Fate of the Norns

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 Post subject: Re: URGS Beta Primer
PostPosted: Fri Mar 28, 2014 7:51 am 
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Heya Guys,

Just checking in. It'll be a busy day since we're prepping for Fimbulwinter Fest going on tomorrow. Fitting that we have a day of snowfall today to set the scene for tomorrow.

Yeah mamama what you are starting to describe is where we were at in 2005 with RGS ;) The 2006 FOTN:R 1e PDF is floating about, I'm sure you can get your hands on a copy and compare. If everyone wants URGS to go that route, I can probably find the doc on the backup drive and post those rules. However I'm not sure if they meet the "universal" design we're looking for. That's why I would rather start with a clean slate and go from there.

I think genre specific metas are the way to go- predefined for the genres being published along with URGS so it's ready for play. I suspect some of you are drafting up those playmats on cocktail napkins? Take a few days, no rush, mull it over. I'm with you on the numberless system.

We've had a ton of enthusiasm from the veteran RGS players, but we invited a lot of rune newbies (see the high thread view count) but unfortunately they've been too shy to chime in. I'd really like to hear from those with less experience but who have a love for "quick & simple".

Have a great weekend guys!

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 Post subject: Re: URGS Beta Primer
PostPosted: Fri Mar 28, 2014 4:35 pm 
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Andrew I hope I'm not being presumptuous about posting the poll in this subforum. I think those who'd like this system should vote for the pacing. I think most vets in this thread will continue with original RGS rather than switching over. At least that's the tone I'm picking up.


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 Post subject: Re: URGS Beta Primer
PostPosted: Fri Mar 28, 2014 8:24 pm 
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wazzaaaaAAAaaaaap? Drinkin' some sweet IPA and chekkin up! My connection is better but it may still drop me. So any solutions? Mamama that's so 2006, I think it needs a different twist. I'm game to figure out some Microscope style world building using runes. I can see some ways of generating a start vignette and an end vignette and then the players fill in the middle (no GM). I have Diviner but haven't flipped through it yet, any divination that can be used here? Lay out 3 runes and tell past present and future? Gunna get another beer...

Peace

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 Post subject: Re: URGS Beta Primer
PostPosted: Fri Mar 28, 2014 9:08 pm 
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You know, it almost seems like the system as designed is a sort of trick-taking game.

Could you provide an example that involved more than one person and more than one obstacle? Like maybe 2 norsemen against 4 wolves?


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 Post subject: Re: URGS Beta Primer
PostPosted: Tue Apr 01, 2014 11:09 am 
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I saw a lot of first day enthusiasm, albeit by the wrong demographic. Anyone really interested/asking for an ultra-light system? ...just playin' devil's advocate.


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 Post subject: Re: URGS Beta Primer
PostPosted: Wed Apr 02, 2014 10:10 am 
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Alriiiiiiiiiighty THEN!

You Canadians will love the reference for my playmat... I call it the curling playmat. It will let anyone play their runes on it from any direction (1 playmat for everyone). Let's get rid of those numbers!

So guy on left wants to negotiate a discount. He's going to use logic making it a blue challenge. He draws crap. The Norn draws better (runes on right).

Both sides push runes forward

Player has a rune that can be burned so he tells the appropriate story

Gives him a +2 bonus so his rune moves to the middle (these numbers are made up just to showoff the point)

Then leader retreats his rune 1 ring and forces opponents to do the same

Leader does it again and wins with 1 success

So I hope this makes my point. You can scrap the numbers and pull this off with just who has the "advantage"

Peace


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 Post subject: Re: URGS Beta Primer
PostPosted: Thu Apr 03, 2014 9:38 pm 
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Rajjj, as neat as "burn" is, I think your approach is better served with a meta tag approach. Use the runes on deck to combo up some metas. I think the same goes for Andrew's post. If burn has a place, then fit it in after metas have been included. In Andrew's example the metas can be for specific Trait stuff (fixed for the whole color). In your example I would let metas either knock down opponent rings, or jump your own runes into the center.


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 Post subject: Re: URGS Beta Primer
PostPosted: Wed Apr 09, 2014 6:24 am 
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I think everyone loves RGS the way it is, no one answered my poll.


