I have split the documents into five booklets totaling 104 pages that if made into fold over booklets only takes 26 pieces of paper and you have a complete (in playtest form at least) RPG.
I am going to concentrate on making a few simple dungeons and adventures and let the chips fall where they may.
All I have to do is get a few people to play it from both sides of the fence at one table.
HEH!
Book 1 PC Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUUmU0Ym4tbS0zZVE
Book 2 Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUV3hJRVU3Q012N3M
Book 3 Monsters
https://docs.google.com/open?id=0BzYaSvmA-OpUX2p1d24xMUJKRGs
Book 4 GM Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUYTA2LURxck5TMkk
Book 5 PC Guide 2 Additional Races and Classes
https://docs.google.com/open?id=0BzYaSvmA-OpUdWh3RGtjYzJFdEU
SO print these out in booklet form and fold them over and read them.
If you decide to play it then let me know how you enjoyed it.
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.
Monday, December 24, 2012
Sunday, December 23, 2012
Once again the famous disappearing half of the document!
Once again the famous disappearing half of the document! Yippie! Yay! the joy of having my feet kicked out from under me once again! I selected a few monsters for an introductory module. Everything below that point just disappeared. I looked over the entire document before I closed it satisfied with all the work I had done. A few hours pass. When I opened it a few minutes ago half of it was missing.
But this time I did do a half decent job of saving HALF my document but for fucks sake what the hell is going on that half my goddamn document just goes poof? For the second time! That settles it the document is going back to being separate booklets while the deleter demons are on the goddamn rampage.
I have been editing and creating documents for years now and have never had shit like this happen.
NOTHING pisses me off more when something is working fine and such and then suddenly goes boom and then the next minute starts working like nothing ever happened. I would rather shit catch on fire and burn the hell down that to have idiopathic bullshit quirks. Ever since OO did their update the spellchecker half worse and editing documents is crap! They are supposed to get better every year but they have gotten progressively worse.
But this time I did do a half decent job of saving HALF my document but for fucks sake what the hell is going on that half my goddamn document just goes poof? For the second time! That settles it the document is going back to being separate booklets while the deleter demons are on the goddamn rampage.
I have been editing and creating documents for years now and have never had shit like this happen.
NOTHING pisses me off more when something is working fine and such and then suddenly goes boom and then the next minute starts working like nothing ever happened. I would rather shit catch on fire and burn the hell down that to have idiopathic bullshit quirks. Ever since OO did their update the spellchecker half worse and editing documents is crap! They are supposed to get better every year but they have gotten progressively worse.
Saturday, December 22, 2012
Streamlining Back to the Dungeon RPG
Streamlining Back to the Dungeon RPG
"Behold! I have brought you here from beyond! SO when I look at your game Eldrad it just looks alien. It does not say Back to the Dungeon to me because of the different races and classes! Now die!"
"So what should I do? I know I am going to put "other races and classes" in a appendix at the end of the document!"
"Your game evokes the dawn of Role Playing games in it's simplicity. The original had an innocence so it could get away with being a disorganized mess. You have no such excuse and will not be allowed quarter! Your game can be a bridge between styles but as always there will be those who will never give your game a try. So go DIE!"
"Ah ha! That is already the plan! But I have no schedule!"
"Keep on keeping on or DIE!"
"Thank you oh great one!"
"Behold! I have brought you here from beyond! SO when I look at your game Eldrad it just looks alien. It does not say Back to the Dungeon to me because of the different races and classes! Now die!"
"So what should I do? I know I am going to put "other races and classes" in a appendix at the end of the document!"
"Your game evokes the dawn of Role Playing games in it's simplicity. The original had an innocence so it could get away with being a disorganized mess. You have no such excuse and will not be allowed quarter! Your game can be a bridge between styles but as always there will be those who will never give your game a try. So go DIE!"
"Ah ha! That is already the plan! But I have no schedule!"
"Keep on keeping on or DIE!"
"Thank you oh great one!"
Sunday, December 16, 2012
BttDRPG Playtest Version 0.01
BttDRPG Playtest Version 0.01
https://docs.google.com/open?id=0BzYaSvmA-OpUaUctaHFLWURaWTQ
https://docs.google.com/open?id=0BzYaSvmA-OpUaUctaHFLWURaWTQ
Monday, December 10, 2012
BttDRPG Playtest Version in the wings.
SO all I need to do is finish a few monsters (like about 30 to 40 more)and character details and this sucker is ready for me to print out and invite a few people over.
I found another old gamer from the 2nd edition era who had some good ideas and actually read the rules.
How many of you out there have read the rules? IF you have really read them and like or hate them please comment.
I have no problem with any critiques or hard questions.
I found another old gamer from the 2nd edition era who had some good ideas and actually read the rules.
How many of you out there have read the rules? IF you have really read them and like or hate them please comment.
I have no problem with any critiques or hard questions.
Sunday, December 9, 2012
The Day is Saved! GMs that say UH UMMM UH Well Uh m.....
Well it is not that bad. I managed to recover most of my deleted material. Magic and ritual sacrifice works wonders.
Now to a rant after listening to a few Actual Play Podcast/Video. I am not going to say in order to be polite.
GMs that say UH UMMM UH Well Uh m.....
Being a GM is an art. It is acting and being everyone else in a world. Why do some of the most bland and boring people decide to be a GM?
When you run a game make the NPCs alive! DO voices and accents. ACT! Make notes so that every time that NPC is met he or she is the same person. Make them alive and have their lives progress. It wont be that hard in a fantasy RPG as most people don't travel more than a few miles.
Make noises and sound effects if possible. IF you cannot try and do it anyway.
Have mood music. Good music to help the game flow. Have three different albums or more such as Dungeon, Forest, Town, etc.
Always have some kind of one page distraction if it get boring. Throw in a story arc or a completely different story all together. Make them pick and choose with consequences for those that did not assist. Make the world IN NEED OF ADVENTURERS!
Make the setting exciting. Fights don't always happen on flat ground. Make it where they fight on cliff sides, by volcanoes, by acid pits, etc.
Never just make a dungeon a monster hotel. Make it full of history and have many stories inside it. Have people trying to claim jump the dungeon as well. Give the players warning but never let up on them.
ANYTHING FREE you give to a player he or she must pay severely for. Make every level feel like they went through hell.
Kill all stupid players. If they do something stupid and it kills the entire party oh well.
Now to a rant after listening to a few Actual Play Podcast/Video. I am not going to say in order to be polite.
GMs that say UH UMMM UH Well Uh m.....
Being a GM is an art. It is acting and being everyone else in a world. Why do some of the most bland and boring people decide to be a GM?
When you run a game make the NPCs alive! DO voices and accents. ACT! Make notes so that every time that NPC is met he or she is the same person. Make them alive and have their lives progress. It wont be that hard in a fantasy RPG as most people don't travel more than a few miles.
Make noises and sound effects if possible. IF you cannot try and do it anyway.
Have mood music. Good music to help the game flow. Have three different albums or more such as Dungeon, Forest, Town, etc.
Always have some kind of one page distraction if it get boring. Throw in a story arc or a completely different story all together. Make them pick and choose with consequences for those that did not assist. Make the world IN NEED OF ADVENTURERS!
Make the setting exciting. Fights don't always happen on flat ground. Make it where they fight on cliff sides, by volcanoes, by acid pits, etc.
Never just make a dungeon a monster hotel. Make it full of history and have many stories inside it. Have people trying to claim jump the dungeon as well. Give the players warning but never let up on them.
ANYTHING FREE you give to a player he or she must pay severely for. Make every level feel like they went through hell.
Kill all stupid players. If they do something stupid and it kills the entire party oh well.
Sunday, December 2, 2012
Utter contemptible piece of s#!+ !!!
Utter contemptible piece of s#!+ !!!
Well once again the gods have pissed upon me. Half my master document has simply disappeared. Like 40-60 pages of document. From below the druid spell list on back just simply disappeared.
XXXXXX IT!
I have it in PDF form from 11 24 2012 but it will have to be completely redone unless I have another old copy saved back and a huge amount of work is lost from that time. It will have to be all reformatted and refitted.
SCREW YOU UNIVERSE!
It happened on 11 29 2012 at 8:00 pm. when I copied and pasted my spell list to assist me in creating magic items on a test file all information below that point just went poof for no other reason than to be a dick of a universe.
I have copied and pasted shit thousands upon thousands of times with no fail on shit that really didn't matter to me.
I would have been kind done with this stage and in full playtest mode but the gods suck and are cruel.
Maybe I ought to just delete all of it...
XXXX!
Well once again the gods have pissed upon me. Half my master document has simply disappeared. Like 40-60 pages of document. From below the druid spell list on back just simply disappeared.
XXXXXX IT!
I have it in PDF form from 11 24 2012 but it will have to be completely redone unless I have another old copy saved back and a huge amount of work is lost from that time. It will have to be all reformatted and refitted.
SCREW YOU UNIVERSE!
It happened on 11 29 2012 at 8:00 pm. when I copied and pasted my spell list to assist me in creating magic items on a test file all information below that point just went poof for no other reason than to be a dick of a universe.
I have copied and pasted shit thousands upon thousands of times with no fail on shit that really didn't matter to me.
I would have been kind done with this stage and in full playtest mode but the gods suck and are cruel.
Maybe I ought to just delete all of it...
XXXX!
Saturday, December 1, 2012
Back to the Dungeon Musings and Madness.
Well still barely getting to work on my magic items but still working on them.
At least I have a job now!
I am going to make a new class called a Cultist which is going to be a Rouge mixed with a Cleric. I have actually gotten so close to finishing but I have not settled on a complete game yet.
Once I get a rough draft skeleton I am going to go over the whole document slowly and tweak it and add fluff.
For the fluff content...
Working on a few gods based on the combination of many old myths.
The map will only be what I need.
I will always have history a lost knowledge and it will ALWAYS remain mysterious.
Whatever happened was terrible so long ago and only the oldest of elders can tell the tales of bad times.
Will it ever look like a professional document?
I don't care it's not a professional document it's a hobby.
Will I (and my contributors) make any money?
Nope!
I don't thinks so but that is not the goal. There really is no money in RPGs anymore.
The goal is/was to make a D20 Light/Old School RPG.
The future of gaming again....More ideas and musings...
Unless the existing Pen and Paper gamers revive the hobby, RPGs won't die out but they will go to a place of rarity such as historical wargamers. Comic/Game Shops have been slowly reducing their shelf sizes when it comes to RPGs.
In the golden age back in the 80s and early 90s many (not all) FLGSs were full of life and it was a cool time to see. Now there are game shops out there that are always building up the hobby by having exhibitions and showings of games but there are many that are closing their doors.
At least I have a job now!
I am going to make a new class called a Cultist which is going to be a Rouge mixed with a Cleric. I have actually gotten so close to finishing but I have not settled on a complete game yet.
Once I get a rough draft skeleton I am going to go over the whole document slowly and tweak it and add fluff.
For the fluff content...
Working on a few gods based on the combination of many old myths.
The map will only be what I need.
I will always have history a lost knowledge and it will ALWAYS remain mysterious.
Whatever happened was terrible so long ago and only the oldest of elders can tell the tales of bad times.
Will it ever look like a professional document?
I don't care it's not a professional document it's a hobby.
Will I (and my contributors) make any money?
Nope!
I don't thinks so but that is not the goal. There really is no money in RPGs anymore.
The goal is/was to make a D20 Light/Old School RPG.
The future of gaming again....More ideas and musings...
Unless the existing Pen and Paper gamers revive the hobby, RPGs won't die out but they will go to a place of rarity such as historical wargamers. Comic/Game Shops have been slowly reducing their shelf sizes when it comes to RPGs.
In the golden age back in the 80s and early 90s many (not all) FLGSs were full of life and it was a cool time to see. Now there are game shops out there that are always building up the hobby by having exhibitions and showings of games but there are many that are closing their doors.
Sunday, November 25, 2012
Magic Items and BttDRPG
I really hate making magic items like I dislike making spell list. I simply cut and pasted S&W's magic items until I modified that one or the D20 system.
I decided that I am not making it a roll, only a choice.
The list is evergreen like the rest of the game.
It's going to be alot of Game Master Fiat. If fact almost everything about being a Game Master in Back to the Dungeon RPG will be very loose rules tempered by GM fiat. Ah yes such freedom!
I decided that I am not making it a roll, only a choice.
The list is evergreen like the rest of the game.
It's going to be alot of Game Master Fiat. If fact almost everything about being a Game Master in Back to the Dungeon RPG will be very loose rules tempered by GM fiat. Ah yes such freedom!
Tuesday, November 20, 2012
BttDRPG Psionic Update.
I decided I really dislike the complication of D20 Psionics so I decided to chop down the d20 Psionic Powers to a more simple old school format. It is very rough draft but yeah it looks pretty good and very usable if I do say so myself. If some of these look too powerful well they might be. As a game with and Old School heart game balance is barely a factor AND the player has to get high enough level to really become a badass. At the bottom of this post will be the link to them most recent BTTDRPG.
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.
Morph Can change shape and form. Can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.
Restore – You can heal your self 1d6 every other level. Power Point cost equal to level.
Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.
Barrier - Can create a barrier that gives 1/2 your level in AC.
Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damge every other level in living things. Vicitms save 10 +1/2 Level + Int Bonus
Phasing - You can cause things or victims to be come intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Int Bonus
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.
Etheral – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.
Planewalker - Can travel to next plane every four levels. Very dangerous power. Can jump back one round and redo it if victim fails save.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.
Seer – Can sense others at a distance at Intelligence in miles every other level.
Obfuscate – Can stop other from seeing or sensing them at Int Bonus +1/2 Level plus 10 Difficulty.
Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and beak laws or reality by doing opposite but this is up to the Game master to decide how this works.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.
Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.
Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation, Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.
Destruction – You can do damage to other at 1d6 every other level or 2d6 to intimate objects every other level.
TELEPATH (TELEPATHY) DISCIPLINE POWERS
Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.
Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.
Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are truing to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.
Possession – You leave your body and possess theirs. If possessing another Telepathic he can possess your body. You body is defenseless. You can travel back to your body it Intelligence in feet.
https://docs.google.com/open?id=0BzYaSvmA-OpUR051N2ppVDFWN1k
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.
Morph Can change shape and form. Can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.
Restore – You can heal your self 1d6 every other level. Power Point cost equal to level.
Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.
Barrier - Can create a barrier that gives 1/2 your level in AC.
Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damge every other level in living things. Vicitms save 10 +1/2 Level + Int Bonus
Phasing - You can cause things or victims to be come intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Int Bonus
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.
Etheral – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.
Planewalker - Can travel to next plane every four levels. Very dangerous power. Can jump back one round and redo it if victim fails save.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.
Seer – Can sense others at a distance at Intelligence in miles every other level.
Obfuscate – Can stop other from seeing or sensing them at Int Bonus +1/2 Level plus 10 Difficulty.
Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and beak laws or reality by doing opposite but this is up to the Game master to decide how this works.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.
Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.
Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation, Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.
Destruction – You can do damage to other at 1d6 every other level or 2d6 to intimate objects every other level.
TELEPATH (TELEPATHY) DISCIPLINE POWERS
Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.
Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.
Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are truing to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.
Possession – You leave your body and possess theirs. If possessing another Telepathic he can possess your body. You body is defenseless. You can travel back to your body it Intelligence in feet.
https://docs.google.com/open?id=0BzYaSvmA-OpUR051N2ppVDFWN1k
Sunday, November 18, 2012
NOVEL RPG Heroes' Mag Free Form Dice Assisted RPG
You write out your character with the Game Master.
There are many concepts to choose from.
A supers game free of the constraints of rules and free to tell a story.
A story told by the Players and Game Master and tempered by the dice.
No complicated charts to look up no huge list of powers, feats , and skills to filter through.
The NOVEL RPG offers freedom that no other RPG can offer if you can wrap you head around descriptors instead of hard numbers.
Here are the rules.
https://docs.google.com/open?id=0BzYaSvmA-OpUYVdyendvVlNHeG8
Here is the Character Sheet.
https://docs.google.com/open?id=0BzYaSvmA-OpUMnAyenFZbVJRVUU
You write out your character with the Game Master.
There are many concepts to choose from.
A supers game free of the constraints of rules and free to tell a story.
A story told by the Players and Game Master and tempered by the dice.
No complicated charts to look up no huge list of powers, feats , and skills to filter through.
The NOVEL RPG offers freedom that no other RPG can offer if you can wrap you head around descriptors instead of hard numbers.
Here are the rules.
https://docs.google.com/open?id=0BzYaSvmA-OpUYVdyendvVlNHeG8
Here is the Character Sheet.
https://docs.google.com/open?id=0BzYaSvmA-OpUMnAyenFZbVJRVUU
Saturday, November 17, 2012
BttD RPG Update 11 17 2012 New Races.
21 Races now. Will be adding some more.
Werekin
Attributes: Str +1, Dex +2, Con +1, Int -2, Cha -2
Height: 5 feet, 8 inches to 6 feet, 10 inches.
Weight: 80 to 270 pounds.
Lifespan: 180 to 220 years.
Deep in the forest and remote villages there are those who have were-creatures in their blood. Most are rude and crude and live as small tribes. Unlike a true lycanthrope the Werekin can only slightly change her form. They can for a short time equal in round to their Constitution plus level do one of the following. Gain 3 + Con Bonus in Hit Points (Werebear), Gain claws/teeth that do 1d6 (Werewolf), A burst of speed that adds +10 feet (Weretiger). The Werekin only slightly changes to a bestial appearance but it does cause a morale roll to be made.
