The New System is Here!

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Re: The New System is Here!

Post  Stairc -Dan Felder on Thu Jul 17, 2014 11:47 am

Wanderlust has new numbers for skills and new possibilities for maximums and minimums. You shouldn't assume that *anything* from the GM's guide for Ponytales - especially stuff involving numbers - still applies to Wanderlust.

And before anyone asks, a Wanderlust GM's guide is on the way. I'm too busy with FFG stuff to write it out myself now (I've been given some real design work now, not just playtesting materials that most interns seem to get), so my schedule has been thrown off. However, several people that have been involved with the development of Wanderlust have volunteered to try their hands at writing a GM's guide from my skeleton and existing materials. If one or more of them produces great work, we'll not only get the GM's guide faster - we'll also have discovered some great talent in that direction which will make future releases faster still.

If anyone else wants to try this too, send me a PM. I'll be available to answer questions on system details (like appropriate DCs) so the main skill we need is very good nonfiction writing, which can succinctly and pleasantly explain the concepts behind GMing and walk through those processes.

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Re: The New System is Here!

Post  Dr Blight on Fri Jul 18, 2014 3:27 pm

A suggestion on my part: maybe raising the starting novice points to 12 or so?

Just a suggestion I'm making since at present trying to make a base changeling puts you one point short. And you know how much I love changelings! That extra point also allows said changeling to pick up a 1 point ability to give them some minor uniqueness while they wait to level up and buy more new things!

I figure those two extra points shouldn't change things too much.

Alternatively, changeling trickery could have it's cost reduced by 1 and you'd break an even 10 points. Though the changeling in question would have to rely solely on its skills to make it unique.

Aside from this though, this system looks pretty good to me for whatever that's worth.
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Re: The New System is Here!

Post  Stairc -Dan Felder on Fri Jul 18, 2014 10:06 pm

That's a good point. Possibly could just be a setting adjustment too, since some settings have more fantastical races than others. Most D&D-style settings have almost no actual need for racial points for the common races. Equestria gets much more exotic.

That could be a great GM's Handbook thing... Adjusting base points depending on your setting. I like 10 for the D&D universes, but not all settings are packed with humans, elves and dwarves (which don't really need any abilities specifically to represent them).

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Re: The New System is Here!

Post  Stairc -Dan Felder on Sat Jul 19, 2014 2:11 am

Based on feedback, several changes have been made and several new things have been added.

1) To give reaction-based builds more flexibility, the bladespell powers no longer limit their effects to the next attack you make on the turn you use them. Now they can be used on your next attack, allowing you to buff on your turn to deliver customized reaction attacks to enemies.

2) Monks got a similar boost for flexibility, considering how self-reliant their powers are. To give combos more options, several new powers were added to the Monk section, as well as a 2 point exalted trait that allows monks to double as punishing-defenders. Here they are.

Basic Powers
[-2] Black Lotus - Reaction (Combo, Single, Attack)
Trigger - You use an Opener power
Effect -  Target creature suffers Weakness 10.

[-3] Roundhouse Kick - Reaction (Attack, Finisher, Burst)
Trigger - You use a Combo power.
Effect - Deal 1d6 damage to up to 3 different target creatures.

[-4] Way of the Drunken Master - Reaction (Attack, Finisher, Single)
Trigger - You use a Combo power
Effect - Deal 1d20 damage to target creature. If you roll a 1 or a 2, you may immediately use an Opener power.


Exalted Trait
(2) Avenge the Innocent
You gain the following power:

[0] Avenge the Innocent - Reaction (Self) [2/Battle]
       Trigger - An enemy damages one of your allies.
        Effect - You may immediately use an Opener power.

(2) Upgrade - You may now use Avenge the Innocent 2 additional times per battle.


Last edited by Stairc -Dan Felder on Mon Jul 21, 2014 2:20 pm; edited 1 time in total

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Re: The New System is Here!

