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Posts from Expedition: general discussions. Auto-translated

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#3749
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I was just about to write the same thing.

Added 23 minutes later
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The main thing is to avoid cutscenes and allow the player to do something if they see that an NPC has aggressive (or not so aggressive) intentions.
I haven't really had many cutscenes myself.
Author
As for ceilings and kicks, it's probably easier to implement a check based on the character's stats. So that a fighter has a higher chance of performing a strong/successful kick than a weak character. And perhaps add such an action as an additional one (along with attack and movement).
Of course, such actions will not be automatically successful and will be tied to the character's parameters. I used kicks as an example not just like that – a similar option exists in D&D, for example.
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#3750
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Ment
You haven't watched enough movies, Nebok... A goblin won't kick, it will just cut the ropes.
I imagined a stone bridge; there's nothing to cut. Except one's own throat, so the goblin doesn't turn into a champion.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#3752
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Transforms into a Spartan.
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#3753
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Which of the plot options would you prefer:
1) A group of rootless wanderers who decide for themselves why they are all together and stand up for each other.
2) Characters who are connected to each other through the plot?

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#3754
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This should depend on the GM's idea for the experience, both as an internal concept and as a form of storytelling, and nothing else. For now, I've sketched out drafts and jotted down all sorts of ideas, plot hooks, and quests, clearly dividing them into two groups for different settings and, accordingly, different mechanics. Plus, there are a few that wouldn't fit into either of them, and very few that would work in both. In one case, the first option would be suitable, and in the other, the second.

Added 1 minute ago
And we also need to remember that in both cases, players can agree with each other on related backstories. This helps justify the first option and provides more freedom for the second, as it was in Vistaria.
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#3755
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One of the ideas I had was something along the lines of the scenario you described. That is, a certain aspect is predetermined, but players can approach it in completely different ways.
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#3756
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It can be quite challenging to portray characters with completely independent storylines, so yes, it would be beneficial to establish some connection between the characters early on in the game. But in any case, I agree with Alex that we can connect them through their backstories (for those of us who want to, because there will undoubtedly be players who simply want to earn money/experience adventures).
 

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#3757
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If it's the first option, then there will probably be only good guys, and it will be difficult to fit a killer psychopath into such a squad. But in the second option, it will be easier, because we can all be prisoners.

Be strong. Believe
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#3758
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most likely, they will all be good guys again
Good joke.
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#3759
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If it's the first option, then there will probably be only killers and psychopaths, and a good guy... Oh, who am I kidding, what kind of good guy? 💀
 

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#3760
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Sure, you can have a "good guy," but in our game, it's deep dark fantasy, so either the "good guys" turn out not to be so good after all, or they stop being good as the game progresses, or they're simply detached from reality. I don't know yet how it will be in my case if I take on the role of a game master.
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#3761
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Well, the real world is also grimdark, but there are still good people in it... So, in theory, such a combination is possible.
 

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#3762
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From time to time, I write a new world using my left foot. Initially, I planned a dark grimdark setting, but I couldn't resist adding silly jokes to the descriptions. As a result, it will probably turn out to be another parody fantasy with a touch of grimdark. If I finish it, that is.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#3763
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If I do end up creating a map, it will likely involve a single, more or less detailed area, while anything outside of it will only be outlined in general terms. I've had various ideas for the plot so far, but at the moment, I'm leaning (if I get around to it) towards something like a less rushed version of the gameplay from Nebka in my last project. One of the player characters could be some minor relative of the count, who inherited his possessions, while the other players would decide for themselves whether they are related to the deceased count, whether they are servants or friends of his successor, or something else entirely. But I don't know if these plans will change if I actually get around to making the game. Or if the game will turn out to be of decent quality.