Showing posts with label planning. Show all posts
Showing posts with label planning. Show all posts

Sunday, December 16, 2018

Old School 5E Without Changing the Rules

Old School 5E Without Changing the Rules

The way I see it is the OSR pretty much won the battle. 

5E is so very much a rules light, at least 50% inspired by the OSR mixed with a stripped down D20 unified system. 

Now what it lacks, according to old school hacks, old ancient Lords, know as grognards is the easy death rate. 


I hear the complaint that it's too hard to die because by of the healing rules. 

Guess they have not played in any of my games?

Is that so? I say bullshit! I mean it's easy if the DM just gives them everything for free and offers them no challenge. 





In a more brutal styles of an Old School type world, monsters are everywhere, who says you can get a short rest? A bunch of clanking armored bumbling fools making all kinds of noise attract all kinds of Beast. You have to make sure and make the area safe that you are resting in or you don't get to rest. 

You also need to be real strict on encumbrance and on supplies. You can't carry everything. Trying to carry a heavy load will tire you out quickly and sometimes you can navigate small areas unless you take your backpack and sometimes armor off.  







 Did you bring enough water to drink? If you didn't then is there going to even be clean water to drink? The party won't do so well if they all have the shits and vomiting from drinking bad water. You can't heal to well either. 

Now did you bring enough to eat as well? If you didn't then will what you find to eat be enough to sustain you? What if you eat something toxic? 

Make sure and track food and water consumption. It seems boring but it can help bring a new sense of urgency if you realize that you are in danger of starving and dying of thirst. Plus it's a reason to go back to town. 

When the party is in civilization, there are consequences for acting like fools. If a player punches or stabs a town guard, the guards will call their fellow guards and attack the party. 






The next thing is the sandbox approach. Have encounters that are there that are too powerful for the party. They will have to run away or they will die. If they are not clever enough the monster will pursue them when the run away. Give the players nothing. Give the players and their characters a sense of danger. 

What this does is give the players a sense of accomplishment that they had to WORK for their XP and not have it handed to them. 

Hope these few tips help the DM and the players to have a more rewarding experience.

Eldrad

Sunday, September 24, 2017

Deep down gaming blues... Steppin Back PII

In the LAST depressing post about gaming life was not too good. I went through a creative phase with a rules light variant to everything called DUNGEONPUNK RPG but that excitement has waned as well. It's just a hard concept to write down it seems...I did get a surprising response but some nameless person one starred me. At least say why you think it sucks that bad... BUT anyway...

I get back into a creative mode for Back to the Dungeon RPG and start having ideas flow. Things keep coming to me. Then when I go to get my BttDRPG folder, it was simply gone. Not just kinda I set it somewhere there it is! NO! I mean it's now to the level of a paranormal event gone. I mean WTF where the hell is it gone! 

I have looked every possible logical place I could have put it. I have looked into every possible illogical place I could have put it. I have looked for an entire month.

With the lack of response from my players and the entire universe making sure I can't game, no one would have or could have stolen it. I have much of it electronic but there are papers that cannot be redone from their moment of inspiration that are now lost.

None of that matters anyway as my attempts to create an ongoing campaign that actually allows characters to grow instead of game jumping and much to long sessions of making new characters for the next cool game continues it's onslaught.

The new group of players I pulled together for BttDRPG have slowly started the "hey I got this game we can try!" while the universe from the other direction foils any and all plans of gaming.

One of the chosen people that I chose for his game mastering skill surprisingly didn't even want to join my campaign vision YET he complains of game switching.  

None of these people actually have more than five sessions of any one game. I have heard that three games is the average fro this little group. Piles of characters siting around. Now it is a part of my group. Meh! 

There are groups out there actually developing their characters and actually having campaigns. I can't really try and rudely barge in with my vision.

SO if you are actually having life workout where you can actually get gaming to happen AND you actually have a campaign going, savor it. Some of us are watching life go by and can't do anything about it.     

Friday, April 28, 2017

WITHOUT HOPE: A Zombie Survival Horror RPG      



WE don't know how it happened. IT"S finally here. 

The dead have risen to eat the living! 


We don't know how it happened. 










This is not like other games where one is a bad ass Zombie Fighter. You are weak and very human! 


NO matter what, the dead are always there. They never sleep and never rest. 

THE NEVER REST! THAT GODDAMN SOUND THEY MAKE!
THEY ARE EVERYWHERE!





