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Messages - CoyoteCamouflage

#1
Stopping in briefly to comment, and at least indicate that I am still quite alive despite a few... interesting months.

Game beginnings: While they are too numerous to simply list out, I recall that all of the best had something in common. They started with the PCs already having a history together in some fashion. In one particularly memorable opening, a recent earthquake caused a mine subsidence that destroyed the local fort and revealed a previously undiscovered gold deposit under the ruins. The PCs were all well-established in the local village with various roles, and opened with a scene tailored to expressly relate the immediate events to each PCs livelihood, drawing them together, even if their normal walks of life are completely removed. With 'monsters' maiming people around the mines, and a new, very cavalier Knight Sergeant leading in a score of reinforcements and surveyors that were busy commandeering the local tavern, which was owned by 3 of the 5 PCs.

I've also started a game with half of Absalom destroyed, a mercenary hiring for a (not-so) simple long-range patrol, and the murder of a king with no suspect and being on the brink of civil war. In the second instance, we were being out-sourced to by high-level adventurers, who didn't want to waste time checking every lose end from their previous adventure.

I've started a game as an Ananasi who was required to not just be nice to the local Kindred, but to actually pretend to be one for a short time (to remarkably amusing results for a horror-themed game). I've played a Corax who found a group of Mage's, and decided that tailing them was the best idea ever. Another Corax thought he was a super-hero, and worked with the party for the good of all. I played a cop-turned werewolf in a modern setting where magic transformed the world, and a pair of black dragons made their home in Central Park. I've played an illegally-designed infiltration android that was seeking information on a woman found in cryostasis-- whose discovery was reputed to lead to enlightenment; we got Eldritch Horror instead.

Forcing the party to work together can achieve the opposite result if players are good at RP and have strong-minded characters-- I think it is most effective to find ways to make the characters WANT to help each other for more than immediate survival. I have seen this both as a player and as a DM.

There was also a Toon game. It was a Toon version of Running Man, except we were all failed 80's era cartoons. 'Nuff said.

I played a Dragon-Blood at a fru-fru ball, wherein I had a 'curse' that involved being able to enthrall people at will-- other PCs included the wealthy dilettante I was trying to run off with (not related to the curse), an Eclipse Solar who was in town to cause some hell, two Dragon-born who were trying to hunt me down and kill me for the power I had. And the last was a sister of one of the aforementioned would-be-murderers who was following me like a Juliet (which DID involve the curse).

There was a Cthulhu game where we, as medical practitioners, reunited at our old study-break bar at the bequest of our common friend-- who went missing after sending us very worrisome letters. Somehow, we all survived, much to the shock and amazement of the DM: the module was designed for a TPK.

I played a Star Wars game as a Rebellion-sympathetic former senator wanted by the Empire. The other PCs included my bodyguard, and one of my most trusted Rebellion contacts.

I played a drunken, Ivan Drago-esque hitman, who bonded with half the party after a bar-fight attracted the attention of some overly violent gangers. I bonded with the barbarian when were breaking people's bones with our faces.

There's also the story of the Captains Three, but that's just... Dark Suns on crack. So, three young nobles (including two Hawkwoods) steal a freight cargo hauler called the La Crepe Vagabond, which is filled to bursting with pastries. They gallivant around among the seedier bars, pretending to be space pirates, only to learn of a gathering of pirates being called by a legendary captain. Entirely unannounced, and with NO invitation whatsoever, they show up. Our tribute was our monthly allowance and fine baked goods. I still can't believe we didn't die horribly.

... Really, the best ones are a matter of style. Even the most over-used cliche can work well if you sell the point, and it fits well with the tone of the game. However, almost universally, I think openings are best when the PCs have some connection to each other. They don't need to be friends, and they don't need to know everyone, but having at least one associate of known quality really helps people get into what is going on. I would encourage joint backgrounds among your players.
#2
At the very least, the next two weeks are terribly, terribly inconsistent. I can't give you a flat time on when I'm available. For all I know, I will be able to make the games, but with things the way that they are, anything can change at a moment's notice, so it's just easier to assume that I will be unable to attend, and plan accordingly.
#3
I'm probably unavailable this whole week, and most likely next week as well. I don't know when exactly I might be free or not, so assume I won't make it.
#4
Xath, the general rule of thumb I use for my games in regards to weird equipment like prosthetics is: If you go through the RP to get it, risking damage to yourself in order to try to get it, then it's a character reward, and is essentially free in response to the challenge of obtaining it. Otherwise, to just "purchase" or have the item, either because you obtained the item without facing any danger or the character possesses it before the game starts, requires it  to be counted as a special ability (A boon, in this case). That's how I have always considered it, and for the most part, it's worked out pretty well, so long as the item itself is balanced.
#5
Very interesting read.

My only issue is that it seems to classify "Heavy" as "Violent". Most of the "Light" qualities tend to read more as social or non-combative characters, and I'm not sure I approve of this perceived notion. I would probably use two of these qualities to describe the character. One would indicate the temperament in most situations, another might be more similarly to how he or she would respond to a challenge or conflict (Social, Physical, or otherwise).

