snowkeep

joined 1 year ago
[โ€“] snowkeep@lemmy.ca 3 points 1 year ago

No interest in 5e. My group did the PF2e started set. Not bad. I enjoyed playing an alchemist bomber. Less fun with a rogue mastermind. I did set up a Honey Heist one-shot for our group on an evening that the regular GM was busy, but too many people had to pull out that we never did it. It does look like a lot of fun.

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submitted 1 year ago* (last edited 1 year ago) by snowkeep@lemmy.ca to c/rpg@lemmy.ml
 

Just trying to start a conversation and see what people are interested in. Nothing special about the categories - add anything you want to talk about.

Favorites limited to ones I've played.

Overall: Fallen by Perplexing Ruins. Love the setting, atmosphere and mechanics. I have some quibbles about healing in the default rules but want the Fear mechanic in everything. It's great for both groups and solo.

Combat: Lancer by Massif Pres

Solo: Broken Shores by BlackOath Entertainment. I haven't managed to keep a PC alive for longer than an in-game week, but it's awesome. Runner-up is Riftbreakers, also by BlackOath. Much less deadly and more heroic. Also the best run-a-group-solo that I've seen.

Magic system: Path of the Aram Thyr by BlackOath, again. Another solo, and I'm not a fan of the game-play loop, as written, but that is easily fixed by making your own narrative/PC goals. And the magic system is so cool.

Supplement: Lots here, but from what I've used in games is a tie between Into the Cess & Citadel and Into the Wyrd and Wild, both by Feral Indie.

I've got a large TBR/TBP pile, so a couple of things I'm very excited about: Across a Thousand Dead Worlds (BlackOath), Salvage Union (Leyline) and Goblinville (Narrative Dynamics). The current top of the TBP is Pirate Borg, Runecairn and WWN.

[โ€“] snowkeep@lemmy.ca 2 points 1 year ago

I've been thinking about this a lot. And not just for space combat. Naval combat, too. I don't have a good answer. I think a single-person fighter dogfights could be done almost the same as person to person tactical ranged combat. Maybe not naval here - tactical Optimist or canoe battle. ;-P Larger ships, though, are either going to be very abstract, if you're the captain giving orders, or over-zoomed in if one following orders. A partial way around it is to treat the ships as the characters for the fight. Easy for solo. Takes agency away from everyone but the captain in a group. Which is probably realistic, but hardly fun. Even so, you can have the gunner rolling for shots fired, navigator rolling dodge, etc.

I've been avoiding (solo) games with ship-to-ship combat, as much as I really want to, because I haven't felt able to do it justice, yet. I suspect I'm going to end up somewhere between Pirate Borg and Worlds Without Number ship to ship combat, but playing as the ship, once I finally do bite the bullet.