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#1032 From: Christoffer Lerno <lerno@...>
Date: Thu May 1, 2003 7:45 am
Subject: Re: Sorcerer & Sword solicitation!
nou_ji
Send Email Send Email
 
On Thursday, May 1, 2003, at 14:17 Asia/Taipei, Russell Hoyle wrote:

> Well, I would LOVE to play, but I am GMT +8
> So it means 0900 - 1200 my time Wed, Thurs and Fri - My boss probably
> wouldn't approve...
>
> If you can think of any other times/days, I'd love to be part of the
> game!

Russel, when do you have time (local time)?

#1033 From: "Mike Holmes" <homeydont@...>
Date: Thu May 1, 2003 1:20 pm
Subject: Re: Sorcerer & Sword solicitation!
oceaniaproject
Send Email Send Email
 
Rod,

Very nice setting description. I'm getting a real Roger Dean vibe
(http://www.rogerdean.com/). Which is a world that I've always wanted to
travel.

On demons, the visual I get is the Final Fantasy Aeons. Is this what you're
going for? Are Sorcerers "out" in this world? Or can you take the Old One or
Immanent demon types from S&S?

Now on to the heart of the matter, however. Is Humanity the same as what we
discussed? Refraining from using people to achieve your goals. Or is it in
this case being able to resist the temptations of the lush world? What do
demons push you to do, typically? And what does Sorcery look like? In the
first example of Humanity, I'd think it would be something like offering up
something taken from another person including abstract things like their
dignity. In the latter Id guess something more like just doing extremely
hedonistic things.

Very curious to see where this goes.

Mike

>From: "rod_cartoonist" <rod_cartoonist@...>
>
>Okay, I want to pitch a Sorcerer & Sword concept here.
>
>(To Mike: we had talked earlier about some ideas I had for
>Sorcerer, but I kept feeling burdened by the sense that I wasn't
>really doing something I wanted to do -- I wasn't getting that
>"Fuck yeah!" moment from it. I started reading Sorcerer & Sword
>again, and felt my way to a concept that buzzed me a lot more; so
>what follows represents a substantial departure from what I
>discussed with you!)
>
>So, what I want to do is Sorcerer & Sword straight out of the
>book. In the context of pitching a game to a mailing list, however,
>I'll take a little more upon myself creatively than is suggested in
>the book, in the hopes of jazzing some folks enough to come on
>board and play. Here goes . . .
>
>
>The Characters:
>
>Larger-than-life heroes with a flair for reckless adventure and
>cheeky outrage.  Their personal power as sorcerers gives them
>the wherewithal to call their own shots, stick their necks out and
>express their personalities without restraint.
>
>
>The World:
>
>Xuphia, a rococo funhouse of sensory extravagance. People live
>in opulent cities of gingerbread palaces and clockwork
>contraptions, or in strange little communities with a visual/
>conceptual bang ("Here's the town that's full of birdcages";
>"Here's the town that hangs from the underside of a cliff").
>Between one city and the next are grotesque or sublime
>wildernesses of big, dramatic terrain, bursting with color, where
>Old Ones rule pagan courts from deep forest or high
>mountaintop. It's a world where people embark whole-heartedly
>on grand, fate-tempting schemes, and if they tumble down, grin
>and bear it with a sardonic wisecrack. Here and there, too, you
>may find a ruined castle or a rusty, weed-grown automaton --
>colorful shards of broken dreams that may yet be assembled
>into a new design.
>
>
>The Look:
>
>Baroque, over-the-top, Technicolor fantasy. See the book "The Art
>of Final Fantasy IX" as a style reference for places and objects;
>you might even choose to envision the characters in Japanese-
>cartoon style. Of note, humanity is more than usually plastic in
>Xuphia; someone might have blue skin, or scales, or the head of
>an animal and still be human. To be "Inhuman" is to get into
>really weird effects, such as having fire for hair, or being
>translucent.
>
>The Demons:
>
>Demons in Xuphia are ostentatious, dramatic, and as indulgent
>of their own personalities as the sorcerers who bind them. They
>may be True Demons hailing from mystic otherworlds, or Old
>Ones and Pagan Things who "went native" in our reality a long
>time ago. They're generally Passers (defined liberally, as with
>the demons from the Clicking Sands setting in the S&S book) or
>Inconspicuous Demons (defined as very small but having
>definite material bodies).
>Whatever the case, all demons have a strong visual/conceptual
>theme, be it one of the four classical elements, or something
>animalistic, or natural -- thus you might have a fire demon, or a
>spider demon, or a mountain demon . . . or something more
>abstract, like a demon of decay, or despair. Demons with like
>themes consider themselves related, and may talk "family
>business", or squabble with each other, or whatever.
>Let's add one more type of demon: Some sorcerers verse
>themselves in clockworks and craftsmanship to make and bind
>Object Demons, in the form of toys, tools, weapons or what you
>will. Whether these Demons are called by the sorcerer from
>beyond or actually created from whole cloth is a matter for
>scholars; the end result is the same. Whatever their form,
>Xuphian Object Demons are oversized, overwrought and have
>moving parts even if they don't need any.
>
>
>
>That's the pitch as it stands for now. I'm eager to hear from
>anyone who'd like to give it a try! As far as venue and scheduling
>goes, I would like to game in the #indierpg IRC room, and my
>preferred days and times are Tuesday, Wednesday or Thursday,
>sometime between 7-10 pm CDT (in international time, that's
>GMT -6).
>
>
>Rod
>


_________________________________________________________________
Add photos to your e-mail with MSN 8. Get 2 months FREE*.
http://join.msn.com/?page=features/featuredemail

#1034 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Thu May 1, 2003 2:01 pm
Subject: Re: Sorcerer & Sword solicitation!
rod_cartoonist
Send Email Send Email
 
Mike,


Quickly, since I'm at work:

Yes to both Roger Dean and the Final Fantasy Aeons -- those are great visual
references. ("Yes to Roger Dean" -- hee hee)


Humanity in Xuphia will be straight from the S&S book. The "Lotusland"
Humanity issues we talked about are filed away for use in a different, more
Gothic setting.

Sorcery in Xuphia is *big* and requires a lot of physical work, along the lines
of erecting standing stones, waving banners and things like that.  Even if
you're not performing cooperative sorcery, you typically need confidants to
help you fulfill the ritual requirements. When a demon is summoned, the
effects are dramatic -- earthquakes, spontaneous combustion of nearby
trees, swarms of hornets -- so a good source for sorcerous Humanity rolls is
simply putting your confidants at physical risk. (Or allowing the Demon to take
Need from your confidant.) Alternate possibilities are assembling ritual
materials by stealing them from your friends,  or throwing an orgy and using
it to generate the sorcerous energy for a summoning, leaving the
participants sick and drained.


Rod




--- In indie-netgaming@yahoogroups.com, "Mike Holmes" <homeydont@h...>
wrote:
> Rod,
>
> Very nice setting description. I'm getting a real Roger Dean vibe
> (http://www.rogerdean.com/). Which is a world that I've always wanted to
> travel.
>
> On demons, the visual I get is the Final Fantasy Aeons. Is this what you're
> going for? Are Sorcerers "out" in this world? Or can you take the Old One or
> Immanent demon types from S&S?
>
> Now on to the heart of the matter, however. Is Humanity the same as what
we
> discussed? Refraining from using people to achieve your goals. Or is it in
> this case being able to resist the temptations of the lush world? What do
> demons push you to do, typically? And what does Sorcery look like? In the
> first example of Humanity, I'd think it would be something like offering up
> something taken from another person including abstract things like their
> dignity. In the latter Id guess something more like just doing extremely
> hedonistic things.
>
> Very curious to see where this goes.
>
> Mike
>

#1035 From: Ed Heil <edheil@...>
Date: Thu May 1, 2003 2:17 pm
Subject: Re: Re: Sorcerer & Sword solicitation!
uncorrected
Send Email Send Email
 
See, this is the kind of setting where I could really groove on
Sorcerer.  Kane on a Yes Album Cover, doing sorcery that blows out
windows like a Highlander Quickening.


