dimanche 30 novembre 2014

5e microlite kibbitzing

So, sort of off topic on the other thread...



Bouncing back and forth between various guiding principles for microlite, so first step is really nailing down the core philosophy.



5e basic concepts, but a lot of fiddly details removed. Maybe only a few generic weapons and the rest is fluff (so, one-handed melee), a few armors.



I'm inclined to skip bonuses to ability scores, generally, because it seems raising level effect just for the sake of it. I personally have no problem with making advancement relatively less dramatic.



Races and classes stripped down a bit. Spells... hoo boy. Still debating that one.



I think one of the critical bits in making a lite system is focusing more on the game itself and playing, rather than character tinkering. There should be a few cool options, and then shut up and play.



I also want to take a nod toward older style play, and encourage people to 'do stuff,' where 'do stuff' is somewhat vague and story-driven. Practically speaking, while this might seem 'hippy dippy,' returning discretion to the GM and players also helps simplify rules considerably, since you don't have to work out eeeeverything little thing.





Fighters have a schtick, 'extra attacks.' A few weapon styles. Perhaps a general ability to do combatty maneuvers and stuff in combat, maybe swapping extra attacks for knocking things down, bracing doors, disarming, etc.



Rogues have a clear schtick of sneak attack. I'm ... not a huge fan of sneak attack, but I think changing sneak attack drastically runs the danger of wandering too far afield from '5e microlite' into 'Will's D&D that smells faintly of 5e.'

Sneak attack does help balance rogues, with one or two attacks, to Fighter's potential 4 attacks.

Again, rogues should have a few sneaky around/skilly abilities, and perhaps an extra ability to move around in combat, perform tricks (sand in the eyes).



Wizards... hoo boy. One thought is to outline a few specific abilities with variable flavor to attack, defend, and do various useful things. In combat, perhaps an open ended 'manipulate the battlefield.'

Maybe a simple metasystem to make spells (this can easily turn into a not so simple metasystem, so I'm reluctant to get that into it)





So, to recap... I think key to microlite is giving races/classes less stuff, but making stuff more important.





5e microlite kibbitzing

HeroQues 2e vs. Fate Core vs. FAE... Fight!

I like them all. Indeed, they're all struggling for dominance in my pile of 'best RPGs ever!'



I'm a big fan of the way they all handle the dramatic structure of film and fiction, and shy away from the resource management and fiddly rules of other systems. I start off any session by thinking "What can I do to make the PCs look awesome today?"



Do you have a favorite? Do you prefer one over the other, or do you mash bits from one into the other(s)?





HeroQues 2e vs. Fate Core vs. FAE... Fight!

11-30-2014: Garmin nuvi 52LM 5" GPS – Lifetime Maps for $79 + Free in Store Pickup

Hi All:



I thought this was a really good price from Walmart online.



Garmin nuvi 52LM 5" GPS Unit - $79.00





  • 5.0" display

  • Maps of the lower 49 states, plus lifetime map updates

  • Lane assist with junction view

  • Displays speed limit and accurate arrival time

  • Easily find addresses and millions of points of interest

  • Spoken turn-by-turn directions




Easy-to-use Guidance - With its 5.0" display, spoken turn-by-turn directions and many innovative features, the sleek nüvi 52LM offers dependable, easy to use driving guidance.



Detailed Maps with Free Lifetime Updates - Maps of the lower 49 states, plus free lifetime map updates, let you easily find addresses and millions of points of interest.



Features - Lane assist with junction view indicates the proper lane for a turn or exit with brightly colored arrows and detailed pictures. nüvi 52LM also displays speed limit and accurate arrival time.



Online Device Management - Use Garmin Express to keep your nüvi up-to-date. Garmin Express makes it easy to update maps and software, transfer favorites to and from devices, and install free custom vehicles and voices.



Wayne





11-30-2014: Garmin nuvi 52LM 5" GPS – Lifetime Maps for $79 + Free in Store Pickup

Through 12-31-2014: Shell Fuel Rewards Network (FRN) $0.25/gal Discount

Hi All:



Not Hot but a good deal if you are a Shell fuel buyer…






Once you have signed up as a member of the Fuel Rewards Network, Shell will continue rewarding you for your loyalty. When you fill-up four (4) times over the 60-day promotional period at participating Shell stations and use your Fuel Rewards Network Card (saving you at least 3¢ a gallon every time), they will give you a 25¢ per gallon discount for your 5th fuel purchase.



How it works

  • You must use your Fuel Rewards Network™ Card and purchase a minimum 8 gallons of quality Shell gasoline at a participating station four times.

  • A 25¢ per gallon discount will be loaded to your Fuel Rewards Network™ Card within seven (7) days of your fourth qualifying fuel purchase.

  • This discount is earned once you make four (4) qualifying purchases within the 60 day promotional period, as specified on your offer email.

  • Earned Fuel Rewards savings will expire on the last day of the month, two (2) months after they’re loaded to your account.


Graphic is linked to the Shell FRN deal site.



Wayne





Through 12-31-2014: Shell Fuel Rewards Network (FRN) $0.25/gal Discount

[FM2015] De club van Zuid





De club van Zuid




Gaat het de nieuwe manager Rens Mansvelder lukken om na het vertrek van onder andere Stefan de Vrij en Graziano Pelle Feyenoord kampioen te maken? Volg het in de nieuwe Football Manager 2015 serie: De club van Zuid





[FM2015] De club van Zuid

Could the cricketer's death have

Could the cricketer's death have been avoided? Only if we didn't encourage danger in sport; risk creates captivating unscripted theater for fans and dollars for managers.



http://www.reddit.com/r/hi7ker/comments/2nu2q5/

http://www.reddit.com/r/hi7ker/comments/2nu2r1/

http://www.reddit.com/r/hi7ker/comments/2nu2rz/

http://www.reddit.com/r/hi7ker/comments/2nu2tg/

http://www.reddit.com/r/hi7ker/comments/2nu2ue/

http://www.reddit.com/r/hi7ker/comments/2nu2v0/

http://www.reddit.com/r/hi7ker/comments/2nu2vv/

http://www.reddit.com/r/hi7ker/comments/2nu2wm/

http://www.reddit.com/r/hi7ker/comments/2nu2x5/

http://www.reddit.com/r/hi7ker/comments/2nu2y1/

http://www.reddit.com/r/hi7ker/comments/2nu2yo/

http://www.reddit.com/r/hi7ker/comments/2nu2zz/

http://www.reddit.com/r/hi7ker/comments/2nu30h/

http://www.reddit.com/r/hi7ker/comments/2nu31k/

http://www.reddit.com/r/hi7ker/comments/2nu9pr/

http://www.reddit.com/r/fik7ar/comments/2nu6nc/

http://www.reddit.com/r/fik7ar/comments/2nu6oj/

http://www.reddit.com/r/fik7ar/comments/2nu6q4/

http://www.reddit.com/r/fik7ar/comments/2nu6rq/

http://www.reddit.com/r/fik7ar/comments/2nu6ve/

http://www.reddit.com/r/fik7ar/comments/2nu6y7/

http://www.reddit.com/r/fik7ar/comments/2nu70f/

http://www.reddit.com/r/fik7ar/comments/2nu7q3/

http://www.reddit.com/r/fik7ar/comments/2nu7uf/

http://www.reddit.com/r/fik7ar/comments/2nu7wr/



_______________________





Could the cricketer's death have

Could the cricketer's death have

Could the cricketer's death have been avoided? Only if we didn't encourage danger in sport; risk creates captivating unscripted theater for fans and dollars for managers.



http://www.reddit.com/r/hi7ker/comments/2nu2q5/

http://www.reddit.com/r/hi7ker/comments/2nu2r1/

http://www.reddit.com/r/hi7ker/comments/2nu2rz/

http://www.reddit.com/r/hi7ker/comments/2nu2tg/

http://www.reddit.com/r/hi7ker/comments/2nu2ue/

http://www.reddit.com/r/hi7ker/comments/2nu2v0/

http://www.reddit.com/r/hi7ker/comments/2nu2vv/

http://www.reddit.com/r/hi7ker/comments/2nu2wm/

http://www.reddit.com/r/hi7ker/comments/2nu2x5/

http://www.reddit.com/r/hi7ker/comments/2nu2y1/

http://www.reddit.com/r/hi7ker/comments/2nu2yo/

http://www.reddit.com/r/hi7ker/comments/2nu2zz/

http://www.reddit.com/r/hi7ker/comments/2nu30h/

http://www.reddit.com/r/hi7ker/comments/2nu31k/

http://www.reddit.com/r/hi7ker/comments/2nu9pr/

http://www.reddit.com/r/fik7ar/comments/2nu6nc/

http://www.reddit.com/r/fik7ar/comments/2nu6oj/

http://www.reddit.com/r/fik7ar/comments/2nu6q4/

http://www.reddit.com/r/fik7ar/comments/2nu6rq/

http://www.reddit.com/r/fik7ar/comments/2nu6ve/

http://www.reddit.com/r/fik7ar/comments/2nu6y7/

http://www.reddit.com/r/fik7ar/comments/2nu70f/

http://www.reddit.com/r/fik7ar/comments/2nu7q3/

http://www.reddit.com/r/fik7ar/comments/2nu7uf/

http://www.reddit.com/r/fik7ar/comments/2nu7wr/



_______________________





Could the cricketer's death have

The U.S.-led coalition fighting ISIS

The U.S.-led coalition fighting ISIS in Syria reportedly steps up its attacks on the militant Islamist group's de facto capital.The U.S.-led coalition fighting ISIS in Syria reportedly steps up its attacks on the militant Islamist group's de facto capital.



