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Danilo Jara
Lives in Santiago, Chile
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Ya me leí plenilunio y maleficio time: Soum, buenisimos ambos! Ahora a por apocalypse codex! El disco no me gusto mucho ¿que música recomendarían para esto?
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Manuel J. Sueiro's profile photoDaniel Medianero's profile photo
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Otra que también da muy buen resultado es la de la serie Penny Dreadful
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A punto de comprarmelo en PDF para mirarlo! Me tinco n el setting. 
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Así es! Sólo qiebno soy de españa. Tengo que esperar a ve si nos cordinamos con unos amigos para traer varias cosas de nosolorol juntas.
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Danilo Jara

Hacks, Mods, Tweaks  - 
 
An option for more battle between bloody combat and Fight! Using Mouse guard mechanics

What do you think about an intermediate system between Simple Combat (and bloody combat) and Fight! mechanics? Fight! mechanics is wonderful for duels but handling a lot of PC and NPCS is a nightmare! As a GM having to think as fast than players  but for various NPCS is very demanding. I'm aware that Fight! is intended for  very special Fights, but I think that simple combat is too simple for my taste for "intermediate" fights. I really love mouse guard and torchbearer conflict mechanics because it has a balance between complexity and simplicity, and promote team work in fights. So I'm thinking about how to marry mouse guard conflict resolution system and Burning Wheel Gold. 

This is my idea. First, the players make teams for 1 to 3 members. A team stand a fight till all its  member are out for hesitation or death at the end of the exchange. If you have two teams, players vs. NPCS, the fight is over when one team lose all its members. With more teams per side, the fight is over when one side lose all its active teams. 
After teaming players, every one define his opponent and make an engagement roll to take advantage (considering Stride and length weapon rating). Disvantages apply as burning wheel gold fight! mechanics.

 After that, every team has 3 actions to split between their members and everyone can make actions against their opponent or to build advantages using the four actions available (Attack, Defense, Maneuver and Feint). Every team must build and strategy and assign the action for their members. Members can make an actions or help their team mates.

Actions work very similar as in Mouse guard, but with some changes. Attack inflicts wounds, defense protects against attack and produce advantages to recover advantage during positioning, Maneuver must include some special move to recover advantage in addition to classic benefit. Feint remains without changes.  When you receive an attack and hesitate, you lose advantage and you must recover it using an maneuver or during position at the beginning of the next exchange. 

If the exchange ends and there are two or more teams alive, the conflicts proceed to next exchange. All players must test for positioning considering advantages in function of their weapon's length as in burning wheel gold (adding stride bonus and weapon bonus to their speed test) and everything go as above in repetition. 
Reflexes: In fight! Reflexes defines how many actions you can try during an exchange, but in this case we have only  3 actions available,  so I have thought two possible solutions, one simple and one more complex. 

Simple solution: At the beginning of combat (only one time for combat) every one rolls for reflexes. Reflexes rolls doesn't count for advancement. Every success generate a "reflex point", gray and white reflexes will generate  potentially more points. You can spend reflexes point for benefits: 1 reflex point for +1D in positioning and 2 reflex point for 1 success in actions during combat. This keep things simple but give a valuable resources to character with better reflexes.

Complex solution (and more powerful for higher and lighter reflexes): If everyone in combat has a Black reflex,  reflex count as an advantage during positioning (who has higher reflex add +1D to positioning). If there someone with a  lighter reflex, he gains automatically advantage over someone with darker reflexes (but can lose it temporally if hesitate) and has an additional action that can perform after 3 actions have been revealed. If two players with grey reflexes fight each other, counts has black reflexes in positioning but both gain an additional action. White reflexes is the same as grey reflexes but with two additional action and always win advantage (over grey and black reflexes). If everyone is grey or white in reflexes, proceed as black reflexes but with no additional actions. 

GM's and players must decide what action to use in their game. 

Magic: Magic use actions to pace actions for sorcerers. To adapt this for this simplification I consider two things:  An equivalence to  simplified actions and a special action call it preparation. A consider that  4 action in fight is equivalent to 1 action in this simplification, so spell with 4 or less action requirement can be casted in one single action. A cast action can be an attack, a defense, a maneuver (substituting the maneuver benefits for the spell benefits) or a feint, depending of the spell description (GM must be the arbiter in this before combat, for example, during character creation). 
However, if and spell has a action requirement greater than 4 the sorcerer player will need to use 2 or more actions. In this case, the sorcerer need to add "preparation actions" before the cast action, totaling the action requirement for the spell (8 actions spell = 1 preparation action and 1 casting action, 12 actions spell = 2 preparation actions and one casting action and so on).  

