This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Sunday, November 26, 2017
Saturday, November 25, 2017
DUNGEONPUNK RPG
DUNGEONPUNK
Are there times that you are just sick of all the rules? Imagine a game where you just picked your class, got your equipment, added a few details, and then just started playing in a matter of minutes. Imagine being able to run a game with no prep time, just your ideas. That's what DUNGEONPUNK Role Playing Game offers AND each PDF is only $1!
Help me sell 1.5 million PDFs!
http://www.drivethrurpg.com/product/209450/Dungeonpunk
There is also more with ADVANCED DUNGEONPUNK DUNGEONMETAL!
http://www.drivethrurpg.com/product/214744/Advanced-Dungeonpunk-Dungeonmetal
There is also DUNGEONPUNK ARCANA! Even more essays and guidlines for even faster times of adventure!
http://www.drivethrurpg.com/product/219981/Dungeonpunk-Arcana
http://www.drivethrurpg.com/product/209450/Dungeonpunk
Are there times that you are just sick of all the rules? Imagine a game where you just picked your class, got your equipment, added a few details, and then just started playing in a matter of minutes. Imagine being able to run a game with no prep time, just your ideas. That's what DUNGEONPUNK Role Playing Game offers AND each PDF is only $1!
Help me sell 1.5 million PDFs!
http://www.drivethrurpg.com/product/209450/Dungeonpunk
There is also more with ADVANCED DUNGEONPUNK DUNGEONMETAL!
http://www.drivethrurpg.com/product/214744/Advanced-Dungeonpunk-Dungeonmetal
There is also DUNGEONPUNK ARCANA! Even more essays and guidlines for even faster times of adventure!
http://www.drivethrurpg.com/product/219981/Dungeonpunk-Arcana
http://www.drivethrurpg.com/product/209450/Dungeonpunk
Sunday, November 12, 2017
An updated Basic BttDRPG Player's Guide!
An updated Basic BttDRPG Player's Guide!
INCREDIBLE adventures await in this Classic Fantasy Role Playing Game with a few modern innovations! Go back to the simpler days of gaming but have some of the choices the modern role playing games give!
This Basic version gives you a taste of what the full Back to the Dungeon RPG can give you!
Go try it out!
Easy to run and easy to play!
Pay What You Want!
http://www.drivethrurpg.com/product/198101/Basic-Back-to-the-Dungeon-RPG-Players-Guide
Sunday, September 24, 2017
REPOST! Raven's Keep Gazette and Rumormonger
Raven's Keep Gazette and Rumormonger
HEAR YE HEAR YE!
DID you hear the news?
Campaign
Background
and
Report!
A
warning
to the
party
from
Raven's Keep Adventuring Society!
Secret Campaign Information
to
titillate the players!
OH MY!
SOMETHING WICKED THIS WAY CRAWLS!
My Campaign Letter to prove that I am trying to run a good game.
Deep down gaming blues... Steppin Back PII
In the LAST depressing post about gaming life was not too good. I went through a creative phase with a rules light variant to everything called DUNGEONPUNK RPG but that excitement has waned as well. It's just a hard concept to write down it seems...I did get a surprising response but some nameless person one starred me. At least say why you think it sucks that bad... BUT anyway...
I get back into a creative mode for Back to the Dungeon RPG and start having ideas flow. Things keep coming to me. Then when I go to get my BttDRPG folder, it was simply gone. Not just kinda I set it somewhere there it is! NO! I mean it's now to the level of a paranormal event gone. I mean WTF where the hell is it gone!
I have looked every possible logical place I could have put it. I have looked into every possible illogical place I could have put it. I have looked for an entire month.
With the lack of response from my players and the entire universe making sure I can't game, no one would have or could have stolen it. I have much of it electronic but there are papers that cannot be redone from their moment of inspiration that are now lost.
None of that matters anyway as my attempts to create an ongoing campaign that actually allows characters to grow instead of game jumping and much to long sessions of making new characters for the next cool game continues it's onslaught.
The new group of players I pulled together for BttDRPG have slowly started the "hey I got this game we can try!" while the universe from the other direction foils any and all plans of gaming.
