[Return]
Posting mode: Reply
Name
E-mail
Subject
Comment
File
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??


  • File : 1275273585.jpg-(42 KB, 765x579, Break.jpg)
    42 KB Earthflame !98PcYIvlCI 05/30/10(Sun)22:39 No.10168474  
    Break is a game about breaking rules. All the rules. Even the rules of the game.

    Here's the basics (Which are boring, ordinary, and kinda peripheral to the point of the game. Skip 'em if you like, you'll have seen it all before, like as not).

    You've got five stats. (Actually six, but one comes up later).

    Brawn, Agility, Wits, Smarts, and Charm.

    Brawn is physical strength, agility is physical finesse, smarts is mental strength, wits is mental finesse, while charm is the necessary social stuff that.

    In addition, you got traits. Traits are anything your stats aren't. Pretty simple. If its broad, your GM might reduce the value, its its narrow, they might increase it.

    You get fourteen points for stats, and ten for traits. If you like, you can not spend 'em all (They might come in handy later).

    System is simple. 1d6+stat+trait vs DC. Nothing special.
    >> Anonymous 05/30/10(Sun)22:41 No.10168521
    rolled =

    I want to break freeeeee
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)22:42 No.10168529
    Now, here we get to the interesting part.

    Breaks.

    Breaks are like drama points, action points, and all those other things, turned up to 11.

    Breaks do what they say on the tin. Break stuff. See the rules in the last post? Spend a Break, you can break Them. Wanna roll 2d6? Go for it. Wanna change the DC? Fine. Say you're doing it, toss in your Break, and describe it in an awesome way. Assuming your GM's awesome dude/chick (And they should be, for running this game), it'll be cool.

    Breaks aren't just for mechanics either. A steel door in your way? Break. Its down. A tall obstacle in your path? Break. Holy shit, you're fucking superman. You're going to die? Break. Oh shit, you're Jesus/John McClane.

    You start the game with one Break. Your Lucky Break. The Break which causes the cracks which you'll keep Breaking open as time goes on. Because, with that one Break, you earn more Breaks. Cue exponential growth and crazyness.

    And, as everyone knows, the more damaged something gets, the easier it is for it to get further damaged. Basically, the more Breaks you use, the more Breaks you should get. You should Never be left with none, and you shouldn't be left with few for too long.

    For larger and more difficult impossible shit, you might need to spend multiple Breaks. As long as you've got the requisite Breaks, its cool.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)22:43 No.10168551
    An optional rule would be scaling Breaks. Basically, at the start of a scene, everyone drops to one, and has to build up again, simple stuff before the crazyawesome stuff. It works with certain tropes better than others, so do what you think best. (This can be broken too)

    [Note- For people wanting to tone down the general level of what the fuck crazy, you might want to set a theme or structure for Breaks. However, I'm not going to, since its pretty easy to work out on your own and if I did one, it wouldn't work as well as one a group came up with on their own. Oh, and by the way, these themes? Yeah, they can get broken too]

    [Note for GM's- In Break, you are not in control. That's one of the first things that'll be broken. You can't really say no, and you can't really stop them. They will Break you. So, stop Trying. Go with the flow, and break some things of your own. Break down your archetypes, break down your cliches, break down your plots. Break out, and have fun]

    Now, you know I mentioned you don't need to spend all your stat and trait points earlier? Here's why.

    [NEEDSAGOODNAMEDAMNIT]. Its equal to all your points left, plus three, times three. The first time you gain a number of Breaks equal to your [PLACEHOLDER], you hit a Breaking Point.

    (It'll do other shit to, but I'll work it out later)
    >> Anonymous 05/30/10(Sun)22:43 No.10168577
         File1275273839.jpg-(63 KB, 500x375, 1271706389041.jpg)
    63 KB
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)22:44 No.10168602
    You can hold on to a Breaking Point for a while, but if you're hitting the number of breaks it takes to get one, like as not you'll need it.

    Breaking Points are absolute. They cannot be Broken. If you use a Breaking Point, you succeed. Whatever you're trying to do works.

    The downside? You can't break the cost. It works, and there will be Consequences for it. You might cause untold harm, you might fail a secondary goal, or people might die. Hell, You might die. Its a Breaking Point. Shit will get Fucked. Up.

    You can Choose to die. If the negative consequences would be Too terrible, your character can die to succeed without them. But, your dudes dead. Tough shit. No breaking it, no bringing 'em back. Dead.

    If you survive a Breaking Point, you're Broken, for now. No Breaks, you're basically wiped out. Soon enough though, you'll be back on your feet, and sooner if a friend Breaks your condition.

    However, keep a note of how many Breaking Points you've had. The more you have, the worse the consequences get. The more you might have to sacrifice to stay alive, to keep going, to succeed.

    It wasn't the only influence, but Gurren Lagaan is a pretty good example of how a Break game could go. Kamina's big fight in ep 8 is a pretty good illustration of a Breaking Point.

    Sorry if these notes are sloppy, I've written 'em at 3AM while slightly drunk and on a sugar high. I'll break 'em in later.

    So, thoughts?
    >> Anonymous 05/30/10(Sun)22:47 No.10168658
    >>10168602
    I was thinking about writing something like this about a month ago. It's a lot simpler than I was planning, but I like it. Has a sort of elegance.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)22:52 No.10168798
    >>10168577

    Aww, I love you too.

    >>10168658

    Simple is pretty much what I'm going for, to be honest. Part of the reason I'm making this is an exercise to vent frustration from working on more detailed and complicated homebrews. Rules are overrated.
    >> Ruler 05/30/10(Sun)22:52 No.10168800
    I like it. Its meant for a fun, easy to play game. Would go well with beer, and it seems like a game /tg/ would love for the potiential for over the top. Keep it simple and I think you have a winner, Earthflame.
    >> Anonymous 05/30/10(Sun)22:53 No.10168816
    Question:
    What would an example of play look like?
    >> Anonymous 05/30/10(Sun)22:53 No.10168819
         File1275274405.jpg-(16 KB, 448x495, sheepchair.jpg)
    16 KB
    >>10168602

    Think we could get an example that isn't an anime for those of us who don't watch them?
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)22:57 No.10168904
    >>10168819
    >>10168816

    ...Damn, I had a couple in my head, I'm sure of it, but now all I can think of is animu. Bloody Japanese brainwashing.

    Give me a minute, I'm sure I'll remember... or just make one up as an example. That'd work too.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:01 No.10168992
    A somewhat subtle example would be the Hitchhikers Guide to the Galaxy. That'd be somewhat more slow paced than other examples though. Then again, the sheer extent of the things they break (Time, space, causality, history etc) somewhat makes up for that.

    Gah, its really hard to define. Its a pretty flexible system, to be honest. Not exactly generic, because it can only run one Type of game, but it can run that one type in a lot of different ways, in a lot of different systems. By controlling the rate at which people gain and spend Breaks, it can be fast paced Saturday morning bugs bunny shenanigans or slow, absurd epics of impossible coincidences and incredible fortune.
    >> Anonymous 05/30/10(Sun)23:03 No.10169037
    rolled =

    how do you earn breaks?
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:07 No.10169105
    >>10169037

    It'll vary from game to game and style to style, to be honest, depending on the themes you use.

    In some games, they'll be awesome points, gained by doing awesome things, spent to do more awesome things. In others, they could come in at specific times, or through specific actions or types of actions.

    That's one problem I'm feeling with this game... Purposefully leaving a lot undefined, while giving folks a lot of freedom, also makes it kinda inaccessible. Perhaps I should make a bundle of example settings, with their themes and rules variants for people to work off.

    One fast paced crazy one, a slow one and a moderate one would probably round things out pretty well.
    >> Anonymous 05/30/10(Sun)23:14 No.10169208
    Is this archived yet?
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:16 No.10169261
    >>10169208

    Doesn't seem to be on sup/tg/ yet, and I've got a policy against archiving my own threads. (Just one of my own little oddities, but I always feel its kinda cheating if I archive my own content)
    >> Anonymous 05/30/10(Sun)23:27 No.10169453
    >>10169105
    Sounds good. There's something I don't understand, though. You say it can be good to have some unused points. But looking at it, the more unspent points you have, the longer it takes to get a Breaking Point, which is supposed to be teh uber shit. Explain?
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:32 No.10169542
    >>10169453

    Breaking Points end up killing you.

    Yes, you can accomplish Anything with a Breaking Point. but it'll also destroy everything.

    But yeah, that is a flaw. The whole "system" for Breaks is gonna take some fiddling to get right.

    And, as I've said, the as of yet unnamed stat which deals with Breaks (I'm crap at names) will do other things as well. I'm not exactly sure what, but bear with me, I'll think of something.
    >> Anonymous 05/30/10(Sun)23:34 No.10169592
    These seems like it could be easily adapted into D&D 4e to turn it into BESM. I like this.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:36 No.10169611
    >>10169592

    I'm sorry, I don't exactly follow. Could you clarify please?

