Lame bagpipes can be left behind, or thrown willy-nilly into the cargo pit.

Went to the office in the slightly-less-illuminated morning, had some meetings, did some work, ate some tiny pies for Pi Day (Observed), ate an emergency brisket sandwich, learned some Kubernetes. The pies were from a place I walked past on my way to the train, which seems silly, but Car Culture is like that.

Read (manga): My Dress-Up Darling vol 8 (Shinichi Fukuda): Conclusion of the Cultural Festival arc, Cosplay Gal successfully crossplays as a girl passing as a host despite being notably not boy-shaped, she has it bad for Doll Boy.

Written (game design): 201:

We can mitigate the first problem by saying that a duplicate condition
(same type and level) doesn’t do anything. If you’re already Lightly
Electrocuted, getting lightly electrocuted again doesn’t do anything;
Zapstress has to somehow get to 3 above your defense to make you
Moderately Electrocuted. That way at least it has to be a variety
of conditions to nickle and dime someone. For the second problem,
maybe you can buy extra condition slots as techniques, that only
take appropriate conditions? They would have to be pretty expensive,
and maybe it’s not worth implementing. If you should be tough against
something, buy the technique that lets you use your full defense
against it or whatever.

Not sure how to handle removing conditions from the bottom or middle of
the stack. We can’t have conditions just fall down to the lowest open
slot, or rolling up and getting a level 3 condition on someone right off
is meaningless. Maybe it only triggers when a condition is removed? Or
we keep track of the level a condition was originally at before it
rolled it, and it can only fall down that far? That’s more notekeeping,
but maybe not unworkable?

Or of course we could just not have conditions roll up. If you want to
take somebody out, you need to take advantage of the effects of
conditions to inflict a level 4 condition straight up. Or maybe you can
boost a level 3 condition to level 4 with a maneuver or a technique
that’s good enough to inflict another level 3? But either way, it
doesn’t roll up automatically.

As always when I have an idea, it’s time to stop and look at whether
we actually need this time. Hero characters can get grabbed,
terrified, set on fire, blinded, etc, but without a unified system
for conditions. The mechanics are scattered all over the book with
the powers that are likely to inflict them, which is possibly more
organic, but means there are a lot of different rules for these
conditions and how to get out of them, like a grab having anywhere
from 1 to 24 Body that you need to overcome with your own Str, Flash
absolutely removing a sense and sticking around until a certain
number of segments have elapsed, being prone reducing your DCV by
exactly half until you spend a half phase, etc, etc. Again, charmingly
old-school, but is that better than having a unified system? I mean,
maybe it is! That’s why people like OSR, right? [citation needed]

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