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[Seattle Go Center] Yilun Yang Workshop March 16-17

Dear Go Players,

 

Registration is now open for the Yilun Yang 7p Workshop at the Go Center, and at:

http://www.seattlego.org/events/yilun-yang-7p-workshop/

 

Our annual workshop with professional Go player Yilun Yang will be on the weekend of March 16 and 17, 2013.  Mr. Yang is highly respected in the U.S. Go community as a teacher and author.  He does more than show you the best move; he is willing to explain why the move works.

 

This workshop is recommended for players 15 kyu and stronger.  In years past, most of the participants have been in the range of 10 kyu – 2 dan.  Children are welcome at the workshop if they can stay focused for a 90 minute talk.

 

The workshop will run from 10 a.m. to 6 p.m. on Saturday, March 16.  There is an optional dinner (for about $15) afterwards.  On Sunday, March 17,  the workshop will run from 9 a.m. to 5 p.m.  Thanks to the local AGA Chapter, we have very reasonable prices for this workshop:

 

Prices for early registration (before March 13)

- Youth, Yearly Members and Lifetime Members: $45

- All others: $70

 

Prices for registration on March 13 or later:

- Youth, Yearly Members and Lifetime Members: $55

- All others: $80

 

We hope to see you there!

 

Regards,

Brian

 

 

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] DDK Class Tonight: "What I REALLY Like About Go"



Hi Everyone-

Tonight's lecture is titled, "What I REALLY Like About Go."  It will be somewhat different from our normal discussions but will be just as informative and just as entertaining as our normal format.  Hope to see you there!


Nick Sibicky - 4 Dan

Double-Digit Kyu Class
Mondays, 6:30-8:30 pm
Seattle Go Center

*there is no additional fee for attending the class

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

Please visit my website at: http://www.keen.com/Ask+Fran

Or, call me right now at: 1-800-275-5336 x0160


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[Seattle Go Center] Sunday Class reminder

Hello everyone,

There will be classes tomorrow and I will be teaching.

Youth Schedule:

9:00 AM - 10:00 AM Youth drop in beginner's class ($10)
10:00 AM - Noon Advanced Youth class ($15) this week we focus on sente
and gote in the end game and what it means for the other parts of the game.

Afternoon Intensive class:

2:00 PM - 4:00 PM Cost $20. This week we focus on the general shapes in
the opening. We have had some turn-around in the class so if you are
interested and don't want to feel like you are starting in the middle,
this is a great time to join us.

Thank!

Jon

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[Seattle Go Center] REMINDER NO DDK CLASS TONIGHT

Hi Everyone-

Just a friendly reminder that there will not be class tonight in celebration of the holiday.

I am very excited about next week, not only because we will be resuming at our normal time but also because I am preparing a special lecture titled "What I REALLY Like About Go."  I hope to see you then!

Nick Sibicky - 4 Dan

Double-Digit Kyu Class
Mondays, 6:30-8:30 pm
Seattle Go Center


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[ORE] Arc Dream at GenCon 2013

Join us for two big seminars and over two dozen games at GenCon 2013, August in Indianapolis.


http://arcdream.com/home/?p=1498

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The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] MaOCT - Burn vs Tough

We've recently had a few discussions about Burn in our group because there are a lot of things that render it seemingly useless.


  1. If an attack with burn hits a location with tough, does the burn work if tough negates all the damage?
  2. Does tough negate burn damage?
  3. Do multiple burns stack?  That is, if a location is hit by burn twice, does it now take 2 shocks per round that it is not extinguished?
  4. Do area attacks spread burn if the attack has both qualities?

Thanks!

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[Seattle Go Center] Sunday Class reminder

Hello everyone,

Tomorrow, Scott Arnold will be teaching the youth class and Edward Kim
will be teaching the intensive class.

Scott's classes are:

9:00 AM - 10:00 AM - Youth Beginner's drop in class ($10)
10:00 AM - Noon - Youth Advanced Class ($15) focus on sente and gote


Edward's class:

2:00 PM - 4:00 PM - Cost $20. Edward does game reviews. Bring any game
you have played and see what Edward has to offer you as alternatives.
Edwards strength is in fighting: when to strengthen your stones and when
to weaken your opponents.


Thanks!

