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Andrea Parducci
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Andrea Parducci

Discussion  - 
 
Hallo community. I read the various books, however, I have a big question about the recursions. How the passing of time is managed? How the recursion "evolution" is managed? I can't find a "default" explanation. I'll try to make an example, to better explain my issues:
Let's say that the "221b Baker Street" recursion was discovered the first time in the 1950. First quickened went there, and found this "alternative London". The found that Sherlock is real in there, and Moriarty too. Let's say that a quickened, Mary Brown, met Sherlock, and they became friends. Then 10 years passed.
- Does Sherlock remember Mary, when, after 10 years, she come back in 221b recursion?
- Is Sherlock 10 years older?
- Probably a lot of quickened agents came and went from 221b in these years. Can they see an "evolution" of the recursion? Could Mary, when return there, see that Sherlock married in the meantime, and now he has a baby?
- If the recursion was found in 1950, now 221b probably is a recursion WITHOUT Sherlock and Moriarty (they could be dead from aging). There is a sort of cyclic reset?

Thanks in advance. I'd love of course to ear the +Bruce R Cordell​​​​​ personal take about that, because reading the whole material I have, still I can't make my mind on how I should manage this setting.
Of course I have other questions about the game, but they are more mechanic related, so probably I'll open other threads soon. 
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William Keller's profile photoBruce R Cordell's profile photoAndrea Parducci's profile photo
6 comments
 
Well, I can elaborate from this one. Interesting start. Thanks again. 
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Andrea Parducci

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What a wonderful game! Great visuals, greats sound experience, clever geometries. #monumentvalley
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Alberto Gieri's profile photo
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Monumentvalley...... Compreso
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Andrea Parducci

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I love this song. I tried to put synced lyrics in Musixmatch for it. Asturian language... I didn't find an English translation: can anyone help with that? 
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Andrea Parducci

Discussione  - 
 
Chiedo agli esperti di Fate. E' uscito qualche supplemento per il "nuovo" Fate Core con un bel tot di dettagli già pronti per una campagna fantasy, anche in inglese? Qualcosa tipo Legends of Anglerre, per il "vecchio" Fate, per chi si ricorda.
Siccome è un pò che lo snobbo, vorrei capire se qualcuno ha pubblicato qualcosa, nell'ultimo periodo.
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Daniele Di Rubbo's profile photoPaolo Castelli's profile photoAndrea Parducci's profile photo
10 comments
 
Yeah, Monster and Magic ce l'ho. Interessante, sicuramente una discreta alternativa a 13th Age o simili. L'unico porblema è che l'ho sempre visto come "incompleto", come se non fosse stato rifinito fino in fondo.
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Andrea Parducci

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Quickplay v4, pag. 15. Refers to "CIPHER" skill.
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Daniel Helman's profile photoJohn Harper's profile photoAdam Minnie's profile photo
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v4, p15 also mentions Discern at the top. I thin kit means to be Survey.

This version looks awesome in so many ways!
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Andrea Parducci

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Maledetta pastafrolla. Non puoi mai fidarti della pastafrolla. Certo, la mela aveva gli occhi offuscati dal cuore, ma stai sicuro che io non mi farò fregare dalla pastafrolla. 
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michele marangon (Michaels Jodynick)'s profile photo
 
Non conoscevo questo lato di te. Veramente divertente. Quando l'ho letta sono scoppiato a ridere. Complimenti Andrew. Miki.
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Have him in circles
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Andrea Parducci

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The longest night is past. The days are getting longer again.
Sol Invictus! Many wishes!
🎇 🎇 🎇 🌞 🎇 🎇 🎇
(PS: I loved the picture, while partially unrelated...)
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Andrea Parducci

Discussion  - 
 
Hallo community. I have to ask if someone already did a cool, big list of all the various Focuses and Descriptors that you can find in the official books. Actually, I'm more interested in the list for The Strange, but I see there is no big community for that game. So, I ask here.
Of course, I'm ready to start a shared XLS in google drive, if no one did this thing before, 'cause I think it come very handy for masters and players, but I could need a kind hand from you, to lighten the whole work, so everyone can add some row from time to time.
The ideal thing should have Name, Short description, book where find it, page number.
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Daulton Whitehead's profile photoDarcy Ross's profile photoAndrea Parducci's profile photo
9 comments
 