One of the chosen people that I chose for his game mastering skill surprisingly didn't even want to join my campaign vision YET he complains of game switching.
None of these people actually have more than five sessions of any one game. I have heard that three games is the average fro this little group. Piles of characters siting around. Now it is a part of my group. Meh!
There are groups out there actually developing their characters and actually having campaigns. I can't really try and rudely barge in with my vision.
SO if you are actually having life workout where you can actually get gaming to happen AND you actually have a campaign going, savor it. Some of us are watching life go by and can't do anything about it.
Sunday, September 10, 2017
Basic Back to the Dungeon RPG
Basic Back to the Dungeon RPG
Pay What You Want
http://www.drivethrurpg.com/product/198101/Basic-Back-to-the-Dungeon-RPG-Players-Guide
Labels:
BttDRPG,
CFRPG,
Classic Fantasy Role Playing Game,
Neo-Clone
Saturday, August 26, 2017
Yet Another DUNGEONPUNK RPG MANIFESTO (an early Draft)
Yet Another DUNGEONPUNK RPG MANIFESTO an early Draft
.Saw this Dungeonpunk Manefesto and Dungeonpunk counter manefesto. Yeah no. Let me make mine and see what people think...
http://www.drivethrurpg.com/product/209450/Dungeonpunk
1. Violence is the answer to most questions, next is talking about it and thinking.
2. The world is only there to make you a victim and take everything from you so screw the world!
3. You must take what you want and fight to keep it, just not die over it.
4. Humanoids and Demons are inherently evil and must be killed before they kill you and destroy everything you value.
5. Foul unnatural beast are mostly evil and must be killed before they kill you.
6. The nobility for the most part are selfish evil and don't care about the lower class people and will use you without care.
7. The church is corrupt and only cares about power and gold.
8. The lower class does not stick together as most people are out for themselves and will do what they must to survive.
9. The party is the only family most of you have but a family member can still betray you.
10. Make sure that you always have a plan of escape, especially when you are in a "safe" place.
11. Those who do not make every effort to survive no matter what, will die as no one deserves to live.
12. A true friend is rare and yet still may betray you.
13. There are no true friends, only people who have not been made the right offer to sell you out.
14. There is no "safe" space and the longer you stay the more unsafe it becomes.
15. Cultist are the worst of enemies as they have no problem killing themselves to kill you and everyone around and they have no limits on how screwed up they can be.
16. Most of the gods don't care and if you do contact a god then most likely it just wants to eat you.
17. Live life, party, and have good times while you can because either you will die or grow to old and then die.
18. Always get vengeance when you can but also know when to run away so you can get vengeance later.
19. The undead suck.
http://www.drivethrurpg.com/product/211061/DUNGEONPUNK-Character-Sheet
http://www.drivethrurpg.com/product/209450/Dungeonpunk
There is also more with ADVANCED DUNGEONPUNK DUNGEONMETAL!
http://www.drivethrurpg.com/product/214744/Advanced-Dungeonpunk-Dungeonmetal
Labels:
Freeform,
Insane Flipfloping,
rules,
Zine
Tuesday, August 15, 2017
MASSIVE SALES OF DUNGEONPUNK RPG! and an attack by The Holy Zion Southern Women's Baptist Association!
HOLY CRAP!
MASSIVE SALES OF DUNGEONPUNK RPG!
I have set all sales records!
I am trying to sell 1.5 million copies!
AND
I GOT ATTACKED BY NONE OTHER THAN MARY JO HEISZENFRO from The Holy Zion Southern Baptist Women's Association!
This wackadoo believes that DUNGEONPUNK RPG is a tool of Satan as well as the internet.
Turns out one of her member's adult child had a copy of my game and was caught naked with it!
Turns out her and her group were kicked out of their church and went out and made their own.
What's funny is her and her cronies because they don't use the internet have harassed the people that live at my old address!
Like showing up at 3 in the morning in their choir robes signing hymns!
People thought they were the Klan and shot at them!
All I can say is!!!
Total Hysterical Ignorant Stupid
Stupid Total Orgasmic Rudementry Yellow
Imbecilic Silly
Nauseating Oblong Titular
Truly Rude Unsung Enigmatic!