On Thu, 2003-05-01 at 10:01, rod_cartoonist wrote:
> Mike,
>
>
> Quickly, since I'm at work:
>
> Yes to both Roger Dean and the Final Fantasy Aeons -- those are great visual
> references. ("Yes to Roger Dean" -- hee hee)
>
>
> Humanity in Xuphia will be straight from the S&S book. The "Lotusland"
> Humanity issues we talked about are filed away for use in a different, more
> Gothic setting.
>
> Sorcery in Xuphia is *big* and requires a lot of physical work, along the
lines
> of erecting standing stones, waving banners and things like that.  Even if
> you're not performing cooperative sorcery, you typically need confidants to
> help you fulfill the ritual requirements. When a demon is summoned, the
> effects are dramatic -- earthquakes, spontaneous combustion of nearby
> trees, swarms of hornets -- so a good source for sorcerous Humanity rolls is
> simply putting your confidants at physical risk. (Or allowing the Demon to
take
> Need from your confidant.) Alternate possibilities are assembling ritual
> materials by stealing them from your friends,  or throwing an orgy and using
> it to generate the sorcerous energy for a summoning, leaving the
> participants sick and drained.
>
>
> Rod
>
>
>
>
> --- In indie-netgaming@yahoogroups.com, "Mike Holmes" <homeydont@h...>
> wrote:
> > Rod,
> >
> > Very nice setting description. I'm getting a real Roger Dean vibe
> > (http://www.rogerdean.com/). Which is a world that I've always wanted to
> > travel.
> >
> > On demons, the visual I get is the Final Fantasy Aeons. Is this what you're
> > going for? Are Sorcerers "out" in this world? Or can you take the Old One or
> > Immanent demon types from S&S?
> >
> > Now on to the heart of the matter, however. Is Humanity the same as what
> we
> > discussed? Refraining from using people to achieve your goals. Or is it in
> > this case being able to resist the temptations of the lush world? What do
> > demons push you to do, typically? And what does Sorcery look like? In the
> > first example of Humanity, I'd think it would be something like offering up
> > something taken from another person including abstract things like their
> > dignity. In the latter Id guess something more like just doing extremely
> > hedonistic things.
> >
> > Very curious to see where this goes.
> >
> > Mike
> >
>
>
>
>
> To unsubscribe from this group, send an email to:
> indie-netgaming-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
--
-------------------------------------------------------------------
Ed Heil                                      edheil@...
-------------------------------------------------------------------
  "Observe the monkeys from the distance.
   Do not stare them in the eyes.
   Do not put your hands out or try to touch them.
   Do not show or give food to monkeys."
  http://gojapan.about.com/library/special/blmonkey.htm
-------------------------------------------------------------------

#1036 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Thu May 1, 2003 2:26 pm
Subject: Re: Sorcerer & Sword solicitation!
rod_cartoonist
Send Email Send Email
 
So, Ed . . . are you saying you want to play? : )


Rod


--- In indie-netgaming@yahoogroups.com, Ed Heil <edheil@f...> wrote:
> See, this is the kind of setting where I could really groove on
> Sorcerer.  Kane on a Yes Album Cover, doing sorcery that blows out
> windows like a Highlander Quickening.
>

#1037 From: Ed Heil <edheil@...>
Date: Thu May 1, 2003 2:32 pm
Subject: Re: Re: Sorcerer & Sword solicitation!
uncorrected
Send Email Send Email
 
What are the minimum requirements for a player?  I'm afraid I haven't
yet actually read all of Sorcerer, and am not too familiar with the
mechancics... are you planning on playing in mail or IRC?


On Thu, 2003-05-01 at 10:26, rod_cartoonist wrote:
> So, Ed . . . are you saying you want to play? : )
>
>
> Rod
>
>
> --- In indie-netgaming@yahoogroups.com, Ed Heil <edheil@f...> wrote:
> > See, this is the kind of setting where I could really groove on
> > Sorcerer.  Kane on a Yes Album Cover, doing sorcery that blows out
> > windows like a Highlander Quickening.
> >
>
>
>
>
> To unsubscribe from this group, send an email to:
> indie-netgaming-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
--
-------------------------------------------------------------------
Ed Heil                                      edheil@...
-------------------------------------------------------------------
  "Observe the monkeys from the distance.
   Do not stare them in the eyes.
   Do not put your hands out or try to touch them.
   Do not show or give food to monkeys."
  http://gojapan.about.com/library/special/blmonkey.htm
-------------------------------------------------------------------

#1038 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Thu May 1, 2003 3:11 pm
Subject: Re: Sorcerer & Sword solicitation!
rod_cartoonist
Send Email Send Email
 
Minimum requirements? Enthusiasm, I suppose! It would be best if you had a
copy of Sorcerer & Sword, but if not, I could draw up the most essential
material from that book (the descriptors for attributes, and some new fun
things to do with the rules) in a document and e-mail it to you.

I'm looking at using the IRC channel -- see the very bottom of my original
message on this topic for specifics.


Rod



--- In indie-netgaming@yahoogroups.com, Ed Heil <edheil@f...> wrote:
> What are the minimum requirements for a player?  I'm afraid I haven't
> yet actually read all of Sorcerer, and am not too familiar with the
> mechancics... are you planning on playing in mail or IRC?
>

#1039 From: "bankuei" <bankuei@...>
Date: Thu May 1, 2003 7:09 pm
Subject: Re: Sorcerer & Sword solicitation!
bankuei
Send Email Send Email
 
Hi Rod,

I've been a long time lurker on this, and I'm finally going to break
down and play online.  I really dig the FF idea, since I also own
that book and it took but a minute for me to get some exciting
character concepts going.

I'm sorry, what days and times are you looking at playing?

