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[Seattle Go Center] DDK Class TONIGHT: Reduce or Invade?

Hi Everyone!

Sorry for the late notice, but there is a DDK class tonight at 6:30. It will consist of a lecture about deciding when to reduce and when to invade in your games. We will also review some of the most basic reduction joseki and have some time to play some games. I hope to see you there tonight!

Nick Sibicky 4D

Double-digit kyu class
Mondays 6:30-8:30 at SGC

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Re: [ORE] Multiple Defenses Resolution

Hi, 

First decide how lethal you want the game to be, if you want body parts flying, only consider the highest static defense.  So LAR 3 and LAR 2 would be 3, 2hd of Invuln and Hvy Armor would be 2, etc.  If you want a little more super with your Heroes let them stack, or add 1 level to the highest rating per additional source so LAR 2 and 3 would be LAR 4.

For active defenses Width is really all that matters since it determines resolution order.  




So look at the following Example (read as HxW where applicable): 

Attacker has Sense 2 and declares an Attack.  Defender has Sense 4 and declares an effort to Dodge with skill while the Duration Block is up with 10x3 set.
Attacker rolls and gets a 5x5 set

The Defender rolls and gets a 10x2 set.  Now we construct the series of events based on Greatest Width to least.

Highest Width is 5 for attacker, he attacks and it hits the defender.  Now the defender's block occurs at width 3 (now meaningless), then their dodge, also meaningless (and actually not even successful because taking the hit costs him 1d from the set).  

Width determines order of initiative so they can't really "stack."  It's more about trying to find ways to overcome or diminish the attacker's Width.




Here's the same example with a factor that can change the flow:

The Defender's Block also has the Interfering Extra.

So the attacker gets a 5x5, the Defender's Block gets a 10x3, and Dodge gets 10x2.  Now we resolve in order:  Defender's Block comes up first because Interfering powers are handled before we do anything else so that 10x3 bites into his attacker's set making it 5x2.

Now Attacker and Defender are both functioning on Width 2, so the 10x2 Dodge is effective against the diminished attack.

There are even more complicated scenarios that come into play with the Goes First extra and so on.

Hope that helps.


On Sat, Sep 28, 2013 at 6:45 PM, Odd Man Out <naldiin@gmail.com> wrote:
My question is something that has bugged me for a while but the Yaum Al-Qiyamah write-up reminded me of it.

What happens when a character has several different Miracles, Stats, or Skills with the same effect? 

Say my character 'naturally' has LAR 3 due to kung-fu training and is then given a chain vest that confers LAR 2, do these effectively stack to grant him LAR 5 or is only the highest considered? 

What about a character with both Heavy Armor 2hd and Invulnerability 2hd? Do they have essentially 4hd of interference against every (non-penetration) attack? 

Then factor in defenses like the Block Miracle with Duration and a regular Body + Skill Dodge. Does he get Gobble Dice from both, and if he does can the faster roll reduce the init of the attack enough to make a defense that'd otherwise have been too slow suddenly applicable to finish wrecking the set?

Basically I get how individual sources of a defense work, and how the different defense types (Interference, LAR, and Gobble Dice) can act on the same character. It's when I see the same effect from two sources that something doesn't click.

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[ORE] Re: Revised One Roll Scrounging table

I like it! I can probably mesh it with the random post-apoc junk tables I've collected and use it in my own Fallout game. Free dice giving rolls on the various tables, etc.

On Wednesday, September 25, 2013 1:33:50 PM UTC-5, Sean Worcester wrote:
While back I posted my first draft at a one-roll scrounging table for Zombie games.  I got some feed back, cleaned it up and fixed it (IMO).  So here it is, Questions, Comments, Critiques?

*snip*

Thanks!
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--Sean Worcester 

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[ORE] Multiple Defenses Resolution

My question is something that has bugged me for a while but the Yaum Al-Qiyamah write-up reminded me of it.

What happens when a character has several different Miracles, Stats, or Skills with the same effect? 

Say my character 'naturally' has LAR 3 due to kung-fu training and is then given a chain vest that confers LAR 2, do these effectively stack to grant him LAR 5 or is only the highest considered? 

What about a character with both Heavy Armor 2hd and Invulnerability 2hd? Do they have essentially 4hd of interference against every (non-penetration) attack? 

Then factor in defenses like the Block Miracle with Duration and a regular Body + Skill Dodge. Does he get Gobble Dice from both, and if he does can the faster roll reduce the init of the attack enough to make a defense that'd otherwise have been too slow suddenly applicable to finish wrecking the set?

Basically I get how individual sources of a defense work, and how the different defense types (Interference, LAR, and Gobble Dice) can act on the same character. It's when I see the same effect from two sources that something doesn't click.

