Basements & Beards- Analogue Gaming Thread

Talk about the life consuming, celibacy inducing hobby that is all the rage these days.
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Re: Basements & Beards- Analogue Gaming Thread

Post by VoiceOfReasonPast » Fri Sep 06, 2024 5:45 pm

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Part 3: Reach out to the truth

Trouble & Aid

Time for some "fun" metacurrencies that allow players and GM alike to make-believe this make-believe narrative RPG experience even harder!
Aid is gained and used by the players to get some favors from an NPC.
Trouble on the other hand is stuff for the GM to spend to make things more complicated for the group (as if the default roll outcome didn't already come with complications). It's like meant to gradually open up new fiendish options for the GM or something.

Allies and rivals have ways to spend both kinds of currencies, so let's check out good ol' Kurtis Trent!
Spend Aid to unlock: Wield the Chirugai, a mysterious and ancient weapon
That ought to help against those poison frogs in that cabin!
Spend Trouble to unlock: Fall into an oppressive inner darkness
"You fools! You think Kurtis would help you out?! Now he's forced to watch Spoony videos for the weekend!"

Riveting. How about Carter Bell? He's black I think, so he ought to be more useful.
Spend Aid to unlock: Reveal that this was actually all part of his plan
Spend Trouble to unlock: Leave allies in the dust and safely escape
Spend token to unlock comic relief nigga moment.

But how about an actual nemesis? Let's see what good ol' Jacqueline Natla can do.
Spend Trouble to unlock: Shapeshift into a powerful and monstrous form
Spend Trouble to unlock: Unleash cataclysmic Atlantean powers enhanced by modern tech
"Huh, so I have one Trouble remaining. Do I give Kurtis depression, or should I fire the Atlantean death laser? Decisions, decisions ..."

I know this is a narrative RPG so what little passes as game mechanics have to revolve around what you can and can't do narratively, but color me unimpressed anyways.

The Racing Heart

The ticking time clock of every adventure. Basicallly if your Polycule Raiders take too long finding the final tomb with the final MacGuffin, the nemesis gets to it first.
If the team is actually in the tomb when this happens they'll have to face a tougher boss fight or something, but if they haven't reached the tomb they can eat shit and lose.
However, the Seekers have one final choice available to them in the Aftermath (pageXX)—to destroy the mythic artifact in an act of desperation, or swear vengeance and hope to one day recover the artifact.
What the hell, guys? I thought this was about virtuous "seekers of truth" trying to give the ancient treasures back to "the people" - and you can just try to break that shit because someone else got to it first? Not cool.

Truths & Facets

This is the real meat and potatoes of the game, very similar to Apocalypse Hearts aka ripped off from Brindlewood Bay.

Basically you have Facets, which are a like a list of stuff which build like the core of the adventure and/or culture in question.
The overall goal of every session is to collect Truths, which are drawn from a different list of stuff.
In order to reach the final tomb, you have to keep "linking" your found Truths with the Facets. You can link different Truths with the same Facets, each time "revealing something new" about the Facet.

So what is linking? Fucking improv.
In Tomb Raider: Shadow of Truth, the Keeper does not prepare the location or nature of the final tomb, what the Truths ultimately mean or how they should link to the Facets of the Adventure.
If you think this is an amazing game for lazy GMs because you don't have to prepare shit, think again. This is PbtA. The GM has to on-the-fly account for everything.
While the Keeper may have fascinating ideas springing to mind, and will always offer Truths with intriguing details, the players don’t have to figure out what the Keeper believes is going on, where the final tomb is, the nature of the mythic artifact, or anything else.
You know, it's not entirely a bad idea to retcon shit when running an investigation/mystery adventure. Maybe the group got shit wrong, but their idea is cooler than what you originally planned, so why not go with it?
It's however a bit different if you have no plan and the group has to make shit up based on a random list of cues.

But hey, maybe I'm pessimistic abotu this, so let's check out the example of play!
Jasmine: Great! I think I’ve got something. I’m going to choose the Truth, An ancient bronze helmet in the shape of a wolf’s head; the eyes are made from a gleaming red gemstone and project uncanny ferocity.
I turn to Rusty and ask, “Where did we find this helmet?”