HOW CAN SOMETHING SEE WITH ROTTEN EYES?











It's not just the zombies that you have to worry about! It's the other people! They can be worse than the zombies! 


The game system is really simple, based on old school principles. 


Now your wondering why would someone come out with another Zombie Horror Survival RPG in a small sea of them?  

My fellow writer and I had a vision of a Zombie Horror where the players were just normal people in a world gone mad. With that level of realism brought in a level of fear and tension that previous Zombie RPGs I had written by myself had never had nor had any of the others I have played. 

IN fact I have never had a Zombie Horror game make me so tense! 

With my co-writer there were controls and standards of the Zombie Horror we wanted. 
  • One bite, no matter what and it's over, unless you chop of the limb but that still might not work. 
  • Guns and Combat is deadly realistic yet really simple.
  • Other people are the worst monsters. 
  • Sanity and Humanity scores that reflect the decent into terror and madness from seeing the dead rise to eat the living and the loss of family and friends.
  • Super quick character creation in the old school style of play. If your character dies then roll up another in minutes. 
  • A simple and easy to use percentile based system.  
  • There are no super zombies, intelligent zombies of any kind, just Zombie Horror in it's purest form. 



Monday, April 17, 2017

Back to the Dungeon 2nd Edition! Simplified and Stripped!

Plans to simplify Back to the Dungeon RPG are underway!  

The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.   

Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races. 

The simplicity I was going for was obscured by the "just get it finished" mode I was in. 

After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.

I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!

Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.   

I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.

A few tweaks on the Armor rules and the price list. 

Monsters are pretty much going to stay the same. 

It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!    

Tuesday, July 19, 2016

Book 7 Dungeon Alchemy of The Back to the Dungeon RPG is here!

HERE IT IS! Book 7 Dungeon Alchemy of The Back to the Dungeon RPG is here!

Dungeon Rooms! Monster Campaigns and Races! Weather rules and more!

Monday, May 23, 2016

Back to the Dungeon V 2.0 Preview



A bit of BRAINSTORMING on what was sucking about BttDRPG as I tried to make an NPC.


It takes to long with all the damn features.





Time to burn it down!


Much of BttDRPG has been a failure.


Why? Well I went away from the roots of the original RPG and made a clunky game for the players.


While playtesting I noticed than most if not ALL of the features of the races and classes were ignored.


By the players and myself.


SO why even have them in the rules? Why not strip them down to their most basic presentation?


SO here I present to you the new STRIPPED down version of the Races in Book I.





2.0 RACES






There are many races some fantastic and some terrible that dwell upon these worlds other than humans. A few of the nonhuman races available for use as player characters are detailed in these rules. The details included in the racial descriptions below is kept to a minimum so that the players and the Game Master can come up with their own versions of the races. Most other details of the character are entirely the decision of the player.






Dwarf


Dwarves are a subterranean race that lives in homes carved deep into the mountains. They are slightly shorter than mankind but wider and stocky. They are know for their long beards (even a few of the Dwarf women), fine drinks, mining, music, art, and warfare against foul humanoids of the underworld.





Halfling


A race of small folk, half the size of mankind, with large hairy feet, that live on comfortable burrow homes. Halflings are know for their love of music, feasting, drinking, and smoking. Haflings tend to dress very well and be quite civilized.






Human


This is exactly like you are and they are considered the base race to create other races from.









Wood Elf





Deep within the ancient primordial forest live the rare wood elves. Elves are the same size as mankind but usually thinner and delicate framed and have pointed ears. They are skilled in warfare, art, magic, and music.






So there you go. Got rid of all of the modifiers, clunky rules, and the BS and just made it a few sentences of description. So what do you think?






So here now are the four basic classes...














3.0 CLASSES






The class descriptions are formatted in the following manner detailed below. There are many more possible classes and players and game masters alike should make up new character classes. These are the four most common classes: Cleric, Fighter, Rogue, and Wizard






Name: The name of the class being described.


Description: A short description of the character class in question.


Hit Points: The Base Hit Points granted by class plus your Constitution modifier. Each additional level it's only the #D roll plus your Con modifier.






CLERIC


A holy warrior and priest who can use all armor and weapons approved by their god. They also cast divine spells.


Hit Points: 8 + 1d8 per level.






FIGHTER


A person skilled in the arts of combat who can use all armors and all weapons.


Hit Points: 10 + 1d10 per level.






