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Messages - Antinomian Tendencies

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1
AW:Dark Age / Re: Bloodless Xristos
« on: March 25, 2014, 09:04:29 AM »
Unless you're also Paul T., I wasn't replying or talking to you. Calm down dude.

2
AW:Dark Age / Re: Bloodless Xristos
« on: March 24, 2014, 10:24:58 PM »
Drawing lines which connect the game to real-world history also gives us interesting material for player, however (like some kind of "outsider" playbook roughly modeled on historical Jews brought to Dark Ages Europe).

* If we are to create a "Wandering Jew" kind of playbook, it might be interesting to draw on Arabic knowledge, science (e.g the Library of Alexandria) and philosophy for inspiration. An outsider how not only is foreign and doesn't bow to the local gods, but perhaps also knows things, ancient things, which are at once more advanced than the local culture but also suggest a lineage of wisdom going into a past that has been forgotten (by everyone who lives *here*, anyway - this comes from a faraway place!).

That doesn't necessarily have to be Arabic in nature though - Jews in the early medieval period filled the same role (and like Benjamin, I'd rather they not be excluded when other religions are included, and again, it would be a bit weird to have Christianity, Pagan Celtic gods, Roman gods and some form of Islam, and exclude Jews). After all, in the period we're talking about (pre-Nicene), Judaism was a rival to christianity, not just in proselytisation, but in scholarly debates and the like. There was even a Turkic Khanate (the Khazars) who converted to Judaism after one such debate.

When Jews were often barred from landowning, they took the vocations open to them, which is why so many were involved in mercantilism or medicine / scholarly professions that weren't under the church's purview. Then of course there were places like the (albeit later medieval period) university of Salamanca, which not only embraced Jewish and Muslim scholars, but also women scholars.

3
brainstorming & development / Re: L5R hack?
« on: January 11, 2013, 08:23:35 AM »
Of course it isn't L5R. It's a hack of L5R.

4
brainstorming & development / Re: L5R hack?
« on: January 10, 2013, 10:20:56 PM »

If you sit down and read the descriptions of the rings, it's almost like the basic moves of AW write themselves into the rings. (I've got both the 1st and 4th edition rulebooks, and the descriptions are virtually identical.)

I read the descriptions of the rings. If you read what I wrote above, you'll see that I started with the intention of using the rings. When I saw what Brennan had done, I realized that his way was better. For my L5R hack, I'm using the stats he came up with rather than rings, which I don't feel fit as well. If you want to do your own hack that does use rings, feel free to do so. I won't complain if you do. :)

5
brainstorming & development / Re: L5R hack?
« on: January 10, 2013, 02:03:17 PM »
when you say Bold you might as well be saying Fire, and I don't think some of his moves line up with the rings very well. Now that I have my L5R rulebook in front of me, the rings seem like they match the basic moves perfectly thus:
AIR = read a person, seduce/manipulate
EARTH = defy danger
FIRE = go aggro, "duel"
WATER = read a situation, seize by force
VOID = meditate


I'm not sure they fit either - especially Defy Danger. Go Aggro, which depends on physical strength or the threat of such, would be more apt for Water too, I'd think.

There are too many cases like this with the L5R rings I think, which is why I moved away from them to using Brennan's stats (Bold, Strong, Elegant, Sagacious, Blessed) which match up nicely with the moves they're tied to. I'm basing the stuff I do on the work he's done, not only because a lot of the heavy lifting lifting has already been done, but because it's a nice, simple but elegant solution to what I want to cover anyway. The way Brennan has it, there are 10 basic moves and 5 stats, with 2 moves per stat so that no stat is overly important or under-powered, for example.

6
brainstorming & development / Re: L5R hack?
« on: January 09, 2013, 01:32:44 PM »
Here's another school, the Kitsuki Investigator. As always, comments are always welcome.

Kitsuki Investigator

Rank 1: The Kitsuki Method. When investigating a scene, take a +1 to Read the Situation.

