witchdoctor
 member, 149 posts
Wed 19 Jul 2017
at 07:57
Log Horizon
Would anyone be interested in a game based on the Log Horizon series?

Not sure what that means?  Take a look:
https://en.m.wikipedia.org/wiki/Log_Horizon
Brosuke
 member, 306 posts
 New Petitions Against Tax
Wed 19 Jul 2017
at 16:47
Log Horizon
I'd probably give it a look. What did you have in mind for a system and all that?
witchdoctor
 member, 150 posts
Wed 19 Jul 2017
at 17:01
Log Horizon
I've been mulling the idea about for a while but I was thinking of maybe using Fate Accelerated to simplify things. I'm still mulling the idea over and am open to suggestions.
Michi_chan
 member, 113 posts
Wed 19 Jul 2017
at 18:56
Log Horizon
I'd be interested, though I'm not familiar with the Fate accelerated system ( I've played FATE core and wasn't much of a fan.) The only suggestion I could possibly make is if you want a more "rule lite" system maybe consider the Window system as the entirety of the rules are listed online and thus widely available.

 I've submitted to games based on Log Horison before but never been accepted in, though I'm really fascinated by the setting.
witchdoctor
 member, 151 posts
Wed 19 Jul 2017
at 20:59
Log Horizon
I was definitely going for a more 'rules light' system but trying to keep the flavor of the setting but not being constrained by a set of rules I had to shoehorn to fit.  Fate Accelerated seemed to be a good fit for me but I'll look into the Window and check it out.

I wasn't aware that there had been any other Log Horizon based games on RPOL.  I recently discovered the anime and was really amazed at how well and cohesively it all fell together.
Michi_chan
 member, 114 posts
Wed 19 Jul 2017
at 21:10
Log Horizon
There have been one or two I believe, though the two I've applied two both seemed to fizzle out and die off not long after I applied to them so I'm not sure if it's an issue with the games, rpol or something else.

 There's also an official Log Horizon tabletop RPG system that's being translated into English, but from what I've seen of it, it is definitely more of a rule-heavy system.
GreyGriffin
 member, 112 posts
 Portal Expat
 Game System Polyglot
Wed 19 Jul 2017
at 21:37
Log Horizon
Given the themes of the show, I think that a system with a little bit of bite than FATE would be more appropriate, especially if it's one that has a decent amount of rule-breaking gas like Hero Points.  Subverting the system is basically the whole show, after all.
Merevel
 member, 1190 posts
 The Unlucky Gamer
Wed 19 Jul 2017
at 21:40
Log Horizon
I would be interested and I might be able to drag my girlfriend in with me. However she is not a fan of play by post. A rules light game would be good since she is currently learning two other systems. I might pass if you choose fate. All fate games that catch my interest fail within a hundred posts.


Hi Michi! One of those two systems is Pokemon Tabletop United!
witchdoctor
 member, 152 posts
Wed 19 Jul 2017
at 21:59
Log Horizon
I saw there was a tabletop game for Log Horizon in translation but who knows when that'll be available...  Odds are that it'd be a Sourcebook if I picked it up bc no one else I know would purchase it ;)

I'm still shopping for a good system to play in so nothing is set in stone atm.
 I wanted to see if there was interest before just diving in on adapting the setting to a particular system...

While I (presumably) have your attention, would you rather the game be set in Yamato or elsewhere?
Merevel
 member, 1191 posts
 The Unlucky Gamer
Wed 19 Jul 2017
at 22:16
Log Horizon
I have only watched the anime, which was very good. My only complaint is how shallowly they handled many of the topics in it. As for setting, idk take your pick.
witchdoctor
 member, 153 posts
Wed 19 Jul 2017
at 22:26
Log Horizon
In reply to Merevel (msg # 10):

There's A LOT of pretty heavy topics to cover in a setting like that.  Which ones did you think were glossed over that you'd like to explore?
Brosuke
 member, 307 posts
 New Petitions Against Tax
Wed 19 Jul 2017
at 22:39
Log Horizon
I don't actually know that much about the Log Horizon setting, so I have no preference there. I would vote against using The Window, though. In my experience it doesn't give characters much room to distinguish themselves from each other in play. I don't know enough about Fate Accelerated to give an opinion there.
Merevel
 member, 1192 posts
 The Unlucky Gamer
Wed 19 Jul 2017
at 22:44
Log Horizon
In reply to witchdoctor (msg # 11):

It's not that there are any particular topics other then the general feel of the show. It felt like it was playing lip service to those topics and in my opinion would have been better off cutting some out of the show, rather then mention them once and never again.