Chris

--- In indie-netgaming@yahoogroups.com, "rod_cartoonist"
<rod_cartoonist@y...> wrote:
> Okay, I want to pitch a Sorcerer & Sword concept here.
>
> (To Mike: we had talked earlier about some ideas I had for
> Sorcerer, but I kept feeling burdened by the sense that I wasn't
> really doing something I wanted to do -- I wasn't getting that
> "Fuck yeah!" moment from it. I started reading Sorcerer &
Sword
> again, and felt my way to a concept that buzzed me a lot more;
so
> what follows represents a substantial departure from what I
> discussed with you!)
>
> So, what I want to do is Sorcerer & Sword straight out of the
> book. In the context of pitching a game to a mailing list,
however,
> I'll take a little more upon myself creatively than is suggested in
> the book, in the hopes of jazzing some folks enough to come
on
> board and play. Here goes . . .
>
>
> The Characters:
>
> Larger-than-life heroes with a flair for reckless adventure and
> cheeky outrage.  Their personal power as sorcerers gives
them
> the wherewithal to call their own shots, stick their necks out
and
> express their personalities without restraint.
>
>
> The World:
>
> Xuphia, a rococo funhouse of sensory extravagance. People
live
> in opulent cities of gingerbread palaces and clockwork
> contraptions, or in strange little communities with a visual/
> conceptual bang ("Here's the town that's full of birdcages";
> "Here's the town that hangs from the underside of a cliff").
> Between one city and the next are grotesque or sublime
> wildernesses of big, dramatic terrain, bursting with color,
where
> Old Ones rule pagan courts from deep forest or high
> mountaintop. It's a world where people embark
whole-heartedly
> on grand, fate-tempting schemes, and if they tumble down,
grin
> and bear it with a sardonic wisecrack. Here and there, too, you
> may find a ruined castle or a rusty, weed-grown automaton --
> colorful shards of broken dreams that may yet be assembled
> into a new design.
>
>
> The Look:
>
> Baroque, over-the-top, Technicolor fantasy. See the book "The
Art
> of Final Fantasy IX" as a style reference for places and objects;
> you might even choose to envision the characters in
Japanese-
> cartoon style. Of note, humanity is more than usually plastic in
> Xuphia; someone might have blue skin, or scales, or the head
of
> an animal and still be human. To be "Inhuman" is to get into
> really weird effects, such as having fire for hair, or being
> translucent.
>
> The Demons:
>
> Demons in Xuphia are ostentatious, dramatic, and as
indulgent
> of their own personalities as the sorcerers who bind them.
They
> may be True Demons hailing from mystic otherworlds, or Old
> Ones and Pagan Things who "went native" in our reality a long
> time ago. They're generally Passers (defined liberally, as with
> the demons from the Clicking Sands setting in the S&S book)
or
> Inconspicuous Demons (defined as very small but having
> definite material bodies).
> Whatever the case, all demons have a strong
visual/conceptual
> theme, be it one of the four classical elements, or something
> animalistic, or natural -- thus you might have a fire demon, or a
> spider demon, or a mountain demon . . . or something more
> abstract, like a demon of decay, or despair. Demons with like
> themes consider themselves related, and may talk "family
> business", or squabble with each other, or whatever.
> Let's add one more type of demon: Some sorcerers verse
> themselves in clockworks and craftsmanship to make and
bind
> Object Demons, in the form of toys, tools, weapons or what you
> will. Whether these Demons are called by the sorcerer from
> beyond or actually created from whole cloth is a matter for
> scholars; the end result is the same. Whatever their form,
> Xuphian Object Demons are oversized, overwrought and have
> moving parts even if they don't need any.
>
>
>
> That's the pitch as it stands for now. I'm eager to hear from
> anyone who'd like to give it a try! As far as venue and
scheduling
> goes, I would like to game in the #indierpg IRC room, and my
> preferred days and times are Tuesday, Wednesday or
Thursday,
> sometime between 7-10 pm CDT (in international time, that's
> GMT -6).
>
>
> Rod

#1040 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Thu May 1, 2003 7:25 pm
Subject: Sorcerer & Sword - date & time? (was Re: Sorcerer & Sword solicitation)!
rod_cartoonist
Send Email Send Email
 
Chris,

It's at the bottom of my original post! :-) I'm most amenable to Tuesday,
Wednesday or Thursday, in the 7 to 10  pm time frame. I guess at this point I'd
like everyone who's interested (you, Ed and Mike, maybe?) to sound off on
which of those times are acceptable for them. Then I can go through and see
if there are any dates I want to rule out entirely, and propose a solid play
schedule.

Here's an idea -- Would anyone like to meet in the #indie_ooc chat room
tonight around 8 Central and shoot the breeze about this game?


Rod


--- In indie-netgaming@yahoogroups.com, "bankuei" <bankuei@e...> wrote:
> Hi Rod,
>
> I've been a long time lurker on this, and I'm finally going to break
> down and play online.  I really dig the FF idea, since I also own
> that book and it took but a minute for me to get some exciting
> character concepts going.
>
> I'm sorry, what days and times are you looking at playing?
>
> Chris
>
> --- In indie-netgaming@yahoogroups.com, "rod_cartoonist"
> <rod_cartoonist@y...> wrote:
> > Okay, I want to pitch a Sorcerer & Sword concept here.
> >
> > (To Mike: we had talked earlier about some ideas I had for
> > Sorcerer, but I kept feeling burdened by the sense that I wasn't
> > really doing something I wanted to do -- I wasn't getting that
> > "Fuck yeah!" moment from it. I started reading Sorcerer &
> Sword
> > again, and felt my way to a concept that buzzed me a lot more;
> so
> > what follows represents a substantial departure from what I
> > discussed with you!)
> >
> > So, what I want to do is Sorcerer & Sword straight out of the
> > book. In the context of pitching a game to a mailing list,
> however,
> > I'll take a little more upon myself creatively than is suggested in
> > the book, in the hopes of jazzing some folks enough to come
> on
> > board and play. Here goes . . .
> >
> >
> > The Characters:
> >
> > Larger-than-life heroes with a flair for reckless adventure and
> > cheeky outrage.  Their personal power as sorcerers gives
> them
> > the wherewithal to call their own shots, stick their necks out
> and
> > express their personalities without restraint.
> >
> >
> > The World:
> >
> > Xuphia, a rococo funhouse of sensory extravagance. People
> live
> > in opulent cities of gingerbread palaces and clockwork
> > contraptions, or in strange little communities with a visual/
> > conceptual bang ("Here's the town that's full of birdcages";
> > "Here's the town that hangs from the underside of a cliff").
> > Between one city and the next are grotesque or sublime
> > wildernesses of big, dramatic terrain, bursting with color,
> where
> > Old Ones rule pagan courts from deep forest or high
> > mountaintop. It's a world where people embark
> whole-heartedly
> > on grand, fate-tempting schemes, and if they tumble down,
> grin
> > and bear it with a sardonic wisecrack. Here and there, too, you
> > may find a ruined castle or a rusty, weed-grown automaton --
> > colorful shards of broken dreams that may yet be assembled
> > into a new design.
> >
> >
> > The Look:
> >
> > Baroque, over-the-top, Technicolor fantasy. See the book "The
> Art
> > of Final Fantasy IX" as a style reference for places and objects;
> > you might even choose to envision the characters in
> Japanese-
> > cartoon style. Of note, humanity is more than usually plastic in
> > Xuphia; someone might have blue skin, or scales, or the head
> of
> > an animal and still be human. To be "Inhuman" is to get into
> > really weird effects, such as having fire for hair, or being
> > translucent.
> >
> > The Demons:
> >
> > Demons in Xuphia are ostentatious, dramatic, and as
> indulgent
> > of their own personalities as the sorcerers who bind them.
> They
> > may be True Demons hailing from mystic otherworlds, or Old
> > Ones and Pagan Things who "went native" in our reality a long
> > time ago. They're generally Passers (defined liberally, as with
> > the demons from the Clicking Sands setting in the S&S book)
> or
> > Inconspicuous Demons (defined as very small but having
> > definite material bodies).
> > Whatever the case, all demons have a strong
> visual/conceptual
> > theme, be it one of the four classical elements, or something
> > animalistic, or natural -- thus you might have a fire demon, or a
> > spider demon, or a mountain demon . . . or something more
> > abstract, like a demon of decay, or despair. Demons with like
> > themes consider themselves related, and may talk "family
> > business", or squabble with each other, or whatever.
> > Let's add one more type of demon: Some sorcerers verse
> > themselves in clockworks and craftsmanship to make and
> bind
> > Object Demons, in the form of toys, tools, weapons or what you
> > will. Whether these Demons are called by the sorcerer from
> > beyond or actually created from whole cloth is a matter for
> > scholars; the end result is the same. Whatever their form,
> > Xuphian Object Demons are oversized, overwrought and have
> > moving parts even if they don't need any.
> >
> >
> >
> > That's the pitch as it stands for now. I'm eager to hear from
> > anyone who'd like to give it a try! As far as venue and
> scheduling
> > goes, I would like to game in the #indierpg IRC room, and my
> > preferred days and times are Tuesday, Wednesday or
> Thursday,
> > sometime between 7-10 pm CDT (in international time, that's
> > GMT -6).
> >
> >
> > Rod

#1041 From: "the GreyOrm" <greyorm@...>
Date: Thu May 1, 2003 7:33 pm
Subject: Re: [Marco's Game]
greyorm
Send Email Send Email
 
From: "Mike Holmes" <homeydont@...>
> Uh, do you want write ups?

