Sailor Moon RPG – System Mastery 99

Moon Prism Power!  Right?  Right?  That’s what she says sometimes?  Look this is weird for us.  Not our usual thing.  So we brought in a ringer!  A guy that’s watched all this and even played this game, and also I guess he’s our boss sort of, James D’Amato of the One Shot Podcast Network.  He’ll help us tease out the meaning of all of this!

By the way, don’t forget to check out James’ kickstarter, Dungeon Dome!  He’s fundraising to run a rad series of live gladiatorial RP games with a collection of colorful live teams of podcasting friends, and he needs your help!

11 responses to “Sailor Moon RPG – System Mastery 99

  1. After all the protesting during Afterthought about not knowing anime, I sure was not expecting an Elfen Lied reference. Have to give you some kind of weird, uncomfortable props for that.

  2. This was from the time when GoO were throwing out tons of anime RPGs that were basically just lead-in books to bolt onto the super vague BESM1e system. They eventually gave up and started just doing resource books with no RPG in it at all. The most infamous of which was the Serial Experiments Lain one where the fans and authors basically kept arguing over whether or not it was really canon..

  3. There IS a Sonic the Hedgehog homebrew RPG – it has an interesting take on how to structure an adventure, but chargen is a little too perfect for making Original the Character

  4. Seriously, you probably don’t want to go by margin of success when you’re using a 2d6 (or 3d6) roll-under. The math falls apart quickly as the difference between attacker skill and defender skill grows, because all of the extra dice cause the results to normalize sharply. Margin of success is way more useful in games that use single-die resolution.

    • I’d say it depends on the range of numbers being used: with a sufficiently narrow range of numbers (say, Apocalypse World’s range of -2 to +3) you won’t experience those extremes where an attacker can simply overwhelm the defender through sheer numbers or vice versa. Also, margin of success can be great in games that use multiple dice, because it drives results towards the middle and thus you can design your game around having the most common result be success with a cost or success with a choice, which is generally much more interesting than binary success or failure.

      Obviously if you’re working with a ridiculously wide range of numbers, yeah, you should design accordingly so that you don’t end up in a situation where you can simply ignore the RNG because your numbers are too damn high.

  5. Love the content! But one episode from 100, and the themesong is still way, way louder than anything else in the podcast. Also have you guys heard of the Marvel Universe Role Playing Game? It used a weird effort point system I would love to see your take on.

  6. nerdy north american kids back in the day(and possibly still today) were in fact often quite interested in the minutiae of cultural differences and other tiny, useless details

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s