jordangreywolf: Greywolf Gear (Default)
jordangreywolf ([personal profile] jordangreywolf) wrote2017-11-24 08:05 pm

[Online RP] Fantasy Grounds - Black Friday



Okay, so I've got the GM package for Fantasy Grounds. Now I have to figure out how to use it ... and what to do with it. Digital_Rampage let me know about a Black Friday sale going on today, and how he was thinking about getting a few more packages for Pathfinder, but decided to hold back, since he has enough for the current campaign and figured he shouldn't get ahead of himself quite yet. And that prompted me to ask about the GM deal and -- why, yes, it turns out there's a sale going on.

The site itself doesn't say how LONG the sale is for. I found a third-party site referencing the sale and claiming that it's until December 2nd, but I decided not to take any chances.

In addition to getting the pricey main package, I got the Savage Worlds rule set, and the Adventure Deck add-on (primarily for the mechanics, as I suppose I'll have to program in my own custom cards).

One snag: When entering a username for an account, I entered a username based on my real-world name. I was told that this was disallowed because it contained a word on a list of words banned by the site administrator. I can make a pretty good guess as to what part of my last name tripped the censor -- this isn't the first time this has happened, but that was YEARS AGO, and I'm a little surprised to still be running into something so stupid today. I was able to sign in an account, but I'm going by "Jordan_Greywolf" there instead.

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For my home campaign, my Iron Kingdoms campaign is getting toward the end, I think. I mean, I COULD stretch it out a good long while, but the longer I stretch it out, the more loose ends there'll be that will want for tying up. With that in mind, since we had almost everybody for the previous game session (last weekend), I decided to bring up the prospect of "what next," with the idea that I had enough material to keep us going until February. (Maybe, MAYBE I could wrap up by the end of the year, but the more I think about it, the less likely that seems unless I have some pressure to do so.)

I confessed that I had no solid plans for what to run next. Why? Well, because my plans HAD been to run a Fallout-based campaign, but two players in my group have voiced their dislike for the setting (SV and Digital_Rampage, in particular), only one player specifically likes the setting (Goober_Chris), and the others (who are less frequent in their attendance anyway, though I didn't call out that factor) have been ambivalent. Therefore, I felt I needed a little more buy-in on whatever I do next. I wasn't expecting an answer/solution right away -- I just wanted to put it out there for people to think about.

Digital_Rampage was immediately interested in PATHFINDER. Goober_Chris suggested that, given the concern that I need some time to prep for the next campaign (and that it doesn't work so well for me to prep for a new campaign while I'm still running an old one), perhaps he could step in and GM for a while. HE could try running Pathfinder, and I could use that time to figure out what to run next and to prep for it.

I thought that was a pretty cool idea, actually. Another bonus is that Goober_Chris is an experienced and talented GM (I've watched some of his games at conventions, and learned a number of things about game prep from him), and I might actually learn something from checking out his GMing style.

I would lean heavily toward running Savage Worlds, simply because I'm familiar with the system, it requires little overhead for me to prep games, and I've got access to a wealth of source material from a number of Savage Worlds settings. Pathfinder would be my second choice only because it's pretty much just d20/3rd edition with a few tweaks, and I've run that before. (I had ISSUES with it, but I think they can be addressed.)

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As for what I might do *online*, that's another matter. First I need to figure out how the system works before I can promise anything. Some care will need to be taken when choosing which computer to install it on: Presently, I don't have a computer all my own. All the computer-purchasing I've been doing for the past decade or so has been for upgrading Gwendel's computer resources, not mine: Presently, we have one working desktop PC, and one laptop, both hers. (I have a laptop I use from work for various things, but of course that's primarily for WORK, and I'm not allowed to install any games on it.) I had an older PC (still running Vista), but it's flaky, to say the least. I don't know if it has enough power to run Fantasy Grounds. It seemed to struggle at times when running MapTools/RPTools for my online Wonderland No More campaign.

