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Everything posted by TheAuthorOfOZ

  1. Ironically, I have little interest in getting a design in the squares. Since I also intend to use these at my medieval fantasy LARP, the dragon would be cool, but since I'm now getting 5 doubles instead of squares, I think I'm just gonna stay generic.
  2. I think I have finally settled on 2 regular CoCos in Benge wood. Was trying to keep myself to 1 XL, but I really want at least 1 of everything. First "The Pass-Out CoCO": Double x5 (1 per player up to a 5 player game) | Deck | Reverse Deck | Slots | Second "The Bank CoCo": Quad | Card | Square | Square | Bowl | Bowl | Dual | L | I was considering 1 XL and 1 Regular, but then I was like "That's close to 200 and then I may as well get a Fiery 4..." and that would have been a whole new can of beans. Sidebar: If my math is correct, a 4 pack with 1 of them upgraded to Benge wood would be $219? (200 for the pack +10 to upgrade a $59 to a $69 CoCo +9 for shipping?)
  3. This is what I've been working with. Also made index card cutouts to scale to see what they would look like lined up. Can you tell I care a lot about this? However, looking through my collection of games, I'm thinking it will be far more useful to use my CoCo as a "bank" setup then individual player banks. Many of the games I have that have lots of resources also have player boards, so they really don't need to keep track of anything off to the side other than coins. Still torn between Double, Card, and Square as the "get 5 of these" tiles to hand out to players. Double seems most versatile but also has a little less space out of necessity of its design. Squares would be good because in the event the game doesn't require me to have anything in front of me at all, I can just use them for the bank instead.
  4. Anytime! This really only applies to things that use dice and powers like D&D or Fate. If you wind up running Dread of Fiasco, all this advice is pretty much useless.
  5. Whenever I run a one-shot at Cons, I have PARTIALLY completed Pregens. I make more characters then there will be players, give basic equipment and foundation of basic stats, but leave a few choices of abilities open and ready to plug in. If you think they won't really know how to "Roleplay" then give the characters alignments and personalities for them to follow because sometimes it's easier for new players to pick up a predefined character manner. But if you think they're up to the challenge, leave alignment and attitude open.
  6. @Serge 4 Common Colors of Board Games right there! Great color choices.
  7. If you've never seen it before then I would say it's actually not especially easy to pick up. Shadowrun uses fistfulls of d6s and it's a "Number of Successes" game. That's why I mentioned it, because you said you wanted dice rolling. But I guess I can't recommend it now, especially if you want to run through character generation. I was operating under the assumption you'd be doing pregens. That's what I usually do for brand-new-to-RPGs players.
  8. Holy smokes. That's the most useful thing ever. I've been using an Excel sheet. I'm trying to maximize variety while also having something for everybody at the table can share.
  9. What about Shadowrun? Near-future Seattle, and they're a group of cyberpunk thieves. Plenty of dice, the runners aren't necessarily even supposed to be acquainted before being hired for the job, and you could just run the one heist. Think Ocean's Eleven in cyberpunk and you're robbing a corporation.
  10. Here's a place for everyone to post your configuration ideas for the new CoCos being released! I'm torn between two configurations, one XL setup that provides a single square tray for up to 5 players, or 2 Regular CoCos that pair up 2 tiles for up to 4 players + bank tiles. The first is designed mostly for bank and a little storage for players, while the other is the reverse. I do plan on sharing this at my table and not having it just be a personal setup all the time. Thoughts? Also, post your own!
  11. You won't regret it. It doesn't tag Aspects like Dresden does, but the XP reward system is just like passing around Fate points. Also: THE GM NEVER ROLLS DICE, freeing them up to simply tell the story. Core mechanic: The GM will give you a difficulty rating of a task from 0 to 10. The target number you have to hit on a single d20 roll is 3 times that value. "I wanna hit the orc." "That's Difficulty 3, so roll a 9 or better." Notice that Diff 7 is impossible, so bonuses and penalties slide you up or down the difficulty scale a certain number of times, increasing or decreasing your target number. Character generation is really interesting, and in the end you will have a sentence that describe your character: "I am an (adjective) (noun) who (verbs)." There is a list of adjectives called Descriptors that have abilities attached to them (which describes your characters demeanor or something similar). Then there's some nouns, which are essentially your character class where all your core abilities live. And then there's a verb, which is your special snowflake abilities that further refine HOW you do the thing that you do. So you could be "A Strong Glaive (fighter) who Bares a Halo of Fire" which allows you to use fire abilities and weapons and such. But you could also be "An Intelligent Glaive who Explores Dark Places" which makes you a cross between a fighter and a rogue, and may also tap into "shadow magic."
  12. For a new tabletop RPG, I HIGHLY recommend Numenera. The setting is 1 BILLION years in Earth's future. There have been 8 previous civilizations that have risen and fallen in that time, and the setting is now the "Ninth World." Most of the setting is based around the famous Arthur C. Clarke quote "any sufficiently advanced technology is indistinguishable from magic." All the "super-tech" from the previous civilizations is so advanced, like transporters and energy swords and such, that to the people of the Ninth World these things appear to be magic. The whole setting is seeded with bizarre and seemingly impossible things. The game system itself is similar to Fate, and is meant to be a very free-flowing narrative instead of being bogged down by numbers. The game also has the most brilliant character generation method I've ever seen. If you don't like the setting itself, the same rules system has been released as generic rules you can use to create your own setting (similar to Fate Core) called "The Cypher System."
  13. Damn, someone beat me to the python sketch... I'll use this one instead
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