RollPlay Oddballs - Episode 14
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- เผยแพร่เมื่อ 2 ธ.ค. 2024
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Join RollPlay® in a brand new adventure staring new-to-DM'ing DM Jesse Cox and cast members Octopimp, CinnamonToastKen, Elspeth Eastmen, and Morgan Webb.
This show uses the Tales from the Loop ruleset.
Jock Clarence is the All Might we need!
Sometimes you roll the dice, sometimes the dice roll you
Some...
BODY ONCE TOLD THE WORLD IS GONNA ROLL ME!
You aren't the sharpest tool in the shed ;-)
@@MorinehtarTheBlue She was looking kind of dumb with her finger and her thumb
Love the new hair style Morgan!!
Octo and Jesse as Alpha and Zordon would be awesome. LOL I can see an animation of that!
HyperForce season 2 maybe?
i love how jesse is losing it around 43:20
Rewatching the series and Jessie should have had stat changes with all of Clarence's personalities. That would have added an epic dynamic to the narrative.
jesse clearly has never kicked down a glass door. Glass Doors, even in the 90s were made of tempered glass. even if you get that kicked down in a way to break through it, they break into small pieces on which it is way, way harder to cut yourself on than on bigger shards of untempered glass
omg clarence has awakend like in pillars of etenity he is a watcher :O i wonder if he can see into people souls with the ring wooooooooo
And here I was expecting sliders. Lol
Omg the rolls physically pained me this episode
How is the 3rd terror moving with one leg???!
I believe it was missing one talon (out of 3) from the previous portal-derived injury. That also happened an unspecified amount of time ago, so may have healed over.
I need a Jeese Floating Head in my life.
DAMN son, these kids are in some serious shit. Let's hope they have the opportunity to take, at the very least, a short rest before they get attacked by something from a Stephen King novel.
The odd rangers?
Ok I might be in the minority on this one, and I love the series, don't get me wrong, but this episode is kind of bs, imho. !!! POTENTIAL SPOILERS AHEAD!!!
Ok, I haven't finished the Ep yet, I still have like 20 min. to go, but Jesse, you are going to easy on the players here. The first few times I was alright with it, but now it just feels ... stupid. I mean Fern rolls constant 0's and yet she STILL gets a positive outcome. Then she gets 3 actions on a 2 action timer. Eddie fails his roll and the bird lunges and there is no opposed roll to see who reacts first but fern get's to shoot. I love the characters, I really do, but that should not excuse this level of fail still resulting in practically 0 consequence. There thus far has been nothing indicating that Sam has been in real danger and let's not talk about the other 2 aggressors just being completely unfazed by the additional blood and the screams of both Sam and Fern or the scream of the 3rd Bird in pain. I want to see the cast succeed as much as the next guy, but the whole point of rolling outcomes is that all kind of shit can happen and I feel this episode has a lot of "Jesse goes easy on the PC's"- in it.
Now I might be wrong, maybe there is yet a "bad" occurrence to happen (though I feel like the comments would reflect as much) or maybe I just misread the situations. Seeing as I don't know what those Terrordactyls actually are their reactions might be totally justified, but with all the predatory behavior they have shown and their eagerness to get at them by "just" seeing them riding their bikes, I feel like these scenes are really really weak. Eddie makes a wrong decision in a key moment and ... nothing happens. Sam gets slashed and a huge amount of time later there are no consequences to speak of. Clarence gets to do interesting stuff due to his personalities but other than having to re-roll to see what different person he needs to play, nothing happens to him either. I personally felt like someone should have died. I don't know, how long lasting of an impact that would be on this series (is there perma-death or is there some sort of "time out" phase until something happens with balls again etc.) but this episode felt like a death occurred but was not delivered on :/ And that bums me out.
Now I am fairly frustrated right now, so I sound a little more aggressive than I usually would, so I apologize for that. Again, I love the cast, it is such an endearing combination of people and I would be heartbroken to lose one of them, but this was even above my level of "I need a happy ending at all cost". And I love me some happy endings. So I hope there might be some constructive criticism in here somewhere if Jesse is reading this. I love your GM-ing thus far but this, obviously, bothered me a lot. I apologize if I wrote something insulting at some point and if I just misinterpreted this episode due to lack of information on the enemies or because I am being a dum-dum. I am going to see where the rest of the episode goes after a short break and then if my points are completely invalid I might just remove this entire post.
Have a great day anyways :)
While I agree with most of your points, I feel like a maincharacter's death (in this story) is going to start some alternate timeline (a respawn so to speak)
I feel like Jesse (knowing full well a death is coming) is trying to time it properly into the story, as to not spoil some after-death mechanics to the other players, and kind of let them all run into that together, getting that information all at the same time. Instead of 3 of them having to feign ignorance.
This entire show so far has been so much more story driven (maybe a little pre-determined at times) than a regular dnd campaign would.
I feel your frustrations as well, but I feel like Jesse's doing it on purpose, and I'm just holding my breath until the real madness kicks in.
