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Barnum

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Everything posted by Barnum

  1. Great. I need to make some adjustments to the intro material to fit this setting, but the bulk of the work is done. I'll put it together and post it this weekend to see if anyone is interested.
  2. Great. I need to make some adjustments to the intro material to fit this setting, but the bulk of the work is done. I'll put it together and post it this weekend to see if anyone is interested.
  3. So was that a "no" on the holiday campaign? If "yes," where should I post the details to see if any of the new players are interested in jumping in.
  4. So was that a "no" on the holiday campaign? If "yes," where should I post the details to see if any of the new players are interested in jumping in.
  5. So was that a "no" on the holiday campaign? If "yes," where should I post the details to see if any of the new players are interested in jumping in.
  6. So was that a "no" on the holiday campaign? If "yes," where should I post the details to see if any of the new players are interested in jumping in.
  7. So was that a "no" on the holiday campaign? If "yes," where should I post the details to see if any of the new players are interested in jumping in.
  8. You can also have multiple powers in a single alternate power slot as long as their total power cost does not exceed the cost of the base power. So you could have: Weather Control 10 (20pps) -Alt Power: Obscure (visual) 7 and Obscure (auditory) 6 (1pp)
  9. You can also have multiple powers in a single alternate power slot as long as their total power cost does not exceed the cost of the base power. So you could have: Weather Control 10 (20pps) -Alt Power: Obscure (visual) 7 and Obscure (auditory) 6 (1pp)
  10. You can also have multiple powers in a single alternate power slot as long as their total power cost does not exceed the cost of the base power. So you could have: Weather Control 10 (20pps) -Alt Power: Obscure (visual) 7 and Obscure (auditory) 6 (1pp)
  11. You can also have multiple powers in a single alternate power slot as long as their total power cost does not exceed the cost of the base power. So you could have: Weather Control 10 (20pps) -Alt Power: Obscure (visual) 7 and Obscure (auditory) 6 (1pp)
  12. You can also have multiple powers in a single alternate power slot as long as their total power cost does not exceed the cost of the base power. So you could have: Weather Control 10 (20pps) -Alt Power: Obscure (visual) 7 and Obscure (auditory) 6 (1pp)
  13. I don't know that I am qualified (or interested) in being a full-time ref, but I am getting ready to run a short holiday adventure for the few members of our troupe want to keep going through to the end of the year (our game is on vacation until Jan). I'd be happy to run it here, if there's any interest.
  14. I don't know that I am qualified (or interested) in being a full-time ref, but I am getting ready to run a short holiday adventure for the few members of our troupe want to keep going through to the end of the year (our game is on vacation until Jan). I'd be happy to run it here, if there's any interest.
  15. I don't know that I am qualified (or interested) in being a full-time ref, but I am getting ready to run a short holiday adventure for the few members of our troupe want to keep going through to the end of the year (our game is on vacation until Jan). I'd be happy to run it here, if there's any interest.
  16. I don't know that I am qualified (or interested) in being a full-time ref, but I am getting ready to run a short holiday adventure for the few members of our troupe want to keep going through to the end of the year (our game is on vacation until Jan). I'd be happy to run it here, if there's any interest.
  17. I don't know that I am qualified (or interested) in being a full-time ref, but I am getting ready to run a short holiday adventure for the few members of our troupe want to keep going through to the end of the year (our game is on vacation until Jan). I'd be happy to run it here, if there's any interest.
