Thanks! It does seem like these errors are related to the program not auto-tagging the files. It just imported them and I can see the list, but otherwise nothing else happened. When I get a chance I can do an uninstall/reinstall to see if perhaps it installs more cleanly.
Steelheartx
Recent community posts
I'm not sure of the best way to talk about tech issues, but figured I'd start here. On installation of the first part, it gave some errors, but continued through the process after clicking ok on them. I noticed after importing a small batch of pdfs that it didn't auto-tag them. I decided to delete the meta because that was related to the installation errors. It then gave the Javascript error below. I'm going from memory, but this seems to be the same or similar to the installation error. When I clicked Ok, it popped up twice more, then said the meta was clear.
Hi there, I recently talked with you on Reddit about this game. I am going to play it solo and wondered about the number of PC's needed. The rules just say that a group is needed, but it would seem difficult to do well as a solo for a kaiju drive and possibly an encounter with a large or behemoth with just 1 PC. I could of course play some sort of "specops" type missions by myself, but wanted to try the kaiju drive first.
The second question is regarding the reference to "kaiju riding" in some of the mech specs. Is this some sort ability that allows the mech to jump on the back of a kaiju? I'm not sure how this would be used with domesticated kaiju as they're about the same size as our mechs. I could see it being used against large or behemoth wild kaiju though.
Ah yes, I remember that for advancement. I must admit that I somewhat cheated in my game with using my higher mind attribute since I didn't do any fighting. The rule about using either one for a mental challenge seemed to apply, even to a laser cutting the door open challenge since it didn't require brute force. But I was able to use the body attribute as a sink for the time I got too much strain. :D At the same time, I chose a tech archetype in a solo game, so figured I'd be stealthing and hacking, not running and gunning and needed all the advantages I could get!
Official Review (now that I finished my first game)
This game plays well with a good mix of rolling challenge checks but with the narrative aspect left to you to determine how your skill or item applies. Managing and utilizing Karma & Strain provides a strategic element, with the Quirk throwing an occasional wrench into your plans. The Pay the Price system nicely propels the narrative forward. Great for solo as the resolution is player facing, but you'll need an oracle depending on your play style.
Coming from a background of huge lists of options such as classes, feats, skills, etc. made it feel like I was cheating when I got a Partial Success (failure). It took some getting used to. One example was attempting to repair an unstable reactor. I got a full success to apply the physical patch, but failed/partial success to connect to the computer system to finish the job. I determined that I fixed it, but only temporarily. This pushed the narrative forward and made me consider if I wanted to try to make it permanent or move on with my core mission.
There are a couple of minor issues to mention. There isn't a list of quirks, so you'll have to generate or think of it yourself. The lists of equipment and weapons are listed in the pregen character file instead of the core rules, but I mentioned this to the creator and perhaps he'll fold it in at some point.
I finally finished my game over a few sessions. Overall it went well and I succeeded in my mission! I'm not sure if I'll continue the character, but did wonder if you recommend simply rolling up another mission that's connected to the first or just organically growing it. My mission was rescuing a downed pilot with intel, so that intel would seem to provide the next mission if I can get it fleshed out a bit.
I'm using the difficulty die after determining the difficulty level if that is what you mean by opposed rolls. If it's by design, then I understand and it's been pushing the narrative forward in that way.
I could see that becoming unbalanced in CP. To me it's always a struggle to only rely on dice mechanics, because when you're more experienced you generally do things right. A simple task should go fine unless other factors come into play like standing on a ledge with high winds while trying to break into a window. It's annoying when an experienced character makes a noob mistake (failed roll). In the case of Galactic Ops it breaks immersion if my character is supposed to be one of the best. Nothing is perfect of course and I guess that's why we have house rules and the like.
Thanks, I did wonder if I needed facilitator Karma in solo. It seemed like something extra to track and worry about. I've been using an oracle (PUM) along with ChatGPT to narrate what happens. I also use rng assets that we all have too.
Overall the PtP mechanic seems like a stripped down PBtA, although I've still not played a PTbA game just read over them.
Thanks for the reply, have a good one!
I am going to try the resolution system from Cyberpunks for my solo Galactic Ops game. My character has missed completely except for 1 time out of 6 rolls. Luckily the system is setup for partial success upon failure. One time I tried rolling an extra die since two skills applied, but they both rolled low. I think adding will give more of a chance and represents the factors/experience involved better.