Werekin do an additional +1 damage to bloodied creatures.
Werekin can track prey by scent in rural areas.
Werekin can see in the dim light twice as far as a human.
Werekin are considered demi-were-creatures so silver does an extra 1d6 damage.
Changeling
Attributes: Dex +2 Con -2, Wis-2 Cha +2
Height: 4 feet, 8 inches to 7 feet.
Weight: 70 to 190 pounds.
Lifespan: 500 years.
A changeling is a human mixed with doppleganger blood. They are normally put into homes to cause havoc and dismay after they have been put in replacement of the victimized family. A Changeling is not evil per say just malicious and tricky, at least those whom have been raised by their doppleganger parents. Changelings can alter their appearance and look like anyone from a child to and ogre. A changeling that has grow up and does not wish to participate in the terrible plots of the dopplegangers are outcast and must be on guard for not being a part of the dopplegangers but know their secrets is a death sentence.
A Changeling alter her appearance and look like anyone without flaw. Now they may not sound or act like the imitated but they look like them exactly.
A Changeling has a chance to notice other altered appearances including other changelings and dopplgangers.
A Changeling has a climbing speed of 20 feet a round.
Werekin
Attributes: Str +1, Dex +2, Con +1, Int -2, Cha -2
Height: 5 feet, 8 inches to 6 feet, 10 inches.
Weight: 80 to 270 pounds.
Lifespan: 180 to 220 years.
Deep in the forest and remote villages there are those who have were-creatures in their blood. Most are rude and crude and live as small tribes. Unlike a true lycanthrope the Werekin can only slightly change her form. They can for a short time equal in round to their Constitution plus level do one of the following. Gain 3 + Con Bonus in Hit Points (Werebear), Gain claws/teeth that do 1d6 (Werewolf), A burst of speed that adds +10 feet (Weretiger). The Werekin only slightly changes to a bestial appearance but it does cause a morale roll to be made.
Werekin do an additional +1 damage to bloodied creatures.
Werekin can track prey by scent in rural areas.
Werekin can see in the dim light twice as far as a human.
Werekin are considered demi-were-creatures so silver does an extra 1d6 damage.
Changeling
Attributes: Dex +2 Con -2, Wis-2 Cha +2
Height: 4 feet, 8 inches to 7 feet.
Weight: 70 to 190 pounds.
Lifespan: 500 years.
A changeling is a human mixed with doppleganger blood. They are normally put into homes to cause havoc and dismay after they have been put in replacement of the victimized family. A Changeling is not evil per say just malicious and tricky, at least those whom have been raised by their doppleganger parents. Changelings can alter their appearance and look like anyone from a child to and ogre. A changeling that has grow up and does not wish to participate in the terrible plots of the dopplegangers are outcast and must be on guard for not being a part of the dopplegangers but know their secrets is a death sentence.
A Changeling alter her appearance and look like anyone without flaw. Now they may not sound or act like the imitated but they look like them exactly.
A Changeling has a chance to notice other altered appearances including other changelings and dopplgangers.
A Changeling has a climbing speed of 20 feet a round.
Friday, November 16, 2012
BttDRPG Update for 11-16-2012
In Back to the Dungeon RPG there are 13 Races and 19 classes so far yet still a very simple game. With the unified mechanic it makes everything simple and easy to judge.
I also added around 13 3HD monsters as well. I realized that I am doing this for me so there is no timetable on it.
Well I have a rough skeleton for the Psion. I took the D20 version and stripped it down and then added a few powers. Take a look!
Psion
Armor: Any but not trained to wear it. It is considered very bad form to wear it by other Psionicist.
Weapons: Any simple weapons that are light.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psonic Points.
Maximum Power Level Known 1/2 Levels.
Power Points equal to Intelligence and Wisdom Bonus plus 1d6 a level. You start off with 2 powers and gain 1 per level.
Detect Psionics
Example Psion Chelase Metaria the Shaper
Str 7 -1
Dex 16 +2
Con 10 +0
Int 17 +2
Wis 16 +2
Cha 10 +0
Power Points 8
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Entangler DC 12
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
1 Think Skin:A Gain +1 enhancement bonus to your AC for 10 min./level.
1 Hammer: Touch attack does 1d8.
1 Sensory: Bonus to sense things near such as hidden or invisible +2.
1 Invigorate: Add 1d8 Temporty Hit Points
2 Animal Affinity:A Gain +4 enhancement to one ability.
2 Chameleon: Gain +10 enhancement bonus on Hide checks.
2 Quick Healing: Heal self or Others1d8
2 Injury Transfer:A Transfer another’s wounds to yourself.
3 Psionic Form: You gain benefits of being insubstantial and can fly slowly.
3 Hustle: Instantly gain a move action.
4 Metamorphosis: Assume shape of creature or object up to large size.
4 Psychic Vampire: Touch attack drains 2 power points/level from foe.
5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
5 Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores by moving them around.
5 Restore Extremity: Return a lost digit, limb, or other appendage to subject in one round.
6 Restoration, Psionic: Restores level and ability score drains.
7 Fission: You briefly duplicate yourself.
8 Fusion:You combine your abilities and form with another.
9 Metamorphosis, Greater:Assume shape of any nonunique creature or object each round.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
1 Control Object: Telekinetically animate a small object.
1 Kinetic Bolt: Does 1d8+INT bonus at range of INT in spaces.
1 Kinetic Shield: Bring up +4 AC as a reaction.
1 Glower: Make self glow at INT radius in spaces.
2 Control Air:A You have control over wind speed and direction.
2 Energy Missile:A Deal 3d6 energy damage to up to five subjects.
3 Energy Cone:A Deal 5d6 energy damage in 60-ft. cone.
4 Control Body:A Take rudimentary control of your foe’s limbs.
4 Energy Ball:A Deal 7d6 energy damage in 20-ft. radius.
4 Inertial Barrier: Gain DR 5/–.
5 Energy Current:A Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
5 Fiery Discorporation:A Cheat death by discorporating into nearby fire for one day.
6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
6 Null Psionics Field: Create a field where psionic power does not function.
7 Reflector: Powers targeting you rebound on manifester.
8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9 Tornado Blast:A Vortex of air subjects your foes to 17d6 damage and moves them.
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
1 Burst: Gain +10 ft. to speed this round.
1 Detect Teleportation:A Know when teleportation powers are used in close range.
1 Land: For evey power point you take away 10 feet of fall damage.
1 Slow: As Land but on others.
2 Dimension Swap:A You and ally or two allies switch positions.
2 Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3 Astral Caravan:A You lead astral traveler-enabled group to a planar destination.
4 Dimensional Anchor, Psionic: Bars extra dimensional movement.
4 Dismissal, Psionic: Forces a creature to return to its native plane.
4 Fly, Psionic: You fly at a speed of 60 ft.
5 Baleful Teleport:A Destructive teleport deals 9d6 damage.
5 Teleport, Psionic: Instantly transports you as far as 100 miles/level.
5 Teleport Trigger: Predetermined event triggers teleport.
6 Banishment, Psionic:A Banishes extraplanar creatures.
7 Dream Travel:A Travel to other places through dreams.
7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
8 Time Hop, Mass:A Willing subjects hop forward in time.
9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
9 Time RegressionX: Relive the last round.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
1 Destiny Dissonance: Your dissonant touch sickens a foe.
1 Precognition: Gain +2 insight bonus to one Attack/Skill roll or AC.
1 Know Direction and Location: You know where you are. Never lost.
1 Recall: Remember things forgotten.
1 Possible Futures: Show victim all possible outcomes. Stuns for 1 round.
2 Clairvoyant Sense: See and hear a distant location.
2 Object Reading:A Learn details about an object’s previous owner.
2 Sensitivity to Psychic Impressions: You can find out about an area’s past.
3 Escape Detection: You become difficult to detect with clairsentience powers.
3 Fate Link:A You link the fates of two targets.
4 Anchored Navigation:A Establish a mishap-free teleport beacon.
4 Remote Viewing:X See, hear, and potentially interact with subjects at a distance.
5 Clairtangent Hand:A Emulate far hand at a distance.
5 Second Chance:X Gain a reroll.
6 Precognition, Greater: Gain +4 insight bonus to one roll.
7 Fate of One: Reroll any roll you just failed.
8 Hypercognition: You can deduce almost anything.
9 Metafaculty:X You learn details about any one creature.
9 Reality Revision:X Break the laws of reality.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Minor Creation, Psionic: Creates one cloth or wood object.
1 Entangler
1 Shard
2 Psionic Repair Damage:A Repairs construct of 3d8 hit points +1 hp/level.
2 Psionic Creature: AC11 HD2 Move 35 Damage 1d8
3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
3 Ectoplasmic Cocoon:You encapsulate a foe so it can’t move.
3 Ectoplasmic Warrior: AC12 HD3 Move40 Damage 1d10
4 Fabricate, Psionic: Transforms raw goods to finished items.
4 Quintessence: You collapse a bit of time into a physical substance that can be smashed for an extra turn.
4 Mental Monster: AC13 HD4 Move45 Damage 1d12
5 Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
5 Living Nighmare: AC14 HD5 Move50 Damage 2d8
6 Crystallize: Turn subject permanently to crystal.
6 Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
6 Id Beast: AC14 HD6 Move55 Damage 1d20
7 Ectoplasmic Cocoon, Mass:A You encapsulate all foes in a 20-ft. radius.
7 Fear Monger: AC15 HD7 Move60 Damage 3d10
8 Astral Seed: You plant the seed of your rebirth from the Astral Plane.
8 Psychomare: AC16 HD8 Move65 Damage 2d20
9 Genesis:X You instigate a new demiplane on the Astral Plane.
9 True Creation:X As psionic major creation, except items are completely real.
9 Incarnate: AC17 HD9 Move70 Damage 3d20
TELEPATH (TELEPATHY) DISCIPLINE POWERS
1 Charm, Psionic:A Makes one person your friend.
1 Mindlink:A You forge a limited mental bond with another creature and can speak telepathacally with them.
1 Mindblock: You have a +4 against a mental attack.
1 Mindblast: 1d10 at a range of Int in squares.
2 Aversion:A Subject has aversion you specify.
2 Brain Lock:A Subject cannot move or take any mental actions.
2 Read Thoughts: Detect surface thoughts of creatures in range.
2 Suggestion, Psionic: Compels subject to follow stated course of action.
3 Crisis of Breath: Disrupt subject’s breathing.
3 Empathic Transfer, Hostile:Your touch transfers your hurt to another.
3 False Sensory Input: Subject sees what isn’t there.
4 Dominate, Psionic: Control target telepathically.
4 Mindlink, Thieving: Borrow knowledge of a subject’s power.
4 Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
4 Schism: Your partitioned mind can manifest lower level powers.
5 Metaconcert: A Mental concert of two or more increases the total power of the participants.
5 Mind Probe: You discover the subject’s secret thoughts.
6 Mind Switch:You switch minds with another.
7 Crisis of Life: Stop subject’s heart. Save or die.
8 Mind Seed: Subject slowly becomes you.
9 Mind Switch, True:A permanent brain swap.
9 Psychic Chirurgery:You repair psychic damage or impart knowledge of new powers.
I also added around 13 3HD monsters as well. I realized that I am doing this for me so there is no timetable on it.
Well I have a rough skeleton for the Psion. I took the D20 version and stripped it down and then added a few powers. Take a look!
Psion
Armor: Any but not trained to wear it. It is considered very bad form to wear it by other Psionicist.
Weapons: Any simple weapons that are light.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psonic Points.
Maximum Power Level Known 1/2 Levels.
Power Points equal to Intelligence and Wisdom Bonus plus 1d6 a level. You start off with 2 powers and gain 1 per level.
Detect Psionics
Example Psion Chelase Metaria the Shaper
Str 7 -1
Dex 16 +2
Con 10 +0
Int 17 +2
Wis 16 +2
Cha 10 +0
Power Points 8
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Entangler DC 12
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
1 Think Skin:A Gain +1 enhancement bonus to your AC for 10 min./level.
1 Hammer: Touch attack does 1d8.
1 Sensory: Bonus to sense things near such as hidden or invisible +2.
1 Invigorate: Add 1d8 Temporty Hit Points
2 Animal Affinity:A Gain +4 enhancement to one ability.
2 Chameleon: Gain +10 enhancement bonus on Hide checks.
2 Quick Healing: Heal self or Others1d8
2 Injury Transfer:A Transfer another’s wounds to yourself.
3 Psionic Form: You gain benefits of being insubstantial and can fly slowly.
3 Hustle: Instantly gain a move action.
4 Metamorphosis: Assume shape of creature or object up to large size.
4 Psychic Vampire: Touch attack drains 2 power points/level from foe.
5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
5 Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores by moving them around.
5 Restore Extremity: Return a lost digit, limb, or other appendage to subject in one round.
6 Restoration, Psionic: Restores level and ability score drains.
7 Fission: You briefly duplicate yourself.
8 Fusion:You combine your abilities and form with another.
9 Metamorphosis, Greater:Assume shape of any nonunique creature or object each round.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
1 Control Object: Telekinetically animate a small object.
1 Kinetic Bolt: Does 1d8+INT bonus at range of INT in spaces.
1 Kinetic Shield: Bring up +4 AC as a reaction.
1 Glower: Make self glow at INT radius in spaces.
2 Control Air:A You have control over wind speed and direction.
2 Energy Missile:A Deal 3d6 energy damage to up to five subjects.
3 Energy Cone:A Deal 5d6 energy damage in 60-ft. cone.
4 Control Body:A Take rudimentary control of your foe’s limbs.
4 Energy Ball:A Deal 7d6 energy damage in 20-ft. radius.
4 Inertial Barrier: Gain DR 5/–.
5 Energy Current:A Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
5 Fiery Discorporation:A Cheat death by discorporating into nearby fire for one day.
6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
6 Null Psionics Field: Create a field where psionic power does not function.
7 Reflector: Powers targeting you rebound on manifester.
8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9 Tornado Blast:A Vortex of air subjects your foes to 17d6 damage and moves them.
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
1 Burst: Gain +10 ft. to speed this round.
1 Detect Teleportation:A Know when teleportation powers are used in close range.
1 Land: For evey power point you take away 10 feet of fall damage.
1 Slow: As Land but on others.
2 Dimension Swap:A You and ally or two allies switch positions.
2 Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3 Astral Caravan:A You lead astral traveler-enabled group to a planar destination.
4 Dimensional Anchor, Psionic: Bars extra dimensional movement.
4 Dismissal, Psionic: Forces a creature to return to its native plane.
4 Fly, Psionic: You fly at a speed of 60 ft.
5 Baleful Teleport:A Destructive teleport deals 9d6 damage.
5 Teleport, Psionic: Instantly transports you as far as 100 miles/level.
5 Teleport Trigger: Predetermined event triggers teleport.
6 Banishment, Psionic:A Banishes extraplanar creatures.
7 Dream Travel:A Travel to other places through dreams.
7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
8 Time Hop, Mass:A Willing subjects hop forward in time.
9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
9 Time RegressionX: Relive the last round.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
1 Destiny Dissonance: Your dissonant touch sickens a foe.
1 Precognition: Gain +2 insight bonus to one Attack/Skill roll or AC.
1 Know Direction and Location: You know where you are. Never lost.
1 Recall: Remember things forgotten.
1 Possible Futures: Show victim all possible outcomes. Stuns for 1 round.
2 Clairvoyant Sense: See and hear a distant location.
2 Object Reading:A Learn details about an object’s previous owner.
2 Sensitivity to Psychic Impressions: You can find out about an area’s past.
3 Escape Detection: You become difficult to detect with clairsentience powers.
3 Fate Link:A You link the fates of two targets.
4 Anchored Navigation:A Establish a mishap-free teleport beacon.
4 Remote Viewing:X See, hear, and potentially interact with subjects at a distance.
5 Clairtangent Hand:A Emulate far hand at a distance.
5 Second Chance:X Gain a reroll.
6 Precognition, Greater: Gain +4 insight bonus to one roll.
7 Fate of One: Reroll any roll you just failed.
8 Hypercognition: You can deduce almost anything.
9 Metafaculty:X You learn details about any one creature.
9 Reality Revision:X Break the laws of reality.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Minor Creation, Psionic: Creates one cloth or wood object.