Eldrad
Sunday, August 6, 2017
The first four books of Back to the Dungeon RPG are now Pay What You Want!
The first four books of Back to the Dungeon RPG are now Pay What You Want!
Please enjoy!
IF you do then send me a few bucks IF you can.
Hardcover compilation coming one day!
Please enjoy!
Hardcover compilation coming one day!
Sunday, July 23, 2017
Excerpts From Punkinberg
Excerpts From Punkinberg
the up and coming
Supplement
for
the
DUNGEONPUNK
RPG
DUNGEONPUNK
PUNKINBERG
NOTE:
You the Game Master are now on your own on what the numbers are
needed to roll. Make up a difficulty from 1 to 20 and see if they
beat that number or just let them roll and interpret by how well they
roll. You can also roll dice against dice and see how that goes.
Just wing it. Give the example characters weapons as needed. Add more
detail as needed.
One
giant rotten stinking city state built upon layers of foul ancient
ruins is Punkinberg. It sits upon atop a great mountain spire with
high walls and a precarious road that one could drop off to the sharp
rocks below. Once a small outpost, it grew into a vertical city and a
kingdom. It's castles and noble districts glowing like a beacon into
the night. It's the midway in a trade route so it's always full of
out of towners. It also has an inland dock on a freshwater sea that
has another nation across from it.
The
Lord Mayor Rufus Malthus of House Malthus runs the city. He is
a large fat heavily perfumed but still smells of shit and sweat type
of guy. He has a huge greasy head of curly hair and has fancy
clothing and white makeup. He is 35 years old. He has many piercings
and quite a few pieces of jewelry as well as a silver grill. He is
playing all sides and will do anything to keep in power. The Mayor
controls the Town Guard and the Sheriff. Destiny 4
The
Sheriff Gibby Sun is a little red haired man with a sick
attitude. He is 45 years old. He has stabbed his way to the top of
the Town Guard and became Sheriff
and is stuck up the ass of the Lord Mayor. He is always
in his fine chainmail and carries his magical sword Punkslayer and
his magical shield Reflectoir. He has his “special” group of
mercenary DUNGEONPUNKs he calls the Sun Dogs. They all wear
some sort of bright gold tabbard with a sun symbol on the front and
back. He has control of the Town Guard as well. Destiny 8
The
King Reginald McManus of House McManus is a dashing tall man
with long blonde hair. He is tattooed from head to toe with pictures
from ancient tales. He normally walks around bare chested with white
leather pants and high boots, dragging his family sword Goonkiller in
one hand and a bottle in the other. He is 37 years old. He tries to
hold onto power but his father left the royal house with too many
enemies. Characters that do heroic things shall gain his attention.
Destiny 12
The
Prince X McManus of House McManus is a spitting image of his
father just better looking. Yes his name is just X. He is 15 years
old. He cares not for this life and yearns to be free of it all
because the prince has no clue and has no knowledge of how shitty the
world really is. The prince is stupid. Destiny 3
The
Earl Markus Rothchild of House Rothchild is an old DUNGEONPUNK
with a purple Mohawk and fine purple garb. His pale skin is accented
by dark purple lipstick. He has many silver piercings and jewelry.
He makes claim to the throne as his uncle was next in line but killed
in childhood, SO thus the crown should have gone to him but he was
imprisoned. He has his Rothschilds in their purple tabbards
working as muscle for him. Destiny 8
Lord
Dorfus of House Dorfus is a Nobleman who worked his way up the
ladder as a former slave Bureaucrat in various positions. He is
small, bald, and fair as he is a eunuch. He is always very well
dressed and surrounded by his 10 or so other little men who are
eunuchs as well. He is very knowledgeable in heraldry and everyone of
the movers and shakers from high to low in Punkinberg. If you want to
know something then talk to him. Destiny 5
Earl
Contentious of House Contentious is a minor noble who has
aspirations of gaining the throne. He is old and wrinkled with a
white mass of hair that looks like a lions mane. He has many
piercings and jewelry of silver. He is pretty much a low noble and is
terribly in debt. He is vile and evil and is know as a total worm by
everyone. He is a drug addict, alcoholic, thief, murder, and liar.
