Multiple Versions of the same game! Yes I am an insane flip flopper!
So here is my most updated version of Hero's Mag in the Free Form version. It is free form BUT there is a dice roll mechanic added to solve disagreements on how things should go outside the story.
https://docs.google.com/open?id=0BzYaSvmA-OpUV0pVTmZjTUlVRk0
I have had quite a few gamers LOVE the freedom of it all AND a few HATE it with full passion. Even if they never tried it.
The "free form" tends to short the circuits of rule's lawyers and min-maxers as well. The claim by a few of them is it gives the Game Master too much power. Game masters have that anyway!
Go and download and print out the rules and make it into a fold over booklet. Then make a few characters.
Make a super team.
Make them interesting.
Don't just let them be great at everything make them flawed. Give them problems like their girlfriend is cheating on them, drug and alcohol problems, family members are terminally ill, the character is terminally ill, mental problems, unemployment, homelessness, real world problems in a supers world.
Non Playing Characters are a breeze because there are no attributes just as brief or as long as you would like. Make a sheet for each character of who these NPCs are and how they effect their life.
Make sure and have all the sights and sounds of where the story takes place as well. Our world but with supers added.
Make sure all of the iconic supers (don't copy make your own versions) have aged and now are facing old age and death thus making room for new Supers.
In fact in my notes the main super group based in New York was killed by a third plane during 911 so the entire city of New York and surrounding cities are now know as The Criminal Playland.
How did a mere bomb kill supers? It was an antimatter bomb in the third plane. There is literally a gaping hole and residue antimatter left on the scene.
The L.A. based team is full of troubles as well as they are facing internal strife and troubles from gangs.
The Houston Based Supers are having problems with The Cartel as they have all been targeted for assassination as well as any friends or family.
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.
Showing posts with label Skills. Show all posts
Showing posts with label Skills. Show all posts
Thursday, August 9, 2012
Saturday, October 1, 2011
CFRPG Update.
Well my partner in crime D&D Charlie on my yahoo group has been pecking away as the editor of my CFRPG. So far he has the document looking professional. I got kinda teary eyed on how good he made it look.
I never seem to have time to keep this going but seeing all organized is well INSPIRING!
So far there has been no open bridge between the old and new school gaming and I hope this may be the answer for a few people. Old school simplicity of rules with new school options WITHOUT getting bogged down in huge rulebooks.
Easy to run and easy to play.
Free to very cheap, pay if you like it or not, free to kids, print it yourself, make copies for your friends, distribution model. Once perfected there could be a POD version but that is far away for now.
I hope other people take the rules and...
Make books of more spells!
Make monster manuals!
Make more races and classes! More options the better but still keep em simple.
Make Modules! Lots of modules!
Fanzines!
Living Campaign Based on your real world geography?
Would people oppose a free approval process where one's creation would be checked over and approved so not to come out with a game killing class or race?
So is there room for another retro-clone? Yes, No, and Maybe.
Is there room for a Bridge-Clone? OR whatever you want to call what the heck we are doing? I don't know. I will have to hear what people think.
I never seem to have time to keep this going but seeing all organized is well INSPIRING!
So far there has been no open bridge between the old and new school gaming and I hope this may be the answer for a few people. Old school simplicity of rules with new school options WITHOUT getting bogged down in huge rulebooks.
Easy to run and easy to play.
Free to very cheap, pay if you like it or not, free to kids, print it yourself, make copies for your friends, distribution model. Once perfected there could be a POD version but that is far away for now.
I hope other people take the rules and...
Make books of more spells!
Make monster manuals!
Make more races and classes! More options the better but still keep em simple.
Make Modules! Lots of modules!
Fanzines!
Living Campaign Based on your real world geography?
Would people oppose a free approval process where one's creation would be checked over and approved so not to come out with a game killing class or race?
So is there room for another retro-clone? Yes, No, and Maybe.
