Saturday, February 20, 2016

Jaded Gamer Diary Kult Divinities Joke

 
 


Well the new edition of Kult (aka Kult Divinity Lost) has me laughing even more now.  Originally I was staying the hell away from it because of the system they have decided to use.  Not to mention their claims of how the system 'fades' and all that.  See one of my previous Jaded Gamer Diary entries to read what I said earlier.  But now I have something more to laugh at.

Variant cover editions. 

Okay first off they are doing a standard game store copy version.  Then a copy of that won't be of game stores with the same covers except the woman on the cover has her breasts exposed.  Yes that's right there is a nipple edition.  Then a pure white cover edition, a red cover limited edition and then a blue limited edition.  THEN two other really limited editions (10 copies of each) with each copy being unique in some way.  THEN two one of a kind editions (only one copy of each) with exclusive material in each one. 

Talk about trying to bleed your fans dry.  What the fuck is this the comic industry in the nineties?  Waiting for the announcement of a trigate fold embossed holofoil edition now.  Can we get them polybagged with one of twelve different chase cards inserted randomly into each one?  If I order ten do I get a alternate art cover?  Shit, shouldn't be giving them any ideas there.

Then there is the absolute kicker here.  The price announced so far. 

"Price levels are not yet finalized, but the Illusion and Enlightened editions will be around $80, given the high quality production values.."

Just so you know the 'Illusion' edition is the regular store version while the 'Enlightened' edition is the nipple version.  Don't even want to think about how much those limited editions are going to cost.  But yeah eighty bucks for a RPG core book.  I think some others summed it up quite nicely.

"wow! 80$ is 60% more than Eclipse Phase Core rulebook with 400 pages..."

"Recognizing a KS has inherent project risk that can only be mitigated so much, $80 USD for a RPG game hardcover is too much for me. I really didn't expect this cost tier. I expected something like $50."

"$80 for one hardcover rulebook. Wow."

"80$ for actual play book...
How much will cost the pdf pledge?"


Yeah so some displeasure among fans over the estimated price point.  Especially for a fan base that has a habit of trying to collect everything for a game.  Personally it sounds to me like trying to milk a fanbase for every cent you can right off the bat. 

I was nope before on the game system they were going to use.  I am full on 'fuck that shit' now over the purchase cost and idiotic amount of variants they are doing.

Sunday, February 7, 2016

Jaded Gamer Diary A third edition nope.



When do you need to make a special slipcase edition of a game?  Maybe after it's sold a certain amount of copies or achieved some sort of milestone I would think.  But how about releasing that as the basic regular release version?  Yeah that doesn't make sense to me either.  So when looking around for information about the upcoming third edition of Unknown Armies I came across a discussion taking place over at rpg.net and got involved a bit.  Now my excitement for this new edition has me thinking it won't be on my shopping list anytime soon.

"Our goal is a three-volume set in a slipcase that's also a GM screen with a magnetic clasp (slipcase unwraps to serve as screen)."

A three book core set.  What is this Dungeons and Dragons?  Honestly I was never one to fall into the multi-core book way of thinking.  I always like having one core book to run the game and then some sourcebooks so you could add in whatever you wanted along the way.  But if you want to run the game you have to have all three according to what we are hearing.  As a player you may only need one  BUT you may  have to buy all three to get it.

"Can you play the game with only one book? Yes, as a player. As the GM? Nope. You need the whole set. I don't know if we'll sell books individually in print, much of that rests on how our Kickstarter goes. So sign up and harden some notches in anticipation!"

But don't worry it's the same as a single book?

"The three-volume-slipcase thing is essentially the same as a single book only we're splitting it into three separate volumes. It'll be sold as a single unit. We're exploring options such as selling the PDFs as separate units or perhaps printing additional player's books, but generally you would want to pick up the core set as a single thing."

More like 'generally Atlas Games would like you to shell out for the core set as a single thing' because I'm not sure why a player would need the other two books and the fold out slipcase/GM Screen. 

This led to me finally asking a question that was hinted at by a few other posters as well.   I just asked it outright: "Is there a rough idea as to how much this core slipcase is going to cost yet?"  To which the answer I received was:

"We haven't finalized a retail price or any KS pricing details yet. But I would say cheaper than a Player's Handbook, Dungeon Master's Guide, and Monster Manual all thrown together for D&D."

So all they are saying is that it will be less than a hundred and fifty bucks.  So one can simply assume that this means it will be expensive.  The higher the cost the less likely people are going to be buying it because I'm sorry this isn't Dungeons and Dragons and Unknown Armies has never been a huge seller.  Meaning less sales which goes back to something else said earlier in the whole thing.