ROGUE


Anyone who practices stealth and thievery as well as sneak attacks. Prefers to use lighter Dexterity weapons.


Hit Points: 6 + 1d6 per level.





WIZARD


Anyone who has learned the ways of Magic and how to harness it's power. Armor is not normally worn by Wizards because it interferes with the casting of magic. Wizards prefer to use a dagger, staff, and sword as these can be tools in rituals but can poorly use any weapon.


Hit Points: 6 + 1d6 per level.










Do you really need anymore description? Of course this is the rough draft but compare these descriptions to my 1.7 versions.


Much more simple and much more to the heart and root of what you need in an RPG.






Roll attributes


Just pick a race and class


Roll gold


Buy stuff


Start playing in less than 5 minutes!






Much of the Game Master's sections will stay the same.






WHAT DO YOU THINK?




Saturday, November 28, 2015

Back to the Dungeon RPG Update Version 1.6

So have you played back to the Dungeon RPG? No? If not then what the hell! I wrote the goddamn game for you!

Here is version 1.6 just for you!

You tried all those other "clones" and have still been left wanting! There is still something missing form your sessions!

You want this Neoclone!

Other games not doing it for you eh?

That ol skew game still left you wanting as well.

This game scratches that itch.

Back to the Dungeon RPG...

It cost FREE dollars!


https://drive.google.com/folderview?id=0BzYaSvmA-OpUQ19PZjV2UmJya28&usp=sharing

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, December 1, 2013

Is the BlogOSRsphere dying off?

Is the BlogOSRsphere dying off? 

It seems to be waning a bit.  Oh there are people who post quite a few times a week but not like it was just a few years ago. It is kinda nice to be able to keep up with the blog post though.

It is very much alive though! 

Some of the main players have stopped posting or have slowed down to a mere trickle. Some have fallen to scandals or have made scandals.

Still every day there is at least something interestingly posted for the love of the game. 

I know that I am here for the long haul whatever that is even though my blog is one of the least of the OSR blogs. 

It seems that the OSR has not really moved forward at all if you compare the post of Chicago Wiz way back in 2011.

Does something needs to happen publishing wise to get the OSR ball rolling again? I don't think that is ever going to happen (save the release of Adventures Dark and Deep but that's just me getting excited about a product that I have yet to buy) again. 

People are still going to publish Retro Clones (Neo-Clone, Simulacrums, Fantasy Heartbreakers, etc.)  but the chance for glory has passed. 

I hope to be proven wrong on that statement but we shall see...

People seem to be very happy with the RPGs they are playing.


What needs to happen that would re-excite (Like it was a few years ago!) the BlogOSRsphere? I think people getting out there and playing and posting about it. 

Some sort of organized play starting on a local level and then possibly becoming state, regional, and then possibly national and posting about it.

TARGA needs to come back. 

Some really good ground breaking home made modules and house rules! 

New race and class options! 

Wait, that still is going on !  

In my area, RPG Gaming seems dead though rumors of groups existing in secretive insular little clans. Old School Gaming locally has a few small sparks but they never seem to ignite. If there is an OLD campaign that has existed since the late 70s and early 80s in my area I don't know about it.  

What to do? What to do?

Wednesday, November 13, 2013

Reedit of the Back to the Dungeon RPG PC Guide Book 1

Hello everyone! Long time no post!

Okay here is my first significant editing of Book 1.

I did not realize how bad some of it was as I had put myself on a schedule to just release a rough draft no matter what.

My current job at 80+ hours a week has slowed down enough where I have gotten time to go over my documents.
  

Still not perfect but...

https://drive.google.com/file/d/0BzYaSvmA-OpUQzdCSm5DclBWbm8/edit?usp=sharing

Hopefully it is a clearer easier read with larger size 14 fonts it should be.
The other books are on their way, I just don't have very much free time right now.

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.

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

Tuesday, August 7, 2012

Hero's Mag: Superions

Another take on my Supers RPG is the Superion version of the game. It is based on a simple skeleton. All Players start out with 10D6 HD AC 10, MAC 10, +1 to hit, 1d4 punch, 10 MPH and 4 + 1d6 Power Points.

All Normal Humans start out with 1D6 HP AC 10, MAC 10, No Bonus to Hit, 1d4 punch.

Now the power points are how many times you roll on a D200 chart.
Yes completely random Superions. Really spits out a character quick when you do it all random.

