Thanks for the update Hoers. Unfortunately I only get an invite invalid screen when I click the link in the tavern.
We're back!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: sparkletwist
Having read a decent amount of Republic Reborn and played in Grey Skies, I think one big way to avoid having a lot of excessively detailed crunch is just... to not have it. Those games seemed to be pretty freeform, all things considered. Although I think Republic Reborn developed more formalized mechanics as it went on, it was not nearly as crunchy as, say, something like Underdeep which had detailed tables describing the available units and buildings and costs and how the math worked and such. I'll also point out that Underdeep ended because it got a little too overwhelming for Steerpike to GM it, so you're definitely not alone in feeling like you're getting buried in tables and numbers, I guess. Like Pym said, it can be tough to strike a comfortable balance, because you don't want the crunch to become onerous but you also want to be able to have enough that the players are able to make reasonable decisions.
Quote from: LoA
I want to play the game that you want to run. Give us some more descriptions about what you had in mind. Also you don't have to include any extra races. One thing I will say though is that I like development games. I like being able to invest time, money, and resources to grow assets or develop things such as businesses, communities, etc, etc. I haven't played Fallout 4 yet, but I can tell you the one thing I'd probably be spending my time on doing is building up a settlement from the get go.
Quote from: Ghostman
This seems like a promising setting for exploration. Dare the uncharted skies on a quest to discover new trade routes and sources of Lux! I don't think the game needs any national bonuses or races, but I'm not opposed to the idea either.
Quote from: Magnus PymYup. Flying ships and a living world you can interact with. That is the goal. You raise some good questions for building on my initial ideas. Thanks!
Now, to answer your last reply more specifically, I think all of these things appeal to me. I find games that are too small in scope do not pique my interest, but on the other hand if there aren't rules and restrictions it can get overwhelming. Striking a comfortable balance is definitely a tough thing to do. And to come back to why your ideas appeal to me; they seem to me as though we could add them up to make a perfect whole. You're intent on mastering a game that evolves around flying ships, and in a living, mostly human world. Well, this is a resource worth having! So who gets more? And then, who gets the things needed to make these things? And does this thing get any better at any point? Is there something else? Here I questioned myself about the ships, the resources needed to make and operate them and then if anything better or different existed, thus proving that the ideas you enumerated can definitely and, I think, should be part of your game. They make sense
Quote from: O Senhor Leetz
Agreed. The Wachowski's aren't as smart or creative as i think they think they are. But what do I know.
Quote from: Ghostman
Cool setting! How difficult is space travel in this anachronistic universe? What do their spacecraft look like?
Page created in 0.076 seconds with 13 queries.