Rank 2: Tell-Tale Signs of Deception. When you successfully Read a Person, you always ask if the person is telling the truth without spending a hold.

Rank 3: The Mind Recreates the Scene. Once per session, you can ask your MC “what happened here?” and he or she will tell you. You probably won’t be able to tell you murdered the Daimyo, but you will be able to discern how it was done, and might pick up clues as to who could have done so.

Rank 4: Trace the Path. You can uncover networks of alliances or feuds. When you Read a Person, you can ask “who is this person’s ally / enemy?” and the MC will give you the name of one such individual that the person is connected to through alliance or enmity. Each additional  hold you spend will give you the name and nature of the relationship with another person, and whether they also have a relationship of some sort. For example, you read Doji Ichiro and spend 3 hold to discern that he is an ally of Hida Koro, Matsu Tenku and an enemy of  Bayushi Aiko, and that Koro and Tenku are also allies, and that both are also enemies of Aiko – could the three allies be part of some Rokugan-wide conspiracy? And why is Aiko their enemy?

Rank 5: Tear Away the Veil. When you Read a Person and they attempt to lie to you, not only do you immediately spot it, but you can cut through their bluster and force them to admit their role in a crime they have been involved in (if they are truly innocent, you will discover this). In addition, if someone you have met before is disguised in your presence, you see through their disguise immediately as their insignificant mannerisms give them away.

Magistrate Improvements:

___ Get +1 Elegant (max Elegant +2)
___ Get +1 Bold (max Bold +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Magistrate Move
___ Get a new Magistrate Move
___ Get a Move from another Archetype


Kitsuki Investigator Improvements:

___ Get +1 Elegant (max Elegant +2)
___ Get +1 Blessed (max Blessed +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move


Starting stats:

1 Strong -1, Bold -1, Elegant 0,  Sagacious +2, Blessed +2
2 Strong -2, Bold +1, Elegant +1, Sagacious +2, Blessed +1
3 Strong -1, Bold 0, Elegant +1, Sagacious +2, Blessed +1
4 Strong -2, Bold 0, Elegant 0, Sagacious +2, Blessed +2

7
brainstorming & development / Re: L5R hack?
« on: January 09, 2013, 10:12:06 AM »
nerdwerds - if you look at Brennan's blog, you'll see he's done something similar to that on moves. I started off thinking that Earth, Air, Water etc would be good fits, but then read up on what Brennan had said when he decided on his stats (Strong, Bold, Elegant, Sagacious, Blessed) and it hit the mark with me. It's immediately obvious which stat governs which type of move, for example, and using the L5R stats themselves doesn't necessarily fit well - there's no need for initiative type stats in AW for example.

In other news, here's the Hiruma Scout school I've knocked up as a draft:

Hiruma Scout

Moves:

Rank 1: The Bounty of the Land. When in wilderness areas, you do not need to consume any rations – you will always find some form of sustenance, even in the harshest circumstances. You also have an unerring sense of direction, even in the Shadowlands.

Rank 2: The Eagles sees All. When you observe an enemy’s position, you can Read a Person in the enemy camp, and when you act on the MC’s answers, you take +1 forward against that person.

Rank 3: The Land Protects. When you Fight in the wilderness, you use the terrain to your advantage, dodging behind rocks, using trees as cover, picking slippery or rough ground that inconveniences your opponent. Count yourself having an extra +1 Armor because of these advantages.

Rank 4: One with the Land. When in wilderness areas, as long as you have some form of cover or camouflage and you do not move, you cannot be seen.

Rank 5: Hidden Strike. When you attack from hiding (such as when using the One with the Land move above), your attack is treated as a roll of 12+, and you ignore any armor your opponent is wearing. You can then make a Defy Danger roll to escape back into hiding.

