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Running Scion Online - Roll20 vs Astral vs Other

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  • wyrdhamster
    started a topic Running Scion Online - Roll20 vs Astral vs Other

    Running Scion Online - Roll20 vs Astral vs Other

    I plan to run Scion game in coming weeks on Discord. However, from my previous RPG online experience, action ( and combat) heavy games are best supported by the VTTRPG platforms. So question is simple - What online RPG platform is best for Scion? I mention Roll20 and Astral as those are seems most supported by the Onyx Path by products, in general.
    Last edited by wyrdhamster; 11-12-2020, 12:50 AM.

  • BunniRabbi
    replied
    I run games for work, so I approach everything with an 'It must work, and it must not be frustrating.' mentality. I avoid all of the platforms created specifically for gaming, because I have a max capacity of 24 players (multiple groups meeting at different times) and there's always something about the gaming platforms that doesn't work for someone. Similarly, my players range from 16 to 54 (at the moment), so there's a vary wide range of technical familiarity, and I don't want that to be a barrier.

    I use Google Meet. There's an extension for rolling dice in the chat, you can screen share for static images, and you can share a whiteboard for maps (so people can move their own tokens). People can PM you anything they don't want the others to know about. I also use Google Sheets character sheets, because they can have the calculations done for them, and because I created a 'GM Screen' Google sheet that loads information from their character sheets for my reference.

    A also use Google sites for reference material that I make available to the players outside of game time. It's all Google products because they interact well, they're free, they work on everyone's system and they don't break.

    Leave a comment:


  • Florin
    replied
    They're tactical like Final Fantasy boss fights. Does the boss have Reflec up? Better cast Reflec on one of your team and start casting magic at them!

    Leave a comment:


  • Kyman201
    replied
    Originally posted by Ravian View Post

    I mean that's fine, but Scion really doesn't support it. Fights are narrative by design, you won't find any references to specific rules for distance, time, reach, positioning, any of that stuff. The game very literally does not care where you are on a field and largely only includes the very abstract range bands to illustrate why it might be easier to shoot a character that's narratively described as being very far away rather than trying to stab them with a sword.

    If you really, really want to use a map of some kind for your game, I would recommend zone maps. Rather than making a precise map of a location, just have several areas on the board that convey the general environment, any Arenas associated with each one, and how they connect to one another.

    So for example if you were having a divine martial arts tournament, where some of the players were competing atop bamboo poles over a bed of spikes, and some were in the stands full of screaming fans, with a cage separating them. You wouldn't map out every detail of both. Rather you would designate an "Arena" zone, outlined that it has the arena condition that meant that everyone had to keep balance to avoid falling onto the spikes, a "Stands" zone, outlined that navigating through it could be difficult given the frenzied fans, and designate that anyone trying to cross from the arena to the stands will have to deal with the cage separating the two.

    But obviously this can all just be extrapolated in mind's eye instead, because Divine Demigods typically don't care about something as fiddly as how many feet they move in the span of 6 seconds, they get where they're going whenever is most dramatically appropriate.
    All very good points but I still maintain that there ARE tactical fights to be had. It's just that tactical in this case does not take into consideration WHERE you are in a field/zone. In this case, the tactics would be making sure that you have a target's weakness in position to take advantage of, that you use your divine powers effectively, that you're able to use fire against the Frost Giants and all that.

    Mostly I just wanted to make a point denoting that there's more to tactics than moving a token around on a grid. :P

    Leave a comment:


  • Mateus Luz
    replied
    In my games, we hardly use anything more than a map as reference (we just mark which room or close to what the characters are) and we more than once used the Arena idea. It worked fine both to separate different floors in a bar and for a fight happening around and inside a fountain, including tests to move from one area to the other as part of a complex action (just moving had no test).

    Worked very well in my opinion and saved us of moving all the pieces around.

    Leave a comment:


  • Ravian
    replied
    Originally posted by wyrdhamster View Post
    So use only Discord then and 'Mind's Eye' of yours. I do like tactical fights, from time to time.
    I mean that's fine, but Scion really doesn't support it. Fights are narrative by design, you won't find any references to specific rules for distance, time, reach, positioning, any of that stuff. The game very literally does not care where you are on a field and largely only includes the very abstract range bands to illustrate why it might be easier to shoot a character that's narratively described as being very far away rather than trying to stab them with a sword.

    If you really, really want to use a map of some kind for your game, I would recommend zone maps. Rather than making a precise map of a location, just have several areas on the board that convey the general environment, any Arenas associated with each one, and how they connect to one another.