Post  Stairc -Dan Felder on Sat Jul 19, 2014 3:21 am

There's also been some chatter about Berserkers not having enough ways to get adrenaline to power various builds. I just designed this basic power to open up a lot of options for Berserkers and team builds. I really like when a small addition or tweak opens up a lot more depth in the existing system, provided it doesn't cause balance issues of course. This seems to do a good job of that.

[0] No Pain, No Gain - Reaction (Self)
Trigger - You would gain life
Effect - You gain no life instead. Gain 1 adrenaline for each 3 life you would have gained this way

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Re: The New System is Here!

Post  Xel Unknown on Mon Jul 21, 2014 8:14 am

Black Lotus confuses me... It's a -2 move... TO GIVE YOURSELF WEAKNESS TEN? That's what it's (self) qualifier seems to be implying. The hell? Or is it meant to be a (single) move? Either way it does raise the point... Um... How long does this weakness persists? Nevermind I've realized that Weakness is a type of thing that just goes away by attack damage output... Interesting... Still it's hard to tell if the "Target Creature" or "Self" is an error for Black Lotus.
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Re: The New System is Here!

Post  Stairc -Dan Felder on Mon Jul 21, 2014 2:17 pm

The "self" is the typo. Thanks for letting me know, I'll fix it first chance I get.

It's worth noting that those keywords have no gameplay effect ever, they only matter when other things refer to them. The keyword "self" would only matter if something refers to using Self powers - or letting you alter Self powers or anything else. But yeah, it definitely is mislabeled here.

EDIT - Fixed the keyword typos.

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Re: The New System is Here!

Post  Philadelphus on Wed Jul 23, 2014 5:52 am

Philadelphus wrote:
ZamuelNow wrote:I think it might be worth it to have a weaker prerequisite for Weather Control at level 1.  The one in the new system is a bit more powerful than the one in the current system so I can see it being at a higher level.  Yet, a weaker version existing wouldn't just be good for pegasi.  I can see where a low level mage could conjure a small cloud or poke holes in a storm to try to gain brief solace.  A size shrinkage (thinking roughly a 20-50 foot cube) sounds feasible, especially since recharge is built in (shouldn't that be a Short Rest) so it isn't spammable.  Probably need to weaken the magnitude of the Perception debuff since it's simply not a big enough cloud for the described effects.
I agree that Weather Crafter could stand to be overhauled a bit and I have a few ideas for it, I just haven't had time lately to thresh them out. It's on the back-burner, but I haven't forgotten about it. At minimum I think there's room for a Novice-level version of it.
Just posting to say that this is definitely being worked on. When I took a close look at Weather Crafter I realized its problem was that it was too broad, and lacked focus. Simply splitting the ability to generate snow/sleet/hail from the ability to generate simple rain allowed me to make multiple abilities (including a Novice level one) with more of a progression (which has the bonus of allowing more specialization, too). Still fleshing the ideas out, but they're coming along.

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Re: The New System is Here!

Post  DrownedChampion on Sat Jul 26, 2014 6:33 pm

I looked at the new system, read through everything it had to offer, and decided to build a character. It took me thirty minutes to build a concept that was pretty much fully optimized.

And I hated it.

Why? Because, in essence, this game became Dungeons and Dragon with a little bit more flexibility and a little less complexity. The tier system is a great idea for allowing greater strength at higher levels, but when you couple that with a smaller pool of points, you essentially get less options and get tied into a very limited role.

In Aspirations of Harmony it took me about four hours to build a character, but it took me those four hours because I was reviewing each of the dozens, if not hundreds of abilities and thinking how I could apply it, what I could tweak, house-ruling with a GM to make it work just right, what to apply Freak Knowledge in, what kind of specialist, maybe a generalist.
Etc. Etc. Etc.

Aspirations of Harmony was great because for once I didn't need to liquefy my character and pour it into a pattern that fit the system. My character was first priority, and other than the massive amount of information to deal with, the system is really easy to work with.

