The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 06:41:09 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Actual Play
Actual Play: The Spin System
Pages:
1
[
2
]
« previous
next »
Author
Topic: Actual Play: The Spin System (Read 2541 times)
Brian Leybourne
Member
Posts: 1793
Actual Play: The Spin System
«
Reply #15 on:
March 16, 2003, 06:02:13 PM »
Quote from: Jeph
But first, a bit more hammering out of mooks: Should I use the Feng Shui system, where mooks are either hit-or-miss targets? In other words, an attack either puts them out of the fight, or does nothing. Maybe a mook is out of the fight when you score two more Successes than them? Or just one more?
Additionally, when you say that all mooks have the exact same stats, do you mean that they share Spin Pools, or is each mook's spin tracked seperately?
Their stats are the same, i.e. all 4 "Taco Bandits" have "Shootin'" at 4, "Tough as Nails" at 3 and "Body odor so bad it makes you gag" at 6, but they share a common spin pool. Lets say they initially provide 3 each (I just pulled that number out of the air but it's probably reasonable). So their combined spin pool is 9. At each action, whoever is having a go can spend down that pool, but they also earn it back up with successes/zeroes. This way you're only tracking one pool instead of 4 and you only need to remember one set of stats. Once a Taco Bandit takes 5 hits, he's out of the fight.
Pretty simple. You can even do just one initiative roll for the four of them and they all act together, or if you want you can give them individual initiatives but it's a bit more work.
Brian.
Logged
Brian Leybourne
bleybourne@gmail.com
RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Jeph
Member
Posts: 338
Jeff Schecter
Actual Play: The Spin System
«
Reply #16 on:
March 16, 2003, 06:08:11 PM »
Ah. A communal spin pool. I like it! So if you had 5 mooks each with a spin pool of 4, they'd have a communal pool of 20 that they could all draw on, right? Eliminates the hassle of having to keep track of all those fluctuating numbers. I'd proably give them the same initiative rating during a round-using combat, again just to keep it simple.
Logged
Jeffrey S. Schecter:
Pagoda
/
Other
Jeph
Member
Posts: 338
Jeff Schecter
Actual Play: The Spin System
«
Reply #17 on:
March 16, 2003, 06:10:24 PM »
Last thing before I go to bed: Would your players mind if you released their names, to be put in the playtesting credits?
Logged
Jeffrey S. Schecter:
Pagoda
/
Other
Brian Leybourne
Member
Posts: 1793
Actual Play: The Spin System
«
Reply #18 on:
March 16, 2003, 07:03:18 PM »
I seriously doubt they would mind.
Glenn Beaumont
Tony Hardie
Kurt Scholz
and of course me... :-)
And yeah, that was the point with the combined pool. Keeps things nice and simple. Of course, important NPC's should still be statted up normally and have their own pools.
Looking forward to V2.1
Brian.
Logged
Brian Leybourne
bleybourne@gmail.com
RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Jeph
Member
Posts: 338
Jeff Schecter
Actual Play: The Spin System
«
Reply #19 on:
April 08, 2003, 03:51:37 PM »
Okay. The Spin System Version 2.1 text has
finally
arrived (sorry I took so long). You can view it
here
.
Logged
Jeffrey S. Schecter:
Pagoda
/
Other
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum