Page 7 of 11
Re: Characters
Posted: Sun Jan 11, 2009 8:52 pm
by Deepcrush
Done and done! Santa hat is gone!
Re: Characters
Posted: Sun Jan 11, 2009 8:58 pm
by Sionnach Glic
And there was much rejoicing.
Re: Characters
Posted: Sun Jan 11, 2009 9:05 pm
by Deepcrush
The girl on my right is my g/f and her winter fishing hat.
Re: Characters
Posted: Sun Jan 11, 2009 9:15 pm
by Tsukiyumi
Deepcrush wrote:Done and done! Santa hat is gone!
Holy mother of f**king Christ on a godd**m wheat cracker! It really
is gone!
Re: Characters
Posted: Sun Jan 11, 2009 9:20 pm
by Deepcrush
So who's GM and when are we starting?
Re: Characters
Posted: Sun Jan 11, 2009 9:21 pm
by Tsukiyumi
Deepcrush wrote:So who's GM?
I would say Mikey, but Rochey and Kendall seem to have a better grasp of the game mechanics. I imagine you do as well. I didn't sign up to do no maths.
Re: Characters
Posted: Sun Jan 11, 2009 9:25 pm
by Deepcrush
I think it should be a mod in truth but I have nothing against Kendall.
Re: Characters
Posted: Sun Jan 11, 2009 9:27 pm
by Aaron
I'll pass. Maybe if I had the physical book but I don't really want to scroll through Adobe to check what happens. Besides, I only have the player guide, not the GM one.
Re: Characters
Posted: Sun Jan 11, 2009 10:25 pm
by Deepcrush
I guess you're right. Besides, its best we don't have a Dark Angel boy running things. That could only end badly.
Re: Characters
Posted: Sun Jan 11, 2009 10:26 pm
by Aaron
Deepcrush wrote:I guess you're right. Besides, its best we don't have a Dark Angel boy running things. That could only end badly.
Ho,ho. Good one.
Re: Characters
Posted: Sun Jan 11, 2009 10:38 pm
by Deepcrush
Re: Characters
Posted: Mon Jan 12, 2009 4:57 pm
by Sionnach Glic
I think Mikey's heading this one.
Re: Characters
Posted: Mon Jan 12, 2009 6:16 pm
by Mikey
I got it started, but I sure don't mind anyone's input.
Re: Characters
Posted: Mon Jan 12, 2009 6:47 pm
by Deepcrush
Well, do you have a play system in mind?
Re: Characters
Posted: Mon Jan 12, 2009 7:25 pm
by Mikey
Not a specific mechanical system; in general, I'd be biased toward the PC's because, after all, we're the heroes. Because of the play-by-post nature of how we're doing this, combat would end up looking like it was real-time, rather than turn-based; I'd probably make action decisions and rolls for the NPC's, and allow the players to declare what they want to do within bounds of reason - if Kendall wants to make a 400m headshot with his combat shotgun, I'd tell him to find me the guy in real life who can pull that off and then I'll consider it.
I'd also ignore freak rolls which kill or incapacitate a player character by a lucky shot from some random grunt.
For non-combat actions, I'd probably only make rolls in certain situations; I wouldn't need Tsu to make a test to see if his Culexus assassin could sense a powerful daemonhost 5 feet in front of him, for example, nor I would I roll to see if something happens which
needs to happen for story purposes - it would just happen. If Rochey's doctor had to bandage up a simple cut in the meat of your thigh, I'd probably just assume he could do it; if he had to perform an emergency tracheotomy in the middle of a firefight using a pen knife and the tube from a ball-point pen, I'd make a (heavily modified) roll - but again, I wouldn't even let a catastrophic failure kill a PC unless the player had agreed via PM and wanted to bring a new character in.
N.B.: as to combat being non-turn-based - in game play, it will probably look like it is. I'll get either through post or PM each player's actions, run through a couple, then post the NPC's actions and results.
Here's a question for everyone: do we want everything - combat results, etc. - to be presented in our typical narrative format, like our other RP's; or do we want to post in narrative format in general, then revert to a very basic "Grunt 1 moves x meters, shoots Mikey in the face doing y result" form?