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Post by olegrand on Jun 22, 2020 21:12:22 GMT
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,750
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 24, 2020 9:33:30 GMT
I like them. Also I like your Bureau des Affaires Extraordinaires campaign ideas too.
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Post by olegrand on Jun 24, 2020 9:50:36 GMT
I like them. Also I like your Bureau des Affaires Extraordinaires campaign ideas too.
Ah, the Bureau... It takes me waaaaayback. Alas, this campaign was left in suspension for RL reasons... but it was, I think, a fine example of the creative flexibility of the game. It was a bit like "French Paternoster Adventures" avant la lettre. Back to my "radical house rules", I realize they will probably seem "heretical" or "excessive" by some - but in the end, it's just a matter of tastes and style. For my defence, I'll add that they work really well in play (well, as far as my GMing style is concerned) and that they are not some "spur-of-the-moment", untested idea. Anyway, thanks for the comments!
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Post by imajica on Jun 24, 2020 13:24:13 GMT
Flashbacks to the Ubiquity system. Say you've got a rating of 6 in a skill, if it's not a mission-critical roll you'd take half that and that's your roll (Ubiquity effectively uses multiple d2). Round up if it's a straightforward task, round down if it's a hard one. You can run entire sessions without ever having to touch the dice using this approach.
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Post by olegrand on Jun 24, 2020 17:28:43 GMT
Flashbacks to the Ubiquity system. Say you've got a rating of 6 in a skill, if it's not a mission-critical roll you'd take half that and that's your roll (Ubiquity effectively uses multiple d2). Round up if it's a straightforward task, round down if it's a hard one. You can run entire sessions without ever having to touch the dice using this approach. Yup - diceless can be excellent for some games (e.g. Amber) but in games like DWAITAS, dice rolling does create / increase dramatic tension, even if it occurs only once or twice in a session. Having designed a diceless game myself (Path of the Healer), I'd say it's all a question of genre, pacing and atmosphere.
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