Once I get that settled, I'll have to familiarize myself with the system. I'm not willing to keep shelling out more and more money for adventure modules when I already have the printed books and PDFs on hand; the prices to get them in Fantasy Grounds format are comparable to getting the adventure in print. So, if I'm going to be customizing things, rather than just running from a "ready-to-go" module, I'll need to figure out the details of importing images as custom tokens, templates, overlays, maps, etc., and to get a handle on the mechanics of rolling the dice, managing player turns, etc.

More of a challenge might be how to tweak the system to account for house rules (alternate uses for Bennies, custom adventure cards, etc.). Some of that, I might be able to "hand-wave" without requiring any actual programming. We'll see.

THEN, perhaps I can settle upon what I could run online, and finding out who'd be available to play (and interested in some setting I'm willing to run). I'd love to get Koogrr involved, but it sounds like he's seriously busy.

Another key factor would be that if I get anyone with MUCK experience, I'm going to have to ask for some retraining on methodology. If TuftEars were to play, I may still use TeamSpeak to help coordinate with most of the group, but the chat box will still be critical for narrative and logging the action. The thing is, for such a setup, I'll have to stick just to people who are comfortable with typing, and I'll have to encourage people to be short and to-the-point when describing character actions, versus trying to write a "story paragraph" that can run on, while the rest of us are waiting to see what'll happen, and not even knowing for sure whether a given player is still typing, or whether he took off AFK to answer the door or whatever. I'd like to think that the Teamspeak channel might offer an alternate channel of communication (GM: "You still typing?" Player with Live Mic: "*tappity-tappity-tap!*" Player #2: "Yep, he's still typing!") but maybe the window-based interface could offer us other channels.

At the very least, once freed of the MUCK interface, if you're typing a small novel-sized "pose" in the Chat window, if the GM pings you, you could let the GM know you're still alive by ... I dunno, rolling a die or hitting a flag button or something that shows some activity ... rather than having to abandon your composition and then have to start over again.

Plus, in combat, with the turn-tracker, and the drag-and-drop interface, there are some things you could do that wouldn't require any narrative composition at ALL. When the flag shows up next to your character icon, you'd move your token on the map (which we can all see as it happens), drag and drop the dice for your skill or attack roll (which we'd also see), and -- in the case of an attack -- drop it on the intended target, then roll any damage dice if applicable, and the system handles the hit points / Shaken status / whatever automatically. Indicate you're done, and *ding* -- on to the next player! And then you can type up a description of what just happened at your leisure in the Chat box.

Basically, I'm hoping that even if we tackle "MUCK-style" RP (albeit a little lighter on the prose), the semi-automated die-rolling and card-pulling interfaces might make it somehow breeze along a little faster.

I have no idea what I'd run. First off, I probably need to run something that DOES NOT involve yet another fantasy-world-becomes-reality scenario. Avatars, Mirari, Wonderland-No-More ... a trend, perhaps? ;) (Okay, so I didn't run Mirari.) As much as Fantasy Grounds might facilitate the combat, I still feel as if more story focus would be better for what I can accomplish online. (But of course more story focus means more typing, right? Argh!)

There's a Kickstarter for a "Flash Gordon" RPG for Savage Worlds right now. It's kind of funny, since there was already "Slipstream" (kind of "Flash Gordon with the serial numbers filed off"), and it would be easy to imagine this game as just being the same thing but with some brand naming, but there are a lot of "storytelling" game elements added in.

In particular, there are new Cliffhanger cards that are something like Adventure Cards, but they focus on the players having some plot control over new "complications" for the plot -- the rocketship suddenly develops problems and goes down to crash-land, a new monster enters the fray, the PCs are all captured and taken to a bad guy's lair and put into some sort of devious deathtrap, etc. It's a way to end a scene in which the PCs might be overwhelmed (or bored?) but is offset by the fact that everyone's Bennies gets reset, and it's usually accompanied by a bit of recuperation on the PCs' part (i.e., a brief moment of being knocked out, and suddenly you wake up, back up to full health, stat-wise). I'm doing a horrible job of describing it, but it sounds like an interesting mechanic.