http://www.reddit.com/r/hi7ker/comments/2nu21h/

http://www.reddit.com/r/hi7ker/comments/2nu290/

http://www.reddit.com/r/hi7ker/comments/2nu2a8/

http://www.reddit.com/r/hi7ker/comments/2nu2bz/

http://www.reddit.com/r/hi7ker/comments/2nu2cu/

http://www.reddit.com/r/hi7ker/comments/2nu2ec/

http://www.reddit.com/r/hi7ker/comments/2nu2fa/

http://www.reddit.com/r/hi7ker/comments/2nu2il/

http://www.reddit.com/r/hi7ker/comments/2nu2jd/

http://www.reddit.com/r/hi7ker/comments/2nu2kj/

http://www.reddit.com/r/hi7ker/comments/2nu2l1/

http://www.reddit.com/r/hi7ker/comments/2nu2lr/

http://www.reddit.com/r/hi7ker/comments/2nu2mz/

http://www.reddit.com/r/hi7ker/comments/2nu2nu/

http://www.reddit.com/r/hi7ker/comments/2nu2oo/

http://www.reddit.com/r/fik7ar/comments/2nu4c2/

http://www.reddit.com/r/fik7ar/comments/2nu4ax/

http://www.reddit.com/r/fik7ar/comments/2nu49n/

http://www.reddit.com/r/fik7ar/comments/2nu61u/

http://www.reddit.com/r/fik7ar/comments/2nu64d/

http://www.reddit.com/r/fik7ar/comments/2nu668/

http://www.reddit.com/r/fik7ar/comments/2nu67o/

http://www.reddit.com/r/fik7ar/comments/2nu696/

http://www.reddit.com/r/fik7ar/comments/2nu6bf/

http://www.reddit.com/r/fik7ar/comments/2nu6lo/



___________________





The U.S.-led coalition fighting ISIS

Timelines and mayor events

Do you like timelines and major events listed in an RPG? I personally like it, because I think it brings the setting into focus and it explains why things are the way they are.



However there is one downside about this. If the timeline is expanded upon in various supplements it becomes the controversial Metaplot. How do you feel about this?



The most common definition about Metaplot is "an overarching storyline that binds together events in an RPG". The White Wolf Wikia defines Metaplot as "a timeline of major events in a given fictional universe, as published by the creator of the universe in various canon materials". Is this the wrong definition?





Timelines and mayor events

Online Soccer Manager #4

Even een nieuw topic mannen, hier waren jullie gebleven:




Citaat:




Oorspronkelijk geplaatst door Kyrill Bekijk berichten





Mijn Leverkusen! Na 15 weken en 14 speelrondes. 7 punten achter op Bayern Munchen waar tegen ik deze speelronde thuis 2-2 heb gespeeld na 2-0 voor. Ik was de eerste die een punt van ze af snoepte. Die manger staat ook 3.990 van iedereen das gruwelijk hoog.



Eindstand met mijn Hull City:







Op geven moment een reeks van 10 overwinningen op rij :D











Benfica pas na 3 speeldagen maar het is in een crew competitie vrijwel iedereen PSK of SZK :D

Heb Scuffet 18 , Chambers 19, Werner 18, Tielemans 17 en Varane 21 aangetrokken allemaal lekker jong haha.







Eibar sta 8e met DS 16 na 13 speeldagen.






Citaat:




Oorspronkelijk geplaatst door De Stroot Bekijk berichten

Haha ben ook Leverkusen, dit is mijn team na 19 speelrondes








Citaat:




Oorspronkelijk geplaatst door Kyrill Bekijk berichten

Hahaha tof. Leuk team Stroot!! Grappig dat je ook Keita en Butland hebt haha.





Citaat:




Oorspronkelijk geplaatst door De Stroot Bekijk berichten

Ja idd haha. Tijdje geleden alweer dat ik OSM speelde, had eerst echt 1100 ervaring met een account maar geblocked wegens cheaten :p maar het blijft wel erg verslavend, sta nu met dit team 1e, met Heerenveen ook 1e, met Malaga 3e en met Udinese 7e. Zonder scout is het toch wel stukken moeilijker om je team vorm te geven, dan is het meer hopen op leuke koopjes op de transfermarkt of bij andere spelers kopen maar dat is meestal foktop duur









Online Soccer Manager #4

Criminals Beware: Ford Police Interceptor Still Fastest

Even the larger Explorer-based Police Interceptor Utility topped the quick-list at the end of the day.



http://www.cleanmpg.com/photos/data/500/Ford-police-interceptors.jpg

Zach Doell - - November 30. 2014



If you’re a bad guy looking to make a clean getaway, make sure the police in your area drive something other than Ford’s (or Lamborghinis if you live in Dubai). Ford once again nabbed the title of the quickest accelerating police car.



Powered by the turbocharged 3.5-liter EcoBoost V6 (365 horsepower and 350 lb-ft of torque), the Ford Police Interceptor sedan out-gunned both of its V8 competitors in Michigan State Police testing, blitzing from zero to 60 mph in just 5.85 seconds and onto 100 mph in 14.19 seconds.



The comparable 6.0-liter V8 Chevrolet Caprice PPV (355 horsepower) came in second with 6.17 seconds and the 5.7-liter V8 Dodge Charger Pursuit (370 horsepower) finished third out the trio at 6.31 seconds.... [Read More]





Criminals Beware: Ford Police Interceptor Still Fastest

Magic in Arrows of Indra

Pundy,



I just bought a hardcopy of Arrows to supplement my pdf copy (I think I'm more likely to run it with a hardcopy). I was browsing the magic section and saw how some magic is treated as skills, some as powers. I also noticed that the magic isn't warmed over D&D stuff, it felt appropriate to the setting.



Could you talk me through a little how you approached the magic rules, the feel you were going for, the underlying philosophy of it, that sort of thing? Please assume (correctly) that I have no real knowledge of Indian mythology.



Thanks!





Magic in Arrows of Indra

Klassementen FM15

Hey



Ik heb een vraagje over de klassementen van fm15.

aan het eind van het jaar zie je altijd zo ranking, alleen zie ik mezelf nooit er tussen staan en als ik op het kopje klik mijn score tonen gebeurd er verder niks.



Weet iemand toevallig hoe dat kan?

En weet iemand toevallig ook waar je wel je score kan zien?





Klassementen FM15

Wat houdt -9 en -10 in?

Wat is dit eigenlijk?



Bij de een staat potentieel bijvoorbeeld 179 en bij de ander -9 of -10



Wat is het verschil en wat houden deze twee getallen in?





Wat houdt -9 en -10 in?

Bondscoach Suriname

Ik zou graag bondscoach van Suriname willen worden. Echter kan ik dit land niet selecteren. Weet iemand een oplossing?





Bondscoach Suriname

samedi 29 novembre 2014

[rantish] Procrastination, the bane of GMs

It's been a few (three or four) months now since I last GMed. Ostensibly, I should be working on what I've promised my players: a Call of Cthulhu campaign set in the Amazon Jungle in the 1930s.



In practice, I've been procrastinating lke a little bitch.



Don't get me wrong. In the last few days I've been on my biggest research kick since my old Vampire: the Dark Ages campaign, 10-15 years ago. I've been looking through the geography, fauna and human populations of the Xingu River basin via several Brazilian government websites. I've digged out a copy of the 18th Century manuscript that first caught Percy Fawcett's attention. I've been brushing up on Infectious Diseases and consulted the AD&D 1e DMG for tips on how to handle them (weekly disease checks, ho), which means I'll probably lump them in a table with insect stings and infestations.



I've even drafted an outline: give PCs a bit of trouble as early as their meetup in Rio, and definitely in their last contact with civilization in Cuiabá, the last town at the edge of the jungle (a rough-and-tumble frontier place in the 1930s). After Cuiabá the game becomes a big ol' wilderness crawl powered by dangerous random encounters and disease/hazard checks (which have to be statted and slotted into table entries), with a generous serving of resource management, until (if) they find the Lost City, where it becomes a CoC-powered dungeon crawl.



The research and the ideas come easily enough. Setting pen to paper, though... work, study, social obligations, Christmas shopping, videogames, sometimes it seems RPG prep takes a backseat to everything.



I used to say to myself that it was because I didn't have a deadline, but scheduling unprepared sessions just led to me improvising, which I do well enough but lately I've been finding unsatisfactory. I want a bit more from my gaming.



I also thought, once, that procrastination meant my heart was no longer into the campaign I was running, and took that as a sign to switch games. And yet as I now crave a longer campaign, I realize that every good, long-lived campaign must have its highs and lows and I gotta stick to my guns and get my ass off the chair and kick the engine until it's running again.



Is it just me, or can anyone relate?





[rantish] Procrastination, the bane of GMs

Opslaan van shortlist werkt niet

Heb sinds een aantal dat ik Football Manager speel een shortlist van spelers.

Deze lijst wil ik ook in FM15 gebruiken maar kan deze nadat ik een speler toevoeg op mijn shortlist niet opslaan.