"As with all of our games from now on, supplements and additional product will depend on how well the game performs in the market and how much value we think we can add with more books."

Now for those of us who like to buy into games that have a chance of additional support coming out in the future this is a bit disheartening.  Also the promises of support is one of the things that helps encourage high initial buy in costs.  Every company that has produced Dungeons and Dragons knows this. 

So currently my backing or support of the new edition is down to 'nope'.  Much like Kult I already have all the previous material and this one isn't promising anything that would make me want to buy another new version.  Hell the way they are doing things it's making me not want to.  If it was one core book at a decent price point then I would be in but alas it is not so.

Friday, February 5, 2016

Be A Better Player 18 Sometimes you die


GM - “Well you failed your saving throw therefore your character takes full damage from the Magic Users attack. Which is (rolls dice) thirteen points.”


Player 1 - “What... wait... I don't have that many.”


Player 2 - “Don't worry man we'll avenge you, the rest of us will take him out in your name.”


GM - “Yeah I'm sorry but that does mean you have died from the attack.”


Player 1 - “But I loved this character!”


Player 3 - “That sucks man but we'll make sure you are honored for your sacrifice afterwards. Besides I'm sure your new character will be just as good.”


Player 1 - “I don't want a new character. I want this one. Can't you just say he's knocked out or something?”


GM - “I told you when we started this character death is final and we are going by the rules, it's more smash mouth, you said you liked the idea.”


Player 1 - “Yeah but that was before my character died!”



We've all been there unless you've been coddled your entire life as a RPG player. You get attached to your character, emotionally invested in it and then suddenly he takes his last paper breath as the dice do not go in your favor. All your goals that you set, all the ideas and all that times seems like it just went out the window.


It's how you handle it when this happens that is important.


First off, suck it up buttercup, shit happens and don't cry about it. That is part of the risk, the excitement and suspense of a lot of roleplaying games. You just never know if you will make it or not. It is what keeps people from going completely gonzo in the middle of a game and throwing away all caution. If you can't die then what the hell do you need to follow the rules for. Knowing that you can lose that character keeps you from walking up to the Ork King at level one and flicking him in the nose.


Second off, everyone else has probably lost a character before also. Stop acting like the unique snowflake you think you are. Nobody singled you out (except for maybe yourself by your choices) and there is likely no conspiracy among players and the GM against you (if there is then find another group). Sometimes you just don't rescue the princess and end up in a bloody pool. Look around at other gamers they'll tell you some of the same stories of how their characters died.


Third, use the opportunity to make a newer improved character. All the character generation choices you messed up on, the skills you wish you had, all that sort of stuff. Now is your chance to make a better character, or at least one that is just as good. Something new is also part of the excitement of roleplaying.


Fourth and finally, now you have a story to tell. “Remember that time my thief died while trying to sneak up behind the Magic User? That was so messed up!”.

Friday, January 29, 2016

Jaded Gamer Diary - Kult: Fuck This Edition



Okay so the new edition of Kult is coming sometime soon.  Given the full title of 'Kult Divinity Lost' and supposedly being done by folks who are long time fans of the game.  For those who don't know I'm a long time fan of Kult and, up until recently, owned everything released for it in English.  So hearing that a new edition was in the works I was excited, hearing it would have a different system had me even more interested.  So I was doing the fan boy dance.

Then they said it would be using the Apocalypse World system.  My hands went into the air as I said 'fuck that' and walked away.  You see I cannot fucking stand Apoc World at all.  So I'm figuring why the hell would I buy a fourth edition of a game with a system I will never ever use and will get aggravated everytime I flip through the book.  Already own the setting three times over and they are setting on my shelf.  Do I really need a fourth copy of that setting?  Hell no.

Let's go on to a bit we've heard from the new folks in charge of the game:

"When I play KULT: Divinity Lost, I want the rules to fade into the background. The number one rule during development is that all rules must support the ongoing immersive story, instead of breaking the flow or draw attention away from the story."

Rules to fade into the background, like they aren't there.  I can get that, the old rules were a child of the early nineties clinging onto some of the eighties train of thought when it comes to games.  But now let's read a bit they give as an example of the new rules.

"Investigate
When you investigate something roll +Intellect. On a success, you get all open clues. (15+) In addition, ask 2 questions from the list below. (10-14) Ask 1 question, but information comes at a cost. The narrator decides: You need someone or something to get all answers, you have put yourself in danger, or have sacrificed time or resources. (-9) You get to ask 1 question anyway, but you expose yourself to dangers or costs. The narrator make a soft or hard move.

