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Lameth

48, Männlich

Beiträge: 935

Re: 【Evil always finds a Way】 Ankündigungs-/Bewerbungseintrag

von Lameth am 13.02.2014 16:46

. vllt können wir ja mal versuchen, auch da so eine art initiative einbringen...

Das würde die Reihnfolge regeln, nicht aber das Zeitproblem lösen.

ich glaub net, dass es da so viel schlimmer wird, wenn noch nen 6.

Doch rein mathemathisch wird es das, das sit einfach Fakt ;)

Und man kann ja mittlerweile sogar 8 Stunden streamen, was uns also mehr zeit verschafft.

Was nicht heißt, dass ich das auch möchte. Und es bringt mir nichts, länger zu spielen und noch mehr zu warten.

Da würden wir auch ne menge schaffen, trotz der vielen Charas...


Es ist aber nicht das Problem etwas zu schaffen, oder nicht zu schaffen. Es geht darum, am Spiel partizipieren zu können.
Wie gesagt, hengout ist keine Plattform, ie man für Rollenspiele mit vielen Teilnehmern nutzen sollte. Die einzige Lösung, die mir einfallen würde, wäre eine Teilung der Gruppe in zwei dreier Gruppen.

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Lameth

48, Männlich

Beiträge: 935

Re: 【Evil always finds a Way】 Ankündigungs-/Bewerbungseintrag

von Lameth am 13.02.2014 16:16

Ich habe die Initiative beim Lezten mal vorgeschlagen, das wolltet ihr nicht.
Auch wenn die Gruppe nicht gespalten wird, kann ja nur jeder nacheinander handeln, auch das produziert lange Wartezeiten.

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Lameth

48, Männlich

Beiträge: 935

Re: 【Evil always finds a Way】 Ankündigungs-/Bewerbungseintrag

von Lameth am 13.02.2014 15:07

Ich muss dieses WE passen. Am Samstag muss ich arbeiten und Sonntags bin ich auf einem Geburtstag.

Was neue Mitspieler anbetrifft, so glaube ich nicht, dass das machbar ist. Wir sind schon 5 Spieler, eigentlich schon zu viel für eine Hangout Runde. Es etnstehen jetzt schon lange Wartezeiten, bis einer der Spieler dran kommt. Ich kann mir nicht vorstellen, wie das mit 6 Spielern klappen solllte.

Ich lasse mich aber gerne überzeugen. Wenn ihr Idden habt, wie man 6 Spieler in einem Hangout unterbringen kann und dabei ein reibungsloses Spiel garantieren kann, immer her damit. Grundsätzlich habe ich natürlich nichts gegen neue Spieler.

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Lameth

48, Männlich

Beiträge: 935

Re: Blood & Honor

von Lameth am 13.02.2014 14:59

Ja ja, ich ging jetzt davon aus, dass jeder Mensch, der sich seiner Lebensumwelt halbwegs bewußt ist, den Namen in einem anderen Zusammenhang kennt. Für den Namen kann ich nun mal nichts, ich habe aber gehofft, dass ihr einfach etwas mehr als nur den Titel lest.

du weisst, warum John Wick everybody's most hated ist.

Die These, John Wick sei everybody's most hated wäre mir nun wirklich neu.

Antworten Zuletzt bearbeitet am 13.02.2014 16:10.

Lameth

48, Männlich

Beiträge: 935

Blood & Honor

von Lameth am 12.02.2014 04:27

Ich möchte euch ein weiteres Spiel von John Wick vorstellen (demDesigner von Lot5R und 7te See):

 

Die PDF für$ 8.99

Teaser

Limited Edition

 

After ten years, John Wick has returned to the world of samurai!

Blood & Honor: Samurai Tragedy in Old Japan is a new way to tell stories of honor and steel!