So what you've done is taken a seamless, adaptable system and used it as inspiration to make a clunky mess in the name of a balance that only lasts because there aren't that many options. And that's why I'm not fond of this system. Its lost the core appeal and I doubt it will get it back.
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Re: The New System is Here!

Post  Xel Unknown on Sat Jul 26, 2014 6:47 pm

Yes... Personally I'm thinking of that the best idea is to do a spliced system mixture and junk... Which I'll eventually deal with building such an idea too.
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Re: The New System is Here!

Post  Stairc -Dan Felder on Sat Jul 26, 2014 6:53 pm

Thanks for your opinion. But you seem to misunderstand the point of the system. Not all systems are built for everyone, you can't build a one-size-fits all system because too many goals contradict one another.

Massive character-building options at the cost of all else was the goal of ponytales. In the process, the system became far more difficult to GM, took extremely long to build in, was imbalanced on a fundamental level and had a lot of really awkward designs twisted in there. For people that want to dive in and focus on an intricate character-building process, it's a lot of fun.

Wanderlust isn't meant to replace that fun, which is why it isn't Pony Tales 2nd Edition. Wanderlust is designed to focus on the adventuring session itself.

The question is, when people sit down to create an interactive adventure and epic storyline to explore a world with... Why do they need a system at all? Why don't they just improvise everything? After talking to a lot of people, I feel that it's because they need a system to play referee. They want a simple, clean way to agree on what the adventurers can actually do and make sure things will stay balanced and somewhat predictable for the GM. The ideal system for those players would be one that's elegant and easy to use, supports the major fantasy character concepts (assuming it's a fantasy game, which Wanderlust is designed for) and plays really smoothly in practice. It should also make combat encounters fun and well-balanced, not drag them out. Character-building should be smooth, quick and uncluttered - the system should make it easy to get the basic abilities and powers a character concept should have. As long as there's some room for customization, that's all it needs to be.

Wanderlust is designed for this goal.

In short, there are two main approaches that make people want to play an RPG.

1) "I want to build an awesome character-sheet from tons of cool options, then take it for a spin and try it out in an awesome adventure."

2) "I want to go on an awesome adventure with this character-concept in my head, so I'll build a character sheet with powers he'd probably have."

There's a lot of mixture between those two approaches of course, lots of people do a bit of both. In the system itself though, building for both those desires is mutually contradictory most of the time. You can't build for optimizing-loving players and create extremely powerful combinations on the one hand, while at the same time keeping everything balanced on the other. You can't give people a million character options from level 1 on the one hand, and keep the system streamlined and unintimidating to new players on the other.

Well, at least I haven't figured out a way yet.

Ponytales focused on point 1. If you like point 1, great. Keep playing Ponytales.

Wanderlust focuses on point 2. That's the game I prefer to play. I built Wanderlust because it's the kind of game I want to play, and because a lot of my friends cited the many problems with Ponytales/Living Legends as elements that kept them from enjoying that system.

I'm glad you love Ponytales so much, that's wonderful. And I don't mind at all that Wanderlust isn't your cup of tea. By definition, a lot of fans of the current Ponytales aren't going to like a game that was designed for people that Ponytales wasn't designed for.

EDIT - Also, I should point out that the original Ponytales had much less content, and one of the attractions of it was that you could build a character in an astonishingly quick amount of time. It took about 2 years to get the amount of content it currently has.


Last edited by Stairc -Dan Felder on Sun Jul 27, 2014 2:24 am; edited 2 times in total

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Re: The New System is Here!

Post  Fury of the Tempest on Sat Jul 26, 2014 6:56 pm

... Seriously then. What's even the point of telling us that your working on a new game. Or releasing the new game here. When you KNOW that the vast majority of Ponytale fans won't like it? It makes absolutely no sense!
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Re: The New System is Here!

Post  Stairc -Dan Felder on Sat Jul 26, 2014 7:11 pm

Several reasons.

1) I value your input and I want to see what you have to say. Especially since a lot of people here have a different and valuable perspective.