1 Entangler
1 Shard
2 Psionic Repair Damage:A Repairs construct of 3d8 hit points +1 hp/level.
2 Psionic Creature: AC11 HD2 Move 35 Damage 1d8
3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
3 Ectoplasmic Cocoon:You encapsulate a foe so it can’t move.
3 Ectoplasmic Warrior: AC12 HD3 Move40 Damage 1d10
4 Fabricate, Psionic: Transforms raw goods to finished items.
4 Quintessence: You collapse a bit of time into a physical substance that can be smashed for an extra turn.
4 Mental Monster: AC13 HD4 Move45 Damage 1d12
5 Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
5 Living Nighmare: AC14 HD5 Move50 Damage 2d8
6 Crystallize: Turn subject permanently to crystal.
6 Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
6 Id Beast: AC14 HD6 Move55 Damage 1d20
7 Ectoplasmic Cocoon, Mass:A You encapsulate all foes in a 20-ft. radius.
7 Fear Monger: AC15 HD7 Move60 Damage 3d10
8 Astral Seed: You plant the seed of your rebirth from the Astral Plane.
8 Psychomare: AC16 HD8 Move65 Damage 2d20
9 Genesis:X You instigate a new demiplane on the Astral Plane.
9 True Creation:X As psionic major creation, except items are completely real.
9 Incarnate: AC17 HD9 Move70 Damage 3d20
TELEPATH (TELEPATHY) DISCIPLINE POWERS
1 Charm, Psionic:A Makes one person your friend.
1 Mindlink:A You forge a limited mental bond with another creature and can speak telepathacally with them.
1 Mindblock: You have a +4 against a mental attack.
1 Mindblast: 1d10 at a range of Int in squares.
2 Aversion:A Subject has aversion you specify.
2 Brain Lock:A Subject cannot move or take any mental actions.
2 Read Thoughts: Detect surface thoughts of creatures in range.
2 Suggestion, Psionic: Compels subject to follow stated course of action.
3 Crisis of Breath: Disrupt subject’s breathing.
3 Empathic Transfer, Hostile:Your touch transfers your hurt to another.
3 False Sensory Input: Subject sees what isn’t there.
4 Dominate, Psionic: Control target telepathically.
4 Mindlink, Thieving: Borrow knowledge of a subject’s power.
4 Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
4 Schism: Your partitioned mind can manifest lower level powers.
5 Metaconcert: A Mental concert of two or more increases the total power of the participants.
5 Mind Probe: You discover the subject’s secret thoughts.
6 Mind Switch:You switch minds with another.
7 Crisis of Life: Stop subject’s heart. Save or die.
8 Mind Seed: Subject slowly becomes you.
9 Mind Switch, True:A permanent brain swap.
9 Psychic Chirurgery:You repair psychic damage or impart knowledge of new powers.
Monday, November 12, 2012
Introducing The Warlock of Back to the Dungeon RPG
So here is my Warlock. Not quite a totally D20 cut and paste. Perhaps a bit too powerful? Lack of game balance? I never saw game balance as a problem I always saw players making dumb decisions trying to fight enemies head on with no strategy as the problem.
Warlock
One who has made a pact with dark forces for great power. With this pact they are allowed great power with very little variety but they can use their magic unlimited times per day.
Armor: Ring mail or less.
Weapons: Warlocks prefer any simple type weapons such as short swords, rapiers, spears, staves and daggers. Not that it matters as Warlocks are sorry fighters.
Hit Points: 6 +1d6 a level
To Hit:-1
Natural 20: On a natural 20 the Warlock may gain half the damage done to his own hit points.
A warlock can use his Dexterity to dodge and flip with acrobatic precision as long as he does not have any Armor past +3. He use his Constitution to resist having his Invocations messed up.
Eldrich Blast based on Charisma. Range is Charisma + Level.
Damage is 1d8 from 1st to 4th level, 1d10 from levels 5th to 8th, 1d12 from 9th to 10th, And finally 1d20 from on up.
The get Invocations that they can always use.
Least 1 Every 4 levels.
Lesser at 5th level then every 4 levels.
Greater at 9th level then every 4 levels
Dark at 11th level then every 4 levels.
Least
Dark Charm gives +2 to Charisma.
Dark Luck gives Charisma Bonus to all saves.
Darkness gives -4 to hit to enemies in Charisma radius in feet.
Dark Sight can see in darkness 60 feet.
Drain Blast adds Slowing effect to Eldrich Blast.
Demon Spear doubles Eldrich Blast Range.
Fright Blast add Fear to Eldrich Blast.
Dark Strike adds Eldrich Blast damage to weapon strike.
Devil's Jump adds Charisma bonus + level to jump distance.
Seer of the Dark can see the invisible.
Vamper Touch damages for 1d6 but give the Warlock 1d6 healing.
Lesser
Shadow Blast adds Darkness to Eldrich Blast.
Hellfire Blast adds fire to Eldrich Blast 1d6 a round save ends.
Devil Charm +4 to Charisma.
Despair gives -2 to everyone in Charisma + level area.
Chain Blast hits multiple opponents in a row equal to Charisma Bonus plus level.
Devil Run mean the Warlock has double the movement.
Cold Hell Blast does an extra 1d6 damage.
Dead Minion summons minor undead equal to Charisma bonus plus Level.
Cut Ties Blast does damage and save or ends any magical effect if no save is made.
Dark Walk means invisibility at will.
Greater
Confusing Blast confuses enemies.
Tentacles and Thorns in Charisma in feet. All take 1d12 in the tentacles and thorns.
Spealleater ends spell of lower caster and heals 2 hit points per level of caster.
Dark Whirlwind Blast makes conical blast 10 feet plus Charisma bonus wide.
Plague Blast does 1d12 a round save ends.
Demon Acid Blast does 1d10 a round and takes away magical enchantment.
Hellfire Barrier does 1d6 per level and is Charisma in feet long.
Dark
Hell's Armor stops damage equal to level unless magic is used.
Out of the God's Sight is invisibility but is dispelled there is a blast in Charisma radius that does 1d6 a level.
Wraith Drain Touch damages 1d6 levels and gives that much in healing.
Demon Form allows the warlock to change into a Demon.
Human Warlock Teh Darada
Teh Darda was a weak sniveling yet very good looking young man. He always used his charms and good looks to worm his way into the noble circles where he knew they were practicing magics of great power. He unfortunately found what he was looking for as the nobility were Warlocks and has made a pact with a 30,000 year old demon named Kythiusis. He now has all the power but must forfeit his soul when he dies to the demon.
Str 5 -2
Dex 14 +1
Con 11 -
Int 7 -1
Wis 9 -
Cha 18 +3
Hit Points 9 (6 + 1d6=3)
AC 14
Eldrich Blast +3 1d10+3 a round. Range 19.
Invocation Devils Jump +4 Feet
Back Pack
10 Torches
Flint and Steel
Grappling Hook
50 ft Rope
Mirror
32GP
Warlock
One who has made a pact with dark forces for great power. With this pact they are allowed great power with very little variety but they can use their magic unlimited times per day.
Armor: Ring mail or less.
Weapons: Warlocks prefer any simple type weapons such as short swords, rapiers, spears, staves and daggers. Not that it matters as Warlocks are sorry fighters.
Hit Points: 6 +1d6 a level
To Hit:-1
Natural 20: On a natural 20 the Warlock may gain half the damage done to his own hit points.
A warlock can use his Dexterity to dodge and flip with acrobatic precision as long as he does not have any Armor past +3. He use his Constitution to resist having his Invocations messed up.
Eldrich Blast based on Charisma. Range is Charisma + Level.
Damage is 1d8 from 1st to 4th level, 1d10 from levels 5th to 8th, 1d12 from 9th to 10th, And finally 1d20 from on up.
The get Invocations that they can always use.
Least 1 Every 4 levels.
Lesser at 5th level then every 4 levels.
Greater at 9th level then every 4 levels
Dark at 11th level then every 4 levels.
Least
Dark Charm gives +2 to Charisma.
Dark Luck gives Charisma Bonus to all saves.
Darkness gives -4 to hit to enemies in Charisma radius in feet.
Dark Sight can see in darkness 60 feet.
Drain Blast adds Slowing effect to Eldrich Blast.
Demon Spear doubles Eldrich Blast Range.
Fright Blast add Fear to Eldrich Blast.
Dark Strike adds Eldrich Blast damage to weapon strike.
Devil's Jump adds Charisma bonus + level to jump distance.
Seer of the Dark can see the invisible.
Vamper Touch damages for 1d6 but give the Warlock 1d6 healing.
Lesser
Shadow Blast adds Darkness to Eldrich Blast.
Hellfire Blast adds fire to Eldrich Blast 1d6 a round save ends.
Devil Charm +4 to Charisma.
Despair gives -2 to everyone in Charisma + level area.
Chain Blast hits multiple opponents in a row equal to Charisma Bonus plus level.
Devil Run mean the Warlock has double the movement.
Cold Hell Blast does an extra 1d6 damage.
Dead Minion summons minor undead equal to Charisma bonus plus Level.
Cut Ties Blast does damage and save or ends any magical effect if no save is made.
Dark Walk means invisibility at will.
Greater
Confusing Blast confuses enemies.
Tentacles and Thorns in Charisma in feet. All take 1d12 in the tentacles and thorns.
Spealleater ends spell of lower caster and heals 2 hit points per level of caster.
Dark Whirlwind Blast makes conical blast 10 feet plus Charisma bonus wide.
Plague Blast does 1d12 a round save ends.
Demon Acid Blast does 1d10 a round and takes away magical enchantment.
Hellfire Barrier does 1d6 per level and is Charisma in feet long.
Dark
Hell's Armor stops damage equal to level unless magic is used.
Out of the God's Sight is invisibility but is dispelled there is a blast in Charisma radius that does 1d6 a level.
Wraith Drain Touch damages 1d6 levels and gives that much in healing.
Demon Form allows the warlock to change into a Demon.
Human Warlock Teh Darada
Teh Darda was a weak sniveling yet very good looking young man. He always used his charms and good looks to worm his way into the noble circles where he knew they were practicing magics of great power. He unfortunately found what he was looking for as the nobility were Warlocks and has made a pact with a 30,000 year old demon named Kythiusis. He now has all the power but must forfeit his soul when he dies to the demon.
Str 5 -2
Dex 14 +1
Con 11 -
Int 7 -1
Wis 9 -
Cha 18 +3
Hit Points 9 (6 + 1d6=3)
AC 14
Eldrich Blast +3 1d10+3 a round. Range 19.
Invocation Devils Jump +4 Feet
Back Pack
10 Torches
Flint and Steel
Grappling Hook
50 ft Rope
Mirror
32GP
Tuesday, November 6, 2012
What a strange place I am in my RPG life.
SO I am in this strange place in my RPG life. For years I have started and not completed so many RPG projects for no reason other than to just write them. I would say most games get about 60% or so before I burn out.
I go back to them here and there but always am reminded by self doubt or wrong direction why I burnt out AND GET REBURNT OUT.
Strange though that I am about 99% finished on many of my games and have even completed a few in the last few years. If you get a chance take a look at Horror World my Zombie Apocalypse game. I am 99% finished with Back to the Dungeon. I also am 99% finished with STARCLADS Sci Fi RPG. Done with NOVEL Hero's Mag a nearly freeform Supers RPG.
Back to the Dungeon RPG will get worked on for another few years but it is getting really close to a 1.0
All of these playtest versions are free and one day I may sell them but there really is very little to NO money to be made in the RPG business at least in this current business model. I have really innovative business models that I won't share here but I have elsewhere.
I am in such a gaming void as my gaming group broke up once again but that is OLD news.
Alas yet another boring and short post but I hope thought provoking.
Vote for NEITHER!
I go back to them here and there but always am reminded by self doubt or wrong direction why I burnt out AND GET REBURNT OUT.
Strange though that I am about 99% finished on many of my games and have even completed a few in the last few years. If you get a chance take a look at Horror World my Zombie Apocalypse game. I am 99% finished with Back to the Dungeon. I also am 99% finished with STARCLADS Sci Fi RPG. Done with NOVEL Hero's Mag a nearly freeform Supers RPG.
Back to the Dungeon RPG will get worked on for another few years but it is getting really close to a 1.0
All of these playtest versions are free and one day I may sell them but there really is very little to NO money to be made in the RPG business at least in this current business model. I have really innovative business models that I won't share here but I have elsewhere.
I am in such a gaming void as my gaming group broke up once again but that is OLD news.
Alas yet another boring and short post but I hope thought provoking.
Vote for NEITHER!
Monday, November 5, 2012
BttDRPG: Immortals
I am thinking about making a list of Immortals to help get players started if they are a cleric with a good selection of spells and such.
I am going to also have the game somewhat set in an undefined world much in the style of the early days of gaming.
I am going to also have the game somewhat set in an undefined world much in the style of the early days of gaming.
Sunday, November 4, 2012
BttDRPG
Well still progressing on the game. I have added a few extra races such as Assimar, Teiflings, and Drow.
I may add a few more Humanoid races as well.
I also added a Bounty Hunter Class and am working on a Psion and Warlock. I am thing about a Thug which is a cross between a fighter and Thief.
Possibly an Archer and Swashbuckler. I always liked options but never complicated rules.
Still no skills or feats list and it's gonna stay that way!
Right now it's a huge 79 pages.
I may add a few more Humanoid races as well.
I also added a Bounty Hunter Class and am working on a Psion and Warlock. I am thing about a Thug which is a cross between a fighter and Thief.
Possibly an Archer and Swashbuckler. I always liked options but never complicated rules.
Still no skills or feats list and it's gonna stay that way!
Right now it's a huge 79 pages.
Friday, November 2, 2012
Kinda GLAD LucasArts sold to Disney! Because when it comes to many of their PC games Lucas Arts SUCKS!
Well after trying to play KOTOR II on my computer and it not working despite patching etc. and remembering how Empire at War would not work and how you had to do a computer monkey (set affinity!)dance to get Star Wars Battlefield II to work but it never worked online AND the complete f you that Lucas Arts would do to their customers who bought a game and just wanted it to work and were treated largely IGNORED!
Not to mention some of the complete TURDS like Battle for Naboo and to a certain extent Pod Racing but the demo was good.
It's really good that Lucas Arts has been sold. JUST maybe Disney will give a damn about their gamers. Now they make great games it's just if they don't become a mega hit or have problems they drop the game and the customers.
I hope that whomever was in charge of PC games customer service gets fired. I would love to know why they treated their customers so badly. In a business full of fans that have made you what you are you should never treat people that way.
Not to mention some of the complete TURDS like Battle for Naboo and to a certain extent Pod Racing but the demo was good.
It's really good that Lucas Arts has been sold. JUST maybe Disney will give a damn about their gamers. Now they make great games it's just if they don't become a mega hit or have problems they drop the game and the customers.
I hope that whomever was in charge of PC games customer service gets fired. I would love to know why they treated their customers so badly. In a business full of fans that have made you what you are you should never treat people that way.
Wednesday, October 31, 2012
Updated BttDRPG
Major class features update.
https://docs.google.com/open?id=0BzYaSvmA-OpUWHNYS0dXcDk0UkU
https://docs.google.com/open?id=0BzYaSvmA-OpUWHNYS0dXcDk0UkU
Tuesday, October 30, 2012
BttDRPG The One Document
https://docs.google.com/open?id=0BzYaSvmA-OpUM2gweGRaMHNEM0k
SO here is an UPDATED version of the documents all in one document. Really choppy but there are some improvements.
I decided I am not going to have any sacred cows. After all cows are to be sacrificed to Chthulu when you run out of virgins.
I went back to the "Basic" Attribute/Bonus Scheme.
ALL classes will fight at + 1/2 level To Hit though Fighting types get an additional +1, Average combatants get a +0, and no fighting types get -1 starting off at 1st level plus Str or Dex.
I also decided to use a Vanican spell point variant. Has translated very nicely. Casters just starting in magic will only run out of spells after a few battles not after one spell. I may have to weaken the sleep spell.
Hmmm could a victim be sacrificed and their Con score (or a default of 10 +1/2HD if the creature only has HD)to get free Spell Points?
Should I call Spell Points Mana?
A mage for instance has Spell Points equal to his Intelligence. Each level they gain 1d6 spell points. Spells cost equal to level and 0 level spells cost 1/2.
I added in a few more playable races though not finished. May add in Orcs, Goblins, etc. I like lots or race options as long as it's simple!
I may increase starting hit points.
Possibly HD + HD roll + Con? or Con + HD? What do you think?
Read over it and critique as I think am going to add some more features to the classes.
I am working on a Warlock and Psion very soon to add.
Any suggestions for classes?
So has anyone playtested this sucker yet? If not please do so. I am not tooting my own horn but this is a pretty good set of houserules.
When you roll a 20 as a fighter DAMN the monsters tend to DIE!
Now with Casters being simplified and streamlined it should be really fun to play one.
This game comes from over 32 years of gaming experience from me and no telling how much from the people that assisted me.
The point is to be able to get players from both styles to gather together and shut the fuck up and play. Have a good time!
For the Game Master it's a pleasure to run something that does not require rules just rulings.
I got a damn vision here of what gaming is and from it I shall not wane!
SO here is an UPDATED version of the documents all in one document. Really choppy but there are some improvements.
I decided I am not going to have any sacred cows. After all cows are to be sacrificed to Chthulu when you run out of virgins.
I went back to the "Basic" Attribute/Bonus Scheme.
ALL classes will fight at + 1/2 level To Hit though Fighting types get an additional +1, Average combatants get a +0, and no fighting types get -1 starting off at 1st level plus Str or Dex.
I also decided to use a Vanican spell point variant. Has translated very nicely. Casters just starting in magic will only run out of spells after a few battles not after one spell. I may have to weaken the sleep spell.
Hmmm could a victim be sacrificed and their Con score (or a default of 10 +1/2HD if the creature only has HD)to get free Spell Points?
Should I call Spell Points Mana?
A mage for instance has Spell Points equal to his Intelligence. Each level they gain 1d6 spell points. Spells cost equal to level and 0 level spells cost 1/2.
I added in a few more playable races though not finished. May add in Orcs, Goblins, etc. I like lots or race options as long as it's simple!
I may increase starting hit points.
Possibly HD + HD roll + Con? or Con + HD? What do you think?
Read over it and critique as I think am going to add some more features to the classes.
I am working on a Warlock and Psion very soon to add.
Any suggestions for classes?
So has anyone playtested this sucker yet? If not please do so. I am not tooting my own horn but this is a pretty good set of houserules.
When you roll a 20 as a fighter DAMN the monsters tend to DIE!
Now with Casters being simplified and streamlined it should be really fun to play one.
This game comes from over 32 years of gaming experience from me and no telling how much from the people that assisted me.