Terwijl dit altijd in de andere delen wel kon.

Krijg dan het volgende te zien.



Dit bestand kan niet aangemaakt worden.





Opslaan van shortlist werkt niet

[Savage Mojo] 25% off Print 30% off PDF sale

Savage Mojo PDFs 30% off and 25% off print titles over the Thanksgiving weekend. Check out the free treasure section for extensive freebies and previews of Suzerain Continuum setting books to see what interests you in the sale. Savage Mojo products include Pathfinder and Savage Worlds.



http://www.rpg.drivethrustuff.com/br...liate_id=12615





[Savage Mojo] 25% off Print 30% off PDF sale

Kan bestanden niet importeren

Ik heb een tactiek gedownload en uitgepakt en daarna zoals altijd in het mapje tactics gezet. Het eerste probleem was echter dat het geen tac.-bestand was, maar een fm.-bestand, dat heb ik dus veranderd in een tac.-bestand maar als ik nu de tactiek probeer te openen in FM geeft ie aan dat dit bestand niet geïmporteerd kan worden. Iemand een oplossing?





Kan bestanden niet importeren

Wissesspelers Serie A

Mensen, even een vraagje:



Ik speel in de seire A met Fiorentina en zie dat ik maar liefst 12!!! wisselspelers kan selecteren :o



Europees kan ik er 7 selecteren (6 en 1 keeper)



Zijn er meer mensen bekend met dit probleem???



Alvast bedankt voor jullie reactie(s)





Wissesspelers Serie A

vendredi 28 novembre 2014

Divinities and similar in "gothic" setting

This is for the rpg called Gothire that i'm planning.



This time, it is about Divinities that may have impact on what happens and the Player characters.

Divinities from the Egyptian and Voodoo pantheons may be included, as well as possibly a few Babylonian and/or Sumerian ones.

As for the One God Faiths, they will rather be represented by some of the Sephira or "Aspects of God" that comes from the Kabbalah, but some roleplayers may be more familiar with them from the horror-rpg KULT, where I think they were known as Archons.

A few from the alleged "anti-sephira" may be included too, essentially the few I can handle or have a different view on than is common in their religions.

I may also add a few divinities, or similar, that i made up for that world.



Now the question is:

How best to include them?

A few ideas are these:

* Access to specific summons.

* Access to specific spells.

* Any PC may be aligned to one or more of those, thereby getting some limitations and some benefits.

* Places of Communion (from stone circles to churches) may make it easier to connect with a Divinity.

* Being aligned to one of those may increase the risk of getting dragged into a kind of divine war where everyone has their own agenda.



(Some may remember that I posted a similar topic some time ago, but I have a somewhat different approach now.)





Divinities and similar in "gothic" setting

Game Within A Game

There have been a couple of occasions where, in an RPG context, the player characters were involved in some kind of game. This happened a few times in my campaigns for card games or other forms of gambling, and once (in my Qin campaign) with Xiangqi (Chinese Chess), where we actually paused the RPG and played the game in question.



Have you ever done that?





Game Within A Game

5e DMG, my opinion

just did a brief read through of the book, and several impressions do I have.



art is great. Really good stuff there



table and charts oh my! If you liked all the tables in 1e for things like monster creation, town creation, magic item creation, world creation, random dungeon creation, etc? You'll love this. TONS of tables and charts



Modules (or optional rules): several these as well and clearly called out as variants. Things like tactical rules for facing and flanking, faster healing surges or slower gritty healing, leveling without XP, training to level up, etc



extra goodies. In the back are several high quality maps of everything from an inn, dungeon, and overland for you to use/practice your DMing building skills.



Overall, if you're an experienced DM who is skilled in world building and running adventures, you don't need this book. For new DMs, this is an excellent book. Really well done.



Oh, one other thing. We've heard how magic items are rare, and now looking at the guidelines, they are SUPER rare. You're not even expected to see your first legendary (like vorporal sword, +3 items) until you hit level 17 or higher. So those examples of a level 20 with +3 weapons and armor? Probably not, and would only have one or two.





5e DMG, my opinion

[FM15] Een verborgen verleden



image hosting site no sign up





print screen



Kleine toelichting:



Ik ben al een paar keer eerder een novelle gestart, maar eigenlijk nooit afgemaakt. Deze keer heb ik het anders aangepakt en heb ik al diverse updates klaarliggen. Ik ga proberen om 1 a 2 keer in de week een update te plaatsen. Over het hoe en wat van de novelle wil ik nog niet teveel prijs geven.



Verder vraag ik me af of de banner niet te groot is en hoe ik de updates kan centreren. Reacties zijn dus meer dan welkom!





[FM15] Een verborgen verleden

Rossini' – Pure domination à la Marcelo Bielsa


Rossini' – Pure domination à la Marcelo Bielsa



Wie aan het WK 2010 in Zuid-Afrika terugdenkt, denkt meteen terug aan het Chili van Marcelo Bielsa dat de harten van iedereen uit de wereld veroverde. De speelstijl van het toenmalige Chili was een kunstvorm, gecreëerd door voetbalromanticus Marcelo Bielsa. Bielsa heeft volgelingen van over de hele wereld, van Pep Guardiola tot Mauro Pochettino.



“Een man met nieuwe ideeën is gek totdat hij slaagt.”



Een citaat van El Loco, nadat hij Internazionale had afgewezen omdat hij dacht dat ze hem daar toch niet zouden begrijppen. De Argentijn staat erom bekend om een beetje gek te zijn, maar hij is ongelooflijk gepassioneerd door voetbal. Hij zou zichzelf zelfs opsluiten in een klein kantoortje om uren te werken aan dé perfecte tactiek voor zijn ploeg. De excentrieke coach wordt overal aanbeden waar hij in zijn trainerscarrière gepasseerd is. Buiten zijn ongelooflijke prestaties op de wereldbeker, heeft Bielsa ook geweldige dingen laten zien bij Bilbao en momenteel staat hij zelfs met Marseille op kop in de Franse Ligue 1. Kortom, redenen genoeg om deze man te bewieroken.



"Als wij de bal hebben kunnen zij niet scoren" – Johan Cruijff



Een beroemd citaat van dé grondlegger van de Hollandse School en het huidige Barcelona. Men kan niet zeggen dat het niet bij de speelstijl van Bielsa past. Bielsa staat voor hoge druk naar voren, om zo snel mogelijk het balbezit terug te winnen. In de speelstijl van Bielsa is er nog één ding van onmisbare waarde: dynamiek. Beweging van spelers is de sleutel tot succes. Verdedigers lopen vooraan, aanvallers zijn achterin aanwezig. De bal moet koste wat het kost zo snel mogelijk veroverd worden, net zoals de tegenstander in aanvallend opzicht overrompeld moet worden.



In mijn tactiek heb ik niet de 3-3-1-3 formatie gebruikt , aangezien ik een groot fan ben van driehoekjes, maar wel het balbezit, het passen, het aanvallen. Gedurende een heel seizoen heb ik de tactiek constant liggen verbeteren, en dit kwam uiteindelijk tot stand:











Training



Ik raad jullie aan om ervoor te zorgen dat de tactiek tijdens de voorbereiding volledig wordt ingespeeld. Als je ploeg (bijna) volledig het systeem onder de knie heeft, moet je bij de wedstrijdvoorbereiding overschakelen naar defensief positie kiezen. Rust voor de wedstrijd staat trouwens uit, rust na de wedstrijd aan. Tijdens het seizoen moet het hoofdaccent gebalanceerd zijn met een gemiddelde of zware intensiteit.



Resultaten

















Veel plezier ermee!





Rossini' – Pure domination à la Marcelo Bielsa

OneDice Airship Pirates Softcover is Out!

The softcover print version of OneDice Abney Park's Airship Pirates is now available! :D And very awesome it looks too!



From the steampunk sky-cities of Isla Aether and High Tortuga come the airship pirates! Below lie beast-haunted wastelands, criss-crossed by the tracks of the freedom-loving Neobedouins. In the walled, fog-shrouded cities, people huddle in forced Victorian squalor, lorded over by the upper classes, while the Emperor's clockwork policemen prowl the streets...



The OneDice system is easy to pick up and play. Everything you need to play (except for pencils, paper, and an ordinary six-sided dice) is in this book.



Lavishly illustrated in full colour by steampunk artists MANDEM, Phantoms Siren and Robert Brown.



http://ift.tt/1ElTTra





OneDice Airship Pirates Softcover is Out!

do these spacecraft exist in a game?

I am working on a little homebrew project and want spacecraft to look like erector sets, gravity is either thrust or a spinning wheel, and spacecraft do not enter atmosphere but use dedicated shuttles/drop ships. While google images can go a long way, it would be handy if some game already has some spacecraft book from which to crib.



Bonus points for any of the following: no FTL, uses delta-v/fuel as a resource, considers g-forces a human can handle, outer planets are a long way away, and swinging around Jupiter's gravity well on the way to Uranus is important.





do these spacecraft exist in a game?

Star Wars VII: We've Got Nothing (except stupid CGI tricks)

First, if you haven't seen it yet, check out the Episode VII trailer.





Now, your first instinct in watching that is to feel the excitement of your inner 8-year old bouncing in anticipation. Great. But remember: you were probably excited about the Phantom Menace before it actually came out too.



