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Castle Falkenstein resolution question: what am I getting wrong?

Started by arminius, September 22, 2009, 03:14:41 PM

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jadrax

Quote from: aramis;333479Page 182 being vague is why I asked Mike in the first place!
Yes, indeed I would go beyond calling it vague and say it is actually misleading if that was the original intent of the rules.

arminius

Quote from: samurai007;333459I think you're the 1st person I've heard of that wanted CF for the rules rather than the setting!  LOL.  What specifically did you want from the rules?  A good card-based resolution system?  You might want to check this out then: http://evilhat.wikidot.com/card-based-resolution
Yep, I was curious about the card-based system, and that was pretty much it. (Well, something along the lines of a steampunk/magitech setting would interest me, but what's in the book is too over the top for my tastes.) I'll take a look at the FATE thingie, thanks for that. I might also try to scare up a copy of Dragonlance 5th Age at some point, although based on the RPGnet review, it's not too different from CF. What I'd really like to see is something with a bit more of a tactical quality and where the cards themselves provide some texture/detail to the flow of play. Something like, if I play this card, it not only helps me win, but it also dictates some sort of side-effect.

jadrax

Quote from: Elliot Wilen;333507What I'd really like to see is something with a bit more of a tactical quality and where the cards themselves provide some texture/detail to the flow of play. Something like, if I play this card, it not only helps me win, but it also dictates some sort of side-effect.
Have you looked at the Spellcasting Rules?

Cranewings

side note, I used the fairy guide for thixs game in almost all of my settings with them.

Auberon's Guide is amazing.

arminius

Quote from: jadrax;333513Have you looked at the Spellcasting Rules?
No, not yet, but if you think they've got more texture then I'll give them a look.

jadrax

Quote from: Elliot Wilen;333522No, not yet, but if you think they've got more texture then I'll give them a look.
They are basically the only mechanic I really liked. I actually miss playing my Freemason.

samurai007

Quote from: Elliot Wilen;333507Yep, I was curious about the card-based system, and that was pretty much it. (Well, something along the lines of a steampunk/magitech setting would interest me, but what's in the book is too over the top for my tastes.) I'll take a look at the FATE thingie, thanks for that. I might also try to scare up a copy of Dragonlance 5th Age at some point, although based on the RPGnet review, it's not too different from CF. What I'd really like to see is something with a bit more of a tactical quality and where the cards themselves provide some texture/detail to the flow of play. Something like, if I play this card, it not only helps me win, but it also dictates some sort of side-effect.

I own Dragonlance 5th Age too, if you want to ask any questions about it.

Jadrax mentioned the CF spellcasting rules because it does feature a bit of the "what card you play determines a side effect", in terms of the Harmonics generated.

arminius

Yep, I just looked at it. It seems okay, not really what I'd like to see, though.

Now, DL 5th, about all I know is the RPGnet review. Here are bits I've gleaned that are attractive:

• Advancement is apparently achieved by increasing the size of your hand.
• Injury is handled by reducing the size of your hand. (How is this done, exactly? The review isn't clear.)
• As with CF, you play a card value + attribute. While you don't have to "follow suit", matching the card's "suit" to the attribute gives you an additional random bonus.

My main questions, only partly addressed in the review: when are cards dealt, can you discard, when do you redraw? Do you retain your hand between sessions?

RPGPundit

Quote from: samurai007;333459I think you're the 1st person I've heard of that wanted CF for the rules rather than the setting!  LOL.  What specifically did you want from the rules?  A good card-based resolution system?  You might want to check this out then: http://evilhat.wikidot.com/card-based-resolution

Those look like some pretty fucking unwieldy card-rules. Why the fuck would anyone want that? It adds nothing, and only complicates matters.

Also, welcome to theRPGsite.

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The Worid

Not too long ago, I became interested in the mechanics of 5th Age; I found this, which purports to be a modified (generic) version of those rules. It might be of help: http://stormbreaker.net/lazarus/satansavorsjerky/saga/index.htm
Playing: Dungeons & Dragons 2E
Running: Nothing at the moment
On Hold: Castles and Crusades, Gamma World 1E

samurai007

Quote from: RPGPundit;333672Those look like some pretty fucking unwieldy card-rules. Why the fuck would anyone want that? It adds nothing, and only complicates matters.

Also, welcome to theRPGsite.

RPGPundit

I don't find them unwieldy, but YMMV.  They attempt to replicate (at least somewhat) the value curve of 4dF or 1d6-1d6 from Starblazer Adventures.  That's why the card vales are the way they are.  And playing cards from the Hand of Fate is meant to replace the options available when you spend a Fate point.  If you play and know the Fate3 rules, these things will come pretty naturally.  If not, it might look strange.  I wasn't trying to create my own card-based system from scratch, I wanted to allow cards to be used to replace the dice in a Fate3 game.

arminius

Quote from: The Worid;333747Not too long ago, I became interested in the mechanics of 5th Age; I found this, which purports to be a modified (generic) version of those rules. It might be of help: http://stormbreaker.net/lazarus/satansavorsjerky/saga/index.htm

Thanks, googling on "Bob Portnell" "Merely Saga" turned up some other promising links...mostly dead, but The Internet Archive might help out.

RPGPundit

Quote from: samurai007;333819I don't find them unwieldy, but YMMV.  They attempt to replicate (at least somewhat) the value curve of 4dF or 1d6-1d6 from Starblazer Adventures.  That's why the card vales are the way they are.  And playing cards from the Hand of Fate is meant to replace the options available when you spend a Fate point.  If you play and know the Fate3 rules, these things will come pretty naturally.  If not, it might look strange.  I wasn't trying to create my own card-based system from scratch, I wanted to allow cards to be used to replace the dice in a Fate3 game.

When a "6" on a card doesn't mean "6", I'd call that unwieldy.

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LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.