Ah, gunsmith cats. Part fun action manga/show, part weirdly obsessive detail, part Kenichi Sonoda showing off his fetishes. Or at least, the non-guns-and-cars ones.
Weirdly enough, I think I’m pronouncing Bowie wrong too! In my head that’s not what I’m saying and not what I sound like. But yeah, listening back it doesn’t sound right. Not a big enough issue to rerecord anything though.
@SkeleRym In defense of said HS gaming group, you skipped the entire game the few times someone tried to run Planescape. You also skipped on every game he tried to run. You showed up for the first game, then every game Dan ran.
I think the problem was more that I like the idea of Planescape games, but the D&D system makes them fall flat or feel very samey with Prime Material Plane games. It was something I couldn’t articulate when I was in high school, but now I think a lot about RPG theory.
Some sort of system around belief translating to power in the appropriate context. Mechanics around how planes change you as you spend time in them. Things like that.
And here’s where I agree with you. We have a Planescape game that’s currently on indefinite hiatus because the rules and the story we were trying to tell. I would live to try Sig or another story-heavy system to play a game like that. Even Fate might be a good system for that kind of story.
It’s funny when I think back about when I’d really engage in our D&D games, and when I’d skip them or disengage. I didn’t have the gnosis of role playing mechanics to understand my own behavior.
It’s especially fun to look at our most engaging characters and games. Dan’s “d20 of fate” and playing out long scenes without rolling dice were where our A+ experiences came to the table.
What defines a character doesn’t have enough weight in Dungeon World. You need a game where those are changing, present parts of your character sheet.
Which is why even though I’m currently enjoying the system, Genesys is the wrong one to try and accomplish that.
Yeah, though I’m finding it more interesting when social interactions can also incorporate the game mechanics at some level. It helps people who aren’t as naturally forward a little and keeps some people from making a character with no social skill on paper but end up dominating conversations anyways.
The important thing is story moving forward, not the little metal figures on the table that are the A+ moments. And when the dice change the story, I think the story’s stronger for it. Or at least, the fun at the table.
Each character sheet has explicit callouts that allow them to fundamentally manipulate the world in a way other sheets can’t. The core system is essentially around Tags on items and people and places and GM and player invoking of this tags to do things but only triggered by narrative action. Theres a ton of custom classes withing dungeon world or class redesigns of the ones they give that play with this further.
Obviously I don’t have specific knowledge about your game and your judgement is key as to if it would work, but I just wanted to emphasize it has as much flexibility and permanence as a system like FATE might have.
I listened to some Sig Actual Play, and it really, really didn’t work for me.
I bought a Planescape bundle from DriveThru and, of course, haven’t had time to dive in.
Dungeon World would probably be my first choice, assuming combat is going to be common. The setting is kind of a big ask, so either everyone needs to be familiar or everyone’s a berk who got dumped somewhere they don’t belong. A friend was using Burning Wheel, which could totally work if everyone wants to play BW.
The weird bits notwithstanding, Gunsmith Cats is like… my wheelhouse. Hot girls, powerful guns, big explosions and fast cars - 80s and 90s action movie garbage, I love it so so much.