It really comes out with an interesting collection of heroes and villians.

Evil Superions are called Infernals. They roll on the d200 but also roll on the Oddity/Defect chart. There are 100 items of sick and demented defects and powers or there will be when I am finished.

Here is an example character...

10D6 HD (47 Hit Points)
AC 12,
MAC 10,
+1 to hit, 1d4 punch,
10 MPH
4 + 1d6 Power Points and he rolls a 2 so that is 6 powers/skills/devices.

So here are my rolls and their results!

150. Shrink: You can get very small but keep your HP and Strength.

129. Nullify: Anyone with in Hit Points x 2 in feet has all powers Nullified. Can be turned off on a 10 or more roll.

16. Armor Light: +2 AC

196. Wealth 9: $100 Million

73. Elemental Power Gravity: Graviton Ray 1-12, Control Gravity +5

171. Telekinesis: Roll 1d10. Compare it to Super Strength +6 (Diesel Trucks). Range is 200 feet.

So this guy can shrink, nullify powers, has a natural light armor, is worth $100 million, can control gravity, and is a telekinetic.

I think I will call him Gravitos. A super rich blue blooded Superion. He can fly around the world and make it a better place in his view. Not your heroic type more of an egotistical bastard that loves attention. His power came to him when he was exploring a deep cave and came upon a Superion Artifact. It was a glowing statue that EXPLODED bathing him in Superion Energy. He awoke a changed man with super powers.

That was fun I will make another!

10D6 HD (33 Hit Points)
AC 20,
MAC 9,
+1 to hit, 1d4 punch,
10 MPH
4 + 1d6 Power Points and he rolls a 3 so that is 7 powers/skills/devices.

121. Mechanic: Knowledge on how to fix things +2.

56. Elemental Body Darkness: + 9 AC, has body of shadow that acts like phasing 1d12 damage.

71. Elemental Power Electricity: Lighting Bolt 1-12, Control Electricity +5

20. Armor Ultimate: +10 AC

168. Swim: The ability to swim +2.

104. Innocent: You are shelter from the world and are naive and innocent. -1 MAC

75. Elemental Power Metal: Magnetic Ray 1-12, Control Magnetism +5

So this girl is a mechanic, can turn into shadow, can control electricity, has the Ultimate Armor (the best you can have!), was on the swim team, is an innocent person, and can control metal and magnetism!

Blackout is a small town girl the daughter of a mechanic and captain of the swim team. He powers manifested during a swimming match and she injured many of her teammates. She now travels the country as the heroine Blackout!

Each character took about five minutes to create.


P.S.

Anyway here is the intro to the document...

In the ancient times far out beyond space and time the Superions were born. Not of one race but from a strange mutating energy. The Energy Force called Superion. The force can manifest in technology or in powers of great help or destruction. Their battle is ancient. They have been on our world for millions of years. Every planet Superion touches is forever changed. Such as the story of the reality of earth know as Earth Superion! It is because of them that our technology is far greater than it is Earth Prime. Also the influence of Superion Energy has allowed the solar system and the galaxy to be far more populated.

There are the Superions know as the Infernals. They are the ones that cause great evil upon the world. They come in many forms yet unlike the Surpurnals they are twisted and dark! Whenever they meet a battle is sure to happen for the Infernals believe that all of reality is theirs.

Tuesday, May 8, 2012

Zines 101 – A Quick Guide to Zines

Let's start a Zine revolution.

Zines 101 – A Quick Guide to Zines
What is a zine?

