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[SRA OoC] Depths of Anarchy [2075 Game Thread]

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Aria

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« Reply #60 on: <12-09-16/0807:15> »
Sorry to be dropping it like that - but I am struggling with connecting with this game, so I think I'll give up. I did try giving Anarchy a chance, and good luck fighting it.
Sorry to hear that Gilga.  Want to describe going out in a blaze of glory or leave that to one of us?
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Beta

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« Reply #61 on: <12-09-16/1527:46> »
Also sorry to hear that :(  But I do understand, I still feel a bit like I'm trying to waltz to cha-cha music  :o

Aria

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« Reply #62 on: <12-09-16/1647:26> »
Maybe it's the complete freedom that is a problem? Or the run context? The Run! game doesn't seem to have the same issues with PCs driving (although the current titanic combat has slowed things up somewhat :P). Have a think as I'm curious to know! I'm planning a sequel to the Prime Runner game and I'm keen for the players to have significant story power!
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adamu

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« Reply #63 on: <12-10-16/0536:03> »
While I still harbor serious misgivings about some aspects of the Anarchy rules system, I've got to say that I am LOVING this game so far! Chances not only for rich role play but also to just go wild with the story! For me, those trump other issues  (though wouldn't want ALL my games this way - GMed RAW play is still my favorite ).

But I acknowledge there are potential downsides that nag at me just a little and may irk others more.

What Beta said about waltzing to a cha-cha I think I get. With five or six people all posting in their own ways in a round-Robin format, inconsistencies in terms of both events and tone have been arising  (no one's fault...doomed to happen from the start). And then the idea of no OOC planning exacerbates that. I think the problem would sort itself more readily in tabletop; PbP likely compounds the issue.

So something to think about,  maybe consider ways to solve. Key probably lies with a very active GM.

Speaking of which,  you're next in the turn order, Aria!

I say we rock onward and sort things as we go!

gilga

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« Reply #64 on: <12-10-16/0702:26> »
Well I actually do not enjoy combats very much, I mean they are sometimes fun but sending a freshly created character into a combat is a bit too soon for me to enjoy. I feel like the foreplay is a lot more enjoyable in PbP while a tabletop would have a blast - in a pbp the fact that combats drag for so long makes them a bit of a hussle.

In Run I had plenty of time to get under Dana's skin, understand and discover her. I cannot say that I enjoy the epic combat more than I did a conversation with Caillin or the frustration of negotiations, Nora's betrayal of her - and Muhammed shifting by the other players from a clumsy macho love interest to a rapist? These events made my character appears real and helped me sympathised.

Then we start a new game, and I feel like I am putting a character that I have not yet experienced in an epic combat, and I do not yet care if he lived or dies. Also, as a non native speaker I need more redundancy in writing, I understand a lot from context and when there are so many voices it is difficult to conceive what happens - when there is a clear active GM then the story has its consistency and I feel like I can uncover many interesting aspects about the world.  The below, with the great houses and so forth is an example to some world that is worth exploring - I feel that when everyone can do basically anything the atmosphere is kind of missing and I believe that it would go easier in a tabletop.
 
As to how he effects the story - well get creative it is your world ;) have him turn into a bug in a bit in the future can be exciting, just when you thought you had your back.

Aria

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« Reply #65 on: <12-14-16/1730:18> »
Time constraints this evening have meant no D rolling for me so if you want to incorporate some def rolls in to your narrations that would be fab...or not, the fleshforms up here (who were hiding behind illusions to keep in with established SR lore) aren't a real threat to you in the open like this... nice to have some cannon fodder for a change!... once you get in to the bug tunnels it will be a different matter though and I trust you will make it suitably horrific even if there's a touch of humour to it all too :D
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Jack_Spade

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« Reply #66 on: <12-15-16/0335:19> »
In case Kynos is attacked
Defense: 13d6t5 6
Defense: 13d6t5 0 [13d6t5=1, 1, 3, 3, 1, 4, 2, 2, 1, 2, 4, 4, 1]
Defense: 13d6t5 3 [13d6t5=3, 4, 2, 5, 1, 2, 3, 6, 1, 1, 5, 3, 3]

Yeah, that's not going to end well. I might have to spend Edge for the second one.