Rob (Rusty, the Scholar): We found it in that clockwork crypt, Kraken almost lost an arm getting that for us.
Did they get this Truth description from Dwarf Fortress (removing the "threatens with" bits to make it less obvious)?
Jasmine: Okay. In that crypt we found a lot of stuff, but anything related to fighting seemed to be the more important part of the collection. Hmmm. I’m linking this to the Facet, The Tomb of the Great Wolf.
Linking the wolf thing with the other wolf thing. Now that's thinking outside the box.
Of course it doesn't really matter what you link with what, but rather how you improv it:
I think those who used to guard the Tomb had to prove themselves first as warriors. Many of the Great Wolf’s children had to serve as soldiers, fought as mercenaries, maybe even became highwaymen.
"Guards probably had to know how to fight!"
Rob: That’s super cool, and I just thought of something. Do you mind if I add a detail to your link?
That's right, Rob. Ask nicely to participate. You don't want me to have to raise my hand again, do you?
Rob: I think they all had to wear something to hide their faces and bodies. All of the Great Wolf’s children show varying forms of their nature—some are more beast-like than others. Over the years they may have become more human looking…or maybe the opposite! We have to find that out next.
"Why do you always have to make everything about furries, Rob?"

Also boy, I sure hope these links won't cause retcons to previously described/established stuff.
Previously established details can now support the link as is, or be tweaked to do so.
Retcons it is. Or just don't be too descriptive.

Though I give it that, apparently they've learned from Apocalypse Keys. Now you wait until you've basically already won to see how much of that improv was bullshit (forcing the GM to spontaneously "correct" the improv). Yay...

Advancement

It's PbtA, so as you advance you gain new Moves, maybe an additional Condition aka Hit Point, and once you're maxed out you have to retire and create a new character. Same nonsense as always.
The Team also has its own playbook aka class, and it's really more of the same. If you max the Team you start again with a different playbook, even if the characters stay the same.
Advancement in PbtA sucks.

Next Time: Playbooks, aka me bitching about PbtA class designs.
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Re: Basements & Beards- Analogue Gaming Thread

Post by wulfenlord » Sun Sep 08, 2024 6:45 am

"Guards probably had to know how to fight!"
Fucking thisFaggots who never roleplayed in their lives but don't want to be left out.
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Re: Basements & Beards- Analogue Gaming Thread

Post by VoiceOfReasonPast » Wed Sep 11, 2024 5:26 pm

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Part 4: You Can (Not) Be Lara Croft

I fucking hate PbtA playbooks (aka classes). At best they're (usually) weirdly rigid character archetypes or concepts, at worst they're effectively premade characters.
This game leans towards the latter, since your Flashbacks (aka parts of your backstory) are determined by your playbook, as is your Shadow Stress Explosion thing (as well as in which way your nakama have to hug you to get you out of this).
Basically if your character concepts don't align with these offerings, you're fucked.

This also has all the PbtA-isms, like how the class descriptions also double as your character sheet (aka stupid checkboxes everywhere), or this fucking shit:

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Choose from these weird customization options! All of these PbtA games do this, and it is always purely cosmetic. But even forbid we let our players get too creative!

For extra fun, all class choices come with their own list of triggers ("Shut up, Rob. You can't be a Hunter because Kamal gets triggered by grooming!").

Teams

Teams are like a class for the whole group. It determines the type of group you are, gives you some extra Move and shit.
Also the group's Nemeses are selected form a team-specific list. And here I thought the exact nemesis would depend on the adventure, not the team. My bad I guess.

The book also assures us once again the the group is made up of "Truth Seekers" who don't necessarily have to be Tomb Raiders. Reminds me of that bit of identity crisis in Thirsty Sword Lesbians where the book assures us that we can ignore all three words if we want to.

The three Teams presented are:

Raiders of the New Age: You are virtuous Tomb Raiders who dream of making the Tomb Raider community gay and lame. Nemeses are mostly comprised of eeeeeeevil Tomb Raiders.

Guardians of Our Community: You are part of a community, and you'd do everything to protect it. You're probably meant to be "marginalized" blokes like descendants of Atlantis or something, but the description is so vague you could also play as literally Antifa. Either way white people probably need not apply. Nemesis are mostly eeeeeevil corporations and mercenaries.