A preparation action is an special action with no effect and no roll involved and whatever action against a player in a preparation action counts as independent test. The  actions for a spell can be completed in a row or in steps during combat, but meanwhile a sorcerer cannot do anything else because he is conjuring his spell. Other character can act between sorcerer action but the action limit of a team is always 3.

For example if a sorcerer need to cast a 3 action spell, can spend two actions during a exchange letting one action for one of their companion  and finish the job during the next exchange casting the spell at the beginning of the exchange.  If a sorcerer hesitate, he loses the spell and every action dedicated to the spell during the exchange is wasted. For other porpoise, sorcerer character acts as normal character, vying for advantage and considering weapon length. 

Holding actions: A player could require to hold an actions to wait that something  happen to act. This is especially important in a team with a sorcerer where the sorcerer need protection. Some player can declare that their character will wait until something happens and after that will act with an action. The player need to declare the he is holding and write up the condition and action  in a paper, so everyone know that the character is holding but the conditions is revealed only when is met during the combat. This let the team with a holding character effectively with one less action during the hold (so in a team with two or more member, with one member holding, the team will have two actions, no 3). Team with one member cannot act during a hold is maintained. A character cannot act when holding. Ending a holding is free and reflexive, but the action is wasted. 
When the condition in a holding is met, the action is executed. The action doesn't count for the 3 action limit for a team and is executed in addition for the planned action when the condition is met. 

Optional Rule: Goals 

As in Mouse Guard, a fight resolved with this mechanics can have a goals an compromises depending of how bad the winner ends the fight. If the goal of a fight is different of "just kill them all" interesting outcomes can arise. At the beginning of the combat, every team need to define a goal. When the fight ends, depending how many members stand in the winner team will determinate how good is the result for this team. 

All members stand: The winner side gets its goal with no compromise

more than 50% member stand: The winner side gets its goal but with a minor compromise

50% or less member stand: The winner side gets its goal but with a major compromise 

Draw (both side ends with no member standing): Nobody gets what they want or everyone gets their goals (GM decide, the most fun option must prevail!).

Various team per side: If there are various team per side, the winner team always get the goal. IF various team of the same side prevail, every team get their goal. If both teams have the same goal, consider the best positioned team to estimate compromise. 

Ant that is, what do you think? Some changes? Is terrible? Good implementation? Remember that I want more complexity and fun that bloody combat for intermediate battle without footing in a Fight! Terrain. I will appreciate very deeply your comments. Sorry for my English but I'm not native. 

+Jaime Riquelme +Francisco Cataldo +Francisco Bustos 
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John Love's profile photoAvi Waksberg's profile photoJames Dudli's profile photoDanilo Jara's profile photo
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Please tell us of you use the rules!
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Danilo Jara

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Mouse Guard Swords & Strongholds standard edition approval copy is winging its way to me now!

I'll post an unboxing tomorrow!
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Danilo Jara

Discussion  - 
 
Hi! 

I'm wondering how many xp points  for player is a good number in Numenera. I have run my first session and the players end with about 3 xp points at the end, one from GM intrussion and the rest from descoveries. 
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Anestis Kozakis's profile photoMarc Plourde's profile photoDanilo Jara's profile photo
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Thanks! So I need to increase the discoveries rate about 3-4 XP, leting 1-2 for GM I. 
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Danilo Jara

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Es oficial, lanzamos hoy nuestra semana conmemorativa de los 78 años de la muerte de H.P. Lovecraft... si eres fan de su obra y/o de los juegos de rol que en ella se inspiran, lee este post y súmate con alguna de las ideas que allí propongo... que tengan todos una excelente semana!!!
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Saludos, queridos roleros y roleras, hoy les traigo una pequeña gran propuesta, para recordar a uno de los grandes que ha influenciado no sólo la literatura actual, sino en particular el quehacer en los juegos de rol. Me refi...
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Danilo Jara

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Hola Chicos y Chicas!