The point is to be able to get players from both styles to gather together and shut the fuck up and play. Have a good time!
For the Game Master it's a pleasure to run something that does not require rules just rulings.
I got a damn vision here of what gaming is and from it I shall not wane!
Sunday, October 28, 2012
HORROR WORLD RPG V.05
Happy Halloween! I have a little horror survival game I rewrote from a few years ago in a simpler form. As in all my games IT'S IN A ROUGH DRAFT FORM!
Inspired by Kreg Moiser's The Dead, S.P. Wipfli's DEAD MEAT, AFMBE, The Deadworld Comics, All the Romero and Russo movies, and any other Zombie Movies that I have seen. Oh and let us not forget AMC's The Walking Dead.
Original Horror World conceived back somewhere in the early 90's and long gone.
Completely easy to make a Player Victim. In fact if you are going to play make a few Victims because players die. Heroes that try and shoot every undead they see will find themselves eaten by the dead when they run out of bullets.
I have always found problems with many of the survival games out there namely complexity and long character creation then you play and die fast.
A decent gamer will live a very long time if he is tactical in this game. Keep the crowds of the dead far away from you and you will live a long time. Get caught in a crowd then bye bye!
Worst monsters of all are other people. Mankind when set free from all rules become the real monsters.
It is a really scary game if ran right.
Since the LINK feature has NEVER worked on this site here it is.
https://docs.google.com/open?id=0BzYaSvmA-OpUXzJaNHdpUjVKYUk
Inspired by Kreg Moiser's The Dead, S.P. Wipfli's DEAD MEAT, AFMBE, The Deadworld Comics, All the Romero and Russo movies, and any other Zombie Movies that I have seen. Oh and let us not forget AMC's The Walking Dead.
Original Horror World conceived back somewhere in the early 90's and long gone.
Completely easy to make a Player Victim. In fact if you are going to play make a few Victims because players die. Heroes that try and shoot every undead they see will find themselves eaten by the dead when they run out of bullets.
I have always found problems with many of the survival games out there namely complexity and long character creation then you play and die fast.
A decent gamer will live a very long time if he is tactical in this game. Keep the crowds of the dead far away from you and you will live a long time. Get caught in a crowd then bye bye!
Worst monsters of all are other people. Mankind when set free from all rules become the real monsters.
It is a really scary game if ran right.
Since the LINK feature has NEVER worked on this site here it is.
https://docs.google.com/open?id=0BzYaSvmA-OpUXzJaNHdpUjVKYUk
Saturday, October 27, 2012
BttDRPG Less Classes?
Been tinkering with the idea of less classes.
Warrior - Any and all fighting types that depend on Strength and Constitution.
Wanderer - The more skilled fighting types that depend on Dexterity and Wisdom. Possibly dabbles in Magic.
Weaver - The practitioners of Magic and Lore. They use their Intelligence and Wisdom more often as they are masters of magic.
Wasteral - You more stealthy and /or unsavory type that uses Dexterity and Charisma to get by in life. May dabble in some magic.
These could conceivably be every and all the classes I need.
Warrior - Any and all fighting types that depend on Strength and Constitution.
Wanderer - The more skilled fighting types that depend on Dexterity and Wisdom. Possibly dabbles in Magic.
Weaver - The practitioners of Magic and Lore. They use their Intelligence and Wisdom more often as they are masters of magic.
Wasteral - You more stealthy and /or unsavory type that uses Dexterity and Charisma to get by in life. May dabble in some magic.
These could conceivably be every and all the classes I need.
Thursday, October 25, 2012
Castle Falkenstein: A Review.
Back in the 90s I was playing the best Cyberpunk RPG ever made called Cyberpunk 2020 by R. Talasorian Games. Hands down the simple rules, the story, the high tech low scum style over substance.
Then this company came out with Castle Falkenstein.
Steampunk?
What the hell is that?
I right away noticed the first section of the game book was a lavishly illustrated and painted book split into interesting topics on a fantasy Steampunk version of Europe.
I mean the story alone was worth the price of the book. Then I got to the actual rules themselves. Almost freeform, played with cards, an incredible magic system, faeries, steampunk devices, infernal machine!
All of it was set up so very simple and easy to use. You wrote your characters instead of rolling by choose a few things you were good at and then you started playing.
Then the supplements that came out were some of the most incredible and useful supplements! Books of Magic Orders, Fairies, Society, Steampunk North America!, Leonardo da Vinci's Lost Notebook!
I got everything they made for the game and no it's not for sale ever.
If you can still find it buy it.
Never has there been such an incredible RPG that truly capture the genre of Steampunk. Very easy to run and play. Almost freeform.
There is a new/old website that you may still be able to order it.
http://www.talsorian.com//talsorian/NEWWEBSITE/CastlePage.html
UPDATE! This link is good and has a few PDFs links to see what some of the game looks like. YOU WON'T BE SORRY!
Then this company came out with Castle Falkenstein.
Steampunk?
What the hell is that?
I right away noticed the first section of the game book was a lavishly illustrated and painted book split into interesting topics on a fantasy Steampunk version of Europe.
I mean the story alone was worth the price of the book. Then I got to the actual rules themselves. Almost freeform, played with cards, an incredible magic system, faeries, steampunk devices, infernal machine!
All of it was set up so very simple and easy to use. You wrote your characters instead of rolling by choose a few things you were good at and then you started playing.
Then the supplements that came out were some of the most incredible and useful supplements! Books of Magic Orders, Fairies, Society, Steampunk North America!, Leonardo da Vinci's Lost Notebook!
I got everything they made for the game and no it's not for sale ever.
If you can still find it buy it.
Never has there been such an incredible RPG that truly capture the genre of Steampunk. Very easy to run and play. Almost freeform.
There is a new/old website that you may still be able to order it.
http://www.talsorian.com//talsorian/NEWWEBSITE/CastlePage.html
UPDATE! This link is good and has a few PDFs links to see what some of the game looks like. YOU WON'T BE SORRY!
Friday, October 19, 2012
DnD Next Progress as I see it, 4th Edition Memories, I lament my game.
DnD Next Progress as I see it, 4th Edition Memories, I lament my game.
DnD Next Progress
The "BASE" System is good and will over shadow the "other addition editions" and will hilariously show how the old school gaming style is superior as it gives the players ALL the options and less restrictions.
The game will also show how the new school options are superior to the old school restrictions.
Only complete dumbass sticks in the mud will e unhappy. That is until they play.
DnD is back and it has evolved for everyone.
Many players and DMs that have been playing that way for years anyway will go NO DUH!
IMHO DnDNext may/will be the best version of DnD ever made. Their problem is they have burned all their customers one way or another BUT DnD next will be a slow cure.
Something unheard of may happen.
Old and New school players and DMs will sit at the same table STFU and just go back to playing and having a good time.
Gaming may actually become fun again and that will mean more gaming for everyone!
4th Edition Memories
Sadly 4th Edition ended in my life when I decided I could not stand it anymore. The game had just gotten too repetitive and some of the players were story gamers and not rules gamers and they were NOT having a good time AND the rest of the group would only play 4th NOTHING ELSE.
There were serious design flaws. Way too much monster HPs or way too little damage from the players. I think if someone would amp up the damage and shit would die in 4th I might just go back and play it.
You have to put yourself in the game designers seat for a second. They did not make 4th Edition to hurt you okay.
They thought they were doing the right thing.
They are games just like you. They were hard headed and ignored ANY AND ALL SUGGESTIONS from their playtesters but they were most likely one of us.
I was talking to some people online and they basically were saying IF they met the 4th edition designers thy would kick their ass. Really is it that serious for them? I live eat breath RPGs (and sadly don't get to play much) and I don't get that stupid about it.
For me 4th Edition has lots of good and fun memories AND it has a few sucky memories. SO the question is IF you could have "repaired" 4th Edition what would you have changed?
I lament my game.
Well all the work and deletion all these years has brought me to this point. My game originally called CFRPG but now called BttDRPG has fell flat on it's face. Very few if any responses.
Throughout the years my coolness is slipping. I am getting old and outdated.
I basically came out with what DnD Next is going to be way ahead of the curve but my presentation obviously sucked.
Very few to nobody is biting, caring, giving a shit, loving it, or hating it.
Ah realization! I have made a Fantasy Heartbreaker! Now I truly know what that term means.
I lament my game. But at least I have only spent time on it and not money.
The elves sing songs but I do not have the heart to say what they are singing.
DnD Next Progress
The "BASE" System is good and will over shadow the "other addition editions" and will hilariously show how the old school gaming style is superior as it gives the players ALL the options and less restrictions.
The game will also show how the new school options are superior to the old school restrictions.
Only complete dumbass sticks in the mud will e unhappy. That is until they play.
DnD is back and it has evolved for everyone.
Many players and DMs that have been playing that way for years anyway will go NO DUH!
IMHO DnDNext may/will be the best version of DnD ever made. Their problem is they have burned all their customers one way or another BUT DnD next will be a slow cure.
Something unheard of may happen.
Old and New school players and DMs will sit at the same table STFU and just go back to playing and having a good time.
Gaming may actually become fun again and that will mean more gaming for everyone!
4th Edition Memories
Sadly 4th Edition ended in my life when I decided I could not stand it anymore. The game had just gotten too repetitive and some of the players were story gamers and not rules gamers and they were NOT having a good time AND the rest of the group would only play 4th NOTHING ELSE.
There were serious design flaws. Way too much monster HPs or way too little damage from the players. I think if someone would amp up the damage and shit would die in 4th I might just go back and play it.
You have to put yourself in the game designers seat for a second. They did not make 4th Edition to hurt you okay.
They thought they were doing the right thing.
They are games just like you. They were hard headed and ignored ANY AND ALL SUGGESTIONS from their playtesters but they were most likely one of us.
I was talking to some people online and they basically were saying IF they met the 4th edition designers thy would kick their ass. Really is it that serious for them? I live eat breath RPGs (and sadly don't get to play much) and I don't get that stupid about it.
For me 4th Edition has lots of good and fun memories AND it has a few sucky memories. SO the question is IF you could have "repaired" 4th Edition what would you have changed?
I lament my game.
Well all the work and deletion all these years has brought me to this point. My game originally called CFRPG but now called BttDRPG has fell flat on it's face. Very few if any responses.
Throughout the years my coolness is slipping. I am getting old and outdated.
I basically came out with what DnD Next is going to be way ahead of the curve but my presentation obviously sucked.
Very few to nobody is biting, caring, giving a shit, loving it, or hating it.
Ah realization! I have made a Fantasy Heartbreaker! Now I truly know what that term means.
I lament my game. But at least I have only spent time on it and not money.
The elves sing songs but I do not have the heart to say what they are singing.
Thursday, October 18, 2012
Screw you Battle-net, Blizzard, and World of Warcraft
So I have not played my free trial of WoW lately so I go to play and see it has an update. I try twice and it's corrupted but on the third time yeah! it worked. Git the panda update!
I go to log it and notice that all my login info has disappeared with the new up date. What a stupid sucky feature.
That's just stupid. Maybe I got hacked? A big company like this it should be "no problem" to recover my information.
Fine I go to login with what I am "pretty sure" is the right password. Nope the password does not work. Fine I will recover password and it want's my user name and email address.
It does not recognize my username and password combination. Unlike almost every other password recovery these genius want you to put in your name and email. Wouldn't my email be enough?
SO I realize that my password and my user name does not work and recovery of such is now impossible so I go to the support to try and reset everything and in order to do that you must have email address and user name. What a dumbass asinine web design.
There was one way that I could put in my cell phone number. Nah I don't think so . Not going to get 500 call a day again when my number is sold.
Yeah. Not looking good.
SO I decide to just contact them directly but you can't. There seems to be NO emails, contact info, just ,more bullshit runaround.
SCREW IT! SO I deleted the free trial and everything! Screw you Battle-net, Blizzard and World of Warcraft.
You and your website builders are idiots.
I go to log it and notice that all my login info has disappeared with the new up date. What a stupid sucky feature.
That's just stupid. Maybe I got hacked? A big company like this it should be "no problem" to recover my information.
Fine I go to login with what I am "pretty sure" is the right password. Nope the password does not work. Fine I will recover password and it want's my user name and email address.
It does not recognize my username and password combination. Unlike almost every other password recovery these genius want you to put in your name and email. Wouldn't my email be enough?
SO I realize that my password and my user name does not work and recovery of such is now impossible so I go to the support to try and reset everything and in order to do that you must have email address and user name. What a dumbass asinine web design.
There was one way that I could put in my cell phone number. Nah I don't think so . Not going to get 500 call a day again when my number is sold.
Yeah. Not looking good.
SO I decide to just contact them directly but you can't. There seems to be NO emails, contact info, just ,more bullshit runaround.
SCREW IT! SO I deleted the free trial and everything! Screw you Battle-net, Blizzard and World of Warcraft.
You and your website builders are idiots.
Monday, October 15, 2012
BttDRPG Dissecting the Classes Part II
Since the last overwhelming response and comments I decided to bang my head upon a steel door and post Part Deux!
Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause.
Armor: Any approved by their gods.
Weapons: Any approved by their gods.
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: When a Cleric rolls a natural “20” every ally gets 1d6 healing and all undead take 1d6 damage in Wisdom radius in feet and 1d6 spell levels are recharged. Every two levels the dice increases.
A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the right path to take. Can turn undead. Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor.
Mage
The magic user is the wizard and witch of old.
Armor: Cannot cast in armor without great difficulty. Must make an intelligent roll with the armor added to DC 15 to cast a spell.
Weapons: Can poorly use any weapons
Hit Points: 6 + 1d6 per level.
+1 to Hit: +1 to hit every 6 levels.
Natural 20: The Mage does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels.
A mage must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. Can cast Arcane Spells. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Has 2+ Int bonus of 0 level spells and 1 plus Int bonus of first level spells plus ALL magic-users have Read Magic for free. The Mage must look for or buy any future spell he needs to cast. Can create scrolls at 1st level and create magic items at 7th level and beyond. Has the ability of Wand Use if he buys the proper wand of power. Mages can cast a spell per battle by using a slot two levels higher. They can cast two spells a battle by using a slot four levels higher. They can cast a spell every round by using a slot six levels higher.
Monk
A monk is a trained martial artist.
Armor: None by code of honor. You get +1 Dodge Bonus plus +1 every 2 levels to AC. You also add your Dex and Wis bonus to AC.
Weapons: Any but prefers fist.
Hit Points: 12+ 1d12 per level.
+1 to Hit: You get +1 to hit every 2 levels.
Natural 20: On a natural “20” The monk can do a Flurry of Blows hitting 1d6 hits in addition to normal hits within ten feet of character, Knockback 10-60 ft, Shout that stuns the opponent for 1d6 rounds, Knockdown and stun all adjacent for one round, or Leap 10-60 ft onto and enemy.
A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. Monks are honor bound to not wear armor. Monks add their Dexterity and Wisdom modifier to starting AC. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. All Monks gain +5 Movement every 2 levels.
Noble
The noble is a steadfast fighter and natural leader.
Armor: Any
Weapons: Any
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: On a natural “20” you may Command all allies to move and attack as a free action and get a +2 to the attack.
The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold.
Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause.
Armor: Any approved by their gods.
Weapons: Any approved by their gods.
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: When a Cleric rolls a natural “20” every ally gets 1d6 healing and all undead take 1d6 damage in Wisdom radius in feet and 1d6 spell levels are recharged. Every two levels the dice increases.
A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the right path to take. Can turn undead. Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor.
Mage
The magic user is the wizard and witch of old.
Armor: Cannot cast in armor without great difficulty. Must make an intelligent roll with the armor added to DC 15 to cast a spell.
Weapons: Can poorly use any weapons
Hit Points: 6 + 1d6 per level.
+1 to Hit: +1 to hit every 6 levels.
Natural 20: The Mage does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels.
A mage must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. Can cast Arcane Spells. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Has 2+ Int bonus of 0 level spells and 1 plus Int bonus of first level spells plus ALL magic-users have Read Magic for free. The Mage must look for or buy any future spell he needs to cast. Can create scrolls at 1st level and create magic items at 7th level and beyond. Has the ability of Wand Use if he buys the proper wand of power. Mages can cast a spell per battle by using a slot two levels higher. They can cast two spells a battle by using a slot four levels higher. They can cast a spell every round by using a slot six levels higher.
Monk
A monk is a trained martial artist.
Armor: None by code of honor. You get +1 Dodge Bonus plus +1 every 2 levels to AC. You also add your Dex and Wis bonus to AC.
Weapons: Any but prefers fist.
Hit Points: 12+ 1d12 per level.
+1 to Hit: You get +1 to hit every 2 levels.
Natural 20: On a natural “20” The monk can do a Flurry of Blows hitting 1d6 hits in addition to normal hits within ten feet of character, Knockback 10-60 ft, Shout that stuns the opponent for 1d6 rounds, Knockdown and stun all adjacent for one round, or Leap 10-60 ft onto and enemy.
A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. Monks are honor bound to not wear armor. Monks add their Dexterity and Wisdom modifier to starting AC. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. All Monks gain +5 Movement every 2 levels.
Noble
The noble is a steadfast fighter and natural leader.
Armor: Any
Weapons: Any
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: On a natural “20” you may Command all allies to move and attack as a free action and get a +2 to the attack.
The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold.
Sunday, October 14, 2012
Repost: Why do some think Dungeons Suck?
With all the talk of BORING Dungeons I decided to repost and update this old article I wrote back on 08/13/11.
Why do some think Dungeons Suck?
You hear this crap all the time from old and new school gamers. With a defiant sniff...