Questions:
• How can I find more information about the object of the investigation?
• What do my gut say about the object of the investigation?
• Is there something weird about the object of the investigation?"

The basic moves includes skills and abilities that the characters in KULT: Divinity Lost use when confronted by the world, and to defeat obstacles in their way. All are built in the same way with an activation phrase, roll, and effects.
The activation phrase tell the players what actions in the story that can activate the move. For example, “When you investigate something” means that the player can roll for the move when the character investigates something, and if the narrator agrees that a roll is needed. Perhaps there is nothing to be found or that clues are so obvious that it isn’t necessary to roll dice, or that the situation does not lend itself for investigation—such as in the middle of a fight. In KULT: Divinity Lost, it is always the Narrator that decides if dice are rolled or not."

How in holy fuck is that 'fade into the background' style of rules.  It's A.W. style limiting what you can do and requiring an 'activation phrase' crap in my opinion.  Yes because dark horror roleplaying activation phrases are so the thing needed to keep the mood going.  Applying the latest "indie darling" system has me turning my back on the game after decades. 

Well turning my back on most of it.  Seeing the direction they're going I've decided to start culling down my collection.  In the end I'll probably keep the first edition books and the rest will eventually be heading towards ebay at some point. 

Saturday, January 9, 2016

Print plus pdf thoughts on pricing



Just wondering what about the opinions of other folks on the pricing of print + pdf bundles when buying off of Drivethru/RPGNow. Should the pdf be discounted by a large margin since you are paying out for the move expensive dead tree version as well? I know that ultimately it comes down to the decision of the publisher and what they want, but what do the consumers think about this?

Some offer zero discount like the HARP corebook from Guild Companion Publications.

http://www.drivethrurpg.com/product/104176/High-Adventure-Role-Playing-Fantasy

While some of the newer small press games toss in the pdf for free as on Alpha Blue.

http://www.drivethrurpg.com/product/168961/Alpha-Blue

Many established very successful companies do give a bit of a discount such as the 'How Do You Do That' for the Mage 20th Anniversary edition.

http://www.drivethrurpg.com/product/162241/M20-How-Do-You-DO-That

And other companies that are no longer big fish in the pond offer the pdf with a deep discount with the print copy like Cyberpunk and Castle Falkenstien from R. Talsorian.

http://www.drivethrurpg.com/product/50354/Cyberpunk-2020-The-Second-Edition-Version-201


So what do most of you think, should it be given at a discount, and if yes then by how much? Not to mention the idea that some of those products offered have been out for decades and there is no overhead for production costs. Just give me your two cents please.


Sunday, January 3, 2016

Simple Fantasy System Pre-playtest spell list



Getting ready to do a playtest for my simple fantasy system this coming Saturday.  So I through together a quick list of spells for the magic user types.  Instead of DnD 'fire and forget' type of magic I'm using a system that costs the caster stamina points.  So the more they cast the weaker they get and more liable to be taken out in combat.  Also spell casting requires a roll for them to work, but there are two difficulties, one for doing it from a spell book and the other by casting them from memory.  Finally each spell has a necessary object that the magic user has to have in hand in order to cast the spell as well.

Here is the short list I made for the very first playtest.  I'm sure it will get lots of modifications from feedback and all that. 


Magic User Spell list



Name

stamina cost – cast difficulty from book – cast difficulty from memory

spell description

object necessary for casting



Detect Magic

1 – 9 – 12

For the next two minutes the caster can see all magical items and effects within 60' of themselves. They show up with a faint blue glow around the object or something altered to look different with magic will appear as it normally does.

Object: A pair of glasses with clear lenses.



Light

1 – 9 – 12

Cast upon an object which will cause it glow with light. With a fifteen foot radius and it lasts for two hours. Can be cast on any object so it can be used to create the magical equivalent of a torch. Also it emits no heat so a heavy cloth can be used to cover the light.

Object: A small clear crystal.



Magic Missile

1 – 9 – 12

The caster points at a target while casting and inflicts two points of damage to them. This damage goes through cloth and leather armor with no soak. However those with chain or plate can make soaks as usual.

Object: A short wooden wand painted black.



Sleep

1 – 9 – 12

Causes up to six creatures within the casters field of vision to fall asleep. If there are more than six then it affects those closest to the caster. This WILL affect friendly party members so be careful when casting. Lasts for one hour.

Object: A small pouch filled with chalk dust.



Detect Evil

2 – 9 – 12

Same as 'Detect Magic' except it shows creatures of an evil nature shrouded in a red glow. Objects created of an evil magic will glow as well.

Object: A pair of glasses with clear lenses.