A zine (pronounced “zeen,” like “magazine”) is a self-published, small circulation, non-commercial booklet or magazine, usually produced by one person or a few individuals. Zines come in all shapes, sizes, topics, and formats. Most zines are photocopied, but they can also be printed offset, like a magazine or newspaper. Zines range from handwritten and sloppy to cut-and-paste (text pasted on top of background images) to artsy with handmade touches to produced on a computer with a professional looking layout. Zines may incorporate screenprinting, linoleum cuts, and hand-stitched bindings. Most zines have print runs of a couple dozen to a few hundred copies.
In a zine, you might find typos, improper grammar, and brilliant or radical or just plain honest ideas that you don’t normally see in Time, Newsweek, or People. A zine can be about whatever subject its creator decides upon, or it may contain a variety of subjects and writing styles within the same issue. Zines can include personal essays, political discussions, fiction, craft or do-it-yourself advice, articles about music or movies, comics, poetry, reviews – anything under the sun, really. Zines are personal and idiosyncratic. The best thing about zines is this: There are no rules.
Where can I find zines?
Zines and other underground publications are hard to find or unavailable in stores, although you may be able to find zines in some libraries or at independent bookstores (especially in larger cities). The best way to find out about zines is through word of mouth and networking. There are several publications that review zines, giving ordering information for the zine as part of their review. There are also several online communities where zine publishers network and promote their zines. A few of these are listed at the end of this handout.
The best way to get a copy of a zine is to order it directly from the publisher, who will mail it to you. The asking price of a zine is usually a couple of dollars, to cover costs for printing and mailing. You should check with the publisher for his/her preferred method of payment, which may be cash, stamps, or PayPal. If you are sending cash in the mail you should always hide it well by concealing bills in sheets of paper. Zine publishers usually do not accept checks as payment. Some publishers may also be willing to trade a copy of their zine for a copy of yours.
Another common way to buy zines is through a distro (a zine distributor). Zine distros are usually managed by one person or a small group of people. They buy zines from publishers at a discount and then resell them. Many distros have online catalogs. Buying from a distro is a good way to get several zines at one time. Zine distros may also accept check, online, or credit card orders. Keep in mind, however, that zine publishers (who are usually losing money anyway) get a much smaller cut when you buy their zine from a store or distro.
Why publish a zine?
To see your work in print. To share what you created. To encourage others to be creative. To find and connect with other people who have similar interests. To get mail. To make new friends. To create the publication you always wished existed. To share information. To educate. To change people’s minds. To teach yourself something new. To get something off your chest. To make yourself a better writer or artist. The reasons for publishing a zine are as diverse and unique as the individuals who create zines.
How do I make a zine?
There is no “wrong” way to make a zine. Your zine can be anything you want it to be; it can look any way you want it to look; it can include anything you want it to include.
There are several ways to approach making a zine. A good place to start is to think about what you want your zine to contain. You may want to read other zines first, to see what other people are doing. You may want to decide on the look and feel of your zine first – what size will it be, will it be handwritten or made using a computer – because that can affect how you proceed. Or you may want to jump in and start writing or drawing, and then decide on the look of the zine based on the content.
Depending on how you decide to design your zine, you may need access to some of these supplies: Sharpies, pens, pencils, typewriter or computer with a word processing program, scissors, glue stick, Exacto knife, scanner, ruler, clip art, tape, paper trimmer, stapler. Most likely you will need access to a photocopier.
A few tips on making your zine:
• Give yourself a half-inch margin around the edges of the paper, to avoid having text or images cut off by the photocopier. Page numbers are also helpful (both to your readers and to you – when you start collating).
• Black and white originals with bold lines turn out best on a photocopier. Color pictures, text on top of a colored background, or intricate shading may not turn out well, depending on the quality of the copier.
• Be sure to give yourself time to edit your work. Don’t be afraid to step back from your zine for a little bit. Give it room to breath so that you’ll be happy with the finished product. Once you are really satisfied, then print it.
• The more you do yourself, the cheaper things get. Shop around and explore options; find the best quality for your time and money.
• A zine can be a great place to explore and express your feelings and to say things that you have always wanted to say, but once something is printed and distributed, there is no way to recall it. There is always the possibility that every person you know could see what you have printed. You should believe in and be able to stand up for what you print. The person who creates the publication is ultimately responsible for everything printed.
• Don’t forget to include contact information! However, you should consider getting a post office box for correspondence and a separate email address for your online correspondence. The world is a dangerous place, and it is a good idea to protect your privacy. A pen name can help, but if you are making money off your publication and will be accepting checks, that can get tricky.
While you are creating your zine, you will need to plan the layout. The total number of pages you’ll need to plan content for depends on the size of your zine. If you’re creating a full-size zine (8½” x 11” printed on both sides), your page count needs to be divisible by 2. If you are creating a half-size, or digest size, zine (8½” x 11” folded in half), the page count needs to be divisible by 4. Each piece of paper will have four page segments – two pages on each side, with a margin (blank space) in the middle. Cut this in half and you’ve got a mini-size, or quarter-size, zine (in other words, eight page segments on each full-size sheet of paper).
Here are a few zine templates, to illustrate: Once your zine is finished, head to the photocopier. For small-scale zines, photocopying is usually the most economical way to go. Some machines can collate your copies for you; otherwise, you’ll have to collate by hand. After making your copies, you can fold and staple (or use other binding methods). Then you’re ready to distribute your zine!
What do I do with my zine after it’s published?
Now that your zine has been published, you need to get readers. One way to find readers is to send your zine to publications and websites that review zines. A few of the more popular ones are listed here; more are listed at www.undergroundpress.org/others.html. Be sure to include your contact information and the price you’re charging.
• Broken Pencil, PO Box 203, Stn P, Toronto ON, M5S 2S7, Canada, www.brokenpencil.com
• Punk Planet, 4229 N. Honore, Chicago IL 60613, www.punkplanet.com
• Xerography Debt, Davida Gypsy Breier, PO Box 11064, Baltimore MD 21212, www.leekinginc.com
• Zine World, PO Box 330156, Murfreesboro TN 37133, www.undergroundpress.org
You can also promote your zine in a variety of online communities, such as:
• Zinesters at Yahoo Groups (groups.yahoo.com/group/zinesters/)
• Zine Scene (zine_scene.livejournal.com) and Stolen Sharpie (stolensharpie.livejournal.com) at Livejournal.
You may want to send your zine to one or more distros for consideration. Be sure to visit the distro’s website or contact the distro’s owner to see what kinds of zines they sell, whether they’re currently taking new zines, and requirements or other details. A good list of distros, with links to their websites, can be found at ZineWiki (www.zinewiki.com).
Where can I find more information?
Stolen Sharpie Revolution is a do it yourself (DIY) guide to zines and zine publishing, including tips about photocopying, binding, layout, zine etiquette, dealing with distros, etc. $4 from Fall of Autumn, PO Box 254, Manhattan IL 60442, www.fallofautumn.com.
ZineWiki, www.zinewiki.com, is an open source encyclopedia about zines, zine distros, and other related topics.
Zine World’s website, www.undergroundpress.org, has event listings, a list of zine libraries and infoshops, how-to articles, and links to many other resources.
Zinebook, www.zinebook.com, has articles on zine history, legal issues, how-to advice, and more.

