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Post a Comment On: Playing D&D With Porn Stars

"Thieves, Thieves, Thieves and Liars"

15 Comments -

1 – 15 of 15
Blogger wrathofzombie said...

Very awesome! I'm looking forward to seeing the rest of these. I'm really curious about your take on Cleric (I've always hacked the shit out of them because I personally thought the class as is is boring).

Btw- that one rogue pic.. I think that is the cutiest style of picture I've ever seen you put on your blog.

June 11, 2012 at 12:12 PM

Blogger Unknown said...

Love it, going to start using these hacks in my own games. I want to ask, but at the same time I know I should just wait and see if you do anything like the paladin or druid. I know there is one you probably won't do, but regardless I'm looking forward to the the cleric and mage.

June 11, 2012 at 12:24 PM

Blogger Seth S. said...

Zak,
What do you think of player's choosing these things rather than rolling randomly?

June 11, 2012 at 1:24 PM

Blogger Zak Sabbath said...

Depends on your players.
I think:
1-for many of my own personal thief players it would take too long and be annoying and stressful for them since there are 32 options and you get to choose 2.
2-It is tempting to not choose defensive options (esp. better saves) because they are not new toys to play with. But then if you don't, you are vulnerable--so it's forcing a player to make a choice where one of the best options is the most boring.
3-If you have any optimizers, you probably wanna keep them the hell away from this system.
4-Part of the rationale behind many of the results is to expand the player's thinking into different parts of the game, like: Oh, I have this contact/ability/get-out-of-jail-free-card, how do i contort things so I get to use it. Given a choice, many people might just choose to sort of back up their preferred playstyle.

Still, depends.

June 11, 2012 at 1:32 PM

Blogger Seth S. said...

I can definitely agree with the "too many options" part. Perhaps I'd have people roll randomly at first and then as they get familiar with things and have looked at the chart a lot give them the ability to choose.

I'm not sure, I think for most of the people I play with regularly it could work. No idea when I'll get to try it out since we just started a shared GURPS game (talk about a lot of options)

Dig the series though.

June 11, 2012 at 1:53 PM

Blogger Ωmega said...

Yeah that is what I am digging the most about the series is how it's making me think of new possibilities in play for character classes I thought had grown pretty vanilla - and I even like vanilla.

June 11, 2012 at 3:40 PM

Blogger MikemakingStuff said...

Its definitely a double-edged sword. I think randomizing helps combat the "minmaxer" who would mindfuck this and overanalyze...but at the same time if your characters/players are story-driven do some of these suddenly acquired abilities really correlate to in-game experiences. "Oh, I haven't stolen anything in 3 sessions but all of a sudden I can pick pockets really well...hmmm".

I would almost go roll 3 times, and choose the 2 you like. This gives player a tiny bit of control (which I think most players want to have in their characters' advancement) and yet keeps the process fairly simple.

hmmm. Very curious to see what you do with spellcasters. I have hacked the hell out of those two archtypes, and would love to borrow any nuggets of wisdom you plop down on them.

June 11, 2012 at 6:49 PM

Blogger Zak Sabbath said...

Well, no design is going to be equally good for all players. Obviously mine is going to be what works best for me and mine.

June 11, 2012 at 7:14 PM

Blogger "h4773r" said...

Before any mention of "have a player choose" or the above "roll 3, pick two" my hack was gonna be: "pick one, roll one" as it gives the player that "imma get this thing next level " while still allowing for the random zanyness and curb of powergamers.
Or even in my current games I'm trying to figure out how to widdle off some of the normal progression built in the system, and then have the player roll once for added diversity as opposed to a full transplant.

June 11, 2012 at 7:32 PM

Blogger MikemakingStuff said...

Yup. There's definitely a multitude of ways of tackling it. I trust my players enough to give them some free will (and throw them a bone once in a while).

Overall, its a really brilliant concept. Most game systems have a very rigid development process, and as a fan of randomness, this definitely appeals to me. My players...hmmm. Only time will tell.

June 11, 2012 at 7:43 PM

Blogger Tedankhamen said...

I suspect you're cranking out these great materials for your own retroclone (Pornstars and Polyhedrals?). They are a blast - keep at it and I'll kick in for the Kickstarter. Hope the guy at Dungeon Dozen does the same.

June 12, 2012 at 12:18 AM

Blogger Destrude said...

Unrelated to anything: I finally got around to buying your City Guide/book/PDF/thing with charts. I have immediately been filled with ideas for a new campaign, and also indigestion.

I'm not sure if the second one is related or not, though.

June 12, 2012 at 2:54 AM

Anonymous Anonymous said...

Now I have the sudden urge to listen to Ministry. Thanks, Zak :-)

June 12, 2012 at 7:00 AM

Blogger Jesse said...

Everything on this chart is great. I know you said you didn't intend to go into the RPG supplement business, but if you did, I like Ted above would be waiting with money.

June 12, 2012 at 8:38 AM

Blogger Ripper said...

This post is automatically rendered unassailable by the presence of a Ministry headline.

June 13, 2012 at 1:44 PM

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