Blood & Honor includes:

* 170 Fully Illustrated Pages
* Rules for Creating Both Clans and Characters
* Task Resolution that allows Player Narration
* A New System for Duels and War
* Magic and Religion from Old Japan
* Streamlined Seasons System for Long-Term Goals
* Chapters Devoted to Player and Narrator Advice

Welcome to Old Japan...

(Blood & Honor) War: First Draft
For those who are interested, this is what the first draft of the War mechanic looks like for Blood & Honor (my new samurai RPG using the Houses of the Blooded rules).

I'll be posting a video shortly (probably tomorrow) about my thought processes behind it. We'll be testing it on Friday.

Enjoy!

Warfare is an important part of samurai tragedy. In nearly every tale, characters are either at war, go to war or suffer the scars of it. The system in this chapter provides you with a way to present warfare in a way that is narrative rather than tactical. Yes, tactics can come into play, but more importantly, it allows the players and Narrator to tell the story of the conflict. There is also an element of arbitrariness in the system—which players can modify—allowing for a sense of real danger and helplessness in the midst of epic struggles.

THE WAR RANK
Your Daimyo does not live in a vacuum. He has neighbors. Living on a tiny island with very few resources, each neighbor represents an opportunity for expansion. His lands are rich and well-developed. You could take them and make them your own. Of course, your neighbor is thinking the very same thing about your Daimyo's lands.

War is inevitable. It will happen. It's only a matter of time.

To represent this fact, each of your neighbors has a War Rank representing how close you are to outright warfare with that neighbor. The lower the rank, the further you are from War. The higher the rank, the closer you get to War.

You only have a War Rank with neighbors you meet and interact with during the campaign. If you have no contact with samurai from the Bizen Province, you have no War Rank with that Daimyo.

ESCALATION
Once you have established contact with samurai from another Province, you automatically receive a War Rank 1 with that Province. Every Season, that War Rank increases by 1 unless you take direct actions to stop it from going up. You can also take actions to decrease the War Rank between you and another Province... but the samurai from the other Province may do the same—both increasing and decreasing the War Rank.

During your game, when you interact with samurai from other Provinces, your actions may (or may not) increase the War Rank with that Province. Listed below are all the ways you can increase and decrease the War Rank with another Province.

Duels
A duel with a samurai from another Province can either increase or decrease your War Rank with that Province.

If the samurai face off in a Friendly Duel (see Violence), the War Rank decreases by one.

If the samurai face off in a Deadly Duel (again, see Violence), the War Rank increases by the Giri Rank of the samurai who died.

Failed Espionage Actions
If a Province sends a Spy into another Province and fails in his mission, the War Rank between the two Provinces increases by one.

Gifts
If you send a Gift to another Province, the War Rank between the two Provinces decreases by a rank equal to the rank of the Gift.

Gifts can include Resources. If you send Resources, decrease the War Rank equal to the number of Resources you send.

Insults
If you insult the Honor of another Clan, the War Rank increases by one.

Murder
If a samurai from another Province is murdered in your Province, the War Rank increases by a number of ranks equal to his own Giri Rank.

Other Actions
During the campaign, a samurai may commit an offense that justifies increasing the War Rank. You know those pesky players; always coming up with something you and I never thought of...

DECLARING WAR
One the War Rank between two Provinces reaches 10, War is inevitable. It will occur the next Season.

War is a Season Action. It is the only Season Action a Daimyo and his Officers can take for that Season. All resources and efforts are dedicated to War.

That is, if you declare War, you may take no other Season Actions.

CALCULATIONS
When determining the outcome of a War, we must calculate the Advantages each side has. For this, we shall look to Sun Tzu and his Art of War. His wisdom will give us the outcome.

Winning one of the calculations means you gain Advantage Points. Whichever side has the most Advantage Points at the end of the calculations will most likely be the victor.

Although, some other factors may come into play after the calculations are made...

The First Calculation: The Moral High Ground
Whose government is able to establish a moral cause and gain the whole people's enthusiastic cooperation?