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[Seattle Go Center] Big Portland Tournament Oct 19-20

Greetings from the south!

 

The Portland Go Tournament will be October 19-20 on the campus of Lewis & Clark College. Nearly 30 players have already signed up, but we'd love to have you, too!

 

Come play five rounds of AGA-rated Go! This is a handicap tournament, so you can expect some exciting, close games no matter your rank. 

Strong players (6D+ AGA) may opt instead for the open tournament -- all even games, may the best player win! 

For details and registration, go to:

http://goclubs.org

--

 

Thanks,

 

--
Peter Drake
https://sites.google.com/a/lclark.edu/drake/

 

 

Forwarded by Brian  Allen

Manager, Seattle Go Center

 

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[Seattle Go Center] Rainy day reminders: KGS Room, Facebook, Discussion Group

Dear Go Players,

 

If you play Go online with the KGS Go Server, note that we have a “room” there, where you can find other local players.  After you log on to:

http://www.gokgs.com/              

You can find us at Rooms-room list-clubs-seattle go center

 

We also have a Facebook page, which we use to publicize our events.  Feel free to share it with your friends. 

https://www.facebook.com/pages/Seattle-Go-Center/141848944288      

 

Please note that our website has more detailed information, if you have questions about schedules.

http://www.seattlego.org/

The events calendar is on this page:

http://www.seattlego.org/events/                          

              

 

We also have a discussion group, where your reply goes to the entire group.  It has not been active recently, but that could change with the seasons:

http://groups.yahoo.com/neo/groups/seattlegodiscussion/info   

 

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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[Seattle Go Center] Mark your calendars: Dec. 7 and Jan. 5

Dear Go Players,

 

In addition to our Monthly Ratings Tournaments in October, November, and December, we have two special tournaments coming up at the Seattle Go Center.

 

On Saturday,  Dec. 7, we will have a gala evening of Pair Go, with dessert and two rounds of play.  We will be playing by Japanese Pair Go rules, with one male and one female player on each team.  The players can be any age, so a dad and daughter or mother and son can be a pair go team.  This will be a dress up occasion, and there will be lots of prizes.

 

On Sunday, Jan. 5, we will have the Jin Chen Memorial Tournament.  This has grown to be our biggest tournament of the year, with at least $1000 in the prize purse, and 30 – 40 players.  Registration is at 10:00 a.m.  This will also serve as the Ratings Tournament for January.

 

As always, our events calendar is on our website at:

http://www.seattlego.org/events/

 

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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Re: [ORE] Digest for cult-of-ore@googlegroups.com - 2 Messages in 1 Topic

Thanks! feel free to use it however you can.
    "Matthew Bielinski" <matthew.bielinski@verizon.net> Sep 25 07:08PM -0400  

    I like this!
      
    I've just taken out the word 'zombie' and I can use it for my 'Fallout'
    hack.
     
    (which doesn't actually exist yet.)
I actually revised my revised table after I looked at it again.  I added more detail to the Ammo section, now you can roll a firearm and completely different ammo. 
 

One Roll Zombie Apocalypse Salvage generator  

1's = Luxury Items x2: Common ($100) x3: High Price ($1000) x4: Expensive 10,000 x5: rare (100,000)

2"s = Food- [width -1] in days.

3's = Water- [width -1] in days.

4's = survival gear [width -1] in items

5's = medical supplies [width -1] in applications

6's = Fuel- [width -1] in Levels (low, mid, full)

7's = ammo- ([width -1] x2) x2: Pistol, x3:Shotgun, x4: Hunting Rifle, x5: Assault Rifle

8's = melee weapon x2: Knife (WS+1K) x3: Baseball Bat (W+2S) x4: Machete (WK)  x5: Fire Axe (W+2K)

9's = Firearm- x2: pistol (WSK) x3: Shotgun (W+1SK) x4: Hunting Rifle (W+2SK) x5: Assault Rifle (W+2SK)

10's = Vehicle x2: bicycle x3: car x4: motorcycle x5: truck

Free Dice= common odd items (anything not already covered above that can fit in your pocket, shoe laces, Ball-Point Pen & Notebook, wrist-watch, etc…)

 
 
 
--Sean Worcester 
 

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Re: [ORE] Revised One Roll Scrounging table

I like it. 

-Matt Conlon

On Sep 25, 2013, at 8:33 AM, Sean Worcester <worcester.sean@gmail.com> wrote:

While back I posted my first draft at a one-roll scrounging table for Zombie games.  I got some feed back, cleaned it up and fixed it (IMO).  So here it is, Questions, Comments, Critiques?

One Roll Zombie Apocalypse Salvage generator  

1's = Luxury Items x2: Common ($100) x3: High Price ($1000) x4: Expensive 10,000 x5: rare (100,000)

2"s = Food- [width -1] in days.

3's = Water- [width -1] in days.

4's = survival gear [width -1] in items

5's = medical supplies [width -1] in applications

6's = Fuel- [width -1] in Levels (low, mid, full)

7's = ammo- [width -1] x2 in bullets of any type

8's = melee weapon x2: Knife (WS+1K) x3: Baseball Bat (W+2S) x4: Machete (WK)  x5: Fire Axe (W+2K)

9's = Firearm- x2: pistol (WSK) x3: Shotgun (W+1SK) x4: Hunting Rifle (W+2SK) x5: Assault Rifle (W+2SK)

10's = Vehicle x2: bicycle x3: car x4: motorcycle x5: truck

Free Dice= common odd items (anything not already covered above that can fit in your pocket, shoe laces, Ball-Point Pen & Notebook, wrist-watch, etc…)


Thanks!
--
--Sean Worcester 

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[Seattle Go Center] Beginner's Classes Start Tonight Thursday!

Dear Go Players,

 

Please remind your friends that our two Beginner’s Classes start tonight, Thursday, Sept. 26 at 7:00 p.m.  The Go Center opens at 2:00 on Thursdays, so you can come earlier if you want.  Note: the Thursday afternoon group is small, but players in the 10k – 4d range can usually find a game.  We also have one 17k player who is a regular.

 

I will teach the “Real Beginners” class, which assumes that students no prior knowledge of the game, and runs 7 weeks.  Frank Lam will teach the “Beginner’s Workshop”, which is the follow-up to this class.  This week, Frank Lam will replay a game he had with his instructor, which did not go well for Frank, except that it was a great learning experience. 

 

The “Beginner’s Workshop” on Thursdays  is not as advanced as Nick’s “Double Digit Kyu” class on Mondays, but many players who are starting out can benefit by going to both classes.

 

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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RE: [ORE] Revised One Roll Scrounging table

I like this!

 

I’ve just taken out the word ‘zombie’ and I can use it for my ‘Fallout’ hack.

 

 

(which doesn’t actually exist yet.)

 

From: cult-of-ore@googlegroups.com [mailto:cult-of-ore@googlegroups.com] On Behalf Of Sean Worcester
Sent: Wednesday, September 25, 2013 2:34 PM
To: cult-of-ore@googlegroups.com
Subject: [ORE] Revised One Roll Scrounging table

 

While back I posted my first draft at a one-roll scrounging table for Zombie games.  I got some feed back, cleaned it up and fixed it (IMO).  So here it is, Questions, Comments, Critiques?

 

One Roll Zombie Apocalypse Salvage generator  

1’s = Luxury Items x2: Common ($100) x3: High Price ($1000) x4: Expensive 10,000 x5: rare (100,000)

2”s = Food- [width -1] in days.

3’s = Water- [width -1] in days.

4’s = survival gear [width -1] in items

5’s = medical supplies [width -1] in applications

6’s = Fuel- [width -1] in Levels (low, mid, full)

7’s = ammo- [width -1] x2 in bullets of any type

8’s = melee weapon x2: Knife (WS+1K) x3: Baseball Bat (W+2S) x4: Machete (WK)  x5: Fire Axe (W+2K)

9’s = Firearm- x2: pistol (WSK) x3: Shotgun (W+1SK) x4: Hunting Rifle (W+2SK) x5: Assault Rifle (W+2SK)

10’s = Vehicle x2: bicycle x3: car x4: motorcycle x5: truck

Free Dice= common odd items (anything not already covered above that can fit in your pocket, shoe laces, Ball-Point Pen & Notebook, wrist-watch, etc…)

 

Thanks!

--

--Sean Worcester 

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No virus found in this message.
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[ORE] Revised One Roll Scrounging table

While back I posted my first draft at a one-roll scrounging table for Zombie games.  I got some feed back, cleaned it up and fixed it (IMO).  So here it is, Questions, Comments, Critiques?

One Roll Zombie Apocalypse Salvage generator  

1's = Luxury Items x2: Common ($100) x3: High Price ($1000) x4: Expensive 10,000 x5: rare (100,000)

2"s = Food- [width -1] in days.

3's = Water- [width -1] in days.

4's = survival gear [width -1] in items

5's = medical supplies [width -1] in applications

6's = Fuel- [width -1] in Levels (low, mid, full)

7's = ammo- [width -1] x2 in bullets of any type

8's = melee weapon x2: Knife (WS+1K) x3: Baseball Bat (W+2S) x4: Machete (WK)  x5: Fire Axe (W+2K)

9's = Firearm- x2: pistol (WSK) x3: Shotgun (W+1SK) x4: Hunting Rifle (W+2SK) x5: Assault Rifle (W+2SK)

10's = Vehicle x2: bicycle x3: car x4: motorcycle x5: truck

Free Dice= common odd items (anything not already covered above that can fit in your pocket, shoe laces, Ball-Point Pen & Notebook, wrist-watch, etc…)


Thanks!
--
--Sean Worcester 

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Re: [ORE] Better Angels - Advantage

Straightup Width increase.

-G.

On Sep 23, 2013, at 2:42 PM, crash2455 <jessedavid@gmail.com> wrote:

> I just need some clarification because it's not said in the book. If you use advantage in better angels to add width instead of dice in combat, is that for extra damage or just straight addition of width?
>
> That is, if you get a 3 width set with +2 advantage (using the advantage fully for bonus width), does it resolve on width 5 or 3?
>
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Want to see the latest projects? Here you go.

www.kickstarter.com/profile/gregstolze
www.gregstolze.com

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[ORE] Better Angels - Advantage

I just need some clarification because it's not said in the book. If you use advantage in better angels to add width instead of dice in combat, is that for extra damage or just straight addition of width?

That is, if you get a 3 width set with +2 advantage (using the advantage fully for bonus width), does it resolve on width 5 or 3?

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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] Thursday: Real Beginners and Beginner's Workshop

Hello all!

We're restarting the Thursday class for new players and players who just
know the rules at 7pm. If you have any friends you want to introduce to
go, this would be a great place for them to get started!

Here's a link you can send out to them:

http://go.almostflan.com/reboot.html

The group is broken up into two classes and run simultaneously (one for
the absolute beginners - "Real Beginners" and one for the players that
know the rules - "Beginner's Workshop") for 7 weeks.

At 7:30pm or so, we're going to look at a game I played against my
teacher. The target audience will be for players between 25k to around
15k, but anyone is welcome to come. My teacher is 7D AGA and I'm 2d.
He crushes me in about 100 moves :)

Hope you can make it!

Frank

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[Seattle Go Center] TOMORROW: DDK Class Returns with "Fighting 101"

Hi Everyone!

Tomorrow night is the official start to our fall double-digit kyu class
and we have an exciting lesson planned. The topic is "Fighting 101: The
Myths, Tactics, and Tips of Getting Into Fights on the Go Board." We
will study why fights erupt, and how to prioritize the direction of play
during a fight. All players are welcome to attend, even those who do
not fall into the 10k-20k band. I hope to see you all there!

Nick Sibicky - 4D

Seattle Go Center DDK Class
Mondays at 6:30 pm


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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] Fall Classes Begin Next Week Sept 23

Dear Go Players,

 

Our full lineup of evening classes will be running the week of Sept. 23.  Beginners have classes on Thursdays, Double Digit Kyu Players (advanced beginners) meet on Mondays, and Single Digit Kyu Players meet on Wednesdays.  All these classes are free, and your first ten visits to the Go Center are also free.

 

We recommend the Thursday evening classes for those who are starting out.  "Real Beginners" and "Beginners Workshop"  will start fresh on September 26, 2013.  They are free, but you should register by contacting me at manager@seattlego.org.  It is best for adults and teenagers.  (We also have informal lessons for beginners, including youth, on Tuesdays, from 3-9 p.m., and also on Saturdays, from 1-5 p.m.)

 

If you already play on a 19x19 board, and can finish a game, but are not a strong player, then the "Double Digit Kyu Player" class on Mondays with Nick Sibicky  is for you (20 kyu - 5 kyu players). This class is starting up again Sept 23, 2013.

 

If you are in the 10 kyu to 1 kyu range, and working towards being a dan level player,  then the Wednesday Night class with Andrew J is for you.  This is the "Single Digit Kyu Class" (SDK). The class is ongoing, so you can join at any time.

 

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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[Seattle Go Center] paving project done for Tuesday

Dear Go Players,

7th Ave NE, next to the Go Center, has been reopened for the rest of the day (Tuesday). The paving project will resume Wednesday daytime. For Wednesday, please be careful leaving the parking lot -- you may be required to take I-5 North because 7th Ave NE is closed.

Cheers,
Brian

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[Seattle Go Center] paving project near Go Center

Dear Go Players,

The access to our parking lot has not been blocked by the paving project now happening on 7th Ave. NE. However, it does make the situation confusing, so please be careful. Note that you cannot continue north on 7th Ave NE when you leave our lot the usual way; you have to get on I-5. You can leave our lot by way of the alley way and reach 45th St. or 46th St. Paving will be this Tuesday and Wednesday, September 17 and 18, so this is just a temporary inconvenience.

