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Regardless of the day we do it on, it'll likely be at 6-8 PM EST, since that seesm to be when most people are most active.

Re: Scheduling the intro. by Maddy LMaddy L, 30 Dec 2013 15:47

I'll probably be on the road on the 4th, so I can have my codriver be behind the wheel when we do something, or even be stopped for the night if it's late enough

Re: Scheduling the intro. by strife26strife26, 30 Dec 2013 01:35

January 4th, (which I presume since I live on the other side of the globe means the 5th for me) is fine, fantastic really, since it's on a Sunday.

What time January 4th?

January 4th would work for me.

Re: Scheduling the intro. by MonkeyBombMonkeyBomb, 29 Dec 2013 19:09

How does Jan 4th sound to people?

Re: Scheduling the intro. by Maddy LMaddy L, 29 Dec 2013 14:43

I should know my final class schedule by January 6th as the latest. I'm expecting to only have to go on Tuesdays and Thursdays and I will be working Fri, Sat and Sun, but I'm not sure about times. I know I will be free all day Monday and Wednesday, but I should have more specific times other than that later on.

My classes don't begin again until January 13th, so I'm pretty much free any time between now and then. As for character introduction, the first run would be fine with me. But I'm willing to do it later if that's better for anyone. (i.e. too many people on the first run, better for plot, etc.)

Re: Scheduling the intro. by MonkeyBombMonkeyBomb, 28 Dec 2013 01:12

I'm cool pretty much always, with a preference on earlier, and can bring John in on the day of the run.

Re: Scheduling the intro. by Dr_GaraDr_Gara, 26 Dec 2013 22:11

I'd need to think about having my char jump in before I do.

Re: Scheduling the intro. by WalrusKingWalrusKing, 26 Dec 2013 17:52

The few days after Jan 1 might be a bit tumultuous for me for cultural reasons, though there is a possibility I can make it. Jan 1'st is off limits for me probably. Evenings i know about in advance are probably better for me than mid-days.

Re: Scheduling the intro. by WalrusKingWalrusKing, 26 Dec 2013 17:38

So we all know the intro to a reboot is usually a grand affair, and I'd like it to be that for us too. In this thread I'd like people to say when is best for them within the first two weeks of January to do this. Also, I'd like you guys to say whether you want your char in day one, or come in on your own another day. Even if you cant make it for the scheduled run, I can have you come in with everyone else via unconsciousness or some other assorted lunacy. I got back to class on the 6th of Jan, but classes ain't no thang for me really, so I'm good for almost whenever.

EDIT: 30/12/13 January 4th, 2014 starting between 1800-2000 EST is the current tentative start date.

Scheduling the intro. by Maddy LMaddy L, 26 Dec 2013 17:23

Alright so the final run will be happening sometime in the next two weeks. If by the 20th it's not happened, Ill just write a blurb and the game will close any ways. Hoping we can get everyone together for the last run though.

Re: Reboot ideas! by Maddy LMaddy L, 06 Dec 2013 00:42

Here's the map of the setting!

Re: Reboot ideas! by Maddy LMaddy L, 26 Nov 2013 18:52

Slightly tweaked from Nusquam's original format.


+++++ Name of Creature

First encountered on DD/MM/YY at LOCATION, and subsequently on DD/MM/YY at LOCATION (repeated as necessary).

A description of appearance, behavior, and any unique traits worth mentioning, written from an in character perspective, and noting any known vulnerabilities.

[[[link to character sheet, provided by the creator | Additional Information]]

//Notes written in character.// - The Writer

Format for Bestiary Entries by Maddy LMaddy L, 26 Nov 2013 04:24

As far as breaking down ranged weapons, you could use the following:

  1. Firearms (Pistols, Rifles, etc.)
  2. Projectiles (Crossbows, Slingshot, maybe even the thrown weapons?)

Weapon effects would be neat to see, but you would need to establish a list of such effects such as:

  • Bleed
  • Non-lethal
  • Incapacitating
  • etc.
Re: Reboot ideas! by LurkDLurkD, 20 Nov 2013 20:40

I would like to also put my 2 cents in here and propose that we use the Load Vs. Degrees of Success currently used in FR except tailored to the 4df rolls we will be using. The adjusted chart may look like this:

Weapon 1-3 4-7 7-10 10-13
1 Load 1 Body 2 Body 3 Body 4 Body
Weapon 1-2 3-4 5-6 7-8
2 Load 1 Body 2 Body 3 Body 4 Body
Weapon 0 1-2 3-4 5-6
3 Load 1 Body 2 Body 3 Body 4 Body
Re: Reboot ideas! by LurkDLurkD, 19 Nov 2013 22:47

Ideas and concepts for AA: Second Chapter

Enhanced Load and inventory system, assisted by a custom bot (I'm staring at you, Tox, even as I type this) to make information more accessible to players, and to allow greater complexity without creating added tracking burden on players and GMs. Limited capacity and gear earlier on might mean players have to think harder about what they do and how they go about doing it in the game world.