2) A lot of people here have been very supportive and have helped make Ponytales a fun system. Even if you don't like a current project I'm working on, I still think you deserve the option of trying it out. You can always decide for yourself if you don't want to play it, and even if I have to deal with a lot of negativity - I don't mind much as long as you're still getting treated fairly.

3) A lot of people actually have been very supportive, but they've mostly stayed out of this thread due to the intensity of certain posters (at least, that's what they've told me in PMs).

4) Lots of people play more than one RPG depending on what experience they're looking for at the moment. I've done play-by-post freeform, 4th Edition, Wanderlust, Star Wars: Age of Rebellion, 3.5 edition and more. Kindulas and Lapis Lazily have both been Pathfinder fans as well as 4th Edition, Gamma World plus of course avid players of Pony Tales and other systems in addition to working on Wanderlust. Each system offers a different experience, and some systems suit different settings, story ideas or concepts differently. Just because you're a fan of one kind doesn't mean you won't enjoy other systems as well.

The main issue seems to be comparing character-building in Pony Tales (a character-building system with massive gameplay issues and a lack of accessibility to new players) to a system designed for smooth gameplay, few GM issues and to be quite friendly to new players. When you're an entrenched Pony Tales fan comparing PT's greatest strength to something a different system isn't even trying to focus on - the second system is going to look weak. It's like a steak-lover being shows a sushi roll and comparing how much beef is in both dishes.

I 100% admit that pony tales has a lot more options for character-building, especially at level 1, than Wanderlust. That's 100% intentional. Wanderlust also has a lot of things that Pony Tales doesn't. That's also intentional.

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Re: The New System is Here!

Post  Xel Unknown on Sat Jul 26, 2014 7:26 pm

But at the same time you've honestly told me in privet about how you LIKE being told that "everything wrong" as if our opinion is automatically wrong! Or something such like that.
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Re: The New System is Here!

Post  Stairc -Dan Felder on Sat Jul 26, 2014 7:34 pm

No Xel, I said that your personal attacks on me for months about how I'm actively trying to ruin everyone's fun and that I'm a mad dictator using these forums as my personal kingdom and that I never listen to feedback of any kind (and more)... All that makes me chuckle. I take it as a positive sign that Pony Tales is a system that has at least some people so passionate for it.

Also, I did say that if a certain subsection of the forum is yelling that everything's going to explode - that's traditionally meant very good things for the system. For example, I remember people screaming that everything was going to break when we cut out the racial-separation for utility talents. It used to be that you could only take Twitchy Tail as an earth pony for example. When we removed these barriers and let people take anything they wanted as long as it made sense for their character, we had people screaming that the whole system was going to break. I believe one person equated this change to swapping "dice rolling" for "squid-poking" as a mechanic.

Of course, this doesn't mean that that subsection is automatically wrong. Arguments stand on their own merits, regardless of who is making them. I'm always interested in hearing feedback from anyone, though I really do prefer to get it without a helping of drama.

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Re: The New System is Here!

Post  ZamuelNow on Sat Jul 26, 2014 11:22 pm

I've been a bit...delayed...on things I'd like to attempt with the new system but I think there's a mix of positives and negatives. One of the more intriguing benefits with Aspirations of Harmony and Wanderlust is that they're modular. You can pull some things from one, other things from the other, and mix them how best suits a game. At another time I'll probably attempt a more itemized list of my opinions on the whole thing.

One thing I agree with but in a different way is the need for more opinions. However, I think one of the forums biggest weaknesses is that it's a little underpopulated. We really do need more here so that different campaigns can grow and so a few differing voices are heard.
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Re: The New System is Here!

Post  tygerburningbright on Sat Jul 26, 2014 11:41 pm

I've been looking things over and there are a few things I feel like I need to ask.

First off why did you decide to release this thing here? Why not start another forum from scratch and let Pony Tales be Pony Tales?

Second is the game actually in a playable state at the moment? There are absurdly basic guidelines for the GM only explaining the extreme basics of an RP and even less explaining how to run an RPG let alone the one that you are presenting.

