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Chris “HyveMynd” Stone-Bush
544 followers -
Philly Expat in Japan | audio editor by day #RPG creator by night | #Monsterhearts mega-fan | #LEGO builder | #Netrunner player | she/her
Philly Expat in Japan | audio editor by day #RPG creator by night | #Monsterhearts mega-fan | #LEGO builder | #Netrunner player | she/her

544 followers
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Fade Out
Welp. Google Plus is going away. That really stinks, as it was by far my favorite social media platform, though I used Twitter more frequently. I’ve made connections with people I consider friends here, and people can find me at the following places.

Twitter: https://twitter.com/hyvemynd
Instagram: https://www.instagram.com/hyvemynd/
Facebook: https://www.facebook.com/hyvemynd
Pinterest: https://www.pinterest.com/hyvemynd/
MeWe: https://mewe.com/i/hyvemynd

Dropping me a message or DM saying you’re a G+ contact when you follow me elsewhere would be really helpful.
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Post has attachment
Fade Out
Welp. Google Plus is going away. That really stinks, as it was by far my favorite social media platform, though I used Twitter more frequently. I’ve made connections with people I consider friends here, and people can find me at the following places.

Twitter: https://twitter.com/hyvemynd
Instagram: https://www.instagram.com/hyvemynd/
Facebook: https://www.facebook.com/hyvemynd
Pinterest: https://www.pinterest.com/hyvemynd/
MeWe: https://mewe.com/i/hyvemynd

Dropping me a message or DM saying you’re a G+ contact when you follow me elsewhere would be really helpful. A lot of people are talking about WeMe, and I’ll be looking into that as well. I'm making this post public to reach as many folks as possible, and so have turned comments off.
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Google Christ Petition
I am pessimistic about the results, but hey. Why not try. Google Plus is far and away my favorite social media platform for discussing my interests and sharing personal stuff. (I use Twitter the most, but it's not really a place for discussions or in-depth conversation.) I'm sad to see it get shuttered.

Update: Are you fucking shitting me? I made this public so as many people as possible would see it, and it gets bombarded with spam bots. So comments are being turned off. Jesus.
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Double Attribute Primary Traits
I'm thinking about a surreal spy action game heavily inspired by Aeon Flux, (the original cartoon, not that travesty of a live action movie) and am considering what the primary traits should be.

Attributes and Roles, like in Leverage or Cortex Plus Action Roleplaying, work perfectly here, but in looking at the six attributes for those games I'm thinking you could condense them.

I'm thinking about something similar to approaches, like Power, Finesse, and Resistance. Which would be coupled with the primary traits of Physical, Mental, and Social. Both are about how a character goes about doing things, but they mix and match very easily.

I'm just curious how obvious the combinations of those two trait sets are. Is it easy to understand when and how those traits would be paired up?

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Mission Debriefing
I ran my Warhammer 40k Deathwatch one-shot for my home group this past Saturday and things went pretty well. I had four players this time, one of whom is as familiar with the 40k setting as I am (if not more so), while the others were all fairly new. None of my players had played Cortex Prime, or any version of Cortex before.

We played for about four hours, and the first hour was mainly setting and system overview, picking characters, and adventure set up. We spent about two hours on that first scene, and the last hour on a (very quick) boss fight. We were socializing the whole time so things went slower than they would at a convention, but that's totally OK. Everyone had fun, enjoyed the system, and said they'd be willing to turn this into a short game of three or four sessions.

My biggest takeaway from this game was to fix the pacing of the scenario. That first scene, which is meant to illustrate how the system works, establish how dire things are, and show the players how bad ass Space Marines are, took far too long. Which was entirely my fault. The first time I ran this scenario I had only two players and included four 3d6 mobs of rebels. Two per player seemed like a reasonable challenge, and so this time I threw eight 3d6 mobs at them. That was far too many.

After two full exchanges, so eight turns of shooting, only one of the mobs had been eliminated and a few dice had been knocked off a second. That had taken about an hour, and the scene was going to bog down into an absolute slogfest at that rate. So I had the rebels break and run, then moved things along. Mostly because I really wanted to see how the Genestealers I'd statted up worked.

Turns out, not so well. LOL. The final scene was the Broodlord and four Genestealers against the four Space Marines, all of whom had d6 stress from a failed Exploration scene. I spent a d8 from the doom pool to go first, and all the Tyranids closed on the Marines, though were still out of melee range. The Blood Angel Devastator Marine used his suppressive fire stunt to nail the Broodlord with a whopping Pinned d12 complication. Taking advantage, the Ultramarine Apothecary lobbed a krak grenade at the creature, injuring it. The Black Templar Tactical Marine supercharged his plasmagun to take the creature out, but his weapon overheated and dealt a staggering d12 stress to him. Howling like a berserker, the Space Wolf Tactical Marine leapt forward and shattered the xeno's malformed skull with his power maul. There were still four Genestealers left, but it was almost 23:00 by then, so I called the game.

I'm rather disappointed that once again, the Genestealers didn't get to make a single roll, nor did I get to see how good they are in close combat. Maybe they need a stunt that simply doubles their Agility when reacting against non-area effect ranged attacks.