Jon Boley

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[Seattle Go Center] Passes for Sakura Con Volunteers

Dear Go Players,

 

Once again, we will be teaching and sharing the game of Go at the Sakura-Con, Friday - Sunday, March 29 - 31.  The Con is an amazing gathering of Japanese anime and manga fans, many of them in costume, at the Washington Visitor and Trade Center.  Here is their website:

http://www.sakuracon.org/

 

You do not need a pass to reach the room where we teach.  But our best volunteers do get passes for the rest of the convention.  We usually play teaching games on the 9x9 and 13x13, since many of the visitors to our room already know some Go.

 

If you can volunteer at least 4 hours, and would like a pass, please contact me at manager@seattlego.org.  We need the names of volunteers who want passes by Wednesday, Feb 19.

 

Our hours will be as follows:

Friday, March 29, 10 AM to 6 PM (or later, if we have the volunteers)

Saturday, March 30, 10 AM to 6 PM (or later, if we have the volunteers)

Sunday, March 31, 10 AM to 4 PM

Please note that this weekend also has the Easter holiday, so watch out for schedule conflicts.

 

The Cherry Blossom Festival is April 26-28; more about that later.

 

Regards,

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] Cacomo, the Go Card Game, Comes to iPhone!

Dear Go Players,

 

The Cacomo iPhone game is now available in the Apple app store. Cacomo is a casual, go-like card game, where players try to capture each other's stones on a board, but unlike in go, players can only play a stone on a spot if they have the card for that spot.

 

Cacomo is perfect for relatives and friends who want to learn go but find its complexity intimidating, or for go players looking for a casual, portable go experience.

 

Link to the game: https://itunes.apple.com/us/app/cacomo/id596053270?mt=8

 

The card game was invented by Hiroko Shinkai 5P of the Nihon Ki-in.  It was made into an Apple app by Danielle Hyatt, a Seattle Go Center member.  The two met at the Seattle Go Center Anniversary Party in September of 2012.

 

Cheers,

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Earn Commission for Free Joining.

Earn Commission for Free Joining.
Excellent global prelaunch opportunity. Tap into Global Industry. Join Prelaunch. No Joining Fee.
Join: http://www.smartpromotion.us/?freeregistration

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[Seattle Go Center] DDK Class 2/11: Attachments & Crosscuts!

Hi Everyone-

A reminder that I'll be filling in for Nick tomorrow with a class on cutting & connecting, attachments and crosscuts!  Hope to see you there!


Andrew Jackson - 5d

Double-Digit Kyu Class
Mondays, 6:30-8:30 pm
Seattle Go Center

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

d20 and % are the same save the wankery due to increased or decreased precision ;) no point in doing both.

Thanks for the update - my Arc Dream knowledge comes from whatever Shane etc post here.


On Sat, Feb 9, 2013 at 2:54 PM, Viktor Eikman <viktor.eikman@gmail.com> wrote:
On Sat, Feb 9, 2013 at 6:04 PM, Charles Coleman
<bigglesandginger@gmail.com> wrote:
> Is the new DG to use ORE or % dice resolution - or user's choice.

It's been stated on the DGML that the upcoming standalone version of
Delta Green will feature its own updated version of BRP-based CoC
rules (i.e. "%"), developed independently from and not based on CoC7.
It will not be based on ORE either, unfortunately. On the plus side, I
believe the d20 side track is terminated.

Viktor

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[Seattle Go Center] Class Reminder

Hello everyone,

A quick reminder about tomorrows class schedule at the Go Center.

Youth morning classes:

9:00 AM - 10:00 AM - Open beginners youth class ($10)
10:00 AM - Noon - Advanced youth class ($15)

Due to insufficient draw for the kyu class we only have the intensive
class in the afternoon:

Intensive class:

2:00 PM - 4:00 PM - We will work on joseki's tomorrow ($20)

Thanks!

Jon

PS I will be the teacher this weekend. Next weekend Scott will teach
the youth classes and Edward Kim the evening classes.

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

On Sat, Feb 9, 2013 at 6:04 PM, Charles Coleman
<bigglesandginger@gmail.com> wrote:
> Is the new DG to use ORE or % dice resolution - or user's choice.

It's been stated on the DGML that the upcoming standalone version of
Delta Green will feature its own updated version of BRP-based CoC
rules (i.e. "%"), developed independently from and not based on CoC7.
It will not be based on ORE either, unfortunately. On the plus side, I
believe the d20 side track is terminated.

Viktor

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

Is the new DG to use ORE or % dice resolution - or user's choice.  I dislike % and d20.  Not that it would affect my interest in acquiring the new DG, just curious.