Regards,
Brian
manager@seattlego.org

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[Seattle Go Center] No DDK class tonight - Board Meeting

Dear Go Students,

 

Nick Sibicky’s famous DDK class will start up next week, Monday,  September 23.  Tonight,  Sept. 16, the Board of Directors will be meeting at 6:30 pm.

 

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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Re: [ORE] A common power as a central game element

I'm thinking you're right. 

-Matt Conlon

On Sep 15, 2013, at 10:48 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:

It shouldn't be hard to write up as a power(and make it mandatory for the metahuman archetype in your setting), but if I were you I'd just leave it as a rules element. Making it a rules element instead - say a new skill - is simply, and also means you can sort of have some more freedom to play around with various mechanical twists. Just like in Grim War, sorcery and stuff could have all been statted up as powers, but is instead just a setting skill.


On Mon, Sep 16, 2013 at 2:22 AM, Matt <moeheid@gmail.com> wrote:
It's late and I'm throwing this out there for feedback of any sort.

So I want to run this game where the players can alter the environment (out to a few miles) into some personally relevant aesthetic (visually this is like the reality marbles from the Fate/zero anime if you know it crossed with the barriers from X/1999).

I'll try and explain it using prose, my apologies.

Lory and Bernie have super powers, Lory can fly and throw fireballs, Bernie can raise zombies.  They both have the ability to turn their surroundings into a kind of demiplane where they feel most at home.  When they fight they automatically try and make the world one that favors them. Lory has Oz, Bernie has The Walking Dead (Bernie is messed up).

Bernie decides to steal a magic widget from a museum full of people, Lory shows up to stop him. They square off and Lory's gets an early advantage as the Emerald City springs up all around them, the museum staff and patrons don't even notice their garb changing or the green goggles. Lory's player rolled spectacularly which also puts Bernie in a tight spot, on top of the tallest tower in Oz. no parachute to BASE jump, he climbs down, pulling muscles and spraining his ankle on the way, to find her in the throne room. In this world Lory won't be distracted or off balance, Bernie isn't so lucky.  Had Lory's player not rolled so well the Emerald City would still be the battleground but Bernie would not have had to climb down a tower unaided to fight her.

In the above scenario Lory was the PC and Bernie was the NPC. This Aesthetic/Genre definition power is the defining element of the game. The players will have other powers (teleport, optic blast, etc) but the secret ingredient is being able to turn the world around them into a preferred scenario or be forced to deal with someone else'.

Should I bother trying to write this up as a power? Or just make it a rules element?

-Matt Conlon

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Re: [ORE] Re: A common power as a central game element

I'm not sure if it should improve. I can't decide if I want certain set piece adventures (getting caught in a bad guy's realm) should be narration or if I should allow for players to spec into it. 

I know I don't want the power eligible for HD or WD. I was considering making it a Stat with some clearly defined optional uses (it might cover things like breaking wards or controlling bound demons). 

In the context of the setting the mind and soul have a symbiotic relationship rather than being one and the same. I'm leaning toward Base Will being a measure of this relationship. A monster results from a lack of either. /ramble

-Matt Conlon

On Sep 16, 2013, at 5:58 AM, matt <iamafrayed@gmail.com> wrote:

I really dig this idea... kind of like a TORG rift but on a personal scale.

If you give it to everyone as a skill or power, would it be something they can improve or would every have the same amount of dice and the highest roll wins and creates the environment of choice?

On Monday, September 16, 2013 1:22:05 AM UTC-7, matt conlon wrote:
It's late and I'm throwing this out there for feedback of any sort.

So I want to run this game where the players can alter the environment (out to a few miles) into some personally relevant aesthetic (visually this is like the reality marbles from the Fate/zero anime if you know it crossed with the barriers from X/1999).

I'll try and explain it using prose, my apologies.

Lory and Bernie have super powers, Lory can fly and throw fireballs, Bernie can raise zombies.  They both have the ability to turn their surroundings into a kind of demiplane where they feel most at home.  When they fight they automatically try and make the world one that favors them. Lory has Oz, Bernie has The Walking Dead (Bernie is messed up).

Bernie decides to steal a magic widget from a museum full of people, Lory shows up to stop him. They square off and Lory's gets an early advantage as the Emerald City springs up all around them, the museum staff and patrons don't even notice their garb changing or the green goggles. Lory's player rolled spectacularly which also puts Bernie in a tight spot, on top of the tallest tower in Oz. no parachute to BASE jump, he climbs down, pulling muscles and spraining his ankle on the way, to find her in the throne room. In this world Lory won't be distracted or off balance, Bernie isn't so lucky.  Had Lory's player not rolled so well the Emerald City would still be the battleground but Bernie would not have had to climb down a tower unaided to fight her.