Is there room for a Bridge-Clone? OR whatever you want to call what the heck we are doing? I don't know. I will have to hear what people think.
Labels:
CFRPG,
Classic Fantasy Role Playing Game,
design,
megadungeon,
price,
rules,
sandbox,
Skills,
The Black Stairs,
time,
too much,
work
Sunday, August 21, 2011
What Do YOU want out of a Classic Fantasy Role Playing Game?

What Do YOU want out of a Classic Fantasy Role Playing Game?
So what I am asking is for the people who have not made their own Old School Rules (but want too!) is to join with me in making the ultimate/kinda good mixture of Old School with New School Options rules set.
This game may be the ANSWER that you have been looking for.
Hobbyist need to apply! Join me and at least get credit for helping make this game. Are you are sick of the Simulacrums that repeat the rule restrictions of the old days.I never really liked Race Classes. No skills and feats! Quick to make a character. NO FULL PAGE MONSTER STATS!
EASY to run and EASY to play!
This game could be the ANSWER that you have been looking for. If not still have fun with what you like to do!
Join me at http://games.groups.yahoo.com/group/CFRPGOSR/.
IF you are not satisfied with what rule systems are out there then Join us!!!
We need to combine the new school with the old school to achieve the gaming independence that we truly want!
You need and want to have a game that is simple to create a story. As a GM in the CFRPG you CAN create any story you want.
The goal is to make one complete rulebook then from there expand by making Books of Magic, Monster Books, Class and Race Books all made by others. Of course it will have to go through approval process but nothing too stringent.
I plan to if ever I finish my/our game to have it free and/or cheap.
If you want to help then join my Yahoo Group.
PS: Send me your email and I will send you a copy as well. Be warned it's not edited or finished.
Labels:
CFRPG,
Classic Fantasy Role Playing Game,
design,
not old school,
old school,
planning,
problems,
rules,
sandbox,
Skills,
time,
too much,
work
Friday, June 24, 2011
My non-Perfect RPG
Well I finished my races, classes, spells, equipment, monsters, and NOT treasure.
Monsters ah Monsters, they are just mostly 3 stats. AC HD and Move with a brief description of damage and the monster.
After spells, Treasure Tables really suck. Have not made any yet. Oh how I dread.
I mean my spells are still only BARELY described hoping that GM Fiat and judgement will make the final decision.
The best part of the game is GM Fiat. The GM not the rules are the ultimate judge in this game. The other part is the GM not the players need to learn the rules. The players will just play their characters and have fun.
I also made the game to be played FAST! I decided on using the BASIC style of initiative.
It works.
It works with HUGE combats.
The game should be easy to run most of all and allow the GM to tell a story with fast action and deep story. EASY to run!
Hope to playtest this 4th of July with my Pathfinder Group as I am running out of patience with PFRPG.
I hope to start a spark and let it burn. This is not going to be another Simulacrum but a hybrid of old and new.
I hope that I can get comments good or bad to let me make this into a great RPG. I know that there will be many disagreement from those who have their own ideas but I have been gaming for 30 years and I know what makes a great game despite the intent of other designers.
No one purposely designs a game bad they just don't think of the practicality of their rules all the way through.
The Old School stuff I left out was Level Limits, Racial Limits, Weapon vs Armor Restrictions, and other stuff...
New School I left out Skills, Feats, Whole Page Monster Stat Blocks, Stupid Huge Hit Point Amounts, Level Adjustments and many other things.
Well been drinking and got to get ready for bed and work.
Monsters ah Monsters, they are just mostly 3 stats. AC HD and Move with a brief description of damage and the monster.
After spells, Treasure Tables really suck. Have not made any yet. Oh how I dread.
I mean my spells are still only BARELY described hoping that GM Fiat and judgement will make the final decision.
The best part of the game is GM Fiat. The GM not the rules are the ultimate judge in this game. The other part is the GM not the players need to learn the rules. The players will just play their characters and have fun.
I also made the game to be played FAST! I decided on using the BASIC style of initiative.
It works.
It works with HUGE combats.
The game should be easy to run most of all and allow the GM to tell a story with fast action and deep story. EASY to run!
Hope to playtest this 4th of July with my Pathfinder Group as I am running out of patience with PFRPG.
I hope to start a spark and let it burn. This is not going to be another Simulacrum but a hybrid of old and new.
I hope that I can get comments good or bad to let me make this into a great RPG. I know that there will be many disagreement from those who have their own ideas but I have been gaming for 30 years and I know what makes a great game despite the intent of other designers.
No one purposely designs a game bad they just don't think of the practicality of their rules all the way through.
The Old School stuff I left out was Level Limits, Racial Limits, Weapon vs Armor Restrictions, and other stuff...
New School I left out Skills, Feats, Whole Page Monster Stat Blocks, Stupid Huge Hit Point Amounts, Level Adjustments and many other things.
Well been drinking and got to get ready for bed and work.
Labels:
4E,
design,
indie games,
megadungeon,
old school,
planning,
rules,
Skills,
Stupid humans,
time,
too much,
work
Monday, February 1, 2010
My perfect Classic Fantasy RPG Again!
Take the simplicity of 0E and S&W.
Add attribute modifiers of B/X.
Attribute checks like D20 and C&C per the class.
No skills or feats!
Add many of the classes of D20 3.5. At least 15 classes.
Cleric, Thief, Wizard, Fighter, Barbarian, Druid, Bard, Sorcerer, Assassin, Paladin, Knight, Ranger, Monk, Psionic, and Warlock.
At least 10 races.
Simple spell list at first as I have killed myself in past efforts with a "big ol spell list".
Monsters as simple as 0E and S&W. As many monsters as possible.
Old school art. Self published.
Add attribute modifiers of B/X.
Attribute checks like D20 and C&C per the class.
No skills or feats!
Add many of the classes of D20 3.5. At least 15 classes.
Cleric, Thief, Wizard, Fighter, Barbarian, Druid, Bard, Sorcerer, Assassin, Paladin, Knight, Ranger, Monk, Psionic, and Warlock.
At least 10 races.
Simple spell list at first as I have killed myself in past efforts with a "big ol spell list".
Monsters as simple as 0E and S&W. As many monsters as possible.
Old school art. Self published.
Tuesday, September 22, 2009
Backgrounds and Variations on a Theme of a Fighter Part II
Alas why do we need skill list?
I mean skills are great in some systems but in S&W is it needed?
YES and NO!
The background of a character is his or her skills.
A character raised in the wilderness or raised in the city would be different.
What I do is allow a simple 1d20 roll plus level plus attribute bonus.
The higher the better.
For "thieves" this is what I do as well.
I give them a simple 1d6+1 per level HPs as well.
"Ranger" types will be handled the same way as well.
A ruling on the spot with no game stopping delay.
I have many players ask about "Feats".
All characters have all "feats" and can try to do anything such as trips, pushes, and power attacks.
A simple attack roll with a possible + or - to the roll and to damage.
Being a Referee for S&W is fun and easy.
I mean skills are great in some systems but in S&W is it needed?
YES and NO!
The background of a character is his or her skills.
A character raised in the wilderness or raised in the city would be different.
What I do is allow a simple 1d20 roll plus level plus attribute bonus.
The higher the better.
For "thieves" this is what I do as well.
I give them a simple 1d6+1 per level HPs as well.
"Ranger" types will be handled the same way as well.
A ruling on the spot with no game stopping delay.
I have many players ask about "Feats".
All characters have all "feats" and can try to do anything such as trips, pushes, and power attacks.
A simple attack roll with a possible + or - to the roll and to damage.
Being a Referee for S&W is fun and easy.
Labels:
backgrounds,
Rangers,
rules,
Skills,
Swords and WIzardry,
Thieves
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