Yes, please.

> And by a "go" do you mean for the standard IRC
> room? Or some other means?

I'm assuming the standard room, for the moment.
Right now I'm waiting on Marco's response if he's ready to play soon.

Other than that, players, get the write-ups to me and let's discuss when
we'll hold the first session.

- Rev. Ravenscrye Grey Daegmorgan

      Does Your Project Need An Artist?
              www.daegmorgan.net

#1042 From: Ed Heil <edheil@...>
Date: Thu May 1, 2003 7:47 pm
Subject: Re: Re: Sorcerer & Sword solicitation!
uncorrected
Send Email Send Email
 
I'm leery of making promises bout IRC games.  I have a hard time getting
on/staying on IRC, and my schedule is flaky.  I guess I'll watch this
from the sidelines. :)


On Thu, 2003-05-01 at 11:11, rod_cartoonist wrote:
> Minimum requirements? Enthusiasm, I suppose! It would be best if you had a
> copy of Sorcerer & Sword, but if not, I could draw up the most essential
> material from that book (the descriptors for attributes, and some new fun
> things to do with the rules) in a document and e-mail it to you.
>
> I'm looking at using the IRC channel -- see the very bottom of my original
> message on this topic for specifics.
>
>
> Rod
>
>
>
> --- In indie-netgaming@yahoogroups.com, Ed Heil <edheil@f...> wrote:
> > What are the minimum requirements for a player?  I'm afraid I haven't
> > yet actually read all of Sorcerer, and am not too familiar with the
> > mechancics... are you planning on playing in mail or IRC?
> >
>
>
>
>
> To unsubscribe from this group, send an email to:
> indie-netgaming-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
--
-------------------------------------------------------------------
Ed Heil                                      edheil@...
-------------------------------------------------------------------
  "Observe the monkeys from the distance.
   Do not stare them in the eyes.
   Do not put your hands out or try to touch them.
   Do not show or give food to monkeys."
  http://gojapan.about.com/library/special/blmonkey.htm
-------------------------------------------------------------------

#1043 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Thu May 1, 2003 8:11 pm
Subject: Re: Sorcerer & Sword solicitation!
rod_cartoonist
Send Email Send Email
 
Well, c'est la vie -- if you change your mind though, you can let me know!


Rod



--- In indie-netgaming@yahoogroups.com, Ed Heil <edheil@f...> wrote:
> I'm leery of making promises bout IRC games.  I have a hard time getting
> on/staying on IRC, and my schedule is flaky.  I guess I'll watch this
> from the sidelines. :)
>

#1044 From: "bankuei" <bankuei@...>
Date: Thu May 1, 2003 9:23 pm
Subject: Sorcerer & Sword - date & time? (was Re: Sorcerer & Sword solicitation)!
bankuei
Send Email Send Email
 
Hi Rod,

Oops!  Missed it!  Of the three days, Weds best, Thurs would be
second best.

Chris

#1045 From: "Mike Holmes" <homeydont@...>
Date: Thu May 1, 2003 9:57 pm
Subject: Re: Sorcerer & Sword - date & time? (was Re: Sorcerer & Sword solicitation)!
oceaniaproject
Send Email Send Email
 
OK, I'm really in. I'm not sure if doing three Sorcerer games at once is a
good idea (my FTF game with Josh is also Sorcerer right now), but I like
concept too much to pass it up. Aw, who an I kidding, I'm just a gamer crack
whore. Bring it on!

I would say that Teusday is bewst for me. I can do Thursday, but I have a
commitment one night per month to be out on Thursday (last in the month).
Wednesday is my FTF game with Josh, so that's out.

Ed, you bum! We can get you fixed up, damnit! Play!

I'll try to be in the chatroom tonight at 8, Rod.

Mike


>From: "rod_cartoonist" <rod_cartoonist@...>
>
>Chris,
>
>It's at the bottom of my original post! :-) I'm most amenable to Tuesday,
>Wednesday or Thursday, in the 7 to 10  pm time frame. I guess at this point
>I'd
>like everyone who's interested (you, Ed and Mike, maybe?) to sound off on
>which of those times are acceptable for them. Then I can go through and see
>if there are any dates I want to rule out entirely, and propose a solid
>play
>schedule.
>
>Here's an idea -- Would anyone like to meet in the #indie_ooc chat room
>tonight around 8 Central and shoot the breeze about this game?
>
>
>Rod
>
>
>--- In indie-netgaming@yahoogroups.com, "bankuei" <bankuei@e...> wrote:
> > Hi Rod,
> >
> > I've been a long time lurker on this, and I'm finally going to break
> > down and play online.  I really dig the FF idea, since I also own
> > that book and it took but a minute for me to get some exciting
> > character concepts going.
> >
> > I'm sorry, what days and times are you looking at playing?
> >
> > Chris
> >
> > --- In indie-netgaming@yahoogroups.com, "rod_cartoonist"
> > <rod_cartoonist@y...> wrote:
> > > Okay, I want to pitch a Sorcerer & Sword concept here.
> > >
> > > (To Mike: we had talked earlier about some ideas I had for
> > > Sorcerer, but I kept feeling burdened by the sense that I wasn't
> > > really doing something I wanted to do -- I wasn't getting that
> > > "Fuck yeah!" moment from it. I started reading Sorcerer &
> > Sword
> > > again, and felt my way to a concept that buzzed me a lot more;
> > so
> > > what follows represents a substantial departure from what I
> > > discussed with you!)
> > >
> > > So, what I want to do is Sorcerer & Sword straight out of the
> > > book. In the context of pitching a game to a mailing list,
> > however,
> > > I'll take a little more upon myself creatively than is suggested in
> > > the book, in the hopes of jazzing some folks enough to come
> > on
> > > board and play. Here goes . . .
> > >
> > >
> > > The Characters:
> > >
> > > Larger-than-life heroes with a flair for reckless adventure and
> > > cheeky outrage.  Their personal power as sorcerers gives
> > them
> > > the wherewithal to call their own shots, stick their necks out
> > and
> > > express their personalities without restraint.
> > >
> > >
> > > The World:
> > >
> > > Xuphia, a rococo funhouse of sensory extravagance. People
> > live
> > > in opulent cities of gingerbread palaces and clockwork
> > > contraptions, or in strange little communities with a visual/
> > > conceptual bang ("Here's the town that's full of birdcages";
> > > "Here's the town that hangs from the underside of a cliff").
> > > Between one city and the next are grotesque or sublime
> > > wildernesses of big, dramatic terrain, bursting with color,
> > where
> > > Old Ones rule pagan courts from deep forest or high
> > > mountaintop. It's a world where people embark
> > whole-heartedly
> > > on grand, fate-tempting schemes, and if they tumble down,
> > grin
> > > and bear it with a sardonic wisecrack. Here and there, too, you
> > > may find a ruined castle or a rusty, weed-grown automaton --
> > > colorful shards of broken dreams that may yet be assembled
> > > into a new design.
> > >
> > >
> > > The Look:
> > >
> > > Baroque, over-the-top, Technicolor fantasy. See the book "The
> > Art
> > > of Final Fantasy IX" as a style reference for places and objects;
> > > you might even choose to envision the characters in
> > Japanese-
> > > cartoon style. Of note, humanity is more than usually plastic in
> > > Xuphia; someone might have blue skin, or scales, or the head
> > of
> > > an animal and still be human. To be "Inhuman" is to get into
> > > really weird effects, such as having fire for hair, or being
> > > translucent.
> > >
> > > The Demons:
> > >
> > > Demons in Xuphia are ostentatious, dramatic, and as
> > indulgent
> > > of their own personalities as the sorcerers who bind them.
> > They
> > > may be True Demons hailing from mystic otherworlds, or Old
> > > Ones and Pagan Things who "went native" in our reality a long
> > > time ago. They're generally Passers (defined liberally, as with
> > > the demons from the Clicking Sands setting in the S&S book)
> > or
> > > Inconspicuous Demons (defined as very small but having
> > > definite material bodies).
> > > Whatever the case, all demons have a strong
> > visual/conceptual
> > > theme, be it one of the four classical elements, or something
> > > animalistic, or natural -- thus you might have a fire demon, or a
> > > spider demon, or a mountain demon . . . or something more
> > > abstract, like a demon of decay, or despair. Demons with like
> > > themes consider themselves related, and may talk "family
> > > business", or squabble with each other, or whatever.
> > > Let's add one more type of demon: Some sorcerers verse
> > > themselves in clockworks and craftsmanship to make and
> > bind
> > > Object Demons, in the form of toys, tools, weapons or what you
> > > will. Whether these Demons are called by the sorcerer from
> > > beyond or actually created from whole cloth is a matter for
> > > scholars; the end result is the same. Whatever their form,
> > > Xuphian Object Demons are oversized, overwrought and have
> > > moving parts even if they don't need any.
> > >
> > >
> > >
> > > That's the pitch as it stands for now. I'm eager to hear from
> > > anyone who'd like to give it a try! As far as venue and
> > scheduling
> > > goes, I would like to game in the #indierpg IRC room, and my
> > > preferred days and times are Tuesday, Wednesday or
> > Thursday,
> > > sometime between 7-10 pm CDT (in international time, that's
> > > GMT -6).
> > >
> > >
> > > Rod
>