    Although, on the subject of Breaks as a generic mechanic, you are quite right, they could easily be bodged on to almost any other system.
    >> Anonymous 05/30/10(Sun)23:39 No.10169662
    >>10169592
    I meant to say that you could take a somewhat more grounded system like D&D and add Breaks to create those anime-style moments of awesomeness that BESM fails to capture.
    >> Anonymous 05/30/10(Sun)23:40 No.10169676
    The stat that deals with breaks should be called either something mildly silly, like Chutzpah, or something a bit more oomphy, like, err... hmm... Crack. The rating of just how 'cracked' reality can get around you before it shatters completely.

    But then people will make either drug or ass jokes.
    >> Cypher !Qfw/yKqFpE 05/30/10(Sun)23:41 No.10169702
    Would it be possible to run a small "quest" using this? right here?
    >> Anonymous 05/30/10(Sun)23:41 No.10169703
    >>10169676
    How about "Bend", as in 'bending something until it breaks'?
    >> Anonymous 05/30/10(Sun)23:43 No.10169735
    >>10169542
    > Breaking Points end up killing you.

    Okay, that's pretty much the only inconvenient I could see too. But if you can hold on to them for as long as you want, it's not exactly a problem either. It would still be best to get it as early as you can, so you can use it whenever you want, being aware of the consequences.

    > But yeah, that is a flaw. The whole "system" for Breaks is gonna take some fiddling to get right.
    I'll just throw an idea to help. It could be that when you reach enough breaks to get another Breaking Point (and you currently have one unspent), you actually get it in the face. Like it's some chaotic force you can't control anymore or whatnot (since you mentioned it's exponential). What would be your second BP is activated right away and it's nasty (GM chooses the effect, I suppose).

    I won't try to find a name for the BP formula for now since I think it needs some refinement.

    RE: Pasting breaks onto other systems, yeah, I thought the same. I don't think I'd play a system centered on breaks, but they could be an interesting "patch" or something to add to existing systems.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:45 No.10169755
    >>10169702

    Eh, I've never gotten into the quest phenomenon. Never really got what people see in it. But, my ideas are there to be used, so if you want to, take it away.

    >>10169703
    >>10169676

    Ooh, both good ideas... Thank y'kindly.

    >>10169662

    Ah, I see, that does make sense. Also, BESM Can capture them. You just need to fiddle the system a bit to get it, like chains of dependencies and charges per day to ensure the big epic attacks are only used at the end of a sequence etc.
    >> Anonymous 05/30/10(Sun)23:45 No.10169759
    >>10169542

    Just call it the (Tool) stat, but replace (Tool) with something appropriate to their other stat allotments.

    He who focuses on Brawn would likely have a Hammer Tool, to reflect the sheer strength and blunt force trauma of their Breaks. Agility could be Knife Tools, which would demonstrate the surgical strike nature of their actions. Wits might be Whip or something equally reactive. Smarts could be Book, and Charm may very well be Mirrors.

    Of course, I wouldn't take this advice too seriously as I haven't slept in quite some time.
    >> S 05/30/10(Sun)23:46 No.10169777
    >>10169703
    > How about "Bend", as in 'bending something until it breaks'?
    I'll twist your idea around. What is described here as "breaks" should be bends, since you alter or bend reality, and the "breaking points" should become the breaks, since you really shatter reality here. And the amount of points could be the Breaking Point, the point at which shit happens.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:47 No.10169787
    >>10169735

    I'd actually thought something similar, but that is an Excellent idea. If you would ever gain an additional Breaking Point, beyond the first, one kicks of Now, regardless of how useful or good it is. Dangerous stuff to play with, Breaking Points.
    >> Cypher !Qfw/yKqFpE 05/30/10(Sun)23:50 No.10169847
    could a breaking point be used to say... Connect two planes together?

    Or to kill a god?
    >> Anonymous 05/30/10(Sun)23:53 No.10169889
    Exponential systems do not last long.
    Every effort should be taken to give your system roughly linear growth.
    Quadratic growth breaks it.
    Exponential growth breaks it faster.
    Factorial growth? ... Don't even try.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:53 No.10169899
    >>10169847

    Simply put, yes.

    But the consequences would be Catastrophic.

    See the Rathi overlay onto Dominaria from classic Magic the Gathering for what happens when two planes get too close and people aren't too bothered about collateral damage.

    Killing a god... well, who Knows what could happen?
    >> S 05/30/10(Sun)23:54 No.10169911
    >>10169889
    > Exponential systems do not last long.
    That's what I thought as well, especially when awarding such powers.
    >> Anonymous 05/30/10(Sun)23:58 No.10169948
    >Break is a game about breaking rules. All the rules. Even the rules of the game.
    >Even the rules of the game.
    >the game

    ... I just lost it.
    >> Earthflame !98PcYIvlCI 05/30/10(Sun)23:58 No.10169959
    >>10169911

    They are capped by the Breaking Point, and players can slow their own advancement by limiting their spending of Breaks. But I do get your point. This is still early days, so it'll probably show a lot of change before completion.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:06 No.10170073
    >>10169948

    Motherfucker!
    >> Anonymous 05/31/10(Mon)00:07 No.10170086
         File1275278864.jpg-(20 KB, 321x267, trollface2.jpg)
    20 KB
    >>10170073
    Problem, Earthflame?
    >> S 05/31/10(Mon)00:08 No.10170111
    >>10169948
    Welcome to /tg/, where "game" appears on every page.

    Anyway OP, maybe you could make a page on 1d4chan and sort things out a bit, tell us when you're set. I'm off.
    >> Anonymous 05/31/10(Mon)00:10 No.10170129
    this thread needs to be archived.
    >> Alabaster !!ywHX3ZHLgDV 05/31/10(Mon)00:11 No.10170160
    This seems pretty awesome, possibly. It's like Paranoia's level of 'just make shit up', except you hand it to the players as well. I can imagine rediculous Ninja Gaiden style scenes happening where the players beat something, the. A giant ass ninja spider or something just shows up, Deus Ex Machina style. I support this, carry on good sir.
    >> HDA 05/31/10(Mon)00:12 No.10170168
    Could I Break the Breaking Point rules?
    >> Smokin' Jag 05/31/10(Mon)00:12 No.10170182
         File1275279175.jpg-(128 KB, 800x401, 277723636_XseMJ-L-2.jpg)
    128 KB
    http://suptg.thisisnotatrueending.com/archive/10168474/
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:13 No.10170192
    >>10170129

    Glancing at sup/tg/, it already has been.

    >>10170086

    Nah, just working of an in joke approximately three people who occasionally glance at this board will get.

    >>10170111

    Sadly, I suck at wiki. I'll make a PDF though, and possibly put an article on sup/tg/. And, perhaps I will suck in my shame and actually learn how to properly make and edit wiki's. Probably worth doing, at some point.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:15 No.10170224
    >>10170168

    Breaking Points are, for the most part, Unbreakable.

    In the finished PDF, I plan to have, here and there, Unbreakable Boxes, sections of rules which shouldn't be Broken, marked and outlined with thick black lines to ensure its obvious. Breaking Points will be, for the most part, within an Unbreakable Box, since breaking them doesn't so much break as utterly destroys the system, at least potentially.
    >> Anonymous 05/31/10(Mon)00:16 No.10170240
    >>10170224
    Can I use a Breaking Point to Break Unbreakable boxes?
    >> Anonymous 05/31/10(Mon)00:17 No.10170255
    >since breaking them doesn't so much break as utterly destroys the system, at least potentially.

    "You broke breaking? Yeah? Well, I break it right back again then!"
    >> Anonymous 05/31/10(Mon)00:20 No.10170298
    To increase the danger of the "Breaking Point" - when a player hits the "Breaking Point", he cannot use any Breaks or gain any more UNTIL he uses up the "Breaking Point".
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:20 No.10170311
    >>10170240

    ...Potentially. GM's arbitration though. As much as this is a game about breaking almost everything, you can only go so far before things become a farce, and leaving it open would give cunt powergamers a field day. Then again, asshole munchkins would probably horrifically abuse Breaks anyway, so I can only advice not playing it with them.
    >> Anonymous 05/31/10(Mon)00:22 No.10170342
    >>10170298

    That would make sense - weaker characters (as in the ones who didn't spend all their points on the stats and traits) would have a harder time going fuckwad crazy on the world, and it also gives you a reason to make a character like that.
    >> Anonymous 05/31/10(Mon)00:24 No.10170391
    Maybe the breaks could be rewarded according to parabolic curves?

    Breaks would rise quickly the more they are used, and then give a diminishing return after a peak.
    >> Anonymous 05/31/10(Mon)00:24 No.10170396
    Session one:

    DM: Allright guys, you're in front of a steel door with no escape.

    John: I expend my Break to break it down

    DM: Okay, you're now on zero Breaks

    Tim: I expend my Break to give John five more Breaks

    DM: Okaaaaaay... You're now on zero Breaks

    John: I expend one of my breaks to give Tim four more Breaks

    Could this potentially happen?
    >> S 05/31/10(Mon)00:27 No.10170453
    >>10170298
    Sounds good to me. Even funnier if your forget you're at that point and you attempt to use a normal break and it results in massive damage.

