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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! :lol:

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. :wink:

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. :P

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. :P
Ho,ho. Good one. :lol:

Re: Characters

Posted: Sun Jan 11, 2009 10:38 pm
by Deepcrush
:poke: :happydevil:

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. :P 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?