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 Post subject: Re: The Grab Bag
PostPosted: Wed Jan 11, 2017 10:31 am 
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Preferred Pronoun Set: he/him/his/his/himself
I guess your comment is as small as... Well...
Small comment, that is ! How do you feel about my idea ?

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 Post subject: Re: The Grab Bag
PostPosted: Fri Aug 11, 2017 3:37 pm 
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Cosmology (spec fic): Endlessly Microscopic
Molecules are composed of atoms. One scale beneath that lie the protons and electrons, themselves built up of quarks. Where does this delve end? What is the smallest level of matter?
There isn't one.
The universe just goes on forever, smaller and smaller. For every "fundamental" particle there is a smaller class of particle. Perhaps at some point the series repeats itself. Twelve steps below quarks, can be found a class of particle that behaves identically.
Is this how the world operates? The universe occurring on a simultaneous infinity of scales? Does every action hold cause and consequence on lower and higher levels?
This must consume enormous processing power. This is the point.
What we perceive to be the universe is an equation that, if solved, will terminate.
So pray for forever and praise the infinities.
-Ibn Raquva, the 4th Universe

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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 Post subject: Re: The Grab Bag
PostPosted: Tue Aug 15, 2017 10:58 am 
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Well, as long as maximum measurement precision is finite, you cannot say things like that for sure.
(And even if it isn't, you still can't. You can never way anything for sure, in fact.)

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 Post subject: Re: The Grab Bag
PostPosted: Mon Sep 04, 2017 7:24 pm 
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I'm a big fan of JoJo's Bizarre Adventure and also of RPGs. Perhaps it was inevitable that I would try to combine the two*. I intially thought of it as something that could be played by post on the forums, but I don't think the material lends itself to that sort of thing well.
For those of you who don't know what JoJo's Bizarre Adventure is, I'd direct you to Crunchyrollor tvtropes. For those of you who don't know what an RPG is... that'd probably be none of you, but I'd direct you to Wikipedia.

So how would a JJRPG work?
Our needs:
  • Unique and crazy powers are a must, they're the main draw even. So character creation would have to be a big component.
  • Since many stand powers uneerringly rewrite the rules of reality they are hard to emulate through mechanics and impossible to balance.
  • Combat heavy.


How we meet these needs:
  • A point-buy character creation system. Since the variety of unique powers and restraints is infinite, players and the GM would have to hash out the proximate point cost of powers. This should be fun but abusable- which should make it more fun.
  • The game is powergamer, "munchkin" friendly. To clamp down on the worst excesses, game masters should be encouraged to throw unreasonably difficult obstacles at overpowered characters and saddle them down with handicaps (injuries, phobias, limits to their powers). Preferably everyone at the table should be on board with this and it will be discussed beforehand. To turn a cruel punishment into a fun reward, the offending player should be compensated with points to be spent to alter events within the game ("actually my invisibility does apply to people with heat vision") or with experience points.
  • The game should be somewhat narrativist - the results of actions are often dictated by players or the GM as opposed to looked up on a table. This would apply to the outcomes of many die rolls.
  • To keep PC's thematically coherent, bonuses should be applied as rewards in character creation.
  • Work things like social connections, wealth, HQ's, etc. into game mechanics a la White Wolf's Storyteller system.

*It really wasn't, but I thought about it anyway.

Some Jojo stand concepts


Edit- Actually, from what I've seen of the Marvel Super Heroes RPG, the Action Control System table might be a good way of handling things.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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 Post subject: Re: The Grab Bag
PostPosted: Wed Jun 13, 2018 10:04 pm 
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Damn them. The philosophers were right.
Death is nothing but the cessation of the consciousness. And every time we sleep we die. We (that is I) flood the afterlife. Ten thousand sleeps and 4 concussions have populated a middle-seize town. We do not cease growing in death, and every one of us is of an equal age.
How then do I measure against them? It is poorly. In the eras of Peter I am the first of the I's in wake of the Breakup. We are are miserable lot, thrown into this afterworld in such sorry state. We did not take our deaths well. We adapted poorly. Those before flourish. Those after thrive. We tread the water between the earlier Relationshipers and the later Newgrads. We broken up lack the optimism and acumen of others in the greater we.
I fill my wounds with carrot soup and pickles. It is our own invention. that of the 4344th. It is the source of his wealth in this world. His customers are himself and they suffice to buoy a restaurant no one else would visit. Our tastes (in all things) have intensified amongst ourselves. It seemed for a time that those I's of the Conservative Phase would convert our better part, until the arrival of the College gang. Better knowing and better arguing they swayed the tide. Only the Dead At Fourteens a think elsewise in much number. Them and the far-estranged, the much-divergent Young Deaths. They are, as ever, their own. What can we share in thought with those who we share nothing in experience?
I write this for posterity. I know not what happens if I am to die in this world. Tomorrow we go to war with the Susans.


TLDR; Every time you sleep it's like dying and another, more up to date you appears in the afterlife- right next to older versions of you who've been there a while. I think this would be a neat concept to explore in either written format or as an RPG scenario. It's certainly an interesting social dynamic to pick apart.
Just how would such people form a culture? Would the First Dead rule? What kind of volume does their echo chamber effect operate at? How would others folks regard them as a whole? Or would they be regarded individually?

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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 Post subject: Re: The Grab Bag
PostPosted: Fri Aug 31, 2018 12:13 am 
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Draft

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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