    >>10170396
    Unbreakable box goes here.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:28 No.10170467
    >>10170396

    Hmm... no. Because just saying "I break to make more breaks" is dull and controverts the point of the system.

    Fluffing it well? Perhaps. But it'd be inefficient, and would have side effects.

    i.e. "I spend a break, and make sure my words reach him, even across the crowded battlefield, through all the clamour. "Don't give up. She's waiting for you. She'll still be there. So you Have to do it. You Have to make it. You have to stand up, Right Now, and finish this. So you can go home".

    Side effects being, you just shouted exceptionally loudly on a battlefield, and now all the nearby enemies are looking at your friend and you, and while he's powered down, depending on your GM's generosity, you may be in a bit of a fix.
    >> Anonymous 05/31/10(Mon)00:29 No.10170481
    >>10170453

    Imagine:

    DM: Allright, Tim, you're now on your Breaking Point.

    Tim: I use the Breaking Point to give EVERYONE in the world 100 Breaks and make them aware of that fact

    DM:...You sure?

    Tim: Yeah

    DM: Allright, I'm going to need approximately one week to figure out what the fuck just happened to the whole world. Also, you die.

    Tim: It was totally worth it.
    >> Anonymous 05/31/10(Mon)00:31 No.10170525
    I spend a break to grab the female player's boobies irl
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:32 No.10170534
    I spend a breaking point, to merge this world with my imagination.
    >> Anonymous 05/31/10(Mon)00:32 No.10170543
    >>10170525

    That will be a Breaking Point, since it has dire consequences.
    >> Anonymous 05/31/10(Mon)00:32 No.10170547
    >>10170525

    She breaks you IRL
    >> Anonymous 05/31/10(Mon)00:32 No.10170549
    You're using a lot of Pointless Capitals.
    >> Anonymous 05/31/10(Mon)00:32 No.10170551
         File1275280378.jpg-(65 KB, 400x264, Piotyr_Leaving_Forever.jpg)
    65 KB
    >>10170396
    >> Anonymous 05/31/10(Mon)00:33 No.10170566
    I think a player should accumulate more Breaks by spending Breaks. Like, use a Break and you get two in a few turns. Spend three or four in succession, get six or seven back. The idea being that you can't just spend Breaks to stave off getting a Breaking Point: it is GOING to happen, and going Break-happy just means it'll get here faster.

    Live fast, die young, fuck up absolutely everything on the way out.
    >> Anonymous 05/31/10(Mon)00:35 No.10170605
    >>10170566

    For each Break you spend, you get two more at the start of the next encounter.

    Sounds balanced.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:35 No.10170609
    >>10170566

    I think that's the general idea, although I haven't expressed it too clearly, I must admit.

    And, of course, there's always room for variation.

    >>10170549

    Sorry, its a habit I picked up from a friend which I just can't seem to shake.

    >>10170534

    The convergence drives you insane. Reality becomes a living nightmare.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:37 No.10170635
    >>10170609

    Is it wrong for me to point out that I would be completely okay with that?
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:39 No.10170665
    >>10170635

    Nope. And I'm guessing it'd make an Awesome game.
    >> Anonymous 05/31/10(Mon)00:40 No.10170691
    I can only imagine the horrors that could happen if someone were to take the Break thing and go balls-out crazy with it to force a social situation to work out.

    The thing they Broke caused too much of a crack and spread throughout social convention everywhere.

    They wanted to get a superneat weapon for less. What resulted was all sales everywhere are now at the price he negotiated for. The incentive to fix it would be simple: Now the BBEG, who is equally clever as the players, has access to even crazier shit that the players never even considered.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:40 No.10170692
    >>10170665
    yay!

    Hmm... I think that it would be best if a true neutral character were to attempt this, or a chaotic good.

    No paladins though.
    >> Anonymous 05/31/10(Mon)00:41 No.10170702
    >>10170665

    Plot:

    The world was once normal. Then a bunch of mages / their equivalents expended their Breaking Points at once to create a perfect world they once saw in their dreams. They thought to merge dreams with reality.

    The experiment drove them insane, and BOUND the reality to their dreams. They now lie in stasis, the world remaining a dream of a madman - constantly changing, terror and fear spreading through it.

    SOLVE THIS SHIT, ADVENTURERS.
    >> Anonymous 05/31/10(Mon)00:42 No.10170740
         File1275280969.jpg-(70 KB, 480x680, 1-psychonauts_box.jpg)
    70 KB
    >>10170702

    PSYCHONAUTS TIEM
    >> Anonymous 05/31/10(Mon)00:44 No.10170775
    >>10170702

    This will totally not get stolen for one of my next campaigns.
    >> Anonymous 05/31/10(Mon)00:45 No.10170802
    >>10170702
    i spend my break to grow robotic spider legs
    >> Anonymous 05/31/10(Mon)00:47 No.10170837
    >>10170802

    You now have robotic spider legs. You did not specify the size, so they are just tiny strands of metal coming from your waist. They somehow support your weight. Fuck if I know how.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:48 No.10170864
    hmm.... I spend my break to make me sane once more...
    this shit has been solved.
    >> Anonymous 05/31/10(Mon)00:49 No.10170883
    >>10170864
    >You need to be sane for this.
    >> Anonymous 05/31/10(Mon)00:50 No.10170888
    Arright, know what? Let's do it. Let's run a sample session. Who's up for it?
    >> Anonymous 05/31/10(Mon)00:50 No.10170895
    >>10170888
    so down.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:50 No.10170897
    >>10170888
    oy... Im in.
    Totally in.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:51 No.10170913
    Lets do it right here... base it off of 3.5? or what?
    >> The Destroyer of Elah !!BYDyM6cb+nS 05/31/10(Mon)00:52 No.10170931
    This game sounds like the most badass game ever.

    I think it needs a bit more structure, but that's about it.
    >> That Guy Who Suggested "Bend" 05/31/10(Mon)00:52 No.10170933
    >>10170888
    In
    >> Anonymous 05/31/10(Mon)00:53 No.10170947
    >>10170913
    why? it's its own system
    see OP
    >You've got five stats. (Actually six, but one comes up later).
    >Brawn, Agility, Wits, Smarts, and Charm.
    etc.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:53 No.10170949
    >>10170837

    Hmm... not sure if this works exactly. The consequences shouldn't undermine the original intent of the Break or Breaking Point unless absolutely necessary or narratively awesome. The consequences should be something secondary, connected but not considered until its too late.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:53 No.10170965
    >>10170949
    such as the insanity part.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:54 No.10170980
    >>10170965
    and as far as I can tell, a breaking point could be used like a genie's wish.
    hmm... And on to my writing 365 pages of that wish in Lawyer speak.
    >> Jenkins 05/31/10(Mon)00:55 No.10171001
    So, alpha test of Break it is.

    I'll have you all know that this is the second game I've alpha tested this week :D
    >> Anonymous 05/31/10(Mon)00:55 No.10171002
    >>10170933
    >>10170897
    >>10170895
    Ok then. Earthflame, you alright with this? I figure you would be interested in seeing how this would play out in an actual test-scenario.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)00:57 No.10171028
    >>10171002

    My ideas exist to be used. I feel overjoyed to see such enthusiasm. Please, play and experiment at your leisure.
    >> HDA 05/31/10(Mon)00:57 No.10171030
    I too would be interested in Alpha testing.
    >> Jenkins 05/31/10(Mon)00:58 No.10171049
    >>10171002
    And you good sir knight, what shall you be named?
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)00:58 No.10171055
    so who is dming it?
    And what do you want for the starting rules?
    >> Anonymous 05/31/10(Mon)01:02 No.10171119
    >>10170702
    >>10170740
    MOAR LIKE FINAL FANTASY X TIEM, AMIRITE?
    >> DM Holland 05/31/10(Mon)01:02 No.10171124
    >>10171028
    Much appreciated, oh great creator.

    Alright. I'm most comfortable with 3.5, so I'll be going with that. Everyone take a few minutes to put together a character. This is just a test session to see how it works, so a quick level 1 pc should suffice. I'll be back soon to run this. Just let me whip up an encounter for it. Stick to simple stuff, obviously.

    Earthflame, you cool with being a sort of referee? To make sure we're doing this correctly?
    >> The Destroyer of Elah !!BYDyM6cb+nS 05/31/10(Mon)01:06 No.10171184
    I will not be participating, as it's too late for me to think rationally, but I will be watching with great interest.
    >> Utter 05/31/10(Mon)01:07 No.10171208
    Can I take his place? I would love to try.
    >> Why is this box filled in 05/31/10(Mon)01:09 No.10171240
    I would love to join in on this test run if at all possible.
    >> DM Holland 05/31/10(Mon)01:10 No.10171257
    >>10171184
    Understood.
    >>10171208
    Sure.

