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Topics - raikenclw

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1
The Rec Room / Email Alert Reminded Me Of This Site . . .
« on: March 26, 2016, 11:05:18 PM »
Got a couple of email alerts today, about my most recent game ads getting moved to the archives.

<sigh>

I really wish I could start or join a PbP game that actually made it past the initial scene. Given that I'm about to start a new career as a long-distance truck driver, PbP is going to be the only kind of gaming I can reasonably expect to do for the foreseeable future (unless I'm lucky enough to successfully schedule days off in some city that's hosting a gaming convention). I don't even care what game system or setting is in use (although if I run something it would be Savage Worlds, since I don't want to learn a new system just to have the game in question die after a handful of posts).

But given that everything PbP I've been in other than my first game has fizzled out relatively quickly, that even that game went through several cast changes and that there appears to be only one (1) game currently in progress here, I'll guess I'll just have to keep on dreaming . . . :(

2
Technical Support / Email Weirdness
« on: October 26, 2015, 06:51:50 AM »
Hi.

I just got (at 4:09 am EST . . . at least I think that gmail uses my home time zone for this . . .) an email that claims to be from Phphouse, with a subject line that reads "New Topic: [followed by a long string of what appear to be Chinese characters]."

I have not yet opened this email.

Nobody has made a new post to either of my games in the past couple of days, so it's probably not related to anything there.

Any idea what's going on?

Thanks,
Richard

3
Rules / Supercharging Allied Extras
« on: October 04, 2015, 07:51:40 PM »
Because it looks as if our party is going to be on the small side for Savage Worlds [only 3 PCs and 2-3 NPCs to start with], I've decided to make a rule that offers each player the opportunity to "supercharge" one particular party Extra for the duration of any given Scene.

At any time during a Scene, any player may spend a benny to allow one (1) specific Allied Extra (including those gained through the Adventuress, Followers or Sidekick Edges) to roll a Wild Die for each trait roll conducted during the remainder of the current Scene.

Restrictions: No more than one (1) Extra per PC may be Supercharged at any one time. Supercharging is fixed once applied (e.g. it can't be moved to a different Extra). However, if a Supercharged Extra becomes Incapacitated and a player/PC has a benny available to spend, then another Allied Extra can be Supercharged in place of the downed one. Finally, Supercharging - in and of itself - does not allow re-rolls of attempts already made during the scene without benefit of a Wild Die. But if a PC with the Natural Leader Edge spends a benny to give that Extra a re-roll of a bad roll by the normal rules, then Supercharging would apply to that re-roll.

4
Rules / A Note On The Adventuress Edge
« on: October 04, 2015, 07:26:20 PM »
For those players who may be considering taking this Edge for a female character:

The Edge gives the player the option of taking the PC's male companion as either a Rich Civilian Novice Extra or an "Experienced Soldier" Extra.

I interpret the second option to mean that a Soldier companion would be roughly comparable to the [rather capable] "Officer" NPC given in the setting book's "Allies & Enemies" chapter. Therefore, players who take the second option for this Edge will therefore be allowed to have their Soldier start as a Seasoned Extra (e.g. design a Novice character and then bump him up to Seasoned using five earned Advances).

But be careful of him! If you get him killed, you'll have to roleplay "acquiring" his [Seasoned] replacement!  8)

5
Rules / A Note On Fear
« on: October 03, 2015, 11:26:54 PM »
If and when a character fails a Fear roll, I will use the Fright Table below. This is an inverted version of the basic game's Fright Table, since I see no reason why a negative penalty should be changed into a positive number only one (1) place in the rules or why only some of the table results worse than "Character is Shaken" should not explicitly include this state in their text description. NOTE: Normal use of a character's Running die is considered a regular action and thus not possible while Shaken, but in the special case of rolling the applicable table result below doing so is considered an unconscious (e.g. free) action.


6
Rules / Each Scene Brings Refreshment
« on: October 03, 2015, 07:15:19 PM »
Due to the special nature of play-by-post - and in order to encourage appropriately "pulpy" play - I will be using the following three special rules:

Adventure Card Refreshment: At the start of each new Scene, I will deal out replacement Adventure Cards for any which have been expended. At this time, players who wish to do so may discard one or more of the Cards they currently hold and receive new ones. Discarded/spent cards go into a Discard pile and are not re-dealt until the original deck is exhausted.