We recorded the session, and the video will go up on the Idle Red Hands site sometime soon. Those awesome Deathwatch minis were provided and painted by +Jeremy Lambros. Thanks a bunch, Jeremy! 💖
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Mission Debriefing
I ran my Warhammer 40k Deathwatch one-shot for my home group this past Saturday and things went pretty well. I had four players this time, one of whom is as familiar with the 40k setting as I am (if not more so), while the others were all fairly new. None of my players had played Cortex Prime, or any version of Cortex before.

We played for about four hours, and the first hour was mainly setting and system overview, picking characters, and adventure set up. We spent about two hours on that first scene, and the last hour on a (very quick) boss fight. We were socializing the whole time so things went slower than they would at a convention, but that's totally OK. Everyone had fun, enjoyed the system, and said they'd be willing to turn this into a short game of three or four sessions.

My biggest takeaway from this game was to fix the pacing of the scenario. That first scene, which is meant to illustrate how the system works, establish how dire things are, and show the players how bad ass Space Marines are, took far too long. Which was entirely my fault. The first time I ran this scenario I had only two players and included four 3d6 mobs of rebels. Two per player seemed like a reasonable challenge, and so this time I threw eight 3d6 mobs at them. That was far too many.

After two full exchanges, so eight turns actions of shooting, only one of the mobs had been eliminated and a few dice had been knocked off a second. That had taken about an hour, and the scene was going to bog down into an absolute slogfest at that rate. So I had the rebels break and run, then moved things along. Mostly because I really wanted to see how the Genestealers I'd statted up worked.

Turns out, not so well. LOL. The final scene was the Broodlord and four Genestealers against the four Space Marines, all of whom had d6 stress from a failed Exploration scene. I spent a d8 from the doom pool to go first, and all the Tyranids closed on the Marines, though were still out of melee range. The Blood Angel Devastator Marine used his suppressive fire stunt to nail the Broodlord with a whopping Pinned d12 complication. Taking advantage, the Ultramarine Apothecary lobbed a krak grenade at the creature, injuring it. The Black Templar Tactical Marine supercharged his plasmagun to take the creature out, but his weapon overheated and dealt a staggering d12 stress to him. Howling like a berserker, the Space Wolf Tactical Marine leapt forward and shattered the xeno's malformed skull with his power maul. There were still four Genestealers left, but it was almost 23:00 by then, so I called the game.

I'm rather disappointed that once again, the Genestealers didn't get to make a single roll, nor did I get to see how good they are in close combat. Maybe they need a stunt that simply doubles their Agility when reacting against non-area effect ranged attacks.

We recorded the session, and the video will go up on the Idle Red Hands site sometime soon. Those awesome Deathwatch minis were provided and painted by +Jeremy Lambros. Thanks a bunch, Jeremy! 💖
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Assigning Resource Dice
Any suggestions for assigning dice to resources in games that don't use pathway character creation? Maybe use the points normally spent on signature assets? One point buys 2d6 or a d8 resource?

Locations as Characters
So I'm writing up a scenario for the Deathwatch adventure, and I've hit an interesting point. One way for the PCs to get to the "end boss" of the adventure is for them to enter the seawater runoff tunnels beneath the city and navigate to a specific building. It's possible for NPCs to ambush the party as they navigate the tunnels, but I don't really want to map all of them out.

I'm leaning heavily on Fantasy Heroic Roleplaying from the Cortex Plus Hacker's Guide, and the rules for exploration scenes work completely fine. Basically, someone takes point on navigating, rolls against the doom pool, and on a success the party gets where they need to go. On a failure, The party might wind up somewhere else, suffer stress, or there's extra trouble waiting for them at wherever they were trying to get to.

Another way to handle this though could be to treat the sewer tunnels as a character and run a combat scene. Give them some distinctions, some traits, and a stress track and have the PCs make rolls to "defeat" the location. Once they've removed the last threat die, the PCs have successfully navigated the sewer tunnels.

I'm wondering how exciting that would be though. Does anyone have any experience with running an exploration scene as a combat? If so, how did it go?

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The Ruinous Powers
I'm still working on the Tyranids, which I've mentioned is my favorite Warhammer 40k species, but I'm casting my eye towards statting up some daemons and traitor legion antagonists.

I thought it'd be fun to run a poll as to which Chaos God minions get statted up first. Full disclosure, Slaanesh is far and away my favorite of the Ruinous Powers, so I make no promises.
-
votes visible to Public
19%
Khorne - the lord of blood and battle
33%
Tzeench - the great sorcerer
10%
Nurgle - the lord of decay
38%
Slaanesh - the prince of excess
Add a comment...

Post has attachment
The Ruinous Powers
I'm still working on the Tyranids, which I've mentioned is my favorite Warhammer 40k species, but I'm casting my eye towards statting up some daemons and traitor legion antagonists.

I thought it'd be fun to run a poll as to which Chaos God minions get statted up first. Full disclosure, Slaanesh is far and away my favorite of the Ruinous Powers, so I make no promises.
-
votes visible to Public
19%
Khorne - the lord of blood and battle
33%
Tzeench - the great sorcerer
10%
Nurgle - the lord of decay
38%
Slaanesh - the prince of excess
Add a comment...
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