    Can we get a final soundoff for the players for this?
    >> Utter 05/31/10(Mon)01:11 No.10171270
    >>10168474
    Also, Earthflame, clarify traits, please?
    >> Why is this box filled in 05/31/10(Mon)01:12 No.10171292
    !ffoddnuos lanif
    >> Utter 05/31/10(Mon)01:13 No.10171305
    >>10171270
    Nevermind, I got it.

    Goddamn nighttime.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:14 No.10171326
    >>10171270

    For the moment, they're purposefully vague, a generic way of filling in anything your stats don't cover which you think should give some form of bonus. Special equipment or techniques, special abilities and mundane skills, certain aptitudes or aspects of your characters personality.

    >>10171124

    I'll give it my best, although I'll warn that, as a britfag, I'm now reaching into mid-term sleep deprivation, and may fall unconscious within the next few hours.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:15 No.10171340
    im in... and my character....
    gimme a minute to paste it in here.
    >> Jenkins 05/31/10(Mon)01:15 No.10171344
    >>10171257
    present
    >> Anonymous 05/31/10(Mon)01:15 No.10171353
    Who's running the game?
    >> Gamerfag 05/31/10(Mon)01:16 No.10171355
    General thoughts, after skimming the thread

    [placeholder] could be Twist.
    Insomuch as that you Break the world enough that it Twists, and instead of catching a Break the DM gets to Twist it on you.

    I like the idea of 'use a break, gain two' -- and I feel a Twist should occur immediately upon getting your Breaking Point of Breaks.

    I actually love this. So infinitely much, you have no idea.
    What better way to figure out playstyles?
    Figure out who's a roleplayer, who's a storyteller, who's a min/maxer, who's a munchkin, who's a rollplayer, who's a "FUCK YOU MY SWORD IS BIGGER", who's a TKer, etc. etc...

    The simplicity is alluring, in many ways. Easy to play, easy to modify, easy to explain, easy to get started with, and easy to slap onto other systems.

    I think I'll be playing this. A rather lot.
    >> Anonymous 05/31/10(Mon)01:17 No.10171376
    Whoa whoa WHOA. One fucking second.

    First: SWEET AND SALTY KICKFLIPPING CYBERCHRIST, EARTHFLAME OLD BUDDY WHAT. IS. UP. Haven't seen you since the Mosaic days, boss. (still trying to get that shit together and convince my group to try it, sad to say)

    Second: Break, huh? Got a real DRYH feel to it, without any serious theme aside from FUCK RULES, I AM THE RULES, FUCK ME! Interesting.

    Third: Man, if I ever get a game of this off the ground, first thing I'm throwing in is "fixers." Entities whose sole purpose is fixing things. Carpenters. Lawyers. Electricians. Srs bznss types of the real world whose JOB it is to fix the things (and ideas) the PCs keep breaking. But some of them, a select few, do more than just repair, they really REALLY FIX shit. You break something minor and temporary, its no big deal, but that alarm you BROKE that needed to stay broken to keep the cops off your tail? Sad fact son, the fixers fixed it, and the man is on the way. Re-break it? No no no kid, that shit is FIXED. Fixed like a fixed point in space. Fixed like a basic law of the universe. You want to save your ass, you better find something else to break.
    >> Why is this box filled in 05/31/10(Mon)01:18 No.10171396
    What kind of setting are we gonna cook this up in? I like to experiment with a few character setups early.
    >> Logray 05/31/10(Mon)01:20 No.10171421
    >>10171257
    Making a character now.
    What setting are you thinking? Modern day?
    >> Jenkins 05/31/10(Mon)01:20 No.10171432
    >>10171421
    3.5
    >> Utter 05/31/10(Mon)01:21 No.10171440
    Are we using Break stats or 3.5 stats? Con or Brawn? Wits or Wisdom?
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:21 No.10171446
         File1275283294.jpg-(316 KB, 1280x3016, gormf.jpg)
    316 KB
    got my character.
    lvl 1 half-orc
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:22 No.10171457
    >>10171376

    You have read my fucking mind with Fixers. One of the advanced gameplay elements is Fixes, possessed by folks opposed to the PC's, which are used to counter Breaks. Can be anything from relatively mundane repair to anti-spiral energy, countering the PC spiral energy.

    As for what's up, I've had a tough year and become somewhat disenfranchised with my current Uni course, sad to say. Still, where there's life, there's hope, and I look forward to a new tomorrow.

    You may also be interested in hearing my summer homebrew agenda. To whit-

    Finish Mosaic.

    Redo ArtifIce.

    Finish three other games.

    Make PDF's of them all, and set up a website portfolio for my creative endeavours.

    At the end of the summer, I hope to have accomplished all of this. I'm probably going to fail, but its better to try and not succeed than to do nothing at all.
    >> Logray 05/31/10(Mon)01:23 No.10171482
         File1275283426.jpg-(46 KB, 439x538, 1275282980336.jpg)
    46 KB
    >>10171432

    Setting, not system. Break is the system we're testing.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:23 No.10171487
    >>10171457
    woah...woah...woah...

    You came up with Artifice?
    That is the greatest game idea I have found so far, and I am trying to get my group to play it...

    Thank you soooo much...
    You have reached godhood status for me right now.
    >> Anonymous 05/31/10(Mon)01:24 No.10171494
    >>10171457
    >Finish Mosaic

    Icame.jpg
    >> DM Holland 05/31/10(Mon)01:26 No.10171521
    >>10171396
    >>10171421
    Well I'm currently playing in a Modern setting that's post-apocalyptic. Although it is common to find modern clothing and stuff, part of the apocalypse was loss of electricity and a ton of industry, so most adventurers are people trying to salvage what they can, and have to use sub-modern equipment to do it. So I'm thinking that. Laser weapons have been invented but do not function. Stuff like that. Make sense?
    >> Why is this box filled in 05/31/10(Mon)01:28 No.10171552
    Quick question for stats. I know Im probably DERP for asking, but is it entirely from a pool of 14 or is it "start at one and add"?
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:29 No.10171571
    >>10171487

    If you're referring to a project you probably found on the sup/tg/ archive, with the focus on AI's as player characters, then yes, that was me. Although, Viral, my main collaborator, has released Engine Heart, a game which simplifies the mental systems but has an entirely superior mechanic for physical interaction, based around small robots. They're not identical, but you could probably tell the resemblance. I'd highly recommend it.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:30 No.10171589
    >>10171571
    never heard of Engine Heart... could you post a link to it?
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:31 No.10171593
    >>10171552

    Hmm... I did mess up there.

    CLARIFICATION/REPLACEMENT: All stats start at 1, and you have nine points to increase them.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:31 No.10171605
    >>10171589

    http://1d4chan.org/wiki/Engine_Heart
    >> Logray 05/31/10(Mon)01:33 No.10171628
    >>10171593

    Ok, now how much should spending a point in a trait give it?
    >> Anonymous 05/31/10(Mon)01:33 No.10171645
    >>10171446
    ummm... either you're missing something or I am
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:34 No.10171660
    I thought we were running 3.5 with this attatched...

    are we not?

    ((and I built mine using pathguy 3.5))
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:35 No.10171674
    >>10171628

    If its about the same breadth and utility as a stat, 1 point for 1 bonus. If its significantly narrower and less useful than a stat, 1 point for 2 bonus. If its significantly broader and more useful than a stat 2 points for 1 bonus. If it expands or increases your capabilities in a way which is beyond the norm, it can cost additional points (1-3, GM arbitrates). (You can take traits without bonuses which simply provide additional capabilities).
    >> Why is this box filled in 05/31/10(Mon)01:36 No.10171683
    >>10171660
    We arent attaching it to anything.
    >> DM Holland 05/31/10(Mon)01:37 No.10171701
    >>10171660
    We are. And I am running it. No worries. I'm just waiting for everyone who's interested in playing it to finish putting up a character.

    Got the stats set aside for the monsters and everything.
    >> Anonymous 05/31/10(Mon)01:38 No.10171717
    >>10171660
    guy who offered to alpha suggested 3.5 setting (would prefer generic modern myself) but see OP for stats
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:38 No.10171730
    >>10171701
    okay. how many bend points are we starting with?
    >> Why is this box filled in 05/31/10(Mon)01:38 No.10171732
    >>10171674
    Heres an example that might help anyone whos confused.

    Broad: Marksmanship
    Medium: Marksmanship (Rifles)
    Narrow: Marksmanship (ZZ-722 Lazer Rifle)
    >> Utter 05/31/10(Mon)01:38 No.10171734
    >>10171683
    Alright! Makes it easier on me. Next post will be my character.
    >> DM Holland 05/31/10(Mon)01:38 No.10171739
    Ohh, ok. You weren't asking if we were doing this, but how we are doing it. I was prepared to this as a tack-on to 3.5, but if we'd rather do it differently that's fine. I'm just most comfortable with 3.5.
    >> Logray 05/31/10(Mon)01:39 No.10171744
    >>10171674

    Sounds good to me.
    >> Jenkins 05/31/10(Mon)01:39 No.10171751
    >>10171660
    how did you save that image?
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:40 No.10171768
    >>10171751
    prnt screened and pasted it into a paint... one piece at a time.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:40 No.10171784
    Perhaps it might defuse the confusion if we worked out who was running with what, and who was playing what, and if necessary people could diverge into other threads or media (instant messaging, IRC, Wave etc), if this thread became too overcrowded?
    >> Logray 05/31/10(Mon)01:41 No.10171799
    >>10171739

    Look at the bottom of the OP.

