flying cars, raygun gothic architecture, unspeakable Lovecraftian horrors, and technomagical wands. The general pitch is that players are spies in Berlin in an alternate Cold War - one where the Nazis managed to crack an ancient code and develop the Azathoth bomb, a wunderwaffen that reduced Paris and Kursk to rubble and halted both the Allied and Russian advance; the Americans responded by dropping nuclear weapons on Japan, and the great powers agreed on an armistice - which settled into an uneasy peace, as Hitler and the highest members of the Nazi regime were surrendered to a joint tribunal for war crimes. Peace saw a much-reduced Germany as a buffer state between the West and the Eastern Bloc, Russia and the allies divving up Europe and various colonial properties between them.

But the world has changed. The world has been opened up to the alien intelligencies from beyond the stars, higher-dimensional overminds so vast that they see individual humans as unintelligent cells in greater organisms, one ant in the hill. Only superpowers with vast numbers of people can communicate with these entities on any level - essentially Russia, the United States, China, and the British Empire, which has by force and cunning has retained hold on India, Ireland, and its other colonies, and even bound the Commonwealth states of Canada and Australia closer through the transmogrified George VI, who has communicated with things beyond and come back...changed. With peace came hardship; the spinning-down of the great war machines and a resurgent plague of the Spanish Flu left a devastated Europe and brought on a Second Great Depression, as the survivors struggled to rebuild.

Yet from the darkness came a new optimism, a new light: wonders of technology to pave the way to a new, brighter future. The monolithic skyscrapers of Berlin hum with rocketbikes and flying Volkswagons, mammoth Azathoth reactors provide cheap, inexhaustible power for massive public infrastructure projects: electric lights, labor-saving automatons, cheaply-grown cabbages and overmuscled specially-bred cattle grown and harvested in factory farms; the rebuilt city has become the train capital of Europe, all organized by the vast complex of the Berlin Brain, a massive electromechanical thinking engine which controls the timetables of Europe...and every citizen of the least influence, from the factory-workers to the police to the executives in their floating aerodromes carries with them their personal torch or wand - a multifaceted tool that, depending on its construction and complexity. At its most simple, the torch provides light and heat, the burning Azathoth filament inexhaustible and unextinguishable in any rain provided the heavy batteries still provide a charge, able to start a campfire or help a housewife cook a chicken; more complex devices modulate the radiowaves, allowing the average man to check the time, instantly, wherever he goes, or tune in to the news channels, or even communicate with another torch if he knows their frequency. The most dangerous torches, of course, are much more than children's glow-toys or a working-man's link to the busy world - they are deadly weapons. The most advanced torches can emit rays that melt through steel, and emit force fields that can ward off artillery shells; with the right lenses and prisms they can even generate anti-gravitic forces...and perhaps other functions, which are classified and restricted to military models.

Welcome to 1957; the Azathoth Age.

But there is a dark undercurrent to these wonders, as the economy heats up again, and a new nationalism looks forward to enthusiasm to the Gate Race, the Great Powers striving to be the first to put a man on another world. Already, the alien intelligence the superpowers have received has made them aware of other worlds, which politicians see as the new colonies: endless resources and boundless breathing room, even for the most land-locked power. So Berlin is the city of intrigue, as superpowers scrabble for scientists and technological breakthroughs, ideologies clash in the shadows, rebels and counter-armies are prepped for unthinkable wars, Nazi war criminals hide under false names and false faces, and still there are deeper shadows...because Azathoth radiation is not quite as free and clean as everyone thinks. The light burns and warps, and reality and flesh mutates under its influence; the Corruption begins much like radiation sickness, but as the exposure increases the victims become something much less than human. Coupled with this physical degeneration is a mental one, as humans begin to grasp some of the alien concepts and truths behind the functions of wands and Azathoth torches...and they become aware of other powers, Ultrapowers, like Azathoth, but with very different capabilities and agendas...and there are the remnants of the last war, like blighted Paris, New Carcosa, a banned place where the strange yellow radiance never dims, and terrible things still lurk...

