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Messages - John Harper

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1
Apocalypse World / Re: how do brainers impulses work?
« on: January 02, 2014, 10:56:18 PM »
Look at the back of the Brainer playbook, under "Additional Rules."

Vincent, being a bit coy here, has put the MC's text for Threat Impulses there. He says "You can’t use these — they’re the MC’s — but you might find them interesting." As indeed a brainer certainly might. It's like saying, hey, you're a Brainer, you know stuff regular people don't, like for example how all these various threats think.

What you do with that information is up to you.

2
The Regiment / Re: The Winter War
« on: January 02, 2014, 03:03:28 AM »
Very cool!

3
The Regiment / Re: The Regiment - Vietnam
« on: January 02, 2014, 03:02:41 AM »
I'll see what I can do!

4
The Regiment / Re: When does the xenomorph attack?
« on: January 02, 2014, 02:56:16 AM »
When a xenomorph attacks, it's usually one of two things:
- They're in a position to do damage, so they roll damage (they have a marine pinned on the ground and they bite his face off).
- They're about to be in a position to do damage (leaping, rushing forward, popping out of a wall), so you say what the alien is doing then ask the marine what they do. This is usually (but not always) a "combat action" roll.

On 10+, they do it, taking fire as established, which means "established from the intersection of what the alien is doing and what the marine is doing." Sometimes this means rolling damage anyway, or reduced damage, but that's up to how brutal the situation is.

On a 7-9, I often do reduced damage or stress, or sometimes destroy gear. "It bites into your helmet instead of your face, tearing it into metal and kevlar shreds. What do you do?"


Enemy vs. group, yep, use the Parity rules. You can rule that a single drone counts as a fireteam or squad if you want to be really nasty. But for "hordes of aliens" games, treat each drone as a soldier.

No worries on the questions! I like rules questions.
Good luck on your first game. :)

5
The Regiment / Re: How much Gear does a Colonial Marine start with?
« on: January 02, 2014, 02:50:01 AM »
You check a box when you use it.

6
Dungeon World / Re: This just in from GenCon...
« on: August 17, 2013, 07:51:59 PM »
Woooooooooo!

I raise this toast to Sage's hangover.

7
roleplaying theory, hardcore / Re: References for Beginners
« on: July 22, 2013, 11:15:43 PM »
Yes, read the archive of anyway. Best stuff there is online.

Check out the last page of The Sundered Land. There's a list of questions to ask about your RPG design that you will find very provocative and practical.

8
Dungeon World / Re: Heritage Moves from Dark heart for all.
« on: June 28, 2013, 08:10:59 AM »
YES. This is the way to do it.

9
The Regiment / Re: Mission Boston: a free D-Day paratrooper sandbox
« on: June 27, 2013, 04:53:34 AM »
This is so great I can hardly stand it.

10
The Regiment / Re: Where to get 2.5
« on: June 11, 2013, 10:56:22 PM »
2.5 only exists in the Colonial Marines playset.

Which is here: http://mightyatom.blogspot.com/2013/02/the-regiment-colonial-marines-25.html

11
Knife & Candle / Re: Update?
« on: May 30, 2013, 01:40:45 AM »
It didn't come together. It happens.

12
The Regiment / Re: The Regiment: Colonial Marines
« on: May 13, 2013, 09:58:33 PM »
I do it like this:

Default VOF is Direct. If they do a rush attack (covering lots of ground to attack and run away again), reduce VOF by 1.

If they pull off an ambush attack, popping out of a wall or whatever, increase VOF by one.

Then increase/reduce VOF due to force parity as usual. So several xenos at once would be +1 (or more).

13
Thanks! Glad you liked it. That was a fun and crazy project. :)

15
The Regiment / Re: Colonial Marines: Gunner
« on: May 07, 2013, 09:00:11 PM »
No ETA, sadly. Real life and other games are getting my attention at the moment. :)

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