This resource was published by Zine World, with information compiled from Matt Holdaway’s A Student Guide to Zines
and Alex Wrekk’s Stolen Sharpie Revolution. Last updated: June 2007.

Saturday, April 28, 2012

More Free Form Thoughts

Free Form Role Playing....

The NOVEL RPG Rules or lack there of.

A horror to most gamers. No attributes, Hit Points, Skills, Feats, and any other trappings of a RPG. Just the descriptions taking place of the attributes and descriptions taking place of all other aspects of the game.

Just a simple D20 roll with a game master deciding what the difficulty is from what you described on your character sheet.

Combat is easy with damage decided on how well you roll considering the weapon combined with attack ability and your described defenses.

Character are so easy to make. For instance...

Angelo the Poet
A fairly average man with dashing good looks and a great skill for poetry. He is always in the wrong pace at the wrong time. He carries his father's sword and his mother's locket. He is a homeless wanderer whose luck is slowly running out.

There will be more detail as time goes by.

Opinions! Could you run or play a nearly free form RPG or is it too hard to wrap your mind around it?

Thursday, April 12, 2012

Hero's Mag Graphic NOVEL RPG PArt II

Here is Das Link.



https://docs.google.com/open?id=0BzYaSvmA-OpUV0pVTmZjTUlVRk0

Sunday, April 8, 2012

[Novel RPG] A even more simplified concept.

I am trying for a Nearly Free Form Game concept. I have discussed this concept before in the past and have tweaked it a bit. In play testing this game really flowed. Many of the rules lawyers I know would not touch it for some reason.

When you want to do something you roll a D20. The higher you roll the better the outcome. How high you need to roll is determined by your described skill and the amount of difficulty assigned by the game master. A natural “1” is a complete failure and a natural “20” is a complete success. I did have a clunky chart that I have since gotten rid of.

WRITING INSTEAD OF ROLLING A CHARACTER:
When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exist “outside” the game itself. The players write up Characters and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is.


First chose a power level of your character.
Depends on the setting...
For example...
Is your character the most badass swordsman of the realm? Is he a weary smugger on the lost galaxy? Is he a powerful super hero that can fly, lift trains, and is bulletproof?


Third elaborate on the character's concept.