Opening Fiction (1-2k)

Setting (20k)

1) A Colder War

-- The Azathoth Bomb

-- The Second Great Depression

-- Race To The Stars

- The Azathoth Age

-- The Black Sciences

-- Torches and Wands

-- Flying Volkswagons

-- The Gate Race

-- Voices from the Aether

- Demipowers & Superpowers

-- Britain

--- Enigma

-- France

--- The Ruins of Paris: New Carcosa

--- The New Resistance & Old Collaborators

-- Eastern Bloc

--- Radio Free Europe

-- Germany

--- The Nuremburg Gang
In '44, Donitz quietly ousted Hitler and used one of the wunderwaffens to force an armistice, and later a peace; for this, he has become a complex figure, sometimes praised and reviled in the same breath. The Nazi part was officially dissolved, and most of the Nazi high command was given over to war crimes trials by an international tribunal. Of the "Nuremburg Gang," most were sentenced to life in prison or death by hanging; some committed suicide. Donitz was spared only because he made sure Hitler made it to the stands; Der Fuhrer ended up in prison, a pathetic caricature of himself, half-mad and half-broken mentally and physically from the ordeal. Throughout the world, he is still reviled as the architect of the war...and the Holocaust.

-- Italy

-- Netherlands

--- The King in Citron
After the war, the Dutch Resistance morphed into something else - a clandestine organization founded on an ancient, almost-forgotten mythology with ties to the German wunderwaffen that destroyed Paris.

-- Poland

-- Russia

-- United States

--- Arkham Belt/Naval Station Innsmouth
The center of American wand production, and the focal point of both the American Gate projects and similar concerns, this high-tech region in Massachusetts has been touched often by a peculiar knack for the weird physics beyond wands, and its native sons and daughters are present throughout the United States military and intelligence apparatus, often at quite high levels.

--- United Wand Corporation

- Ultrapowers

-- Nuclear Chaos

-- The Half-Life of Hastur

-- Mordiggan

-- The Old Ones

-- Colours Out of Space

Berlin (10-20k)

- Life After Wartime

- Post-War Economics: Schnapps & Cigarettes

- Transportation: Rocketbikes & Volkswagons

- Places to Be

- People to Know

- Players

-- BND

--- Werwolf and BDJ (Bund Deutscher Jugend)

-- CIA

-- NKVD

-- Mossad

-- ODESSA
Part of the peace treaty was the dismantling of the National Socialist party, the surrender of top officials for war crimes, and the partial dismantling and reconfiguration of the German military, with an emphasis on restrictions on traditional arms and munitions (which only means they focused more strongly on non-traditional arms and munitions). The lesser Nazi officers and officials largely escaped international justice, but are still sought out by parties that want them to answer for their crimes.

-- SDECE

-- SOE

- Things To Do

-- The Berlin Brain

-- Mossad Bounties

-- Nylon Nyarlathotep

-- Operation Bloodstone

-- Operation Paperclip

-- Paperwork
Forged papers, passports, etc. A thriving market.

Mechanics (20k)

- d%
-- Pseudo-percentile system; the player or MC rolls d100 and adds the target's skill, looking to roll OVER a target number. Simple tasks have a TN of 50; average tasks 75, difficult tasks 100.

On opposed tasks you and your opponent both roll, and the higher roll (plus skill + modifiers) wins out.

- Character Creation: Building Your Dossier
Players are given 50 points, to divvy up as they choose.

-- Name, Concept, Description
-- History (Sponsor, Packages, Annotations)
-- Attributes
-- Skills
-- Equipment
-- Bonus

- Sponsors
A character's sponsor represents their parent agency; which provides their base affiliation, Clearance level, equipment access, etc.) Average Sponsor-package is 20 points.
-- BND
-- CIA
-- NKVD
-- Mossad
-- ODESSA
-- SDECE
-- SOE

- Packages:
Like PACKS profiles, a combination of Skills and Equipment. Optional, but useful as a guideline and to speed up character generation. 10-20 points on average.

