On Sat, 30 Oct 2004 19:52:11 -0400, Robert Donoghue <rdonoghue@...> ... I like this idea. In fact, I'm using it already to cover long-term (and permanent)...
... One thing that I've been grappling with lately is just how bad FATE is at handling group efforts, other than through fudge-y hand-waving. This relates to...
It depends on how you design your games to a degree. If you design the session with the specific skills etc of the players in mind, it doesn't really matter...
Two thoughts on this: (1) +ve: I like it. It makes Aspects the unique thing they are to this game, which is good. (2) -ve: The inclusion of situational...
... I had a loot point mechanic in my Talislanta game that served a similar function - but you have fleshed out plunder chips in a different way. I had a...
... Yep. Have your team pick a leader -- be it the man with the plan, or the guy on point, whatever -- with the "tag skill" that's going to be used to make it...
... Oddly, that was the route that I got to the idea through. I actually think that temporary aspects, specifically, aspects which you get, but which never...
... I'm not so keen on this - would seem to encourage higher totals. Where one person would balk at using, say, 2 aspects, a group of 4 won't. I might allow...
... So you want a *team* to be limited in the same way an *individual* is? That doesn't scan for me, at all. Teamwork is about pooling resources to make taking...
... Dead*)? First thanks iago and folks for good elders. Second batman: I added phases and aspects to Amber-Nobilis system I made. There Batman can have 5 - 8...
... Just thinking out loud here: It's been my experience that teamwork consists of individuals each performing a task that contributes to the success of the...
... Through the aforementioned reviews on RPG.net. ... As I mentioned when I first posted to this list, I loved Hubris Games's _Story Engine_, and this RPG...
Hicks ... That was a bloody, bloody *brilliant* idea with using Extras as rewards *outside* the skill pyramid as advancement rewards and incentives. And they...
If players (or GMs) take issue with the skill pyramid (specifically in the "why do I have to learn dagger to increase my necromancy" sense), here's a quick...
... (Which is where I start riffing about how an increased skill with the knife plays into the sacrificial rites and knifefighting's emphasis on taking another...
I would add that knowledge skills can round out anyone's pyramid. Why not take a knowledge - Area Graveyards? If he's been lurking around them he might have...
... I have to agree with that. It's much easier to publish a splat of crunch than good fluff. Though I don't really like the D&D system as it stands now, I...
This might be a little too crunchy for some; I haven't given it a whole lot of thought, but it just popped into mind when I read the last mention of players...
... Heh, that would probably be my response too. I doubt I would use the system I described; I like the pyramid's effect of forced diversification. Half of a...
... Amber ... But then what do you do when he's on the same team as Superman? Where's the consistency without getting ridiculous amounts of ranks, etc.? (Not...
The way I see it you can have three types of equipment in a game. First there is equipment that is central to a characters story. This equipment would be...
... The player in question had serious issue at eventually becoming a Great fighter with a dagger because of their sacrificial rites. ... We had a set of...
... wrote: <snip> ... Has anyone tried something like this, where characters are just their aspects and the skills were only for extras? (Maybe only two...
... Some Aspects then become much more useful than others. Aspects are balanced, be it Martial Arts Freak, Weak, or "Hasta la vista, baby!" But no more if...
... vista, ... True, I hadn't thought of that. And the solution of having the player mark off the aspect any time they would use it as a skill doesn't seem to...
... You could use very wide skills, though, like professions: "Commando" would cover combat, stealth, etc. Just as wide as Aspects, but different use (and ...
... And I'd agree with you. I think this is one reason why, when choosing your initial set of skills for the game, it's important to pick enough skills that...
... From: "Steven Roman" <ashesascending@...> ... That's exactly the issue that writers have wrestled with since those characters first teamed up. It's...