((I enjoy having detailed descriptions and such, but you are good with the short replies and letting us ask for more detailed descriptions, although I find it a little annoying sometimes when I'm in Tinker. I like to know details about how my stuff is working, not having to ask multitudes of questions about it. Though that part is a little on me as well.
Also, one of the things I like about this is the combat system. You give descriptions of damage instead of just numbers. Instead of, say,
You take a deep breath and step through the door, [Intuition 5 Vs Thug dex 1-1 (bonus negated)] shooting blind into the corner of the room with the clearest view of the door before your body even crosses the threshold. [James Quickshot 4] (Thug -20 Hp. Target Killed) The bullet hits the sprawled out thug low in the chest, just below where the breastbone ends. The man jerks and gurgles in surprise, involuntarily putting a round in the floor as his own pistol desperately tries to rise up to shoot you. He tries for a few more seconds, the lies still.
That, you give a description like this:
The ground turns white hot beneath Jim as the entire lower half of his body becomes molten vapor. His body drifts forward for a few feet, arcs of dark, flash frozen blood trailing behind it, before hitting the ground and skidding to a stop near one of the pyramids.
I much prefer the latter method, if you understand what I'm getting at.))
Heh, thats mainly because you guys don't really have hard hp numbers or anything. Because hp is really silly. The closest you all have is your invisible Will and Mind "ammo" for amps and Manipulators. And even those numbers are more just for me to keep track then anything else.
(( I think it's great, as it keeps the game from being bogged down by the amount of descripitions AND hopefully takes you less time than it would otherwise, thus allowing for this near-wondrous update frequency. We already have the option to request additional information when needed (yeah, tinker, by its very definition, and sometimes general attempts at lateral thinking/weaseling out of the already mentioned critical situations), so I can't think of anything to ask, really.
All in all, your descriptions are very... true to the spirit of ER, I think, with all the 'ask the right questions', 'tanstaafl', 'assumed unless specified', etc., policies. That sometimes gives a small headache, but makes ER so lovely hardcore in return.
Oh, and I also like the occasional 'no rolls' descriptions very much, though for a different reason: as far as I know, those mean that there were too many rolls to show us, and that again and again leaves me in awe of your GMing skill and the amount of preparation you do.))
Some of the no roll descriptions really have no rolls there. And sometimes they have 20. It's a crapshoot (Heh, dice pun) but generally things like choosing the random effects of something, what a randomized target hits, what item you get from the box o' capsules and the like are all rolls. For instance, Chin's feedback event was 1.roll exo, 2.roll to see what type of feed back, 3.roll to see magnitude, 4. roll to see who is hit (thats actually like 8 rolls), 5. roll to see where they're hit.
((Why do you want him to explode?
I like your style of descrition piecewise. It's short, brutal and get the point across well most of the time. We all know it's bad when someone gets sliced in half, or has their guts spilling out of them. That hotdrop really made me get the therapy to counter bleeding/loss of limbs/total organ removal. Now all I need to do is strengthen the tissue of my heart, lungs, neck arteries and my skull and spine to become REALLY hard to kill.
I'm going to have to go see the doctor about getting armor for my skull and spine...))
Bishop rolled his eyes.
"Ahhh, of course. You won't tell us because you actively want us dead, which would explain why so many people didn't make it through the service. Great.
IS there anything useful and also only remotely dangerous in there?"
>Of course there is. There are things in there that are immensely useful. There are also things that are immensely dangerous. And immensely useless. If I were you, an enterprising young lad with a fist full of tokens and a head full of crazy, I would track down the ones who have bought from him and see if you can figure out the system from what they got. The man with the crate coughs and adjusts something on his mask before breathing deeply and coughing again.
((I'm kind of curious now- first of all, is there any reason you're focusing on internal resilience rather than a suit or something, and secondly, why are you sticking with your body instead of getting it replaced with something hardier?))
So that he can reenact the final fight scene from V for Vendetta?
