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oman1666 Sep '13
What am I doing well? Where do I need improvement?
macman1223 Nov '13
I really liked the world building game.
hitoshura Dec '13
In Greternesh, you have a fantastic and detailed world built. However, remembering where everything is in relation to everything else can be difficult. I know you have a map built in, but remembering which cities are in which countries and their relative positions is well...I can't do it. And I know others have had this trouble, too.

I would like to request a simple map, even one made in Paint, be uploaded to the Greternesh Deviantart account that displays the entire world and major cities that we can reference in another tab without having to keep switching scenes all the time.
oman1666 Dec '13
That's a valid suggestion Hito, and I've tried such thing before, I even have some tacky paper drawn maps lying about my room, the problem is my lack of all artist skill combined with my inability to take high quality photos, I'll see what I can do
potatojedi Jan '14
Your skill-tree game looks awesome. Can't wait to play it. Word of caution, though, try not to overemphasise the need to get skills. The actual "runs" should be what brings people back each time, not the skills.
ferhargo Jan '14  /  edited Jan '14
I feel like, even with its low cost, Gambling Strikes (Under Thief) isn't worth it as a skill. The risk-reward matrix states that any use of it will, long-term, drop your damage output. Unless you can use a Power on that die, which I doubt you can, the skill feels... underpowered. I understand that it's for 'gamblers', but a good gambler should look at those numbers and decide that the chance of it paying out is too low for the risk associated. Maybe tweak the numbers somewhat with an associated XP cost increase?

There's a chance I got my math wrong, of course, but I'm pretty sure the 2/3 for 1/4 damage outweighs the 1/3 chance for double damage. (should be around 83% standard damage if you use the skill enough, as it currently stands.)
oman1666 Jan '14
I'll see what I can do about balancing it, though like all gambling games the skill is designed to the house will always win.
tatterton Feb '14
i'd have been an ultra fan of Greternesh...i found FT too late :)
i like the roleplaying freedom and the fact that it was deadly : if you put these two ingredients into your next skill-tree game it will be probably my favourite table
oman1666 Feb '14
Greternesh is something that will inevitably return... but Greternesh's major flaw was LACK of roleplaying freedom (that's what happens when the GM knows every detail of a universe and thus knows the player's characters better than the players do)

All my games are deadly, so that's covered :P The skill trees are on hold long-term now as I'm moving back towards gming things with open character choice.

Thanks for the feedback
tatterton Feb '14
For roleplaying freedom i mean free choice to move inside a structured setting like Greternesh, that if i catched well is a complete setting world with kingdoms, factions etc, with free will to join a faction, betray it, become bandits, join another faction, choose a travel direction or another etc.
Since i gave a look to Greternesh Quests "diary", i noticed how PCs' Parties took decisions about travels and faction to work for etc.
So when i said "roleplaying freedom" i intended exactly how you structured Greternesh, like a pen and paper RPG where PCs sometimes are placed in front of important decisions that will possibily determinate next episodes.

And btw, the skill-tree idea as well as Greternesh Classes are absolutely and totally awesome, you cant leave total freedom in that sense, you have to plan balanced classes.
hustle Jun '17
Looks like everything folks have talked about in this forum involves Greternesh. However, it's been a few years since the last update.

I'm here to tell you to press pause on writing the stories, throw some of that lore down in FT, and choose a small portion of the world in which to host some games!

It's been a long time since 2014, and your GM style is probably wildly different from when you started. Even if it's a story that doesn't involve outright Heroes that save the world, give folks a chance to live and breathe in the landscape you've created. It may renew some lost love for areas you don't care for, or bring up questions you've never thought about.

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