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https://archive.org/details/b.-a.-s.-e.-d/mode/2up
I'm not sure if this is actually an RPG or a modern warfare handbook.I found this on the internet archive, and while I do not believe in the author's Templist religion (essentially syncretic Indo-European paganism) which is used as a framework for the game, many of the facts in it are useful. It reminds me a lot of F.A.T.A.L., since it has a very clear vision (an RPG which is just real life in a certain setting which may have some speculative elements), but it is more like Braunstein in design, and has very few mandatory dice rolls, with the implication that the game master finds the most realistic way to determine the result of an action.
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>>97163548
>templist
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>>97163548
Did CIA fund this to produce more school shooters?
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>>97163548
An incredibly entertaining read, thanks OP. I particularly liked the sections on Women, Psychology and Schizophrenia.
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>>97163548
Theres little to be called based about this "RPG". Its unreadable garbage, its just lists of facts, which is cool I guess, but I see no point. No one can actually play this and keep the mental load to do anything remotely fun it in. When you do all the math at the end it can be usually boiled down to a simple roll so why even bother?
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>>97169937
>its just lists of facts, which is cool I guess, but I see no point. No one can actually play this and keep the mental load to do anything remotely fun it in
From the introduction, I inferred that players aren't meant to know most of these facts, but based on their background or intelligence they can be given them. Based on both that inference as well as the fact that the game tells you to downplay the "right-wing undertones" of the game, I don't think the players are meant to have their own rulebooks. I like procedural simulationism, but B.A.S.E.D. hates it, and one of the easiest ways to get players to think outside of procedure is to not tell them what the procedures are.
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>>97163548
Outside of objective facts this is some absolute garbage, it's the combination of RAHOWA and FATAL holy shit.
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>>97169937
From what I understand, the game doesn't really have a system. The players tell the GM what their characters do, and the GM tells them what happens, based on the facts in the book, or based on whatever he feels would realistically happen.
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>>97171438
This is how an actual narrativist RPG should be: A book of objective guidelines of what does or doesn't occur in the setting along with some GM advice, rather than what narrativist games currently are, which are extremely simple versions of gamist games that give players reality warping/fiction-manipulating powers for reasons that do not make sense in-world.

Also, I was thinking about non-minecraft blockgames recently, and I realized that for me, a sufficiently simulationist fantasy RPG video game (a procedural one, not one like B.A.S.E.D.) would also necessarily satisfy my requirements for being balanced and having an interesting and interactive world, so at least from my perspective, once you go far enough into simulationism you get the benefits of the other 2 points of the GNS triangle.
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>>97171942
This is possible one of the most earnestly retarded posts I've seen on a long while, congratulations
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>>97172130
Have you seen this screenshot yet?
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>>97163548
Reminds me in a weird way of an indi game where the players are 21st century contemporary soldiers fighting angels and everyone's going to die. Has weirdly specific rules for calculating damage based on irl gun stats mixed with narrative story game elements about mortality. I forget what its called but I'll see if I can remember and post it.
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>>97172291
Idk, it seems verging on shitpost territory with that first d&d bit. This other one isn't calling anyone an idiot either, so I'm much more inclined to believe it's simply distilled brainfart rather than toxic sludge.
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This book would be a really good resource for an "Everyone is John" game, which could be a modification of the Schizophrenia scenario to have each player be a different entity posessing the same individual.



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