Other possibilities would be some classic Deadlands (wild west, but with supernatural weirdness), Fallout (retro-futuristic post-apocalyptic), Interface Zero (cyberpunk, though I'd need to make some tweaks for power balance), Necessary Evil (superheroics ... except that you play the SUPERVILLAINS, who are the only ones left to save the world), Weird Wars (WWI, WWII, Vietnam War, etc., but with weird science and supernatural elements), ETU (East Texas University: kind of like Buffy the Vampire Slayer, the RPG) ... or a lot more. I suppose I could put together a long list, but I'd probably do better to poll potential players to see what they're aching for, first, and then see if I can meet them midway.

But of course I'm getting ahead of myself. I need to make sure I CAN run something, first. And I definitely need to get through the holiday season. ;)
tuftears: Lynx Wynx (Wynx)

[personal profile] tuftears 2017-11-27 11:41 pm (UTC)(link)
There's an idea I'd been poking at with Jared and Boingdragon, the short of it is 'paranormal investigators in Weird London (Victorian era)'. Jared and Boingdragon are poking at light RP featuring a Japanese fox-shrine maiden (Miki) and a medium who can call upon spirits to do magic, but I never really got anywhere with a main campaign idea.

Otherwise than that, something science fiction and optimistic might be nice, a Star Trek-like setting maybe, or a First Contact scenario where human (or some other race) explorers are on board a prototype faster-than-light ship. Maybe the ship gets flung across the galaxy and the players have to find their way home, making friends with alien races (or at least trying not to offend them).

For more of a beer-and-pretzel flavor, I wonder how it would go over if you set up a D&D-style game where the player characters are all monsters of the kind that would be encountered in a 1st level dungeon? I.E. kobolds, orcs, wyverns, dragon hatchlings, displacer beast kittens, that sort of thing. Maybe the premise is their dungeon is overpopulated and they're being sent to go find a new dungeon to settle down in. Just a random idea!

Either way, hope your next game is lots of fun for you. ^_^
tuftears: Lynx Wynx (Wynx)

[personal profile] tuftears 2017-11-28 04:05 am (UTC)(link)
Yeah, I'd want something a bit less 'pulp space opera' and more Star Trek in tenor. :) The main idea behind a space game should be 'sensawunda' - you're going somewhere no human (or currently extant sentient from which your crew derives) has been before, or dealing with fringe elements of the galaxy that aren't commonly trafficked. A heavily-populated science fiction universe can otherwise start to feel too mundane, as if the spacers were just truckers.

The MC scenarios sound fun, like a board game sort of scenario. I guess for a campaign, you'd have to figure out a more overarching kind of plot.
tuftears: Lynx Wynx (Wynx)

[personal profile] tuftears 2017-11-28 06:16 pm (UTC)(link)
Yeah, I understand that-- didn't mean Star Trek(tm) per se, just in feel. I guess if one were going to run a space game under Savage Worlds rules, advanced technology would be covered under the 'Weird Science' rule, and one wouldn't be able to repurpose something into something entirely different-- it would still be doing whatever its basic power was, i.e. you couldn't turn a disintegrator beam into a teleporter.

But, GM should run what GM feels comfortable running!
tuftears: Lynx Wynx (Wynx)

[personal profile] tuftears 2017-11-28 06:21 pm (UTC)(link)
Clearly what you needed to fix the warbeast problem was to introduce the ability to buy rare warbeasts captured in magical eggs by a shady guy in a labcoat. :)

Building a base/lair does have its points as a campaign setting goes, but imagine how much anguish the players would be in should adventurers come calling-- no, the pesky adventurers are wrecking all the nice THINGS the players spent so much time building! :)