On a related note, the facilitator role has accumulated momentum and has karma. How is Karma used by the facilitator? Do you decide the challenge rating like normal, then use your karma to move it up one? Do you just reverse the player side to give strain or make the player reroll?
I also wanted to mention that the weapons and gear lists are only found in the quickstart characters file. I was confused trying to choose those until happening to open that file. I think a similar setup like in Cyberpunks would also work well for those. Or at least add a comment in the main file on where to find those lists.
Luckily due to the partial success aspect, I've been able to progress and it's been fun so far! Thanks for what you do, it's been fun to see the nuances
The second question is general to the hex entries. I didn't want to look through all of the hex entries to maintain some surprise for later, but toward the front there is one with a certain monster (024.039). I didn't see any stats for him. I looked over the ILSS rules and see that you give directions on statting out monsters and NPCs. Is it your assumption that any monsters, NPCs, and other will simply require statting according to the ILSS rules in this and future hexes as you release them?
If so, then adding something at the beginning that talks about your intentions on when one should refer to the ILSS rules would be nice. Since most of the rules are given in the Ghosts file it's a little confusing at times. Thanks for listening!
The first question is regarding Partners. The line under that section says that you "may attract and support 1 Partner who requires ½ share of all loot obtained." The core ILSS rules say you can have up to 3 depending on renown, which likely applies here. But how would the loot be divided after the first Partner? Is it limited to 1/2 that the extra partners have to split that, or is there some other percent that gets added per partner past the first? ILSS doesn't mention how to divide loot, so thought I'd ask.
I see the word "posse" mentioned in this supplement with no explanation, but the meaning seems to indicate the player(s) group rather than a temporary group chasing after bandits as mentioned in ILSS. Is this just a slight inconsistency in term use with the rules mentioning posse actually meaning whatever group you're running with, or only applicable for an actual posse?
Thanks for the explanation! To put it simply and make sure I understand: when not under pressure you roll a d20 for a 1 to 1 ratio of ticks, otherwise you have to roll a 15+ and only get 1d6 ticks?
While you mentioned thieves traditionally being the only ones eligible to try, your rules don't restrict it right? Just come from that flavor?
Hi there, through the power of connections I saw your comment on unclevova's Sneakthief lockpicking addon and made my way to yours. I like the differences between the two and had 2 questions about yours.
It says to roll a d20 and mark that many ticks. Based on that, every 5 on the die unlocks a pin? So a 4 pin lock would be unlocked on a 20 in one go? Just checking, because it seemed a little too easy. But I guess if it's a non-thief then they are taking 10 minutes already.
If I am interpreting that correctly, then the second question is for the line under the experienced thief section, "On a roll of 15+ mark d6 ticks of progress". It would seem that I already got 15 ticks and the d6 is giving me a bonus to that?
Thanks!
I'm actually going to try to play this solo. It seems like the GM facing document would be implied to be secret, but at the same time it has the powers of each faction. Is this supposed to be player knowledge too, but the GM simply uses it as a guideline to run the game and adjudicate the Actions? In addition, I didn't see guidance on how you roll for an action's success.
Hi there, I am not sure of the best place to ask questions, so please let me know if there's a more preferred way.
I created a Gnome and was getting ready to play when I noticed there wasn't a suggested sequence of play or turn order. I ended up looking in the Four Points SRD and saw the Turns there. As this is my first Four Points game, I am confused on how combat or competitive situations are resolved.
I see that it's player facing rolls, but how do you account for what the opposing side is doing? Is this narrated based on a failure of the character's action? A quick example is if I'm using the plot hook of birds pecking seeds in the garden. Let's say the birds are circling. If I were doing some action to keep them away such as swinging a garden implement around, is a failure something the birds get to do such as I fell down and the bird swooped in to get the seed? Or is there some other way for the bird to take actions?
The short of it is that I enjoyed playing this game and you should try it!
As you might expect from the description, this game has a grim tone. The description above is repeated at the beginning of the game, but beyond that there is not a specified setting. In Q&A with the creator he confirmed that this was his intention, and that Warhammer inspired him. Personally, I like to have a bit of setting to go on but know that this differs per person. My initial inspiration was the movie Priest based on the initial description, flavor from the skills & gifts, and the foes list. As I played the game, I had to ask a few questions related to mechanics, which the creator was happy to answer. At a certain point I used a location generator for more flavor, but overall, the mechanics work well by rolling 2 skills to use as a focus to generate an encounter. As is, the system is good for 1 shots or short story arcs unless you wish to do some worldbuilding and addition of spells, foes, and other needed flavor.