"Me and my players don't like dungeons. We believe in deep role-playing. Dungeons are so boring. Just going from room to room killing stuff, It's so boring and blah."
Well! Then whomever has been running (and writing) your dungeon needs a bit of schooling. If you limit your game to "no dungeons" then you are doing it wrong.
FIRST When creating a dungeon don't just make rooms, fill it with monsters, and start playing.
ADD FLAVOR!
All dungeons should have their first purpose before they were dungeons. In my huge megadungeon "The Black Stairs" it was originally an underground colony from some unknown time. The dug too deep and found existing caverns and structures
An underground city populated by humans long ago then something terrible happened! It seems they all just disappeared or left in a great hurry.
Nature should also play a role in a dungeon. In the Black Stairs water has worked it's way in many places. There are two waterfalls that now pour through huge holes that go deep into the dungeon never filling it up. In some cases if one drops down can access the dungeon from multiple ways other than the front door.
There are also chimneys that are pouring out smoke from unknown depths as well as tracks and trails showing that this dungeon is a living place.
Dungeons should also have factions and some some way of trade and commerce though some are connected to the mythic underworld and have no rhyme or reason to them.
If a dungeon is large enough then there should also be various interested parties other than the PCs. In my Labyrinth Lord (SOON to be a BttDRPG) version there is a huge group of NPCs that belong to the local adventurer's guild who have staked "official" claim to the dungeon. A large party of over 12 NPCs. Always increase NPCs if the players were foolish enough to go back to town and brag on their adventures and show off all the treasure they found.
In the Pathfinder version I did not have time to make them (Cause the system is a clunky mess of too many rules) so they are just found dead.
You should use various descriptions to portray a sense of ancientness and oldness. The players should be able to feel the textures and smell the smells of the place.
Also make odd traps and tricks that strike the fear of death into the players.
Add elements of video games such as doors that can ONLY be unlocked by certain magical keys.
Have various NPCs from civilization give the players quest to find certain objects within the dungeon.
Let many treasures not all be gold jewels and gems. Sometimes and ancient set of books, tapestries, furniture, clothing, wine, or whatever can be the most valuable treasure.
Many intelligent monsters will be ready for the next visit of the adventurers with ambush and traps.
Maybe even a less intelligent pet is corralled for the PCs to encounter...
ANON
Why do some think Dungeons Suck?
You hear this crap all the time from old and new school gamers. With a defiant sniff...
"Me and my players don't like dungeons. We believe in deep role-playing. Dungeons are so boring. Just going from room to room killing stuff, It's so boring and blah."
Well! Then whomever has been running (and writing) your dungeon needs a bit of schooling. If you limit your game to "no dungeons" then you are doing it wrong.
FIRST When creating a dungeon don't just make rooms, fill it with monsters, and start playing.
ADD FLAVOR!
All dungeons should have their first purpose before they were dungeons. In my huge megadungeon "The Black Stairs" it was originally an underground colony from some unknown time. The dug too deep and found existing caverns and structures
An underground city populated by humans long ago then something terrible happened! It seems they all just disappeared or left in a great hurry.
Nature should also play a role in a dungeon. In the Black Stairs water has worked it's way in many places. There are two waterfalls that now pour through huge holes that go deep into the dungeon never filling it up. In some cases if one drops down can access the dungeon from multiple ways other than the front door.
There are also chimneys that are pouring out smoke from unknown depths as well as tracks and trails showing that this dungeon is a living place.
Dungeons should also have factions and some some way of trade and commerce though some are connected to the mythic underworld and have no rhyme or reason to them.
If a dungeon is large enough then there should also be various interested parties other than the PCs. In my Labyrinth Lord (SOON to be a BttDRPG) version there is a huge group of NPCs that belong to the local adventurer's guild who have staked "official" claim to the dungeon. A large party of over 12 NPCs. Always increase NPCs if the players were foolish enough to go back to town and brag on their adventures and show off all the treasure they found.
In the Pathfinder version I did not have time to make them (Cause the system is a clunky mess of too many rules) so they are just found dead.
You should use various descriptions to portray a sense of ancientness and oldness. The players should be able to feel the textures and smell the smells of the place.
Also make odd traps and tricks that strike the fear of death into the players.
Add elements of video games such as doors that can ONLY be unlocked by certain magical keys.
Have various NPCs from civilization give the players quest to find certain objects within the dungeon.
Let many treasures not all be gold jewels and gems. Sometimes and ancient set of books, tapestries, furniture, clothing, wine, or whatever can be the most valuable treasure.
Many intelligent monsters will be ready for the next visit of the adventurers with ambush and traps.
Maybe even a less intelligent pet is corralled for the PCs to encounter...
ANON
Thursday, October 11, 2012
Basic Fantasy: A Review
In Basic Fantasy it is simply put the original Red Box mixed with D20 which is a truly great thing.
It only has four classes Fighter, Cleric, Thief. and Magic-User.
It only has four races Human, Elf, Dwarf, and Halflings with class restrictions but no level limits.
The only real D20ish thing is Ascending Armor Class other than that it is the Basic Game that many of us love with better options.
The rules are clean and perfect with many additional classes and races available for download on the www.basicfantasy.org site though I would most likely only allow the four if I were running Basic Fantasy Game.
Do you really need all those classes out there? Can't you just play a fighter like a ranger or barbarian and forget the details? Have your thief hire out as an Assassin? Though I must admit the Assassin supplement was written by one of the greatest gaming minds in the world and is sheer perfection possibly one of the greatest gaming supplements ever written in the universe to put it mildly.
The rules are just perfect. They work. The layout is clear and concise and the artwork and the editing is fantastic and very old school in style.
Now the free modules are where it is at! The modules are well done and very "Basic" in feel. Yes! I mean that cool about to go on an adventure feeling. They play out just like something you would have seen back in the 80s. All of them that I have read are just great old school romps!
Sadly, years ago when I ran a Basic Fantasy game the modern rule based D20 gamers acting if they were being forced to eat feces while the real gamers had a blast. Next time I run a BFRPG I will use the modules.
It only has four classes Fighter, Cleric, Thief. and Magic-User.
It only has four races Human, Elf, Dwarf, and Halflings with class restrictions but no level limits.
The only real D20ish thing is Ascending Armor Class other than that it is the Basic Game that many of us love with better options.
The rules are clean and perfect with many additional classes and races available for download on the www.basicfantasy.org site though I would most likely only allow the four if I were running Basic Fantasy Game.
Do you really need all those classes out there? Can't you just play a fighter like a ranger or barbarian and forget the details? Have your thief hire out as an Assassin? Though I must admit the Assassin supplement was written by one of the greatest gaming minds in the world and is sheer perfection possibly one of the greatest gaming supplements ever written in the universe to put it mildly.
The rules are just perfect. They work. The layout is clear and concise and the artwork and the editing is fantastic and very old school in style.
Now the free modules are where it is at! The modules are well done and very "Basic" in feel. Yes! I mean that cool about to go on an adventure feeling. They play out just like something you would have seen back in the 80s. All of them that I have read are just great old school romps!
Sadly, years ago when I ran a Basic Fantasy game the modern rule based D20 gamers acting if they were being forced to eat feces while the real gamers had a blast. Next time I run a BFRPG I will use the modules.
Sunday, September 16, 2012
BttD RPG: Dissecting the classes, Part I
Okay then let's pick out three classes and dissect them. Any suggestions for improvements? Features that need to be added?
Assassin
Assassins are hired killers.
Hit Points: 8 HP+ 1d8 a level.
Armor: Up to Leather without penalty
Weapons: All
Hit Points: 8 + 1d8 per level.
+1 to Hit: every 4 levels.
Natural 20: On a natural “20” the Assassin may Eviscerate
an opponent causing instant death unless the victim saves
10 + damage done, Gory Bleeding that does 1d6 for 1d4
rounds, Blinded giving a -4 to all actions,blood spray to
blind another opponent two squares away giving a -4 until
he wipes the blood out of his eyes. A morale roll may be in
order, or Gimped giving you -2 to all actions and half
speed. Another attack option of a Critical.
They specialize in the quick kill only if the opponent is
unaware and fails his save. Only one chance is given for a
surprise attack. They tend to wear light armor and can use
any weapons and armor. An assassin has all the abilities of
a thief but not as good. If the assassin uses his
Intelligence he may brew up poisons. He uses his Wisdom to
shadow a victim. If medium or higher armor is worn subtract
one point for every point past AC 12. Assassinate (DC10-
Level)+(+1 DC) per level of victim only on a surprise
attack. Unarmed Attack 1d6.
Barbarian
Barbarians are warriors from primitive civilizations.
Hit Points: 12 HP+ 1d12 a level.
Armor: Any but prefer to wear lighter armor as heavy armor
is a sign of weakness in their society.
Weapons: Any but prefer large two-handed weapons
Hit Points: 12 + 1d12 per level.
+1 to Hit: You get +1 to hit every 2 levels.
Natural 20: On a natural “20” you hit all adjacent friend
or foe sending them flying 10 feet and stunning them for
one round. The distance increases by 10ft every 5 levels.
The flying opponents take 1d6 per 10 ft thrown.
They tend to distrust magic and have trouble with any
technology greater than Stone Age. Barbarians tend to use
large two-handed weapons. Barbarians use their Strength to
perform Feats of Strength, Jumping long distances, and
climbing sheer cliffs but not as good as a thief. They use
their Dexterity to perform stealth as good as a thief as
long as they are in leather armor or less. They use their
Constitution to drink large amounts of alcohol, ignore
pain, and resist poisons and drugs. They use their Wisdom
to sense the weather and wilderness survival. They use
their Charisma to intimidate and push around lesser people.
With two handed weapons may cleave +1 creature per level.
Their Critical hits go up every four levels like Fighting
Men every four levels but start out at only x2 damage. This
means that when you kill one creature your blade passes
through it to the next creature. You continue this until
you run out of cleaves or movement. Rage which gives +2 to
hit and damage for Constitution in Rounds plus 1 a level.
Must roll Wis or Higher to come out of Rage. All barbarians
gain +5 Movement every 2 levels if wearing light armor.
Bard
A bard is a jack of all trades
Armor: Leather Armor Only
Weapons: Can use any weapons.
Hit Points: 8 + 1d8 per level.
+1 to Hit: +1 to hit every 4 levels.
Natural 20: On a natural “20” the Bard Inspires everyone to
get a free attack at +2.
using his Charisma to influence others and cast magic. The
bard is a traveling teller of tales and magician. A bard
must have a Dexterity and Charisma of 12 or more. If medium
or higher armor is worn subtract one point for every point
past AC 12. A bard has all the skills a thief does but not
as good. The bard also can use his Charisma to con, Seduce,
charm, and convince people to do his bidding. He uses his
Intelligence to see if he knows and lore or theology like a
druid, wizard, or cleric just not as good. The bard knows
spells like a sorcerer but picks them from any of the spell
list and is considered a Half Caster.
Friday, September 7, 2012
Ultimate Open Source Fantasy RPG written by YOU!
I can't seem to find a fantasy game I totally love. Either too complicated or to many restrictions.
The old school has it right in simplicity and the new school has it right is options.
With such a system if a Game Master THEN wants to put back in old school restrictions then he can do so.
The solution would be a simple set of OGL rules very close to Basic/LL with all the class and race options like the OGL Pathfinder SRD without any skills or feats list (Just a story and background) AND it be written by a crack team of gamers AND be open source or OGL.
No character class description can be longer than one page.
Monsters no more complicated that S&W. Keep it simple! You got that!
IF the book were to be printed out it would be at no profit or profits going to charity.
Now with this set of rules you could use to make modules etc. but the rules would be forever free except the cost of printing.
If we got let's say 50-100 bloggers to get together and make this free hobbyist Ultimate Open Source Fantasy RPG it would be the bomb. Would you like to help?
Even if you have published a game you must admit you would love to see and play this.
Would anyone be interested in helping in something like this? No money to be made but a really cool idea and more gaming for everybody.
The races would be classic and modern but have no class restrictions or level limits. As many playable races as we can have.
The classes would be simple yet have some of the new innovations of the new school such as 0 level spells being at will. Mage Schools, Sorcerer Bloodlines, Warlock Pacts, Psionics all in there as many classes as are out there but in an Simple OGL Open Source.
A universal mechanic of the D20 roll + (Very few) modifiers vs. a difficulty number. Keep the modifiers and difficulty numbers simple.
Simple combat that can be spiced up by actions of the players and most of all LOW MODIFIERS and numbers. No need for a +37 to hit an AC of 35.
After about 10th (or 15th)level slowing down of going any farther and the possibility of becoming immortals.
So would anyone be interested in such an project? I will be starting a month long job so I will be mostly out of pocket.
In all projects of this sort there will have to be a final decision on any choices to be made and it will be that person's fault.
I nominate myself for this task of Supreme Fall Guy or the SFG.
OR
We have a council of elders
OR
Everyone involved votes and the majority wins.
Where can we start. Divide and conquer. Start out with base rules and attributes. Combat and movement. A few basic classes FTCW and Races HDEH. Magic list. Monster list.
I am willing to use the Guts of my Back to the Dungeon RPG or if anyone can write it better do so.
If you like the idea then spread the word. If the talent will come it will be made. It will not be made by me our you but by all of us.
SO if you like or dislike this idea POST your opinions.
The old school has it right in simplicity and the new school has it right is options.
With such a system if a Game Master THEN wants to put back in old school restrictions then he can do so.
The solution would be a simple set of OGL rules very close to Basic/LL with all the class and race options like the OGL Pathfinder SRD without any skills or feats list (Just a story and background) AND it be written by a crack team of gamers AND be open source or OGL.
No character class description can be longer than one page.
Monsters no more complicated that S&W. Keep it simple! You got that!
IF the book were to be printed out it would be at no profit or profits going to charity.
Now with this set of rules you could use to make modules etc. but the rules would be forever free except the cost of printing.
If we got let's say 50-100 bloggers to get together and make this free hobbyist Ultimate Open Source Fantasy RPG it would be the bomb. Would you like to help?
Even if you have published a game you must admit you would love to see and play this.
Would anyone be interested in helping in something like this? No money to be made but a really cool idea and more gaming for everybody.
The races would be classic and modern but have no class restrictions or level limits. As many playable races as we can have.
The classes would be simple yet have some of the new innovations of the new school such as 0 level spells being at will. Mage Schools, Sorcerer Bloodlines, Warlock Pacts, Psionics all in there as many classes as are out there but in an Simple OGL Open Source.
A universal mechanic of the D20 roll + (Very few) modifiers vs. a difficulty number. Keep the modifiers and difficulty numbers simple.
Simple combat that can be spiced up by actions of the players and most of all LOW MODIFIERS and numbers. No need for a +37 to hit an AC of 35.
After about 10th (or 15th)level slowing down of going any farther and the possibility of becoming immortals.
So would anyone be interested in such an project? I will be starting a month long job so I will be mostly out of pocket.
In all projects of this sort there will have to be a final decision on any choices to be made and it will be that person's fault.
I nominate myself for this task of Supreme Fall Guy or the SFG.
OR
We have a council of elders
OR
Everyone involved votes and the majority wins.
Where can we start. Divide and conquer. Start out with base rules and attributes. Combat and movement. A few basic classes FTCW and Races HDEH. Magic list. Monster list.
I am willing to use the Guts of my Back to the Dungeon RPG or if anyone can write it better do so.
If you like the idea then spread the word. If the talent will come it will be made. It will not be made by me our you but by all of us.
SO if you like or dislike this idea POST your opinions.
Thursday, September 6, 2012
Is there going to be a New Age of Gaming? (LONG POST!)
If I were a gaming company with a stylish and rather well written Fantasy RPG I would be putting full steam ahead! The "stars are right" IMHO for many games to get spotlighted that would never have had the chance to do so.
There still is the void out there for many in gaming that is not filled by the Old School Renaissance and is not filled by Modern Fantasy Gaming. Many are out there and want to play but either can't find a group with their style or rules they like.
The Old School Renaissance still holds onto their "preferences" of what drives New School Gamers away. Race Classes, Race/Class Restrictions, or to sum it up not getting to play what you want to play. Some Grognards say tough! Suck it up and like it but many times as I have tried to run an old school game people that have never played Old School before are mystified and then appalled by the restrictions. They simply don't even give it a chance. My biggest killer is Elves that cannot be Rangers. I had both of my daughters about to play 3d6 in order and they just as they read through it said "Dad this game and those other games suck. You can't be what you want to be in those old games." Yes I know I know I could house rule it but why stick to these old outworn restrictions? My largely ignored RPG addresses these problems while staying old school simple but this is about people trying to make it in the RPG business world not my hobbyist approach.
The New School Gaming is somewhat doing fine but it is currently waning. Oh it is alive and well in it's current form but it is no longer in it's heyday like it was in the 80s and the 80s didn't even have the internet and all the conventions crazes that this modern world has.
You see tabletop gaming is at a very unique place at this time and I will get to that.
The D20 system came out in the early 2000s and reinvigorated the dying gaming industry. The 90s did have it's heyday as Vampire did make it's huge mark on the gaming world but by the end of the 90s it was dying as waves and peaks of popularity of things do. Many D&D gamers kept chugging along even though TSR was doing an Atari type glut failure. I must admit I quit playing D&D because of 2nd Edition as I found it really sterile and somewhat boring until the huge glut of Forgotten Realms stiff cam out and other people were running it. We gathered a group and played for years until people being assholes destroyed the group as well as people moving away, divorces, gossip. It's amazing how someone can be an admitted asshole then get their feeling hurt when people start calling him an asshole.