Breakers of the Conspiracy: You're the Good Illuminati fighting the Evil Illuminati or something. The list of Nemeses also contains mercenaries, but replaces the evil capitalists with other seeeecret organizations.

Playbooks

The actual player classes. Each one has you pick one of three "Core Moves" which are essentially your subclass. They can also be divided into two groups. The first one is represented by those idiots from the cover.
So, from left to right we have:

The Crafter (aka Nolegs Harambe)

You're the smart one. When it's about tinkering with shit or just using your big brain power in general, you probably have a Move for it. Also ways to generate temporary or permanent Gear (aka buffs).
Subclasses (with an original character concept for each from yours truly) all revolve around some grand invention/discovery (tm):
  • Prodigy: You're a Mary Sue who has already mader her grand invention/discovery ("I came up with a formula for artifical estrogen that's better than he real deal!")
  • Disgraced: You're grand invention/discovery has been appropriated by the forces of Evil! ("The source code for my revolutionary automatic twitter report bot has been stolen by Russian hackers!")
  • Creator: You're still dreaming about making your grand invention/discovery ("I dream of one day finding a way to teach facial recognition AI to see transwomen as real women")
Flashbacks naturally revolve around your mad-sciencing, including a flashback about the moment you realized that you were a special snowflake:
Narrate when you first realized you saw the world and its problems differently from everyone else around you
:roll:
Your Shadow Self is, well...
When you fall into your Shadow Self, the world is chaos and rapidly spiraling out of your control, but you won’t let that happen. Everyone is a problem to be fixed, and only you know all the answers.
I guess you mad science harder? While speaking with a German accent?

The Changed (aka Troon Fatale)

This is what I like to call a classic PbtA case of "oddly specific playbook" (or in this case "Literally Amanda Evert from Tomb Raider: Legend"). You found a "soul artifact" that bonded with you and changed you forever :o
You're basically Doctor Fate, except this is an Evil Hat book so you probably just got a magical sex change instead of kickass magic powers.
Moves include using your artifact's eldritch power to get extra insight about other ancient shit, plus at the campfire you can guilt-trip people into saying that the artifact changed you for the better :?
Subclasses!
  • Enlightened: You thought you were total loser until you got these rad powers (so I guess you're Hal from Megamind?)
  • Awakened: You've always known you were special, and the artifact only confirmed it (so you're just a narc)
  • Ruined: The artifact fucked you up (so like your typical sex change surgery)
Flashbacks: "Let me tell you about the time before/during/after I got this rad artifact!" (with at least one flashback once again confirming your special snowflake status).
Shadow Self: The artifact takes control of you like in the finale of Indiana Jones and the Fate of Atlantis. That's certainly a step up from shouting "SCIENCE!!" at random intervals.

The Companion (aka Samoan Fatso)

You're a real Ally (tm). Lots of helping other characters and taking bullets (or poison frogs) for them.
Subclasses:
  • Devoted: You are the Rachel to someone's Spoony
  • Mentor: You're Yoda
  • Fated: You think you and someone else are star-crossed BFFs :?:
Flashbacks: "Did you know that I like to help others?!"
Shadow Self: I once again have to quote:
When you fall into your Shadow Self, the weight of everyone else’s problems collapses in on you like a black hole. You embody the worst aspects of your devotion to the point of utter self annihilation.
So you become Rachel for real?
So far a lot of these have been pretty vague and meh, which is unfortunate considering these Shadow Selves are the game's equivalent to dying or losing sanity.

The Hunter (aka Tumblr Rambo)

You're an ethical edgelord. If it vaguely falls under "hunting", you probably have a Move for it.
Subclasses:
  • Predator: You were raised by the shadows, molded by them
  • Weapon: You were "broken and remade" into a killing machine. I guess you were kidnapped by Shocker?
  • Protector: You're basically The Companion, but edgier
Flashbacks: Gay shounen backstories
Shadow Self:
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Now onto the other half of playbooks: Ones that are inspired by different aspects/iterations/interpretations of Lara Croft!
This Lara Croft RPG doesn't have a dedicated Lara Croft class :?

