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Post by roxolid on Mar 3, 2012 18:54:39 GMT -5
You mean online or in person? ( I think a number of folks here did a skype style game during the week)
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Post by jayholden on Mar 3, 2012 21:06:13 GMT -5
I don't think I'd be available for a Skype game - no mic. So if I had my way, I'd say here on the boards. We have a dice mechanic for it.
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Post by comicfan on Mar 3, 2012 21:10:45 GMT -5
Would be up for testing this game out.
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Post by andyman on Mar 3, 2012 21:15:00 GMT -5
I'd like to try it while I wait for the book my wife ordered for me in December.
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Post by WildKnight on Mar 3, 2012 21:21:09 GMT -5
I just ran it live with friends tonight, had a BLAST. A friend of mine played Johnny Storm and absolutely nailed the character (the rest of the group was my wife as Spider-Woman and another old HS buddy as Wolverine).
One major issue I ran into was the Milestones. The guy playing Wolverine is kind of an idiot in every game, and Wolverine's Milestones are things like "kill someone in front of an innocent" so he made it his mission to murder everything in sight.
Anyway, if people do get some kind of thing going and it's a day/time I could make, I'd be willing.
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Post by Brainstem on Mar 4, 2012 1:15:08 GMT -5
I also would like to point out that, based on our web session the other night, a play-by-post would drag. so. much.
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Post by comicfan on Mar 4, 2012 1:40:46 GMT -5
Really? was it the dice rolling or the just the system in general that'll make it drag?
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Post by Brainstem on Mar 4, 2012 2:31:07 GMT -5
The initiative; it's great for tabletop play, but the way it's paced would make games take even longer even with a very dedicated gaming group.
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Post by WildKnight on Mar 4, 2012 7:49:36 GMT -5
I actually don't agree with that assessment. The inits would work just fine online as long as everyone kept up with reading/posting on the forum.
Basically, Initiative is simply "passed" from the current player to another character of his choice (including the Watcher characters). I don't think it's any more or less slow than MURPG or any other Initiative system for play-by-post.
What this game (and almost all dice-based RPGs) DOES have that will probably drag to the point of stagnation is an enormous amount of counter-rolling, and the counter-rolling is such a fun and integral part of the game that I'm really racking my brains to come up with ways to let the Watcher (GM) do it for the player when resolving actions without taking a great deal of the player control element out of the game.
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Post by kito on Mar 11, 2012 14:58:51 GMT -5
i still got to wate about 4 weeks till i get my book. i might have goen for the pdf but it just the tiem of the year where i work to much to even bother tying to read it.
if u do a play test plz post how it was on the forms.
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Post by Kaimontfendo on Mar 11, 2012 20:42:28 GMT -5
I'd never heard of the Cortex system before. I wouldn't mind trying to learn how a new system works. That's half the fun of gaming. Right? So, does anyone care to try explaining it? Perhaps with a couple examples?
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Post by WildKnight on Mar 12, 2012 6:32:04 GMT -5
I'd never heard of the Cortex system before. I wouldn't mind trying to learn how a new system works. That's half the fun of gaming. Right? So, does anyone care to try explaining it? Perhaps with a couple examples? At a basic level... you build a die pool (whether you're acting or reacting) from various aspects on your sheet, with dice ranging from d4 to d12. You keep two dice to generate your total, and another as your "Effect Die" The number on the Effect Die doesn't matter, you want as big an Effect Die as possible, so sometimes it's tactical to take a lower total to have a higher Effect Die. Example: I'm Hydra Bob and I want to shoot someone who is sneaking up on Deadpool. I would build a die pool with an Affiliation (d10 for Buddy), a Distinction (Complete Coward, but in this case I'm playing against it and acting bravely, so instead of rolling a d8, I'll take a Power Point and roll a d4), my Hydra Blaster d8 (from my Hydra Equipment Power Set), and a d8 for Covert Ops, since the guy I'm shooting doesn't know I'm there. I roll; (formatted as result/die type) 7/10, 2/4, 6/8, 6/8 I could build get a total of 13 with a d8 effect die, but I decide to risk it and take a total of 12 (from the 2 8 siders) with a d10 effect die, because I really want to impress Deadpool. From there, it gets more complicated, but that's the basics. The guy I'm shooting would then build his own die pool to create a reaction. He would want to beat my 12 total. If he tied, the higher effect die would win out. Assuming he fails to react and takes the hit, the guy is now at d10 Physical Stress, which means that he's basically two hits from a KO at this point, and that anyone rolling against him in a PHysical situation can add that d10 to their roll as well.
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Post by Brainstem on Mar 12, 2012 9:42:24 GMT -5
So what happens to the d4 in both situations? You take the 12 from the two d8's, but the d4 is left unaccounted for. Do you just take two dice rolls, one effect, and ditch the others, meaning extra rolls just increase your chance of a higher pool?
Is the shooter at a d10 of Physical Stress because that was the Effect Die you chose or because that's the first stage you get to when damaged? If you had a d8 Effect Die, would he then be three hits from a KO/d12 and one hit?
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Post by WildKnight on Mar 12, 2012 9:58:04 GMT -5
So what happens to the d4 in both situations? You take the 12 from the two d8's, but the d4 is left unaccounted for. Do you just take two dice rolls, one effect, and ditch the others, meaning extra rolls just increase your chance of a higher pool? Okay, so with the d4, you can spend a Plot Point (which flow pretty freely in this game) to add an additional die into your total, OR to get an additional Effect Die (so say Bob wanted to throw a d4 Emotional Stress on his target as well, because he's scared or something, he could do so with that d4). Extra die are a blessing (giving you a better chance at having higher numbers) and a danger (because rolling 1's in this system is bad) He is at d10 Physical Stress because that is the Effect Die you chose. Stress goes through the die types (d4, d6, d8, d10, d12, "Stressed Out"). The way Stress works is, if you have Stress (lets say it's a d6 Emotional Stress) and you take further Stress of the same type, any die equal to or less than your current stress (in this case, d4 or d6 Emotional) increases you Stress of that type by +1. So if you took another d6, you'd go to d8. But if you got hit with a d12 Effect Die, you'd go straight to d12 Emotional Stress. If you get bumped past d12, you're "Stressed Out" which takes you out of the scene.
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Post by Dhark on Mar 12, 2012 21:33:23 GMT -5
Anyone found any Fan-Made Datafiles of note/worth online yet? I skimmed my copy of the book last night... and was a little disappointed in the selection that came standard with the books. Looks like my favorites won't be seen until the supplemental adventure/event books publish.
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