_________________________________________________________________
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#1046 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Thu May 1, 2003 10:26 pm
Subject: Sorcerer & Sword - sounds like a plan!
rod_cartoonist
Send Email Send Email
 
Hokay, then! If Ed can be cajoled, I've got three players and I'll close the
list
there. If it turns out that he's really out, then I could add someone in his
place,
if anyone wants in.

It sounds like we'll go ahead and play on Thursday, weekly except for one
night a month -- when will that be, Mike?

In any case, I'll be in #indie_ooc at 8 then. Chris, Ed, think y'all can be
there
tonight for discussing the game, hopefully getting some character concepts
out there?



Rod

#1047 From: indie-netgaming@yahoogroups.com
Date: Thu May 1, 2003 11:41 pm
Subject: New file uploaded to indie-netgaming
indie-netgaming@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the indie-netgaming
group.

   File        : /Trollbabe/Trollbabe Pre-play +actual play NAR +OOC logs1-8.doc
   Uploaded by : mcnameebob <mcnameebob@...>
   Description : Trollbabe-Adventure#1-Heirs to the Throne-sessions1-8

You can access this file at the URL

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#1048 From: indie-netgaming@yahoogroups.com
Date: Thu May 1, 2003 11:43 pm
Subject: New file uploaded to indie-netgaming
indie-netgaming@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the indie-netgaming
group.

   File        : /Trollbabe/Trollbabe characters.doc
   Uploaded by : mcnameebob <mcnameebob@...>
   Description : Trollbabe Chars: Arica & Yulari-start of Adventure #2

You can access this file at the URL

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ters.doc

To learn more about file sharing for your group, please visit

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Regards,

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#1049 From: Ed Heil <edheil@...>
Date: Fri May 2, 2003 2:06 pm
Subject: Re: Sorcerer & Sword - sounds like a plan!
uncorrected
Send Email Send Email
 
Seriously, though I'd love to play, I can't commit to being there at the
right time on IRC.  Sorry. :)


On Thu, 2003-05-01 at 18:26, rod_cartoonist wrote:
> Hokay, then! If Ed can be cajoled, I've got three players and I'll close the
list
> there. If it turns out that he's really out, then I could add someone in his
place,
> if anyone wants in.
>
> It sounds like we'll go ahead and play on Thursday, weekly except for one
> night a month -- when will that be, Mike?
>
> In any case, I'll be in #indie_ooc at 8 then. Chris, Ed, think y'all can be
there
> tonight for discussing the game, hopefully getting some character concepts
> out there?
>
>
>
> Rod
>
>
>
> To unsubscribe from this group, send an email to:
> indie-netgaming-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
--
-------------------------------------------------------------------
Ed Heil                                      edheil@...
-------------------------------------------------------------------
  "Observe the monkeys from the distance.
   Do not stare them in the eyes.
   Do not put your hands out or try to touch them.
   Do not show or give food to monkeys."
  http://gojapan.about.com/library/special/blmonkey.htm
-------------------------------------------------------------------

#1050 From: "bankuei" <bankuei@...>
Date: Fri May 2, 2003 4:22 pm
Subject: Re: Sorcerer & Sword - sounds like a plan!
bankuei
Send Email Send Email
 
Sorry about last night guys, network went down on me
something nasty.  Let me know if you want to take some more
time IRC or email to email to write up characters and set up for
play.

Chris


--- In indie-netgaming@yahoogroups.com, "rod_cartoonist"
<rod_cartoonist@y...> wrote:
> Hokay, then! If Ed can be cajoled, I've got three players and I'll
close the list
> there. If it turns out that he's really out, then I could add
someone in his place,
> if anyone wants in.
>
> It sounds like we'll go ahead and play on Thursday, weekly
except for one
> night a month -- when will that be, Mike?
>
> In any case, I'll be in #indie_ooc at 8 then. Chris, Ed, think y'all
can be there
> tonight for discussing the game, hopefully getting some
character concepts
> out there?
>
>
>
> Rod

#1051 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Fri May 2, 2003 10:50 pm
Subject: Re: Sorcerer & Sword - sounds like a plan!
rod_cartoonist
Send Email Send Email
 
No problem, Chris -- unless it happens to you a lot! Was it just
an IRC issue, or something with your server, or? It does make
me wonder if it would be worthwhile to set up a "contingency
plan" that would enable us to move the game from one venue to
another quickly, so a technical problem doesn't have to be a
frustrating brick wall.


In any case, go ahead and e-mail me your write-up. I've got my
backstory mojo on, I'm comin' up with Bangs, it's goin' good.
There is one issue with your character though. Since the
adventure is taking place on his "home turf", there's going to be
some characters who he would already know fairly well. Which
raises the question:

Do you want me to write you up a briefing on who your character
knows and what their deals are? or,

Would you rather it be revealed to you, the player, as game
circumstances dictate? Doing it this way means you get to
"discover" these folks as an audience member, but you will have
to be able to improvise and accommodate new stuff that your
character "already knew, of course". Let me know what you think
of all this.