He is famous for beating up his child servants for just sheer evil
pleasure. In fact he makes a show of it at dinner parties that are
not attended by any Noble with any face. His dinner parties are a
great place to meet really bad people, cultist, and devil worshipers
from the Low side of the city.
Lord
Blackfire of House Blackfire is a sharply dressed nobleman with
long black hair and beard. He wears leather and jeweled garb and
carries a sword stolen from conquest. He is rumored to be a Warlock
and devil worshiper. The rumor is true. He does not care if he burns
down the world as long as he helps it burn. His tabbard is black
leather with an eye on the chest. Destiny 8
The
Bishop Isadorous of the State Church of the Fire God is always
immaculately dressed in his robes and likes the young men as he
always has one at his side. He always has hair and makeup like a
weird old woman. He vies for power playing all sides sides and has
the power of the State Church backing him with his Red Guard.
He is a Healer of great power with a Destiny of 8.
The
foreign Prophet Rasputin of the Church of the Mountain God has
black robes and long wild deadlocked hair and beard. He is a healer
of great power. He tries to incite the people for revolution with his
soldiers he calls the Dreadlocks. Destiny 8
Garducci
is a foreign diplomat. His two trusted men that accompany him
are Porcellini and Bartolinni. They were weird fancy
foreigner clothing with lots of jewelry and are heavily perfumed.
Their public face is very sociable and kind. They are always throwing
charity events for the poor. The Diplomats try and turn everyone
against each other by planting rumors and framing up anyone they can.
They plan on the Prince marrying their Foreign Princess
and will have any rivals assassinated. They all have a Destiny of 6.
The
Foreign Princess Nikita Polarmo is a beautiful girl with long
black hair. She is sporting a left black eye. She wears Gothic
medieval style. She is only 15 years old. She has been trained since
birth by the King and Queen Polarmo to get what she wants at
any cost and will do anything to marry the Prince. They will
then assassinate him and take over the country. She will kill anyone
in her way. She is so evil that she tends to kill at least ten or so
servants a week. She always has a supply of fresh servants to torture
and kill. Her servants are always looking down and show evidence of
torture but are also immaculately dressed. She is smart enough to
keep this evil side a secret. She has learned to use magic items and
may have a few powerful ones. Destiny 5
The
Escaped Foreign Servant Girl Mikki has been marked for
capture, not death. That will come at the hands of the Foreign
Princess Nikita! It appears this servant girl punched the
Princess in the eye and escaped with her life when she was being
choked out. She is 18 years old. Destiny 2
The
Nobles families play all sides vying for position. Almost all nobles
are cruel and evil. They will try and kill each other to move up in
power. Make up different Noble families to add to these.
The rest of the city will be detailed but left open for customization.
Sunday, July 2, 2017
DUNGEONPUNK CHARACTER SHEET
Being a DUNGEONPUNK you are in a world of backstabbing and deceit. How does one get out of this life? By adventuring in Dungeons and Ancient Crypts! Dungeons and Ancient Crypts are found everywhere. There most likely is one below the city, but if it has already been found then it's most likely looted.They go deep and have their own rules. For some reason the creators of dungeon always filled them with traps. What sick mind would do that? One who wants their treasures for themselves even if they are dead. That won't do. So what kid of traps are there? A game master can never stop making them up. Pit traps (with spikes, acid, boiling oil, flaming oil, etc.), darts, blades, heavy objects, traps, chutes, gases, poisons, alarms, magical effects, and whatever you can devise! Monsters are everywhere in dungeons. IF a dungeon has an empty area then it's trapped or there is something worse than a normal monster. Humanoids, evil cults and the undead tend to stalk dungeons as well as weird lowlife creatures such as giant insects, worms, slimes, and oozes. Dungeons undiscovered and not looted are full of gold and treasure. Remember that there are Magic Items that rule and suck. The Game Master should make up different magical