Third Why did you and the rest of the developers give this thing so much of your attention for so long when there are been long standing problems and promises for Pony Tales that the community have been asking for so long? (An actual GM guide, a monster manual, detailed skill definitions, sample adventures ect)

Fourth are the developers going to focusing on this new thing from now on rather than Pony Tales?
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Re: The New System is Here!

Post  Stairc -Dan Felder on Sun Jul 27, 2014 12:04 am

1) Already answered why I showed it here.

2) The player's handbook is ready for feedback. GM material is forthcoming, but it is not expected that the game be played yet. However, the game has almost as much support for GMs as ponytales had, plus it's a lot easier to GM - so I'm sure good GMs could improvise things.

3) Because we realized that none of us wanted to work on Ponytales anymore without making fundamental changes (speaking for myself, Kindulas and Lapis here - I'm sure Philadelphus was still happy to work on PT, as he was much fresher to the official development role). The most vocal elements of the system's fanbase got mad at us for making just about any changes, and we had learned enough over 2 years to realize many basic mistakes we made with the system that made things broken on a very fundamental level and restricted design space. Our passion for the project had been sapped by all the negativity, and it wasn't even something we wanted to play in ourselves anymore (now that we'd found the errors). The errors in it also prevented us from using it as a portfolio piece for our game design work, and the system was evolved to the point where people could at least enjoy it on their own. While there wasn't strong GM support, there really couldn't be. There was no math that would actually work for balanced monsters, because everything was broken on a fundamental level. We also didn't want to write a detailed guide on how to handle all the many, many flaws in Ponytales. We didn't want to keep building on a foundation we believed was flawed.

Since we aren't getting paid for any of this, we didn't want to keep playing in the system ourselves and changing things just seemed to make people angry - it made no sense to keep patching a system we felt was fundamentally broken. It wasn't until we decided to try making a new system that we could believe in, without regard to the existing preferences of other people, that we got excited enough to dedicate several months of our lives to the work again. You've seen how much drama has drummed up from making a separate system and not changing anything of PT itself. We think certain things, like the Defender combat talent in PT, are problems. Look at how much time we've spent arguing about simply not including that one thing in a different system. We spent a literal five hours once discussing minor changes to the flight utility talent tree on these forums.

We just want to design games we like and games we want to play. We'd like to share them with people and hope you enjoy them too. We also have our portfolios to think of for game design, and can't spend forever patching an existing system. We need to create new work. We really don't want to have to get into multi-hour and multi-day arguments about even small changes. That just kills the joy for us, and saps our desire to work. Especially if we spend hours working on something, discussing it with fans, and then get accused of trying to ruin peoples' fun and told we don't care about feedback.

4) I think this answer is pretty clear by now. Why should I spend hours of my free time working on a system that I don't enjoy working on? For my appreciative and supportive fans?

EDIT - It's important to note that some people have been extremely supportive and have provided great feedback, particularly through Wanderlust's development before it was shown publicly on the forums. However, they've also been understanding about why I don't feel a desire to keep patching PT.


Last edited by Stairc -Dan Felder on Sun Jul 27, 2014 2:26 am; edited 1 time in total

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Re: The New System is Here!

Post  ZamuelNow on Sun Jul 27, 2014 1:53 am

Stairc -Dan Felder wrote:but it is not expected that the game be played yet.

*arches eyebrow* Why not? I get a lot of the other stuff but this strikes me as odd.
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Re: The New System is Here!

Post  Stairc -Dan Felder on Sun Jul 27, 2014 1:59 am

Well, because all the GM support isn't there yet. I'm delighted if people play the game anyway of course (and anyone with game design experience will be just fine), but it's not in a state yet where I'd be expecting people to play it without further support. Even PT had a little help with the PH's Guide.

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Re: The New System is Here!

Post  Fury of the Tempest on Sun Jul 27, 2014 9:26 am

So. Let me get this straight. You made Ponytales, got criticism and feedback, worked on it and developed it for two years. Got annoyed at the criticisms, realized that you game was flawed, and went.