In the above scenario Lory was the PC and Bernie was the NPC. This Aesthetic/Genre definition power is the defining element of the game. The players will have other powers (teleport, optic blast, etc) but the secret ingredient is being able to turn the world around them into a preferred scenario or be forced to deal with someone else'.

Should I bother trying to write this up as a power? Or just make it a rules element?

-Matt Conlon

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[ORE] Re: A common power as a central game element

I really dig this idea... kind of like a TORG rift but on a personal scale.

If you give it to everyone as a skill or power, would it be something they can improve or would every have the same amount of dice and the highest roll wins and creates the environment of choice?

On Monday, September 16, 2013 1:22:05 AM UTC-7, matt conlon wrote:
It's late and I'm throwing this out there for feedback of any sort.

So I want to run this game where the players can alter the environment (out to a few miles) into some personally relevant aesthetic (visually this is like the reality marbles from the Fate/zero anime if you know it crossed with the barriers from X/1999).

I'll try and explain it using prose, my apologies.

Lory and Bernie have super powers, Lory can fly and throw fireballs, Bernie can raise zombies.  They both have the ability to turn their surroundings into a kind of demiplane where they feel most at home.  When they fight they automatically try and make the world one that favors them. Lory has Oz, Bernie has The Walking Dead (Bernie is messed up).

Bernie decides to steal a magic widget from a museum full of people, Lory shows up to stop him. They square off and Lory's gets an early advantage as the Emerald City springs up all around them, the museum staff and patrons don't even notice their garb changing or the green goggles. Lory's player rolled spectacularly which also puts Bernie in a tight spot, on top of the tallest tower in Oz. no parachute to BASE jump, he climbs down, pulling muscles and spraining his ankle on the way, to find her in the throne room. In this world Lory won't be distracted or off balance, Bernie isn't so lucky.  Had Lory's player not rolled so well the Emerald City would still be the battleground but Bernie would not have had to climb down a tower unaided to fight her.

In the above scenario Lory was the PC and Bernie was the NPC. This Aesthetic/Genre definition power is the defining element of the game. The players will have other powers (teleport, optic blast, etc) but the secret ingredient is being able to turn the world around them into a preferred scenario or be forced to deal with someone else'.

Should I bother trying to write this up as a power? Or just make it a rules element?

-Matt Conlon

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Re: [ORE] A common power as a central game element

It shouldn't be hard to write up as a power(and make it mandatory for the metahuman archetype in your setting), but if I were you I'd just leave it as a rules element. Making it a rules element instead - say a new skill - is simply, and also means you can sort of have some more freedom to play around with various mechanical twists. Just like in Grim War, sorcery and stuff could have all been statted up as powers, but is instead just a setting skill.


On Mon, Sep 16, 2013 at 2:22 AM, Matt <moeheid@gmail.com> wrote:
It's late and I'm throwing this out there for feedback of any sort.

So I want to run this game where the players can alter the environment (out to a few miles) into some personally relevant aesthetic (visually this is like the reality marbles from the Fate/zero anime if you know it crossed with the barriers from X/1999).

I'll try and explain it using prose, my apologies.

Lory and Bernie have super powers, Lory can fly and throw fireballs, Bernie can raise zombies.  They both have the ability to turn their surroundings into a kind of demiplane where they feel most at home.  When they fight they automatically try and make the world one that favors them. Lory has Oz, Bernie has The Walking Dead (Bernie is messed up).

Bernie decides to steal a magic widget from a museum full of people, Lory shows up to stop him. They square off and Lory's gets an early advantage as the Emerald City springs up all around them, the museum staff and patrons don't even notice their garb changing or the green goggles. Lory's player rolled spectacularly which also puts Bernie in a tight spot, on top of the tallest tower in Oz. no parachute to BASE jump, he climbs down, pulling muscles and spraining his ankle on the way, to find her in the throne room. In this world Lory won't be distracted or off balance, Bernie isn't so lucky.  Had Lory's player not rolled so well the Emerald City would still be the battleground but Bernie would not have had to climb down a tower unaided to fight her.

In the above scenario Lory was the PC and Bernie was the NPC. This Aesthetic/Genre definition power is the defining element of the game. The players will have other powers (teleport, optic blast, etc) but the secret ingredient is being able to turn the world around them into a preferred scenario or be forced to deal with someone else'.

Should I bother trying to write this up as a power? Or just make it a rules element?

-Matt Conlon

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[ORE] A common power as a central game element

It's late and I'm throwing this out there for feedback of any sort.

So I want to run this game where the players can alter the environment (out to a few miles) into some personally relevant aesthetic (visually this is like the reality marbles from the Fate/zero anime if you know it crossed with the barriers from X/1999).