We all know the amazing story of WotC buying D&D and Hasbro acquiring it. They then got it back in order and came out with the 3rd edition. I have to say I had not been so excited about an edition or an RPG like that in a long time. I was blown away by all the detail. You could so many things with a character! Sadly that was replaced by questions on the game design that has plagued modern games for the most part ever since. TOO much damn detail which means too much work for the DM as everyone else sucked as DMs or was too lazy to run the game.
Well 3.5 put a band aid on it a few years after I bought a shit ton of books again and although I tried to resist I found the 3.5 books on Amazon for half price shipped and then I bought another 3.5 library. We played for many years until we gathered a quite large gaming group. Oh then once again the group grew and shrunk. We had gained a particularly brilliant rules lawyer that actually was so brilliant (if not "too brilliant") who actually memorized every rulebook in the 3.5 library. Without ever cheating he tweaked his characters into gods unlike anyone I had ever seen. Like I said he never cheated and used the rules to break the game and did he ever show how completely broken the 3.5 D&D game was. Well there was one alternate DM who did give too much gold when he was running but the Rules Lawyer never mentioned that rules break. I could put a challenge for his character but the rest of the party would die. He ended up killing the party a few months before the release of 4th Edition. He fireballed a villain amongst his own party who he well knew had a necklace of Fireballs and blew up the entire party. Of course he saves and too no damage though the combination of feats and magic items. He tried to say he made a mistake but he just knew the rules too well. Anyway the adventure was a save the world type adventure and he allowed the world to go into a cataclysm!
With my world destroyed and all of my group disliking and really pissed at the the rules lawyer things looked grim. The 3.5 rules had been shown so very broken or at least breakable by a rules lawyer. The rest of my players were story gamers for the most part.
The release of 4th edition things were really going well. The rules lawyer HATED 4th edition because despite all it's faults rules lawyers have a hell of a time breaking the game. He left after a bit of time and my table grew under the 4th edition. A bit of stupid drama and the table shook but the 4th edition game went on for at least a few years. During that time and since 3.5 I had been yearning to play some of the old school stuff. Unfortunately my group outright refused my request save for two game of Swords and Wizardry most of the players would only play 4th.
I kept telling them I needed variations in my games but no one would budge.
The 4th edition games began to slightly bore me and some of the players just did not get or like the rules and left and my wife is a story gamer and on medication and some of the players and DMs were rude when she did not get the rules. Battles that lasted four hours? Tables full of cards as in so many that we almost had no room for maps. The lies and deceit of WotC and their "Online Tool". The Essentials or 4.5 D&D. I began to get sick of 4th edition and one day I just wrote everyone and said not playing 4th for an undetermined time. They were appalled and I was cold. I never said they had to stop playing but the group died out.
I got a Pathfinder game started up using my Labyrinth Lord dungeon. It converted very well with far more options than LL/AEC and I must say Pathfinder is 3.5 perfected and is perfect in every way but it was too much damn work and some of the players were careful (if not boring) players and others story (if not foolish) gamers and there was snippy rude comments that pissed off the story players. When I stated I had no time to prep (as I was working out of town five days a week) the game and finally was going to convert it to Labyrinth Lord/Advance Edition Companion for ease of prep time and I had already written it in LL/AEC already, the players got pissed and threw a fit. The only were going to play Pathfinder. I guess they don't know rule #1 so I said fuck I won't game at all.
I looked round online and find there are many like me gameless. I will play Pathfinder again but life has not given me gaming groups that play on weekends. I have looked for Old Schoolers but they are far and few between and play on weekdays.
So here is how I see it. Pathfinder is successful because 4th Edition D&D did not do very well and is currently NOT doing very well and this time WotC is actually listening to the fan base this time concerning D&D Next. No matter what the reason there was a 4th edition is because of the flaws of 3.5 and after awhile Pathfinder will suffer the same fate when D&D Next comes out IF it is what they claim "a damn good game". The problem is they are FAR from coming out with D&D Next so this leaves an interesting gaming void that IF games like Numenera and The 13th Age do it right MIGHT be able to find a place in gaming BEFORE D&D Next comes out.
You see there are some apparently kick ass games coming out right now. Some have already came out and are chugging along like Dungeon Crawl Classics, Adventurer Conquer, King, Swords and Wizardry Complete, and others.
IF you take this little time in this void you will do well. People are kind of wary of it all and are looking for a gaming fix.
OR am I wrong? How do you see it? What say you?
There still is the void out there for many in gaming that is not filled by the Old School Renaissance and is not filled by Modern Fantasy Gaming. Many are out there and want to play but either can't find a group with their style or rules they like.
The Old School Renaissance still holds onto their "preferences" of what drives New School Gamers away. Race Classes, Race/Class Restrictions, or to sum it up not getting to play what you want to play. Some Grognards say tough! Suck it up and like it but many times as I have tried to run an old school game people that have never played Old School before are mystified and then appalled by the restrictions. They simply don't even give it a chance. My biggest killer is Elves that cannot be Rangers. I had both of my daughters about to play 3d6 in order and they just as they read through it said "Dad this game and those other games suck. You can't be what you want to be in those old games." Yes I know I know I could house rule it but why stick to these old outworn restrictions? My largely ignored RPG addresses these problems while staying old school simple but this is about people trying to make it in the RPG business world not my hobbyist approach.
The New School Gaming is somewhat doing fine but it is currently waning. Oh it is alive and well in it's current form but it is no longer in it's heyday like it was in the 80s and the 80s didn't even have the internet and all the conventions crazes that this modern world has.
You see tabletop gaming is at a very unique place at this time and I will get to that.
The D20 system came out in the early 2000s and reinvigorated the dying gaming industry. The 90s did have it's heyday as Vampire did make it's huge mark on the gaming world but by the end of the 90s it was dying as waves and peaks of popularity of things do. Many D&D gamers kept chugging along even though TSR was doing an Atari type glut failure. I must admit I quit playing D&D because of 2nd Edition as I found it really sterile and somewhat boring until the huge glut of Forgotten Realms stiff cam out and other people were running it. We gathered a group and played for years until people being assholes destroyed the group as well as people moving away, divorces, gossip. It's amazing how someone can be an admitted asshole then get their feeling hurt when people start calling him an asshole.
We all know the amazing story of WotC buying D&D and Hasbro acquiring it. They then got it back in order and came out with the 3rd edition. I have to say I had not been so excited about an edition or an RPG like that in a long time. I was blown away by all the detail. You could so many things with a character! Sadly that was replaced by questions on the game design that has plagued modern games for the most part ever since. TOO much damn detail which means too much work for the DM as everyone else sucked as DMs or was too lazy to run the game.
Well 3.5 put a band aid on it a few years after I bought a shit ton of books again and although I tried to resist I found the 3.5 books on Amazon for half price shipped and then I bought another 3.5 library. We played for many years until we gathered a quite large gaming group. Oh then once again the group grew and shrunk. We had gained a particularly brilliant rules lawyer that actually was so brilliant (if not "too brilliant") who actually memorized every rulebook in the 3.5 library. Without ever cheating he tweaked his characters into gods unlike anyone I had ever seen. Like I said he never cheated and used the rules to break the game and did he ever show how completely broken the 3.5 D&D game was. Well there was one alternate DM who did give too much gold when he was running but the Rules Lawyer never mentioned that rules break. I could put a challenge for his character but the rest of the party would die. He ended up killing the party a few months before the release of 4th Edition. He fireballed a villain amongst his own party who he well knew had a necklace of Fireballs and blew up the entire party. Of course he saves and too no damage though the combination of feats and magic items. He tried to say he made a mistake but he just knew the rules too well. Anyway the adventure was a save the world type adventure and he allowed the world to go into a cataclysm!
With my world destroyed and all of my group disliking and really pissed at the the rules lawyer things looked grim. The 3.5 rules had been shown so very broken or at least breakable by a rules lawyer. The rest of my players were story gamers for the most part.
The release of 4th edition things were really going well. The rules lawyer HATED 4th edition because despite all it's faults rules lawyers have a hell of a time breaking the game. He left after a bit of time and my table grew under the 4th edition. A bit of stupid drama and the table shook but the 4th edition game went on for at least a few years. During that time and since 3.5 I had been yearning to play some of the old school stuff. Unfortunately my group outright refused my request save for two game of Swords and Wizardry most of the players would only play 4th.
I kept telling them I needed variations in my games but no one would budge.
The 4th edition games began to slightly bore me and some of the players just did not get or like the rules and left and my wife is a story gamer and on medication and some of the players and DMs were rude when she did not get the rules. Battles that lasted four hours? Tables full of cards as in so many that we almost had no room for maps. The lies and deceit of WotC and their "Online Tool". The Essentials or 4.5 D&D. I began to get sick of 4th edition and one day I just wrote everyone and said not playing 4th for an undetermined time. They were appalled and I was cold. I never said they had to stop playing but the group died out.
I got a Pathfinder game started up using my Labyrinth Lord dungeon. It converted very well with far more options than LL/AEC and I must say Pathfinder is 3.5 perfected and is perfect in every way but it was too much damn work and some of the players were careful (if not boring) players and others story (if not foolish) gamers and there was snippy rude comments that pissed off the story players. When I stated I had no time to prep (as I was working out of town five days a week) the game and finally was going to convert it to Labyrinth Lord/Advance Edition Companion for ease of prep time and I had already written it in LL/AEC already, the players got pissed and threw a fit. The only were going to play Pathfinder. I guess they don't know rule #1 so I said fuck I won't game at all.
I looked round online and find there are many like me gameless. I will play Pathfinder again but life has not given me gaming groups that play on weekends. I have looked for Old Schoolers but they are far and few between and play on weekdays.
So here is how I see it. Pathfinder is successful because 4th Edition D&D did not do very well and is currently NOT doing very well and this time WotC is actually listening to the fan base this time concerning D&D Next. No matter what the reason there was a 4th edition is because of the flaws of 3.5 and after awhile Pathfinder will suffer the same fate when D&D Next comes out IF it is what they claim "a damn good game". The problem is they are FAR from coming out with D&D Next so this leaves an interesting gaming void that IF games like Numenera and The 13th Age do it right MIGHT be able to find a place in gaming BEFORE D&D Next comes out.
You see there are some apparently kick ass games coming out right now. Some have already came out and are chugging along like Dungeon Crawl Classics, Adventurer Conquer, King, Swords and Wizardry Complete, and others.
IF you take this little time in this void you will do well. People are kind of wary of it all and are looking for a gaming fix.
OR am I wrong? How do you see it? What say you?
Tuesday, September 4, 2012
Cruelty and Gothic Tales (A remake of based on Wuthering Heights roleplay By Philippe Tromeur)
Cruelty and Gothic Tales
By Eldrad Wolfsbane
Set in a Victorian World somewhere in time on The Misty Continent. There are five giant cities of the Misty Continent and these are their Gothic tales.
Based on Wuthering Heights roleplay By Philippe Tromeur
Introduction
This is a game of Gothic Tales. Victorian novels like Wuthering Heights are the inspiration.
Disclaimer
In all the rules, the male gender (he, his, etc.) will be used for our examples. This of course implies the game is not suited for the feeble minds of our ladies.
This work deals with such themes as murder, suicide, cruelty, despair, liaisons, and sexual desires for the sole purpose of entertainment.
Persona Creation
Throw two 10-sided dice and add 39 to obtain your amount of Rage/Calm.
Throw two 10-sided dice and add 39 to obtain your amount of Despair/Happiness.
Throw two 10-sdied dice and add 39 to obtain your amount of Scandal/Standing.
Throw one 10-sided die and add 15 to obtain your Youth/Oldness. Unless some special Problem, this is exactly your Age.
Problems
Throw one 10-sided die. This is how many Problems you have.
Determine each Problem by throwing 1d100 and referencing to the Problem Table. If you roll twice the same problem, you should either double the effect, or roll another problem. You may refuse a problem ; each time you do that, you must roll 2 problems in its stead.
Other Details
Choose a Name, such as Archibold, Radcliffe, Reginald, or whatever you can think of.
Choose clothing according to background.
Each player starts out with 1-100 x $5000 if Aristocratic.
If not Aristocratic you have $1-100 and are looking for money.
There are 2-20 manors in each country area and thousands in each city.
Each Manor has 3-30 rooms. Each manor cost $1000 per room per month in the city and $100 x 1d10 (depending on how far out) a month in the country. If you don't pay rent roll Scandal/Standing. If Scandal you get kicked out and if Standing you get credit. A fumble means the house is destroyed by disaster. Houses cost twenty times their monthly rent and can be a part of wealth. Family members can combine their money and create even bigger manors but will have each persons problems giving and taking away from the situation. The poor are paid for by the rich or they stay out in the barn.
Now you are done and may start playing.
Problem Table
01 You are a drug addict (1 hour a day)
02 You are honest
03 You are in love with someone from your family (Mother, Brother ...) 10
04 You are a sex addict (once a day)
05 You smoke (12 hours a day)
06 You gamble (2 hours a day)
07 You play the bagpipes (1 hour a day)
08 You sing (1 hour a day)
09 You play the piano (1 hour a day)
11 You are a poet (4 hours a day)
12 You read too much (8 hours a day)
13 You dress improperly
14 You are poor
15 You are unhealthy (double your Oldness but not your Age)
16 You are old (double your Oldness, with your Age)
17 You are naive
18 You are a bad guy
19 You are a of some strange foreign relegion
20 You are a catholic
21 You are a foreigner of low social status
22 You are a of a Wandering People and have no country
23 You are obsessed by the occult
24 You are ugly
25 You have a bad sight
26 You are small
27 You are bald
28 You are thin
29 You are fat
30 You are illiterate
31 You are mute
32 You are hemophiliac (triple your Oldness only when Wounded)
33 You are deaf
34 You are an albino (without a big sword) 40
35 You are a bastard of a noble
36 You are a bastard of a prince
37 You are a bastard of the king
38 You are a bully
39 You are a child and you must throw one 10-sided die and add 5 to obtain your Youth/Oldness.
40 You are a complete fake as you dressed in fancy clothing when the guest returned
41 You are a courtesan
42 You are a devil worshiper
43 You are a dwarf
44 You are a fairy
45 You are a foreign spy
46 You are a foreigner from an unknown land
47 You are a gentleman/lady thief
48 You are a giant
49 You are a hermaphrodite
50 You are a hunchback
51 You are a lawyer
52 You are a loan shark
53 You are a martial artist
54 You are a medium and can see and speak top the dead just not very clear
55 You are a pirate and have a pirate ship
56 You are a priest
57 You are a rapist
58 You are a simpleton
59 You are a spy
60 You are a vampire and all it's strength and weaknesses and you get one additional Rage/Calm roll in combat and double your money
61 You are a vampire hunter and everyone is suspect 88
62 You are a veteran of a terrible war
63 You are a war hero
64 You are a werewolf
65 You are an alcoholic (5 pints a day)
66 You are an exorcist
67 You are an homosexual
68 You are an invalid
69 You are an opium addict
70 You are blind
71 You are deformed
72 You are devil possessed
73 You are formal noble turned servant 60
74 You are gifted with visions and dreams of the future.
75 You are incredible beautiful/hansom
76 You are of a political view that favors the owners of business and the elites'
77 You are of a political view that has everyone equal and the state owns and shares everything
78 You are of noble blood but not noble heir
79 You are sadistic
80 You are without a family
81 You belong to a heretical sect or religion
82 You cry very easily
83 You do fortune telling
84 You gamble (2 hours a day) and owe $1-100 x $1-100 to loan sharks
85 You have a delicate stomach (roll Oldness after each meal not to vomit or have diarrhea)
86 You have a good twin
87 You have an evil twin
88 You have complete amnesia
89 You have escaped from the asylum
90 You have syphilis
91 You have terrible nightmares where you wake up screaming Roll all attributes for various effect (Game Master's choice)
92 You look just like a recent murder victim
93 You own a train line 94
94 You were a war criminal and have just returned from prison
95 You were injured in combat and are a eunuch because of it
96 Your business deals have failed and you owe $1-10 Million
97 Your family died in a terrible accident and some blame you for it
98 Your family is rumored to participate in vile things such as incest, cannibalism, and devil worship
99 Your family needs to die in a terrible accident as they are horrible people
00 Your family suffers from a horrible curse
Basic Rule
You hay two ways to Check a Quality. Roll above. Roll below.
If the roll equals your Quality, it's a Fumble. A romantic Fumble should make one's life a real pain ...
Rage/Calm Checks
A violent action requires the Persona should roll below his Rage/Calm
To refrain from reacting too violently, a Persona should roll above his Rage/Calm
Despair/Happiness Checks
To make an important decision the Persona should roll above his Despair/Happiness
To be sincere, a Persona should roll below his Despair/Happiness
Scandal/Standing
Each week you roll Scandal/Standing. If it is Scandal then you loose 1-1000 x $1000. If Standing you gain 1-10 x $5000. A fumble is all money lost. This is not to mention the cost of parties and other expenses.
Youth/Oldness Checks
To test his wisdom, one should roll below his Youth/Oldness
To test his physical well-being, one should Surpass his Youth/Oldness
Duel
Both would roll below their Rage/Calm.
Should one succeed and the other fail, the latter gets a Wound (see below)
Should both succeed, both lose 1 Rage point and the duel keeps on, if both would agree.
Should both fail, they stop the duel and become friends, or something like that. They would not fight again for 1d10 days.
Whatever the other's result, a Fumble shall give you a Wound.