The Scholar

Aka Lara the nerd. Funniest Move is probably "That Doesn't Belong To You!" that lets you steal an artifact from a Nemesis and give it to "the people".
Subclasses:
  • Professor: The super nerd
  • Historian: The history nerd
  • Discredited: They made fun of your theories, but you will show them!
Flashbacks: Lots of learning and stuff
Shadow Self: You become paranoid and can't trust no one :?

The Legacy

The closest thing to OG Lara. Naturally lots of shit about your "legacy" coming back to bite you in the ass.
Subclasses:
  • Heir: You're a big fucking deal in the Raider community
  • Wronged: Basically Discredited, but less academic
  • Haunted: You wanna make amends for all the exploitation and oppression of your earlier games past :cry:
Flashbacks: Legacy, legacy, legacy.
Shadow Self: Motherfucking Legacy!

The Reclaimer

You're NuLara, aka gay and lame. Lots of shit about lore and stories. Also an autistic focus on "your people".
Subclasses:
  • Traditionalist: You're the Last of the Mohicans and have dedicated yourself to preserving the traditions of your people.
  • Rebel: You rebel agains the tradition of your people. I think that's the one you take when your character is *white*
  • Warden: Your people are super special and have lived in secret from the rest of the world for generations. Okay.
Flashbacks: "Let me tell you the story of my people..."
Shadow Self: Eventually, you became Spoony:
When you fall into your Shadow Self, the weight of your duty drives you closer to despair, and the storm in your heart rages out of control. Hope is a distant and unreachable thing, there is no way forward without pain and torment.
tl;dr: Just play Savage Worlds.
Next Time: Who knows. I'll check if the playtest adventures have any good cringe in them
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Re: Basements & Beards- Analogue Gaming Thread

Post by wulfenlord » Sun Sep 15, 2024 10:27 am



Niggers being niggers about racist niggers not getting invited to GenCon.
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Re: Basements & Beards- Analogue Gaming Thread

Post by VoiceOfReasonPast » Sun Sep 15, 2024 11:55 am

This can't just be because GenCon wants this sci-fi writing thing to be about sci-fi and/or writing again (instead of politics and activism).
My hunch is this is like with the short-lived Crit Awards, which got banned for adding a "No Jews Allowed" rule. Someone probably got a bit too honest about their opinion on Israel.
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Re: Basements & Beards- Analogue Gaming Thread

Post by Kugelfisch » Sun Sep 15, 2024 10:17 pm

Sci-Fi is my favourite genre for novels. The genre itself in in a very dire state right now. Thankfully, there are many classics I still want to read. This climate is regulating itself quite nicely over time because nobody actually buys the books by these lunatic faggots.
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Re: Basements & Beards- Analogue Gaming Thread

Post by ebin namefag » Sun Sep 15, 2024 11:28 pm

Kugelfisch wrote:
Sun Sep 15, 2024 10:17 pm
Sci-Fi is my favourite genre for novels. The genre itself in in a very dire state right now. Thankfully, there are many classics I still want to read. This climate is regulating itself quite nicely over time because nobody actually buys the books by these lunatic faggots.
Da industree floats off the backs of reprints. That's why it's a moral imperative to pirate old media.
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Re: Basements & Beards- Analogue Gaming Thread

Post by VoiceOfReasonPast » Wed Sep 18, 2024 9:12 pm

Mixed messages are sent as Daddy Hasbro thinks AI is awesome while WotC tries to convince everyone they're totally not using AI (this time for real I swear).
Is Hasbro retarted? WotC's credibility is fucked enough already because they keep getting caught with AI art (and who knows how much AI text there is). And don't they know how especially their target audience loathes AI art?
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Re: Basements & Beards- Analogue Gaming Thread

Post by Le Redditeur » Wed Sep 18, 2024 9:16 pm

I hope WOTC starts having Magic cards designed by AI. Surely they can't be worse than the shit their design teams have been putting out for the past decade.

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Re: Basements & Beards- Analogue Gaming Thread

Post by VoiceOfReasonPast » Wed Sep 18, 2024 9:28 pm

Dunno if they've let AI do the cards themselves, but they already got caught releasing AI-generated promotional art.
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