I added some rows, taking the new Descriptors from The Strange Alternate Origins.
Of course, +Circa GIS, you can copy/paste them for your file, or you can start using "my" open-to-collaboration file here: https://docs.google.com/spreadsheets/d/1mxY35RF4kgL9T5RBRr3sDJ6h3K7PgFLQh9p0MXHrgNM/edit#gid=221534041

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Andrea Parducci

Rules & Sheets (Official)  - 
 
"A score yields 1 rep per Tier of the target and a
coin reward based on the nature of the operation
(see list at right)."
Well, I feel this rule is quite broken. Let's take a noob crew, doing his first jobs, vs. tier 1 enemies. It takes forever to get the tier 1. Then, when you start to do jobs vs. tier 2 enemies, you go up in about 4 or 5 missions (also, probably you gained Turf in the meanwhile, so you need fewer Rep to go up).
Then, when you'll fight vs tier 3 enemies, you'll go up in a couple of missions.
I'm quite astonished about that.
Of course, I'd could suggest you should use a rule like: A score yelds 1 rep it your target is inferior, 2 rep if your target is on par with your crew, 3 rep if your target is above your crew.

(or, something like that)
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Oliver Granger (watergoesred)'s profile photoJohn Harper's profile photoAndrea Parducci's profile photo
14 comments
 
No, it's clear. Simply, I understand there are no set mechanics for failed missions, the GM has to work with the downtime enemy actions / clocks, to target Hold (then Tier) of the PCs crew. 
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Andrea Parducci

Discussion  - 
 
People, give me some fast advice about the "Quality" part of the Crew Sheet (v4 rules).
I see "Gear", "Implements", "Supply" and "Tools". I see these 4 words as synonyms, really similar each other.
Could you help me to differentiate them for my players, helping them to choose one of another? 
1
Oliver Granger (watergoesred)'s profile photoAndrea Parducci's profile photoTom McDonald's profile photoJohn Harper's profile photo
6 comments
 
That's cool, Tom. I might go with something like that.
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Andrea Parducci

Discussion  - 
 
About the downtime action Vice + Lost. Of course, my players end with lot of stress, often low coins, and lot of things to do. So when they need to remove lot of stress, they use Vice + Lost. They prepared a second PC, and they use it in the next mission. Then, when they return with the 2nd character, they use Vice + Lost, and they regain the 1st character again.
Is this a viable method to rain at least 6 Stress "easily"? Also, this let them to avoid the other options. 
2
Benjamin Davis's profile photoAndrea Parducci's profile photoMike Pureka's profile photo
7 comments
 
I'm kinda glad - while I don't particularly favor playing multiple PCs, it would be a shame to shed the option.
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Andrea Parducci

Discussion  - 
 
Hallo everybody. I'd like to ask something about the game and the system, before to make my mind and jump on the kickstarter bandwagon.

First of all. Are powers (and equip) equipped with tags, both narrative and mechanical? Ie. When I create/choose a power, is the power "Forceful" "Area" "+1Damage" "Very far" "Ice" etc.?
I ask this one because I didn't like the Worlds in Peril rpg approach, so I'd like to grasp the differences between Mask and other PbtA games, specifically on this point.

Also, is there a way to interact with scenes, for example to "lock" a fight within specific "places" or "situations", gaining the chances for fight a "difficult" enemy? Ie. I'm a ground-based fighter, but I'm against a dastardly flying enemy, that is shooting me from apart: there are specific game rules that I can use to "force the enemy in a room" or "to make me followed so we'll fight in a small, low, alley"? Something that I can roll, and if I succeed, I have those kind of choices to gain that "narrative location/situation advantage"?