-- American
-- British
-- Civilian
-- Codetalker
-- Computer
-- French
-- German
-- Grunt
-- Hunter
-- Officer
-- Pilot
-- Programmer
-- Prostitute
-- Radioman
-- Resistance
-- Rocketman
-- Russian
-- Smuggler
-- Special Forces
-- Spy
-- Torchman
-- Wand Technician

- Annotations
Additional options that provide additional abilities and affiliations, though not necessarily extra skills. 5-10 points.
- Werwolf, Cover Identity, Clearance Level, Contacts, etc.

- Attributes
Four attributes, with two sub-attributes each. Players start out with 0 in each attribute; they can increase this a step by paying 3 point per step (i.e. 3 points for 40, 6 points for 60, 9 points for 70, 12 points for 75, 15 points for 78, +3 points for each +1 thereafter). The player can then divide the points among the sub-attributes however they like. So, for example, a character with Physical 75 could have Stamina 70 and Strength 5. Attributes add 1/10 of their rating as a bonus to any skill linked to them. (Stamina 70 == +7 bonus to Stamina linked skills; Strength 5 == +0 bonus to Strength-linked skills).

Sub-attributes can be bought up independently at 1 point per step, but are still capped by the Attribute rating.

-- Physical
- Stamina
- Strength

-- Mental
- Intellect
- Intuition

-- Social
- Charisma
- Empathy

-- Essence
- Corruption
- Gnosis

Essence is a special attribute, connected with wandtech, alien lore, and mental and physical degeneration. High Corruption causes sickness and mutation, but improved relationship with alien beings and resistance to wand-based weapons; high Gnosis causes mental illness, but bonuses making, modifying, and using wandtech and other alien technologies.

-- Skills
Skills are a fixed list of general skills that apply to all characters - Martial Combat, Medicine, Firearms, etc. While the list is fixed, specialities are open. So for example Language is a skill, but you choose the speciality (specific language); same with Pilot (vehicle), academic knowledge, etc. As with Attributes, skills are bought in steps (i.e. 1 points for 40, 2 points for 60, 3 points for 70, 4 points for 75, 5 points for 78, +1 point for each +1 thereafter).

--- When Not to Roll
If your skill is >= the TN, you don't need to roll; you succeed automatically. For many skills, like Language, the magic number is TN 50 - at Language 50, you're assumed to be fluent in a language. Characters at skill 100 or above are considered masters.

- Equipment
Cost is denoted in Deutschecreds (DCs) - other currencies float around Europe, but this is what they mainly use in Berlin, though there's a thriving grey market in American dollars and British pounds; physical bills and coins have largely been replaced by small crystal pyramids which can be attached to a torch for ease of access and safekeeping. Some gear is restricted access to certain Sponsors or those with higher Access Levels (part of Annotations) - Eastern Bloc tend to have easier access to low-level torches, but a harder time getting blue jeans, and may have to settle for a Hover-Trabant instead of a Flying Volkswagon. 1 point = 500 DCs, equivalent to US 1957 dollar for pricing.

-- Clothing
-- Weapons
-- Armor
-- Tools
-- Goods
-- Medicine
-- Vehicles
-- Torches and Wands

- Improving Your Character
-- Experience
-- Training

Characters improve either through experience in the field (XP, awarded every session) or through specific training courses offered through their Sponsor or an independent course through a university - this lets PCs start a new session with a reasonable skill level. Getting to a non-amateur level of skill is relatively cheap, mastering a skill is expensive. Costs in XP are same as during character generation.

- Systems (KISS)
-- Combat
--- Quick, inaccurate, deadly

All actions happen in the same time; players declare their actions, roll their skills. Most of these will be opposition rolls; success means you deal damage.

-- Damage & Healing
--- Dying is easy, healing is long

Pseudo-percentile health system - everybody starts at 100 Health, damage on a successful hit is d100 + modifier from weapon/armor. Quick and deadly, even by Shadowrun standards. Healing, by contrast, is long: 5% per day of rest, 10% with proper medical care.

--- Drugs (DX10?)
-- Movement

-- Wands, Torches, & Files
A "file" in this parlance is equivalent to a Mythos tome; these can increase Gnosis directly (to your attribute cap). Likewise, exposure to Azathoth radiation sources can increase Corruption directly. Unique among sub-attributes, Gnosis and Corruption can also be /reduced/ using XP, representing treatment to combat the physical and mental effects of exposure.