    >System is simple. 1d6+stat+trait vs DC. Nothing special.

    I don't know details about how Earthflame wants combat to play out, but it seem you're meant to ad hoc most of it.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:41 No.10171802
    >>10171784
    we are also probably going to have to diverge anyways... two threads, two games.

    One pure, one 3.5 based.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)01:41 No.10171807
    Earthflame; I hope you're cool with it, but I'd like to try my hand at refining your basic system and merging said system with a setting (and vague system) I've been working on with a similiar theme. I wont be posting it tonight (seeing as this thread has devolved into an Alpha) but in the next few days I'll probably create a thread with my refined version of the system and the setting. You will, of course, be fully credited (as "Earthflame.")

    I'll tripfag til then. Nice idea, man... Even if, as one poster stated earlier, it has a big dose of DRYH to it.
    >> Jenkins 05/31/10(Mon)01:43 No.10171824
    >>10171768
    ugh. brb
    >> DM Holland 05/31/10(Mon)01:43 No.10171825
    >>10171730
    The way I read the stuff higher up, it looks like we start with 1 Bend/Break/whatever. Let's go with "Bend." You can use that in either character creation to get something you wouldn't otherwise be able to get (ie better stats or better equipment) or save it to use during a session. You then accrue more Bends by earning them by, more or less, impressing the group/DM with awesome stuff. I believe that's correct.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:45 No.10171862
    >>10171807

    As I said before, my ideas are meant to be used. Take as much as you can, and use it to let people have fun. At the end of the day, that's all that really matters. Although, I'll be interested to see your results. If you'd care to email them to me, I'd be delighted.

    >>10171799

    I purposefully avoided combat, it must be said, and I really didn't expect an alpha to quite suddenly occur.

    On combat, a basic guess would be HP equalling twice brawn, which if reaching a value equal to negative brawn implies serious injury or death. An opposed roll would be used for attacks and defence, with Breaks allowing various advanced combat options, sudden recoveries etcetera.
    >> Anonymous 05/31/10(Mon)01:45 No.10171865
    >>10171825
    no, you just start the game with one break. you never start the game with less than one break. the only way to gain more breaks (from what I read) is to spend breaks. for every break you spend you gain two in the next encounter.
    >> Utter 05/31/10(Mon)01:45 No.10171870
    >>10171799
    A bit like Maid RPG? Sorry DM, I can't upload pictures from where I'm at, and I don't have any character sheets handy. I might end up sitting this one out if I can't find a solution, or if we change to Break Stats.
    >> DM Holland 05/31/10(Mon)01:47 No.10171894
    >>10171807
    >>10171802
    >>10171784
    Ack, sorry to have caused some kind of strife here. You guys can keep this thread for planning/designing/etc. Have at it, and good luck. I'll start a different one to run the alpha in. Hopefully it will serve to shed some light on possible uses/manipulations of the system. Peace.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:47 No.10171902
    >>10171894
    link it here please
    >> Utter 05/31/10(Mon)01:49 No.10171929
    >>10171902
    Yes, please.
    >> Anonymous 05/31/10(Mon)01:52 No.10171968
    There's only one thing i dont find "finished", Breaks allow you to fuck shit up. Thats cool, now, what exactly gives you more breaks after you spend your first?
    And all breaks always reach a Breaking point ? What if i use a break to, say, open a pepsi can?

    Seems kinda awesome, but it would require some kind of DM with +25 INT, WIS, CHA.
    >> Anonymous 05/31/10(Mon)01:54 No.10171994
    >>10171968

    1) As has been pointed out, using a Break makes you gain two more. You ARE going to reach your Breaking Point. NO MATTER WHAT.

    2) That would be a dumb as hell use for a Break (unless you opened it by, say, throwing it in the air and shooting it open).
    >> Anonymous 05/31/10(Mon)01:54 No.10171997
    My thoughts on Breaking Point: it should be played more as a thing that's more bad than good. You use your Breaks too much, you suddenly end up breaking something you didn't mean to.

    Like maybe you die or something.
    >> 10171997 05/31/10(Mon)01:56 No.10172023
    >>10171997
    I'm thinking basically that it'd give the GM more control over the game.

    Like once you hit your breaking point, another break goes off immediately that is detrimental, and you go back down to only one break again.

    If you survive, that is.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)01:57 No.10172034
    >>10171997

    Honestly, no.

    Breaking Points are scary, yes. But they shouldn't be so scary the game loses pace.

    Well, unless you're playing a slower paced game, as it were.

    But I'm trying to avoid codifying rulesmods which are suited to one playstyle over others, leaving it moderate for now.

    As I said, I'll write up three example settings, and in the more "serious", slower paced settings Breaking Points will be much more dangerous and scary occasions than in a fast paced setting, almost as a matter of necessity (Since if you were having life destroying difficulties every five minutes, it really would not do)
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)01:57 No.10172045
    I think, I would only ever use a breaking point on something that would necessitate my life to stay in the game.

    Like merging reality with my mind/imaginiation
    >> Jenkins 05/31/10(Mon)01:57 No.10172047
    >>10171902
    >>10171929
    i hope he didn't just forget us... :(
    >> 10171997 05/31/10(Mon)01:59 No.10172065
    As far as gaining more breaks, I think it should be some sort of scale, that is, certain levels of Awesome give you certain breaks.(as decided by the GM, with examples written up in the rules)

    And breaking certain things will cost you more breaks that others.
    >> Anonymous 05/31/10(Mon)01:59 No.10172066
    >>10172047
    don't worry. i'm not sure he actually read the thread anyway.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)02:00 No.10172086
    so right now I am assuming he is either not coming back, or is writing the campeign...

    Or forgot to link it here
    >> Why is this box filled in 05/31/10(Mon)02:00 No.10172094
    >>10172082

    he didnt forget, just took for fucking ever
    >> Utter 05/31/10(Mon)02:00 No.10172100
    Give him some credit, he's probably adjusting everything to pure Break.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)02:01 No.10172103
    >>10172082
    >> Jenkins 05/31/10(Mon)02:01 No.10172109
    >>10172066
    [fingers crossed]
    >> DM Holland 05/31/10(Mon)02:01 No.10172114
    >>10172082

    3.5 w/Break alpha thread is up.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)02:03 No.10172155
    >>10172065

    Again, a good idea, but I'm not looking to get into that much definition at this stage.

    The core system should be loose and easy to adapt. However, a scale of awesome is certainly something to include in one of the same setting/rules bundles.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)02:03 No.10172156
    As I mentioned in >>10171807 I have a similiar system I've been working on. In said system I borrowed slightly from DRYH's Pain system and worked d6's into it... So a player starting with 1 Break has a single "Break d6" and a player with 2 or 3 Break's has three "Break d6" - this allow's a measure of control over the whole idea.

    For example:

    Player: I break down this locked steel door
    GM: It's pretty tough, that'll require a Break roll of 4...
    Player: "Roll's single Break d6 - gets a 5"
    Player: Yeeeah! The door implodes! =D

    or;

    Player: I break down this locked steel door
    GM: It's pretty tough, that'll require a Break roll of 4...
    Player: "Roll's single Break d6 - gets a 3"
    GM: Reality twists and bends around the door, one of the hinges pops off... But it doesn't come down.

    cont...
    >> Geki Bazooka 05/31/10(Mon)02:07 No.10172216
    >>10172023
    What about if every break you use gives you + 1.5 extra breaks, but it also gives the DM 1 "Fix", which he can use to unscrew what you just screwed?

    Also, maybe some kind of " Pulse" stat that allows you to use breaks without going in a Breaking Point, but by each break used, you fill this "Pulse" more, and when it reaches a given numer (say, 3) you enter your first breaking point, which has consequences. And then it scales. You reach 6 "Pulse" and you get another break point, with worse consequences, and so on, until you hit a point where you do more harm than good.
    Also ,the GM would have more control with the "Fixes"
    In short, the game ends when you screw reality so hard, you end up killing youself.
    >> Geki Bazooka 05/31/10(Mon)02:08 No.10172248
    >>10172216
    Also, for every Break used you must wait to use another, but you can spend a Break to cancel that "Cooldown"
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)02:09 No.10172254
    >>10172156
    Player wants more reassurance that his roll will succeed (or something is so difficult it has a difficult rating of 7+) then he can roll multiple Break d6. The downside? If the number of his Break die equal or exceed that "Breaking Point" number everything goes bad fast.