That might very well be the case. I really didn't consider that in my frustrated state yesterday. Thank you for your point of view. :) Let's see then, where this madness will take us ^^
Two things: Most of those rolls were in conjunction with Samantha. They were tandem rolls and Sam's rolls were definitely saving Fern's bacon.
Tales From the Loop as written doesn't have death. That is primarily because it is about "children" aged 11-16. There is only going to be perma-death if Jesse decides it is possible/necessary.
Gotcha. That was the other thing I wanted to mention, that I am not very familiar with the type of game they are playing so that I am missing critical info there. Thank you for clarifying this. I was just coming from other Rollplay shows as well as Jesse's new Sunfall series so a bit darker and more gruesome game systems.
I am guessing then, that in a more "normal" Tales from the Loop game, the players wouldn't be subjected to life or death situations but rather face a more "drama" based gameplay or how does that work if you know and care to elaborate?
However, I still feel that if you are subjected to a life or death situation and you mess up badly, you should suffer the consequences. I don't mind them failing and getting away, but it was their manner of failing consistently (through almost no fault of their own) that to me it felt like something bad SHOULD happen to them. Make it a learning experience at the heavy cost of a party member. I know they're children but I personally am cynical enough to think that it doesn't matter how old you are, you can still get screwed by life. It sucks, but it is a part of life in that manner and children shouldn't get an extra narrative "protection field" just because they are children. Just my opinion specifically towards this specific campaign Jesse has created, rather than the game system as a whole.
But if Jesse uses this system for situations it doesn't account for, I feel like he should have some sort of back up plan for those situations (and it sounded like he did have those when talking about the myriad of ways Clarance could have died up to this point.) I guess that was what frustrated me so.
I guess what I am actually trying to criticize here is the contrived feeling of all the characters making it out of that situation alive. If it was done in for storytelling purposes, then it didn't feel convincing enough and if it happened due to a lack of mechanics then I am a bit disappointed that it was, in my uneducated opinion, handled this "poorly". (However, I will still note that it is probably very difficult trying to do stuff like this on the spot, initiated by players rather than the GM so take all of the above not as harsh as it sounds!)
So many 0 rolls. And so many people, including cast members, calling the system bs in the live chat. :D
its kind of stupid if you rol 24(?- i think Fern rolled 3x6 and Clarence rolled something on top of that) dice in a row and have 0 success out of it... its not even possible (or i should say probable)... i think u have over 75% chance to hit. dont quote me on this. but there is over 66% chance to hit just a natural 6 on a die rolling six dice so rolling a success on over 20 rolls they should get easily 12 to 15 successes... rng generator just sucks on this system i think.
out of curiosity i tried random thing and rolled 10 times 24 dice. least i got was 6 success most i got was 12. eh. nothing like rolling real life dice
If I understand Tales of the Loop Correctly. The idea is you get a lot of dice for tests but you only pass on a 6 of a d6. It is a pretty unforgiving system
It Isn’t Tales from the Loop thanks the problem here. The website is giving them 0’s on dozens of dice in a roll. And this happens every episode
@@happy__amoeba How can you tell?
@@madhippy3 The way it works, on just a few dice, the chances of no 6's is decent. You roll 5 dice and reroll, the chances of failing both is about 16%. Rolling 8 dice twice and failing, which happens often enough, is about 5%. But rolling 20-24 dice in a row with no 6's? About 1-2%. And this happens in multiple episodes. If they roll against, say, 15 obstacles an episode, we should be seeing an obstacle be failed by 20+ dice maybe every four episodes. Seems instead like it happens pretty consistently. Even if you factor in conditions, it's only a -1 die not, say, a -1 success.
There's a lot happening here, much of it revolving around Jesse's hacking of the rules and the numerous mechanics he doesn't seem interested in using for whatever reason (you can't use your Pride or Iconic Item or normal Items or even Help from other Kids or Pushing Rolls). But even factoring in all of that, they still should be very, very rolling 20-24, sometimes even 4 straight rolls of 7 or 8 dice, and getting zero 6's on any of them. The chances of that happening are very, very slim.
Maybe it's not as bad as I am remembering, and they're rolling against more obstacles than I perceive, or they fail less than it seems, but I'm watching episode 17 right now, and just saw them fail with 27 dice in a row on a single task and they've only rolled, like, 40 dice in the episode before that? Just seems like the odds are not playing out like they should, which makes me strongly suspect something's wrong with Roll20. Maybe there's a bug in the script they're using specifically for this show?
This rolling system is actually garbage though. Why is failing so dramatically more likely than succeeding? What even are the criteria for a roll to be a success?
If I understand Tales of the Loop. You get a die for every point you have in an attribute and skill (such at Move+Body), but those die only succeed on a 6 of a d6. Unless you have 6 die to roll the odds are very bad.
Sam is a little too meta at times. It’s annoying because it’s taking almost all situation out of character. Especially very serious moments.
"I should go because I have investigate" she says in character
@@RoraxPlays That was a popular thing to say in the 90s