rings, necklaces, belts, potions, scrolls, weapons and armor. Many magic items have a mind of their own and an agenda. Magic items of the lesser sort are part of everyday life. Items like magic lanterns, magical doors, pumps, and elevators. Beware! Anything of value can be treasure. An old book may be worth more than a pile of gold. A DUNGEONPUNK takes advantage of the situation and succeeds where other fail. Beware of cursed items as one cannot get rid of them easily. All cursed items have an agenda and that normally means you might be used and die in the process. Try and give them away or even better sell them to someone who sucks. Let's not forget that swords can fail you, stealth can fail you, magic can fail you, and even the gods can fail you. Always have another plan and an escape route. When you run out of Destiny then you are at the mercy of the dice and the dice hate you
http://www.drivethrurpg.com/product/211061/DUNGEONPUNK-Character-Sheet
http://www.drivethrurpg.com/product/211061/DUNGEONPUNK-Character-Sheet
Labels:
design,
Dungeonpunk,
indie games,
Insane Flipfloping,
rules,
sandbox,
Zine
Wednesday, June 21, 2017
ADVANCED DUNGEONPUNK DUNGEONMETAL
http://www.drivethrurpg.com/product/214744/Advanced-Dungeonpunk-Dungeonmetal
DUNGEONPUNK
the
Essay
and
Advanced Classes
Help me sell 1.5 million copies
of
DUNGEONPUNK
and/or
ADVANCED
DUNGEONPUNK
DUNGEONMETAL
it's
also
only
$1.00
Labels:
Classic Fantasy Role Playing Game,
design,
Dungeonpunk,
Dungeons,
funny,
price
Monday, June 5, 2017
DUNGEONPUNK
DUNGEONPUNK
The stinking dirty giant rotting cities built upon many layers of ancient ruins. The pitiful and weak people hiding in dread behind great stone walls from the chaos outside. All surrounded by the dark and unforgiving wilderness of a dying world.
Far and wide the stony mysterious remnants of some lost foreboding and ancient powerful civilization peak forth from the ruins scattered across the realms waiting centuries to be explored! Ancient and forbidden monster and forgotten nameless demon filled dungeons deep and full of marvelous plunder. The omens have been read and the signs in the stars tell of this age of adventure!
The desperate, brave, pious, and insane adventurers in search of magic and treasure so that one can gain fame, comfort, drink, and pleasure! The fools that delve deep and fear not stirring up of the ancient powers that hide away in the darkness, least they die invisible and forgotten after time! No not these brave and foolhardy ones! Their names shall be remembered and etched in the tales and legends of many generations!
So one may take the sword, dagger, staff, and mace and go forward! Forget not your trusty backpack and equipment for adventure! It is time for one to begin their adventure and not die forgotten by time!
Monday, May 29, 2017
My MMORPG Idea Part 2
Let's face it, MOST MMORPGs SUCK!
I have a better idea that has not been done before as a MMORPG but I don't know how to use most of these readily available already built engines.
Get rid of the complication. One could sit down and figure out the controls and that's all they need to know.
No Mercy!
Make it dark and scary!
A world with extreme seasons.
A huge medieval fantasy world.
The only thing that should increase is HP and Gold to buy better weapons and armor.
There would be no Damage Creep from weapons unless magical.
ONLY HP and AC increase.
AC stops damage.
SLOW natural healing.
Weapons do a base damage.
XP only increases if you rest.
If you rest in an unsafe area then you might not get to rest.
You gain a class AFTER you start out as a zero level peasant with 4HP and a Dagger/Stick until you get training. The game would be pure PVP so run away from armored jerks.
Make there be four classes.
Fighter - Has really Large HP and AC. Can use all weapons. HP 10/lvl
Rogue - Has Medium HP and Light AC. Can use most weapons. Can hide and sneak (Like Thief). Pick locks and traps. Pickpocket the unwary. HP 6/lvl
Priest - Has Medium HP and Heavy AC. Can use weapons chosen by gods, Does extra damage against the undead and evil beings. Can banish evil beings such as undead. Has healing spells plus a very few others. HP 8/lvl
Wizard - Has Light HP and no AC. Can use a few weapons. Has a small list of spells that help party and do damage. More powerful spells are dependent on levels. HP 4/lvl
Permanent Death unless you have a Priest of enough high level to raise you IF you have the gold.
Races would give small benefits.
