Avatar of RickyG85

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Recent Statuses

3 days ago
Current @Riven Wright that is, in fact, the point of door-to-door proselytizing; membership retention. Deliberately put into uncomfortable interactions with outsiders, make them scared to leave The Group
3 likes
6 days ago
Or, I dunno, read the rules and don't bother me lol
7 likes
6 days ago
Ashifa ASMR YT is pming random people to solicit joining their rp, are there rules about that? I feel like there's a rule about that.
8 likes
7 days ago
Everybody ready Summerween, next week?
1 like
10 days ago
I just saw the new Masters of The Universe, would recommend, especially if, like me, you were in the target audience back in the 1980's
4 likes

Bio

Bios are stupid; oh, sure, everyone can see them, but I bet nobody reads them.

Rude hand gestures and shpadoinkle, there.

No, I wasn't drunk when I wrote this, but I was very tired.

Most Recent Posts

@Artemis Arts
No problem! Just glad that you are still participating.

@BenG85
Yes we are still accepting. You could read the RP log, but if you don't want to basically all that happened was that the Avengers were called to Avengers Mansion where Captain America briefed them on going after Viper and the Serpent Society. Right now everyone is just leaving the meeting room and heading toward the Quinjet hangar.

As for character suggestions I'll repost a list I posted earlier in this thread.
Classic Avengers:
- Iron Man
- Hulk
- Ant-Man
- Wasp
Powerhouse Avengers:
- Sentry
- She-Hulk
- Hercules
- Ares
Regular Human Avengers:
- Hawkeye
- Mockingbird
- Two-Gun Kid
- Hellcat
Space Related Avengers:
- Darkhawk
- Mantis
- Quasar
- Machine Man

Hopefully these suggestions help.


I still need to do some reading on the character, but I should get approval before getting too invested in the idea...

Any chance I could get away with... Doctor Doom?
Hmmm...

I kind of like this, would it be important to read the rp thus far? Maintaining the current character roster implies as much, but I thought it best to be certain.

I will need to browse around and find an existing character to assume/adapt, and I'm certainly open to suggestions and feedback.

And final question (should have been the first): is there still room for new players?

@Martian
Huh... I know about this game, has this actually gotten off the ground?
Updated!

Read the first post for the premise of this rp

@Theyra
Doing an edit later so that the original post gives y'all something to work with in terms of determining interest.
Still need a few more players for this...
Yes
Cool!

Just today I started getting some ideas for an actual setting.

I'm thinking college aged characters, in a unique setting where the Ghostbusters aren't a thing yet.

The characters also aren't the original creators of their equipment, so one element of the story is watching the characters learn to bust ghosts, and they'll need to, because the original creator of the equipment is somehow weaponizing ghosts, and the equipment was part of their evil plot.

Still interested?

P.S. I know that was a really long sentence, my writing is normally better than that.
I'd say maybe lean into savage worlds, if only because OG deadlands is a product of its time, being influenced by white wolf games whichs means there's most likely gonna be some wonky math and it's going to be overly precious over its metaplot and NPCS tied to it. Plus, game design trends have like evolved over the years so there's gonna be stuff that's just kinda outmoded.

Not to say savage world is perfect, as it has its flaws and quirks. I don't if they resolved in like whatever edition they're currently using, but it involves combat, damage, and benny flow. Savage worlds has a pronounced death spiral, every time you get wounded you acquire more and more penalties to rolls and depending on how bad the hit is you can gain multiple in one go.

On one hand high level antagonists in a fight can be annoying to fight as they will either evade your hit or tank damage. So you can have rounds that are like whiff-fests or just chipping away at the enemy and slowly stacking those penalties until the fights easier and or via bennies or natural luck a player gets that one good hit that turns the table.

And when you do that it's pretty gratifying to finally crack that tough shell and lay into them. And it makes sense in terms of being a way to model exhaustion and getting too tired/hurt to keep fighting well. Which works for settings where the characters aren't like superheroes or it's like an action movie where the protags should be mowing through dudes until they meet the antagonist or one of the heavies.