    So for example if you were having a divine martial arts tournament, where some of the players were competing atop bamboo poles over a bed of spikes, and some were in the stands full of screaming fans, with a cage separating them. You wouldn't map out every detail of both. Rather you would designate an "Arena" zone, outlined that it has the arena condition that meant that everyone had to keep balance to avoid falling onto the spikes, a "Stands" zone, outlined that navigating through it could be difficult given the frenzied fans, and designate that anyone trying to cross from the arena to the stands will have to deal with the cage separating the two.

    But obviously this can all just be extrapolated in mind's eye instead, because Divine Demigods typically don't care about something as fiddly as how many feet they move in the span of 6 seconds, they get where they're going whenever is most dramatically appropriate.

    Leave a comment:


  • literatzi
    replied
    Awesome! Yeah, I'd say the big wants would be an option for Antagonists, and a way to add extra dice to a player roll.

    Leave a comment:


  • wyrdhamster
    replied
    I'm tinkering on the Roll20 sheet to make fork of it, with Antagonists section added. I only need to resolve the hiding part, to cover Antagonists section on PCs variants - and show it on Antagonists.

    Leave a comment:


  • literatzi
    replied
    I've been running Scion in roll20 and the sheet someone made for it is great for PC's.

    The sheet has a spot for Momentum, but since that is a shared resource between everyone I just use a token for Momentum that everyone can update.

    When using Momentum the sheet doesn't have a way to add dice to a roll, so we either find a Skill + Attribute combo that adds up the size of the pool we want, or roll a second time for Momentum.


    For Storyguide characters I found it helpful to create the four antagonist templates, then I make a copy and rename things when I'm building individual antagonists.

    I used the Attributes & Abilities tab and added Abilities for their dice pools. I created an Ability for their Primary, Secondary, Desperation, and Initiative pool. I also added an Attribute for Health.

    This is the macro I used for their Abilities
    &{template:default} {{name=Foe}} {{Primary Pool=[[{7d10!10}>8]]}}
    You can change the name and names of the roll, so for a real antagonist it would look like
    &{template:default} {{name=Elatus}} {{Magic, Scheming=[[{9d10!10}>8]]}}
    Be careful about accidently deleting a { when updating the names, the roll will probably work but the formatting gets all wonky.


    If you click the 'Show as Token Action' checkbox for an Ability you can see their pools as buttons you can press when you have the token selected. So you can just click on the antagonist, see the names of their pools, and hit a button.

    I'm not super good with the roll20 macros, so I just eyeball Enhancement and add it to the roll afterwards (or as is often the case, forget to).

    When you click on one of the buttons to roll it'll show the name of the antagonist and the successes. It doesn't know how to handle a botch, but it will flag the result in red if there are 1's in the roll. So a 0 with a red border means a botch.


    Hope this helps! I've found it really easy to manage antagonists like this.

    Leave a comment:


  • Aristarkos
    replied
    Originally posted by wyrdhamster View Post
    Yes, though I put the text in boxes of different colors to make them easier on the eye.

    Leave a comment:


  • wyrdhamster
    replied
    Originally posted by Aristarkos View Post
    I just made text boxes on the Roll20 screen and wrote down the Stunts for Close Combat, Ranged, Throwing etc.
    Like this one hack? https://app.roll20.net/forum/post/43...ing-text-boxes

    Leave a comment:


  • Aristarkos
    replied
    The list of stunts was nothing special, I just made text boxes on the Roll20 screen and wrote down the Stunts for Close Combat, Ranged, Throwing etc. It was tedious but worth it.

    Leave a comment:


  • Maitrecorbo
    replied
    I found image for plain circles (gold for momentum and black for tension) then i have them as tokens on the "board".
    Playing physically on a table i would definitely use tokens (or dices) to show the pools as well since i found it helps alot for the players to see the points in the pool.

    Leave a comment:


  • wyrdhamster
    replied
    Originally posted by Aristarkos View Post
    One good use I have of the screen in Roll20 is to put up lists of the different Stunts available in combat as well as the options for Marvels. That has helped my players do their combat rounds quicker and smoother.
    Originally posted by Maitrecorbo View Post
    Having a visual representation of the momentum and tension pool using tokens helped alot as well.
    Oh, how do you do those!? Stunts list as Handout or Macros? How to put Momentum as physical tokens in Roll20? Very cool things you propose here!

    Leave a comment:


  • Maitrecorbo
    replied
    Having a visual representation of the momentum and tension pool using tokens helped alot as well.

    Leave a comment:

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