Rod



--- In indie-netgaming@yahoogroups.com, "bankuei" <
bankuei@e...> wrote:
> Sorry about last night guys, network went down on me
> something nasty.  Let me know if you want to take some more
> time IRC or email to email to write up characters and set up for
> play.
>
> Chris
>
>
> --- In indie-netgaming@yahoogroups.com, "rod_cartoonist"
> <rod_cartoonist@y...> wrote:
> > Hokay, then! If Ed can be cajoled, I've got three players and I'll
> close the list
> > there. If it turns out that he's really out, then I could add
> someone in his place,
> > if anyone wants in.
> >
> > It sounds like we'll go ahead and play on Thursday, weekly
> except for one
> > night a month -- when will that be, Mike?
> >
> > In any case, I'll be in #indie_ooc at 8 then. Chris, Ed, think
y'all
> can be there
> > tonight for discussing the game, hopefully getting some
> character concepts
> > out there?
> >
> >
> >
> > Rod

#1052 From: indie-netgaming@yahoogroups.com
Date: Sat May 3, 2003 2:19 am
Subject: New file uploaded to indie-netgaming
indie-netgaming@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the indie-netgaming
group.

   File        : /Trollbabe/Trollbabe-Adventure1-Heirs to the
Throne-Narration.txt
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   Description : Trollbabe-Adventure1-Heirs to the Throne-Narration only -txt
file

You can access this file at the URL

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#1053 From: Robert McNamee <mcnameebob@...>
Date: Sat May 3, 2003 3:24 am
Subject: Trollbabe changes
mcnameebob
Send Email Send Email
 
Nathan, Chris, and other interested folks.
 
I am thinking about changing my Trollbabe game to Tuesday's only. This will allow all of the group to participate in the rotating Monday games. (I'm in favor of once a week here)
 
I am also debating whether to continue the current Trollbabe game, or whether to start up a new one (especially considering I was doing things wrong before).
 
Obviously whether to do this revamp depends a lot on what Chris and Nathan want.
 
One thought I have about starting up a new game...
 
   I would like to have a Universalis set up game for the new Trollbabe game.
Me and up to 4 players.
Universalis is to be used for a Tenet phase, and a world building / general events phase (possibly even continuing this for large scale happenings in the setting as time goes by)
This should take one evening.
 
Among other things, this will let the setting, as well as the 'character concept', be defined by the group- however the participants wish- including not being about 'trollbabes'. The PCs will be important folks, whose influence tips situations...same as regular Trollbabe.
Setting, style, Character, Rerolls, Relationship types are all up for Universalis customizing.
 
We could also decide if we would use Ron's social rewrite or not.
 
None of this is set in stone, I've had a good time with Trollbabe (even if my typing hands are a bit tired). I'd like to see what else happens, but I'd be happy to make changes too.
 
Or we can continue to follow the exploits of Arica and Yulari (possibly even adding another Trollbabe)
 
What do you think?
 
Bob McNamee
 


Do you Yahoo!?
The New Yahoo! Search - Faster. Easier. Bingo.

#1054 From: Nathan E Banks <paganini@...>
Date: Sat May 3, 2003 3:35 am
Subject: Re: Trollbabe changes
paganini_mad...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Sounds awesome to me, Bob. It'll be a race to see who can
establish the "No Trollbabes" tenet first. :)

- --
Nathan E. Banks

"My friend saw what I writing and says what is "doo-too". So I
punch him in teh neck and take his wallet and keys, drive his
car to dave and busters and spen all his money on booze and
house of dead 3. That's what "doo-too" is, fool. I kill him and
take his stuff."

         - Colin the Riot

http://paganini.knightswood.net - Home of Cliff Castle Games

ICQ 34492883
PGP Public Key Fingerprint:
850A 55AB 1963 7C0E 534A  B39E 69D2 9E1D 8483 7773

- --
"Paganini avoids mediocrity in everything."
                 - Niccolo Paganini

-----BEGIN PGP SIGNATURE-----
Version: PGP 6.5i

iQA/AwUBPrM4/WnSnh2Eg3dzEQLnWgCg7Na+nxidc31KFkfhVKsbFVhO4rgAoNMG
8zhBDFBdARJMQDhjQ4TbrWSJ
=ItDP
-----END PGP SIGNATURE-----

#1055 From: "rod_cartoonist" <rod_cartoonist@...>
Date: Sat May 3, 2003 3:37 am
Subject: Re: Trollbabe changes
rod_cartoonist
Send Email Send Email
 
If you decide to keep on with the current game, and want to add
another player, I'm definitely interested, as I've mentioned.  I'm
tentatively interested in the new-setting thing as well, although I
would probably step aside for someone who's really interested.
In any event, let me know if you can use me.


Rod


--- In indie-netgaming@yahoogroups.com, Robert McNamee <
mcnameebob@y...> wrote:
> Nathan, Chris, and other interested folks. I am thinking about
changing my Trollbabe game to Tuesday's only. This will allow
all of the group to participate in the rotating Monday games. (I'm
in favor of once a week here) I am also debating whether to
continue the current Trollbabe game, or whether to start up a
new one (especially considering I was doing things wrong
before). Obviously whether to do this revamp depends a lot on
what Chris and Nathan want. One thought I have about starting
up a new game...    I would like to have a Universalis set up
game for the new Trollbabe game. Me and up to 4 players.
Universalis is to be used for a Tenet phase, and a world building
/ general events phase (possibly even continuing this for large
scale happenings in the setting as time goes by)This should
take one evening.  Among other things, this will let the setting, as
well as the 'character concept', be defined by the group- however
the participants wish- including not being about 'trollbabes'. The
PCs will be important folks, whose influence tips
situations...same as regular Trollbabe. Setting, style, Character,
Rerolls, Relationship types are all up for Universalis
customizing. We could also decide if we would use Ron's social
rewrite or not. None of this is set in stone, I've had a good time
with Trollbabe (even if my typing hands are a bit tired). I'd like to
see what else happens, but I'd be happy to make changes too.
Or we can continue to follow the exploits of Arica and Yulari
(possibly even adding another Trollbabe) What do you think?
Bob McNamee
>
> ---------------------------------
> Do you Yahoo!?
> The New Yahoo! Search - Faster. Easier. Bingo.

#1056 From: "Alexander Cherry" <lxndr@...>
Date: Sat May 3, 2003 6:57 pm
Subject: Messing Around With SOAP
nonecanknow
Send Email Send Email
 
Being a Treatise of Random Thoughts That Came To Me During My Slumber
and Afterwards, Regarding the Subject of SOAP: The Game of Soap Opera
Mayhem

The following rules modifications to SOAP came to me last night while
I was sleeping and this morning when I was trying to get it all down.
Please keep in mind I have only seen the free pdf, and the print book
is still coming to me. No flames please. Lots of comments, please.

+-+-+-+-+-+-+-+-+-+-+-+-+-+

In a play-by-email or play-by-web SOAP game, it seems to make sense
that players could have multiple characters, to increase the feel of
the inbreeding of SOAP characters.





Players with multiple characters must track Plot Tokens separately
for each character and cannot combine them for any reason.

Players with multiple characters do not get any points for corerctly
guessing a secret of one of their own characters, for obvious
reasons.

Players with multiple characters are discouraged from having their
goals involve their own characters, but are not outright disallowed.