Is it possible that maybe, we might have to admit that at the cinematic level, it's futile to do Star Wars? Because what I saw above certainly seemed futile.



What we get is Tatooine, AGAIN. Or some world EXACTLY like it. Out of a galaxy with billions and billions of inhabited worlds, why is it every single major event in the last 75 years of galactic history in some way involved Tatooine?



We get stormtroopers, and Tie Fighters, and they're shooting at the Millennium Falcon. So that means that either time travel is involved in this story, or, most likely, the Rebellion has been going on for the last 30 years, in spite of the death of the Emperor and fall of the Death Star, TWICE.



We get, in short, absolutely nothing new except for a ridiculous droid made more stupid thanks to CGI (seriously, wasn't the reason we GOT RID of Lucas that his brain had rotted to the point that he thought CGI was more important than having an actual story?), and a stupidly impractical lightsaber. THAT is apparently, from this preview, all that has changed in 30 years.



Now, of course, this is a less than 90 second trailer out of what will be a 90 minute plus movie. But what they chose to put on the trailer in no way filled me with any confidence whatsoever. And what we can infer from the trailer, unless it was somehow compiled to be a massive deception, is that instead of actually allowing the timeline to move forward here, we have an "everything is stuck" scenario where the producers decided to bank their money on Nostalgia rather than adding anything new to the corpus. Its so nostalgic that the rebellion isn't allowed to have ever ended, that the same fucking worlds will be the only ones that matter, and that any actual changes to the environment will only be half-assed attempts to make the already familiar somehow "cooler".



The only thing this trailer is saying to me, once I get past the infantile 8 year old somewhere deep in my psyche is "We've Got Nothing". No ideas. No risk. Nothing new that's actually worth talking about to anyone other than idiotic nerds who are easily impressed by things other than actual story.



Now I'm not saying they should have reinvented the wheel here, but if what we see is a situation where the war between Empire and Rebellion has been going on for 30+ years since the last movie, then either the entire galaxy had better be fucking post-apocalyptic (and I'm betting it won't be) or the producers have just confessed to us through the medium of trailer that they have completely sacrificed any attempt at coherent world-building, setting, and almost certainly story in order to satisfy what are no doubt both corporate and customer fears of anything that isn't nostalgically the same in every way that matters.



So right now, I'm putting 80-20 odds on the new movies being, from a literary/cinematic perspective, total shit.



And of course, it'll make 100 Trillion dollars because the fucking nerds will still eat it all up. The new movie could be 120 hours of Jar Jar Binks Shitting on Han Solo's Face, and the Fucking Nerds would still pay to see it as long as it featured a very slightly different kind of lightsaber.





Star Wars VII: We've Got Nothing (except stupid CGI tricks)

Star Wars Episode VII Teaser Trailer

http://ift.tt/1237sA3



It gave me goosebumps!





Star Wars Episode VII Teaser Trailer

Spelers zijn op vakantie in playoffs

Ik heb een groot probleem. In de Nederlandse competitie zijn na mijn laatste wedstrijd in de reguliere competitie al mijn spelers op vakantie gegaan. Ik moet echter nog twee belangrijke play-offs wedstrijden spelen voor promotie voetbal. Wat kan ik doen? Kan ik spelers terugroepen van vakantie? Of de data van vakantie aanpassen?





Spelers zijn op vakantie in playoffs

NKG Update - Fall Sale Still Going for Holiday Shopping!

Hello everyone,



Our massive fall sale will be extending through this weekend and ending next week! Be sure to shop as soon as you can for maximum availability. I've also summarized the new releases that have come in this week below, and provided a link to the full version of our newsletter (emailing the whole newsletter will be intermittent due to size, if you cannot browse our website let me know and I'll send you one). Of course, we also have a large amount of rare, used and out of print games that have come in this last week, also on sale. The newsletter link does not have the sale pricing but the website will. I hope you all have a wonderful Thanksgiving or weekend! Please write us with questions, comments or trades anytime.



Best Regards,

Aaron Leeder



Noble Knight Games

"Where the Out-of-Print is Available Again"

http://ift.tt/1dRfD04



New Role Playing Games:

• Shadowrun 5th Edition Beginner Box

• Dragon Age Set #3 - For Characters Level 11 to 20

• Monte Cook's The Strange Bestiary

• Pathfinder GM's Miscellany - Random Wilderness Encounters & Village Backdrops II from Raging Swan

• Adventures in the East Mark - Basic Rule Set (restock)

• Dungeons & Dragons 5th Edition DM Screen - Tyranny of the Dragons from Gale Force Nine



New Terrain, Miniatures & Miniature Games:

• Amera Plastic Mouldings Wargaming Terrain

• Dark Age - Conflagration, Fanaticism, as well as new models and bases

• GW's Shield of Baal - Leviathan, Venomthropes, Tyranids Painting Guide, Palette Pad and other supplies

• New Sci-Fi releases from Hi-Tech

• Whisper & Venom miniatures

• A ton of new releases for Splintered Light's Dungeon Crawl fantasy miniatures

• Pathfinder Bahumut, Shemhazian Demon and the Lost Coast pre-painted fantasy miniatures in packs and singles

• Federation - Deep Space 9 Expansion Pack for Star Trek Attack Wing

• Land of the Free - Wargames Rules for North America and Battleground Europe wargame rules from Osprey

• Battlefoam's new Molle system storage packs for Space Hulk, X-Wing and more

• A huge new selection of out-of-print Axis & Allies miniatures



New Collectible Card Games:

• A huge round of boosters and trial decks for Cardfight! - Vanguard

• YGO's Noble Knights of the Round Table Box Set (hmmmm....)

• HCD Game Supplies sleeves, decks, and even game table mats



New Boardgames & Wargames:

• Adowa - End of an African Dream, a new wargame imported from Acies Edizioni

• Doomtown - Saddlebag Expansion #1 & Planes from AEG

• Claustrophobia - Furor Sanguinis Expansion & Cyclades - Titans Expansion from Asmodee

• CoolMiniorNot dice including Glow-in-the-Dark

• Backhand Blow, Huertgen Hell, and Objective Schmidt for Advanced Squad Leader

• Wir Sind Das Volk imported from Histogame

• Iellos Guardians' Chronicles

• Mice and Mystics - Downwood Tales Expansion

• Steve Jackson Games Hipster, Munchkin accessories, and Mars Attacks - The Dice Game

• Space Cadets and Medina from Stronghold

• Bruges and Terra Mystica expansions from Z-Man Games

• Armada Invencible from Zvezda







Click here to view the FULL update with descriptions and links!



http://ift.tt/1qpFELD





NKG Update - Fall Sale Still Going for Holiday Shopping!

jeudi 27 novembre 2014

OPEC Maintains Production Output Despite Falling Oil Prices

Reportedly "ready to respond" if situation changes



http://ift.tt/1280h8J

Tim Smith - CleanMPG - Nov. 27, 2014



I dug up this image from 2009. Do these prices look familiar? Think they'll last? --Ed.



According to an OPEC press release, the cartel has agreed that oil production from member countries will remain steady at 30.0 million barrels per day despite recent oil price falls. An interest in "restoring market equilibrium" was cited as a key reason not to alter rates of production. This comes despite the organization's own characterization of the market as being "well supplied," having estimated that growth in oil consumption during 2015 will be met by increased output from non-member countries.



Oil prices have dropped sharply during the second half of 2014. Brent Crude reached a peak of $115/bbl in late June before beginning a steady decline to the current price of just under $80/bbl. Light sweet crude similarly topped $106/bbl before falling below $74/bbl during the same period. The average price of regular gas in the US is now below $2.80/gal as a result.



As always, anything beyond a very short-term prognosis for oil markets remains guesswork at best. The next scheduled OPEC meeting has been set for June 5th, 2015. Meanwhile, low oil prices have the potential to impact non-OPEC output if they persist long enough for interested parties to re-evaluate the economics of more costly extraction projects.





OPEC Maintains Production Output Despite Falling Oil Prices

Car Chases?

Have you ever had an RPG campaign that featured significant car-chase or (ground) vehicle combat?



If so, what rules worked for you? Which didn't? Did the system you were using incorporate these rules? Or did you have to make up your own or borrow them from somewhere else?





Car Chases?

Toepassingsfout februari

Ik krijg steeds op 5 februari 2015 een toepassingsfout in mijn game met Milan ... Heeft iemand nog zoiets meegemaakt?





Toepassingsfout februari

[FM15 Sign-Up] Timedrifters

@Jeroen.; @neva; @Duarte.; @coma_303; @Makalakalane; @Tavian; @Tim'; @Ruben.; @joeyscenijme; @JeGiKu; @Romero; @PEs_Vlok; @K3zz4; @PJHoutman; @Reidar; @Kelvin;



Jullie ontvingen deze mention naar aanleiding van jullie reactie(s) bij mijn vorige sign-up. Indien je liever niet meer gementioned wil worden door mij laat me dat gerust weten !







Spoiler for Ingeschreven:




1. joeyscenijme

2.

3.

4.








[FM15 Sign-Up] Timedrifters

Update 1.3.4

Na deze update is er NIETS meer over van mijn tactiek, bij jullie ook?





Update 1.3.4

Happy Thanksgiving!

Happy Thanksgiving everyone! Remember with heavy traffic comes more fuel efficient speeds! (unless you're stopped in traffic)





Happy Thanksgiving!

