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Messages - John Harper

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31
The Regiment / Re: The Regiment: Colonial Marines
« on: February 21, 2013, 04:41:25 PM »
1. Yeah... negative bonds don't regen stress. I realize it can be read that way (it's getting tweaked). We've joked about it in our local games.

2. I think the xenos in the egg chamber are being more cautious because Ripley is holding the eggs hostage and the queen is telling the drones to back off. They're not afraid of Ripley, and they try to ambush her before the queen commands them. So, +1 grit. :)

But, in your game, handle it however you like, of course. :)

32
The Regiment / Re: The Regiment: Colonial Marines
« on: February 19, 2013, 04:13:22 AM »
1. Nope. The new sheets (2.5) specify a reset at +4 only.

2. You could do it that way, sure. Since we see xenos being cautious and self-preserving in ALIENS, we decided to go with grit. Distinguishes them from the synthetic, too.

Glad you're digging the hack!

33
The Regiment / Re: The Regiment: Colonial Marines
« on: February 13, 2013, 04:34:18 PM »
@fuseboy: I agree that there's instruction going on when the two moves are separate. That's why we did it that way in the first place. I strongly suspect that they will become separate moves once again, though probably not quite in the form they once had.

34
The Regiment / Re: The Regiment: Colonial Marines
« on: February 13, 2013, 12:24:57 AM »
Yeah. It's these kinds of hitchy bits that I am rooting out with fire.

It's a war game, so I want damage and groups and all that to be obvious, smooth and easy. Paul and I are meeting tomorrow night to hash some stuff out. Thanks for all your help!

35
The Regiment / Re: The Regiment: Colonial Marines
« on: February 11, 2013, 11:20:37 PM »
Yes, that's a great breakdown, Michael. This is important stuff!

Your summary of effects makes perfect sense to me. I'll figure out a way to convey that in the text.

36
The Regiment / Re: The Regiment: Colonial Marines
« on: February 11, 2013, 04:53:31 PM »
@Badgers: There's not enough room right now. :)

@fuseboy: General answer to hit locations: There happen to be six, so you can roll randomly if you don't want to assign the hit.

Just peeking your head out probably means you have 2 or 3 cover, so no, not many head crits from that. :)

1. If you take a wound in a place where you already have a crit, make the critical move again, +1 (for the wound you just took).

2. You choose.

3. You could do that. You could say the shot passes through the first location and hits a second.

4. Yep, that's right. Hopefully that works.

37
The Regiment / Re: The Regiment: Colonial Marines
« on: February 10, 2013, 11:14:54 PM »
Heh, cool. :) Thanks for trying it out.

39
The Regiment / Re: The Regiment: Colonial Marines
« on: January 25, 2013, 11:30:49 PM »
Awesome!

We also chose to infiltrate down the slope and go in through the roof. And we got hammered by the sentry guns, too. :)

40
The Regiment / Re: The Regiment: Colonial Marines
« on: January 25, 2013, 05:00:58 AM »
Cool, thanks for trying it! Ryan, the author of the mission, wants to know if there were any PC deaths. :)

41
The Regiment / Re: The Regiment: Colonial Marines
« on: January 20, 2013, 10:53:10 PM »
Cool! Thanks for trying it out.

I agree that the game is still a notch too far on the complex side. I'm making some streamlining changes based on playing the Aliens version for a few weeks.

42
The Regiment / Re: Neat way of handling artillery
« on: January 20, 2013, 09:00:22 PM »
Very cool.

43
Dungeon World / Re: Running Chases
« on: January 16, 2013, 01:36:24 AM »
Yeah, that's a good technique.

44
The Regiment / Re: The Regiment: Colonial Marines
« on: January 15, 2013, 10:10:39 PM »
Answers!

1. Yeah, some stuff will make it into the standard Regiment. I'll make a changelog when I post an update.

2. Nope. It's just fan work right now, but it'll have to be generic "space marines" if it's part of a for-sale thing.

3. Yeah, I agree.

4. So far yes! That was a relief.

5. Ah, interesting idea.

45
The Regiment / Re: Untrained Explosives
« on: January 11, 2013, 08:46:20 PM »
Yeah, it's a).

If you have the move, you get a bit of a retroactive "I already set this up earlier," power, too, which is why it's special.

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