    GM: They've fled into a building
    Player: I SHALL TEAR DOWN THAT BUILDING
    GM: . . . Break roll of 14
    Player: "Roll's single Break 3d6 - gets a 17"
    Player: BANG! CRASH! THAT BUILDING COMES DOOOOWN!
    GM: Indeed, but your breaking point is 16.
    Player: Oshi~
    GM: Yep... The force of the building crashing down rips the ground asunder, opening a crevice almost directly under your feet... Best roll Agility, son, or you'll be falling for a while.

    As in the "EVERYTHING IS MAD" theme of the game, another player could use a Break to counter a Breaking Point... But you better believe it'll take a shittonne of d6 rolls, and the possibility of triggering a second Breaking Point might result in a TPK...

    cont...
    >> The Destroyer of Elah !!BYDyM6cb+nS 05/31/10(Mon)02:11 No.10172290
    >>10172216
    >In short, the game ends when you screw reality so hard, you end up killing youself.
    THIS GAME SOUNDS MORE AWESOME EVERY SECOND
    >> Anonymous 05/31/10(Mon)02:12 No.10172312
    >>10172216

    The amount of Fixes the DM gets should be balanced against the fact that he's got multiple PCs feeding him Breaks, plus the Sword of Damocles he's got with the Breaking Point. The players, collectively, should need to spend at least 1 Break for each player for the DM to get a Fix.

    Also, some randomness should be introduced for determining where the Breaking Point is. The thought "Man, one more Break and I'll get bad shit to go down, I'd better hold onto it until I really need it!" should never occur. Instead the thought should be, "I've got a lot now so maybe I'm in trouble, but fuck it, Break anyway!"
    >> Anonymous 05/31/10(Mon)02:12 No.10172313
    Speaking of Breaking Points and their use, a catastrophic event might best be determined and voted on by the other players.

    I don't know, thought it was worth mentioning.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)02:13 No.10172335
    >>10172254
    No matter what, whatever your breaking roll is you get that number (divided by three and rounded) back in Break d6's. SO:

    Player: I break down this locked steel door
    GM: It's pretty tough, that'll require a Break roll of 4...
    Player: "Roll's single Break d6 - gets a 5"
    Player: Yeeeah! The door implodes! =D

    Rolling a 5 results in the player getting his Break die back PLUS a new Break die... However, in the scenario where player only rolled a 3, he only gets his original break die back. However, in:

    GM: They've fled into a building
    Player: I SHALL TEAR DOWN THAT BUILDING
    GM: . . . Break roll of 14
    Player: "Roll's single Break 3d6 - gets a 17"

    Even though the player caused a Breaking Point with that roll (and lost all his break die back to 0) he restarts his Break Pool with 3 (17 divided by 3)... Unless, of course, he dies. I don't think I like the straight out "player dies when Breaking Point" rule, personally I'd rather just put the player in a position where they'll probably die... But that's just me.
    >> Anonymous 05/31/10(Mon)02:14 No.10172336
    I foresee some amazing things that could be done here. Not just "His large intestine is now an aggressive snake" but stuff so simple yet brilliant that... I can't even come up with an example.
    >> Geki Bazooka 05/31/10(Mon)02:15 No.10172370
    >>10172312
    Well, i think that's left to the player. I mean, i if i'd had reality-warping powers with consequences, i'd use them when i really need them.

    Or else, a game with the Break system would last, like... 10 minutes?
    >> Anonymous 05/31/10(Mon)02:16 No.10172378
    >>10172335
    Dude,

    you don't roll for breaks. You are implying that you can fail one with an inadequate roll.

    It is break, not a maybe break.

    Its a fucking break, so give us one
    >> Why is this box filled in 05/31/10(Mon)02:16 No.10172389
    >>10172378

    This
    >> Anonymous 05/31/10(Mon)02:18 No.10172420
    >>10172335

    The consequences of a Breaking Point should fit the campaign, and I'm leery of making hard and fast rules for that.

    For instance, in a slow game about roleplaying, a possible consequence of a Breaking Point might be their house get destroyed, or their family gets hurt, or their workplace gets swallowed up by the earth. Things that don't affect the character directly, but still make it hurt.

    Obviously, this wouldn't work for a fast-paced campaign of rowdy death seekers. In this case a Breaking Point might make their immediate goals more difficult, or put them in a situation where they could very easily die.

    I agree with the general idea that a Breaking Point shouldn't just be a bitchkill, though. You can do way more fun stuff with it than that.
    >> Anonymous 05/31/10(Mon)02:18 No.10172422
         File1275286724.jpg-(5 KB, 126x95, Brofist confirmed.jpg)
    5 KB
    >>10172389
    Tip of the hat back to you, sir.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)02:18 No.10172427
    >>10172378
    Without rolling it's madness, with almost no controls, as pointed out in the many game-breaking examples already posted in this thread for which the only counter was saying "No." However, I wasn't implying a break ever fails, simply that there are degrees of success. The failed break still unhinged the door, making it easier on the next break or providing new options to the players (IE; I can now use Brawn to tear the door off its hinges.)
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)02:19 No.10172442
    >>10172389
    >>10172378

    He's discussing his own personal variant of the Break mechanic, I think, and it is an interesting one.

    And, as I've said it before but I'll say it again, many of the ideas being currently expressed are very interesting but, as it were, peripheral. I intend to keep the core of this system as simple and succinct as possible. Extra stats and subsystems can be bundled in with specific themes and settings, but there will be no increase in complexity of the core system, merely conceptual reshuffling and perhaps a complete overhaul of the mundane side of the stat system. (Something I'm prone to doing)
    >> Geki Bazooka 05/31/10(Mon)02:20 No.10172460
    >>10172378
    i second this.

    Also, as for usual stats, i would replace Smarts with "Will"
    If it's inspired on TTGL i find it horrid that "will" was not mentioned.
    >> Gamerfag 05/31/10(Mon)02:20 No.10172462
    >>10172378
    Agreed. Supporting with...
    >Breaks aren't just for mechanics either. A steel door in your way? Break. Its down. A tall obstacle in your path? Break. Holy shit, you're fucking superman. You're going to die? Break. Oh shit, you're Jesus/John McClane.

    Can be used to alter mechanics (2d6, etc).
    Can be used to "FUCK YOU I WIN" on a door.

    I'm not sure about turning someone's large intestine into a snake. I'd want to limit it (as a DM) to exaggerated things the players COULD DO.

    You can break down a soft door, you can break down a reinforced steel door with a Break.
    You can have an idea, you can figure out the BBEG's plot with a Break.
    You can't turn metal into gold. You can't turn metal into gold with a Break.
    >> Anonymous 05/31/10(Mon)02:20 No.10172463
    >>10172427

    >It's madness

    That's the point. It's just pure, chaotic awesomeness. And it's not like there's not consequences for abusing the power. That's what the Breaking Point is for.
    >> Anonymous 05/31/10(Mon)02:21 No.10172494
    Jim: "Hurr Derp Durrr."
    Me: "Yeah, I'm using my breaking point."
    DM: "Ok, what for."
    Me: "To literally shove my foot so far up Jim's ass that he could physically lick my toes."
    DM: "Ok...umm...well, Jim dies and you need to go to the hospital to have his corpse removed, you lose the leg in surgery.
    Me: "Worth it."

    This is an awesome system.
    >> Geki Bazooka 05/31/10(Mon)02:22 No.10172504
    >>10172427
    Break is broken. Thats the point!
    Damn, it even says so in the name!
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)02:22 No.10172505
    >>10172420
    As am I. These aren't controls on the results of hitting "Breaking Points" but rather a way of defining when a "Breaking Point" occurs. Only a poor GM would fail to scale the consequences to match the campaign.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)02:22 No.10172516
    >>10172460

    "Will" is kinda meant to fold into the sixth stat. The stat outside the five, the abnormal stat which is the very stuff Breaks are made of. But Will seemed somewhat generic.

    But yeah, that'd be the stat for that kinda thing. Smarts and Will are extremely different, after all.
    >> Anonymous 05/31/10(Mon)02:23 No.10172536
    >>10172427
    Perhaps, but he didn't really say "NO".

    He mentioned it was a possibility/DM call. Not to forget about the "unbreakable" (like the raping the girl gamer example) And with the possible addition for fixes, you might feel inadequate if you could not best your PC with a bigger fix for those breaks.

    I have been getting feelings in this thread which remind me of DREAD, the jenga RPG. You knock over the tower, your dead, bottom line, but you succeed in the most epic way possible.

    Break feels like you can knock over the tower anytime and basically make a deal with the universal devil who lets you continue on your path barring fixes until you ruin everything by your own hand.

    So glad I clicked /tg/ instead of just going to bed... *Manly Tears*
    >> Anonymous 05/31/10(Mon)02:27 No.10172604
         File1275287229.jpg-(8 KB, 283x238, the bull.jpg)
    8 KB
    >>10172505
    >>Only a Lazy Dm needs a Die to tell him how good his players' Idea is
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)02:32 No.10172718
    If I might make an observation?

    Why argue so much over these parts of the system?
    As I have said, several times before, this is meant to be an adaptable game, entirely capable of being suited to its users tastes.