[Avalon Games] Super Sale until the End of December!

[FM15] Financial Fair Play

Is er een database waarbij alle clubs in het spel gewoon €0,- aan transferbudget hebben? Ik weet dat er nog veel meer aangepast moet worden om te zorgen dat alle oliesjeiks opbokken en de financiële verhoudingen weer een beetje recht getrokken worden, denk hierbij aan wedstrijdbaten en tv-gelden bijvoorbeeld. Het punt is niet dat ik zelf niet kan opboksen tegen de financiële grootmachten, integendeel, ik zou het zo leuk vinden als kleine clubs hierdoor wat dichter tegen de grote clubs aankomen en we meer eigen jeugd gaan zien.



Uiteindelijk gaan clubs dan profiteren van deze situatie en zien we een eerlijke voetbalwereld waar rechtmatig ontstane topclubs ontstaan.



Kortom, is er een database die in de buurt komt van bovenstaand?





[FM15] Financial Fair Play

Spant FM een complottheorie vs ons? ©Sebas

Jaren terug had Sebas al zo een topic gestart. Ik heb net wat zitten lezen @ Si forums en dan kom je aardig wat interessante berichten tegen. Hier een paar daarvan.




Citaat:




Not specific to FM15, but my main issue with FM ME's in general is the whole concept of it, which I believe leads to many complaints I see in the forums. The engine calculates the result of a match, and what we see is the representation of what could have happened so that the match ended with that particular score. That's the tricky part. It is obviously clear that the players' attributes are important in calculating the match result, but how important are they when it comes to what we see in ME?



Let's say you and your opponents use a tactic that will make the goals from crosses more likely, because you are using 4 wingers and fullbacks, and the opponent plays with a very narrow formation. And for the sake of argument let's also say that you are by far the superior team. To me it feels like the engine will recognize your superior strength and let's say it will calculate a 4-0 for final score. The problem is, in hat situation the ME is likely to show you bunch of goals that came from crosses, and it will not care if your striker scoring those headers is 5'8, vs. bunch of 6'4 stoppers. I feel like ME is forced to show you a goal like that, and even though unlikely you would think it is, you will see many goals like that.



Or we can think about another example where a midfielder with long shot attribute as low as 8 scoring 2-3 screamers in a match. Hence we see people coming to the forums and complaining like 'how come my midfielders with 18 long shot can't hit anything where my opponent's midfielder with 9 long shot scored two from 30 yard, this game is rigged'.



Same applies to a common complaint about how the matches from lower leagues look the same as matches from premiere league. Then somebody answers 'you will see the difference if an LLM team plays against a premiere team', which is true but completely missing the point. If Chelsea will play against, say Plymouth, the ME will show how Chelsea dominated the match which ended 6-0, but then the ME will look exactly the same when Plymouth will beat an even weaker team 6-0. Plymouth's midfielders with 9 long shot will be able to score the same goals that Chelsea players scored against them.



I am just speculating, of course, but from what I see from FM ME's, attributes are taken into account only when calculating the ME, and not so much in the match representation.




Citaat:




After watching a lot of full games it seems to me that one major problem is that players lack any real intelligence. The decision, vision, anticipation and such stats seem pretty meaningless. I have world class players in pretty much all positions, but they consistently display lacking understanding of the game.



In real life great players transcend tactical instructions. Top class DC's like Terry and Vidic are not considered ball playing defenders, but they don't hoof the ball aimlessly up the pitch when they are under no pressure and have easy options. Pirlo and Xavi can pick out long range passes when they see Tevez or Neymar in acres of space up front, even though they are instructed to build from the back. If Ronaldo sees 5 guys closing him down from the center, but has acres of space wide, he goes wide even though he is an inside forward who is supposed to cut inside. The examples are pretty much endless.



In FM, players seem to strictly follow the instructions until they don't. And when they don't it is not to take advantage of an opportunity, it is a mistake.



Also, I find the most gifted technical players to be really bad at controlling the ball. World class strikers needing two touches to finish, when any striker worth his salt would volley it home in real life. Especially annoying with completed crosses and my striker gives the defenders an eternity to get in and block. And one touch passing is almost non existent because of the poor technique/first touch. I have seen Ronaldo and Messi fumble the ball and use several touches when it clearly is not necessary. They were not on my team, so it certainly helps me, but it looks absolutely ridiculous.



And I would like an instruction to my wide attackers to anticipate the target man flick ons. Right now they just don't seem to realize or care that I have instructed the deeper players to play long onto the target man, and amble around wide even when they should know the long ball is coming, and they have plenty of time to make the run.



But then, as it has been said in other posts, player movements appear to be lacking something as well.




Citaat:




However, I find it very uncanny that teams in the lower leagues can almost always stage a "comeback" towards the end of the game if they are still within ~2 goals. The changes that they make will almost ALWAYS have a huge impact, forcing you to adapt. Now, this is all fine and dandy and offers a nice challenge, but how is it realistic to watch these part timers play out of their skin in a regular league game? I mean, as long as there's still enough time left, you will see highlight after highlight of the AI bombarding you as if they had just been inspired by Rafa Benitez at Istanbul. Maybe not scripting or rigging, but I cannot help but feel there is some sort of tilt system in place, probably to do with player morale, and the AI abuses it regardless of their club stature and players. Unless your team is comfortably stronger than the opponent, you will almost always see these types of comebacks.




Citaat:




I have lost a few games this season, I reloaded the game a number of times to replay those fixtures and the games always ended up the same way. When I lost to Chelsea the first time I lost heavily, I was 3-0 down after 15 minutes, ended up losing 5-0. Reloaded the game, played everything the same and lost 3-2. I did this 11 times, sometimes changing tactics, line ups, no matter how close I came to winning or taking a point, I would always end up losing. At one point I was 2-0 up at HT, Chelsea had a man sent off and Remy was injured but still playing. In the 81st minute Chelsea got a penalty, 9 minutes later Remy had scored a Hat Trick and won 3-2. I could have played that fixture for a year and I wouldn't have won it. EXACTLY the same thing happened v Tottenham in the cup final, I played that fixture 14 times, no matter what happened I would always end up losing it by a goal. The last fixture I was 3-1 up, they had used all their subs and Adebayor got injured. They had to play the last 20 minutes with no striker. Of course they get a penalty and I get a player sent off (I assume for arguing with the referee) as he had nothing to do with giving the penalty away, they scored and made it 3-2. A minute later my player is running down the field with the ball, my other player runs across him, the ball hits his heel and sets their winger on his way. As he's running, my defender slides from behind, wins the ball but proceeds to roll the ball to Lennon's feet who sidefoots it home for 3-3. We go to ET. First minute of 2nd half of ET Christian Erikkson scores a free kick to go 4-3 up. The next time I see action, my player is taking a throw in 11 seconds before the end of the game, that's it, game over. 14 times Tottenham find a way of winning that game no matter what happened, same with Chelsea. Hard to believe that's ahh just coincidence.



Also, when you bring in a young inexperienced defender, he will almost always hit short back pass after short back pass.





Wat vinden jullie er van?





Spant FM een complottheorie vs ons? ©Sebas

(Traveller) Luriani and Adventure Seeds - Now in Print!

Minor Alien Module 1: Luriani and Supplement 16: Adventure Seeds are now both available in print! You can swipe your own copies here;



http://ift.tt/1yf0xP2



Minor Alien Module 1: Luriani

The Luriani are a race of contradictions. Most outsiders are struck by the extreme level of politeness in their society and apparent calm demeanour, only to be shocked by a sudden outburst of passion. They are a people with no significant martial tradition that have fought some of the most brutal wars in history. They are loyal Imperial citizens that suddenly and seemingly without warning came to the brink of revolt. These apparent contradictions are the root cause of the Luriani's reputation as emotionally unstable and unpredictable. Yet all these make perfect sense to the Luriani themselves.



Supplement 16: Adventure Seeds

The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed.



You need an adventure, quick.



This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!



The goal with Supplement 16: Adventure Seeds is to give the referee a multitude of jump-off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will be able to create complex adventures that will keep your players entertained for hours, while filling them with realistic places, people, governments and corporations. Your players will think you a genius for creating such rich and varied universes!





(Traveller) Luriani and Adventure Seeds - Now in Print!

The bare bones of a melee system

In a thread at rpg.net an user asked for advice on how to develop their ideas for a simple melee system for a low fantasy RPG set in the Dark Ages. This was my suggestion for a stripped down combat system that tries to retain some detail: the basic ideas here are that a fighter has the upper hand on their opponent if they have a higher initiative score, and that an attack is successul if it targets an unprotected part of the defender's body. I'd like to know what people here think of it; feel free to contribute ideas to add flesh to these bones.





At the start of each new round of a fight every player draw their fighting skill (the skill with the weapon/armor combo they are currently using) rating in playing cards from a deck made only of pip cards, and use their highest "initiative card" as their initiative score.



