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Alberto Camargo
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Bueno, pues lo prometido es deuda. Como dije que cuando Edge sacase los pdf los pondría en un blog al estilo de lo que hizo Rob Boyle, pues... ahí está :D.

Perdonadme que el hilo sea a un blog de pintura que comparto con unos amigos, pero me resultaba más sencillo que crear un blog nuevo sólo para esto ^_^. El enlace es el de Sergio, al menos de momento, y he aprovechado para incluir también todos los del blog de Rob Boyle, para tenerlo todo junto.

Si los autores de las traducciones no tienen inconveniente, me gustaría ir añadiendo también las traducciones que han ido haciéndose por aquí de parte del material.

http://lv974.blogspot.com.es/2017/06/and-now-for-something-completely.html


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The new kids on the block are quite beefy ^_^. Make the old guys seem more cartoony than usual, proportions-wise.

Now I want to pick the gun, shoulder pads, helmet and backpack of a Mk IV and convert one of these new Adeptus Restartes to see how it would look XD.
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18/6/17
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Hace un tiempo encontré un webcómic bastante curioso llamado "Always Human". Es un cómic de ciencia ficción con bastantes elementos transhumanistas, en una Tierra que es muy similar a como me imagino que podría haber sido la Tierra antes de la Caída en algunos lugares. Mucha realidad aumentada, mucha realidad virtual, muchas biomodificaciones cosméticas (y no tan cosméticas).

...y mucha relación interpersonal, porque al final este cómic va de un romance entre dos personas, y de cómo la gente es gente por mucho que cambien las cosas ^_^

http://www.webtoons.com/en/romance/always-human/list?title_no=557

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Una perspectiva acerca del reinstanciado ^_^
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Bueno, pues la gente de Posthuman Studios ya ha colgado la primera parte de la beta abierta, el capítulo de reglas básicas:

http://www.drivethrurpg.com/product/211293/Eclipse-Phase-Second-Edition-Open-Playtest?src=newest

Y como ya dije en su momento, aquí está la primera aproximación a la traducción:

https://docs.google.com/document/d/105_kWlKzQCpSmue2-hl1tbsNRyEIaj6bTtbbqd-yu6o/edit?usp=sharing

De momento sólo tiene un repaso muy básico, e incluso un par de términos que no sé cómo van a funcionar están sin traducir (entre ++). Si tenéis un rato para echarle un ojo (y con suerte repasarlo), os agradecería que dejéis lo que veáis comentado y que si tenéis tiempo de digerirlo bien compartáis vuestra opinión con la gente de Posthuman Studios :)

Después del anuncio de la segunda edición del juego, y aunque sigo teniendo ciertos sentimientos encontrados respecto a la situación, por motivos evidentes, tengo claras algunas cosas:

1) Me meteré en el KS porque sigo queriendo que Posthuman publique más material del juego.
2) Cuando vaya saliendo la beta y el nuevo material, y sobre todo si proporcionan un documento de actualización de material de 1ª a 2ª, es mi intención traducir este documento, o el nuevo material que salga de adaptación.
3) Cuando haga eso, necesitaré gente que le eche un ojo a lo que vaya traduciendo, para ir corrigiendo erratas, cagadas y similares.

Si es posible, me gustaría poder contar con un grupo de gente dispuesta a echarle un ojo, y creo que este es el mejor sitio para preguntar...

Por otro lado, yo de maquetar lo justo, así que si hay alguien interesado, que avise :P

A veces uno se tira años trabajando en un proyecto, suda sangre por el deseo de hacer una cosa bien y de que la gente la pueda disfrutar... y al año, y sin aviso de ningún tipo, un factor externo te lo manda todo a tomar por culo.

Eso para que te molestes en hacer cosas "por el hobby" :(. Qué desencantado se queda uno a veces con según qué cosas.

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The Fourth and Terra! The loyal soldiers stand fast!!

This is the first batch of finished minis for my Loyalist Iron Warriors 30k project. I've managed to find a paint scheme that is decently fast and easy but that at the same time looks decent enough, particularly en masse ^_^.

...now there's only like 90 more to go >_>
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25/3/17
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Iron Within, Iron Without!

First test for my upcoming Loyalist 30k Iron Warriors army. I have one of each the Calth and Prospero boxes and a bunch of old metal marks (from Mk I to Mk VI) to draft for this, so I'd probably have enough infantry ^_^
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31/10/16
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Ok, so we played the 7th Sea 2nd Edition QS yesterday (#Sailthe7thSea). All in all we had quite a bit of fun. Now, with actual experience on how the game is depicted and realized, we have the following observations:

Core mechanic: The core mechanic is fun in game, and got the creative juices flowing for us, what with creating opportunities for the rest of the players and the like. The actual dice rolling mechanic, though, of rolling dice and making groups of 10s, doesn’t really bring anything of value, and we felt it was detrimental as a whole when compared with a more traditional pool. Some of the players felt the need to try and group the dice so to have as many leftovers as possible, as they felt that if they didn’t do so they were “giving away” too many (Danger Points) for too small of a reward (Hero Point, singular). That slowed the dice grouping to a crawl for some players.

Risks: With the change on Consequences to many of the Risks in the QS, from 2 to 8 wounds, the GM and us felt that they were meant to be Action Sequences (as all the players were involved) and we all shared the Consequences, but all pooled the Raises to reduce them. It is not explained anywhere in the QS that it is so, and the example is all wrong, but it was the only way the scenes made sense.

Consequences: In game, Consequences felt very much like FFG Star Wars’ Threats, only pre-rolled. That’s not bad, per se. Only it feels like the GM needs to do much more work upfront.

Brute Squads: The GM said about Brute Squads that they felt too much like furniture or environmental hazards, and that there were no rules or advice on what did it happen if they wanted to do anything but just damage the characters. For example, say the Brute Squads wanted to capture a player by restraining her instead of by pummeling her until she’s helpless. How would they do that? Or what if they want to try and block their escape routes so they can’t flee a scene? No info at all about how to use them as anything as props that do damage at the end of the turn.

Villains: GM said they felt too plain. Having only a meaningful stat in a combat would make them play all the same in combat. They need more stuff. More on that later.

Duels: Duels fell utterly and completely flat. By the second turn, all players not involved in the duel (meaning everyone but the GM, Ennio’s player and me, as I was checking the duel rules and moves) went on to talk about other stuff and do something else, as by that time nobody but Ennio had any Hero points left. Ennio’s player said that it felt exactly like the “Netrunner problem” of Cyberpunk/Shadowrun: nobody else had anything to do during the whole of the duel. I feel that it is a big problem, TBH, and we all kind of hated the current duel rules. Protracted duels may be good for a swashbuckling movie where there’s only one main character, but for a game with more than one player, they are not good at all. I think that L5R didn’t have that problem because duels were affairs that were resolved fast.

Hero dice/Danger dice economy: Players felt that special dice economy was too lopsided in the GM’s favor: they felt that players had too limited ways to get Hero dice, while the GM had too many (that is why those same players started to try and group all the dice in their rolls without dice left). OTOH, the GM seemed to have very limited ways to spend Danger dice, which we felt was related with the fact that both Brute Squads and Villains didn’t really have many distinguishing characteristics. Had the villains and Brutes had more Special rules like the Assassins to be used by spending Danger points, this might not have been a problem.


That said, I think we all had fun. I was playing Aleksy, and felt like a badass while convincing one of the royal guards’ squads to side with me for the good of the Commonwealth and against the traitor putschist. The two scenes were fun, and the machinations at the marquis’ court had all players involved and giving ideas. So take the criticisms as they are given :P.
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