On Sat, Feb 9, 2013 at 11:54 AM, Kairam <kairamh@gmail.com> wrote:
A detailed making of the new DG. Compatibility between new CoC and new DG.

Use of ORE on varied themes, like sword & sorcery, planetary romance, sci-fi (space opera, dystopia and others), weird (like Clark Aston Smith and Angela Carter), and variations on swashbuckling, western, wuxia.

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[ORE] Quick survey: What do you want to hear us talk about on stage?

A detailed making of the new DG. Compatibility between new CoC and new DG.

Use of ORE on varied themes, like sword & sorcery, planetary romance, sci-fi (space opera, dystopia and others), weird (like Clark Aston Smith and Angela Carter), and variations on swashbuckling, western, wuxia.

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

I second the call for Godlike, but my personal dream is to see the system completely updated to WT 2E.

Sent from my iPhone

On Feb 8, 2013, at 11:39 AM, Charles Coleman <bigglesandginger@gmail.com> wrote:

Personally I am interesting in Godlike, and specifically how you bring across the tension and chaos of a battlefield and still allow the characters to feel in control.


On Fri, Feb 8, 2013 at 11:34 AM, Viktor Eikman <viktor.eikman@gmail.com> wrote:
On Thu, Feb 7, 2013 at 9:53 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
> What would you LOVE to hear us talk about?

The future of Nemesis and the core ORE system.

How much Mythos activity you would like to think is concealed in the
world of Delta Green, and how it's stayed concealed. Are you taking
Delta Green in a more stylized, "Men in Black" (the movie) direction,
or maintaining the (previous level of) focus on plausibility and HPL
purism? Is society changing visibly because of the Mythos?

Viktor

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

Personally I am interesting in Godlike, and specifically how you bring across the tension and chaos of a battlefield and still allow the characters to feel in control.


On Fri, Feb 8, 2013 at 11:34 AM, Viktor Eikman <viktor.eikman@gmail.com> wrote:
On Thu, Feb 7, 2013 at 9:53 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
> What would you LOVE to hear us talk about?

The future of Nemesis and the core ORE system.

How much Mythos activity you would like to think is concealed in the
world of Delta Green, and how it's stayed concealed. Are you taking
Delta Green in a more stylized, "Men in Black" (the movie) direction,
or maintaining the (previous level of) focus on plausibility and HPL
purism? Is society changing visibly because of the Mythos?

Viktor

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

On Thu, Feb 7, 2013 at 9:53 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
> What would you LOVE to hear us talk about?

The future of Nemesis and the core ORE system.

How much Mythos activity you would like to think is concealed in the
world of Delta Green, and how it's stayed concealed. Are you taking
Delta Green in a more stylized, "Men in Black" (the movie) direction,
or maintaining the (previous level of) focus on plausibility and HPL
purism? Is society changing visibly because of the Mythos?

Viktor

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RE: [ORE] Quick survey: What do you want to hear us talk about on stage?

110% this!  I'd love for Godlike and WT 2nd to be 100% compatible so it presents one fluid timeline as I bring my lowly grunts from the Dunkirk evacuation through the war, into the 50s and 60s and beyond:)  Pending survival, of course:)


CC: cult-of-ore@googlegroups.com
From: brothrrice@yahoo.com
Subject: Re: [ORE] Quick survey: What do you want to hear us talk about on stage?
Date: Fri, 8 Feb 2013 11:43:37 -0500
To: cult-of-ore@googlegroups.com

I second the call for Godlike, but my personal dream is to see the system completely updated to WT 2E.

Sent from my iPhone

On Feb 8, 2013, at 11:39 AM, Charles Coleman <bigglesandginger@gmail.com> wrote:

Personally I am interesting in Godlike, and specifically how you bring across the tension and chaos of a battlefield and still allow the characters to feel in control.


On Fri, Feb 8, 2013 at 11:34 AM, Viktor Eikman <viktor.eikman@gmail.com> wrote:
On Thu, Feb 7, 2013 at 9:53 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
> What would you LOVE to hear us talk about?

The future of Nemesis and the core ORE system.

How much Mythos activity you would like to think is concealed in the
world of Delta Green, and how it's stayed concealed. Are you taking
Delta Green in a more stylized, "Men in Black" (the movie) direction,
or maintaining the (previous level of) focus on plausibility and HPL
purism? Is society changing visibly because of the Mythos?

Viktor

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

Please visit my website at: http://www.keen.com/Ask+Fran

Or, call me right now at: 1-800-275-5336 x0160

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?



How to make life difficult for Delta Green PCs when they have resources, official government sanction, and the power to detain U.S. citizens without warrants or making an official arrest, as Homeland Security can do. And, especially, how to do this during a one-shot game or very short campaign.

Hotjets 
 

On Feb 7, 2013, at 10:53 AM, Shane Ivey <shane.ivey@gmail.com> wrote:

So let's say, hypothetically, that I could get most of the core movers and shakers of Delta Green, The Unspeakable Oath, Godlike, Wild Talents, the One Roll Engine, etc., together on stage at GenCon and we'd record it for later listening online.

What would you LOVE to hear us talk about?

Also, this is not hypothetical.

--
Shane Ivey, Arc Dream Publishing
The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

WT gaming war stories. I rarely hear about the stuff that happens at other people's tables. 

-Matt Conlon

On Feb 7, 2013, at 10:53 AM, Shane Ivey <shane.ivey@gmail.com> wrote:

So let's say, hypothetically, that I could get most of the core movers and shakers of Delta Green, The Unspeakable Oath, Godlike, Wild Talents, the One Roll Engine, etc., together on stage at GenCon and we'd record it for later listening online.

What would you LOVE to hear us talk about?

Also, this is not hypothetical.

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Re: [ORE] Quick survey: What do you want to hear us talk about on stage?

What new IPs are coming to the ORE-verse?

Also, secret inspirations and behind-the-scenes tales about current and upcoming games.

-M

On Thu, Feb 7, 2013 at 2:53 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
So let's say, hypothetically, that I could get most of the core movers and shakers of Delta Green, The Unspeakable Oath, Godlike, Wild Talents, the One Roll Engine, etc., together on stage at GenCon and we'd record it for later listening online.

What would you LOVE to hear us talk about?

Also, this is not hypothetical.

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[ORE] Quick survey: What do you want to hear us talk about on stage?

So let's say, hypothetically, that I could get most of the core movers and shakers of Delta Green, The Unspeakable Oath, Godlike, Wild Talents, the One Roll Engine, etc., together on stage at GenCon and we'd record it for later listening online.


What would you LOVE to hear us talk about?

Also, this is not hypothetical.

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The One Roll Engine and more: www.arcdream.com
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Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Re: Fan-made "WT 2.5"

I haven't had a chance to read through everything, so consider this my opinion, but not my informed opinion.

I like that you're trying to "harden" the rules . . . for people who want that. Everything I say should probably be taken with a grain of salt because I'm not your target audience with this project. I like the softness of the WT and its ability to do anything, even if I have to add some arbitrary penalties when a power proves to be just too much or I accidentally make an unbeatable enemy.

There are things I agree with (Augment and Variable Effect are very, very difficult to understand and consistently rule on), and there are things I don't. Useful qualities in my games, for instance, are the most used, and useful, ones. I'll have players who have a preferred method of attack, a way to not get hurt, and a utility belt (literally, in one case) of powers that they pull out to push me closer to the edge of insanity, er, make the game for interesting. Breaking everything down into effects . . . I have a knee jerk reaction that says "that's one of M&M's problems" to me. Sorry, I can't be objective.

Best of luck, really. I'll check in every now and then and maybe provide some feedback. I know I put more negative than positive in here, but I sincerely hope you put some house rules together that strengthen the game and might get some people to play who otherwise wouldn't have.

On Tuesday, February 5, 2013 8:24:12 AM UTC-6, Tim Keating wrote:

Hey all. I posted this over at RPG.net, then this morning I had a giant "duh" moment and realized I might get more traction here, so here I am.

I have done some homebrew-style tinkering with WT, primarily in the character creation area and would love any feedback (or other participation) people are willing to offer. You can find the work I've done so far here: https://trello.com/board/fan-made-wild-talents-2-5e/50fe1113383685367300137b.

If you login to Trello (and you can use your Google account for that), you can comment directly on individual cards, if you so choose.

Thanks!