Besides the initiative cards, each player also has a permanent hand of four cards: two black ones and two red ones (e.g. the four aces, the four kings etc.). When a character makes an attack, the player places on the table two black cards if the character's attack targets the defender's lower limbs, two red cards if the attack targets the upper limbs, and a black and a red card if the attack targets the main body. The cards must be downturned if the attacker's initiative score is higher than the defender's, or upturned in the opposite case. Then the other player declares what general zone (upper limbs, lower limbs, main body) their character tries to protect. Then the attacker reveals what general zone is targeted by their attack (if the cards were downturned), and both the attacker and the defender roll 3d6: a low attack targets (and a low defense protects) the particular body part indicated by the number shown on the lowest d6, a middle attack targets (and a middle defense protects) the part indicated by the middle d6, and a high attack targets (and a high defense protects) the part indicated by the highest d6. The body parts are:



1 - Left (or right, if the attacker is lefthanded) leg

2 - Right (or left, if the attacker is lefthanded) leg

3 - Torso

4 - Head

5 - Right (or left, if the attacker is lefthanded) arm

6 - Left (or right, if the attacker is lefthanded) arm



You can think of a low attack that hits an arm or of a high attack that hits a leg as a feint.



If the attacker is using a long weapon they can add 1 to (or subtract 1 from) the highest and the lowest d6; if the attacker is using a short weapon they can add 1 to (or subtract 1 from) the middle d6.



When one is targeted by an attack, they can either try to block the attack, dodge the attack, or sustain the attack.



One can only try to block an attack if they have a weapon that can block the attacker's weapon, or a shield. Small weapons cannot block large weapons, and viceversa; medium weapons can block weapons of any size. Shields make it easier to block an attack aimed at the certain body zones: the main body for small shields, both the upper limbs and the main body for medium shields, all zones for large shields. That is, the defender can add 1 to (or subtract 1 from) the middle d6 if the shield is small, to (or from) the highest and the middle d6 if the shield is medium, and to (or from) any die if the shield is large. This means that any shield's modifier and a small weapon's modifier for an attack aimed to the main body cancel out, a medium shield's modifier and a long weapon's modifier for an attack aimed at the upper limbs cancel out, and a large shield's modifier and a long weapon's modifier for an attack aimed at the upper or lower limbs cancel out (in other words, when the attacker says "I can modify the result", if the defender replies "I too can", neither gets to use their modifier).



One can only dodge an attack if they still have at least one initiative card in their hand. Dodging an attack (like all non-automatic actions that aren't attacks or parries) in fact requires that the player discards an initiative card, so that their new initiative score becomes that shown on their remaining highest card (or 0, if the player has no remaining initiative cards).



One has to sustain an attack if they can neither try to block it nor dodge it, or if they want to counterattack. That one sustains an attack means that they let the attacker hit them. This can happen when two characters have the same initiative score. In such a case, in fact, the order in which actions are declared is determined by the suit of the highest initiative card: spades goes first, then hearts, then diamonds, then clubs. So, if it's a character's turn to act, but in the same turn the character is attacked by a faster character, the slower character can either sustain the faster character's attack and simultaneously counterattack, or give up attacking the faster character in order to dodge or try to block their attack.



If the defense protects the same body part that is targeted by the attack, the defender blocks the attack; in this case both the attacker's weapon and the defender's weapon or shield might be damaged or removed, and some damage might still be applied to the part of the body targeted by the attack. If the defender doesn't block the attack damage is applied to the targeted body part.





The bare bones of a melee system

RPGPundit Reviews: Machinations of the Space Princess

RPGPundit Reviews: Machinations of the Space Princess



This is a review of the RPG "Machinations of the Space Princess", published by Postmortem Studios, written by James Desborough, with illustrations throughout by Satine Phoenix. I mention the last one because I certainly think the particular style of the art is significant enough to make an impact, a psychological one at least, on the mentality the reader will approach the game with: the book itself (I'm reviewing the print edition) is a smallish-sized softcover some 232 pages long, with a glossy full-colour cover and black-and-white interiors; and the artwork borders between the cartoony and the sophisticated, with images that scream out "gonzo space opera".



I've been reviewing a number of sci-fi games with old-school leanings lately: there was Hulks & Horrors, Traveller (the Mongoose edition) and now this one. You'd think it might get repetitive, but in fact each game has a slightly different and unique tone (I'll add all are also slightly different from Stars Without Number, as well). Traveller (and SWN as well) is fairly serious, hard sci-fi. H&H is still serious though not exactly hard, with a "dungeon crawling in space, with some weird stuff" motif.



Machinations of the Space Princess is by far the most gonzo of the games in question. The description the author provides for it is "Sexy, sleazy swords and sci-fi".

Of course, that's somewhat to be expected, given that the game is a sci-fi game derived from the "weird fantasy" game "Lamentations of the Flame Princess"; and written by the (fairly infamous) James "Grim" Desborough, a figure embroiled in (and, in my opinion frequently chasing) seemingly endless controversy that fuels outrage for his career and very person among the pseudo-activists of the hobby for what they perceive as his often offensive content.



The real question in reviewing the game, then, is just how well it stands up as a game, rather than an exercise in salacious offensiveness or posturing. "Lamentations of the Flame Princess", for example, does quite a bit of posturing of its own (its creator James Raggi being somewhat of a like mind to Desborough in that sense), looking to intentionally shock with its content and art alike; but at the same time its one of the most kick-ass versions of D&D I've ever had the pleasure to read and play.



Does Machinations measure up?



Well, let's get started: to begin with, Machinations does involve a kind of assumed-setting, a little more detailed than LotFP does, but without really becoming a full-blown detailed setting a la Greyhawk or even Traveller's "Imperium". You won't find a vast chunk of detail on the specifics of the setting. Instead, most of the setting-implications are built-into the rules (for example, there's a vast variety of alien life, so you have a character creation system where you can mix and match all kinds of alien qualities), along with a few tid-bits of highly optional setting flavor (for example, on the bottom of each page there's a one-line phrase that details some kind of setting flavor, ie. "the Ghantian Church is bankrupting itself hiring assassins to take out pornographers", or "the book of Dai, a martial arts handbook, is a total scam traded by con artists").



The premise is that most of known space was governed for a thousand years by the Urlanth Matriarchy; this empire has now fallen into disarray when the previous Empress was assassinated unexpectedly and her 99 daughters took to fighting amongst themselves for the succession. At the same time, various other groups who had chafed under the Matriarchy's rule have broken into rebellion, including various guilds/corporations and part of the (male) military that have embraced a radical "male liberation" ideology. Remember what I said about Desborough courting controversy? This sort of background concept would probably be tolerable had anyone else written it up (though the pseudo-activists would complain about it regardless, unless of course it was one of their pet authors who was writing it, then it would be "brave"), but when its James Desborough who is doing the writing, he's basically once again painting a big target on his forehead.

Mind you, none of the above is extremely significant in terms of actual play; the setting is sufficiently "implicit" that a GM could choose to just totally ignore it, there's nothing in the game that forces you to bring sexual politics into a campaign if you don't want to, and most of us probably don't.



System-wise, being based off of LotFP, it plays (as LotFP) does, quite similar to Basic/Expert D&D. There are some variations from LotFP, however. Saving Throws, for example, are a roll-under mechanic based on 1/2 their governing attribute. Attributes can be rolled by a variety of methods. There's complex race and skill choices to be made; more about these below.



Speaking of attributes, as well as the six standards, Desborough has added Unearth Arcana's "Comeliness" attribute, which we thought we'd never see again! But there it is.

Now, one would think in what is described as a "Vast" galaxy filled with multitudinous aliens, physical attractiveness wouldn't be very important at all, and certainly wouldn't be something "objective"; one would assume that the prettiest human would be just as ugly as any of the rest to an 8-armed Insectoid creature of Deneb IV. But no! Apparently in Desborough's world, how hot you are follows objective boundaries across species. I mean, I know why he says he did it (because its supposed to be "sexy sci-fi") and I know why he really did it (because he's obsessed with getting attention to himself and courting controversy as the perviest RPG designer on earth... and let me say, after reading Courtesans, much less Maid or Carcossa, he's got his work cut out for him, because Machinations is all pretty mild stuff really compared to things in those, or in a whole lot of the Forge games you never hear the Pseudo-activists complain about). But seriously, did Desborough really have to include comeliness? I think it (and all the other allegedly "titillating" parts of this game) add nothing to what would otherwise be a solid production.



One interesting but problematic detail about character creation is the "race traits": to simulate a setting that is supposed to have an immense plethora of alien species, a long list of different physical, cultural, and miscellaneous qualities have been provided. A PC can choose up to three of these without penalty, beyond those choices he starts to lose points to his various ability scores. Traits include a wide variety of things, from qualities like venemous, to cultural qualities like "spiritual", to exotic stuff like "methane-based". My main problem with this is that its not done by some kind of random system; instead, the expectation is that players will look through the VERY long list of stuff, and go along picking stuff up; I suspect this would lead to a stupid amount of min-maxing and a very lengthy character creation process.

To be fair, in the appendix at the end a few sample races are provided, as well as tables for random trait generation. I do think, however, that these should have been the default, and selection the option. That would have been more in keeping with old-school play.



There are four basic classes in the game: Expert, Killer, Psion and Scholar. These are all pretty self-evident in terms of what they do, though there will be more info about psychic powers later.



The Skills system will only add to the complexities of character creation (one of the best features of LotFP is how fast character creation works; clearly that is not something that gets repeated here, between racial traits and skill choices). Skills are divided into different categories (like "everyman", "general", "Scholastic" etc) and each has its own list of potential skills. Classes get a set number of skill points with which to buy stuff. Skills aren't just knowledge-type skills, but also stuff like "sneak attack", or combat skills that often mimic 3e-style feats. There's also "psi skills" which are not the main powers of a psionicist but additional stuff they can get (like psychic defense to reduce damage from psychic attacks, or training that reduces an opponent's saves against your own psychic attacks).