If both Fumble, both are Wounded
Murder
The murderer should roll below his Rage/Calm twice.
Two successes mean a perfect Murder
One success and a failure mean only a Wound
Two Failures mean you couldn't do such an horrible act. Lose 1 Rage/Calm, gain 1 Despair/Happiness
One Fumble means you killed someone else, but not your intended victim. Lose 1d10 Rage/Calm, gain 1d10 Despair/Happiness.
Two Fumbles mean you killed the wrongest person (your true love if possible). Lose 1d10 Rage/Calm, gain 1d10 Despair/Happiness.
Wound
A Wounded Persona should roll above his Youth/Oldness. The die roll is modified by the kind of weapon.
punch d100 + 20 2 meter fall
knife, stick d100 + 10 5 meter fall
sword, pistol d100 10 meter fall
rifle d100 - 10 20 meter fall
cannon d100 - 20 50 meter fall
A failure means the Persona is Dying
A fumble means Death, after the death speech, of course.
Dying
A dying Persona must try to roll above his Oldness every night.
Two successive successful nights bring you back to life.
Two successive failures kill you.
The roll is modified by the conditions.
battlefield d100 - 15
at home, in bed d100
hospital d100 + 15
Suicide
Once Despair/Happiness reaches 90 or above, the Persona must Murder himself.
If he fails, he loses 1d10 Rage.
Mania
If Despair/Happiness reaches 10 or below, the Persona is happy and spends the days doing useless but funny things.
After that, he gains back 1d10 Despair/Happiness.
Madness
If Rage/Calm ever reaches 90 or above, the Persona must try a very risky task.
After that, he loses d10 Rage/Calm.
Zen
If Rage/Calm ever drops to 10 or below, the Persona loses all energy and must spend the day reading, meditating, dreaming...
After that, he gains 1d10 Rage/Calm.
Ghost
If a persona dies before the end of a Tragedy, he might become a Ghost, 2d10 minutes of gameplay later. A Ghost may act on the physical world by rolling below his Rage/Calm and losing d10 points of Rage/Calm after that. He may appear and speak to one other character by rolling below his Despair/Happiness and losing d10 points of Despair/Happiness after that. Ghosts can fly slowly, but can't go through solid objects. They disappear when their Rage/Calm or Despair/Happiness reaches 10 or below, or at the end of the Tragedy. They never gain Rage/Calm or Despair/Happiness.
Emotional Shocks
During a Tragedy (an 'adventure'), the persona will go up and down Rage/Calm and Despair/Happiness scales.
A strong shock (death of a friend ...) will make you gain / lose 2d10 points in Rage/Calm or Despair/Happiness.
An important event (love success / failure, death of someone ...) make you gain / lose 1d10 points
Some events / situations may make you gain / lose 1 point (good / bad weather, small success / failure).
Aging
Every Christmas, the Persona must roll above his Oldness ; a failure means he shall be Dying d10 x d10 days later.
A Fumble means a heart attack (death).
Once a year the Persona has 20% to gain a new Problem. Re-roll if not feasible.
Rewards / Evolution
Should some persona survive a novel (a gaming session), give one of them the possibility to lose a Problem.
If a persona's Rage/Calm or Despair/Happiness is greater than 55, they lose 1d10 points.
If a persona's Rage/Calm or Despair/Happiness is less than 45, they gain 1d10 points.
Add 1d10 to your Youth/Oldness (1d10 years pass) at the end of each story with a scene of reflection.
Story Ideas
Attending a funeral then the reading of the will
On a holiday in the country with many grand balls and intrigue
In the city during the party holiday season
In the country during a great storm
On a train heading to or from the country
You are in a carriage to or from the city
In the city during war
Escaping to the country from war
Plague in the city!
Foreign spies in the midst
The Misty Continent
The Five Great Cities
Par Rees – The great old and ancient city were the people are similar to the French. They are always having wars and revolutions.
Lon Dun – The island of the kings very much like the English right of the coast. They are sometimes at war and mostly have noble houses fighting each other in their dreary moorland island.
Vin Ace – The Mountain Country of gingerbread houses and mountain top manors and castles. They have many wars with the Bear Lindens.
Bear Lin – The land of wolves and bears with large dark forest and remote manors far out in the wilderness.
Roam – The holy city of the holy church. There are many battles between the church and the heretics but unlike in ages past it is mostly political scandals and sabotage of businesses. The manors are the escapes from the turmoil.
Every city has thousands of country areas that are 1-10 days away. The farther the cheaper with the prices going from $1000 a room to a mere $100 a room. The average price is $500 at five days away from the city.
By Eldrad Wolfsbane
Set in a Victorian World somewhere in time on The Misty Continent. There are five giant cities of the Misty Continent and these are their Gothic tales.
Based on Wuthering Heights roleplay By Philippe Tromeur
Introduction
This is a game of Gothic Tales. Victorian novels like Wuthering Heights are the inspiration.
Disclaimer
In all the rules, the male gender (he, his, etc.) will be used for our examples. This of course implies the game is not suited for the feeble minds of our ladies.
This work deals with such themes as murder, suicide, cruelty, despair, liaisons, and sexual desires for the sole purpose of entertainment.
Persona Creation
Throw two 10-sided dice and add 39 to obtain your amount of Rage/Calm.
Throw two 10-sided dice and add 39 to obtain your amount of Despair/Happiness.
Throw two 10-sdied dice and add 39 to obtain your amount of Scandal/Standing.
Throw one 10-sided die and add 15 to obtain your Youth/Oldness. Unless some special Problem, this is exactly your Age.
Problems
Throw one 10-sided die. This is how many Problems you have.
Determine each Problem by throwing 1d100 and referencing to the Problem Table. If you roll twice the same problem, you should either double the effect, or roll another problem. You may refuse a problem ; each time you do that, you must roll 2 problems in its stead.
Other Details
Choose a Name, such as Archibold, Radcliffe, Reginald, or whatever you can think of.
Choose clothing according to background.
Each player starts out with 1-100 x $5000 if Aristocratic.
If not Aristocratic you have $1-100 and are looking for money.
There are 2-20 manors in each country area and thousands in each city.
Each Manor has 3-30 rooms. Each manor cost $1000 per room per month in the city and $100 x 1d10 (depending on how far out) a month in the country. If you don't pay rent roll Scandal/Standing. If Scandal you get kicked out and if Standing you get credit. A fumble means the house is destroyed by disaster. Houses cost twenty times their monthly rent and can be a part of wealth. Family members can combine their money and create even bigger manors but will have each persons problems giving and taking away from the situation. The poor are paid for by the rich or they stay out in the barn.
Now you are done and may start playing.
Problem Table
01 You are a drug addict (1 hour a day)
02 You are honest
03 You are in love with someone from your family (Mother, Brother ...) 10
04 You are a sex addict (once a day)
05 You smoke (12 hours a day)
06 You gamble (2 hours a day)
07 You play the bagpipes (1 hour a day)
08 You sing (1 hour a day)
09 You play the piano (1 hour a day)
11 You are a poet (4 hours a day)
12 You read too much (8 hours a day)
13 You dress improperly
14 You are poor
15 You are unhealthy (double your Oldness but not your Age)
16 You are old (double your Oldness, with your Age)
17 You are naive
18 You are a bad guy
19 You are a of some strange foreign relegion
20 You are a catholic
21 You are a foreigner of low social status
22 You are a of a Wandering People and have no country
23 You are obsessed by the occult
24 You are ugly
25 You have a bad sight
26 You are small
27 You are bald
28 You are thin
29 You are fat
30 You are illiterate
31 You are mute
32 You are hemophiliac (triple your Oldness only when Wounded)
33 You are deaf
34 You are an albino (without a big sword) 40
35 You are a bastard of a noble
36 You are a bastard of a prince
37 You are a bastard of the king
38 You are a bully
39 You are a child and you must throw one 10-sided die and add 5 to obtain your Youth/Oldness.
40 You are a complete fake as you dressed in fancy clothing when the guest returned
41 You are a courtesan
42 You are a devil worshiper
43 You are a dwarf
44 You are a fairy
45 You are a foreign spy
46 You are a foreigner from an unknown land
47 You are a gentleman/lady thief
48 You are a giant
49 You are a hermaphrodite
50 You are a hunchback
51 You are a lawyer
52 You are a loan shark
53 You are a martial artist
54 You are a medium and can see and speak top the dead just not very clear
55 You are a pirate and have a pirate ship
56 You are a priest
57 You are a rapist
58 You are a simpleton
59 You are a spy
60 You are a vampire and all it's strength and weaknesses and you get one additional Rage/Calm roll in combat and double your money
61 You are a vampire hunter and everyone is suspect 88
62 You are a veteran of a terrible war
63 You are a war hero
64 You are a werewolf
65 You are an alcoholic (5 pints a day)
66 You are an exorcist
67 You are an homosexual
68 You are an invalid
69 You are an opium addict
70 You are blind
71 You are deformed
72 You are devil possessed
73 You are formal noble turned servant 60
74 You are gifted with visions and dreams of the future.
75 You are incredible beautiful/hansom
76 You are of a political view that favors the owners of business and the elites'
77 You are of a political view that has everyone equal and the state owns and shares everything
78 You are of noble blood but not noble heir
79 You are sadistic
80 You are without a family
81 You belong to a heretical sect or religion
82 You cry very easily
83 You do fortune telling
84 You gamble (2 hours a day) and owe $1-100 x $1-100 to loan sharks
85 You have a delicate stomach (roll Oldness after each meal not to vomit or have diarrhea)
86 You have a good twin
87 You have an evil twin
88 You have complete amnesia
89 You have escaped from the asylum
90 You have syphilis
91 You have terrible nightmares where you wake up screaming Roll all attributes for various effect (Game Master's choice)
92 You look just like a recent murder victim
93 You own a train line 94
94 You were a war criminal and have just returned from prison
95 You were injured in combat and are a eunuch because of it
96 Your business deals have failed and you owe $1-10 Million
97 Your family died in a terrible accident and some blame you for it
98 Your family is rumored to participate in vile things such as incest, cannibalism, and devil worship
99 Your family needs to die in a terrible accident as they are horrible people
00 Your family suffers from a horrible curse
Basic Rule
You hay two ways to Check a Quality. Roll above. Roll below.
If the roll equals your Quality, it's a Fumble. A romantic Fumble should make one's life a real pain ...
Rage/Calm Checks
A violent action requires the Persona should roll below his Rage/Calm
To refrain from reacting too violently, a Persona should roll above his Rage/Calm
Despair/Happiness Checks
To make an important decision the Persona should roll above his Despair/Happiness
To be sincere, a Persona should roll below his Despair/Happiness
Scandal/Standing
Each week you roll Scandal/Standing. If it is Scandal then you loose 1-1000 x $1000. If Standing you gain 1-10 x $5000. A fumble is all money lost. This is not to mention the cost of parties and other expenses.
Youth/Oldness Checks
To test his wisdom, one should roll below his Youth/Oldness
To test his physical well-being, one should Surpass his Youth/Oldness
Duel
Both would roll below their Rage/Calm.
Should one succeed and the other fail, the latter gets a Wound (see below)
Should both succeed, both lose 1 Rage point and the duel keeps on, if both would agree.
Should both fail, they stop the duel and become friends, or something like that. They would not fight again for 1d10 days.
Whatever the other's result, a Fumble shall give you a Wound.
If both Fumble, both are Wounded
Murder
The murderer should roll below his Rage/Calm twice.
Two successes mean a perfect Murder
One success and a failure mean only a Wound
Two Failures mean you couldn't do such an horrible act. Lose 1 Rage/Calm, gain 1 Despair/Happiness
One Fumble means you killed someone else, but not your intended victim. Lose 1d10 Rage/Calm, gain 1d10 Despair/Happiness.
Two Fumbles mean you killed the wrongest person (your true love if possible). Lose 1d10 Rage/Calm, gain 1d10 Despair/Happiness.
Wound
A Wounded Persona should roll above his Youth/Oldness. The die roll is modified by the kind of weapon.
punch d100 + 20 2 meter fall
knife, stick d100 + 10 5 meter fall
sword, pistol d100 10 meter fall
rifle d100 - 10 20 meter fall
cannon d100 - 20 50 meter fall
A failure means the Persona is Dying
A fumble means Death, after the death speech, of course.
Dying
A dying Persona must try to roll above his Oldness every night.
Two successive successful nights bring you back to life.
Two successive failures kill you.
The roll is modified by the conditions.
battlefield d100 - 15
at home, in bed d100
hospital d100 + 15
Suicide
Once Despair/Happiness reaches 90 or above, the Persona must Murder himself.
If he fails, he loses 1d10 Rage.
Mania
If Despair/Happiness reaches 10 or below, the Persona is happy and spends the days doing useless but funny things.
After that, he gains back 1d10 Despair/Happiness.
Madness
If Rage/Calm ever reaches 90 or above, the Persona must try a very risky task.
After that, he loses d10 Rage/Calm.
Zen
If Rage/Calm ever drops to 10 or below, the Persona loses all energy and must spend the day reading, meditating, dreaming...
After that, he gains 1d10 Rage/Calm.
Ghost
If a persona dies before the end of a Tragedy, he might become a Ghost, 2d10 minutes of gameplay later. A Ghost may act on the physical world by rolling below his Rage/Calm and losing d10 points of Rage/Calm after that. He may appear and speak to one other character by rolling below his Despair/Happiness and losing d10 points of Despair/Happiness after that. Ghosts can fly slowly, but can't go through solid objects. They disappear when their Rage/Calm or Despair/Happiness reaches 10 or below, or at the end of the Tragedy. They never gain Rage/Calm or Despair/Happiness.
Emotional Shocks
During a Tragedy (an 'adventure'), the persona will go up and down Rage/Calm and Despair/Happiness scales.
A strong shock (death of a friend ...) will make you gain / lose 2d10 points in Rage/Calm or Despair/Happiness.
An important event (love success / failure, death of someone ...) make you gain / lose 1d10 points
Some events / situations may make you gain / lose 1 point (good / bad weather, small success / failure).
Aging
Every Christmas, the Persona must roll above his Oldness ; a failure means he shall be Dying d10 x d10 days later.
A Fumble means a heart attack (death).
Once a year the Persona has 20% to gain a new Problem. Re-roll if not feasible.
Rewards / Evolution
Should some persona survive a novel (a gaming session), give one of them the possibility to lose a Problem.
If a persona's Rage/Calm or Despair/Happiness is greater than 55, they lose 1d10 points.
If a persona's Rage/Calm or Despair/Happiness is less than 45, they gain 1d10 points.
Add 1d10 to your Youth/Oldness (1d10 years pass) at the end of each story with a scene of reflection.
Story Ideas
Attending a funeral then the reading of the will
On a holiday in the country with many grand balls and intrigue
In the city during the party holiday season
In the country during a great storm
On a train heading to or from the country
You are in a carriage to or from the city
In the city during war
Escaping to the country from war
Plague in the city!
Foreign spies in the midst
The Misty Continent
The Five Great Cities
Par Rees – The great old and ancient city were the people are similar to the French. They are always having wars and revolutions.
Lon Dun – The island of the kings very much like the English right of the coast. They are sometimes at war and mostly have noble houses fighting each other in their dreary moorland island.
Vin Ace – The Mountain Country of gingerbread houses and mountain top manors and castles. They have many wars with the Bear Lindens.
Bear Lin – The land of wolves and bears with large dark forest and remote manors far out in the wilderness.
Roam – The holy city of the holy church. There are many battles between the church and the heretics but unlike in ages past it is mostly political scandals and sabotage of businesses. The manors are the escapes from the turmoil.
Every city has thousands of country areas that are 1-10 days away. The farther the cheaper with the prices going from $1000 a room to a mere $100 a room. The average price is $500 at five days away from the city.
Monday, September 3, 2012
Back to the Dungeon RPG Feedback
Well what do you think those whom have read it?
Have you played it yet?
Has your barbarian rolled a 20 and slung every goblin ten feet back?
Has you assassin rolled a 20 and sprayed blood on the victims companions causing them to run in fear?
Has your fighter rolled a 20 and done TRIPLE Damage?
Players Guide
https://docs.google.com/open?id=0BzYaSvmA-OpURmN5SVJsTDRNcms
Book Of Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUVUNob2ZVcW1YWjg
Book of Encounters
https://docs.google.com/open?id=0BzYaSvmA-OpUZFVkUzZ5OEdfbFU
INCOMPLETE GM's Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUNVA4NjM3VExKZkk
Give me feedback....
Have you played it yet?
Has your barbarian rolled a 20 and slung every goblin ten feet back?
Has you assassin rolled a 20 and sprayed blood on the victims companions causing them to run in fear?
Has your fighter rolled a 20 and done TRIPLE Damage?
Players Guide
https://docs.google.com/open?id=0BzYaSvmA-OpURmN5SVJsTDRNcms
Book Of Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUVUNob2ZVcW1YWjg
Book of Encounters
https://docs.google.com/open?id=0BzYaSvmA-OpUZFVkUzZ5OEdfbFU
INCOMPLETE GM's Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUNVA4NjM3VExKZkk
Give me feedback....
Saturday, September 1, 2012
NOVEL RPG: Hero's Mag News Update.
Hero's Mag: LATEST NEWS (from my comic book world)...
Well there were a few people saved from disaster from Hurricane Isaac by the Southern Knights out of their Houston base. A huge Cartel strike force was also thwarted as well that showed up in Louisiana to try and take out the Southern Knights.