'Fuck the guys who have been willing to play and give feedback about this game. Fuck the guys who have been constantly trying to help us and make the game better with more content and better mechanics. We're going to abandon this game system that we've spent two years on due to a vocal minority and instead make a new system which is completely and utterly different from Ponytales to such a degree that no one from Ponytales will be able to enjoy it as they enjoyed Ponytales'


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Re: The New System is Here!

Post  Dusk Raven on Sun Jul 27, 2014 11:08 am

I'm going to interrupt that train of thought (gladly) with a few thoughts I've had regarding the system.

I like the skill setup. I think that's pretty good.

I'm not sure about the abilities system - I think the biggest problem is that I didn't have a lot of choices at first level, which was probably intentional, but I was scrambling to find something I could take that would actually fit.

I liked how Destinies were both combat and non-combat, though I think the document needs to be formatted a bit better, with the Dragon Disciple being listed like the rest. Also, there needs to be more destinies.

The combat system... well, I liked Pony Tales' combat a bit more, primarily because of a greater variety of save-ends effects and more powerful weapons. Again, it was a struggle to think of things that would fit for my character. However, there are upsides like Adrenaline. On a side note, I'm also elated that the talent Zarhon and I developed made it into the new system.

In short, I'm pretty sure some of the problems I have with Wanderlust can be remedied by having more stuff.
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Re: The New System is Here!

Post  Crystalite on Sun Jul 27, 2014 11:25 am

Fury of the Tempest wrote:So. Let me get this straight. You made Ponytales, got criticism and feedback, worked on it and developed it for two years. Got annoyed at the criticisms, realized that you game was flawed, and went.

'Fuck the guys who have been willing to play and give feedback about this game. Fuck the guys who have been constantly trying to help us and make the game better with more content and better mechanics. We're going to abandon this game system that we've spent two years on due to a vocal minority and instead make a new system which is completely and utterly different from Ponytales to such a degree that no one from Ponytales will be able to enjoy it as they enjoyed Ponytales'

Nice language there, but that's a problem for an admin.

I would like to point out, instead, that A) You seem to be part of said minority, B) Nobody is making you play Wanderlust, and C) Nobody (here) is stopping you from making stuff for Ponytales if you so choose.

I have always believed in the mentality that rules aren't truly necessary for roleplaying. I've played free-form RPGs for years, and mostly did fine; but I liked the idea of a little uncertainty in my games, not knowing for sure what would happen next. A set of rules is meant to help add unpredictability, to a moderate degree. Pony Tales does that, but it's a little too moderate in some ways (Defender, Magecraft, Reliability, need I continue?) and not enough in others (The lack of a Persuasion skill is probably my favorite change so far for this exact reason.) As a player, I've found plenty of ways to break the system; but y'know, I just don't have a whole lot of fun doing that. But, as a GM: for free-form, for PT, and now for Wanderlust, I have found that the system is only as broken as I let it be, because I can always say "No, I don't like that, let's change it." Wanderlust, I think, is better equipped to do that than Pony Tales; and, should someone find something that really is broken (Probably via houserules), is better equipped to help a GM get a handle on such a thing.
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Re: The New System is Here!

Post  Fury of the Tempest on Sun Jul 27, 2014 11:34 am

That is the main problem with Wanderlust. Despite my previous comment, I actually like what's been done with Wanderlust so far. I like the new Skill set-up (to a degree, I think the amount of points offered is still too low, or that you should have 1 or 2 points in each skill anyway), I like the introduction of the Defenses. I like the new flexibility of the Destinies, and the fact that you have a combat part and a non-combat part to them both. Hell, I even like the vast majority of the combat and abilities as well.

The biggest problem of Wanderlust, is the amount of options available. I know that your starting that you think level 1 is too strong for Ponytales and I can see why. At the same time however, I believe you have gone too far in nerfing level 1. But even more than that, what strikes me the most of Wanderlust, is simply the LACK of options. All that needs to be done for Wanderlust in order to make it a solid, fun system that is enjoyable by your new audience, and the vast majority of current Ponytale fans, is simple. Give is more stuff!

