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Thinking of doing a LP

 
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Thaluikhain
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Joined: 29 Sep 2016
Posts: 303

PostPosted: Sat Oct 08, 2016 12:38 pm    Post subject: Thinking of doing a LP Reply with quote Add User to Ignore List

Came across this forum while googling "The Shattered Realm" and been reading LPs here and thought it might be fun to try one myself, if anyone would be interested.

There's an odd overlap between FF books I happen to own and ones that have already been LP'ed here, but there's still "Midnight Rogue", where you play a young thief in the city of Blacksand. IIRC, a nicely straightforwards adventure, with a minimum of getting angry and hurling the book across the room, that I managed to finish myself with a minimum of creative rules interpretation.

Alternatively, there's "Amulet of the Salkti" a Tunnels and Trolls adventure. Memorable for being short (T&T seemed to like putting 2 short 200 section adventures in a book, rather than the usual one longer 400 section ones) and with 2 possible good endings, one much closer to the start than the other (which can make it even shorter). Few arbitrary insta-kills, but the character you have rules for creating isn't really high level enough for the adventure (and doesn't specify what level the authors think is right).

Or there's "Challenge of the Magi", the first of the Duelmaster series, which would require two sets of players and two threads. You play as mages chasing each other around a bunch of different lands accessed by magic (somewhat similar to FFs "Spectral Stalkers"). I really liked these, though there are some balance issues.

EDIT: I'm in Australia, which means I'd likely be reading and replying at odd hours compared to some people.


Last edited by Thaluikhain on Sat Oct 08, 2016 12:48 pm; edited 1 time in total
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angelfromanotherpin
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Joined: 07 Mar 2008
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PostPosted: Sat Oct 08, 2016 1:06 pm    Post subject: Reply with quote Add User to Ignore List

My vote's for Salkti. It's been forever since I've seen a T&T gamebook, and they had a rep for being crazy in a good way.
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SlyJohnny
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PostPosted: Mon Oct 10, 2016 4:35 am    Post subject: Reply with quote Add User to Ignore List

I'd be into the mage vs mage one.
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angelfromanotherpin
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PostPosted: Mon Oct 10, 2016 12:17 pm    Post subject: Reply with quote Add User to Ignore List

SlyJohnny wrote:
I'd be into the mage vs mage one.

Find at least one opponent and I'll run it if you want.
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"Now that we've determined that up to π angels can dance on the head of a pin, how do we determine the specific number (or fraction) of angels dancing?"
"What if angels from another pin engage them in melee combat?"
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SlyJohnny
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PostPosted: Tue Oct 11, 2016 11:39 am    Post subject: Reply with quote Add User to Ignore List

Anyone else down?

How bad are the balance issues? Is it totally asymetric?
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angelfromanotherpin
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PostPosted: Tue Oct 11, 2016 12:50 pm    Post subject: Reply with quote Add User to Ignore List

SlyJohnny wrote:
How bad are the balance issues? Is it totally asymetric?

AFAIK, it's totally symmetric, in the sense that both players have exactly the same options, both in chargen and during play. Apparently the delta of effectiveness on those options is bigger than you might like; I never noticed, so I couldn't say.
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"Now that we've determined that up to π angels can dance on the head of a pin, how do we determine the specific number (or fraction) of angels dancing?"
"What if angels from another pin engage them in melee combat?"
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Thaluikhain
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Joined: 29 Sep 2016
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PostPosted: Tue Oct 11, 2016 1:05 pm    Post subject: Reply with quote Add User to Ignore List

SlyJohnny wrote:
Anyone else down?

How bad are the balance issues? Is it totally asymetric?


There's 15 spells to choose from, each with a brief description that doesn't really say what the effects are. You find out when you cast them at your opponent. Some of them tend to be more powerful than others, and there's an instant win combo. I'm guessing this wasn't intended, the creators probably just wanted the spells to work differently and didn't realise the implications.

Each player only gets to choose 6 of the 15 spells, and each spell has a colour that can only be use in 3 of the 16 sections, and in 6 of them no magic will work.

So if players don't know what's overpowered, they are likely to never actually find out (at least in a single play through0. Alternatively, if players were warned in advance, they could try avoiding places where it would be an issue.

Or the rules could be tweaked a little.
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