Weapon/Armor "tiers" that progress as the story does, to provide both stat enhancements and other gameplay effects, while at the same time allowing newer characters to be able to keep pace with older ones as the RP progresses. In-character, this will reflect the development of the survivor community beyond their spartan beginnings.

A wider equipment table that is expanded as the characters progress in the world and discover new things. They doesn't have to be something that straight-up buffs a stat; it can be something that provides a useful upshot with a downside, some interesting gameplay effect, etc.; suggestions are welcome!

Greater player choice and interactivity in the form of active events using markers on the Google Earth mechanic previously used in AA; as the survivors make themselves more known in-character, and as their activities draw greater attention and support from outside sources, persistent events may appear both in their region and around the world that they can respond to. These events may be limited by time, or simply too difficult at some points; characters can perhaps choose to leave and come back at a later time when they have higher stats/ more suitable equipment/greater resources/better preparation.
Increased NPC interaction and immersion in the game world, creating a greater sense that the players' characters are part of an actively growing community working at survival and fixing things, rather than a small band of characters in relative vacuum.

Possibility of certain "classes" of weapons doing certain things if a character has a certain number of points in the relevant skill, to enhance variety in combat; some example may be that a character who has acquired a machine gun may be able to suppress a target, or a character who has a crossbow or somesuch could perhaps inflict a staggering or bleeding effect on an enemy.

Tied in with the previous idea, "branching" stats similar to the Engineering and Survival skills, but applied to several other skills. This could add a small degree of greater diversity between characters who would otherwise have similar stats, and encourages this diversity being put to use by reducing the focus on single, all-powerful characters who are strong in every combat situation. As a possible example, perhaps Ranged may be divided into, say, pistols, shotguns, assault rifles, sniper rifles, machine guns, etc. This would, ideally, keep one character from being the end-all, be-all of fighting something, by limiting their expertise to a few specific things as relevant to their background and choices on the branching during character creation; a possible idea might be having them able to shoot at their Ranged stat with selected weapons, but at a -1 or -2 penalty outside of those, if forced into using them through some occurrence IC, as well as not being able to use the possible "special" ability for those weapons.

Enhanced utility of other stats, with the same "special" perks at the stat ceiling of 5; perhaps a character with an extremely high medical skill could revive a dead character or somesuch; the idea being adding interesting new ways to use stats and encouraging players to perhaps dedicate a focus to their characters' abilities.

Adding an additional, expensive-to-purchase skill point on top of the usual 5, upping the limit to 6 - this could perhaps be done a maximum of twice for a single character. This could be tied into the branching stat concept, where a character would select a specific avenue of focus in a stat, and suffer a minor penalty outside of that use in exchange for enhanced utility, perks, and other gameplay benefits in their chosen specialty.

On a more story-focused concept probably more familiar to older AA players, opening "The Ways" back up in (perhaps) limited or (perhaps) semifunctional ways.

Persistently-existing and -appearing factions, be they friendly, competing, indifferent, or hostile to the players, and whose motivations change and evolve as the players' characters interact with them.

All of the ideas I've been thinking on have been centered around adding some additional layers and depth to both the system and the world the characters exist in, without making it so that things get bogged down or too "crunchy" in the RPG sense for anyone; that said, I'm hoping to make it more like a shared RPG in the sense we usually associate the term with, rather than being a more linear, altogether planned series of events by the GMs - I want to create a game world the characters live in. That said, the last thing I want…

Any suggestions from the players! With the upcoming reboot, if you're here, this is your game as much as it is anyone else's now, whether you've been in the channel a day or a year; you're on board to create something and have fun, so if you have an idea, bring it up in OOC as we run up to the reboot.

Military Consultant, SCP Wiki

Reboot ideas! by EchoFourDeltaEchoFourDelta, 13 Nov 2013 17:58
Re: Reboot
DrKensDrKens 07 Nov 2013 17:48
in discussion After Action Forum / OOC Discussion » Reboot

I support this idea, even if I don't have much time to RP.

Maybe I could be an NPC or something? Or help with storylines/backstory? I like this universe, even if I don't play much in it.

Re: Reboot by DrKensDrKens, 07 Nov 2013 17:48


Re: Reboot by Mere_ObserverMere_Observer, 06 Nov 2013 04:36
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