Human
Elf
Dwarf
Halfling
Gnome
Drow
Fey
maybe some others.
Get rid of the complication.
Magic would be a circular menu and spells cast from it.
Total character customization in the looks department. Armor and weapons would have at least five different looks.
The game would be level based. IF you survive to 2nd level then your hit points go up.
Have gritty towns and easy to kill towns people.
NO STUPID FLOATING NAMES over the Characters. You won't know IF the encounter/enemy is an NPC or PC.
Only the mouse keys and the mouse moving around to do combat.
Left lick and mouse movement attack. Various cool combat maneuvers instead of just a simple swing.
Right Click Shield.
Double tapping movement keys dodge!
Wizards/Priest need to stay back and cast their small list of spells on a rotary menu by the middle key.
Get rid of the complication.
Have huge open worlds with classic RPG monsters.
Huge open worlds with terrible weather and natural disasters!
An open World with high mountain forest and deep chasms. A world that has ruins everywhere.
Huge worlds with walled towns and cities! The game is PVP but the guards will keep you safe.
Every building can be entered.
All items can be pilfered.
Interesting NPCs that have daily lives. They talk and converse.
Powerful NPCs, so don't piss them off.
All actions will effect the game world.
Huge mega dungeons!
Staying outside of town/city is deadly unless you find a safe place!
Guards in town will protect people attacked. IF a PC is too powerful for the guards they will get help.
Have a light source.
Have food and water.
Have blankets for warmth in the high mountains.
Sandbox worlds where if you run into something too powerful and you don't run away you die.
No formal guild or party system, just if you meet up on screen then you go adventuring with each other.
A player would have to get his character to a safe place between games.
A few starting safe areas but once you are in the wilderness then permanent death of character unless raised by a priest. There would be ways to resurrect any character.
Have a graveyard.
There would be high level NPC priest that could raise a dead character at a cots. IF the player is poor then they are pout on a geas. .
The map is only so large but have simple minecraft type editing where the world could be built upon.
New map additions are first come first serve BUT can be deleted or moved by admins if not acceptable.
IF you are a game designer then I have the ideas! Get with me! We could make the best MMORPG game ever!
I have a better idea that has not been done before as a MMORPG but I don't know how to use most of these readily available already built engines.
Get rid of the complication. One could sit down and figure out the controls and that's all they need to know.
No Mercy!
Make it dark and scary!
A world with extreme seasons.
A huge medieval fantasy world.
Total sandbox where there are no power limitations.
The only thing that should increase is HP and Gold to buy better weapons and armor.
There would be no Damage Creep from weapons unless magical.
ONLY HP and AC increase.
AC stops damage.
Sheild adds 1
Light 1
Medium 2
Heavy 3
Magic Armor can be greater so there is a chance that someone won't be able to damage a more powerful encounter. Those with no armor can run faster.
SLOW natural healing.
Weapons do a base damage.
Punch 1
Dagger/Stick 2
Small 3
Medium 4
Large 2H 5
Better quality weapons and magic weapons do more damage.
Ranged weapons have limited range and one must slow down or stop to fire so if one can run away from a more powerful enemy.
XP only increases if you rest.
If you rest in an unsafe area then you might not get to rest.
You gain a class AFTER you start out as a zero level peasant with 4HP and a Dagger/Stick until you get training. The game would be pure PVP so run away from armored jerks.
Here is my BAD rendition of what the screen would look like IF I found someone to do this. |
There would be 4 attributes that range from 1 to 4 with a 6 maximum.
You get to split ten points between them.
Might
Moves
Mind
Manipulation
IF your score is 4 or more then you can do double damage on a 1.
At 10th level you get to add 1 point to an attribute.
Fighter - Has really Large HP and AC. Can use all weapons. HP 10/lvl
Rogue - Has Medium HP and Light AC. Can use most weapons. Can hide and sneak (Like Thief). Pick locks and traps. Pickpocket the unwary. HP 6/lvl
Priest - Has Medium HP and Heavy AC. Can use weapons chosen by gods, Does extra damage against the undead and evil beings. Can banish evil beings such as undead. Has healing spells plus a very few others. HP 8/lvl
Wizard - Has Light HP and no AC. Can use a few weapons. Has a small list of spells that help party and do damage. More powerful spells are dependent on levels. HP 4/lvl
Permanent Death unless you have a Priest of enough high level to raise you IF you have the gold.