In a game allowing multiple characters, reviving a dead character by
spending Plot Tokens is not allowed.



In addition to this, I can see individual characters being shared by
multiple players (say, two different players have a husband and wife
character, and choose to share the children). In cases like this, the
player who goes on-screen with a shared character gets to control
that character until they go off-screen again. The rules above also
apply.

Finally, a variant of this seems to work great if you happen to want
a GM, at least on paper:




GMs never get any points for guessing someone's secret, given that
they are the keeper of secrets.

GMs track and spend Plot Tokens together, rather than separating them
for each individual character.

GM characters do not have script immunity, and can always die;
however, the GM can spend 3 Plot Tokens to bring them back with a
convoluted explanation.

GM characters are there to support the main characters (the PCs),
thus their goals must impact the PCs, or otherwise involve them
directly.

"Extras" remain free for any character to make and use. GM characters
are simply supporting cast members. Similarly, the GM is not the sole
dictator of the setting; everyone gets their chance to have a say.



+-+-+-+-+-+-+-+-+-+-+-+-+-+

The round-robin system of SOAP seems counterintuitive to some parts
of the game, when playing in an email format. Thus the following
rules modifications seemed appropriate:




Starting a Scene - Assuming a player has an available character (or
wishes to start an all-NPC scene for some reason), he may start a
scene at any time. No holds barred. This allows new players to jump
in immediately, and removes the necessity for turns.

Joining a Scene - Assuming a player has an available character, you
can choose to join an active scene at any time. This rule otherwise
remains unchanged.

Continuing a Scene - Obviously, continuing a particular scene is not
allowed if the last sentence is still being contested. In addition,
in any 24 hour period, no single character may continue a scene more
than once.

Ending a Scene - Obviously, ending a scene is not allowed if the last
posted sentence is still being contested. Otherwise, the same
restrictions apply as Continuing a Scene.

Conested Sentences - Any sentence that might be contested (including
Joining or Ending a scene) has 24 hours to be countered. During that
time, the scene is frozen, and in the case of "ending a scene," this
means the character is not yet available to start or join another
scene. If the contesting player makes it obvious the sentence will
not be contested before 24 hours is up, the scene is unfrozen.



With this set-up, the whole creating/joining a scene process is more
officially dynamic, and yet the pacing of the scenes (with the no-
more-than-one-character-post-per-24-hours rule) allows for others to
thwart, annoy, or try to join in the action.

+-+-+-+-+-+-+-+-+-+-+-+

Stealing a concept from old Everway mailing list posts, character
development in a SOAP game:

* Whenever a character accomplishes his goal, or otherwise has some
sort of devastating life-changing event, the player may choose to
alter the character's "concept statement", switching in old Traits
for new. If the reason for this change is not a goal, the character
may change goals as well.

* I keep feeling there should be some mechanism by which a character
can gain a new secret after losing his old one. But I can't come up
with anything. suggestions regarding this would be welcome.

+-+-+-+-+-+-+-+-+-+-+-+

#1057 From: Nathan E Banks <paganini@...>
Date: Sat May 3, 2003 7:52 pm
Subject: Re: Messing Around With SOAP
paganini_mad...
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Saturday, May 3, 2003, 1:57:50 PM, Alexander wrote:

AC> In a play-by-email or play-by-web SOAP game, it seems to make
sense
AC> that players could have multiple characters, to increase the feel
of
AC> the inbreeding of SOAP characters.

Interesting idea. Players really already have multiple
characters in the traditional sense . . . there is no GM, and
therefore there are no NPCs. Character ownership is also vague,
since any player can do anything with any character, assuming he
doesn't get challenged. The effect of your idea would really be
that players have multiple sources for Plot Points.

AC> Players with multiple characters must track Plot Tokens
separately
AC> for each character and cannot combine them for any reason.

I have to ask . . . why? Plot Tokens seem like a pure player
resource to me; nothing to do with character. It's like how you
still only have one pool when playing The Pool with multiple
characters.

AC> Players with multiple characters do not get any points for
corerctly
AC> guessing a secret of one of their own characters, for obvious
AC> reasons.

Hehe.

AC> Players with multiple characters are discouraged from having
their
AC> goals involve their own characters, but are not outright
disallowed.

OK, I can see the logic here, but exactly what does
"discouraged" mean? What discourages them?

AC> In a game allowing multiple characters, reviving a dead character
by
AC> spending Plot Tokens is not allowed.

<BLINK> You mean it's allowed to begin with? Woah, I completely
missed that. Can you give me a page number?

AC> The round-robin system of SOAP seems counterintuitive to some
parts
AC> of the game, when playing in an email format.

Really? To me, that's one of the big advantages. It's as simple
as taking turns narrating. No initiative rolls, no interruption,
no waiting on a player who thought he wasn't supposed to do
anything . . .  you always know who's turn it is.

AC> * I keep feeling there should be some mechanism by which a
character
AC> can gain a new secret after losing his old one. But I can't come
up
AC> with anything. suggestions regarding this would be welcome.

Well, I dunno. Goals are replaceable . . . you do one, and you
move on to the next. But a secret is sort of like your HP.
The idea is that, once your secret is guessed, you won't be
around very long. Without a secret, a character is not
plot-centric, and is fair game for anyone who wants to nail him.

- --
Nathan E. Banks

"My friend saw what I writing and says what is "doo-too". So I
punch him in teh neck and take his wallet and keys, drive his
car to dave and busters and spen all his money on booze and
house of dead 3. That's what "doo-too" is, fool. I kill him and
take his stuff."

         - Colin the Riot

http://paganini.knightswood.net - Home of Cliff Castle Games

ICQ 34492883
PGP Public Key Fingerprint:
850A 55AB 1963 7C0E 534A  B39E 69D2 9E1D 8483 7773

- --
"Paganini avoids mediocrity in everything."
                 - Niccolo Paganini

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#1058 From: Lxndr <lxndr@...>
Date: Sat May 3, 2003 9:02 pm
Subject: Re: Messing Around With SOAP
nonecanknow
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Thank you for the response!

>AC> Players with multiple characters must track Plot Tokens
>separately
>AC> for each character and cannot combine them for any reason.
>
>I have to ask . . . why? Plot Tokens seem like a pure player
>resource to me; nothing to do with character. It's like how you
>still only have one pool when playing The Pool with multiple
>characters.
>
>
Honestly?  It just seemed appropriate at the time, and still feels
"right."  What's the Pool?

Once again I stress I only have access to the "free" game right now, and
I know SOME rules changes have taken place, just by watching the SOAP
games being played; my print copy is on its way and it seems both
superfluous and unfair to pay for a pdf copy AFTER I paid for a print
copy, so I'm not doing that.  So if any of this contradicts the
sold/pdf/print version, I apologize in advance.

In any case, according to the "free" game, each player gets 2 Plot
Tokens to start with.  I was working under the assumption that each
CHARACTER got two Plot Tokens to start with, thus putting every
character on an equal playing field.  With that assumption, a player
starting with two characters gets four Plot Tokens, which seems to allow
him to screw over another starting character pretty quickly.  I sensed
massive character inflation if it's handled that way, and so chose to
separate the various pools.  It also seemed to lend itself well to the
concept of shared characters played by multiple individuals, so I'll
admit there was some desire for standardization.

If, on the other hand, you assume it is per PLAYER, and the creation of
a new character doesn't generate any Plot Tokens at all (this is me
thinking out loud - the idea hadn't occurred to me before) then a player
starting off with more than one character is at a disadvantage, since he
has to defend twice as many characters with the same beginning pool.  On
the other hand, introducing new characters later rather than starting a
game with a glut seems to make sense as well.  Hmmm...  Maybe make
multiple characters a reward for playing well?  Spend 1 Plot Token, you
get yourself a new character?