Like, double or TRIPLE the current amount of content. Give level 1 characters more options, not just in number of available abilities, but also the amount of ability points they have to spend. Give me more combat abilities and roles. Like, let me play as a tank! Or someone that waits a few turns, before going super by transformation/weapon summoning, or give us more means to disrupt or disable the enemy, like daze or blindness. Give us more traits, especially non X/Battle traits. Gives us more destinies, both combat and non combat. I mean, an inventor/engineer has no options now! Or what about being a master of magic manipulation, instead of straight up becoming an archemage? Or what about being a speaker of the undead, perhaps become an undead myself? Or mastering the art of shapeshifting, allowing me to polymorph from one form to another? Where is my Self-Discovery Destiny?!

The mechanics of Wanderlust, in general. Is solid. The vast majority of its problems and current flaws, can easily be fixed by just giving it more content. You have tons of content from Ponytales, so it shouldn't be all that hard to add more content to Wanderlust when you have so much content and inspiration to draw from.


Crystalite wrote:I would like to point out, instead, that A) You seem to be part of said minority, B) Nobody is making you play Wanderlust, and C) Nobody (here) is stopping you from making stuff for Ponytales if you so choose.


A) No. I am not part of that said minority. In fact, I have been one of the most positive and supportive people for Ponytales!
B) Correct. However, they are asking for our opinions on Wanderlust, so I am giving it to them.
C) There is a difference between homebrew, and actually making official content.
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Re: The New System is Here!

Post  LoganAura on Sun Jul 27, 2014 12:41 pm

Know I haven't been around much but I'll throw my 2 cents in here.

The wide options available at level one was one of my reasons for not really finding pony tales fun to DM anymore. Yes, it is awesome for a player to be able to do EVERYTHING in the world, but then you get to the DM's side of the table and you get flying characters which bypass most every ground-based trap you've got in your book, characters who can summon animals and (if they're cruel enough) send them to activate what airborne traps there are and waste ammo or the like, invisibility/ghosting/the like to bypass the highest tier of guards...

And when a player has that much abilities and capabilities, just saying "No" is extremely difficult and it shoots down the player who has put effort into making their character that way.

So I can see why they're not putting things from PT into Wanderlust Just yet. PT was made from the ground up as a game that Dan could use for his players, and Dan's got experience with a TON of varied players so he knows how to do things. It never was meant to be made into a game for anyone else but Dan, and people started playing it. So while Dan could easily use the math, or see how to make things difficult, but not impossible for players, you then get DMs (Like myself) who have no way to deal with a player who can go from -29 HP to fully healed by being attacked (For example) without going into "You become unconcious, unable to be reflected or affected by blockings." powers. There needs to be a lot of looking at the PT powers and abilities before they can be moved over to Wanderlust

A lot of the PT stuff... For lack of a better word, is broken when placed in the hands of an inexperienced DM. And even in some moderately experienced DMs if a player happens upon something that is a perfectly melding combo that while the math is there and it's balanced, if you don't know how to work around it to make things the appropriate difficulty you're searching for. Like for someone who breaks perception checks in half and doesn't actually have as much as they could, or a person who has stealth mode and ghost mode and the stealth destiny all combined to almost becoming invisible even WITH a nat 20 from a guard.

Also, while I haven't checked what exactly they get at level one, I can understand why they've nerfed it severely. Level one is supposed to be the start of a person's adventure, where they're at their most inexperienced, and where they don't have as much strength or capabilities as they will later. So having a ton of abilities, tons of skills, tons of things like that? Don't make sense to me as a player, especially playing through a few other systems like Mutants and Masterminds, Pathfinder, etc. All of which have a character grow and change, and being at the equivilent of "Level one" isn't as powerful as "level two" and so on. Same for Video game RPGs and the like.

PT, in general, has always felt overpowered for the player's side.

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