Game mechanics, dice rolls, and other crap
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Re: Characters
And there was much rejoicing.
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
- Deepcrush
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Re: Characters
The girl on my right is my g/f and her winter fishing hat.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
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Re: Characters
Holy mother of f**king Christ on a godd**m wheat cracker! It really is gone!Deepcrush wrote:Done and done! Santa hat is gone!
There is only one way of avoiding the war – that is the overthrow of this society. However, as we are too weak for this task, the war is inevitable. -L. Trotsky, 1939
- Deepcrush
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Re: Characters
So who's GM and when are we starting?
Jinsei wa cho no yume, shi no tsubasa no bitodesu
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Re: Characters
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.Deepcrush wrote:So who's GM?
There is only one way of avoiding the war – that is the overthrow of this society. However, as we are too weak for this task, the war is inevitable. -L. Trotsky, 1939
- Deepcrush
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Re: Characters
I think it should be a mod in truth but I have nothing against Kendall.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
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Re: Characters
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.
- Deepcrush
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Re: Characters
I guess you're right. Besides, its best we don't have a Dark Angel boy running things. That could only end badly.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
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Re: Characters
Ho,ho. Good one.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.
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Re: Characters
I think Mikey's heading this one.
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
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Re: Characters
I got it started, but I sure don't mind anyone's input.
I can't stand nothing dull
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
- Deepcrush
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Re: Characters
Well, do you have a play system in mind?
Jinsei wa cho no yume, shi no tsubasa no bitodesu
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Re: Characters
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?
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?
I can't stand nothing dull
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer