Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Wednesday, January 15, 2014

Hell Froze Over

Well it's just what the title said.

Hell froze over: Someone actually ran a Labyrinth Lord/ Advanced Edition Companion game in my area!

It happened last Saturday and it was fun. One of the local gamers had a game day at our FLGS. From 10 to 6 of gaming fun!

I already had quite a few LL/AEC characters ready to go so I helped everyone I could to get characters ready. For a group of 8 people it only took 30 minutes.  We played a small module and did not get done with it but many encounters were done.  We were also having a contest on who could miss in combat and roll more ones but it was still fun.

Possibly some time in February we shall finish the module but I don't know yet.

The best part I met some real nice people and everyone seemed to get along. Just a real good vibe all day.

What was funny was there was another game trying to get started of Rogue Trader. They sat there for around 5 to 6 hours and did not even finish characters. Very cool system but damn what happened to the old % WFRP rules that it was based on?

It was real quick to make a charter in the old 1st edition WFRP! After all that time building a character I hope they did something about the death rate!

SO I reconnected with some of my old gamer buddies and we are most likely going to get the old Pathfinder game back started but with NO megadungeons. There may be a dungeon that becomes one as time progresses but that will have to progress organically.




Sunday, April 7, 2013

Your Own Fantasy World.

Just a little exercise. Take your city you live in and using THESE rules below make a fantasy version of YOUR city you live in. Take real world people and convert them into NPCs. Take all of your old characters, adventures, dungeons, and villains from the past and put them in the history. Make a graveyard for dead characters. Write at least a page and draw a map. Make yourself into an PC/NPC based on your gamer street cred.

Lake Charlemagne Core Rules
1.Take your current modern city’s population and divide it by 10. This is your fantasy city’s current population.
2. Use the standard method for character creation. Standard races and classes unless allowed by the DM. Get some
players. Be honest. (THIS WAS 3.5 but now it would be Pathfinder. Not my favorite set of rules but the setting was made based on these rules.)
3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in
dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges
and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in
forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the
foul humanoids live. The world has to be still untamed.
4. We will use the core rulebooks at first and go from there.
5. Every Player and DM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the
players help write the game making it more theirs. Remember to not go too far.


Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar
then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units
that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first
official game will be Jan. the 1st. Year unknown until we come up with a story.

Hell if you make a setting close enough to another it would be bad ass role playing for a bunch of people to get together to go to War or have Espionage or combine settings.

Monday, February 4, 2013

LAKE CHARLEMAGNE

Notes from my old 3.5 setting called LAKE CHARLEMAGNE a fantasy version of Lake Charles, LA.


LAKE CHARLEMAGNE
Year 1012


RECENT EVENTS:

1005
There was a terrible storm during the year 1005 that devastated our coast (Hollyvale and Cameroon) by tidal wave. Then a group of unknown foreigners rallied a few thousand of the desperate people of Hollyvale and Cameroon into an army to take over Lake Charlemagne. Luckily the Brotherhood (An organization of Rangers) were spying on this army (Now called the Stormraiders) and reported what they were up too. The army did actually attack and sack the southern part of Lake Charlemagne. The drafted army of the Duke quickly put an end to the Stormraider’s plans when their leaders fell the army routed. The Stormraiders were not truly evil people just desperate people who lost everything. The routed army has went back to their lands to rebuild. Even though it was only a portion of the people of Hollyvale and Cameroon that were Stormraiders the cruel and evil things that people are doing (out of ignorance) to those people is horrible. Many of the Stormraider captives as well as women and children are now being sold as slaves. The government is not listening to their complaints about severe mistreatment and abuse from weekend adventurers and aristocrats.

1006
This was a year of swords and sorcery! A party of heroes arrived from Lake Charlemagne to go back home to the Sutherlands. They found that the Cypress Stump the souther port and tavern leading into the Sutherlands had been raided by a group of chaotic Evil Hobgoblins that had slaughtered and tortured most of the patron to death. It was then found out that the Hobgoblins had taken over Bruce Woods. Many unsuccessful attempts were made at rescuing Bruce Woods but finally it was rescued. The party of brave adventures found out that the Hobgoblins had been stirred by the “Builders of the Roads” who turned out to be Ancients whose civilization had disappeared sometime in the ancient past. They were advised by the mysterious Scarred Mage to find the ancient four lamps and bring them to the temple north of the Oldwoods. There is much lost history here. It is said that the heroes gathered all four lamps and headed north. It is rumored that the party of adventures failed at their quest because they could not work as a group. All is know is that they failed and the world as we know it died. Evil energy flowed out and warped and broke the world some years ago. Monsters and other fell beast came forth and butchered many of the peoples of this land. Many people fled on whatever boats they could but the evil followed. Many were taken as slaves by cruel humanoid masters. Others walled themselves into safe havens, raiding other areas for food and supplies at war with each other and the monsters outside. Are there heroes that can clear these monsters away and bring the people together?

1009
It is now year 1009 and the world has changed. All outside settlements have been destroyed or razed but a few are holding on. The healthy population of Lake Charlemagne's 7000 people is now a measly 3500 people as the people have fled to neighboring lands. The city itself is full of monsters. Will the characters become heroes and rebuild the city?

1010-1011 A full scale war came to the Lands! Many of the people that fled the Breaking told of what happened and many adventurers came forth to slay foul beast. When many did not return armies were raised by the various aristocratic councils that were in exile and the Lands and Lake Charlemagne were taken back by war!

1012
It seems that the people were not as routed and defeated as most thought. The Brotherhood called rangers from all the surrounding lands and began killing monster they could find. Cavaliers formed a huge force of fifty riders and began patrolling the areas surrounding Lake Charlemagne. The people are back and have been made stronger by the Breaking. The wilderness is still very dangerous and monster filled. More details are below.

Port City of Lake Charlemagne (Lake Charles) A bustling city of 7000+ on the gulf coast. A very old settlement full of pirates and nobles, a place where if one is not careful, can get into trouble. A lot of revelry going on as the aristocracy of Lake Charlemagne tend to have festivals and revels at the drop of a hat. The summers are hot with very few cold winters.





Port City
of
Lake Charlemagne
CG small city
Corruption +0; Crime +1; Economy +1; Law -7; Lore -1; Society -4
Qualities academic, magically attuned, notorious, tourist attraction
Danger + 35 Disadvantages Hunted
Demographics
Government Council
Population 7,000 (4,500 humans; 1,000 elves; 500 dwarfs; 1000 other races)
Notable NPCs

Marketplace
Base Value 6,000 gp; Purchase Limit 37,500 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6




LAKE CHARLEMAGNE DISTRICTS
11 Districts
1. Old City – The Old City is a ruined set of ruins that are rumored full of monsters. Even in good times this section of Lake Charlemagne always has been cursed. It has dungeons that go far beneath the earth and many ruins still standing above ground.
Buildings – Ancient and tall stone buildings with a few newer rotting wooden building built during the first good years of Lake Charlemagne.
Streets – Wide to narrow streets overgrown with weeds and mud due to flooding in this low area. Trash and debris scattered about.
People – Only the insane or adventurous come here. This place be full of monsters.
Sights – Old ancient building still in tact full of all kinds of monsters separated by the River.
Smells – The smell of mold mud and stink.
Sounds – Quite and creepy with the sounds of things skittering.

2. Docks – The Docks and surrounding neighborhood is full of fishermen and stevedores. The place has been rebuilding since the bad times. There is no telling what you can find here as ships from all over the world come here once again. Toward the souther end are various walled estates that offer some help for a price.
Buildings – Desolate docks and warehouses on the waterfront many made from cypress and oak timbers with stone mined from far north. Farther back are more warehouses, shops and fishmonger stalls. There are various safe houses here throughout the docks area full of refugees.
Streets – The streets are wide to allow carts and wagons to pass through.
People – All kinds of races can be found here as in most port towns. Mostly fishermen and stevedores.
Sights – The banging of hammers and the sawing of wood as the industrious people of the docks are rebuilding the damaged areas from the breaking. People carting huge baskets of fish.
Smells – Normally the smell of the fish mongers hangs over the place.
Sounds – The sound of the docks, bells ringing and various dockworkers.

3. Noble District – The Noble District is an area of walled estates. Fully supplied before the Breaking they also had extensive farms and ranches.
Buildings – There are huge walled manors and walled estates as well as neighborhoods.
Streets – The streets are wide and cobblestoned. The streets are lined with continual flame lamps.
People – Many of noble blood (Truebloods)are here. Very fine and well dressed men and women. Many private guards and such.
Sights – Huge walled manors decorated with finery. Huge glass windows looking out on vast walled estates. Always a party or celebration as the Nobles are trying to forget these past terrible times.
Smells – The aroma of fine incenses and perfumes, the smells of some of the finest food in the area.
Sounds – Music, laughter, joy. The sounds of the board nobles as they set themselves back into their old ways and intrigues.

4. Commons District – The place where the majority of the common working people live.
Buildings – There are many small one storied homes with a few multi generation homes of larger size. Many have a store or business in the front unless they work elsewhere. Only the districts have walls and not the yards themselves. Starting to get crowded but not as bad as the slums. A few large factories have sprung up. There is a bitter rivalry against the people of Old Town.
Streets – Narrow cobblestone streets lit by the lamplighters.
People – Mostly average humans and demi-humans.
Sights – People coming back and forth to other districts. Children and teens running around playing.
Smells – Smell of food cooking and sewer. The smell of manure and smoke from wood burning fires.
Sounds – Sounds of people making too much noise. Simple folk music. Dogs barking.

5. Civic District – This is the area where the Royals live as well as the courthouse and town guard.
Buildings – Large regal buildings made of alabaster and marble. All in a walled area. A huge walled castle in the center. Huge cathedrals and shrines.
Streets – The streets are wide and made of the finest stone. Marble statues line the streets with fountains and water gardens. Continual flame lamps light the streets and the buildings.
People – The most foppish of dress trying to impress the Royal Family (Highbloods). Draconian guards that will spill your blood.
Sights – Parades and lavish parties. Trials and court proceedings where the Nobles go free and the lesser people are punished.
Smells – Burning incense and perfumes in the air as well as the smell of flowers.
Sounds – The ringing of church bells, singing from the cathedrals, political speeches, and many other sounds.

6. Old Town Slum – The poor and roting buildings offer a maze that the poor can use to outrun the dangers that lurk here. The entire slum looks like one giant rotting building.
Buildings – many large old rotting homes with smaller homes built onto them. In some cases they are build up and over older homes. Homes are built with anything that can be found. Magic protects it from burning down.
Streets – Many narrow streets and alleyways with some passing through others homes. Lit by lamps and torches.
People – All kinds of desperate poor and criminal type.
Sights – Overpopulation, whores, pimps, dirty poor and their children.
Smells – This place has a terrible indescribable smell.
Sounds – Laughter, arguments, breaking glass, cats, dogs, violence, crying, music, sex, and whatever.


7. Ruined Civic District – This is the dark and haunted (even before the Breaking) civic district from the former rules that were killed out in some kind of civil war. These crumbling ruins are still standing tall and haunted by all forms of undead and beast.
Buildings – Ancient and old buildings from some olden lost age. All of the structures are huge and many are empty. Most of the buildings are made of some dark stone and wood.
Streets – Wide and ornate streets. Most of the street lamps are broken but a few still burn. Everything looks blackened and trash, dirt, and mud cover the streets as well as the occasional dead animal or vagrant.
People – Only a very few insane or desperate people live here.
Sights – The great haunted cathedral and the bone horde underground cemetery.
Smells – The place smells old and moldy with a hint of decay and sewer.
Sounds – Weird whispers, music, screams, sounds of beast!

8. Old Town – Here the commoners of the original ilk live here and there is a very bitter rivalry between the Commons area. There are a few factories and guilds here.
Buildings – Much like the commons district except the homes are much older.
Streets – The streets are dirt or cobblestone lit by lamplighters and some very old continual flame lamps.
People – Mostly average humans and demi-humans. There are many older people here as well. A few criminal lurking around.
Sights – People coming back and forth from other districts. A few kids and even more teens.
Smells – The smell of food cooking, incense, sewer, animals, and wood burning.
Sounds – Nice and quite, a few dogs barking, very good folk music and singing.

9. Guild Town – This the various Guilds' neighborhood that has joined forces with the traders.
Buildings – Various huge defensible fortress homes that serve as guild halls. All on many acres.
Streets – Huge spread out roads and yards. Here are very cleared out fields that can see an enemy coming.
People - Guild Folk and their guards. Many bored Guild Childes.
Sights - Guild parties, Guild events, Guild competitions. Merchant wagons delivering.
Smells – Very fine food cooking, forges burning, perfumes, incense, fires burning.
Sounds – The sounds of men working, hammers banging, animals.

10. University District – The wonderful area of learning had been reduced to and undead pit of hell. It is now once again a place of learning.
Buildings – Many fine repaired and rebuild university buildings.
Streets – Many small walkways and roads all beautifully decorated all lit up with many continual flame lamps.
People – Students from all over, many strage professors, foreign students come here to research and learn.
Sights – Many lovely students, the University Guard, demonstrations, the zoo of monsters, debates, and parties!
Smells – Very clean and fresh air, perfumes, incense, food of all sorts, animals of all kinds,
Sounds – The sound of horns, music, debates, laughter, and fun.

11. Traders – A huge group of merchant manors that have places to sell good, a renaissance version of a mega mall and shopping center.
Buildings – Huge merchant allies. Many under one huge roof. There is also an entire secret living areas hidden from the view of the shoppers.
Streets – Wide to allow merchants to deliver and people to cart away good they have bought. Very well lit by continual flame lamps.
People – People of all sorts but the guards will harass and follow suspicious visitors.
Sights – Items from all over the world are possible.
Smells – The smell of food cooking, perfumes, incense, sweat, and fabrics.
Sounds – Always making noise late into the night. Laughter, hawkers, animals, conversations.

12. New Town – A newely formed group of nobles formed by the Highbloods to stop incestuous deformities. They come from the High Guild members. Rivals with The Estates.
Buildings – New sturdy Estates not build with the skill of the olden kind with huge yards.
Streets – Wide and spaced out yards with mostly dirt streets though most will be cobblestoned soon.
People – New lower Nobles called Swells (or mud huggers by Trueblood nobles)
Sights
Smells
Sounds

13. The Estates – here is the lower nobles estates as well as the finer schools. Unfortunately now they have turned against each other and are split into warring factions due to wounds cause by the breaking. They only stop fighting to fight New Towners.
Buildings – Old fine walled estates, small servant hoods between.
Streets – Wide and ornate lit by continual flame lamps. The streets are empty at night and all the gates closed.
People – Lower nobility (Truebloods) and servants that work here and in town. A higher noble or royal visitor looking for a bride or a mistress.
Sights – During the day it is very busy much like the Noble District but not as fine.
Smells – Much like the Noble District but not as fine.
Sounds – Much like the Noble District but not as fine.









Westloch (Westlake) – Many of the Westlochers have begin to rebuild. Their rivalry with the Sutherlands has intensified from misplaces anguish.

Sutherlands (What is now Moss Bluff, Gillis, Topsy, joining in with Ragley) – It has around 1000+ people now and they are rebuilding from the ruins except for Bruce Woods which was fairly untouched save for one successful hobgoblin raid.

The Sutherlands was an area of nice manors and tamed forest just northeast of Lake Charlemagne. It has now been cut off after the collapse of the old imperial bridge though a ferry has been built. It has fine brick walls surrounding most of the neighborhoods. All were breached save Bruce Woods.

The Sutherland Academy: The academy was a satellite school based out of Hugestone. It has been rebuild from the ruins.

The Great Imperial Park: Was a private hunting land of the aristocrats ran by a tribe of wood elves who reclaimed it from Orcs.

The Old Sutherlands: The oldest neighborhood in the Sutherlands. A few Dwarfish strongholds are there have established order and many humans have moved back.

The Magnolia Forest: The second oldest neighborhood in the Sutherlands. It very upscale and full of manors. Sadly a black dragon and a tribe of Goblins have taken over and enslave the very few surviving inhabitants.

Servant’s Hood: This poor neighborhood has been recolonized.

The Bruce Woods: A neighborhood created by Lord Bruce on the edge of the Burnt Swamp. It is frequented by a small party of adventurers called the “Bruce Wood Bastards”.

Coffee Hill: Was a new fine neighborhood with giant manors and tall stone walls. The only problem is the land that Coffee Hill sits upon is said to be cursed. It has been rebuilt and fortified.

South Ferry River Way Necropolis: A giant ancient graveyard with dates before the land was known to be settled. It is said that the necropolis is an entrance to a great crypt called the Bonehole. All is quiet here since the clerics have blessed it.

South Ferry River Way: A large river neighborhood that skirts the River Charlemagne. Due to good fishing it has been totally recolonized.

North Ferry River Way: A series of walled commoner neighborhoods all being rebuilt.

The Market: This is the main farmers market that is now a fortress and a market.

The Old Haunted Market: A fine market until one night the gates shut and all the people disappeared. A church tried to open up there but the priest daughter disappeared and foul things were rumored to of happened. It still lies empty and cursed

Charlemagne River: A huge river that winds and splits far to the northern trade routes and south to the coast. It has many branches and it is advised not to wander from the main waterways. It cuts the Burnt swamp into many pieces. Many a large unknown thing swims in this river as well as alligators and crocodiles in the area. The Buccaneers that use this waterway are know for their ferocity.

Burnt Swamp: This is the swamp that separates Lake Charlemagne and the Sutherlands from each other. Anyone who ventures to far into the unmapped swamps goes missing. It is rumored to be full of trolls but they keep their distance and the people keep out of the swamps for the most part. Rumor has it a large black shape has been seen flying about the swamp. A tribe of semi friendly lizard folk lurk about the outer edges. There are many Buccaneer encampments in the area.

The Sutherland Highway (Hwy 378)This cobblestone road crosses the Old Imperial Highway and heads west to Westlakeland and east to Magnola forest.

The Old Imperial Highway North (Hwy 171) This highway starts just north of Lake Charlemagne in the Sutherlands as the old imperial bridge collapsed during the storm. There is now a ferry present and a few nobles are working on it. The Old Imperial Highway North leads into Ragwood and beyond.

Ragwood (Ragley, Longville) - Ragwood is a full huge forest with a few overgrown cow fields in the mix. Any small neighbor hoods encountered will have wooden walls around it. A few very old encampments have stone walls from stone quarries north of the Longwoods have been rebuilt.

Ragwood Keep: A keep and farmer's market.

Ragwood Forest: All of Ragwood save the fields is an old growth forest.

The Ragwood School: Lies in ruins and has been ransacked by goblinoids and ogres. It has quite a detailed library of monsters left to it from an old wizard that passed away some 20 years ago.

The Old Imperial Highway North (Hwy 171) This highway starts just north of Lake Charlemagne in the Sutherlands as the old imperial bridge collapsed during the storm. There is an abandoned ferry present. The Old Imperial Highway North leads into Ragwood .

The Old Imperial Highway East and West (Hwy 190/12) The highway that leads into the Bigwoods west stopping on the Border River’s (Sabine) very dangerous swamps.

Brimstone (Sulphur) People are coming back although it is not safe at night.

Pochay Town (Sulphur) This small town was never completely taken due to all the rouges, sorcerers and witches.

Bigwoods (Edgerly, Toomey, Starks, Vinton) The farms have all became walled or hilled fortresses and when the bells are rang and the warning fires lit the farmers all come out in a huge force. It is said that druids and the fey protect this land.

Longwoods (Longville) All back and their quarries and farms are back in operation.

Oldwoods (Deridder, Reeves, Dry Creek) The Oldwoods have became their own woodland kingdom.

Holebrook (Area between Moss Bluff, Sulphur, Dequincey) This a ranger and druid run of woods.

Eastway Fields (Iowa, Lebleau Settlement, Crowley, Lake Arthur, Jennings) The Eastway is now it's own independent kingdom.

Cameroon (Cameron, Hackberry) A pirate kingdom ran by Stormraiders

Hollyvale (Holly Beach, Johnson Bayou, and other beaches) The other beach lands of the pirate kingdoms.

FEATURES
Imperial Highway
OTHER LANDS
To the west Hugestone
To the east Crimson Babel and Saint Orleans
To the north Freeport
EVENTS
Post Storm
Southlander coastal invasion also called the Stormraiders
Black Dragon’s Goblin Raiders.
Return of the Heroes
Failure of the Heroes
The Breaking
1009 The Return of the Gathering of Heroes The Rebuilding.
1012 A call to adventure


The Gods of Lake Charlemagne

Artas m LN Law Knowledge Strength Protection War Hammer

He is the god of the city. He is the Builder. He is Artas. He takes the poor from the slums and gives them shelter. He takes the hungry and gives them food. He takes the wilderness and makes city. One day the entire world shall become one great city! Shall you be cast away as scrap wood? Whoa to those foolish in the wild that stand in the way of Artas! He has shown us the way to make building of stone wood and steel! Tall buildings as great as the ancient’s great buildings. Fall not into drunkenness and whoredom, as this shall be your downfall. You shall get married and have many children in the name of Artas. You shall have a great house if you are worthy with many wives. Those who do not shall have only one wife or none! You shall only then be able to drink the strong drink if you are a master of a great house. All of you and your children shall learn great crafts and professions for the glory of Artas. Whoa to those who bring up the undead or converse and deal with demons and devils for they shall be cast into a lake of fire. Whoa to those who cast foul magic that in not to the glory of Artas!


Herne m N Travel Plant Earth Animal Longbow
Herne is the old god of the hunt and is worshiped by many rangers and druids. There are many roadside shrines in the wilderness where weary worshipers can stay safe from dangers on the road.


Wholic m LN Law Destruction Protection War Long Sword
Wholic is a stern god with large ornate stone cathedrals. The papacy of Wholic make sure to build cathedrals where ever he has worshipers.
Pental m CG Air Chaos Good Luck Mace
Batiste m NG Fire Good Healing Water Mace
Polos m CN Chaos Luck Travel Trickery Quarterstaff
Lumanara f LG Law Good Healing Sun Mace

Smule m LE Law Evil Knowledge Magic Quarterstaff
Ashash f NE Death Evil Trickery Knowledge Spear
Nigrish m CE Chaos Evil Destruction War

Gods can have temples from any other RPG source. No one god rules this world.







Caboose various Appendices
• Most of the player characters are veterans from this Stormraider's war.
• Some of the players could be Stormraiders looking for enslaved family or revenge.
• An emissary from Bearmount, Saint Orleans, Baton Red etc. For trade or possibly a Spy.
• A dwarf from the north as there are very few dwarves here in these low lands.
• An elf from one of the various secret villages. The elves secrecy is a thorn in the side of the human aristocracy and
mages.
• Refugee returned
• Haven Survivor
• Wilderness Survivor.
The Heat:
The heat is a constant problem for armored characters. See the DMG. Many of the aristocracy have their houses cooled by
elemental coolers as well as most major gathering places. The Endure Elements ritual is very commonly cast during the
summer.





YOU CAN BE A PART OF IT AS WELL!

PART II BRAINSTORM
Lake Charlemagne Core Rules
1.Take your current modern city’s population and divide it by 20. This is your fantasy city’s current population.
2. Use the standard method for character creation. Standard PHB races and classes unless allowed by the DM. Get some
players. Be honest. (THIS WAS 3.5 but now it would be Pathfinder. Not my favorite set of rules but the setting was made based on these rules.)
3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in
dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges
and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in
forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the
foul humanoids live. The world has to be still untamed.
4. We will use the core rulebooks at first and go from there.
5. Every Player and DM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the
players help write the game making it more theirs. Remember to not go too far.


Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar
then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units
that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first
official game will be Jan. the 1st. Year unknown until we come up with a story.

Is Odd Earth a good name for the world? It's a name I came up with when I was in the ODD Guild.

Odd as in Old Dungeons & Dragons?

New Skills, Feats, Classes, and Rule Variants in general will be judged very harshly. If your idea is rejected go rewrite it and
then resubmit it. We are not trying to write rules we are trying to create a setting with the PFRPG rules as the framework.
Any artwork, poetry, and adventures will be used if possible with full credit given to it’s creator.

This has to be the campy old school type of gaming mixed with the new rules.

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?

Wednesday, May 2, 2012

On the Other SIde of the GM Screen: Playing Pathfinder

Oh I get it!

Now that I have finally played a few times and not ran Pathfinder why my players were kinda ticked when I wanted to convert to LL because I did not have enough prep time.

They flat out did not want to loose their cool characters and all the skills and powers.

I started playing with some old schoolers recently because I just lost the spark to run anything. I wanted to play. GM burnout you know! I was somewhat disappointed that with this old school group Pathfinder was the only game being played. Damn. I made a Wizard who was a Necromancer.

Not the best idea when I discovered that there were two LG Dwarves in the party who hated UNDEAD and Druid! I was not evil just LN and believed that Necromancy could be used as a tool to serve mankind.

But damn all that clunk when playing Pathfinder is really cool. The little extras they added from 3.5 just really rocks from a player's perspective.

Damn!

Here I go with the gamer ADD and insane flip flopping but I have not had that much fun playing in a very long time!

It's also the company as well. These players are a really good group (not that my group was bad we just are stagnant IMHO). They are what you would call nearly professional gamers. Best of all the DM is this multitasking dude who is running us through Temple of Elemental Evil mixed seamlessly with the Pathfinder setting. Awesome...

Except I now Have found out I will be working nights on a turnaround for some ungodly undetermined amount of time making about 80+ hours a week. Thank god I am hourly!

Oh well the GM is going to go all the way through Scourge of the Slave Lords and Against the Giants. I hope I will be done with the turnaround!

ANON

Saturday, February 11, 2012

Yur World Fantasy

Yur World Fantasy

A Pathfinder/3.5 OGL Experiment

1.Take your current modern city’s population and divide it by 10. This is your fantasy city’s current population. Change the name to a more fantasy feel. For instance I changed Lake Charles, LA to Lake Charlemagne (which I am currently fiddling with due to other projects writers block and ADD), Baton Rouge, LA to Red Staff (or Staff Rouge I can't remember), New Orleans LA to Saint Orleans. Towards the west I changed the name of Beaumont, TX to Bearmount and Houston TX to Hugestone. ANYWAY get the picture? Change your hometown into a fantasy setting! Divide the population by 10 or it will be way too hard to manage all those NPCs!


2. Use the standard method for character creation. Standard races and classes unless allowed by the GM. Get some players. Be honest. We may have to go to a point buy of Attributes but for now it will be standard rolls.


3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the foul humanoids live. The world has to be still untamed.


4. We will use the Pathfinder or any other OGL 3.5 rulebooks at first and go from there.


5. Every Player and GM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the players help write the game making it more theirs. Remember to not go too far.


6. Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first official game will be Jan. the 1st. Year unknown until we come up with a story.

Is Yur World a good name?

New Skills, Feats, Classes, and Rule Variants in general will be judged very harshly. If your idea is rejected go rewrite it and then resubmit it. We are not trying to write rules we are trying to create a setting with the rules as the framework.
Any artwork, poetry, and adventures will be used if possible with full credit given to it’s creator.

This has to be the campy old school type of gaming mixed with the new rules.

Now make sure and have a graveyard with all your old deceased characters in it. If some of your old characters are still alive remake them and play them or reuse them as NPCs. Make the children of your characters from long ago! Rehash old villains and adventures into your setting and have that as part of Yur World's setting.

I know that Ronvug the wizard from back in 81 is now a lich and he is now planning on taking over the lands!