Story Mode Network

This is the code for the second list. The first one is fine.


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data-ipshover-target="https://www.rpnation.com/profile/6835-the-one-eyed-bandit/?do=hovercard" data-mentionid="6835" href="https://www.rpnation.com/profile/6835-the-one-eyed-bandit/" rel="">@The One Eyed Bandit</a>&nbsp;<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.rpnation.com/profile/6779-white-masquerade/?do=hovercard" data-mentionid="6779" href="https://www.rpnation.com/profile/6779-white-masquerade/" id="ips_uid_6240_6" rel="">@White Masquerade</a>&nbsp;<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.rpnation.com/profile/12097-zenaida/?do=hovercard" data-mentionid="12097" href="https://www.rpnation.com/profile/12097-zenaida/" id="ips_uid_605_38" rel="">@Zenaida</a>
</p>
 
Ah, sorry, didn't notice the first was outdated.


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Just switch into Source mode and paste it there. Switch back and it should all just work.


I'd do it now as an example, but I don't wanna tag everybody >_>
 
This is not how good leadership works >:/


I edited the codes into Rumia's post, and tested them. Copy pasting your thing of choice into Source Edit and then switching back to Normal Edit should work just fine.
 
This is not how good leadership works >:/


I edited the codes into Rumia's post, and tested them. Copy pasting your thing of choice into Source Edit and then switching back to Normal Edit should work just fine.



Much appreciated, Bandit. Anything you need (almost), ask me and it's done.
 
Also check all synonyms of fortune, wealth, and money.


owo)=b


jk tho i dont know if you're deadpanning but if you are you're doing it well and it's making me feel bad :|
 
Also check all synonyms of fortune, wealth, and money.


owo)=b


jk tho i dont know if you're deadpanning but if you are you're doing it well and it's making me feel bad :|



This was my face if it helps:


3143783-4775589226-jlaw-.gif
 
@Grey


Wooooooooooooow!


I just finished the CS (I think) and we need to have an honest conversation about dice games, lol. Is Fate Core simpler than that? Or is it about the same level?
 
Yeah, sure, whenever you want.



Excellent. I really appreciate you letting me participate by the way. While I have strong views on Dice & ease-of-access, this will be very good for me. I enjoyed reading all the skills and fiddling with numbers. I'd rather build my own system to get the impact I'm looking for, but this Character Creation has given me so much insight into things. Please give us a good story.  :smile1:
 
Excellent. I really appreciate you letting me participate by the way. While I have strong views on Dice & ease-of-access, this will be very good for me. I enjoyed reading all the skills and fiddling with numbers. I'd rather build my own system to get the impact I'm looking for, but this Character Creation has given me so much insight into things. Please give us a good story.  :smile1:



Traditionally the point of access is in-person; I find it way, way easier to explain the system and character creation to people in person and it's how I learned.


And I completely understand wanting to build you own, but I always tell people to read similar stuff for a reason. There might be something out there very close to what you'd like for a specific purpose. 


For example, you know I'm working on my own system, but I also use other people's systems for a reason.


I'm really glad to have you on board and plan to make you part of a good story.
 
Traditionally the point of access is in-person; I find it way, way easier to explain the system and character creation to people in person and it's how I learned.


And I completely understand wanting to build you own, but I always tell people to read similar stuff for a reason. There might be something out there very close to what you'd like for a specific purpose. 


For example, you know I'm working on my own system, but I also use other people's systems for a reason.


I'm really glad to have you on board and plan to make you part of a good story.



That's what I missing then. Dice games are fun; extremely fun. I've never sat down to do it live, so I'm seeing everything through the lens of PbP. The real, physical connection between people is lost in PbP, so I feel a lot of emphasis needs to be put on the story/having amazing class systems/everything being compact + clear. Because you can't just raise your hand and have the DM walk over to you for that physical connect, you know? Though I've never been one for excessive modifiers, so I could be biased against complete dice system.


Is there any game you know of that instead of having many points to spend on character attributes, it focuses on gaining skills that have different effects? Skill-centric games. That's what I'm leaning towards and would love info on that.
 
Skill-centric games. That's what I'm leaning towards and would love info on that.



Technically FATE does this. You pick Aspects, which are character traits of one kind or another, and then you do have a list of skills, but it's very short and distribution is just 'pick a skill to be 5, pick two skills to be 4, pick 3 skills to be 3, everything else is 1 'cause you're not good at it'


The thing about a system like you describe, right, is that in order to simulate the differences between having/not having a skill and between different skills, you need some kind of modifier. Think of the system as being like code in a videogame - if the code for something isn't there, it doesn't happen in the game world, right? You can personally roleplay your Skyrim character wanting to get out of the cold, but in terms of game mechanics, the cold isn't even there.


Most traditional RPGs have the most work at character creation - after that it all comes a lot easier.


I'll have a poke around because I'm sure someone has tried a fully tag-based system. I know the diceless I've been working on still needs some numbered stats as a launch point mostly as a logistical concern. 
 
Technically FATE does this. You pick Aspects, which are character traits of one kind or another, and then you do have a list of skills, but it's very short and distribution is just 'pick a skill to be 5, pick two skills to be 4, pick 3 skills to be 3, everything else is 1 'cause you're not good at it'


The thing about a system like you describe, right, is that in order to simulate the differences between having/not having a skill and between different skills, you need some kind of modifier. Think of the system as being like code in a videogame - if the code for something isn't there, it doesn't happen in the game world, right? You can personally roleplay your Skyrim character wanting to get out of the cold, but in terms of game mechanics, the cold isn't even there.


Most traditional RPGs have the most work at character creation - after that it all comes a lot easier.


I'll have a poke around because I'm sure someone has tried a fully tag-based system. I know the diceless I've been working on still needs some numbered stats as a launch point mostly as a logistical concern. 



Are you still thinking over the stat system for your diceless RPG? Like, certain actions will have targets #'s and if that player has that level, it's an automatic success? I can tell you what I have in mind for something like that f it'll help, but it's really odd. It'd still have HP, STR, etc, but plays like a puzzle game =p. I'm still trying to tweak a few things for possible test, but it's not high on the priorities.


For the RPG's, anything that's easy at first, then gets more complex as time goes on? I think that better captures the natural growth of a person/character and leads to really good differentiation. Like you, "exert yourself in the direction you want to go," instead of starting off in a certain direction. I take a lot of inspiration from MMO's and I think that'd fall under those games that are classless. I really like that.


So say, a person starts off average (Maybe basic classes like - Big, smart, fast; or even races with certain skills inherent?), and if they want to become a Axe Knight, they pick up an axe and practice with that thing. The longer they go a certain route, the more skills specific to that action open up for them. And say, going into a dungeon and killing a certain creature would grant a special skill to that player no one else has. Dragon Skin technique?


^ That's they type of thing I'm envisioning. Sort of tying the skills in with a player's exploration of the world. I really feel that'd be exciting. It'd make you have a vested interest in exploring the setting and working for proficiency. Then again, you can also leave your route and hop on another to become mixed. Or a jack of trades.
 

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