((Well, being a robot is all well and good, but it has it's disadvantages too. For example, if you are hit with a powerful EMP or enter an area where mechanical things don't work well, then you have a very big problem. Robots can also be hacked and infected by computer virus' which may cause them to go completely nuts, but you could also say the same for humans and mind control so that point is somewhat mute. Also, Bishop want's to remain as human as possible given the circumstances, so it's a good deal of RP as well.
And I plan to get a suit soon, preferably when the next mission starts so I can use the extra 5 tokens.))
(you already got those tokens. I give em to you when you get back, in the debriefing. It's why people who don't contribute anything always get 5.)
((I'm good with the current descriptions. You get the information out in a usable manner- beyond that, it's all up to what you're comfortable writing.))
Ahh, food. Set a trap at the watering hole if you want to catch the big game. Sooner or later, they all come here.
Find a vantage point that covers some of the food, preferably so I can pop out and block the door while ambushing a worker.
You look around the store. One side of the store has collapsed in, the roof bowed and flowing down onto the shelves like wet cloth, creating hallways of sorts. The rest of the store is a fairly standard affair, just lines of shelves from front to back with a few checkout areas up front. The front of the store used to have a wall of windows before their glass was blown out some time in the distant past. Now the entire store front is open to the world outside. The food is scattered roughly evenly about the store, in clusters of 3 or 4, or sitting alone on a shelf. Covering the exits is gonna be difficult, and you're gonna need to gather up the food and leave it, or at least some of it, somewhere where you can cover it rather then spread out all over the place like this.
(hows that?)
((I enjoy having detailed descriptions and such, but you are good with the short replies and letting us ask for more detailed descriptions, although I find it a little annoying sometimes when I'm in Tinker. I like to know details about how my stuff is working, not having to ask multitudes of questions about it. Though that part is a little on me as well.
Also, one of the things I like about this is the combat system. You give descriptions of damage instead of just numbers. Instead of, say,
You take a deep breath and step through the door, [Intuition 5 Vs Thug dex 1-1 (bonus negated)] shooting blind into the corner of the room with the clearest view of the door before your body even crosses the threshold. [James Quickshot 4] (Thug -20 Hp. Target Killed) The bullet hits the sprawled out thug low in the chest, just below where the breastbone ends. The man jerks and gurgles in surprise, involuntarily putting a round in the floor as his own pistol desperately tries to rise up to shoot you. He tries for a few more seconds, the lies still.
That, you give a description like this:
The ground turns white hot beneath Jim as the entire lower half of his body becomes molten vapor. His body drifts forward for a few feet, arcs of dark, flash frozen blood trailing behind it, before hitting the ground and skidding to a stop near one of the pyramids.
I much prefer the latter method, if you understand what I'm getting at.))
(Uh, that was a horrible choice for making your point. Draignean did post the damage numbers, yes, but he also described the effect. The shot killed the target, so, in the following description James's bullet hits the thug in the heart and kills him instantly. Also, that RTD is entirely different from this RTD. Both are sci-fi, but are completely different in terms of system, plot, tone, etc. For example, here we don't have set HP or MP (for using Amps, although we do have a certain, unspecified amount of willpower that's used for that), and although I refer to Jim as a psychic sometimes for variety he really has nothing on Dominique when it comes to actual psychic powers.)
Just you wait. You'll be killing men with an angry glare one of these days. If you live.
((The point I was trying to make is I prefer this system, without set HP, damage, etc. I may have worded that terribly, though.
And Jim's got nothing on Dom physically, too. Until he gets his full synthflesh prosthesis. She's a frakking tank.))
I dunno much about the game, but is she human? Because I have a hard time imagining how a human can be stronger then a robot with synth-flesh arms. Jim could literally pinch someone's head off with his bare hands and then nuke their house with his mind. Then again, thats still not that great on the sliding scale of murder in this game. Not when there are Arbiters of Peace around.