Teen Justice Force Go! [entries|archive|friends|userinfo]
Teen Justice Force Go!

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(no subject) [Jan. 29th, 2008|10:59 pm]

head58
So tonight at Jeff's Delbruek Gate game, somebody (Kyle) dropped the phrase "keep it on the Q-T" and EVERYBODY IN THE ROOM KNEW WHAT IT MEANT!!!!

I just had to share.
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TJF Postmortem notes [Apr. 17th, 2007|11:05 am]

head58
1. Thanks for a great game everybody. That was a fun ride.

2. I want to write up some kind of notes on how DitV worked as a system for supers to post on rpg.net and the lumpley forum at the Forge and maybe other places. I'd really be interested in your feedback on this. My feelings are:

a) Big groups of players just brutalize an NPC, even a group NPC. There was no time when 5 or 6 of you were all going against some big bad or group and I even had a remote chance of holding out for more than a round or two. I even modified the rules for group NPCs to reflect the level of the NPC in question (mooks gor 2d6 per additional mook, major arcana got an extra 3d10, demons got an extra 5d10+4d6) and that didn't slow you down. I either needed to drastically up the number and size of my dice pool or split you up to stand a chance (against 3 of you last night, I was able to hold my own).

b) I didn't use the Circumstances nearly as much as I should have. In retrospect I don't know that I'd use them again since we didn't pay that much attention to them. They're more useful in Afraid when you feel pursued and tormented at every turn. Here, no so much. If I'd run a much more personally tormenting game, maybe they'd work better.

c) It was tough to establish stakes beyond "I'm gonna beat him into the ground." Again, this is probably my style as a supers GM in not setting up different sort of conflicts. i think I did this better early on but dropped it as the game went forward in favor of just regular old combat. And that's not really the point of DitV.

So in the end I don't think I'd use DitV for supers again, but it was an interesting experiment and I think it served our purposes. I really liked having such a lite ruleset. I don't think after that I could ever imagine running something like Mutants and Masterminds again.

Anyway, thoughts on the system?
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[TJF] Monday? [Apr. 13th, 2007|12:29 pm]

head58
We're still set for Monday, right? 6:30ish, at [info]mebib's place?

Also, [info]rayan4d2, check your email. [info]lorax[info]ioianthe, please tell Bill to check his email.
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TJF Last session: 4/16 [Apr. 4th, 2007|02:13 pm]

head58
Because VBSC got cancelled this week due to the Crisis on Infinite Mortgages among the [info]michele_blue/[info]cityofbeige/[info]bryant axis, Bryant has asked if we could run that next Monday, and push TJF to 4/16. Which is fine by me because 1) i have that day off from work and 2) I need prep time as I have NO idea what I'm doing!

And whatever happens, I definitely want to wrap the game on that night. With the caveat that we can always come back for one shots or another short run if the mood strikes us.
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[TJF] Next session? [Apr. 3rd, 2007|11:39 am]

head58
It looks like the next session may well be the Big Double Sized Final Issue of Teen Justice Force! Unless of course things spill over and we need one more.

But that being said, which works better for y'all: April 9 or April 16? I'd like ideally to have everyone there for the final session. But yeah, that's pretty funny, I know.

I'd rather do this before 4/23, when Heroes returns.
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Hey kids, Nazis! [Mar. 30th, 2007|10:47 am]

head58
Okay, so they weren't in a Walker, but rather a mole-man drill ship. That was my bad. I should have had the walkers come out of the sea. But it's tougher to get to Malta by undersea walker from Berlin than it is to just tunnel up from their secret base at one of the seven centers of the Earth.

So anyway, here's a little present for y'all.


Also, some info on Willhelm Reich and his Orgone Accumulators. Sadly, I can't find anything more salacious.

Lastly, an article on Jasper Maskelyne's wartime activities, including hiding Alexandria and the Suez Canal from the Germans.
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[TJF] Damage rules tweak [Mar. 29th, 2007|01:46 pm]

head58
I changed this a few sessions ago but don't think I made it public anywhere. This is just an FYI so we're all on the same page.

To reflect the reduced lethality of a teen supers genre vs DitV/Afraid, I tweaked the Fallout tables a bit. I've updated the rules file on the wiki, and here's what I changed
Read more... )

Basically, I removed the "requires first aid" category from the Fallout roll and just incorporated that into the "Dead or Dying" result. Keeps y'all from having to rush off to the hospital after every fight, which is not something you see the Teen Titans doing, like ever.
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So, Thursday? [Mar. 28th, 2007|04:31 pm]

head58
Are we on for tomorrow night? What's the word, people?
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TJF! Maybe not tonight! [Mar. 26th, 2007|12:24 pm]

head58
Would Thursday work better for folks?

edit: okay, I'm definitely calling it for tonight. Our options are Thursday or wait another 2 weeks. I don't think next week has any viable options.

We can also bluebook the interrogation of Fortuna/Mrs. Wolcott here on LJ if you'd like during the interim.

As for tonight, if we're going to play Thursday I shouldn't be out tonight. But if not, bring on the Guitar Heroes!!!
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TJF! Tonight! [Mar. 26th, 2007|09:11 am]

head58
Because I don't know that we told [info]mgrasso: we're playing at [info]mebib's place tonight.

Also, [info]editswlonghair won't be with us tonight but has a valid excuse note signed by Epstein's Mother. And I have 6 pre-gens for the 1938 portion of the program, so if [info]mjhockabout2 gets home early, or if [info]ultra_lilac wants to play or whatever, I've got you covered. And if anybody else neeeds to cancel please let us know asap, as I'm reluctant to run with 2 people missing but dammit will do so if necessary!
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