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Post by LakeSide Len on Jun 16, 2014 11:46:01 GMT -5
However you think of it, THAT power costs you one die less, so you have one extra die to play with.
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Post by LakeSide Len on Jun 16, 2014 11:44:53 GMT -5
Go nuts!
I'd love to see if I can jump in, but my schedule is so crazy.
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Post by LakeSide Len on Jun 16, 2014 11:42:21 GMT -5
Awesome idea. We actually considered this, but we have too much on the plate right now and Kickstarters are sooo time-intensive. It's on the "idea list" though. Thanks!
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Post by LakeSide Len on Jun 16, 2014 11:41:02 GMT -5
We won't have a booth, but we will be around. I will be running 2 games, Savege Lande Sentinels, one in P&P and one in Paragons!
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Post by LakeSide Len on Jun 7, 2014 0:21:34 GMT -5
Perhaps at Gencon!
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Post by LakeSide Len on Jun 7, 2014 0:19:54 GMT -5
What he said. ;o)
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Post by LakeSide Len on Jun 7, 2014 0:18:56 GMT -5
Games pending formal approval, but they will be happening, either at a table during the day or at a bar during the night. ;o)
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Post by LakeSide Len on Jun 7, 2014 0:15:03 GMT -5
Welcome! Quick answer: Nope, not in Prowlers & Paragons. Players need to do heroic stuff and suffer the slings and arrows of their weaknesses to earn Resolve. That said, it's not game-breaking to have the reset at the start of each story. In our other game, Paragons, they do reset at the start of each new story.
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Post by LakeSide Len on May 19, 2014 16:23:11 GMT -5
Anyone coming to gencon? Let me know because there will be LakeSide Games games going on!
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Post by LakeSide Len on May 15, 2014 14:30:13 GMT -5
Thanks for check out Paragons! and I appreciate your appreciation of the Art Warning.
We definitely intend to maintain both P&P and Pagaons. They are different games for the same genre, and like the old commercial says, sometimes you feel like a nut, sometimes you don't. In fact, here is want we are thinking ...
Future material will be designed for BOTH systems, and assuming there is an interest in both systems, we may put together a Core Rules Omnibus. We learned a lot from both games, and intend to see what we can do about porting characters back and forth, not percisely, but enough that you can enjoy narrative fluff or dice-rolling madness!
Glad you enjoyed P&P. Regarding narrative control (and I think I'm going to discuss this specifically in 2.0), as the GM, you have to make a specific call: does narrative control apply to Task Resolution or to Plot. The first means players describe what happens, but only as it relates to what they are trying to do ("I unlock the door to the villain's hideout."). The second means the players can go nots in describing not only what happens in relation to what they are doing but also in relation to the larger world/plot ("I unlock the door to the villain's hideout, and there I see my nemesis, Dr. HadaBadDay, and he's been murdered, and that's my knife sticking out of his chest. Oh, and the cops are there too."). That choice is up to each group and each GM. Food for thought.
Last, regarding the layout, I'm sorry the simplicity of it didn't work for you. We loved the layout of P&P, but certain limitations (financial and otherwise) made our doing that kind of layout not feasible for Paragons! The other element was that we hoped to keep the layout simple because of the game's smaller size. We had some concerns about legibility at that size, so we opted for a simple layout with bright colors. In any case, I hope that doesn't spoil your enjoyment of the game itself.
I am actually having trouble getting my playtesters back to P&P after their run on Paragons! Not sure if I should be happy or sad about that. Maybe both I guess.
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Post by LakeSide Len on May 15, 2014 14:16:05 GMT -5
Hey! First, sorry for the delay in responding. Don't be shy about email me directly if you have a rush question.
That said, everything in the game degrades, unless it sepcifically says otherwise (such as with Armor or the perk you mentioned). The difference between an active and a passive defenese is more conceptual than mechanical. Toughness is a passive defense and it most certainly degrades. The idea of degradation isn't so much mechanical as narrative, as in, it's boring to do the same thing over and over in the same turn.
So you know, we are toying with the idea of tweaking degradation so that it's less per use but carries over between turns, forcing players to come up with different ideas from one turn to the next. That knows over a few dominoes, so we aren't sure about that yet, but I tell you this so that you had the "under the hood" sence of what the mechanic is about.
If something doesn't degrade, the fact that it doesn't is kind of a big deal.
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Post by LakeSide Len on May 15, 2014 14:10:23 GMT -5
Glad you like!
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Post by LakeSide Len on Apr 9, 2014 11:30:39 GMT -5
Great! Thanks for your interest in the game ...
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Post by LakeSide Len on Apr 9, 2014 11:29:39 GMT -5
Thanks! Yes, you most certainly can attack in liquid form, as you can selectively solidify your fist of whatever and go to town. Although I don't have it in front of me, I'm pretty sure that the downside here is that being a liquid makes you much more vulnerable to energy-based attacks.
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Post by LakeSide Len on Apr 9, 2014 11:23:05 GMT -5
LOL. Nice
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