October 18th, 2005



So, there's this MU* that had a stat-system but no 'conflict resolution' system (IE: How do I beat you up?). I futzed around and came up with a combat system that seems to do the trick:

Let's say Bob and Sue are decking it out. They do a +compare and see who has the advantage (If Bob has Reflexes:10 and Unarmed Combat:20, while Sue has Reflexes:15 and Unarmed Combat:10, Bob has +5 and Sue has -5). Work up a base chance from the situation, adapt that by your advantage/disadvantage, and that's the percent-chance odds of hitting them. Then there's the damage done, which gets a plus from how well you hit them (so a slow thug can do about the same in the long-run as a PCP-whacked geek, since the thug gets the occasional sledgehammer hit while the geek gets lots of rabbit-punches).

A thing that only just came up is what happens if it's two folks versus one?

Based on how other systems have handled combat with one person against more than one other person, what seems to work best? A thing where it's a straight -10 per extra target? A thing where you divide the base chance among your targets (so if it's normally 50% +/- whatever, the loner against two is now at 25% +/- whatever)? A thing where you divide the whole shebang among your targets (so the loner against two is using half of 50% +/- whatever)? Or some 'Option D'?

"Recycling" old material?

Prompted by reviewing some of my old campaign notes, and realizing I never got to use some of the material therein...

Is it acceptable to "recycle" material from previous games (appropriately changed for the current game, of course)? I've heard conflicting opinions, from, "It's OK to do that," to "Always create new stuff for new games; using stuff from old games is passé."

(x-posted to gmworkshop)
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White Wolf and Me

It's hard being a RPers south of the Equator, and it was even harder 10 years ago. Books were difficult to find, translations were rare and often atrociously bad. Imported books were almost prohibitively expensive. But well, it's not a hobby if you're not willing to sweat for it.

So my friends and I stuck to our tired, bittersweet 2nd edition AD&D books and modules (one of my friends was pretty well-off and asked his father to purchase them overseas when he traveled), which was not quite as undecipherable as GURPS, but still demanded Turing-level mathematics for actions as simple as clipping your toe nails (after you checked the manual to determine which of 23 types of nails a person can have, each with its own modifiers referred to a particular sub-table). Also, it had no social mechanics above a few cold stats: You have a 10 for Charisma? You can have 2 people in your employ, and no more. And that was it.
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In the end, all of it burned me out of WW faster and sooner than I would have liked. I decided to invest my attention into Hell on Earth (there's your example for a clear-rules, diverse, gritty game that had an ever-moving metaplot), Ars Magica (WW's baby steps...awww!), Shadowrun (incredible even if I never got the rules for Decking right) and the new D&D (shame on me for bowing at the Wizards of the Coast altar, but oh well).

Damn, I wish I had a stable tabletop gaming group. I can't begin to put into words how much I miss being part of a fiction that develops and reaches its conclusion, either running it or playing it. I like online RPing fine, but it's not enough. To me, it has to be the scribble of pencil on paper, the sound of rolling dice, the lowering of voice tones as the scene reaches its climax.

For good or ill, White Wolf was the system that gave me the most of that. So this is my little coda of my tabletop experience with it.

Thank you, guys. You were great, except for those occasions in which you sucked.
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