Hice una hoja de personaje para Juegos Wuxia en Fae, a ver si les gusta! Se las comparto :D
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Alguien me podría contar un poco del juego? De que van las historias típicas, que personajes puedes encarnar, quienes son tus antagonistas? A mi se me viene a la mente el termino "apocalíptico Esotérico" o "postapocaliptico mágico" y pienso en series como X cuando leo las descripciones del juego. 
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Zero Doble's profile photoAlvaro Corcín's profile photoDanilo Jara's profile photoMiguel Torija's profile photo
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yo en mi campaña el tema del destino lo estoy llevando de una forma muy paulatina. Hay jugadores que en la creación de su personajes sí que tenian claro un destino de su personaje, lo hablamos y poco a poco lo voy integrando en la historia, pero ellos conocen su destino de forma general, no con detalles, ni como va a llegar. Otros me dijeron que no tenían nada en mente y un poco por su trasfondo o por como van actuando les voy "confeccionando" su destino. Conforme van subiendo puntos en destino les dejo vislumbrar un poco de que se trata y como les influirá, a lo mejor tiene un sueño relacionado, o un personaje clave se cruza en su camino, puede que encuentre algún objeto...
En este momento el tema lo veo como master, pero creo que como jugador también me gustaría que la historia me sorprenda.
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I adore Katee Sackhoff! I can't wait to see this!
Battlestar Galactica alumna Katee Sackhoff is set to topline another drama set in the future, this one her own creation. Sackhoff has teamed with Continuum producer Reunion Pictures for the project...
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Danilo Jara

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que genial las palabras de Crane! +Francisco Bustos +César Jara Encina 
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I like talking about games, more specifically I like dissecting games and looking at their component parts, but this is only a part of what we did on Tabletop Deathmatch.

When Max and Trin invited me back to be a judge again this year, I was really flattered. The other judges are way smarter than me. And there's a world of great games people that could have filled in for me. But I was lucky enough to be asked back. I agreed instantly of course.

There were three challenges for me in being a part of the series: The first was navigating the other judges. While I'm opinionated and passionate, I try hard to listen to other people and to make sure that each voice gets an opportunity to be heard in a discussion. You'll see me sitting silently during a majority of the episodes. I was concentrating hard. I was trying to process my thoughts on the game, give others the opportunity to speak and—my second biggest challenge—trying to not sound like a complete asshole on camera. That is harder than in looks!

I'll talk about the third challenge in moment. 

During the series you can see that I'm a bit of the bad guy. I offer a few sharp comments and I'm often the first to dismiss a game that I don't think well thought out. Those of you who know me personally know two things: 1) I am not the bad guy. Supporting other people in making games is a passion of mine. 2) But I neither do I shy from criticism. So when I was invited back, I thought about my nascent on-screen personality from the first season. I rather sharply asked one contestant, "Is this your idea of fun?" I decided to embrace this side of me for the new series. I figured it'd make for better television because if we all agreed, it'd be boring. "Fuck it. I'll be the bad guy." 

In the stand-up interviews, you can hear the judges responding to the question, "Would you buy this game?" You never see me answer it in any of the eight episodes. I refused. Each time the producer Kathleen would ask me the question, I would shout: "It's irrelevant! Whether or not I would buy a game is no indication of quality." My tastes in games are a bit rarified and I am very selective in what games I buy. But more than that, reducing the process of design to a transaction offends me. Design for yourself. Design because you love it, because you have to, because you'll never be right unless you do. Don't design to earn someone's money. Down that path lies madness and grief. 

Championing my pick for the winner was the third challenge for me during the judging. This was a whole game unto itself. And for me, it meant doing a lot of shutting the fuck up. My instinct to listen and let others speak served me well here. Rather than lobbying hard and browbeating people to agree with me—and as a result giving them the opportunity to disagree—I stayed quiet and only nudged things when I felt I had to. I think my strategy paid off: In my opinion the best game won.

A lot of the time, this meant that I let things pass that I strongly disagreed with. For the sake of not derailing the conversation (and extending our short shooting schedule), I had to let stuff go! ... We'll meet again, +Mike Selinker

At the end of the shoot, before we brought all of the contestants in to be judged, Max was morose. If I remember correctly, he turned to me and said, "I can't do this."
Judging people's earnest, good-willed hard work seemed egregious and inappropriate. I was similarly dismayed. As we lined up, I leaned in and spoke to him, "Max, none of these people need us. It's 2014. You don't need to win a contest to make a game." He nodded. "You're right." He seemed to be reassured—and he said as much to the contestants once they lined up. I felt better for it, too.

Because that's the truth of it. The contest is a sham. We can certainly offer you insight into your game and how to make it better, but you don't need us to make a game. We're not gatekeepers. In fact, gatekeepers in games are few and even those fading fast. I hope that rather than looking to us to select your game as The One out of hundreds of submissions, you look at this contest and say, "I don't need them. I can make this game. I can do better than that." 

Because you can. Go forth and make games. You don't need us to anoint them, your friends and fans will do that just fine. 

https://www.youtube.com/watch?v=6hOefIJphxM
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Danilo Jara

Rules Updates  - 
 
Hi everyone. How can I get the game?
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Andrew Medeiros's profile photoJim Crocker's profile photoWilliam Wright's profile photoDanilo Jara's profile photo
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Thank you very much for your answers!!! Maybe this is the game to begin in the "World" Family. 
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Have him in circles
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