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 Post subject: Survivors guide in the living game
PostPosted: Thu Sep 07, 2017 9:59 pm 

Joined: Fri Dec 13, 2013 5:44 pm
Posts: 135
Location: Cajun Country
I wanted to start a thread for questions and concerns about integration of the new material in the Survivors Guide into the living game.

1. The most obvious would be how to handle Demi-god,with such variance and GM involvement in an archetype.
2. Which method of the Z virus is in play for the living game? I assume we'll follow the guidelines laid out for Paradigm City but just to make sure there is no conflict over it, or if it is better to keep it simple and apply the Omni version of it.
3. Is the optional horror rule being used. Maybe for the optional bystander each character can have.

I'm sure we will all come up with more, but at least wanted to start the conversation and get people thinking.


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 Post subject: Re: Survivors guide in the living game
PostPosted: Thu Sep 07, 2017 10:03 pm 

Joined: Fri Sep 27, 2013 12:08 am
Posts: 1219
Hello,

Please keep in mind that unlike Arcanis or Witch Hunter, Rotted Capes is designed to be a tool box, rather than a setting. All options, like Demi-Gods, the Supernaural, etc are modular and can be used or ignored as the Editor-in-Chief wishes for their campaign.

I'm interested to see what options are adopted for the Living Rotted Capes camapign.

I hope those who backed the KS and now have the PDF of the Survivor's Guide enjoyed it.

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Henry Lopez
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 Post subject: Re: Survivors guide in the living game
PostPosted: Fri Sep 08, 2017 12:05 am 
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Joined: Wed Nov 06, 2013 7:06 am
Posts: 804
Taffy is out of contact for a few days, so don't expect any quick answers.

I have to wait for it to hit the online store. :(

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 Post subject: Re: Survivors guide in the living game
PostPosted: Mon Sep 11, 2017 6:08 pm 

Joined: Mon Dec 09, 2013 11:41 pm
Posts: 278
Location: Australia
Hi Guys

I am back in contact.

I have downloaded the guide and working through it now.

I have not had much of a chance to consume it yet. I will post here with thoughts as soon as I have some.

Dean

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 Post subject: Re: Survivors guide in the living game
PostPosted: Sat Sep 16, 2017 5:07 pm 

Joined: Fri Dec 13, 2013 5:44 pm
Posts: 135
Location: Cajun Country
Another item I just thought about. The living game uses max potential rule. How does that interact with powers that do not have primary attributes? I just realized there are a couple that don't have any associated attributes to limit them. In the theme of keeping it gritty I'd think those should at least be limited to the character's highest attribute, but that is just my 2 AP on the matter.

Edit:
I figured I should probably add my thoughts on the other questions I posed.
Demigod: I'd like to see it allowed as a staple of classic comics. I'm thinking limit them to 6 powers, this is half the average number of powers of the other archetypes. Also add the restriction that all energy powers must have the same thematic energy type.

Z-virus: I'm on board for omniviral. I think it keeps things balanced and simple. While a more complicated system could be interesting, for party composition it could also lead to some characters having an advantage in the most common scenario of threat of being Z'ed.

Horror: I'd lean away from it applying to heroes, because it isn't fun to not be allowed to participate. If we are dealing with bystanders in a scenario where it could happen then whatever pushes the story should happen.


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