Dishonored Having that love/hate relationship with the little bastard bois |
- Having that love/hate relationship with the little bastard bois
- Your most disliked level
- saw someone else do it so decided to buy my own dishonored painting from ebay
- Regarding Chaos Level, Ghost, and Coins in Dishonored 1...
- [Spoilers] Why the protagonist would kill Stilton
- Play a game about a plague taking over a city right now?
- M&K or Xbox Controller.
- What are the pros and cons of playing as either Emily or Corvo in Dishonored 2? I’m replaying the first one before I start playing the second. If any pro or cons have to do with the story please make them vague or general, no spoilers please
- Dishonored inspired tabletop RPG
Having that love/hate relationship with the little bastard bois Posted: 16 Mar 2020 09:41 AM PDT
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Posted: 16 Mar 2020 04:09 AM PDT Ive gushed about Dishonored and will continue to do so.We here in this community of course love the games but what is your least favorite level across all the games? For me it would have to be A Captain of Industry. The level is both open yet restrictive and the cutters are a unique but stupid foe. A prototype for the combat style of the Clock work soldiers in that they're extremely deadly and vulnerable from the back. [link] [comments] | ||
saw someone else do it so decided to buy my own dishonored painting from ebay Posted: 16 Mar 2020 06:04 AM PDT
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Regarding Chaos Level, Ghost, and Coins in Dishonored 1... Posted: 16 Mar 2020 12:36 PM PDT So, currently, I'm attempting to do a High Chaos, Ghost, All Coins Playthrough in Dishonored 1, I'm on Mission 2/Overseer Campbell's Mission and after doing this Multiple times I'm beginning to think that this shit's impossible, I do not recall being seen, towards the end of said Mission I equipped the Shadow Kill (1) Ability to make this easier and I do not recall ever being seen, Although I did make certain choices that may have fucked up My Playthrough i.e. Choosing to Torture THEN Kill Campbell while Campbell was in the Interrogation Chair doing this resulted in Martin seeing Me since I had to save Him and I guess I'm also askin' does this count on making You lose Your Ghost Playthrough? Also, wherein the FUCK are all these damn coins? [link] [comments] | ||
[Spoilers] Why the protagonist would kill Stilton Posted: 16 Mar 2020 09:39 AM PDT He's the leader of a mining company and worked with the antagonists on bringing back Delilah. Maybe in their anger the protagonists killed him. [link] [comments] | ||
Play a game about a plague taking over a city right now? Posted: 15 Mar 2020 10:21 PM PDT
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Posted: 16 Mar 2020 12:57 PM PDT So i'm just about to buy Dishonored 1 from Steam, what do you guys recommend me to play it with? Mouse and Keyboard or Xbox One Controller? [link] [comments] | ||
Posted: 16 Mar 2020 08:22 AM PDT | ||
Dishonored inspired tabletop RPG Posted: 15 Mar 2020 09:16 PM PDT Blades in the Dark is a very fast paced tabletop RPG, by game designer John Harper, focusing on system driven sandbox gameplay in a dark industrial setting. It was kickstarted and published a few years ago and is using the "forged in the dark"-system, for a group of 2-6 players plus a dungeon/game master. THE SETTING The fictional city of Duskwall (wink ;)) an industrial city covered in narrow, dusty, dark alleyways, covering the network of underground catacombs under the city, which is split up into districts by small canals full of dark and swampy water, hiding the numerous bodies that have found their ways into it. Most of the districts are controlled by the numerous gangs, cults and other factions like the city watch, pursuing wealth and power over its citizens, each with their own goals and methods. The players are not only faced with mortal enemies on the way to fame and fortune but also the supernatural. The city is covered in ghosts, released by the cataclysm that shattered the sun, thus covered the world in darkness and destroyed the wall that once separated the world of the living and the world of the dead. A wall of lightning enclosing Duskwall, is its only protection against the even more numerous ghost outside, wandering the deathlands. Gameplay: The players form a crew of scoundrels with their new, up and coming gang. The game offers different options on the gang type from the "Bravos" which are a typical industrial england street gang (think of the bottlestreet gang), using extortions, robberies and smash & grabs to have their way, while a gang of hawkers or smugglers are covering the business side of the underworld of duskwall, moving and selling all kinds of contraband. Assassins and Shadows are thieves and murderers, arranging dissappearances, murders and burglaries to make a name for themselves and get paid. (Dauds gang would be of this type) Players can also decide to form a cult, following one of the numerous forgotten gods. Player characters are distinguished by their "playbook" (john harpers more fluent class system) which each have unique special abilities like the manipulative mastermind "spider", able to form ghost contracts with clients, cursing them if they decide to break it. Cutters being the commander, bruiser type, fiercly destroying anyone dumb enough to start a fight. There are a few more like the hound, a sniper/headhunter kinda gal and the leech a tinkering expert for all sorts of alchemicals, bombs and gadgets. John Harper wears his influences on his sleeve, the games setting is heavily inspired by the dishonored series' setting and other games like the thief series and bloodborne. If you already found yourself intrigued, check out the links further down. For those interested I'll go a bit more into detail in regards to gameplay in this game and what differentiates it from other "scoundrel type" rpgs (like cyberpunk and shadowrun) in terms of mechanics. THE SYSTEM Game mechanics: Blades in the Dark has an incredibly speedy/fast system, it basically throws out all of the typical planning you have in roleplaying games focusing only on the parts the players deem interesting. John Harper skimmed down the players do, to minimal degrees, to keep things fast and spontaneous. Characters gather info on their next score/mission consorting with friends and contacts and then it cuts to the action, no planning allowed. Planning is made in reverse through flashbacks and an adaptive inventory. The Inventory: At the start of missions players only determine HOW MUCH gear they have with them, not the items themselves, which is represented by 3-6 load slots at the start of the mission. The more load, the more suspicious a character looks, so having less gear can sometimes be a boon. When needed, characters have the item they want to use with them, using one or more load slots. This keeps the inventory clean, leaving out unnecessary items players never need and calculating weight and carrying capacities. Characters also have class specific special items, like the whispers "spirit mask" that allows him easier control over and communication with ghosts. Systems to craft your own gear and items are also very simple and easy to use, like I've never seen before. I mean, who doesn't wanna have his own electrical stun gun that catches ghosts, or a sniper rifle that shoots bullets that only kill your spirit, leaving no physical wound. Flashbacks: If players face obstacles they may have or want to be prepared for, they have the option to make a flashback, detailing a preparation they made in advance for the momentary situation, like having bribed a bouncer to let them in without checking them too thorough. The player rolls wether the preparation was successful or not and recieves a few stress points. Time then resumes at the point the flashback was called for. This game mechanic may sound very overpowered at first but actually just shifts the usual preparations for missions into the missions themselves, skipping useless planning. It leaves the players more satisfied and feeling like their characters actually made useful preparations and keeps wasted time to a minimum. Position and Effect: Blades uses six sided dice as its game dice. The better you are, the more dice you use. Most of the time it's 1-4 dice. Before each roll the gm determines position and effect both have three levels: Position: how bad are the consequences if you fail or have a partial success Effect: how effective is your roll towards the goal you're trying to achieve. There are no calculations, the player takes the highest number rolled, that reflects wether the action succeeded or not. If a player rolls two 6es, it is considered a critical success 1-3 fail (you don't succeed and suffer consequences) 4-5 partial success (you succeed but still suffer a consequence) 6 success (success) 2*6 critical success (success with extra level of effect, better than you expected) Consequences: On a fail or partial success the character suffers a consequence determined by the gm according to position. Consequences can be harm, a lost opportunity or a worse position. All consequences can be resisted by players, which either reduces them or completely nullifies them. Players can take high amounts of stress for this. This system punishes players more for bad rolls but balances out, since players are more prepared for bad situations than in other games and players can take 2 stress to push themselves or take a devils bargain to get an extra dice on their roll (devils bargain involve a negative effect they suffer regardless of success) Stress: The life of the scoundrel is hard and stressful. You barely escape meetings with a gang of bluecoats, bullets pierce your skin, maybe a ghost even posesses you for some time. Players have a lot of mechanics like the flashback, pushing themselves and resisting consequences to save themselves from sticky situations but take stress doing so. If a player reaches 9 stress they take a trauma that permanently affects their character. On the third trauma, the character can't keep going and retires (or dies). Stress though can be released by indulging in your characters vice. Some do drugs, some pray, others live a luxurious lifestyle for a day to blow off some steam. (if you played the videogame "Darkest Dungeon" it's kinda similar to that) Downtime: Between missions players have two actions they can use to perform downtime activities They either heal their wounds, which takes longer than in games like dnd, Work on their long term projects, which involves longer permanently useful resources like building up an info network of prostitutes to locate high class targets or crafting new items or alchemical substances, Train to get xp Or locate a temporary asset they can use for their next few missions. Shesh. That post got longer than expected. Thanks for reading through this, we should really meet up for whiskey and cigars sometime. I haven't found a post about Blades in the Dark on the subreddit yet, so I thought some of you might be interested in this, since I love both Dishonored and have had an awesome start with Blades. For those who may have already played maybe a season or two of the game, comment your crews favourite scoundrel moments. Also for everyone hearing about Blades for the first time, feel free to ask questions. LINKS: The game: www.bladesinthedark.com Youtube: Dicebreakers Video on Blades in the Dark Disclaimer: I am in no way affiliated with John Harper, Evil Hat, arkane studios ecc. just a yearlong fan of the Dishonored series and a GM for two groups of scoundrels since a few sessions and wanted to share this with the Dishonored community and to give back to John Harper for developing my new favourite RPG. [link] [comments] |
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