The memory loss was a major one. It felt like even though they spent time explaining it and all, that it had no real repercussion. Also I would have loved to see more about the flavor text on items. Maybe I should find time to read the manga instead of game rule books.
witchdoctor
 member, 154 posts
Thu 20 Jul 2017
at 04:00
Log Horizon
I think that's an ongoing mystery but were beginning to open some of the secrets of that at the end of season 2 of the anime and are explored a bit more in the light novel series.

The LN series is a bit ahead of the anime and there were but cut out that focus more on the West Wind Brigade and D.D.D. but I digress.

There's plenty to explore and do and looking into some of the things left unsaid or never followed up are good possibilities.
Michi_chan
 member, 115 posts
Thu 20 Jul 2017
at 12:51
Log Horizon
Witht he Window, it seems like distinguishing Character works best when you allow the players to choose/augment their skills. In a game setting like Log Horizon, a GM could set that specific classes automatically will have to have ratings in say 3 skills, and then each subclass would gain automatically 2 other skills, and then give a small number of "free" skills, in which players can better define their own character ( and thus allowing players to set their levels among these.)

 For example: A Cleric's three class skills might be Block Individual, Heal Individual and [Weapon], therefore a Cleric could give themselves a higher rating in Block Individual to be an armor-focused Cleric, Heal Individual to be a healer-focused Cleric, or their weapon choice(which could be shield to be a twin-shield Cleric) and be more combat-focused.

 A few sub-class examples: An Alchemist's two base subclass skills might be Brew Health Potion and Create Minor Explosive, while a Scribe's might be Create Basic Scroll, and Create Basic Ink, whereas a Fisherman's base skills may be Baiting Hooks and Casting Nets.

 Apprentices would then be very unique as they would be able to start with their two subclass skills being selected from any subclass, and upon gaining new skills could effectively gain skills from any subclass (provided they have been around an appropriate mentor to justify it, of course.)


The "Free Skills" I mentioned could be the player opting to do better in an aspect of their class (For Example, the Cleric could choose one of their free skills to be Heal Group, thus allowing them to heal multiple targets,) or their sub-class, ( Scribe could choose one of their free skills to be "Create Basic Contract" or "Create Intermediate Scroll", while an Alchemist could choose "Create Intermediate Explosive,") or they could choose to give themselves a more general, but no doubt very useful skill (never underestimate how handy being able to run, swim or hide can be.)


 The reason I would suggest having things set up in this way is because it would make it very easy to be able to create new subclasses if needed for plot reasons or what-have you, and it gives a little more bite/crunch compared to FATE.

This message was last edited by the user at 13:09, Thu 20 July.

Michi_chan
 member, 116 posts
Thu 20 Jul 2017
at 13:14
Log Horizon
Or... if Window just doesn't sit well with individuals because of the multiple types of dice involved....

 I could rig up a sort of flexible smash-up of Window and PTU or Maid RPG, basically something that would be primarily d6-based but allow for custom skills(spells for some classes) in order to allow some crunch but a lot of player-input.

This message was last edited by the user at 13:15, Thu 20 July.

Iceseer
 member, 17 posts
Thu 20 Jul 2017
at 17:46
Log Horizon
This sounds like a great idea.
Merevel
 member, 1194 posts
 The Unlucky Gamer
Thu 20 Jul 2017
at 17:51
Log Horizon
I completely forget if this is against the rules, so yolo.

But I told the other two about your game idea and they badgered me to pass, not because of lack of interest, but more because of how spread out we are already. I am running 2 games and in 1 while waiting for 3 more to start.
witchdoctor
 member, 155 posts
Fri 21 Jul 2017
at 23:02
Log Horizon
Merevel, I can understand about spreading yourself too thin on games.  I appreciate the interest you expressed though.

Michi_chan, I'll take the system suggestions you mentioned in mind since I'll have to cobble something together to hand the non-rp bits of play.


I'm gathering together notes on the themes and adventures I'd like to cover while tinkering with a system.  Is there anything in particular that any of you who'd like to play would like to see addressed?
Michi_chan
 member, 117 posts
Sat 22 Jul 2017
at 11:12
Log Horizon
Actually, if you need help with the system-y mechanical bits, I'd be glad to assist.
Redfoxmagi
 member, 114 posts
Thu 10 Aug 2017
at 13:17
Log Horizon

This message was deleted by a moderator, as it was a bump, at 13:26, Thu 10 Aug.