Detect Invisible

Same as 'Detect magic' except it causes anything invisible to show up the caster as if made from a faint green light.

2 – 9 – 12

Object: A pair of glasses with clear lenses.



Knock

2 – 9 – 12

Opens stuck, barred, locked, bolted or held doors. Will also unlock a secret door IF the secret door has been already discovered and the caster knows about it. Will not lift or raise gates or heavy bars that are beyond the normal size.

Object: A short wooden wand painted black.



Web

2 – 9 – 12

Creates a many layered mass of strong, sticky strands. Any one caught in the mass is stuck in it almost immediately. It takes five minutes for someone caught within to get loose, one minute if they use a sharp object to cut through. The webs are flammable and anyone caught within while they are burning suffers two points of damage each round with no armor soak. After fifteen minutes the mass turns to watery mess and is no longer sticky.

Object: A vial of sticky glue.



Dispel Magic

3 – 12 – 15

Cancels out all spell effects within a twenty foot radius of the caster. This lasts for two minutes but the caster may not cast any more spells during that time either. It has no effect on magical items.

Object: A pair of glasses with smoked lenses.



Hold Person

3 – 9 – 12

Same as Sleep except the targets stopped motionless in front of you and can affect up to eight creatures. While held they are aware but cannot move. They can, however, speak if the caster allows it.

Object: A small pouch filled with chalk dust.



Lightning Bolt

3 – 9 – 12

Caster points at a target and a burst of lightning leaps towards them. Causes 2d6 damage, cloth and leather armor makes a normal soak, chain and plate get no soak but instead receive an additional D6 of damage. If there is another person with metal armor within a meter of the target the caster rolls a D6, on a 1 – 5 nothing else happens, on a 6 the lightning leaps to the person as if they had the spell cast at them.

Object: A small wooden wand that is burnt on one end.



Water Breathing

3 – 9 – 12

Whoever has this spell cast upon them can breath underwater. This lasts for twenty four hours.

Object: A bag of small sea shells, a shell is given to anyone having the spell cast upon them.

Saturday, December 26, 2015

Simple Fantasy System



Received some of the old Steve Jackson fighting fantasy books for Christmas.  Namely the first two books out of the Sorcery! series (which I once owned all of but lost them many years ago).  Going through the system provided I got some ideas.  Decided to toss together my own fantasy rpg system using it as the base inspiration  and adding a bit more on top.  That extra bit is necessary, I feel, to help it make the step from a solitaire adventure game to an actual system good for roleplaying. 

Here are my brainstorming ideas that I sat down and came up with in a couple of minutes.  No really hard numbers or anything.  Just laying out the basic direction I want to take it.



Simple Fantasy System



General Skills

Fighting Skills


Luck or Faith


Intelligence


Stamina


General Skill are misc non-combat related skill your character happens to know. Roll 2D6, add your skill and compare to target number. If under you fail, if over you succeed and if you match you succeed with exceptional results.


Fighting Skills, roll 2D6, add your skill and compare to opponents roll. If under you get hit, if over you hit them, if a match no damage to either. A roll of box cars is a critical hit and does double damage. There are three types of fighting skills; Melee, Brawling and Missile. Use of any hand held weapon is covered by Melee. Brawling covers any kind of battling while using your bare hands as the direct weapon. Missile is for bows, crossbows and thrown weapons.


Luck or Faith, player chooses one to believe in. Luck allows you various chances to increase your odds of success on rolls and alter the outcome of unfolding events. Faith allows your character to use Cleric abilities and is used to determine their success.


Intelligence works like General Skills for figuring out riddles, puzzles, etc. It is also used by magic users to cast their spells.


Stamina is a characters ability to take damage. You lose it by taking damage in combat, falling, etc and recover it at one point per day or by magical means.




Faith when being used for Cleric and Holy abilities. Each ability has a minimum Faith rating necessary to attempt to use it and a target number that must be reached on a test. Roll 2D6 and add your Faith score, if you roll over you succeed if you roll under you fail and subtract one point from your Faith rating. Recovering Faith is not easy and requires much from a character. These abilities are activated with a short prayer.


Luck can be spent on rolls before they are made. You may add a point to your total number to increase your chance of success, however if you fail you subtract a point from your total Luck. These points are very difficult to recover.


Spells are kept written in a book. Each spell costs a set amount of Stamina points to cast, you lose these points whether the spell is successful or not. They may be cast either by reading from the book itself or by casting the spell from memory. Each spell has a difficulty for each you determine success by rolling 2D6 and adding your Intelligence and comparing it to the difficulty. If under the spell fails, if over the spell is successful if you roll a match it is successful and you don't lose Stamina for it.