In all, while there's an impressive amount of material for fooling around with character creation, I'm very unimpressed by how it fails to keep the old-school aesthetic of structured fast character creation in favor of a "choose whatever you like"-type of process which is time consuming and leads to attempts at character optimization. I think Desborough's lack of experience or natural affinity with the OSR is shining through here: this is not his natural environment.



Experience, leveling, hit points, etc. all seem to work in pretty much the standard way; with the notable exception that the rules as written state that any money earned that isn't spent by the end of the adventure is lost in "carousing". This definitely isn't Traveller; it isn't even standard-play D&D; characters in Machinations can never end up being wealthy, though with these rules they'll always be as well-equipped as possible. I don't particularly care for these rules, because of course it ends up taking options away from the PCs; you can't have a player character that wants to become rich (at least, not successfully).



Armor works as damage reduction rather than AC bonus by default; and there are rules to optimize or specialize armor.

Weapons, at their most basic level, are kept very simple, but once again like armor they are provided with all kinds of options for specialization.



Starships are handled with statblocks, and operate on a level of "scale" (where for example, the damage one can do to a starship is divided, or multiplied, by the "scale" of the starship relative to the weapon). There are some very basic examples, but once again you have a big list of potential customizations.



There's also all kinds of miscellaneous equipment, retainers and services, and also cybernetics. The latter can be better than their flesh-and-blood equivalents, but also bring with them risks of ability score loss or mental problems.



Next we get to basic task resolution; skills are rolled on a simple D6 (in the same style as specialist skills in LotFP); and there are rules for things like disease, poison, radiation, recreational drugs, falling, wilderness survival, the vacuum of space, sneaking, healing, etc.

Later on, there are also rules for wealth levels and basic lifestyle maintenance.



The combat system is pretty standard and aside from aforementioned details isn't too different from LotFP's. There is a cool "permanent injury" table for those who have survived being brought down to negative hp.



The starship combat section is only a couple of pages long, and it suggests that in Machinations, everyone who is on board ought to get to participate in some fashion and that "these things aren't just empty gestures", but here there is no particular quantification of how PC actions should be meaningful (aside from pilots or gunners, of course, which is pretty straightforward). There's a vague implication that things any other character does can add a point to a ship's statistic for a round, or repair a point of damage, but given that some of the suggestions include "offer moral encouragement", that brings us right into abstract-mechanic territory, which I'd consider a big OSR-no-no.



Psionics work in a way similar to spells; with psionic powers having different levels (from level 1 to level 9 in power). A psionic PC can choose a certain number of powers, and has a certain number of points he spends to use each power. The powers are often direct equivalents to certain D&D spells. The list is not incredibly large, but certainly large enough to accommodate a basic campaign.



There's about six pages of very straightforward sort-of-simplistic "advice for players" (though I have to admit, the idea of advice for players is in and of itself refreshing, since normally we only get a "GM advice section"); then about 14 pages of advice for GMs too, properly speaking. It includes advice like how to express a "big" universe, how to bring the "sexy" (nothing explicit, though also not very useful, but it tells me a few things about what Desborough believes to be the definition of "sexy"; including "cool guns", "biker jackets", "musky scents", "simple and understandable motivations... the desire for food, sex, money and power being the top four", and everything from what we do with "computers, advertising, cities, crime, drugs and sex... and dial it up to eleven"). He also explains how to bring on the "sleazy": "sleaze is a certain aesthetic, that of the bar and strip club, that of biker clubs and bawdy houses, of adult book stores". I don't know about you, but I don't particularly want my RPG campaign to take on the ambiance of an 'adult book store'.



The GM is also given some very basic instructions on how to put together an adventure, and what to avoid (like railroading). The section then moves seamlessly into a more practical (and mechanical) set of subjects, like templates for designing traps, creating monsters, generating "goons" (of different degrees, from "cannon fodder" to "hard bastards").

After that, it shifts back again into the less concrete and equally less useful, talking about how to put a group together and where to play; do people really need this kind of advice?! I skipped all this bullshit altogether when I designed any of my games, because I simply assume that 99% of the people who will buy my small-press game are ALREADY GAMERS. I don't really need someone to tell me "gaming shops often have play spaces that you can use to meet up at". Really? Does anyone seriously think that's really going to be a necessary piece of advice to 99.9999% of anyone who will ever give a second glance to a small-press hobby-driven RPG?!



Ok, let's move on: we get to the section of how to make worlds. First, there's a random table of 100 plot hooks related to a world. That tells me at least that this section has its priorities straight: generate what could be interesting to the PCs about this world, and THEN design the mechanics of it. The rules for planet creation are pretty simple, mercifully based on random tables (unlike almost any of the other rules for design of anything so far), and sort-of take inspiration from Traveller but are clearly far more gonzo. You roll a D20 for "type of world", for example, with lists like "desert world", "ice world", "tomb world", "city world", etc. And governments are generated the same way. None of Traveller's careful mathematics here, but I think it probably works for Machinations. There's also rules for planetary allegiance (ie. are they part of the Empire, or allied to one of the rebel factions), religion and religiosity, population and cosmopolitanism, and a d100 table for "interesting features".



Next up, there's a sample adventure: "The Siege of the Proxima Bar". Its intended to be introductory, its about 10 pages long, and there's nothing particularly special about it; there isn't even anything particularly salacious about it; with the exception of the presence of a pair of "stripperbots", and a bunch of rampaging naked clones (male clones, if that makes any difference), neither of which are played up for any kind of "naughtiness"... at least, I'm really hoping that this isn't what Desborough thinks of when he thinks "sexy". If so, he certainly shouldn't take up a career in romance writing (shit, or even porn writing).



In the last real section of the book, you get a listing of some sample goons and sample creatures, only about 6 pages worth, but hey, its something.



The appendix or "reference" at the back is quite detailed: it contains the aforementioned sample races and trait generation tables (as well as random tables to determine appearance), sample detailed weapons and armor, sample ships and vehicles, optional carousing tables to determine everything you did with all that lost money (the tables are quite detailed), a list and summary of all the species traits, and finally the character sheet.



So to conclude: first of all, in spite of the author, and the claims the author makes, this game is neither particularly sexy nor exceedingly sleazy. As usual with James Desborough, what we do get is a touch of sophomoric (I'd dare to say adolescent) titillation and cheap controversy that is radically overblown both by the author himself and his howling critics.



But in that case, how does it hold up as a game? Particularly, in comparison to other old-school sci-fi games? For starters, the production values are better than Hulks & Horrors, though not quite as good as Stars Without Number or Mongoose Traveller (though depending on one's artistic tastes, some people might enjoy Satine Phoenix's drawings more than what they'd find in those other games).



In terms of mechanics, I think that Machinations is certainly more complete than H&H, but its also less streamlined; furthermore, its less elegant than Trav or SWN. If you use random tables for racial traits, you avoid one major pitfall of the system in terms of the length and potential for abuse inherent in character creation, but even then you still have skills to contend with. These complexities of a burdened character creation system run counter to one of the central points of appeal of old-school play: the quick generation of characters.



All in all, if you like any of the games I mentioned above, or likewise if you're a Lamentations of the Flame Princess fan, you'll be likely to find stuff you'll like about Machinations too. Its got some flaws, but there's certainly a good amount of redeemable material about it too. On the whole, I'm lukewarm here.



RPGPundit



Currently Smoking: Winslow Crown Cutty + C&D's Crowley's Best



(originally posted November 28, 2013)





RPGPundit Reviews: Machinations of the Space Princess

Gonzo world building

A few game sessions ago, I was struggling with how to continue the campaign after the players ran through Death Frost Doom. I thought that I had to think up every possible scenario that they would choose to deal with the consequences of their actions, and it kind of freaked me out and paralyzed me as a GM. They (the players) kept pestering me to continue the campaign, so I threw up my hands, wrote 5 bullet pointed sentences, and the game continued in what they all said was awesome and amazing.



What I took from this was that planning for every possible eventuality is fruitless, stressful, and not fun.



I also took from it that letting the players discover the game world was a lot easier and fun than me designing it.



What I mean by that (I'm five Christmas Ales in right now, so please forgive me), is that I stopped attempting to define and map the game world, and instead let the players go where ever they wanted.



In this case, they wanted to escape the area and head to the nearest big city.



So on the fly I made up a city (using Vornheim) and that was that.



There is no world map. There is no lunar calendar. There is no tectonic plate system. There is no system of weather patterns. All of which I was told are "necessary" to make a game world.



The point being; less is more.



By creating less detail in the gigantic background that no one cares about, I can put more emphasis on the here and now, while giving the players more, and I hate this term, agency.



I'm spending more time on picking up on what the players want, rather than forcing them to adhere to a preconceived timeline or geographic map. In layman's terms; less railroad, more explore.



Certain things are going on in the background, of course. Every event put into motion since the first session is still happening. And as the players explore the world, I keep track of where they've been and the geographic relations between those places.



But, I'm making the world backwards from how I'm "supposed" to make it. I'm not planning ahead beyond the next adventure. Even then, I'm hardly even planning the next adventure, just planning off whatever hook they go for on the current adventure.