Benny Refreshment: At the start of each new Scene, all Bennies will refresh to full, as if the group were starting a brand new session of face-to-face play.

Wound Refreshment: At the start of each new Scene, every PC who ended the previous Scene with more than a single Wound will recover one (1) Wound automatically, until they have only a single Wound remaining. Additionally, PCs who ended the previous Scene unconscious (for whatever reason) will automatically wake up as the new Scene opens, bearing a maximum of two (2) Wounds. Finally, Incapacitating Wounds - regardless of the result of any roll on the Injury Table - will never have permanent effect on a PC (e.g. the effect will apply only until all Wounds heal). This rule ensures that unless a PC dies outright during a Scene he/she will be able to function for the remainder of the Episode. But suspension of in-game reality extends only so far: at least one (1) Wound must heal normally according to the regular rules. Of course, given that weeks of game time may pass in between Scenes, that limit to this rule should seldom be a problem.   


7
Rules / Making Heroes
« on: September 23, 2015, 09:34:30 PM »
What follows are scanned pics of the twelve (12) pages of character generation rules which appear in the Savage Worlds: Red Sands setting book (as well as the Players Guide for that work). Since these rules were published in 2010 and the Deluxe Explorer rules in 2012, some of the rules here may not match up precisely with the current edition of the core rules. In cases of conflict, the setting rules are considered to be definitive . . . except for all references to the Guts skill. In the Deluxe core rules, this skill has been demoted from a core skill to a setting skill and is now commonly used only in horror settings. Since Space:1889 Red Sands is not explicitly a horror setting, this game will use a Spirit roll in all those cases where the Guts skill would have formally been used.

A NOTE ON LANGUAGES: This version of the Red Sands setting uses a version of the optional "many languages" SW rule. Characters begin with knowledge of a number of languages equal to their Smarts die. [The default setting rule is languages equal to half their Smarts die.] Since the game centers on the British Empire, one of these languages must be English (even for alien/foriegn characters). You do not need to specify all of these languages at the beginning of play. But if you choose to hold some in reserve for indentification later during play - when knowing a specific language would prove useful to the character/party - then it will cost you a bennie to so specify each such language.

A NOTE ON PATRON AND ENEMY: In this setting, the British Association for the Advancement of Science (BA) and its Section X (Explorers Society) functions as a Patron to each player character. In like manner, over the course of play the Brotherhood of Luxor will become an Enemy to each player character. In consequence, the BA need not be paid for as an Edge and the Brotherhood is not available to be taken as a personal Enemy, either during character generation or later.  This rule does not preclude a particular member of either organization from becoming a Patron/Enemy over the course of  play, but this will (as per the base rules) not result in compensating points/Advances.

AN APOLOGY: My apologies for the relatively small type in the pics below. I could have made it very slightly larger by cropping the margins, but then I ended up with seriously off-center pages. Even as it is, each page has a place in the middle that's somewhat off-track, where the two half-pages join together. If someone can tell me of a way to scan/post these images in a more readable size and as whole pages, I'm willing to give it a shot.

























8
Rules / Bringing Your Hero Into Play
« on: September 23, 2015, 09:30:21 PM »
Basic Procedure: This is pretty much the same as in face-to-face play. I - as the GM - like to look over each player character before they're actually brought into play. You can show me your character either by making a post to the OOC thread for the current scene (if you don't mind the other players we hope to acquire knowing all about him/her) or by sending me a PM (if you prefer to keep some things hidden for now). If I see anything that needs work (most usually in the way of a backstory that explains/matches the mechanical build) we will exchange ideas until we reach a mutually satisfactory result. Then you can post the PC to this Character Child Board and introduce him/her to play, in whatever manner and at whatever in-game point we have mutually agreed upon.

Beyond the above basic framework, there are four important factors involved in bringing a PC to life in play-by-post that I have found to be worth addressing in advance:

[Some of the below is covered in this site's various FAQs and some of it you may already know, but I like to be thorough . . .]