TK 

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[ORE] Better Angels playtest on RPPR

Want to hear how Better Angels sounds in playtest? Check out the newest episode on RPPR Actual Play http://actualplay.roleplayingpublicradio.com/2013/02/genre/superheroes/better-angels-the-good-the-bad-and-the-hunky/

--
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Zombies of the World - a field guide to the undead
http://www.zombiesoftheworld.com/the-book/
Role Playing Public Radio  - http://slangdesign.com/rppr/

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Re: [ORE] Fan-made "WT 2.5"



On Tuesday, February 5, 2013 4:15:12 PM UTC-6, matt conlon wrote:

That said, you open with the design philosophy of changing as little as possible, then describe what feels almost like a ground up rewrite of things. I realize your goal is to create a uniform application of the core rules across all elements of chargen, however for my purposes you've unnecessarily complicated "simple" character concepts like Kung Fu Kid. 

Fair enough. That card probably ought to say "Change as little as is necessary," the implication being that there are worthwhile goals to achieve that might justify backward-compatibility breakage. THAT said, this is exactly the kind of feedback I want. My experience has been that there are certain core concepts in WT that new players tend to have a hard time wrapping their heads around. Philosophically, if we could smooth those out without damaging the inherent charms of the game, that would be a big win. Note how important I think that is: I italicized it :-)

 
The reason i came up with for why hyper skills are so high in the design hierarchy is because they serve as a simple shortcut to "guy who is awesome at one thing." Same for hyper stats.

Another telling element (to me specifically) was the comment you made regarding one player having an advantage over another because system mastery would result in a more efficient character. That's one of my triggers/hot buttons.

I sidestep that problem by building characters based on the descriptions players give me (from "speedster" to "All Fiction User"). Then All characters are built with the same tight design philosophy, the players only need to know how many dice to roll and how to explain their sets, because their powers all do exactly what they wanted. They tell me how they want to expand, I tell them how much XP it costs and when they save enough they let me know and ta-da, good to go. 

I know my solution isn't everyone's but "pvp" concerns are meaningless (to me) and it's on the GM to explain why the FUCK Batman is running with Supes and the Flash. 

I hear you, and I recognize that the deliberate design decision of not embracing the notion of "balance" too firmly is something that a lot of WT players like. My group, OTOH, gets very frustrated by these kinds of issues. My thinking here is that eliminating some of the special cases doesn't necessarily hurt your audience, while possibly making the game more accessible to mine.
  
I do however like the "Hard Dice Action" Concept which does cover a sometimes gaping hole in the rules and will test it in my next game. 

 I figured that one would be one of the more easily harvestable concepts. Been thinking I might change the name of that, though. "Hard Dice Action" is a real mouthful.

Keep up the good work. 

Well, good feedback certainly inspires me to want to keep hacking at it. Thanks!

TK

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Re: [ORE] Fan-made "WT 2.5"

Well, I guess I don't have to watch for the DMCA takedown notice. Thanks!

On Tuesday, February 5, 2013 9:34:36 AM UTC-6, Shane Ivey wrote:

Interesting. A lot of those issues are things I have wanted to address too, but there's still a backlog of printed copies of WT2 in Cubicle 7's warehouses -- and as you say, we will have our hands full for a while -- so it hasn't been urgent. But Wild Talents in particular was always a fan-driven effort so I for one welcome the tinkering and feedback. 

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Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Fan-made "WT 2.5"

TK,

I'm always interested in the efforts to make something I love better and if this makes more sense to you, Godspeed. 

That said, you open with the design philosophy of changing as little as possible, then describe what feels almost like a ground up rewrite of things. I realize your goal is to create a uniform application of the core rules across all elements of chargen, however for my purposes you've unnecessarily complicated "simple" character concepts like Kung Fu Kid. 

The reason i came up with for why hyper skills are so high in the design hierarchy is because they serve as a simple shortcut to "guy who is awesome at one thing." Same for hyper stats.

Another telling element (to me specifically) was the comment you made regarding one player having an advantage over another because system mastery would result in a more efficient character. That's one of my triggers/hot buttons.

I sidestep that problem by building characters based on the descriptions players give me (from "speedster" to "All Fiction User"). Then All characters are built with the same tight design philosophy, the players only need to know how many dice to roll and how to explain their sets, because their powers all do exactly what they wanted. They tell me how they want to expand, I tell them how much XP it costs and when they save enough they let me know and ta-da, good to go. 

I know my solution isn't everyone's but "pvp" concerns are meaningless (to me) and it's on the GM to explain why the FUCK Batman is running with Supes and the Flash. 

I do however like the "Hard Dice Action" Concept which does cover a sometimes gaping hole in the rules and will test it in my next game. 

Keep up the good work. 

