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Adam Minnie
2,961 followers -
Imaginator, explorer, and synergizer in God's spoken world
Imaginator, explorer, and synergizer in God's spoken world

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Ahoy +Jason Cordova, I enjoyed to the Sorcerer Debrief on Comic Strip AP this morning.

Where do you point people who are interested in possibly producing a mini-series for Comic Strip AP to start thinking about the processes and expectations involved?

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Intriguing elaboration.

Is it impossible to make private posts to an individual on G+ now?

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A great deal shared from +Slade Stolar:
The Indie Hack is the DriveThruRPG Deal of the Day! Grab it for half price for the next 22ish hours!

http://www.drivethrurpg.com/product/192215/The-Indie-Hack?src=DotD&from_home=1

Two months ago, I spent my publisher points on putting Indie Hack in the queue for being a Deal of the Day. It's a lottery system so, it could be tomorrow or it could be six months from now. I figured, maybe it takes four or five months. And I kind-of forgot about it, actually. Anyhow, the day has arrived!

Woah, I just realized how easily S&V could work for a Borderlands hack.

Just replace "the Way" with "Eridium". Also, assume when you fill your stress track you actually die, then you either have to take trauma or lose 4 coin (likely out of your stash) to come back at a nearby New-U Station. I'd also add "Local Catch-a-Ride" as a friend for all playbooks.

Factions would differ of course, replacing Hegemony with Coprorations consisting of the main manufacturers (Bandit, Dahl, Hyperion, Jakobs, Maliwan, Tediore, Torgue, Vladof, as well as more esoteric ones like Atlas, Pangolin‎, S&S Munitions, Scav, and Anshin), maybe with subsidiaries.

Then Underworld would be populated with local gangs and groups like Captain Scarlett, Captain Flynt's ship, Bassanova's Arena.

Then there may be local authorities, like the Crimson Raiders, Zafords, Hodunks, Terramorphous (& Spawn), train authorities, Wilhelm (and loaders), and maybe Angel and/or various Vaults and their guardians.

Different locations (Three Horns, Wildlife Exploitation Preserve, The Highlands, Lynchwood, etc.) could then have mini-stats and notables like S&V's worlds.

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I just encountered the Indie Hack and it's fascinating in its potent simplicity. Now you can check it out in an accessible SRD.
:D So glad to see this! From Slade,

"*The Indie Hack SRD is live!*

Saunter over to scablandspress.com/srd/ and you can give it a try. It's the core rules of TIH and enough to get you started on your own hack. It's like the OGL, but it's probably more like Powered by the Apocalypse.

Let's make 2017 the year of hacks of hacks!

So, share the heck out of this!"

http://scablandspress.com/srd/

Is there a preferred place to note little typos and whatnot?

For instance, the last word of all Payday actions seems to be missing, and for personal projects (on the reference sheet at least), the different triggers for various lengths of projects say Scene, Episode, and Scene, though I think the third means to be "Season."

With the revised G+ format, has the pinned list of handy links been lost, or do we access it in a different way now? Are they on some BitD homepage now instead?

I love this for a lot of reasons. I do have a question about stress and calamity's instructions though.

The Harm description says "When you have 5 stress, clear the track, mark an advance, and take a Calamity."

Then on the Calamity description, it says "When you mark an item in the Calamity list, describe the fictional consequences mentioned in your choice and take an Advance. If Appropriate, write a foible about it."

So, does that mean when stress fills you mark 2 advances? Is that intended? (Also, "Appropriate" doesn't need to be capitalized).

How do you think legacy board game design principles could (or already do) apply to roleplaying game system/rules design?

What are some examples of rpgs that permanently adapt and change their rules and mechanics after certain triggers occur based on how the game has been played previously (not just permanent changes to the story, which rpgs always do). Bonus points of the rpg design intends for changes to the system to be almost procedurally generated based on what takes place in the game along the way.

For instance, can you point me to rpg games that have hidden rules that you unveil at some point, or mechanics that evovle in a number of possible ways based on how they were invoked previously, or after reaching certain milestones of play? One thing that I'm wrestling with is that legacy board games change after each playthrough, but many rpgs don't have discrete playthroughs in the same way, other than micro-games meant to be one-shots.

I'm interested in game rules evolving procedurally depending on how they are invoked earlier. A small example may be how moves for a given rabbit in The Warren might be struck off as unavailable due to events in the fiction, but still that only affects that one rabbit. I am more interested in something more system-level or player-level rather than character-level, such as a move, mechanic, or outcome becoming unavailable so that no player can invoke it ever again.

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