The Courtier of each Daimyo makes a Beauty risk. (Speeches may be necessary from the players. Your choice.) The one who gains privilege adds his wagers as Advantages. The loser only adds half his wagers, rounded up, as Advantages.

The Second Calculation: Generals
Whose generals are most capable?

Next, determine the rank of the Generals. Each General gains a number of Advantage Points equal to his rank.

The Third Calculation: Heaven and Earth
Who can take advantage of the benefits of Heaven and Earth?

Now, the Oracle for each Daimyo makes a Wisdom risk (Aspects and other benefits are appropriate). The one who gains privilege adds his wagers as Advantages. The loser only adds half his wagers, rounded up, as Advantages.

The Fourth Calculation: Orders
Whose orders will be carried out most successfully?

Each General makes a Cunning risk. The one who gains privilege adds his wagers as Advantages. The loser only adds half his wagers, rounded up, as Advantages.

The Fifth Calculation: Strength
Whose army is strongest?

Add the total ranks of troops (samurai, ashigaru, etc.) together for each side. Each rank of troops is an Advantage Point.

The Sixth Calculation: Training
Whose troops have the best training?

Add up the Prowess of all the samurai and NPCs in the armies. Each rank of Prowess is worth one Advantage.

The Seventh Calculation: Morale
Which Army's Rewards and Punishments are Fairest and Strictest?

Add up the Courage of all the samurai and NPCs in the armies. Each rank of Courage is worth one Advantage.

WAGING WAR
Once the Advantages have been calculated, it is time for War.

Wars occur in Waves. Each Wave is a Season.

During the Wave, each side uses its Advantages to cause casualties. Each player writes down his orders secretly and hands them to the Narrator. The damage done by Advantages is revealed all at once.

An Advantage can cause one of your opponent's troops to lose one rank. If a troop is reduced to zero ranks, it is destroyed.

Or, if you prefer, you may use an Advantage to cause damage to your opponent's Province. You can reduce the rank of any Holding by one for each Advantage you use. If a Holding is reduced to zero ranks, it is destroyed.

You may also use Advantages to give Injuries to prominent samurai and NPCs on the opponent's side. Each Advantage is a rank 1 Injury.

You may use further Advantages to aggravate Injuries.

End of the Wave
At the end of each Wave, either side may surrender. Surrenders must be negotiated. If one side is unhappy with the negotiations, War may continue for another Wave and another Season.

When all casualties are counted, recount each side's Advantages and perform another Wave.

Remember: no Season Actions other than War may be taken while War is declared.

"WOW! WAR SUCKS!"
It costs you Season Actions.
It costs you Resources.
It costs you Troops.
It costs you Officers.
It costs you Holdings.
War sucks.
Consider it carefully.

Antworten Zuletzt bearbeitet am 12.02.2014 04:33.

Lameth

48, Männlich

Beiträge: 935

Re: Friede, Freude, Eierkuchen - der glückliche Thread

von Lameth am 11.02.2014 21:44

          

Post vom STROMANBIETER... OH OH... Rückzahlung... JEAH....

Wow, das es sowas gibt, hielt ich immer für ne Urbane Legende

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Lameth

48, Männlich

Beiträge: 935

Re: [Pathfinder] Links, die Helfen

von Lameth am 11.02.2014 01:33

Hey eine sehr gute Sache, danke für den Link.

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Lameth

48, Männlich

Beiträge: 935

Re: Grade gekauft!

von Lameth am 10.02.2014 10:59

alles klar, danke!

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Lameth

48, Männlich

Beiträge: 935

Re: Grade gekauft!

von Lameth am 09.02.2014 23:19

Wo hast du bestellt? Ulisses hat es ja nichts vorrätig und weiss auch nicht, wann es rien kommt...

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Lameth

48, Männlich

Beiträge: 935

Re: Grade gekauft!

von Lameth am 09.02.2014 03:53

Endlich angekommen!!!

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