-Matt Conlon

On Feb 5, 2013, at 5:34 AM, Shane Ivey <shane.ivey@gmail.com> wrote:

<<Hey all. I posted this over at RPG.net, then this morning I had a giant "duh" moment and realized I might get more traction here, so here I am.

I have done some homebrew-style tinkering with WT, primarily in the character creation area and would love any feedback (or other participation) people are willing to offer. You can find the work I've done so far here: https://trello.com/board/fan-made-wild-talents-2-5e/50fe1113383685367300137b.>>

Interesting. A lot of those issues are things I have wanted to address too, but there's still a backlog of printed copies of WT2 in Cubicle 7's warehouses -- and as you say, we will have our hands full for a while -- so it hasn't been urgent. But Wild Talents in particular was always a fan-driven effort so I for one welcome the tinkering and feedback. 

--
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The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Fan-made "WT 2.5"

<<Hey all. I posted this over at RPG.net, then this morning I had a giant "duh" moment and realized I might get more traction here, so here I am.

I have done some homebrew-style tinkering with WT, primarily in the character creation area and would love any feedback (or other participation) people are willing to offer. You can find the work I've done so far here: https://trello.com/board/fan-made-wild-talents-2-5e/50fe1113383685367300137b.>>

Interesting. A lot of those issues are things I have wanted to address too, but there's still a backlog of printed copies of WT2 in Cubicle 7's warehouses -- and as you say, we will have our hands full for a while -- so it hasn't been urgent. But Wild Talents in particular was always a fan-driven effort so I for one welcome the tinkering and feedback. 

--
Shane Ivey, Arc Dream Publishing
The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Fan-made "WT 2.5"

Hey all. I posted this over at RPG.net, then this morning I had a giant "duh" moment and realized I might get more traction here, so here I am.


I have done some homebrew-style tinkering with WT, primarily in the character creation area and would love any feedback (or other participation) people are willing to offer. You can find the work I've done so far here: https://trello.com/board/fan-made-wild-talents-2-5e/50fe1113383685367300137b.

If you login to Trello (and you can use your Google account for that), you can comment directly on individual cards, if you so choose.

Thanks!

TK 

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[Seattle Go Center] DDK Class Tonight: Invasions Pt 2!

Hi Everyone-

Tonight we will be continuing key concepts related to invasions; this includes both utilizing them as we'll as defending against them.  We will focus on utilizing invasions that are also attacks.  Hope to see you there!


Nick Sibicky - 4 Dan

Double-Digit Kyu Class
Mondays, 6:30-8:30 pm
Seattle Go Center


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RE: [ORE] Progenitor and App Questions

I have to say if I were in Cams' Hyper-intelligent position, I would introduce a "Tuesday is a good day to wear a blue shirt" synergene into her environment and see how she reacted. Again though, the setting is rife with examples of the Hyper-Minds taking actions that are not immediately (or even eventually) understandable by lesser minds, so I have no real problem with believing that they have their own reasons not to pursue this course of action.
I do like your GMs explanation of character behavior, I may have to steal that myself. :)
--- On Mon, 2/4/13, Jason Hockley <jason.g.hockley@gmail.com> wrote:

From: Jason Hockley <jason.g.hockley@gmail.com>
Subject: RE: [ORE] Progenitor and App Questions
To: cult-of-ore@googlegroups.com
Date: Monday, February 4, 2013, 3:03 AM

The designer of the game might know if it would work. You as the GM might know if it would work. But in your game, does Cam know if it would work? How confident would he be, and what would the outcome of failure be?
 
It reminds me of a comment a friend had on another game line, White Wolf's Trinity and Aberrant games. In it the world's superheroes go mad and wage war on the rest of the populace China resorts to threats of nuclear incineration for most of the planet as a last-ditch attempt to convince the supers to leave. One of our group was arguing that a number of the supers should have been able to survive a nuclear strike. Our GM's response was "They might. They've never put it to the test though. Would *you* want to take that gamble?".
 
 
Jason
 


From: cult-of-ore@googlegroups.com [mailto:cult-of-ore@googlegroups.com] On Behalf Of Marco Subias
Sent: 03 February 2013 04:28
To: cult-of-ore@googlegroups.com
Subject: Re: [ORE] Progenitor and App Questions

Would you want to poke Amanda with your synergene stick? It might work, but if it fails, and if she finds out, you'd have the unhappy attention of the most powerful super in the world. Maybe Cam has tried to hack the Progenitor, but Jason immunized Amanda with a custom synergene without anyone knowing. 