For example, I can safely say that one of my characters from my DnD games is a Thrust character in combat, yet he has definite Float qualities outside of these challenges. He's an Alpha-Striker Psychic Warrior, yet he tends to be nieve and foolish outside of stabbing people with swords.

Another is a Wring normally, with a Press mentality against challenges. He's got a lot of inner turmoil due to personal tragedy, and he is always working on a plan of some fashion-- but Seaghdh approaches combat as a full out tank.

Very interesting read, despite my complaints, and I think I could see using this to describe some of my NPCs and PCs very quickly and efficiently if I can commit it to memory.
#6
The Dragon's Den (Archived) / Re: Writer's Block
December 22, 2011, 05:47:27 PM
To go along with what's been said, here's a few other bits that have proven useful for me in the past. Each writer has their own temperament and personality, so who knows what will work for whom.

1. Consider forming a small writing workshop with other writers you know. Sometimes working on a small project together or having a small contest can be good motivation to break through the block.

2. Write anyway. Force it out. I find that, when I do this, it is usually pretty terrible, however, my innate pride as a writer refuses to let something that bad remain-- before long, I'm re-writing it and editing it into something much better, cleaner, and potentially fit for public responses.

3. Try out new genres or styles. I've been told I have a flair for the dramatic. Literally. A fair number of the people who I allow to read my material claim that I am much better with dramas than regular literature. I find it a pain in the arse to write, so I tend to avoid it, but sometimes I find it easy to work on when I don't feel like normal writing, which occasionally helps me get through any droughts I'm facing otherwise.

4. The easiest way to identify this one is: Fanfiction. Try out writing stories from other settings you know. Video Games, TV Shows/Movies, Gaming Adventures, CBGers... I find such little works delightfully fun at times, even if most of them are stupid. Silly, fluffy drivel is just that, yet it can turn out to be fun to write all the same.

5. Check your baggage at the door. Personal matters can and will interfere with the creative process. Sometimes, it's impossible and unrealistic to expect to just sort them all out, so you need lock them in the closet for awhile; get them quiet long enough to sit down and get back to doing something you love doing. You'll thank yourself for it after.
#7
I was not taken with the FATE rolling at all. I'm fairly certain I failed every single roll I made-- even the ones I was supposed to be really good at. It was probably just bad luck, but it was not a good first impression of the system. I am more than content with the d6's, unless there is overwhelming support otherwise.

Quick question, before I consider statting up Sakhr properly-- should we include the bonus Knacks/Boons from our previous games so far? Would Sakhr have 5 total Knacks/Boons (3 starting + 2 Scenarios)?

Also, as idle questions, are there any ways to improve your attributes? Further, is there any coherent system for crafting a character from the ground up? I didn't see any way to actually handle Attributes besides arbitrariness, unlike the explanation for Knacks/Boons.
#8
I want a Shantak bird. Those things are awesome.
#9
This Friday (16) is fine for me. Monday the 19th would work for me, so long as I know it's planned. Tuesday would not work that late, I'd only be around for an hour or two. I would prefer to get this done before Christmas, just because my schedule of being where, when, gets kinda screwy until the week after the New Year.
#10
Seems very cool. And by very cool, I mean yes.

Admittedly, I know next to nothing about the system for Asura, so I'd probably need to be coached on that briefly before the game (Or just directed to a relevant post somewhere) for smooth operating.

Suzuki is my favorite, but I doubt I would be able to play the character right. My initial pick, should it matter (because 'dibs' is so crude a word. :P ) is for Mr. Murphy. Anyone who delves into forbidden lore just to better cheat at cards is definitely insane enough for me to have a hell of a grand time playing. Can't say I'm too much of a gambler myself, but I don't think that it's still gambling if you're fixing the games. :D
#11
As mentioned, I could make the later time-- I would just need to know sometime tonight or by early morning to make it work for Sabr.
#12
Meta (Archived) / Re: Impromptu Poll: Power Lists
December 11, 2011, 01:49:39 AM
For this example, I vote Option 1.

The reason being that Option 2 does nothing to inform you how to actually apply the power/skill/ability in the game. It describes the action, not how to use the action. I agree with LD's impression that concise mechanics are important to smoothly running a game, and that's what short-lists should be for.

And honestly, for things like 3.5 Spells, I've been more entertained by the variety that players can bring to the table with how they may choose to describe casting magic and how it takes effect, rather than it be clearly spelled out in the book. I recall a particular Beguiler who did most of his spells with either a flourish of a wand or a magician's top-hat. Theatrical and funny.

I also think that Steerpike is suggesting that the mechanics and numbers are necessary, but they can be couched in some descriptive text-- either in the same line or separated, as with most flavor text. Or like 3.5 feats short-lists-- some of those were fairly comprehensive for short-lists, though not all made use of numerical effects.
#13
I could do early, but not 6PM. I'm unavailable from ~5:30PM-6:45PM EST on Mondays. If its necessary, I can cancel lessons, but I'd rather not.
#14
News (Archived) / Re: New User Titles
December 09, 2011, 04:11:11 PM
Throw in a Selkie for good measure, and I'll support the vote the mythical sea-life.
#15
News (Archived) / Re: New User Titles
December 06, 2011, 10:30:58 PM
I support the movies idea, but only if we include some of the better/worse Kung-Fu movies as well.