I'll try and explain it using prose, my apologies.

Lory and Bernie have super powers, Lory can fly and throw fireballs, Bernie can raise zombies. They both have the ability to turn their surroundings into a kind of demiplane where they feel most at home. When they fight they automatically try and make the world one that favors them. Lory has Oz, Bernie has The Walking Dead (Bernie is messed up).

Bernie decides to steal a magic widget from a museum full of people, Lory shows up to stop him. They square off and Lory's gets an early advantage as the Emerald City springs up all around them, the museum staff and patrons don't even notice their garb changing or the green goggles. Lory's player rolled spectacularly which also puts Bernie in a tight spot, on top of the tallest tower in Oz. no parachute to BASE jump, he climbs down, pulling muscles and spraining his ankle on the way, to find her in the throne room. In this world Lory won't be distracted or off balance, Bernie isn't so lucky. Had Lory's player not rolled so well the Emerald City would still be the battleground but Bernie would not have had to climb down a tower unaided to fight her.

In the above scenario Lory was the PC and Bernie was the NPC. This Aesthetic/Genre definition power is the defining element of the game. The players will have other powers (teleport, optic blast, etc) but the secret ingredient is being able to turn the world around them into a preferred scenario or be forced to deal with someone else'.

Should I bother trying to write this up as a power? Or just make it a rules element?

-Matt Conlon

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Re: [ORE] Re: [Reign] Deadliness

Wouldn't escaping combat just be a Run action, with normal initiative?


On Sat, Sep 14, 2013 at 4:37 AM, Daniel Worrall <daniel.worrall@gmail.com> wrote:
Yeah,

I already tinkered with defense to make it a little more powerful than before by allowing dodging out of combat to win on width, figuring if they could leave quick enough, width would beat height, but I take the point.  I'll have their CO instruct them on the finer points of combat.

Thanks for the thoughts!


On Friday, September 13, 2013 10:26:32 AM UTC-4, Daniel Worrall wrote:
Hi all,
 
I'm new to the system and the group, but I'm a huge fan of O.R.E. and have been listening to just about all of the podcasts I can of it (particularly over at the Drunk and the Ugly).
 
I am running a modified Reign campaign for a homebrew world, and adding in some elements from WT.
 
We just got out of boot camp, and the climax of camp was a training exercise in which 4 of the contestants were trying to kill off a Noble and the party caught wind of it.
 
2 things that cropped up that I wanted to ask questions about:
 
1. Two of my PCs, facing Three NPCs took a Dodge first, attack later approach, hoping for support from the training officers.  Due to some bad luck, one of my PCs nearly died with 8 killing to the body.  The NPCs were geared such that they could deal some damage, but weren't attempting to defend themselves at all, it's just that my PCs never attacked.  Is Dodge first ever a really effective strategy unless you know its just a couple of rounds until help arrives, or should Dodge/Parry almost exclusively be used in conjunction with an attack?
 
2.  The combat with the other trainees, who were effectively minions went really smoothly and really fast, fire an arrow, kill a minion.  But the villians became really bogged down, as no one was doing enough damage, because with the weapons listed, it seems like most things can be soaked by good armor, unless you get good width.  Even then, most of my characters would need a 5x10 or greater to kill anything with stats.  Do others bump up the weapons or just have most people run around without armor?  Obviously, I want the big boss-type fights to be strung along, but this battle was more of a numbers game, and at the end of it, they'd only killed one NPC, and that was after maybe 12 rounds of combat.  (The others surrendered, but only one of them was near death).  I don't want it to reach WT levels of killing, but I also don't want my entire session taken up by 4 minor NPCs with armor.
 
Any thoughts would be much appreciated!
 
Pax,
Dan

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Re: [ORE] Re: Godlike: "Will to Power" now available, "Courtyard" coming soon

Worked fine all of half an hour later, fortunately ;-)


On Sat, Sep 14, 2013 at 5:05 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
I don't know. Tell their tech support line?


On Saturday, September 14, 2013, Silvio Herrera wrote:
Strange... for some reason the RPGNOW store add to cart and add to wishlist buttons don't seem to work, even though I have bought plenty of stuff there before. Even tried it on Safari, and no results, either. It's probably a temporary problem, I guess.


On Fri, Sep 13, 2013 at 10:30 PM, Shane Ivey <shane.ivey@gmail.com> wrote:


On Fri, Sep 13, 2013 at 1:06 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
"Will to Power," the very first sourcebook for "Godlike," is available in PDF for the first time.


The layout files for "Will to Power" are long gone, so this is a scanned PDF. That means it's not quite as high-quality as our usual PDFs, which are generated and bookmarked in the layout program. But it's our only way to make it available in PDF for the time being.