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 Post subject: Re: URGS Beta Primer
PostPosted: Wed Apr 09, 2014 8:47 am 
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Quote:
CONFLICT RESOLUTION
The GM sets the scene, player interact and any actions that are trivial just work, no checks needed. Actions that are more specialized, you just need a requisite number in your Trait. Picking a lock may require 3 Mental (blue runes). My character above has 2, so I just need to ask another player if they have at least some mental capacy to help out. The value is met, move on! I could also morph 2 runes of the same type to grant me a blue rune (example 2 un-used red runes) however I only have an unmatched pair (green and red) so no luck.

Now if I had personal detail that was appropriate I have an easier chance, I even get an opportunity to shine. So let's modify my background to state that Gerda was a master thief. Well now, I can call upon her in this challenge- she doesn't need to actually be there, but I can rationalize "travelling with her has exposed me to her lock picking techniques. There was this one time...". This gives me another virtual blue mental rune- voila! 3!


So, this to me is where I find some issue. It's not that the mechanic itself is bad, it's that it is very predictable. GM sets a threshold, get the matches.

So, lets say the GM sets a threshold of 3 Mental runes - how many can a guy borrow? In my group of 5 players, it's virtually guaranteed that the other 4 players will have 3 blue runes, so he could borrow all of them. Lets say he sets the threshold to 30 blue runes. Well, each guy in my group only has 5 runes, so there is literally no chance it is going to work. Some number in the middle is going to be similarly predictable, too. It's a matter of determining your pool of runes and doing the combinations possible. There is just no interesting variance in it. And if the runes are providing nothing really to it, then why would I use them?

So I guess I would ask, what is the pool you are constructing this? It says that every player starts with their runes all in front of them. That's fine... do they go away for the duration of the conflict if you use them? it's there any alteration in the pool at all? "Shining" is not going to cut it, because my players simply won't shine if they lose something out of it and the pool remains static.

On counting strokes:
I don't like this. While I can see the logic, it means there is going to have to be a reference table until people learn the strokes. It's... too crunchy :)

The other thing is that forcing the use of tri-colored futhark runes is going to be highly restrictive and deliberately sets tone of the game. It is always going to give everything a norse flavor. While I love norse stuff like crazy, not everyone gets that. Why would I use Futhark runes in my Seattle-based cyberpunk game with a bunch of Native American (or Canadian!) tribes?

So, instead I propose that the URGS use tri-colored tiles, and the facing is "just" flavor for a base. That way you can embrace the genre of the game with the pictures and maintain the same mechanic. Consider these:

Mayan Hieroglyphics
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eberron dragonmarks
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Egyptian Cartouches (even a nice playmat built into that one)
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more esoteric - a flow chart. Imagine a cooperative game where your team has to build a flow chart for an operation
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You said no sacred cows - I'll be the first one and take a knife to that most sacred one ;)

On phobia:
Lets suppose that your character has 3 Flaws. Lets call it one for each color. Then, during the game, you deliberately bring up that flaw, but then you get to recover one of your runes of that color. So, lets say you have a Fear of Heights blue flaw. You can make life difficult for yourself narratively by making this come out - maybe you have to climb something and get paralyzed in fear half way up. Then you can recover and your group has to figure out how to get you off the side of a cliff.

It's remarkably similar to Cortex+ distinctions, where you can use your distinctions as flaws. These are a little more explicitly flaws. I don't see any reason why you couldn't straight up steal distinctions and you recover a rune when you use a distinction as a flaw. Say - Sigurd Dragonsbane is trying to calm down a dragon. Him being Dragonsbane is NOT going to calm that dragon down, so he fails (or makes more difficult) the challenge and gets a rune of the appropriate color back.


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 Post subject: Re: URGS Beta Primer
PostPosted: Wed Apr 09, 2014 10:41 am 
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I have like the Futhark runes for some time.
I think you have a good idea here.

I will just mention that all runes as I am sure you know have a reverse meaning. So, as for damage, flaw/disadvantage, you could "flip a rune" to it's opposite of drawn. Or the reverse of the characters normal rune state.

"Raido" in correct alignment "Journey". The characters path is clear.
"Raido" reversed, "Stagnation", the character is blocked from his path.

This could also be used in mechanics,
simply "reversed" runes cannot be used.
your example;
3, red = Axe throwing master
Reversed;
3, red = Axe throwing master (Arm injured and cannot throw axe)

anyways hope that helps or at least gives someone some inspiration :)


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