Never Presume Specific Future Actions/Reactions By Other Characters: Always write your posts in such a way as to leave open the broadest possible range of actions/reactions on the part of other characters in the scene. This is especially true regarding future actions/reaction of other player characters and Wild Card NPCs (I'll often let you get away with trampling on the toes of Extras and Henchmen). Writing in such a way as to narrow the response options of others is sometimes unavoidable, particularly during action scenes. But the polite thing to do - whenever possible - is to write for your own character and let everyone else write for theirs.

Coopertive Effort Above Roleplaying: For some reason (perhaps having to do with the Secret Novelist hiding in our souls), interactions among player characters in a new game - or during the introduction of a new player character into an existing game - often begin with verbal conflict and quickly plummet from there into chaos. This is commonly referred to as "dickyness" or "a**holery." I suspect that offenders are trying to "one up" each other and having their PC pick a fight with some other PC in the initial scene seems a good way to do this. The usual excuse for such behavior is that the person or persons involved are "just roleplaying my character" or [somewhat less commonly] "attempting to increase the drama in the scene." Disruptive PC-to-PC posts will not be tolerated in this game. Should they occur, I will apply whatever remedies seem suitable, from discussing the matter with the players in the OOC thread through GM-editing the offending post(s) into conformity . . . all the way to ejecting repeat offenders from the game. While it may be metagaming, the PCs (especially in Savage Worlds!) are assumed to be heroes who stand together and have each other's backs. Stabbing those backs is not part of the program.

Open Secrets Are Preferred To Closed Secrets: I have found that it is much less stressful on everyone's nerves if any secrets with which a character is created are known to all of the other players - as distinct from the characters of those players - from the very beginning. Any player mature enough to choose play-by-post as a pastime is generally also mature enough to be trusted not to allow such player knowledge to inappropriately influence character actions. Such "open secrets" can actually prove more enjoyable in play, since the player concerned can then include appropriately dramatic internal character thoughts and feelings in his game posts. Open secrets also allow other players to choose to pick up (or not) on subtle behavioral clues to such thoughts and feelings, thereby adding additional drama to their own posts. Relating to the final factor noted below, open secrets are also much less potentially confusing than closed secrets.

Never Assume That Others Can Read Between Your Lines: There are very strict limits to how well people can interact through this medium. ALL we have to enable clear communication among ourselves is the written word and some lame smilies. We don't have the benefit of the facial expressions, tones of voice, body language, eye contact, etc, etc, etc that gamers sitting around a physical table take for granted. Consider how often a simply misunderstanding at a physical gaming table has led to disaster, both in-game and out-of-game. Please craft your posts with this in mind. Also, in my games I prefer that players make use of a particular set of conventions regarding character speech in posts: see "Character Speech Conventions," elsewhere on this same Child Board.

9
Rules / Character Speech Conventions
« on: September 23, 2015, 09:29:13 PM »
In order to reduce the potential for confusion, I encourage everyone to abide by the following conventions.

Actual speech is always colored, so as to set it apart from other text.

The colors of actual speech vary according to who is speaking, with different characters using different colors.

Finally, certain situations involving speech - most often found in GM posts - involve special additional conventions.

Available Player Character Speech Colors:

The following colors have proven to be both sufficiently visible and individually distinctive. Note that those colors which are not listed in the "Change Color" dropdown menu must be manually coded by the user. Other colors are possibly operable on this site, but not even the site managers could furnish me with a definitive list. If you are interested in discovering your own unique font color, feel free to visit the SimpleMachines website, download the list of possibilities located there and experiment. But I remain the final arbiter as to what colors are usable.

Generic NPCs = purple

__________________ = brown

__________________ = orange

__________________ = teal

__________________ = red

__________________ = dark orchid

__________________ = green

__________________ = steel blue

__________________ = blue

__________________ = lime green

__________________ = deep pink

Situational Speech Conventions:

Electrophonic Speaker/Voicetube: 14 point type
Handwritting: comic sans ms
Internal Dialogue (private thoughts of the character): italic font without quote marks
Printed/Typed Text: 14 point impact font
Raised Voice (such as to be heard above background noise): bold font
Scream: ALL CAPS BOLD FONT (with exclamation mark)!
Shout: bold font (with exclamation mark)!