First Exposure: On first exposure to a source of Corruption/Gnosis, the character's Essence increases a step (0 to 40); Essence can be subsequently increased either by spending XP, or by maximizing a sub-attribute - if there is ever a point where the character would gain more Gnosis or Corruption but cannot because their Essence is too low, their Essence increases a step instead (40->60, 60->70, 70->75, 75->78, +1 for each beyond that).

--- Types
--- Effects
--- Corruption
--- Gnosis
--- Other Sources of Exposure
--- Sample Files
--- Sample Wands

- The Black Dossier: Gamemaster Resources

-- Sample NPCs & Contacs
--- Police
--- Criminals
--- Foos
--- Ghouls
--- Guard Dogs
--- Military
--- Spies
-- Dark Secrets
--- The Atlantic Empire
--- The Boys in Brazil
--- Cykranosh
--- The Hollow Earth
--- New Soviet Man
--- Operation Unthinkable
--- Project Koschei
--- Wonderwaffe
-- Story Seeds
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Post by Username17 »

From a mechanical standpoint, the idea to make "Call of Cthulhu, but better" is the obvious thing to do when you're committing yourself to making a Mythos game. It's the trap that Unknown Armies, Delta Green, Eclipse Phase, and The Laundry all fall into. The problem is that Call of Cthulhu is a fucking awful system. It was bad in 1977, which is in fact before it was made. It's not even the best West Coast Dungeons & Dragons hack designed in the seventies. Making an improved version of CoC is trivially easy, but it's also not an accomplishment. You really should start with something that works OK (like SR4 or Feng Shui) and make improvements on that. It would be acceptable to start over from scratch, but for a short project like this that seems way too gimmicky.

Substats like in Skills and Powers are very hard to balance. Generally speaking it is super hard to explain how an Empathy of 60 is different from an Empathy of 70 (or whatever) anyway, so giving players granular control over their attributes provides little benefit for character customization and becomes a min/maxing exercise. Thus, the fact that it is quite difficult to make attributes perfectly balanced with one another in general and even more difficult to make them equally valued for individual characters leads to players putting the eggs in one basket much of the time. In Skills and Powers the question was "Which is the Con substat that gives me hit points? I want that one." but you're pretty much always going to run into something like that.

The original draft is trying to make a flat RNG do the work of a curved or dicepool RNG, and that's pushing way too much math onto the player side. The way stats add to skills in tiny ways reminds one of the math gymnastics required to make an Eclipse Phase character - figuring out which skills need the bonuses most from a cost saving standpoint. I can see why it's there - in a flat RNG you have to exercise incredible amounts of bonus control, which goes together with a skill-based system like baking soda and vinegar. But retroactive bonus control is asking players to count by irregular numbers or divide before adding. And that's more math than players should have to do. Switching to, for example, a dice pool system could get the kinds of diminishing returns you're looking for without the player ever having to divide anything by anything.

From a story standpoint, Nazis are probably the signature element of Dieselpunk. Everything from Sky Captain to Indiana Jones to Captain Nazi is all Dieselpunk (plus or minus the punk). I like Nazis as bad guys, they are probably the best bad guys. But Nazis have no place in Atompunk, anymore than people in Victorian outfits wielding giant wrenches do. The villains for Atompunk are:
  • Communists.
  • Aliens.
  • Evil Corporations.
  • Oppressive Futuristic Governments.
  • Post Apocalyptic Barbarians.
You're looking at Mars Attacks, not Wolfenstein.

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Post by Ancient History »

You're trying to turn steak into beef; I admit, it was a false start.
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Post by virgil »

Maybe he's trying to be the professor? "Now class, do you know why I gave him a red mark?"

I don't know how much I should inject with any opinions/ideas, since I don't want to come off as demanding or ungrateful. I also don't trust my ability to give constructive advice for something like this; though I suppose you know about what my level is through the Farcast reviews.
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Post by Red_Rob »

Ancient History wrote:For anyone interested, here's what the first outline looks like:
I'd be interested in your thoughts on what wasn't working. There were enough "Oh cool!" hooks in there that it read as well as the back of the book blurb of any number of published RPG's.
Ancient History wrote:The general pitch is that players are spies in Berlin in an alternate Cold War - one where the Nazis managed to crack an ancient code and develop the Azathoth bomb...