And the players don't care and don't notice. And my job is a lot easier and more fun this way.



I'm the first to admit that this won't work for everyone, maybe even most people. But for me it does. I can't draw a map to save my life. I know that anything I plan will be fucked because the players will inevitably do something completely the opposite of what I plan. And world building, to me, is boring and time consuming.



I don't even have a name for the planet, simply because no one has ever bothered to ask. When/if they do, I'll just make something up on the spot.



Is this gonzo world building?





Gonzo world building

mercredi 26 novembre 2014

[Black Friday Sale] Small Niche Games Under $10 Sale

For Thursday and Friday only, all Small Niche Games print products are priced to move. All SNG printed adventures are priced at $4.95. This is a great chance to pick up critically acclaimed modules such as Blood Moon Rising, the Inn of Lost Heroes, and the Shrine of St. Aleena, as well as many others.



All other SNG printed products are priced under $10. This includes the Chronicles of Amherth campaign setting, the Ghoul Keep and the Ghoul Lands sourcebook, and the Guidebook to the City of Dolmvay campaign sourcebook.



Sale ends Friday evening, so don't miss out!



http://ift.tt/1ppM5D2





[Black Friday Sale] Small Niche Games Under $10 Sale

What Is It Like To Drive An Audi A7 TDI?

Kind of like Flying an SR-71 Blackbird!



http://ift.tt/1vlEiFT

Wayne Gerdes - CleanMPG - Nov. 26, 2014



2015 Audi A7 TDI Quattro – $69,225 to start incl. D&H while sporting a 24/38 mpgUS city/highway rating.



Today's ride is courtesy of Audi of America and it’s a humdinger.



Most of the time on an away from home press car request, the channels approve the loan and once in a while we get to see the Monroney before we pick up the car. Usually however we only know the make and model. Today's ride request was a little blind in that I did not know the trim, equipment or even the year. That did not really matter when the car is a Audi A7 TDI quattro. And in this case, a new 2015 arrived with all the "fixins"!



In May we drove a 14 A7 TDI quattro from the IL/WI border to Cape Cod, Mass. in ‪#‎ChasingLeMans‬. The A7 TDI quattro made it in just under 18-hours, slightly over 1,000 miles at ~ 55 mpg without refueling. This time, we are going to place the 38 mpg highway super car up against my own 49 mpg highway rated Prius PHEV-11 in a noholdsbarred head to head for highway supremacy on a Thanksgiving run to Phoenix, AZ. The A7 TDI took down a third gen 2010 Prius at speeds above 62 to 64 mph in the hills and above 70 mph on the flats. The Prius PHEV however has a few more credentials.



While in Phoenix, I am hopeful to catch up with Joe Sage to compare notes as he is in his own S5.



2015 Audi A7 TDI Quattro





Even parked it looks fast!



The challenge includes climbing from essentially sea level in San Diego, over the Laguna Mountain Range on the 8 at over 4,100' elev. and back down to below idea level near El Centro before climbing back up over ~ 1,200' elev. at our final stop just northwest of Phoenix in Glendale.



So what about the 2015 Audi A7 TDI? Well hold on, we have a story to tell!



Whenever I get into an Audi, an emotional response is generated like no other car I have driven. Maybe the following story about an SR-71 Blackbird driver that some auto guys posted last night will detail it best.



The SR-71 Blackbird was the premiere U.S. spy plane with absolutely no challengers both past and present.. It was shot at with the latest missile systems thousands of times yet had a perfect operational record. Namely because it was so damned fast with a published Mach 3.0 cruise. It was faster if needed.



Lokheed SR-71 Blackbird





Cost? A lot. Speed? Really fricken fast!



An author/pilot and his back seater were on a final qualification practice mission over the desert Southwest in a Blackbird when they overheard LA Control receiving a transmission from a Cessna 172 requesting a ground speed check.



LA Control calmly replied 125 knots ground indicated. Think of this guy like an every day Honda Civic driver...

A Beechcraft driver overheard the request and reply and immediately requested a ground speed check to show off a bit.



Beechcraft xxx, your indicated ground speed is 172 knots. Think of the Beechcraft like you would a Mustang driver.

A hotshot Navy fighter jock in an F-18 Hornet was flying over the LA Basin when he overheard the requests and... Think of this guys ride as a Lotus Elise. Well, he surely had a smile on his face knowing what was going on and in this pond, he's the big fish. Or so he thought. He makes the request for a ground speed check and LA control states calmly 620 knots true.



The SR-71 Blackbird crew are flying at 80,000 ft at operational cruise and well above any civilian controlled airspace. These military flights do not report into the general aviation system unless encroaching on Civilian air space to takeoff, land, or for whatever reason fly into the Civilian fray...



After hearing the F-18 fighter jocks transmission and air speed broadcast over the general aviation channel, the SR-71 team at almost the same instant thought it was time to put the Navy jock in his place.



SR-71 Blackbird: LA Center, this is Angels 80, could you provide a ground speed indication please.

LA Control: Angels 80, I show you at 1,948 mph indicated at 80,000 ft.



SR-71 Blackbird: LA Control, thank you for the speed check. We are showing 1,983 mph.



LA Control: In the ever present totally calm tone, "Your indications are probably better than ours."



The rest of Angels 80s flight was quiet with not another peep out of any fly boy in the area in what they thought was a hot plane.



That is what driving an Audi A6/A7 TDI quattro is like. There are cars that can out turn you and even out burn you but with a tap of the go pedal, you can kick their @$$ and do so without the need for a fuel stop for over 1,000 miles all the while they are sucking fumes to reach a third to half of your range.



I may have some of the details of the encounter above messed up but the story describes the emotional high of driving a super car with little to no compromise between efficiency and performance.



The 2015 Audi A7 TDI Quattro



This 2015 Audi A7 TDI quattro ($68,300) is absolutely loaded. The 240 hp and 428 lb-ft of torque 3.0L V6 TDI mated to an incredibly smooth shifting 8-speed AT with AWD and equipped with start/stop. Xenons are std but this beauty arrived as a Prestige trim ($3,850) with std. S-line ext. aluminum trim, Bose Surround, front seat ventilation, power steering column w/ memory, LED headlamps and LEDs all around plus an honest to goodness HUD. Just like a fighter plane.



It also arrived with the Driver Assistance Package ($2,800) which includes Adaptive CC with Stop and Go, Pre-sense Plus, Active Lane Assist, and corner view cameras along with the std. rear view.

And that's not all folks. This A7 TDI quattro arrived with the Black Optic pkg. ($1,500) including 20" 5-spoke titanium finish alloys shod with Pirelli P-Zero' Summer tires.



The Sport Package ($750) with lowered and stiffer sport suspenders completes today's ride.



Add $935 D&H and it rolls off the dealership showroom floor for $78,675.



With all of the Sports tuning performance, most would suspect it does not stand a chance against our Prius PHEV-11. I suspect it will be closer than most would have imagined despite the 20" P-Zero's, quattro AWD, and a 0 to 60 time of about 5.5 seconds. Just a smidge over twice as quick as our Prius PHEV.



First drive of this no-compromise machine is to take on the Southern Californians daily nightmare called the 405 during Friday night Rush. 40 miles of that and we hit the 5 for a little more open field running until Oceanside where something or someone will surely ball up traffic for the std. 15-mile stop and crawl yet again.



I can see the 405 not 300 yards away and it is moving at a max speed of maybe 2-mph as I typed this monster up. Nightmare is a good day on the 405. This looks worse. I do love the challenge in one hell of a cool car however.



2015 Audi A7 TDI





First drive results – 49.2 mpg indicated over 91.1 miles.



As the first rays of light crest the San Diego hills overlooking the Pacific Coast of California, an Audi A7 TDI was there to catch the morning breaks.





God it is beautiful here this morning.



The 2015 Audi A7 TDI quattro makes a morning appearance at a Shell in Del Mar, California for some diesel "Go Juice" before taking on the drive of its life later today. The first fill before the real top off later this morning anyway.






The 38 mpg highway rated 2015 Audi A7 TDI quattro vs 49 mpg highway rated 2013 Prius PHEV-11 on a 375 + mile drive is in progress.



Marian - yes I received authorization for her to drive it - is behind the windscreen of the Audi and headed out first as one of the backs seaters does not get out of work until 04:00 pm. That means I am stuck driving the Prius to AZ later this afternoon. Talk about SUCK!



In any case, topped off the Audi at a Shell on Del Mar Heights Rd. and the 5 and it's barreling up to the 4,200' elev. Peak before dropping back down to the desert floor on the 8 with 5 souls onboard as I type.



The A7 TDI is a menacing looking beast in the Prius' side view.







Predictions? I am betting the Sports car suspended A7 TDI quattro with 20's and summer track tires beats its EPA by 15%. The Prius by only 7% as a guess?





Prius PHEV-11 ahead and Audi A7 TDI behind.



Current update? Prius PHEV crew is still stuck in San Diego but closing in on a departure. The Audi A7 TDI quattro? Latest report is they are 277 miles out with an indicated lousy 34.8 mpg showing with a 65 mph avg. speed. 3 of the 5 have Verizon and nobody is picking up their phone. :(



All I can say is they suck.





What Is It Like To Drive An Audi A7 TDI?