Kynos attacking:
Assault Rifle: AGI 7 Skill 5 Spec 2 Smartlink 2 Close -2
Shoot: 15d6t5 5
DV 8
Defense: 5d6t5 2
DV 11
-6 Armor, Fleshform takes 5 damage and is at 5/10

This is not going to end well...
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

adamu

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« Reply #67 on: <12-15-16/0730:28> »
Rolls will have to wait for me to get home and kids to bed tonight. Have to actually suss out these new rules.

But since we're on a turn order, figured I'd better get my IC up now to clear the way for whoever's turn is next.

Mercy Merchant

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« Reply #68 on: <12-15-16/1034:29> »
I have to confess to being a bit confused.  It sounds like Kynos wants us to clear out the bugs on the main level before going into the tunnels.  In that case, Steel will just begin working from the office out.  If that is not the case, he will  jump down into the pit. 

I am fairly last in the rotation, so please feel free to manipulate my dice rolls if is necessary to move things along.  Steel is fairly well protected and his swords can hurt these guys.
"Speech"  *Thought*  <Matrix>

Aria

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« Reply #69 on: <12-15-16/1141:29> »
Mercy, you can spend a plot point to go out of turn if you like?!? :)
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Jack_Spade

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« Reply #70 on: <12-15-16/1734:04> »
Just to clarify:
We have retreated into the cellar room with the street elevator and only two access doors (stairs and the one we just came from.)
The idea is to prevent them from swarming us and bringing us down with a thousand paper cuts.
So if Steel would join us we'd probably increase our chances for survival quite a bit.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Beta

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« Reply #71 on: <12-15-16/1748:02> »
I'm a bit lost on the level scheme ... Vish and Al fell down a level from the office ... to the basement?  As in, I should have Vish exit the room he's in, and ... that puts him in the right spot?  He has to go down more stairs to a sub-basement?  (just trying to make sure I'm consistent with the way others see this).

And sorry, I think I'm next in order after Adam, apologize on the delay in posting.  Plans for last night got somewhat changed after wife saw a mouse run along the kitchen counter and hide in the stove, and I never did get to sit down at a keyboard.  Will get something posted tonight for sure, even if something quick off my phone.

Vish will be casting Chaotic World on where bugs are coming from (will sort out where that is for my IC post hopefully), so here is the roll for it:

spell: 11d6t5 3

I need to look up the exact effects again -- something about those in the spell having to re-roll a success die.  What I'm not sure about is whether my cast is resisted by the generic resistance (8 dice), or by the bugs individually to see if they are effected?

Jack_Spade

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« Reply #72 on: <12-15-16/1804:21> »
No, it's just two basement rooms next to each other: One is below the office, the other below the toilets and the bar (at least that's how I envisioned it)
The stairs lead from the corridor with the toilets to the store room that also has street access through a small freight elevator to bring in the beer and other stuff.

Kynos went down the stairs and broke open the door to the room into which Al and Vish have fallen. He now says to move back into the store room from where he came.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

adamu

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« Reply #73 on: <12-15-16/1821:19> »
Okay - here goes - never done this before so will show my work - yell if I get it wrong.

It's my "turn" so I get to attack - the bad guys attack on the GM's "turn".

I have the adept reflexes amp so I get two attacks.

I roll Willpower instead of Agility plus my close combat skill -2 in order to fight spirits and ignore their immunity thing.
Then we decided earlier that using this, Willpower also acts as Strength for damage. So W/2 = 3 + 1 for brass knuckles, and Physical damage.

The spirit defends with - wait, no, scratch all of the above - I see now that the flesh forms don't have immunity...and I made it pretty clear in my IC that it was a flesh form i think, so does that mean I can't use the Willpower attack? I suppose so.

This will suck worse now.

So Agility + skill, and DV will be 1 for Strength and 1 for brass knuckles for 2!

So first and second attacks (assume I'll need several!)
Attacking flesh form twice: 2#11d6t5 6 3

And spirit rolls 5 dice for each defense
two flesh form defenses: 2#5d6t5 0 1

So first attack is 6 net hits + 2 DV for 8DV - 6 armor so 2 (of 10) physical boxes on mine.
Second attack is 2 net hits + 2DV for another 4 boxes, and he's down 6 out of 10 with a -2 penalty on subsequent actions...I think.

And that's me until my next turn!

Jack_Spade

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« Reply #74 on: <12-19-16/1628:53> »
I'm not sure, is it my turn again? Should I roll for the attacks of the spirits?
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

 

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