We have a longstanding policy of making the PDF of our printed game books available free if you bought it in print. Since "Will to Power" has been in print for so long, confirming who bought it in print is kind of tricky. So for the time being -- for the next month or so, say -- we're making the PDF of "Will to Power" available on a "Pay What You Want" model. So if you bought the book in print -- or for that matter if you're new to it altogether -- you have our blessing to "buy" it for free. But we certainly won't complain if you want to throw in a dollar or three.

In other "Godlike" news, the campaign "The Courtyard of Hell" by Allan Goodall is imminent. I expect to have it in the warehouse and on sale in print in a couple of weeks. Its PDF will go out free to backers of the Kickstarter fundraiser for the paperback and PDF edition of "Godlike." It's a 133-page adventure of brutal urban combat, fought block by block, in the Italian campaign. It's terrific. I can't wait to show it off.

--
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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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] Godlike: "Will to Power" now available, "Courtyard" coming soon

Remember that you have to enter a value in the box below "pay what you like" - text box says "support publisher".  At least that is what worked for me.


c

On Saturday, September 14, 2013, Shane Ivey wrote:
I don't know. Tell their tech support line?

On Saturday, September 14, 2013, Silvio Herrera wrote:
Strange... for some reason the RPGNOW store add to cart and add to wishlist buttons don't seem to work, even though I have bought plenty of stuff there before. Even tried it on Safari, and no results, either. It's probably a temporary problem, I guess.


On Fri, Sep 13, 2013 at 10:30 PM, Shane Ivey <shane.ivey@gmail.com> wrote:


On Fri, Sep 13, 2013 at 1:06 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
"Will to Power," the very first sourcebook for "Godlike," is available in PDF for the first time.


The layout files for "Will to Power" are long gone, so this is a scanned PDF. That means it's not quite as high-quality as our usual PDFs, which are generated and bookmarked in the layout program. But it's our only way to make it available in PDF for the time being.

We have a longstanding policy of making the PDF of our printed game books available free if you bought it in print. Since "Will to Power" has been in print for so long, confirming who bought it in print is kind of tricky. So for the time being -- for the next month or so, say -- we're making the PDF of "Will to Power" available on a "Pay What You Want" model. So if you bought the book in print -- or for that matter if you're new to it altogether -- you have our blessing to "buy" it for free. But we certainly won't complain if you want to throw in a dollar or three.

In other "Godlike" news, the campaign "The Courtyard of Hell" by Allan Goodall is imminent. I expect to have it in the warehouse and on sale in print in a couple of weeks. Its PDF will go out free to backers of the Kickstarter fundraiser for the paperback and PDF edition of "Godlike." It's a 133-page adventure of brutal urban combat, fought block by block, in the Italian campaign. It's terrific. I can't wait to show it off.

--
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



--
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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Silvio.

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Yo

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[ORE] Re: Godlike: "Will to Power" now available, "Courtyard" coming soon

I don't know. Tell their tech support line?

On Saturday, September 14, 2013, Silvio Herrera wrote:

Strange... for some reason the RPGNOW store add to cart and add to wishlist buttons don't seem to work, even though I have bought plenty of stuff there before. Even tried it on Safari, and no results, either. It's probably a temporary problem, I guess.


On Fri, Sep 13, 2013 at 10:30 PM, Shane Ivey <shane.ivey@gmail.com> wrote:


On Fri, Sep 13, 2013 at 1:06 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
"Will to Power," the very first sourcebook for "Godlike," is available in PDF for the first time.


The layout files for "Will to Power" are long gone, so this is a scanned PDF. That means it's not quite as high-quality as our usual PDFs, which are generated and bookmarked in the layout program. But it's our only way to make it available in PDF for the time being.

We have a longstanding policy of making the PDF of our printed game books available free if you bought it in print. Since "Will to Power" has been in print for so long, confirming who bought it in print is kind of tricky. So for the time being -- for the next month or so, say -- we're making the PDF of "Will to Power" available on a "Pay What You Want" model. So if you bought the book in print -- or for that matter if you're new to it altogether -- you have our blessing to "buy" it for free. But we certainly won't complain if you want to throw in a dollar or three.

In other "Godlike" news, the campaign "The Courtyard of Hell" by Allan Goodall is imminent. I expect to have it in the warehouse and on sale in print in a couple of weeks. Its PDF will go out free to backers of the Kickstarter fundraiser for the paperback and PDF edition of "Godlike." It's a 133-page adventure of brutal urban combat, fought block by block, in the Italian campaign. It's terrific. I can't wait to show it off.

--
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



--
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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You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
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For more options, visit https://groups.google.com/groups/opt_out.



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Silvio.

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--
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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