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J B Bell
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Before you say it, yes, you can get a wedding in BC from a marriage commissioner that isn't religious. But if you are a Humanist and want to serve your community of conscience by performing weddings legally, you can't. Humanism is more than bare atheism.

I don't get this from the latest Prime beta:

"During any scene in which a character is stressed out and has taken trauma, additional stress to the character goes directly to trauma."

If a PC is "stressed out", they are out of the action, yes? Or does this mean that as a conflict continues, literally or figuratively kicking them while they're down increases trauma?

Any thoughts on a "success at a cost" mechanic similar to Fate's? Just take a complication in order to use another die from one's pool?

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Brad is a smart guy. If you're not following him, you're missing very interesting game development and a meteoric rise in cool art skills.
So polyp follows suit with Hollowpoint because I'm really interested in everting the intention/skill/chance/result chain of games. It's often taken as given that this the path to resolution: decide what you intend to do (not formalised -- I'ma kill that guy), choose a method (formalised -- pick a skill), get your dice out, and read the result. This system (which, now that there are at least two playable games out using it, needs a catchy name) instead starts with intention (formalized -- there are a fixed number of intentions and you are not good at all of them), then dice, then skill (as unformalized narration of manipulating the dice), and then result after several iterations.

I find this leads to some interesting narrations that just don't happen otherwise -- the classic case is a Hollowpoint example, where our hero gets a great looking roll -- she's going to go first with a huge set. Which, as all sets do, does one damage to the opposition and since it's first that does not end the opposition. It's also the last thing the character can do since that huge awesome set ate up all her dice. Now she's vulnerable. The narration? Well we chose "She bursts from cover, blazing away with both Uzis until she runs out of ammo. Now she's standing in the open wondering where her pals are." Others might play it out differently.

But the point is that there are enough axes of information in the dice to provide all kinds of cues to narration leading to some fairly novel scenes.

So I want to do more of that.
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Any fans of Darkest Dungeon feel like a hack of BitD would be obvious and not particularly hard? The Trauma system already hews pretty close to what's in DD.

I'm confused by the basic die mechanic. It sounds like this is a "success-counting" system, especially as individual dice end up "live" or "dead" according to how they rolled. Yet a d4 somehow can reach 11-14? How does that work?

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New (-ish, from December) comedy video! Anyone know how to link to another YouTube account in the video description?

https://youtu.be/OT2stDdCFt0

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I aspire to stand-up that challenges power. This blog says a lot of why that's what I want as well as why I think it's objectively better comedy.

Simplified Liars' Dice resolution:

I've always thought Liars' Dice would be a nifty resolution mechanic for RPGs but the fit seemed inexact except in "everyone for themselves" situations.

However, today I learned there is a technique in Liars' Dice to handle two or more players who have been reduced to a single die apiece. Instead of bidding up either the face value or number of dice, you simply guess at the total of all dice on the table.

You could use this allowing players to cooperate, or forcing them to hide their dice from each other in situations where maybe cooperating is uncertain. It would be only one round instead of several & therefore a good one-roll, multiple-bid resolution mechanic, like Fate but with less information. Nifty.
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