Here are a few guidelines called the 8 Ms. Discuss the 8 Ms of the character concept if they are above or below average. If they are average then don't waste your time describing them.
-Might or how resistant to damage and harm.
-Muscle or how strong you are compared to an average human.
-Moves or your agility and speed.
-Mind as is how strong mind is and will power.
-Manipulation as in your personality and manipulative ability.
-Martial as in your raw brawling ability.
-Missile as in your accuracy at ranged combat.
-Mystical is your intuition and ability to manipulate arcane forces.
What is his physical description? What is his personality?

Forth discuss your Powers, Abilities, Devices, and Skills.

How powerful they are and what they do. It's fine to add an array of powers, devices, and abilities just don't go overboard. What do you have equipment wise?

Fifth is background.

Does your character have a life other than super heroics? What does he do for a living? What hobbies does he have? What is his social status and wealth? Many of these backgrounds will provide skills and abilities that may provide useful in some game events.

Sixth is Mental and Physical Condition

Does your character have a bad back? Is he afraid of the dark? Has he an addiction to drugs? Is he completely healthy? All these are noted on the sheet. This is also the area where you note damage from combat. With no hard numbers there are no hit points just descriptions.

Seventh is Possessions and Wealth

You and the game master get together and discuss your hero's possessions and wealth and then your income as well as personal items such as a home and vehicles.

Eighth guideline is all these “rules” are just guidelines! The point is to have fun!



Game Master Section

If a character tries to do something and is able to do with ease the charter succeeds. If there is a pivotal time in the adventure the Character rolls on the chart. The roll is not modified in any way. The result is read from the vantage of the skill of the character. For example if a skilled person and an unskilled person both roll an 8 it would mean different things for each Character. A skilled person may have his result described far better while an unskilled would not have done as well. A bad roll is not always a failed attempt to do something. It also can be a change of plot against the positive flow of the Story. This is actually a good thing as it makes very exciting stories.

Combat

Each player declares what they are doing based on their descriptions and power levels. Each player rolls and attack and defense plus any other rolls they are doing. The higher result usually wins unless the other player pulls a cool stunt or is just far more superior.

Damage is judged from the weapon used, the protection offered from cover, armor, and stamina and the result of the Plot Roll. Make it dramatic!

The effects of combat can be very detailed from a detailed description of each body area to a simple Uninjured, Scratch/Beat Up, Injured, Severely Injured, Incapacitated, and Dying. It all depends on how you want to run the game.

It is up to the players and the game master as well as the dice to figure out where your character stands. Mental states can be done this way as well.

You have to decide how much damage or effect was done according to the power and skill level described in the characters text minus any relevant defenses.

Wednesday, March 7, 2012

Back to the Dungeon Zine Part III

Getting closer! It's going to be 44 pages long. Can't fit the second level that will be next zine depending on response. Got to add treasure according to LL/AEC so the chart is generous.

Friday, October 7, 2011

Edition Likes and Dislikes

What do you like about...

1. OD&D
2. Basic D&D
3. AD&D 1st
4. AD&D 2nd
5. D&D 3rd
6. D&D 3.5
7. D&D 4th
8. Pathfinder

What do you dislike about...

1. OD&D
2. Basic D&D
3. AD&D 1st
4. AD&D 2nd
5. D&D 3rd
6. D&D 3.5
7. D&D 4th
8. Pathfinder

I want to know what you like and dislike about the different versions of the game.

Sunday, September 18, 2011

Return of the Heroes

Return of the Heroes

So what is a Return of the Heroes? It's the game to get some of the old group back together as well as invite new ones. First of all you need to have everyone recollect their favorite characters or a combination of their favorite characters. Give them 6050 XP and start (re)making characters. You could also make the players the children of their favorite characters! Tell them to not buy equipment as you the DM will make an equipment list for them. Give them a minor few magic items and such.

Next start with the adventure. Try and reuse or rehash old villains (or the children of the villains). This automatically makes the party join together and be ready to fight. Remake and expand you dungeons of old. Really go all out on this.

Ronvug that evil wizard is now a Lich and he has many minions out there! The players will have to get more powerful to defeat him!

Deep in the the wilderness in the middle of a caravan attack is how it needs to start and the goal is the Tavern in the small walled keep or town!

Where were the characters coming from? Were they at war or on a quest that required them to all separate and years later come back together?

Now they have all received a summons to return to their old meeting place. They have heard dark news that their old enemy (or his offspring) have returned.

It is a time for the Return of the Heroes!