  18. Since obscure doesn't provoke a save of any kind, you could have 20 ranks of Obscure in a PL 10 game. The radius is 5' at rank 1, and increases as per the TVP chart, so Obscure 20 would be > 10,000,000 feet in radius. [Edit] Beat me to it. :o
  19. Since obscure doesn't provoke a save of any kind, you could have 20 ranks of Obscure in a PL 10 game. The radius is 5' at rank 1, and increases as per the TVP chart, so Obscure 20 would be > 10,000,000 feet in radius. [Edit] Beat me to it. :o
  20. Since obscure doesn't provoke a save of any kind, you could have 20 ranks of Obscure in a PL 10 game. The radius is 5' at rank 1, and increases as per the TVP chart, so Obscure 20 would be > 10,000,000 feet in radius. [Edit] Beat me to it. :o
  21. Since obscure doesn't provoke a save of any kind, you could have 20 ranks of Obscure in a PL 10 game. The radius is 5' at rank 1, and increases as per the TVP chart, so Obscure 20 would be > 10,000,000 feet in radius. [Edit] Beat me to it. :o
  22. Since obscure doesn't provoke a save of any kind, you could have 20 ranks of Obscure in a PL 10 game. The radius is 5' at rank 1, and increases as per the TVP chart, so Obscure 20 would be > 10,000,000 feet in radius. [Edit] Beat me to it. :o
  23. Hello! Terrific site. I love that you are taking on this idea. I'll be watching with great interest. We have just finished up our second year of running a game similar to what you're attempting here, though admittedly, our format is less player-driven (GM input and player input are about equal in our game). We have 3 GMs and 21 regular players (5 of whom are villains). I am interested in what innovations you guys come up with here, so that I can perhaps improve on what we are doing. Anyway, since you are taking suggestions, let me add to what's been said here with some of my experiences: Additional Power Combos to Watch: -Impervious. In a game like the one you're suggesting (and like ours), where lower PL characters and higher PL characters regularly interact, high levels of the impervious extra can suck the life out of an encounter for the lower PL characters, especially if you allow trade-offs. We ended up with a bit of an "arms race," with everyone buying impervious on their toughness and everyone taking ranks of penetrating. -Luck. In a game where the players control the pace, you (the referees) should expect that in every combat the participants will be at full strength with all of their Hero Points (1 + ranks of Luck). In fact, in a game where the players control the frequency at which they have to fight, there is no good reason not to pile on the luck. Some Things to Consider: -Since we're on the subject of Hero Points, you will need a very precise definition of what marks the "end of a session/adventure" with respect to when HPs recycle. Every new thread? When the refs say so? -Also, the "number of posts" method of awarding PPs just won't work given the differences in posting styles. You may very well have great writers getting on two or three times a week and writing a wonderful full-page of descriptive prose. You may also have two players get on in one evening and carry on a conversation a line at a time, thus making 20 or so posts in a few hours. Whatever the criteria you decide on for awarding PPs, it should be very specific. I would strongly recommend you avoid the "the referees will just eye-ball it" method. PPs are a reward that players should know specifically how to work toward, and PPs should reward the things you want to be happening in the game. -You will also need a way to monitor the basic passage of time, not minute by minute of course, but some threads/stories may need to advance a month or so of game time in a week of real time, and in other threads, months of real time may pass while only a few hours of game time passes. We have "resync" schedules (about 5 a year), where everyone needs to wrap-up their threads, post a "catch up" post so that everyone gets back on the same time. It doesn't work perfectly, but it does work pretty well. -Since not every challenge is appropriate for every hero group, if referees do run scenarios that will contain characters over which they had character-creation input, some players will end up not having any fun at all (like the mentalist who tries to play in the "all the bad guys are robots" scenario). Players should be given some heads-up as to the fitness of their particular concept to any given scenario, and referees should have the ability so reject players from their specific scenario if they just aren't appropriate. Anyway, I hope that helps. Good luck. I'm very excited about what you're trying here, and am watching with great interest.
