I've been through it with LinkedIn recently: account randomly locked and an official ID was requested from me. No way, I managed to get my account deleted without an ID.
ka1ikasan
Oh right! It's not a spoiler, it was one one the announced features, I just misused solo vs single-player.
Didn't play the first one yet, but your insight is very interesting. Honestly, I cannot understand why any game wouldn't offer the "storytelling" mode. It's a solo game, just let people play how they want to. It's like selling a toy car and saying "You can only drive it on a carpet with four wheels touching the ground at any time". Nope, my (hypothetical) toy cars will be goddamn submarines if I want them to.
I've been offered this set last x-mas, first Lego set in like 20 years. Pure joy, one of my favourite films and beautiful beautiful set. I'll probably modify it next weekend to build the one from the third film. Enjoy it!
Oh yeah, and I'm back in Legos now, got a Botanical bonsai tree set.
Fallout games allow you to be as slow as you want with the right builds. It's never too fast tbh.
But... but... So a thoughtful (d6) character that tries something forceful (4--8) would have 1/2 chance to succeed (with 4, 5 or 6 on their die) while a strong character (d12) would have 5/12 chances to succeed (with 4-8 on their die). It means that a strong character is mathematically weaker at attempting something with their strength than a less thoughtful character.
Edit: ...all of that given the same approach die which I assume may happen in character creation.
- Wow, that's way easier than I was imagining. So, the GM uses core position and effect notions to play around player intention. Thanks!
- Hmm, even if it's not RAW, your approach still sounds very reasonable. A bad roll means something bad happens and therefore leads to stress. A good roll means everything works good and therefore no stress.
- "Fail forward" is a phrase I easily forget as a non-native English speaker but this is such a meaningful concept. It is also one ofe the core notions in Fate that I played quite a lot and I am kinda embarassed to have forgot it.
Great insights, thank you a lot!
I agree, feels a lot like Fate. Well, the no-stats approach using different dice is interesting and worth to be noted. I'd try it on a few random scenes just to test it and to see what question would emerge. But yeah, I already foresee quite a few.
I also like the galton-board stress approach. I used a similar thing in my latest game. It's not necessarily better than any other system but it's a bit of fresh air and a pretty little mechanic which is rarely (never?) used.
Not only higher, but also more stable since, unlike bonuses, a salary cannot be cancelled for some reason.
Didn't know that, that's cool!
Same here even without dangerous activities. I may look up where my partner is at the end of the working day. Still in the office? May be a rough day, I can think about some nice dinner and serve a glass of wine 30 seconds before she comes back home.