/ore/ One Roll Engine General

Is the Yugioh guy here? Interested to see how he's approaching things. There was some talk of how best to implement card games, either actually having the players play yugioh or using dice to represent it.

Has anyone managed to come up with a good system hack for using Monsters and other childish things for the Nasusverse? Because I think it'd end up pretty cool, at least for a one-shot.

It wouldn't really be that hard from what I understand of the Nasuverse. Champions match pretty well to Monsters in the way that the system is built, though as I mentioned a couple threads ago you might do better in Wild Talents depending on how you'd want the game to play.

Questions:

1.) Would you want damage to take away from a target's dice pools directly, thus lowering their chances for success and forcing them to pull from a risky pool of resources? Or would you rather have damage add up in wound boxes that, when full, represent the disabling/destruction of that limb?

2. Do you want a character's abilities and powers to be kind of ad-hoc, with simple descriptions for what they can do? Or would you rather a system that digs elbow deep in the qualities and capacities of an ability, giving you precise measurements of what it's capable of?

3. Do you want a character's relationships with other people to be his or her primary driving force? Or should inner motivations be more important?

I was the guy posting the PDF. In my opinion, it is possible to just play out matches with cards, but to me, that seems to come with some disadvantages, namely
- relying on an existing game
- players having to play two games
- potentially long resolution of conflicts, with only one player and the GM playing
- card games often do not make for dramatic stories. You don't want to tell the story about how you lost against the archvillain because you got manascrewed.

I will concede that with the group that would want to play such a campaign, using the real card game might work as well, but I think there's something to be said for abstraction, at least in the theoretical.

Hey /ore/, which one of the base books would be best for running a magical girl/guy game?

Monsters and Other Childish Things, almost for certain. It's a game where you can literally get power-ups from invoking your friendships and where you can defeat your enemy by either beating them to a pulp or humiliating/demoralizing them into submission. All you need to do is ignore the Monsters rules (which is surprisingly easy to do) and use the Weird Kid rules from the Bigger Bads supplement to create magical powers.

Alternately you can use the Monster Rules as your Magical Girl/Guy transformations, with stuff like Flowing Ribbons of Justice 8d (Attacks, Useful (Entanglement), Wicked Fast x2, Awesome x2). Which might actually be the way I'd suggest to do it.

1) stalled for the foreseeable future unfortunately, which is a shame because they were getting to what I like to call "the hall of fame" arc.

2) the discord seems busy enough, so i'd take that as a decent sign

That sucks! Hopefully it kicks back up again. Had I the time and opportunity I'd definitely put together a discord game but alas it's not to be.

Yeah, I imagine Wild Talents might be better. Have masters be 200 point characters, servants somewhere around 300 points.

What's the difference between losing to mana screw and losing to dice screw? The only one I can see is you can minimise manascrew through good deck building, whereas unlucky dice are simply unlucky.

Speed duel games would eliminate the time issues. On the opposite end tag duels could get more players involved at once.

All that said Id be interested in seeing a play test of the original concept, it might work better than expected.