Amanda can resist hyupercharmers and hypercommanders with Willpower.  

Marco

On Sat, Feb 2, 2013 at 6:37 PM, Adam Rice <brothrrice@yahoo.com> wrote:
I tend to agree that synergenes are more akin to reproducible gadgeteering; something created thanks to the presence of dark energy but completely independent upon creation. It does raise the question of why Cam or some other less moral hypermind (or hypercharmer or commander) never tried to control the Progenitor in this manner. With the hyperminds at least they could have their own inscrutable logic and nobody else considered it worth the risk. 

Sent from my iPhone

On Feb 2, 2013, at 6:48 PM, Marco Subias <arkhamalum@gmail.com> wrote:

This is a good question. Are synergenes themselves powered, or are they a normal structure that interact naturally with the brain? Can Amanda Sykes be influenced by "normal" synergenes that are not the product of superpowers? Can she get a normal Pepsi jingle stuck in her head or be caught up in the yellow happy face craze? Can she be seduced by a normal Charm + Persuade effort? Can Immunity to Dark Energy make you invulnerable to such a normal, non-powered social skills roll? Almost certainly not. Does it make you unaffected by such a roll if the charmer had one Dark Energy based hyper-die in Charm and everything else is unpowered? (To the last, I'd say that she is immune only to the influence of that one hyper-die, but not to the rest of the roll, though she might be able to use Willpower to resist influence, though it is unclear if such can be used v. non-powered efforts). This is one of those areas in If which the rules are unclear. Immunity as a Miracle can be a bit vague around the edges, as is the ability of Willpower to resist non-powered influence.

If Amanda is a plot device, choose whatever makes the story better. If she is not, only then do you need an official ruling or the choice of a house rule. But if synergenes exist as symbolic structures that are not themselves powered, she can be influenced by them, even if Dark Energy allowed the creator to make them in the first place. Can she use Willpower to resist? I'm not sure. Are synergenes themselves a power? If so, Willpower can work. If not, not according to a literal reading of the rules on page 51.   

Remember, even if Dark Energy allows you to create a synergene, the synergene may not be made of Dark Energy. If I have Dark Energy based TK and use it to pile bricks in a heap, the heap itself is not charged with Dark Energy. If gasoline is used to transport me in my car to Las Vegas, neither I nor Las Vegas are somehow inherently charged with gasoline. I think that the synergenes are structures on their own, unpowered.  

Horjets  

       

On Sat, Feb 2, 2013 at 9:09 AM, Adam Rice <brothrrice@yahoo.com> wrote:
Hmmm, a good point. I may have to rethink my interpretation of 10d of endurance. Any thoughts on syntergenes and Amanda Sykes?

Sent from my iPhone

On Feb 2, 2013, at 10:12 AM, Marco Subias <arkhamalum@gmail.com> wrote:

Endless would do, for Power Mimic.

10 in Endurance would increase your natural staying power, but, barring GM house ruling, it wouldn't give it to you in a limitless manner, See Body and running. Hyper-Body lets you sprint for a longer period of time, but not really that much longer, and certainly not to the degree that the Endless would.

Hotjets   

On Sat, Feb 2, 2013 at 6:51 AM, Allan Goodall <awgoodall@gmail.com> wrote:

On Fri, Feb 1, 2013 at 2:47 PM, Marco Subias <arkhamalum@gmail.com> wrote:
I would think that you could buy 2d of Immunity [exhaustion and hunger] for far less than the cost of 10D of power mimicry. 



I assumed there was a reason for the Power Mimic, because you're right, the difference is 170 points versus 12 points (assuming you buy up Duration on the Power Mimic's Useful quality into Permanent).

On the other hand, 10d in an Endurance Hyperskill is only 10 points.

--
Allan Goodall            http://www.hyperbear.com
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RE: [ORE] Progenitor and App Questions

The designer of the game might know if it would work. You as the GM might know if it would work. But in your game, does Cam know if it would work? How confident would he be, and what would the outcome of failure be?
 
It reminds me of a comment a friend had on another game line, White Wolf's Trinity and Aberrant games. In it the world's superheroes go mad and wage war on the rest of the populace China resorts to threats of nuclear incineration for most of the planet as a last-ditch attempt to convince the supers to leave. One of our group was arguing that a number of the supers should have been able to survive a nuclear strike. Our GM's response was "They might. They've never put it to the test though. Would *you* want to take that gamble?".
 