But on the receiving end it can be painful and frustrating if you're the guy who's blessed by poor luck. Especially when fighting like a boss or mid-boss type as their numbers will be high enough that if you take even a moderately bad hit in the beginning not only are you that much closer to getting ko'd, it's only going to be more difficult to participate as you'll get worse on defense and offense. And also each penalty makes it that much easier to get a crit since it's based on reaching a certain difference between the two rolls.

Bennies besides letting you influence the story with them as a player have a bunch of combat utility to them. The pertinent ones being rerolls, negating wounds, and breaking the shaken status. They keep combat manageable, but the issue is GMs being stingy and running out. Cuz while you have like certain guidelines of what would earn a benny, ultimately it falls to the GM. And going without them for a bit can feel bad, as it just turns into a slog. Also the GM gets their own bennies, and it's fun to do Yu-gi-oh reverse trap card stuff with being spent to counter each other. So keep them flowing and you should be fine.

I haven't played OG Deadlands and it's been while since I read the rules so like I don't remember how durable characters feel there. Also, my experience was with explorer's edition and I got no clue what's the current version being used for the game line. So maybe the characters are a little less brittle when benniless in combat.


Wow, that was a lot, but a good read. I've since begun reading the Savage Worlds version, and they're currently in "adventure" edition, whatever that means.

I see what you mean with some of the combat, but having learned both, I agree that Savage Worlds is the better way to go. The entire game is radically simplified, reducing the dice pools and making the damage system much easier to follow (Classic you actually not only had to worry about being shaken or winded, you had to track wound levels on hit locations rather than a set limit overall). The initiative is much improved, reducing the number of cards drawn. the overwhelming majority of npc's and enemies have much more limited mechanics and abilities, so while other games run on the assumption of exceptionalism for player characters, the mechanics in this game really seem to reflect that.

Much of the game design seems to have been geared towards simplification, so it's more approachable for new players (and provides a simpler alternative for fans of Pathfinder and Rifts, both of which enjoy a presence in Savage Worlds titles separate from their original forms), but especially making it approachable as a new GM as well. "very little book keeping" I think is a term I've heard thrown around.

Regarding the Bennies? the stinginess is either a problem of previous versions, or a gm specific issue, because the material I'm reading encourages being generous with them, specifically because players are encouraged to use them liberally as well, simply for the fact that unspent Bennies don't roll over to the next session. It's strictly "Use 'em or lose 'em."

The death spiral... Yeah, that can be a problem, I listened to a game that was played over soembodies twitch stream or whatever, and by the end, in the only combat session they had for that session, 1 of maybe 3 players died, and died for good (death doesn't necessarily mean the end of your character in the setting, as it's possible to come back as undead, referred to as "Harrowed"). Most npc's are always rolling fewer dice, don't have the use of Bennies, and only take 1 wound to be incapacitated (which isn't even strictly dead), but with "Wild Cards" (either player characters or npc's meant to be on a similar power level) can only take 3, it only takes a few good rolls to go down.

That being said... It also takes a player not utilizing their superior abilities and resources, as well as considering withdrawing from an encounter, as well as a GM that takes an adversarial stance against their players? Because when I run games, my aim isn't to coddle my players, but I'm not out to get them, either. It's possible to have bad things happening to the players be possible, without looking for opportunities to make them sorry they showed up to the session. Like, I can get an npc villain having the leg up on player characters, but hoarding Bennies to use them against players? That's not a power gap, or an inherant flaw in the mechanics; your Marshal is just a dick.
Alright, more detailed concept-

In the city of Olympia, at the Evergreen State College, a handful of students and a professor find themselves in possession of some unique equipment!

These materials confirm the existence of ghosts! Unfortunately, it was not meant for them, and their purpose was not in the interest of "pure research". A classmate, a genius in their own right, has hostile intentions, trying to use ghosts like attack animals, and the campus is their testing grounds.

With the guidance of their mythology professor, can these students protect their peers, thwart this ghost-lords' plans, and still pass their midterms?
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