Failed to get up early, but did eventually get up and get Sage’s medicine and do some shopping.

Watched (anime): Kowloon Generic Romance 2-3: Okay, so maybe she’s [SPOILER]? But what about the guy? Is this all the fault of Dr Snake? (He’s not a real snake, but he is a real doctor.)

Read (manga): My Dress-Up Darling vol 5 (Shinichi Fukuda): This volume is less about cosplay and more about the two of them doing stuff together, although taking cosplay pictures leads Doll Boy into a new world of embarrassment.

Written (game design): 206:

Duplicate conditions probably discard all except the highest one,
otherwise it’s too easy to get spammed with a bunch of copies of the
same condition and that’s boring even if they stack (which they probably
shouldn’t).

We’re trying to move away from the computer-game paradigm of “select
Attack from the menu, let the RNG tell you what happens”, which now
that I think about it solves the problem of how to determine whether
getting punched is doing Stun or Body. If you make your “attack”
roll, then you inflict the condition you want on your intended
target, or as close as possible given the circumstances; if not,
the GM decides what target gets which condition. Miss with your
fireblast, and the villain won’t be on fire, but something will! Or miss
creasing the criminal’s skull with your .45 and, well… I think we
need three levels of success: you get what you want; you have to choose
between getting what you want with a side of what you didn’t want OR
nothing much happens; or you get a full serving of what you didn’t want.
Which is more like a filthy story game than a wargame, so we need the
guidelines for the GM to make choices that seem fair.

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