Races would give small benefits.
Human
Elf
Dwarf
Halfling
Gnome
Drow
Fey
maybe some others.
Get rid of the complication.
Magic would be a circular menu and spells cast from it.
The game would be level based. IF you survive to 2nd level then your hit points go up.
Have gritty towns and easy to kill towns people.
NO STUPID FLOATING NAMES over the Characters. You won't know IF the encounter/enemy is an NPC or PC.
Combat very much like Dark Souls, GTA, Red Dead Redemption, or Mad Max
Only the mouse keys and the mouse moving around to do combat.
Left lick and mouse movement attack. Various cool combat maneuvers instead of just a simple swing.
Right Click Shield.
Double tapping movement keys dodge!
Wizards/Priest need to stay back and cast their small list of spells on a rotary menu by the middle key.
Get rid of the complication.
Have huge open worlds with classic RPG monsters.
Huge open worlds with terrible weather and natural disasters!
An open World with high mountain forest and deep chasms. A world that has ruins everywhere.
Huge worlds with walled towns and cities! The game is PVP but the guards will keep you safe.
Every building can be entered.
All items can be pilfered.
Interesting NPCs that have daily lives. They talk and converse.
Powerful NPCs, so don't piss them off.
All actions will effect the game world.
Huge mega dungeons!
Staying outside of town/city is deadly unless you find a safe place!
Guards in town will protect people attacked. IF a PC is too powerful for the guards they will get help.
Have a light source.
Have food and water.
Have blankets for warmth in the high mountains.
Sandbox worlds where if you run into something too powerful and you don't run away you die.
No formal guild or party system, just if you meet up on screen then you go adventuring with each other.
A player would have to get his character to a safe place between games.
A few starting safe areas but once you are in the wilderness then permanent death of character unless raised by a priest. There would be ways to resurrect any character.
Have a graveyard.
There would be high level NPC priest that could raise a dead character at a cots. IF the player is poor then they are pout on a geas. .
The map is only so large but have simple minecraft type editing where the world could be built upon.
New map additions are first come first serve BUT can be deleted or moved by admins if not acceptable.
IF you are a game designer then I have the ideas! Get with me! We could make the best MMORPG game ever!
I know this is a crazy idea but I could just find someone to make this.
Sunday, May 28, 2017
Stepping Back....
😒My last few games I ran, I feel went like crap. I am so trying.
I used to be a fantastic Dungeon Master.
I have also had huge spans of time where I was working turnarounds so huge spans between games. The campaign, no matter how hard I have tried just does not go anywhere. You know when you have written a great adventure and knocked it out of the park. You know when you put obvious hints. The players also seem to have amazing abilities to roll 20s as well which would be exciting but they do it almost every combat.
I am burnt the hell out. My rules don't excite me anymore. Still so much more to do but I don't feel like messing with them anymore.
Going to go back to Basic, Delving Deeper, Basic Fantasy, or Labyrinth Lord. I want 3D6 in Order, save or die, "give the players nothing that they don't work for" gaming.
The last session, nobody showed up at the dudes house. Some were sick and some just ignored the game time posting so screw it. People ought to know that one can tell if you look at their Facebook posting. I will let someone else run games.
I am done as a game master for the time being. 💀
Saturday, May 20, 2017
Class and Race Updates for back to the Dungeon RPG!
Here is the new format for Classes and Races for back to the Dungeon RPG.
Still a bit of meat bit very streamlined.
I present the cleaned up Rogue and Dwarf.
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level
Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.
Here was the OLD format...
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
The Rogue uses his Strength to climb sheer surfaces that
no other class can climb.
The Rogue uses his Dexterity to pick locks, pick pockets,
Stealth, and other criminal activities better than any
other class. If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage every
two levels. The Rogue is a flinger of darts and daggers
and may fling equal to his Dexterity bonus per round.
They use their Constitution to hang out for a very long
time in cramp hidden places to stalk their prey.