But the world has changed. The world has been opened up to the alien intelligencies from beyond the stars, higher-dimensional overminds so vast that they see individual humans as unintelligent cells in greater organisms, one ant in the hill...

Yet from the darkness came a new optimism, a new light: wonders of technology to pave the way to a new, brighter future. The monolithic skyscrapers of Berlin hum with rocketbikes and flying Volkswagons, mammoth Azathoth reactors provide cheap, inexhaustible power for massive public infrastructure projects: electric lights, labor-saving automatons, cheaply-grown cabbages and overmuscled specially-bred cattle grown and harvested in factory farms; the rebuilt city has become the train capital of Europe, all organized by the vast complex of the Berlin Brain...

Welcome to 1957; the Azathoth Age.
I've read worse ideas than that on Kickstarters. Ones that funded even. :tongue:
Azathoth radiation is not quite as free and clean as everyone thinks.
That part made me smile. Who'd have thought there could be anything wrong with Azathoth radiation? :wink:
Mechanics (20k)

- d%
-- Pseudo-percentile system; the player or MC rolls d100 and adds the target's skill, looking to roll OVER a target number. Simple tasks have a TN of 50; average tasks 75, difficult tasks 100.

On opposed tasks you and your opponent both roll, and the higher roll (plus skill + modifiers) wins out.
I'm having a hard time seeing what D%+mods vs TN has over D20+mods vs TN. It takes more dice, is harder to calculate and the only benefit is it allows you to track modifiers smaller than +1 on a D20. Does anyone really want to track modifiers smaller than +1 on a D20? If the only reason you are using a D100 is for that CoC vibe I'd take another look at what it is bringing to the table.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

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Post by Ancient History »

Pseudo-percentile looks like percentile, but plays like d20; mechanically people have an easier time understanding probabilities if it looks like percentile, mechanically we know that Basic Roleplaying percentile system is one where you fail all the time because the ratings are way too low. However, as Frank pointed out to me while we were hashing it out, pseudo-percentile - especially the way I was thinking of implementing it here with the fake-curves and sub-attributes - really is just falling into the same trap as Unknown Armies or The Laundry, in that it's way too much of a BRP hack. Trying to be too much like Call of Cthulhu is a bad thing, and mechanically too complicated for what should ideally be a really simple system.

I haven't made any hard choices on what a replacement system is going to look like, though I'm leaning toward dice pools.

With regards to the setting, what Frank pointed out is that it's essentially a dieselpunk setting instead of an atompunk setting. It's a very different aesthetic, and while I like and will probably re-use chunks of it, I think to abide by the three keywords (atompunk Mythos wands) I need to step back, reconsider, and try again. So I'm currently looking at some of the slightly more obscure atompunk stuff written by H. P. Lovecraft and Clark Ashton Smith, and see what I can cobble together out of that.
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Post by Antariuk »

Nevertheless, those are some pretty cool ideas. Garnished with a few elements from Metrpopolis, I'd play that in a heartbeat. One questions though: is "wunderwaffen" some kind of established term? Because it's plural, so a single bomb would be a "wunderwaffe". Nothing relevant of course, but it got me curious :)
Last edited by Antariuk on Sat Jul 11, 2015 3:36 pm, edited 1 time in total.
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Post by Ancient History »

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Post by Ancient History »

Still working on a revised outline. Not happy with what I've got yet.
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Post by Ancient History »

I have another outline; I've passed it to Frank for a reality check.
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Post by Orion »

What is the future cut-off for diselpunk? Why does it end in 53, and why are the villains nazis and not stalinists?
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Post by Ancient History »

'53 is the year when the Occult Wars finally ended with the death of Adolf Hitler.

Seriously though, there's no firm cut-off. And yes, you can have Stalinist Russian dieselpunk foes, but the Nazis are more iconic; the Russians really came into their own later, after the Nazis fell.
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