    Someone wants breaks to have associated dice? Fine. Someone wants to add more elements to the process? Fine.

    These Won't be in the core game. They Might be in the example setting options and, if I ever get around to making one, they'll probably be in an expanded options book I'd do as a source of inspiration and ideas for Break.

    But, don't get annoyed because someone's idea of Break is different to yours. That's the point. Break away, do your own thing, and most importantly, have fun.
    >> Anonymous 05/31/10(Mon)02:34 No.10172760
         File1275287691.jpg-(18 KB, 400x318, tanooki statue mario.jpg)
    18 KB
    ohhhhh you damn peacemaker you.

    yeah... Maybe I am up a bit late to be trolling god threads. I just smell rules lawyer.

    I will go to bed now. But believe you me this thread will get a good morning f5, same with the alpha.

    Fare well, Fat Guys.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)02:36 No.10172796
    >>10172718
    Yeeeah, I'm not really sure... Maybe I hit a /tg/ nerve I wasn't previously aware of by mentioning dicerolling... It certainly seems like it; At first I just thought people weren't understanding what I was trying to say, but with >>10172604 I'm starting to think it's more people just have a hate reflex when it comes to dice.

    The system of Break's isn't changed at all, it's just a little less like Hurry Quest.
    >> Geki Bazooka 05/31/10(Mon)02:42 No.10172904
    >>10172796
    nah, its more like THIS system doesnt need dices for Breaks. but its my opinion anyways.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)02:48 No.10173028
    Hmm... I think a bit of fluff with each break would be required, just so that its not all "herddaderp ima use a break to set the city on fire"
    And more of a "I use my break to craft a fire that is fuelled by things of the earth, such as concrete. Then I take the fire, and spread it across the city burning as much of it as possible to the ground"
    >> Anonymous 05/31/10(Mon)02:53 No.10173120
    I think each approach has their merit.

    On the one hand, we have an escalating war as sanity and limits break down, right up until the sobering realization that you just messed up big time.

    On the other, you give the player a big target number. This lets them know that they can do it if they REALLY wanna do it, but there's probably going to be some collateral damage in the process.

    Just this small change leads to very different games with very different tones. This system keeps getting better and better!
    >> Logray 05/31/10(Mon)03:06 No.10173387
    >>10172516

    I'm gonna see if I can't get some friends to do some play testing in the near future. I'll post the results on /tg/ if and when it happens.

    Any additional suggestions?
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)03:10 No.10173448
    rolled 17 + 2 = 19

    Just keep bumping till morninfags get back I guess.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)03:10 No.10173455
    >>10173387

    Use this thread as a guideline, but don't hesitate at all in tearing shit up and doing it completely differently if you think your group would prefer it. Break is made to be Broken.
    >> Viral 05/31/10(Mon)03:28 No.10173810
         File1275290882.jpg-(74 KB, 510x609, sage_flower_01.jpg)
    74 KB
    Sage for Earthflame!
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)03:30 No.10173860
    >>10173810

    Oh Viral, you flatterer.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)03:31 No.10173896
    >>10173028
    The system seems to have its own way of countering this: Someone going "Hurr fire everywhere" will get kicked in the balls by the GM going: "NOW YOU'RE ON FIRE TOO!" with a big shit-eating grin. The more thought (or fluff) you put into the Break, the more right it will go.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)03:34 No.10173947
    And now I need to sleep (At 8:30 in the morning...).

    Hopefully this thread'll still be around, although likely it won't, so I'll check up in the archives, and perhaps make a new one if I make some progress or get some better thought out notes written up.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)03:36 No.10174006
    we are running a 3.5 version of this here:
    http://www.chatzy.com/613425549364
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)03:50 No.10174225
    Here is a bump for the mornin fags, and an example of what can be done with a bend:

    You listened so hard that your internal mechanisms manufactured blood to simulate how hard you just listened. Likewise, you just jumped so hard that the roof, cringing in fear of your power, developed sentience and audibly cried in terror as you impaled it with your own body like a bullet. The child that was spying on you on the roof now lays in pieces.
    >> Anonymous 05/31/10(Mon)03:54 No.10174293
    >>10173120
    You inspired me to make my version of break involving sanity that degrades as you use breaks to warp the world, or others use breaking points that affect you in some way. You can reclaim it over time, but when you break or breaking point while your insanity is up there, it becomes... unstable, allowing the GM to add in extra consequences. I also like the idea of the GM getting fixes for every X breaks used by all players. (I say every X as opposed to when each has used 1 (or a number of breaks equal to number of players) because with more or less players he gets more or less fixes. Blah!
    >> Anonymous 05/31/10(Mon)03:59 No.10174368
    Okay, Earthflame, I just want to say that this is possibly the coolest setting ever. I'm running a modified game of this next weekend. But I'd like to point out my changes I'd go for.

    I'd change Breaks to Bends, add in Crack as a stat of sorts, and make what's being called the Breaking Point a Break.

    Being where the players bend reality (and I think I'd let them do it freely, just to push the limit), and based on just how far they're pushing reality they add a number from one to ten to the area's Crack ('I break down the door', two; 'I make him stop existing', ten (there are very rough)). When reality is Cracked enough, it Breaks and bad shit goes down. Gravity turns off, earthquakes, or whatever.

    And for fluff, I was thinking of the players being part of a secret police-type force (Breakers? I'm bad at names) who are entrusted with the ability to Bend reality to deal with problems. I like the Fixer idea as well, but I dunno what to do with it.
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)04:03 No.10174440
    >>10174293
    Search rs for "Don't Rest Your Head" - it's essentially this mixed with what you just posted.
    >> Anonymous 05/31/10(Mon)04:08 No.10174516
    >>10174368
    Hurm. I like the Bend/Crack/Break thing, but I don't know if I would let my players have infinite Bends. Maybe your group is all intelligent and relatively sane, but things would get very out of control very fast, even with the threat of the Break hanging over their heads.
    >> Anonymous 05/31/10(Mon)04:10 No.10174544
    >>10174440
    Thanks, I'll be sure to check that out.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)04:13 No.10174588
    >>10174516
    an amount of bends equals a break, with enough breaks leading to a breaking point.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)04:28 No.10174829
    DM Holland: "Excuse me guys, do you need anything else for the night?" It's one of the men who brought the beds over.

    BARON: "The simplest solution would be for you to land on an enemy, to break your fall."

    Dreg: "it's a bit odd i know, but could we trouble yah for some buildin tools?"

    Gormph: "rope. Lotza rope and some flamy bits"

    Utter/Ronald: "... Or to send a mattress with you?"

    DM Holland: He looks over at Baron after hearing that last statement, then slowly back to Dreg. "Uh, sure. I'll get on that."
    >> Anonymous 05/31/10(Mon)04:38 No.10174981
    >>10174588
    Right, but because of that my games would all last five minutes. My players have no self-control.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)04:53 No.10175209
    >>10174981
    We seem to be doing fine in the game right now....
    >> Jed !!JzGoS/4RCpQ 05/31/10(Mon)04:59 No.10175294
    >>10174981
    PERHAPS A DICE SYSTEM WOULD REIGN THEM IN.

    ^_^
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)05:12 No.10175448
    right, so we picked bending points based on level, with refilling every morning.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)05:23 No.10175534
    BARON: "I don't. They are over there." *I didn't touch them."

    Using this as bump, as it relates
    >> Jenkins 05/31/10(Mon)05:29 No.10175605
    Gormph: Thats fine, we dont need to spot them, just be able to launch flaming shit at them, and a dwarf
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)05:41 No.10175734
    DM Holland: Got it. Alright, you are both managing to spy on the enemy, though rather sloppily. You do see with vivid clarity your would-be foes. They are small, toothy as Jordan said, and scaly. There are quite a few of them. After a few seconds, your eyes start playing tricks on you. Everything takes a shade of green and yellow. Various shapes start appearing around different things. Moving creatures zoom in and out of focus. Small red bars appear above their heads for a short time. The weaker looking ones appear to have smaller bars. In a moment, your eyesight returns to normal.

    BARON: "If they cause enough chaos, we may be able to enter unnoticed."

    DM Holland: And that's what happens when you use a break on a spot check.

    Gormph: and I am back

    DM Holland: Baron sneaks successfully.

    Dreg: returned

    Utter/Ronaldo: I rolled the exact same as Baron.

    Gormph: right, I think its time to load the Trebuchet... WIth flaming, piss covered mattreses, and lots of rocks...

    DM Holland: then utter succeeds as well

    Gormph: Lets fire this thing. Ready Dreg?

    Dreg: hooah

    Gormph rolled a die with 20 sides. The die showed: 1
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)05:45 No.10175779
    DM Holland: Gormph smiles widely, grinning with anxious excitement as he activates the dreaded mechanism which he took so much care in preparing. It begins to launch its load at the intended target, then, like a whip, it snaps forward, upending itself. The mattress, dwarf, and all, find themselves pressed hard into the roof of the building as the trebuchet appears to polevault itself across the distance, crashing into pieces on the roof of the bunker.