  24. Hello! Terrific site. I love that you are taking on this idea. I'll be watching with great interest. We have just finished up our second year of running a game similar to what you're attempting here, though admittedly, our format is less player-driven (GM input and player input are about equal in our game). We have 3 GMs and 21 regular players (5 of whom are villains). I am interested in what innovations you guys come up with here, so that I can perhaps improve on what we are doing. Anyway, since you are taking suggestions, let me add to what's been said here with some of my experiences: Additional Power Combos to Watch: -Impervious. In a game like the one you're suggesting (and like ours), where lower PL characters and higher PL characters regularly interact, high levels of the impervious extra can suck the life out of an encounter for the lower PL characters, especially if you allow trade-offs. We ended up with a bit of an "arms race," with everyone buying impervious on their toughness and everyone taking ranks of penetrating. -Luck. In a game where the players control the pace, you (the referees) should expect that in every combat the participants will be at full strength with all of their Hero Points (1 + ranks of Luck). In fact, in a game where the players control the frequency at which they have to fight, there is no good reason not to pile on the luck. Some Things to Consider: -Since we're on the subject of Hero Points, you will need a very precise definition of what marks the "end of a session/adventure" with respect to when HPs recycle. Every new thread? When the refs say so? -Also, the "number of posts" method of awarding PPs just won't work given the differences in posting styles. You may very well have great writers getting on two or three times a week and writing a wonderful full-page of descriptive prose. You may also have two players get on in one evening and carry on a conversation a line at a time, thus making 20 or so posts in a few hours. Whatever the criteria you decide on for awarding PPs, it should be very specific. I would strongly recommend you avoid the "the referees will just eye-ball it" method. PPs are a reward that players should know specifically how to work toward, and PPs should reward the things you want to be happening in the game. -You will also need a way to monitor the basic passage of time, not minute by minute of course, but some threads/stories may need to advance a month or so of game time in a week of real time, and in other threads, months of real time may pass while only a few hours of game time passes. We have "resync" schedules (about 5 a year), where everyone needs to wrap-up their threads, post a "catch up" post so that everyone gets back on the same time. It doesn't work perfectly, but it does work pretty well. -Since not every challenge is appropriate for every hero group, if referees do run scenarios that will contain characters over which they had character-creation input, some players will end up not having any fun at all (like the mentalist who tries to play in the "all the bad guys are robots" scenario). Players should be given some heads-up as to the fitness of their particular concept to any given scenario, and referees should have the ability so reject players from their specific scenario if they just aren't appropriate. Anyway, I hope that helps. Good luck. I'm very excited about what you're trying here, and am watching with great interest.
  25. Hello! Terrific site. I love that you are taking on this idea. I'll be watching with great interest. We have just finished up our second year of running a game similar to what you're attempting here, though admittedly, our format is less player-driven (GM input and player input are about equal in our game). We have 3 GMs and 21 regular players (5 of whom are villains). I am interested in what innovations you guys come up with here, so that I can perhaps improve on what we are doing. Anyway, since you are taking suggestions, let me add to what's been said here with some of my experiences: Additional Power Combos to Watch: -Impervious. In a game like the one you're suggesting (and like ours), where lower PL characters and higher PL characters regularly interact, high levels of the impervious extra can suck the life out of an encounter for the lower PL characters, especially if you allow trade-offs. We ended up with a bit of an "arms race," with everyone buying impervious on their toughness and everyone taking ranks of penetrating. -Luck. In a game where the players control the pace, you (the referees) should expect that in every combat the participants will be at full strength with all of their Hero Points (1 + ranks of Luck). In fact, in a game where the players control the frequency at which they have to fight, there is no good reason not to pile on the luck. Some Things to Consider: -Since we're on the subject of Hero Points, you will need a very precise definition of what marks the "end of a session/adventure" with respect to when HPs recycle. Every new thread? When the refs say so? -Also, the "number of posts" method of awarding PPs just won't work given the differences in posting styles. You may very well have great writers getting on two or three times a week and writing a wonderful full-page of descriptive prose. You may also have two players get on in one evening and carry on a conversation a line at a time, thus making 20 or so posts in a few hours. Whatever the criteria you decide on for awarding PPs, it should be very specific. I would strongly recommend you avoid the "the referees will just eye-ball it" method. PPs are a reward that players should know specifically how to work toward, and PPs should reward the things you want to be happening in the game. -You will also need a way to monitor the basic passage of time, not minute by minute of course, but some threads/stories may need to advance a month or so of game time in a week of real time, and in other threads, months of real time may pass while only a few hours of game time passes. We have "resync" schedules (about 5 a year), where everyone needs to wrap-up their threads, post a "catch up" post so that everyone gets back on the same time. It doesn't work perfectly, but it does work pretty well. -Since not every challenge is appropriate for every hero group, if referees do run scenarios that will contain characters over which they had character-creation input, some players will end up not having any fun at all (like the mentalist who tries to play in the "all the bad guys are robots" scenario). Players should be given some heads-up as to the fitness of their particular concept to any given scenario, and referees should have the ability so reject players from their specific scenario if they just aren't appropriate. Anyway, I hope that helps. Good luck. I'm very excited about what you're trying here, and am watching with great interest.
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