10
Rules / Scenes Vs Interludes/Posting Rates/Abandoned Characters
« on: September 23, 2015, 09:28:19 PM »
This game uses both Scenes (threads involving all players that are central to the plot) and Interludes (threads involving fewer players that focus on matters tangential to the plot).

In Interludes involving no more than two participants (either two players or one player and the GM), posting is purely reactionary, with each participant posting in reply to the other one at whatever speed proves comfortable for both.

For Interludes and Scenes involving three or more participants, the posting rate is determined by the slowest-posting player, in the following manner: All participants make an initial post to the thread, forming a complete round of posts. Posting then pauses until after the slowest-posting participant has posted again. However, if the slowest-posting participant has not made a substantive post within 48 hours of the final post of the previously-completed round, the slowest-posting participant has forfeited and the remaining participants may start a new round of posts.

Within the bounds of the above conventions, the GM will create "filler" posts for absent participants as necessary. Should any participant not create a substantive post for longer than 168 consecutive hours (one full week), his or her character will be considered abandoned. The GM may retain abandoned characters as party Henchmen or write them out of the story, at his sole discretion.

11
Characters / Scenes Vs Interludes/Posting Rates/Abandoned Characters
« on: September 18, 2015, 01:17:24 AM »
This game uses both Scenes (threads involving all players that are central to the plot) and Interludes (threads involving fewer players that focus on matters tangential to the plot).

In Interludes involving no more than two participants (either two players or one player and the GM), posting is purely reactionary, with each participant posting in reply to the other one at whatever speed proves comfortable for both.

For Interludes and Scenes involving three or more participants, the posting rate is determined by the slowest-posting player, in the following manner: All participants make an initial post to the thread, forming a complete round of posts. Posting then pauses until after the slowest-posting participant has posted again. However, if the slowest-posting participant has not made a substantive post within 48 hours of the final post of the previously-completed round, the slowest-posting participant has forfeited and the remaining participants may start a new round of posts.

Within the bounds of the above conventions, the GM will create "filler" posts for absent participants as necessary. Should any participant not create a substantive post for longer than 168 consecutive hours (one full week), his or her character will be considered abandoned. The GM may retain abandoned characters as party Henchmen or write them out of the story, at his sole discretion.

12
Characters / Character Speech Conventions
« on: September 18, 2015, 12:57:21 AM »
In order to reduce the potential for confusion, I encourage everyone to abide by the following conventions.

Actual speech is always colored, so as to set it apart from other text.

The colors of actual speech vary according to who is speaking, with different characters using different colors.

Finally, certain situations involving speech - most often found in GM posts - involve special additional conventions.

Available Player Character Speech Colors:

The following colors have proven to be both sufficiently visible and individually distinctive. Note that those colors which are not listed in the "Change Color" dropdown menu must be manually coded by the user. Other colors are possibly operable on this site, but not even the site managers could furnish me with a definitive list. If you are interested in discovering your own unique font color, feel free to visit the SimpleMachines website, download the list of possibilities located there and experiment. But I remain the final arbiter as to what colors are usable.

Generic NPCs = purple

__________________ = brown

__________________ = orange

__________________ = teal

__________________ = red

__________________ = dark orchid

__________________ = green

__________________ = steel blue

__________________ = blue

__________________ = lime green

__________________ = deep pink

Situational Speech Conventions:

Electrophonic Speaker/Voicetube: 14 point type
Handwritting: comic sans ms
Internal Dialogue (private thoughts of the character): italic font without quote marks
Printed/Typed Text: 14 point impact font
Raised Voice (such as to be heard above background noise): bold font
Scream: ALL CAPS BOLD FONT (with exclamation mark)!
Shout: bold font (with exclamation mark)!

13
Characters / Bringing Your Hero Into Play
« on: September 18, 2015, 12:19:06 AM »
Basic Procedure: This is pretty much the same as in face-to-face play. I - as the GM - like to look over each player character before they're actually brought into play. You can show me your character either by making a post to the OOC thread for the current scene (if you don't mind the other players we hope to acquire knowing all about him/her) or by sending me a PM (if you prefer to keep some things hidden for now). If I see anything that needs work (most usually in the way of a backstory that explains/matches the mechanical build) we will exchange ideas until we reach a mutually satisfactory result. Then you can post the PC to this Character Child Board and introduce him/her to play, in whatever manner and at whatever in-game point we have mutually agreed upon.