    Gormph: D:

    Dreg: :O

    Utter/Ronaldo: Oh my.

    BARON: "What was that?"

    Gormph: my trebuchet!

    DM Holland: You hear a lot of excited and angry noises coming from the direction of the bunker.

    Gormph: arge!

    BARON: "Was that the signal?"

    Gormph: "roight... well... that didnt go as planned..."
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)06:20 No.10176125
    Dreg rolled a die with 20 sides. The die showed: 20

    Dreg: boom

    BARON: spot first and then strength

    BARON rolled a die with 20 sides. The die showed: 16

    Dreg: that works for me

    DM Holland: dreg bursts out of the mattress. he gains the legendary mattress burster skill.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)06:42 No.10176310
    Next session: Saturday, 11PM eastern.
    location:
    http://www.chatzy.com/613425549364

    And you said it wouldnt work in 3.5
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)06:46 No.10176339
    location changed to
    http://www.chatzy.com/371880660729
    due to system errors
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)09:29 No.10178143
    Ah, morning all! Morning at 2 in the afternoon, what fun. Six hours sleep, or so, not bad at all.

    Now, lets see if I can get my head in gear and do some good Breaking.
    >> Viral 05/31/10(Mon)10:25 No.10178839
    >>10178143
    I'm clocking in at just under 7.

    Morning, EF.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)10:29 No.10178898
    >>10178839

    Viral my friend, good morning! How are you doing?

    Any thoughts on this latest tangential development of mine?

    Also, would you be interested in, at some point this summer, getting together and giving ArtifIce a slight rework? I've made that part of my Homebrew Agenda for the summer.
    >> Viral 05/31/10(Mon)10:54 No.10179246
    >>10178898
    Pretty neat concept. I just woke up, so my brain's a little borked... probably not the best time to grill me about crunch, but I'd definitely try it out.

    As for ArtifIce, I'm going to have a couple weeks free in the middle of June, and I'd be down for some reverse-engineering.

    And speaking of you and me in a little toy shop, someone else is running Engine Heart on suptg, and I get to play in it! We need a third...
    >> Anonymous 05/31/10(Mon)13:04 No.10181212
         File1275325478.jpg-(33 KB, 779x251, Break2.jpg)
    33 KB
    Experimenting with logo/title options. Thoughts?
    >> Anonymous 05/31/10(Mon)13:07 No.10181264
    >See this thread come back
    >Realize I haven't slept at all
    >Shrug and say LET'S PLAY SOME FUCKING GAMES
    >Voice seems really loud but it's okay because I am so lonely
    >> S 05/31/10(Mon)13:24 No.10181526
    Howdy. Just went through the archive, then figured the thread was still alive. I have to concur: the more I read, the more potential for awesome this game seems to have. I might even use it to initiate a friend's girlfriend to RPGs before we add her to our D&D group, so she gets a feel or role-playing and rolling dice before she gets into the actual rules.

    I'm just wondering what kind of awesome quest I could put the players on ^^

    >>10181212
    Concept isn't bad, but I'm concerned about readability.
    >> The Austrian !!w1HDefruhXL 05/31/10(Mon)13:30 No.10181619
    >>10168474
    This is fucking stupid
    >> Anonymous 05/31/10(Mon)13:30 No.10181632
    >>10181619

    How so?
    >> Anonymous 05/31/10(Mon)14:08 No.10182283
    >>10181526

    Just remember, any plot line you put together may well get Broken.
    >> Anonymous 05/31/10(Mon)14:13 No.10182379
    Wait.

    I've been away too long. Earthflame's back?!

    Glad to see him back here though. Awesome concepts.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)14:17 No.10182459
    >>10182379

    I never really left, I've just been busy with other stuff for a while, and I go by anon when I'm not homebrewing.

    However, this summer, I've got a lot of work to do, so I'll be around a lot more often.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)14:23 No.10182597
    Yeah, thread didnt die over the night. That is exceedingly good.

    So, what is on the Agenda for today?
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)14:35 No.10182860
    >>10182597

    Not sure really, I didn't really have a structured development process in mind when I made the thread, it was just an odd idea, you know?

    I'll make some new notes, and perhaps post 'em in here, or a new thread if this one dies before I'm done.
    >> S 05/31/10(Mon)14:37 No.10182902
    I'm lurking, but I don't know what to add. With so many things left to GM discretion, it's hard to know what we should work on. Maybe someone could make a page on 1d4chan for Earthflame, so we have a clearer picture of what we have here and what suggestions have been made? I can't do it myself, though; no time or ability to do it properly.
    >> Anonymous 05/31/10(Mon)14:39 No.10182965
    >>10182860
    Earthflame, big fan.
    How do you feel about the Bend/Crack/Break thing earlier in the thread? Although I like the system for your Breaks better, I think the nomenclature makes a bit more sense, as it were.
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)14:42 No.10183017
    >>10182965

    You can use those names if you like, but they don't ring true with me. I'll probably include a note about alternate names, since yours do make your sense, but I'm a whimsical bastard and I just don't feel they sound Right. Just my little oddities I guess, sorry.
    >> S 05/31/10(Mon)14:45 No.10183090
    Yeah I don't understand the crack thing either, to be honest. I do prefer naming the small ones "bends" and the big ones "breaks", though, as it gives a sense of scaling and a cleaner cut between terms.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)14:57 No.10183354
    so a break is a minor thing, such as forcing a spot check to perfection, and a breaking point is a game changing thing.

    Multiple breaks can be used to break bigger things, such as using 10 breaks to split a castle into two pieces with a karate chop and a strength of 5.

    Players should start out with 1 break, and for every x breaks used where x is the number of players, the DM gets one fix. the fix can be used in any way the DM would deem, except against a breaking point.

    Anything else that we ought to know?
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)14:57 No.10183364
    >>10183090

    As I said, alternate names will be mentioned, but as far as I'm concerned, you got Breaks and Breaking Points, and that does me fine.

    Also! On the unnamed sixth stat-

    Stat six is what makes you tick. Its the heart of you, the fire in your belly, the shining spark in your mind. A generic term would be willpower, but you know what? Fuck that. Come up for a cool name for it, stick it on your sheet. That's your sixth stat. And if you wrangle it right with your GM? It might be more useful than you'd think.
    >> Anonymous 05/31/10(Mon)15:00 No.10183436
    Does OP have a PDF we can look at?
    >> Earthflame !98PcYIvlCI 05/31/10(Mon)15:01 No.10183461
    >>10183436

    Not yet, but I'll see about getting something done soonish. Won't be very flashy, I'm afraid, as I'll need to bother some friends of mine to see if I can get some artwork done (Any contributions welcome). Still, a rules PDF should be relatively easy to put together.
    >> Anonymous 05/31/10(Mon)15:05 No.10183539
    this looks awesome. I'd love to try this with some friends or something. The thing that turns me off from GMing alot of games is overly complex systems (because I'm a total noob GM)
    >> Anonymous 05/31/10(Mon)15:05 No.10183542
    >>10183461
    Awesome, I look forward to it.
    >> Anonymous 05/31/10(Mon)15:06 No.10183568
    >>10183539
    >>or something
    >>implying something
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)15:13 No.10183706
         File1275333224.jpg-(8 KB, 142x149, 8432_1193645331907_1551649389_(...).jpg)
    8 KB
    quick little peice of art...
    >> Anonymous 05/31/10(Mon)15:23 No.10183911
    >>10183706

    Thumbnail...
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)15:24 No.10183936
    actually no, I cant make it bigger without distorting the real image even further...
    I will try and build other images instead.
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)15:33 No.10184054
    "A long time ago, back before the world was shot to hell in a hand basket, there was a group of folk, who... for lack of a better word, rarely succeed, except in spectacular ways. It seemed like when there was a real challenge, these folk would just rip their heads apart, with nothing but a whisper. Anything mundane and they just couldn't hack it. They were called "Breakers" and that's what started this whole mess."
    >> Cypher !Qfw/yKqFpE 05/31/10(Mon)15:39 No.10184145
    "Well, one day one of them Breakers got into some real nasty trouble with some kinda beast, and had the bright idea to erase the thing from existence. Or that's what stories tell us anyhow. Well, one thing led to another, and 'fore you know it, ain't none o them beasties left, save one, who got right pissed and broke the world. None of the Breakers survived, and the beastie itself died. Its what caused this frackin everlasting damnable winter. Well, anyway, them Breakers knew some powerful mojo to have been able to do what they did. Ain't none of that good mojo neither. You ever hear tales o' dem breakers comin back, you best turn right round an leave boy, as they aint nothing but bad business, ya hear?"
    >> S 05/31/10(Mon)16:49 No.10185395
    Neat, your story sounds like the merchant in VHD: Bloodlust. Real oldschool like, if ya know what I'm sayin'.
    >> S 05/31/10(Mon)19:23 No.10188156
    Alright, folks. Here's the 1d4chan article. "A little crude, but effective", as I like to say.

    http://1d4chan.org/wiki/Break



    [Return]
    Delete Post [File Only]
    Password
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]