Is this true fro NPCs too? I know, PbtA games have master don't following the same PCs rules, however, suppose to have a ground-bsed Villain, can I ask my flying-heroes PCs to roll a sort of "Defy Danger" move to "force" them to enter that low, cramped building, because "Ehi, the Villain is inside, we can't stay around the building forever"?

Thanks in advance for the attention.
1
Wynand Louw's profile photoBenjamin Davis's profile photoJames Etheridge's profile photoAndrea Parducci's profile photo
13 comments
 
+James Etheridge "For what it's worth, I think conditions are great–making all the "damage" emotional is about the most elegant way I've seen to support having a physically invincible character like Superman"
Absolutely. I say conditions as a necessary feature, in a superhero game. But the mechanic behind the conditions can be really different, and I was speaking about that. Did you played Cortex+ or Fate? If you did, then you understand what I was saying.

"That said, some of the Conditions are definitely easier to link to the fiction in most situations." This is the point. Nothing in the system (I suppose) stop the player to choosing "inappropriate" condition, just to stay in the scene. If those conditions are something like "Hit Points", then you can bet a lot of players (well, in my groups, at least...) will try to check all of them, before to go down. So, things become silly when they check inappropriate conditions.
In Cortex+, for example, you can't choose Insecure, if hit by a truck. Or you can't choose Exhausted if embarrassed by a Sexy Girl from Outer Space :D
In Fate, you have empty "boxes", so you fill what is appropriate in that situation. In the 2st box you could write "Punched in the face", in the second "Hit by a running Truck", in the 3rd "That Alien Girl really makes me mad!" etc.
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Have him in circles
221 people
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Responsabile commerciale presso DIESSE INFORMATICA - Lonigo
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Vivo la mia vita libero e fiero. Tre volte nel bene, tre volte nel male.
Introduction
Appassionato di computer, arti marziali, giochi di ruolo, buon vecchio rock.
Bragging rights
Aver trovato un'altra anima fantastica con la quale condividere il viaggio.
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  • Super Hexagon
I prezzi sono molto buoni, il servizio anche.
Public - a month ago
reviewed a month ago
Sì mangia bene, e il locale è carino. Ho sempre trovato i fritti asciutti e saporiti, e le carni buone (solo il chicken tandoori a volte poco cotto, soprattutto quando la cucina è aperta da poco). Il posto è abbastanza grande, quindi quando è pieno potreste dover aspettare parecchio.
Public - a month ago
reviewed a month ago
Mobili ed accessori carini da vedere, ma la qualità costruttiva generale e i materiali sono scarsotti. Inoltre, ho avuto brutte esperienze col trasporto organizzato da loro per i mobili. In particolare, il corriere mi chiamava imponendo giorno ed ora della consegna, non accettava di mettersi d'accordo o di organizzarsi, anche con largo anticipo. Poi, un mobile è stato cambiato una volta (arrivato bottato), e quello arrivato dopo lo abbiamo tenuto, anche se non perfetto. Un altro mobile, in ferro e legno, ci è stato cambiato TRE volte, perchè continuava ad arrivare deformato. Anche per quello, lo abbiamo tenuto non perfetto, alla fine, perchè eravamo esausti.
• • •
Public - a month ago
reviewed a month ago
Ovviamente, posto grande, molta disponibilità, non ho avuto mai problemi in caso di garanzie.
Public - a month ago
reviewed a month ago
29 reviews
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Il locale è piccolo, ma tenuto bene, abbastanza caratteristico. I piatti di carne (e di pesce, anche se quella no non è zona di pesce... :D ) sono ben cucinati, e si sentono gli ingredienti freschi. Ho notato piatti poco "ricercati", lo definirei una trattoria di alto livello, più che un ristorantino. I prezzi sono forse un po' alti, soprattutto considerando la zona.
Public - a month ago
reviewed a month ago
Sì mangia bene. Trovate i classici piatti indiani proposti in Italia. Il posto è piccolo, conviene prenotare. L'ambiente è meno curato di altri ristoranti, probabilmente era un bar, in passato.
Public - a month ago
reviewed a month ago