Beyond the above basic framework, there are four important factors involved in bringing a PC to life in play-by-post that I have found to be worth addressing in advance:

[Some of the below is covered in this site's various FAQs and some of it you may already know, but I like to be thorough . . .]

Never Presume Specific Future Actions/Reactions By Other Characters: Always write your posts in such a way as to leave open the broadest possible range of actions/reactions on the part of other characters in the scene. This is especially true regarding future actions/reaction of other player characters and Wild Card NPCs (I'll often let you get away with trampling on the toes of Extras and Henchmen). Writing in such a way as to narrow the response options of others is sometimes unavoidable, particularly during action scenes. But the polite thing to do - whenever possible - is to write for your own character and let everyone else write for theirs.

Coopertive Effort Above Roleplaying: For some reason (perhaps having to do with the Secret Novelist hiding in our souls), interactions among player characters in a new game - or during the introduction of a new player character into an existing game - often begin with verbal conflict and quickly plummet from there into chaos. This is commonly referred to as "dickyness" or "a**holery." I suspect that offenders are trying to "one up" each other and having their PC pick a fight with some other PC in the initial scene seems a good way to do this. The usual excuse for such behavior is that the person or persons involved are "just roleplaying my character" or [somewhat less commonly] "attempting to increase the drama in the scene." Disruptive PC-to-PC posts will not be tolerated in this game. Should they occur, I will apply whatever remedies seem suitable, from discussing the matter with the players in the OOC thread through GM-editing the offending post(s) into conformity . . . all the way to ejecting repeat offenders from the game. While it may be metagaming, the PCs (especially in Savage Worlds!) are assumed to be heroes who stand together and have each other's backs. Stabbing those backs is not part of the program.

Open Secrets Are Preferred To Closed Secrets: I have found that it is much less stressful on everyone's nerves if any secrets with which a character is created are known to all of the other players - as distinct from the characters of those players - from the very beginning. Any player mature enough to choose play-by-post as a pastime is generally also mature enough to be trusted not to allow such player knowledge to inappropriately influence character actions. Such "open secrets" can actually prove more enjoyable in play, since the player concerned can then include appropriately dramatic internal character thoughts and feelings in his game posts. Open secrets also allow other players to choose to pick up (or not) on subtle behavioral clues to such thoughts and feelings, thereby adding additional drama to their own posts. Relating to the final factor noted below, open secrets are also much less potentially confusing than closed secrets.

Never Assume That Others Can Read Between Your Lines: There are very strict limits to how well people can interact through this medium. ALL we have to enable clear communication among ourselves is the written word and some lame smilies. We don't have the benefit of the facial expressions, tones of voice, body language, eye contact, etc, etc, etc that gamers sitting around a physical table take for granted. Consider how often a simply misunderstanding at a physical gaming table has led to disaster, both in-game and out-of-game. Please craft your posts with this in mind. Also, in my games I prefer that players make use of a particular set of conventions regarding character speech in posts: see "Character Speech Conventions," elsewhere on this same Child Board.

14
Space 1889: Red Sands / OOC Thread For Out-Of-Game Discussions
« on: September 17, 2015, 04:23:09 PM »
Posts about subjects not directly related to this game belong here.

15
Space 1889: Red Sands / Episode 1, Scene 0: A Meeting At Headquarters
« on: September 17, 2015, 04:20:04 PM »
DATE: June 29th, 1889
TIME: 10:00 GMT
LOCATION: Science Museum, Exhibition Road, London, England, Earth


It's late morning on a perfect summers day in the capital of the British Empire. The streets in this area of London, close by the several colleges which populate the area in and around Westminister, are relatively quiet. The architecturally-restrained entrance of the Science Museum - to which you have been directed to for this meeting with the head of Section X - lies just across the street . . .




[Players who have completed characters may post them into this scene and interact appropriately. Please behave properly toward each other, as this is a civilized time . . . for the upper crust and their immediate associates, anyway. Once it appears that all have arrived who are going to arrive, I will post the action into the Director's office.]

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