Since the third plane hit the Protectors Base in York back on 911 the city is in a complete downfall with a death rate of 30,000 just this year alone. Not only is New York a criminal war zone it is beginning to spread all over the North East. The is a spike is organized and Supers crime in Pittsburgh, Philadelphia, Detroit, and Boston. Is there anyone going to save us? Save our country?
Several explosions rocked the south as the Cartel keeps up it's pressure on the Southern Knights. Quite a few refineries, police stations, and minor Supers hangouts were bombed in New Orleans, Houston, Little Rock, Dallas, and Atlanta. Over 1500 dead and 3000 injured. Other smaller Cartel related events happened but have not been connected as of yet. Are the Southern Knights going to do something? What relevance are they in this modern world if they can't even stop the Cartel?
The Republican Nation Convention is still recovering from the delegate debacle when some Ron Paul supporters and delegates who were also supers got out of control and destroyed most of the convention center. The GOP Supers team The Right Wing came in and put a thrashing on those wackos and looser and put them in their place. Mitt Romney was quickly nominated at a secret location even though the delegates were not there as many were injured by the disturbance. There are no other details as the supers in question have been put into a detention facility. Good job Right Wings!
Israel and the Obama administration are keeping up on talks of military intervention in Iran. There are crack teams of Supers in the Military read to go and are in various Governmental Training Facilities. This is going to be a really interesting war as Russia and China have both stated they will defend Iran and have moved the military and various Supers teams into the region.
The Billionaire and adventure Goldbar is doing big stock sell off and buying up precious metals. In fact many of the mega rich are selling stocks and buying up precious metals at this time. When asked what is going on Goldbar only responded whit this statement "If you can't see this baby is about to collapse and burn then you deserve what is going to happen to you. This country is toast and to let yet another cat out of the bag all my governmental contacts and mega business contacts are all making bunkers in preparation for something real bad. Let me tell you get prepped because something bad is coming!" All I can say is it looks like Goldbar has relapsed back into Drug abuse again.
THIS IS THE LATEST NEWS STAY TUNED FOR MORE!
Well there were a few people saved from disaster from Hurricane Isaac by the Southern Knights out of their Houston base. A huge Cartel strike force was also thwarted as well that showed up in Louisiana to try and take out the Southern Knights.
Since the third plane hit the Protectors Base in York back on 911 the city is in a complete downfall with a death rate of 30,000 just this year alone. Not only is New York a criminal war zone it is beginning to spread all over the North East. The is a spike is organized and Supers crime in Pittsburgh, Philadelphia, Detroit, and Boston. Is there anyone going to save us? Save our country?
Several explosions rocked the south as the Cartel keeps up it's pressure on the Southern Knights. Quite a few refineries, police stations, and minor Supers hangouts were bombed in New Orleans, Houston, Little Rock, Dallas, and Atlanta. Over 1500 dead and 3000 injured. Other smaller Cartel related events happened but have not been connected as of yet. Are the Southern Knights going to do something? What relevance are they in this modern world if they can't even stop the Cartel?
The Republican Nation Convention is still recovering from the delegate debacle when some Ron Paul supporters and delegates who were also supers got out of control and destroyed most of the convention center. The GOP Supers team The Right Wing came in and put a thrashing on those wackos and looser and put them in their place. Mitt Romney was quickly nominated at a secret location even though the delegates were not there as many were injured by the disturbance. There are no other details as the supers in question have been put into a detention facility. Good job Right Wings!
Israel and the Obama administration are keeping up on talks of military intervention in Iran. There are crack teams of Supers in the Military read to go and are in various Governmental Training Facilities. This is going to be a really interesting war as Russia and China have both stated they will defend Iran and have moved the military and various Supers teams into the region.
The Billionaire and adventure Goldbar is doing big stock sell off and buying up precious metals. In fact many of the mega rich are selling stocks and buying up precious metals at this time. When asked what is going on Goldbar only responded whit this statement "If you can't see this baby is about to collapse and burn then you deserve what is going to happen to you. This country is toast and to let yet another cat out of the bag all my governmental contacts and mega business contacts are all making bunkers in preparation for something real bad. Let me tell you get prepped because something bad is coming!" All I can say is it looks like Goldbar has relapsed back into Drug abuse again.
THIS IS THE LATEST NEWS STAY TUNED FOR MORE!
Friday, August 31, 2012
HMMM? What if you mixed Basic D&D with 4th Edition D&D?
What if you mixed Basic D&D with 4th Edition D&D?
Like only the powers simplified and no feats or very few feats or simple added class features.
The monsters would be simplified as well. Definitely LOWER hit points.
Kinda like the did in Heroes of Neverwinter on Facebook.
May be fun?
Damn the Gamer ADD is kicking in again!
Like only the powers simplified and no feats or very few feats or simple added class features.
The monsters would be simplified as well. Definitely LOWER hit points.
Kinda like the did in Heroes of Neverwinter on Facebook.
May be fun?
Damn the Gamer ADD is kicking in again!
Wednesday, August 29, 2012
Who will control the destiny of D&D Next?
Who will control the destiny of D&D Next?
Well I would have to say when D&D Next was announced I could give a flying fudge what the hell they did. BUT! They changed my mind when I heard their Gen Con seminar.
It seems that Mike wants the game to go back to story. I like what they want to do with the Forgotten Realms. It just looks kick ass. The last play test release was very simple yet impressive.
Is it going to be the munchkin players who over inflate the rules and think HEY that is good stuff! Every character is a 10 page novel. OR are the Old Schoolers going to come en mass and put their opinions onto how and what this game will turn into?
So far the game is keeping a steady course of simpleness reminiscent of Basic with a small twist of 3rd edition.
The opinions are stacking up quickly by many who want the game to go in more complicated directions.
Unneeded complicated directions. They know not what they do.
SO what are you bloggers going to do? Or dare I say this is what you need to do.
First take a look at the play test packets. See what I am talking about. Like or dislike give you opinion. Let them know.
Let WotC know.
They have all but admitted their mistakes. Help form this game that we all love or at least the simple core of the game into something cool.
The renaissance has become a revolution and much of the revolution was influenced by the OSR kid not yourself.
SO who is with me?
What say you?!?
Well I would have to say when D&D Next was announced I could give a flying fudge what the hell they did. BUT! They changed my mind when I heard their Gen Con seminar.
It seems that Mike wants the game to go back to story. I like what they want to do with the Forgotten Realms. It just looks kick ass. The last play test release was very simple yet impressive.
Is it going to be the munchkin players who over inflate the rules and think HEY that is good stuff! Every character is a 10 page novel. OR are the Old Schoolers going to come en mass and put their opinions onto how and what this game will turn into?
So far the game is keeping a steady course of simpleness reminiscent of Basic with a small twist of 3rd edition.
The opinions are stacking up quickly by many who want the game to go in more complicated directions.
Unneeded complicated directions. They know not what they do.
SO what are you bloggers going to do? Or dare I say this is what you need to do.
First take a look at the play test packets. See what I am talking about. Like or dislike give you opinion. Let them know.
Let WotC know.
They have all but admitted their mistakes. Help form this game that we all love or at least the simple core of the game into something cool.
The renaissance has become a revolution and much of the revolution was influenced by the OSR kid not yourself.
SO who is with me?
What say you?!?
Friday, August 24, 2012
So is the OSR kinda DEAD? I keep hearing the QUESTION! Is D&D Next the answer for everybody?
SO I have actually read over the D&D Next Playtest rules and I have to say the voices screaming out in the wilderness of the OSR either have been heard or D&D has organically returned to it's roots kinda.
D&D Next looks like it's going to be a really cool game so far. I would say a tiny bit more complicated than 2nd edition AD&D but it will flow slightly quicker. I have printed out the latest playtest material and I am going to whip up a few characters.
Like it's mostly failed predecessor it does have that get you playing real quick that 4th edition had. Lots of premade equipment list and such for a class or backgrounds.
It is kinda a combination of all the editions past but it seems to have it's heart in basic and 3rd edition mixed kinda.
The best part of it all is according to Mike Mearles the game is going to be about STORY! If that is the focus then it is going to kick ass. If it is only sales then they will fail!
You roll your D20 attributes all six of them 4d6 take away the lowest and then place them. Thank god that is back. Point buys make such dumbass characters.
Pick your race! Damn they did some really good write ups on the races. I get that funny feeling in my gut I got 33 years ago when I started playing.
Pick your class. Just four opps I mean six classes.
Pick a background (optional) Your character could have a background, a story
that describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Okay I like this alot. It makes people role play and think of story.
Pick a Specialty (optional) Just as your class tells you what you can do, your specialty tells you how you do it. A specialty further defines your character’s preferred combat tactics and investigative methods, arising from particular studies, inherent talents, or focused training.
The one thing about D&D Next is it is expandable with more sourcebooks to come but if they are careful it won't break this version of the game like 3rd edition and somewhat 4th edition.
Over all it looks easy to run and easy to play but not as easy as my RPG but as usual I have really bad timing and so far very few people are looking at my game.
The next thing with Next is the Forgotten Realms. Dammit if they ain't got me wanting to go out and buy the novels right now. The default setting will be Forgotten Realms after "the Sundering".
Some say FR is generic and boring but I think they are just mad their setting did not get published. I have never ran FR BUT I have played it and after reading many of the novels it became a real world to me.
As I get older I loose the urge (and the time) to sit back and create huge settings and worlds.
The best thing is they claim that they are going to open the adventures to the players and let them be important in the FR world actually shaping the setting. That is cool.
What am I talking about?
Watch the damn Gen Con video. Man that Ed Greenwood is cool. I bet he is a damn kickass DM.
This almost makes me want to put on my writer's hat and start writing a FR story. Hell I might just do an outline as I don't know what the hell the Sundering is.
D&D Next looks like it's going to be a really cool game so far. I would say a tiny bit more complicated than 2nd edition AD&D but it will flow slightly quicker. I have printed out the latest playtest material and I am going to whip up a few characters.
Like it's mostly failed predecessor it does have that get you playing real quick that 4th edition had. Lots of premade equipment list and such for a class or backgrounds.
It is kinda a combination of all the editions past but it seems to have it's heart in basic and 3rd edition mixed kinda.
The best part of it all is according to Mike Mearles the game is going to be about STORY! If that is the focus then it is going to kick ass. If it is only sales then they will fail!
You roll your D20 attributes all six of them 4d6 take away the lowest and then place them. Thank god that is back. Point buys make such dumbass characters.
Pick your race! Damn they did some really good write ups on the races. I get that funny feeling in my gut I got 33 years ago when I started playing.
Pick your class. Just four opps I mean six classes.
Pick a background (optional) Your character could have a background, a story
that describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Okay I like this alot. It makes people role play and think of story.
Pick a Specialty (optional) Just as your class tells you what you can do, your specialty tells you how you do it. A specialty further defines your character’s preferred combat tactics and investigative methods, arising from particular studies, inherent talents, or focused training.
The one thing about D&D Next is it is expandable with more sourcebooks to come but if they are careful it won't break this version of the game like 3rd edition and somewhat 4th edition.
Over all it looks easy to run and easy to play but not as easy as my RPG but as usual I have really bad timing and so far very few people are looking at my game.
The next thing with Next is the Forgotten Realms. Dammit if they ain't got me wanting to go out and buy the novels right now. The default setting will be Forgotten Realms after "the Sundering".
Some say FR is generic and boring but I think they are just mad their setting did not get published. I have never ran FR BUT I have played it and after reading many of the novels it became a real world to me.
As I get older I loose the urge (and the time) to sit back and create huge settings and worlds.
The best thing is they claim that they are going to open the adventures to the players and let them be important in the FR world actually shaping the setting. That is cool.
What am I talking about?
Watch the damn Gen Con video. Man that Ed Greenwood is cool. I bet he is a damn kickass DM.
This almost makes me want to put on my writer's hat and start writing a FR story. Hell I might just do an outline as I don't know what the hell the Sundering is.
Saturday, August 18, 2012
Back to the Dungeon RPG Rough Draft Zine Style Release
Rough Draft Zine Style Release!
Here be the unprofessional zine self styled RPG of the OSR.
Let us do it ROUGE STYLE!
Bad editing! Bad Grammar! But a damn fun game!
ALL made to print out in a fold over zine!
Four LITTLE Booklets!
Easy to Run and Easy to Play!
Players Guide
https://docs.google.com/open?id=0BzYaSvmA-OpURmN5SVJsTDRNcms
Book Of Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUVUNob2ZVcW1YWjg
Book of Encounters
https://docs.google.com/open?id=0BzYaSvmA-OpUZFVkUzZ5OEdfbFU
INCOMPLETE GM's Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUNVA4NjM3VExKZkk
It will need corrections. Note them and then get back to playing!
Add more classes and races!
Shareware copyleft/middle
Here be the unprofessional zine self styled RPG of the OSR.
Let us do it ROUGE STYLE!
Bad editing! Bad Grammar! But a damn fun game!
ALL made to print out in a fold over zine!
Four LITTLE Booklets!
Easy to Run and Easy to Play!
Players Guide
https://docs.google.com/open?id=0BzYaSvmA-OpURmN5SVJsTDRNcms
Book Of Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUVUNob2ZVcW1YWjg
Book of Encounters
https://docs.google.com/open?id=0BzYaSvmA-OpUZFVkUzZ5OEdfbFU
INCOMPLETE GM's Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUNVA4NjM3VExKZkk
It will need corrections. Note them and then get back to playing!
Add more classes and races!
Shareware copyleft/middle
Friday, August 17, 2012
Classic Fantasy Role Playing Game: Update
Well I am back to having thoughts of releasing the rest of my CFRPG.
It's like 99% done but after the Word Processor Formatting Demon Possession Problems I had I kinda gave up.
The announcement of D&DNext was kind of a bummer but at the same time I like what I see but I also just am not excited. Maybe it's the few thousands of $$$s they already got from me.
I dunno.
I need to get my Neo-Clone out to the world as a personal quest as there have been a few members of the "community" that have naysayed your good and kind Eldrad.
I stayed classy and did not respond in a FuhQDiK but I should have. I will not say whom but it still bugs me although a long time ago.
BUT I must say the rest of the "community" is the cat's meow! Except for a few that never...Oh never mind.
I am so close but this gamer's block that I have! BUT I must admit every time I look upon an old D&Dish type game from modern to olden I get bugged.
The oldens and the clones the same (some say stupid) restrictions that hamper role play.
The modern the same overcomplicated CLUNK that hampers role play.
"Uh yeah my Half Unicorn Vampire Half-Dragon Were-Bulette Lich with a Shirley Temple Template Fighter Thief Death Wizard Exotic Dancer Uses her or his Damper Jet Plane Feat and does a five foot step and warps back in time using his Alter Time Space power to get an opportunity attack with sneak damage ans critical hit because he is a Quadruple three weapon specialist. That's a uh 4+7+16+93+1d20! I roll a uh 234 yeah! WHadda ya mean you have a reverse megaton feat??" Pages are flipped the rest of the night looking for the rules! LOL!
The solution?
A game as simple as the classics but with SOME of the options of the new BUT without RULES bloat.
Easy to Run and Easy to Play!
My Game! The one that had very little to no response from the OSR Blogger world due to way too many games bloat form the OSR but at least they are mostly all free!
BUT it would be argued by a few that I am wrong! Some in the OSR like the restrictions!
Many if not most of the New School don't even pay attention. LOL!
"We only play 4th Edition"
"We only play Pathfinder"
"That old stuff is OOKIE! Stuff!"
Forgive them Gods of Gaming! They know not what they do! OR maybe it is I that does no know! LOL! I am going to bed.
It's like 99% done but after the Word Processor Formatting Demon Possession Problems I had I kinda gave up.
The announcement of D&DNext was kind of a bummer but at the same time I like what I see but I also just am not excited. Maybe it's the few thousands of $$$s they already got from me.
I dunno.
I need to get my Neo-Clone out to the world as a personal quest as there have been a few members of the "community" that have naysayed your good and kind Eldrad.
I stayed classy and did not respond in a FuhQDiK but I should have. I will not say whom but it still bugs me although a long time ago.
BUT I must say the rest of the "community" is the cat's meow! Except for a few that never...Oh never mind.
I am so close but this gamer's block that I have! BUT I must admit every time I look upon an old D&Dish type game from modern to olden I get bugged.
The oldens and the clones the same (some say stupid) restrictions that hamper role play.
The modern the same overcomplicated CLUNK that hampers role play.
"Uh yeah my Half Unicorn Vampire Half-Dragon Were-Bulette Lich with a Shirley Temple Template Fighter Thief Death Wizard Exotic Dancer Uses her or his Damper Jet Plane Feat and does a five foot step and warps back in time using his Alter Time Space power to get an opportunity attack with sneak damage ans critical hit because he is a Quadruple three weapon specialist. That's a uh 4+7+16+93+1d20! I roll a uh 234 yeah! WHadda ya mean you have a reverse megaton feat??" Pages are flipped the rest of the night looking for the rules! LOL!
The solution?
A game as simple as the classics but with SOME of the options of the new BUT without RULES bloat.
Easy to Run and Easy to Play!
My Game! The one that had very little to no response from the OSR Blogger world due to way too many games bloat form the OSR but at least they are mostly all free!
BUT it would be argued by a few that I am wrong! Some in the OSR like the restrictions!
Many if not most of the New School don't even pay attention. LOL!
"We only play 4th Edition"
"We only play Pathfinder"
"That old stuff is OOKIE! Stuff!"
Forgive them Gods of Gaming! They know not what they do! OR maybe it is I that does no know! LOL! I am going to bed.