The Rogue uses his Intelligence to decipher maps and
magic scrolls as well as ancient text if he is literate.
They have knowledge of various poisons and their effects.
They also speak a Thieves Cant which varies from area to
area.
The Rogue uses his Wisdom to spot hidden things and to
notice traps and tricks. He can also use his Wisdom to
shadow someone in a crowd.
Many Rogues have glib tongues and use their Charisma to
charm and convince others.
Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
Height: 4 feet, 5 inches to 5 feet, 6 inches
Weight: 160 pounds to 290 pounds
Lifespan: 350 years
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. The dwarven men all sport long hair
and beards while the women stand slightly shorter and are
very shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are quite agile and very dangerous
opponents in war. Dwarves are a rough and tough race that
likes the strong drink. They also enjoy the crafting of
fine weapons and armor. Most of the dwarves live in great
and ancient underground halls carved out of the mountains
or in cities deep in ancient giant caverns mining for
precious gold and gems for which they love so dearly.
Dwarves can see in the dark with their dark vision of 60
feet.
Dwarves are better at spotting traps, sloping passages,
and new construction while underground.
Dwarves receive a +1 to hit when fighting orcs and
goblins for which they hate; if the whole party of adventurers
is comprised of dwarves then the bonus is +2
to hit.
Dwarves can push a victim back five feet on a critical.
Dwarves can also try to sense precious metals and gems if
they concentrate in a large area just not exactly where!
Dwarves receive a +3 AC bonus when in combat with
creatures larger than man-sized.
Dwarves move 20 foot a round until the get 1.5 times
their load.
Dwarves can tell by the smell what kind of humanoid is in
the area. It's not a special power it's just that
goblinoids stink and dwarves have been around them enough
to tell what type by a successful Wis roll.
Dwarves do double damage against creatures made of stone.
Still a bit of meat bit very streamlined.
I present the cleaned up Rogue and Dwarf.
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level
Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.
Here was the OLD format...
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
The Rogue uses his Strength to climb sheer surfaces that
no other class can climb.
The Rogue uses his Dexterity to pick locks, pick pockets,
Stealth, and other criminal activities better than any
other class. If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage every
two levels. The Rogue is a flinger of darts and daggers
and may fling equal to his Dexterity bonus per round.
They use their Constitution to hang out for a very long
time in cramp hidden places to stalk their prey.
The Rogue uses his Intelligence to decipher maps and
magic scrolls as well as ancient text if he is literate.
They have knowledge of various poisons and their effects.
They also speak a Thieves Cant which varies from area to
area.
The Rogue uses his Wisdom to spot hidden things and to
notice traps and tricks. He can also use his Wisdom to
shadow someone in a crowd.
Many Rogues have glib tongues and use their Charisma to
charm and convince others.
Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
Height: 4 feet, 5 inches to 5 feet, 6 inches
Weight: 160 pounds to 290 pounds
Lifespan: 350 years
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. The dwarven men all sport long hair
and beards while the women stand slightly shorter and are
very shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are quite agile and very dangerous
opponents in war. Dwarves are a rough and tough race that
likes the strong drink. They also enjoy the crafting of
fine weapons and armor. Most of the dwarves live in great
and ancient underground halls carved out of the mountains
or in cities deep in ancient giant caverns mining for
precious gold and gems for which they love so dearly.
Dwarves can see in the dark with their dark vision of 60
feet.
Dwarves are better at spotting traps, sloping passages,
and new construction while underground.
Dwarves receive a +1 to hit when fighting orcs and
goblins for which they hate; if the whole party of adventurers
is comprised of dwarves then the bonus is +2
to hit.
Dwarves can push a victim back five feet on a critical.
Dwarves can also try to sense precious metals and gems if
they concentrate in a large area just not exactly where!
Dwarves receive a +3 AC bonus when in combat with
creatures larger than man-sized.
Dwarves move 20 foot a round until the get 1.5 times
their load.
Dwarves can tell by the smell what kind of humanoid is in
the area. It's not a special power it's just that
goblinoids stink and dwarves have been around them enough
to tell what type by a successful Wis roll.
Dwarves do double damage against creatures made of stone.
Subscribe to:
Posts (Atom)