 
Jason
 


From: cult-of-ore@googlegroups.com [mailto:cult-of-ore@googlegroups.com] On Behalf Of Marco Subias
Sent: 03 February 2013 04:28
To: cult-of-ore@googlegroups.com
Subject: Re: [ORE] Progenitor and App Questions

Would you want to poke Amanda with your synergene stick? It might work, but if it fails, and if she finds out, you'd have the unhappy attention of the most powerful super in the world. Maybe Cam has tried to hack the Progenitor, but Jason immunized Amanda with a custom synergene without anyone knowing. 

Amanda can resist hyupercharmers and hypercommanders with Willpower.  

Marco

On Sat, Feb 2, 2013 at 6:37 PM, Adam Rice <brothrrice@yahoo.com> wrote:
I tend to agree that synergenes are more akin to reproducible gadgeteering; something created thanks to the presence of dark energy but completely independent upon creation. It does raise the question of why Cam or some other less moral hypermind (or hypercharmer or commander) never tried to control the Progenitor in this manner. With the hyperminds at least they could have their own inscrutable logic and nobody else considered it worth the risk. 

Sent from my iPhone

On Feb 2, 2013, at 6:48 PM, Marco Subias <arkhamalum@gmail.com> wrote:

This is a good question. Are synergenes themselves powered, or are they a normal structure that interact naturally with the brain? Can Amanda Sykes be influenced by "normal" synergenes that are not the product of superpowers? Can she get a normal Pepsi jingle stuck in her head or be caught up in the yellow happy face craze? Can she be seduced by a normal Charm + Persuade effort? Can Immunity to Dark Energy make you invulnerable to such a normal, non-powered social skills roll? Almost certainly not. Does it make you unaffected by such a roll if the charmer had one Dark Energy based hyper-die in Charm and everything else is unpowered? (To the last, I'd say that she is immune only to the influence of that one hyper-die, but not to the rest of the roll, though she might be able to use Willpower to resist influence, though it is unclear if such can be used v. non-powered efforts). This is one of those areas in If which the rules are unclear. Immunity as a Miracle can be a bit vague around the edges, as is the ability of Willpower to resist non-powered influence.

If Amanda is a plot device, choose whatever makes the story better. If she is not, only then do you need an official ruling or the choice of a house rule. But if synergenes exist as symbolic structures that are not themselves powered, she can be influenced by them, even if Dark Energy allowed the creator to make them in the first place. Can she use Willpower to resist? I'm not sure. Are synergenes themselves a power? If so, Willpower can work. If not, not according to a literal reading of the rules on page 51.   

Remember, even if Dark Energy allows you to create a synergene, the synergene may not be made of Dark Energy. If I have Dark Energy based TK and use it to pile bricks in a heap, the heap itself is not charged with Dark Energy. If gasoline is used to transport me in my car to Las Vegas, neither I nor Las Vegas are somehow inherently charged with gasoline. I think that the synergenes are structures on their own, unpowered.  

Horjets  

       

On Sat, Feb 2, 2013 at 9:09 AM, Adam Rice <brothrrice@yahoo.com> wrote:
Hmmm, a good point. I may have to rethink my interpretation of 10d of endurance. Any thoughts on syntergenes and Amanda Sykes?

Sent from my iPhone

On Feb 2, 2013, at 10:12 AM, Marco Subias <arkhamalum@gmail.com> wrote:

Endless would do, for Power Mimic.

10 in Endurance would increase your natural staying power, but, barring GM house ruling, it wouldn't give it to you in a limitless manner, See Body and running. Hyper-Body lets you sprint for a longer period of time, but not really that much longer, and certainly not to the degree that the Endless would.

Hotjets   

On Sat, Feb 2, 2013 at 6:51 AM, Allan Goodall <awgoodall@gmail.com> wrote:

On Fri, Feb 1, 2013 at 2:47 PM, Marco Subias <arkhamalum@gmail.com> wrote:
I would think that you could buy 2d of Immunity [exhaustion and hunger] for far less than the cost of 10D of power mimicry. 



I assumed there was a reason for the Power Mimic, because you're right, the difference is 170 points versus 12 points (assuming you buy up Duration on the Power Mimic's Useful quality into Permanent).

On the other hand, 10d in an Endurance Hyperskill is only 10 points.

--
Allan Goodall            http://www.hyperbear.com
awgoodall@gmail.com

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