I dunno.  I still am attracted towards the CHARACTER being
transcendant.  It's like playing both Mario and Luigi in Super Mario
Brothers - Mario can't just give his extra lives to Luigi, if you know
what I mean.

>AC> Players with multiple characters do not get any points for
>correctly
>AC> guessing a secret of one of their own characters, for obvious
>AC> reasons.
>
>Hehe.
>
>
     *grins*  I figured better state the obvious, right?

>AC> Players with multiple characters are discouraged from having
>their
>AC> goals involve their own characters, but are not outright
>disallowed.
>
>OK, I can see the logic here, but exactly what does
>"discouraged" mean? What discourages them?
>
>
     Social pressure?  It's more a guideline than an outright rule.
Heck, the example of play in the free document (which earlier says "you
should choose one of the other characters and make that character a part
of the goal") includes one character whose goal has nothing at all to do
with the other characters, and another whose goal only vaguely involves
another character.  So it seemed to be an informal guideline in the
first place.  The final printed rules might be different, of course.

>AC> In a game allowing multiple characters, reviving a dead character by
>AC> spending Plot Tokens is not allowed.
>
><BLINK> You mean it's allowed to begin with? Woah, I completely
>missed that. Can you give me a page number?
>
>
Free rules, under section 5, "Options: Serial Games" on the fifth
printed page.  "All players must keep their characters over the course
of the series, unless they are killed.  In this case, a new character
may be introduced in the next game or the player may pay 3 plot tokens
to revive his old character."

>AC> The round-robin system of SOAP seems counterintuitive to some parts
>AC> of the game, when playing in an email format.
>
>Really? To me, that's one of the big advantages. It's as simple
>as taking turns narrating. No initiative rolls, no interruption,
>no waiting on a player who thought he wasn't supposed to do
>anything . . .  you always know who's turn it is.
>
Given my personal previous experience with email games, having turns
seems to lead to one guy vanishing and holding the entire game up.  I
don't particularly like that, and so I wanted to formalize rules that
would keep that from happening.  My system also allows new players to
jump in rather easily - create a character, get 2 Plot Tokens, and start
a scene or worm your way into one.  Round-robin turn-taking feels like
it'd break down after about five people, unless they were all
really-uber-super-ultra-diligent.  And combined with the
multiple-characters rule, if only one character could show up per PLAYER
turn, then secondary characters would almost never get a chance to leap
into the limelight.

I sort of like the dynamic nature of what I came up with, and I believe
I managed to keep good pacing with the 24-hour rule (which matches, now
that I check the shogun pbem posts, a rule Robert McNamee came up
with).  Even if you disagree with my dislike of the round-robin system,
what did you think of the hacks I put forth to make it more dynamic and
less turn-based?

>AC> * I keep feeling there should be some mechanism by which a
>character
>AC> can gain a new secret after losing his old one. But I can't come
>up
>AC> with anything. suggestions regarding this would be welcome.
>
>Well, I dunno. Goals are replaceable . . . you do one, and you
>move on to the next. But a secret is sort of like your HP.
>The idea is that, once your secret is guessed, you won't be
>around very long. Without a secret, a character is not
>plot-centric, and is fair game for anyone who wants to nail him.
>
     Yeah, yeah, I know.  Ah well, it's not a biggie.

#1059 From: Nathan E Banks <paganini@...>
Date: Sat May 3, 2003 9:31 pm
Subject: Re: Messing Around With SOAP
paganini_mad...
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Saturday, May 3, 2003, 4:02:48 PM, Lxndr wrote:

L> Honestly?  It just seemed appropriate at the time, and still feels
L> "right."  What's the Pool?

Oooh! Oooh! Oooh! He doesn't know the Pool! I get to
proselytize! Get thee to http://www.randomordercreations.com

L> Once again I stress I only have access to the "free" game right
now, and
L> I know SOME rules changes have taken place, just by watching the
SOAP
L> games being played; my print copy is on its way and it seems both
L> superfluous and unfair to pay for a pdf copy AFTER I paid for a
print
L> copy, so I'm not doing that.  So if any of this contradicts the
L> sold/pdf/print version, I apologize in advance.

Aha! I haven't actually read the free version. I understand that
it's quite different from the PDF and Print versions.

<snip>

L> I dunno.  I still am attracted towards the CHARACTER being
L> transcendant.  It's like playing both Mario and Luigi in Super
Mario
L> Brothers - Mario can't just give his extra lives to Luigi, if you
know
L> what I mean.

I'm seeing what you're saying. I hadn't thought about it from
the "defend multiple characters with only 2 plot points" angle.
I was thinking of it from the "characters as plot point
generator" direction, assuming that multiple characters is a big
advantage.

<snip>

I'm driven to ask by your comments . . . have you heard of
Universalis? It seems like you're trying to expand SOAP to do
things it wasn't exactly intended to do - which is not a bad
thing necessarily, but I suspect that Universalis may already be
exactly what you're looking for.

- --
Nathan E. Banks

"My friend saw what I writing and says what is "doo-too". So I
punch him in teh neck and take his wallet and keys, drive his
car to dave and busters and spen all his money on booze and
house of dead 3. That's what "doo-too" is, fool. I kill him and
take his stuff."

         - Colin the Riot

http://paganini.knightswood.net - Home of Cliff Castle Games

ICQ 34492883
PGP Public Key Fingerprint:
850A 55AB 1963 7C0E 534A  B39E 69D2 9E1D 8483 7773

- --
"Paganini avoids mediocrity in everything."
                 - Niccolo Paganini

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#1060 From: Ed Heil <edheil@...>
Date: Sat May 3, 2003 10:01 pm
Subject: Re: Messing Around With SOAP
uncorrected
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On Saturday, May 3, 2003, at 05:31 PM, Nathan E Banks wrote:

> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Saturday, May 3, 2003, 4:02:48 PM, Lxndr wrote:
>
> L> Honestly?  It just seemed appropriate at the time, and still feels
> L> "right."  What's the Pool?
>
> Oooh! Oooh! Oooh! He doesn't know the Pool! I get to
> proselytize! Get thee to http://www.randomordercreations.com
>
BTW, has anyone done PBEM Pool?  If so how did it go?

#1061 From: Nathan E Banks <paganini@...>
Date: Sat May 3, 2003 10:04 pm
Subject: Re: Messing Around With SOAP
paganini_mad...
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Saturday, May 3, 2003, 5:01:24 PM, Ed wrote:

EH> BTW, has anyone done PBEM Pool?  If so how did it go?

Not PBeM, but I've done Pool and TQB on IRC quite a few times.
Works great. I think Bob was in a Pool PBeM though, and Colin
the Riot was posting about one here a while ago.


- --
Nathan E. Banks

"My friend saw what I writing and says what is "doo-too". So I
punch him in teh neck and take his wallet and keys, drive his
car to dave and busters and spen all his money on booze and
house of dead 3. That's what "doo-too" is, fool. I kill him and
take his stuff."

         - Colin the Riot

http://paganini.knightswood.net - Home of Cliff Castle Games

ICQ 34492883
PGP Public Key Fingerprint:
850A 55AB 1963 7C0E 534A  B39E 69D2 9E1D 8483 7773

- --
"Paganini avoids mediocrity in everything."
                 - Niccolo Paganini

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