Scout Improvements:

___ Get +1 Bold (max Bold +2)
___ Get +1 Strong (max Strong +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Scout Move
___ Get a new Scout Move
___ Get a Move from another Archetype

Hiruma Scout Improvements:

___ Get +1 Strong (max Strong +2)
___ Get +1 Bold (max Bold +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
 

Starting stats, pick one set:

1 Strong +2, Bold 0, Elegant -1, Sagacious +2, Blessed -1
2 Strong +1, Bold +1, Elegant -1, Sagacious +2, Blessed 0
3 Strong +1, Bold 0, Elegant 0, Sagacious +2, Blessed 0
4 Strong +1, Bold +2, Elegant -2, Sagacious +2, Blessed -1

8
brainstorming & development / Re: L5R hack?
« on: January 08, 2013, 09:53:29 AM »
I'd originally envisioned doing a hack based on DW, but having read Brennan's work using AW as the basis, I've swung around to his point of view. I'm doing some more work fleshing out a few things, including these, a first draft of other archetypes that aren't already covered. Please make comments, suggest changes etc.

Scout

A good scout is never surprised: When you Defy Danger in rural areas, roll+Sagacious instead of roll+Bold.

Pass without trace: When you hide in rural areas, or cover your tracks to evade pursuers, take +1 to your Defy Danger roll.

Observe the enemy's position: When you Read the Situation while observing your enemies, and act on the MC's answers, take +2 rather than +1.

Follow the path: When you track, hunt of follow the trail of someone who has gone before you - whether animal prey, your enemy, or in search of a lost comrade - roll+Sagacious. On a 7+, you follow their trail until some major obstacle blocks you - perhaps the trail suddenly ends, or the party being tracked arrives at a city, or a river blocks your path. On a 10+, your MC will tell you what happened here (eg they boarded a boat; someone was waiting here with horses, they split up and two went one way, while three went the other way). In either case, make another roll to continue tracking if circumstances allow.


Ninja   

Concealment is second nature: When you hide yourself from sight, take +1 to your Defy Danger roll.

Poison!: You start with 1D3 doses of any of the following poisons, and when you have a spare few hours, and the right ingredients, you can make another 1D3 doses of a particular poison. Each dose, when administered, causes the following effect:

  • Dripping Poison: Trickled down a thread into the mouth of a sleeping enemy, this poison causes 2 harm (ap) and affects the person with a -1 to Strong for the next 24 hours.
  • Fire Biter: When added to a weapon, wounds caused by it always generate terrible harm. This can be in addition to the terrible harm which you may choose on a good Fight roll.
  • Night Milk: When ingested, this poison causes deep sleep within ten minutes, and lasts for 6 hours or until the person afflicted is roused with vigor.

Acrobatic Strike: When you Fight, roll+Bold rather than roll+Strong.

Ghost in the Night: When you need to get away, roll+Sagacious and name your escape route. On a 10+, you get there unscathed. On a 7+, you get there but not without cost - you leave something behind, take a 2 harm wound or give away your identity (your MC will tell you which).


Magistrate

Magistrate's Papers: When acting in an official capacity in an investigation, take a +1 to Read a person.

Ongoing Investigations: When you act on the MC's answers after Reading a situation or Reading a person, take +2 rather than +1.

Do you know who I am?: When using your official position to Threaten, roll+Sagacious rather than roll+Strong.

At your disposal: With rank comes perks: You start with Post with Aides. If you choose the Post with Aides move later, take +1 to your Aides rolls.


Artisan

Craft Object: You are skilled in creating a certain type of objects (weapons, armor, paintings, cabinets, buildings etc). Each session, roll+Elegant. On a 7+ you create a nice looking usable object of the type you specialize in. On a 10+ you create a masterpiece that can be sold for 1 wealth above its normal value.

Patron: You have a patron who allows you to concentrate on your art. Each session, you may choose whether to receive 1 wealth or 1 favor from him or her.   

A study in scarlet: When you closely observe an item of the type you specialize in, you can learn one thing about it - who made it, whether it has any peculiar properties, who it was made for, etc.

A dangerous flaw: When you observe an object of the type you specialize in for a short while, you may spot a flaw or weakness in its design. Take +1 forward when using this flaw or weak spot against your target. Examples: You note that the armor your enemy is wearing was a weak spot to the left of the chest - add +1 in your Fight roll against that opponent; You notice that the foundations of the building are sagging a little in a certain point; destroying that corner post will bring the entire building down on a successful roll+Strong move; The new vase that the Crane courtier is showing off dos not follow the proper color palette, point this out and take +1 in your next Negotiate at Court roll to cause them loss of face.


Sumei

Fists of Steel: When you fight unarmed or with small weapons, add +1 Harm.

I recognize your style, and can overcome it: When you Read a person after watching them Fight, take +2 forward when acting on what you learn rather than +1.

As tough as steel: When you Fight unarmored, you always count as having 1 armor.

Large and imposing: When you Threaten someone and use your size and build to do so, take +1.


Everything in these archetypes is up for change, so if you have any comments on changes, even just to names of moves, please feel free to do so.

9
brainstorming & development / Re: L5R hack?
« on: January 01, 2013, 12:13:11 AM »
Cool! There's some great stuff there, thanks for posting those links.

10
brainstorming & development / Re: L5R hack?
« on: December 31, 2012, 09:49:51 AM »
That would be an option.

I was thinking that there'd be several classes (Bushi, Shugenja, Courtier, Monk, Ninja, Artisan, maybe Scout since so many schools have those too), with Clans giving special moves, families providing a stat bonus, alternate paths providing advanced moves, and the advanced professions being compendium classes. You could even split some of them up a bit more - Bushi into duelists and heavy warriors, Courtiers into actual courtiers and merchants, that sort of thing.

We could have "classes" based on clans instead (Crab, Crane, Dragon, Lion, Mantis, Phoenix, Scorpion, Unicorn, Minor clans, Imperial clans, Monks and Ronin, for example), but then what do you do about eg a Shugenja's spellcasting and a Bushi's duelling skills?

A third option would be to have different classes come under each clan, so you have a Crab Bushi that's different to a Crane Duelist (though with some generally similar moves). That'd involve making up quite a few new classes though.

11
brainstorming & development / L5R hack?
« on: December 30, 2012, 01:58:49 PM »
Anyone working on a hack of L5R? The starting stats would be easy - Earth, Air, Water, Fire, Void. Instead of races, have clans, and there are a variety of classes - Bushi, Shugenja, Monk, Courtier, etc. You could even go overboard and have separate classes for each clan - eg Crane Bushi is a different class to Dragon Bushi etc. The variant class paths could be advanced moves, the higher professions that give several abilities could be compendium classes.

Any other interest in working on this?

12
Dungeon World / Re: So what happens if someone cant do something?
« on: November 26, 2012, 09:21:21 PM »
Roll +Str or + Dex)

0n a 10+, you prize the gem out

On a 7-9, choose one:
 - You prize the gem out
 - You don't alert nearby guards with your swearing as you try to get the damn thing out

On a 6-, you can't get it out.

In other words, use custom moves for anything not in the rules.

13
Dungeon World / Re: Beginnings of an index on The Codex
« on: November 26, 2012, 09:17:54 PM »
I have a load of stuff at http://antinomiantendencies.blogspot.ca you can add if you want.

14
Dungeon World / Re: Multiclass Dabbler
« on: October 31, 2012, 02:37:38 PM »

Come now, calling out hyperbole while committing just as heinous?  ;-)


The difference being that my comment was meant to be laughable. :)

15
Dungeon World / Re: Multiclass Dabbler
« on: October 31, 2012, 07:45:16 AM »


I'm not upset about this.  I'm confident that this is a mistake, and am doing my best to convince the authors of this game to correct it.

Is it a huge problem?  No.  But it's a glaring flaw in an otherwise well designed game.


"Glaring flaw"? Someone had an extra bowl of Hyperbole Flakes for breakfast.

I hope it isn't changed, it makes much more sense for someone who just started casting spells to be at a lower level than someone who's been casting spells for a while now. Otherwise we might as well just make all wizards start at level 10 and be able to cast 9th level spells right out of the gate too.

I don't think it was a mistake, and hope that the writers keep it as is.

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