Showing posts with label sandbox. Show all posts
Showing posts with label sandbox. Show all posts

Sunday, November 29, 2020

The Neverending Drachenschwanz #1

 

The Neverending Drachenschwanz #1

SIMPLY PUT!

This might be the greatest RPG FKR Zine ever written! 

https://www.docdroid.net/l8Dy11z/the-neverending-drachenschwanz-1-pdf



Sunday, May 26, 2019


                                                     Tales from the Green Dragon Inn

I took the RPG Tinkerage's advice and streamlined the rules to a more narrative set of rules. I hope you like this version.

Friday, August 31, 2018

It's called Axis Mundi and it's a Virtual World. Post 2.0

It's called Axis Mundi and it's a Virtual World.

The world is not pay to play. One can go far without ever spending a dime. One can actually make items and sell them in  transactions. Any sell, the Axis Mundi corporation gets a percentage. One can also do pretty well if they spend.

Obviously one gets far more if they actually pay but the VR world has to be worth paying for.

Avatar Builder - You can build your Avatar, pick one, randomize one, or buy one.  You can put your Avatar up for sale if you wish.

Your Base Life of 100
Your Base Armor of 0
When you go to 0 Life you are Xed.
In some worlds there is a RESERVED Xed status where you respawn after taking X amount of damage. That way you don't have to loose all your COIN.
You heal  slowly.
Stim/ Potion/ Bandage heals 10 and they pop up as well. There are also Coin based heal stations. You respawn in your last spot you slept in or at Spawn Point.
You have an ID card that you can show if you want.
There are no floating names above the heads of the other players. You won't know if it's an NPC, Mob, or Player.

You also have Karma. Doing good deeds gives you positive Karma and doing bad deeds gives you negative Karma. No limit to how high or how low your Karma can go. The lower the Karma, the less places you can go. Positive/Negative Karma may allow you special permission to do certain things.

Everyone starts off in the Nexus. The Nexus is like a giant convention center and hotel. Here you get your first room. It's free but you can get upgraded apartments. A group can pool resources and get a gaint apartment. You can also build you a home in the Build Worlds as well as buy prebuilt houses. You can decorate the place with your spoils. Lock your doors. From the Nexus you can go to any number of worlds. You better not start trouble here as the Sentinels will instakill you and leave you and your stuff in a pile. They will give you warning.

You can start off by going to a mine world and getting some stuff to sell. You can get a loan and get into debt. You can buy coin with real world money.

Axis Coins - Everything you kill or mine gives you coins.  You can make stuff and get coins.
You can X another player and get the coins amount of damage that you have done to them. Run away if you can. If you are totally Xed, you respawn at 100 Hit Points.
You can stash equipment and coins in Banks or in your Home.
The Axis Mundi coin is an actual cryptocurrency. You can loan another player Axis Coins.  You can buy Axis Coins as an investment.

Inventory Slots - All starting players have an inventory. It's small but you can expand it with Coin.
Basic Weapons
Fist and Foot 5 everybody has this.
Club 10
Staff 15
Bow and Arrows 15
Slings and Stones 10
Pistol 10
Revolver 15
Rifle 20
Shotgun 25
SMG 10
AR 20

The weapons list can be huge. One can create their own weapons.

Devices and Powers Examples:
Stealth - Allows one to sneak and blend in.
Teleport - Allows one to instantly travel from one place to another.
Fly - Allows one to fly.
Swim - Allows one to travel underwater.
You have to buy a Mana Pool if you want to use Powers.

Vehicles and Ships:
If you got the Axis Mundi Coin then you can build what you want.  There will be of course generic cars.  Here is a list and Hits
Car 300
Cycle 100
Boat 200
Jet 300
Zepplin 500
Starship 200-10000+

Of course one can put weapons onto the vehicles.

Different Worlds

Mine Worlds - you can mine these to get material to build.  IT would not have as many options of material as some games but the basics would be there. A few Artifacts hidden about.  Watch out for claim jumpers and robbers.
Day/Night
Mobs

View Worlds - World's that looks good and you can just hang out in them. Many of them are reproductions of real world places, such as clubs, churches, ECT. You can't mine or destroy View Worlds.  Some have no PVP or PVP Arenas but you don't actually get Xed. You can bet on each other. 
Day/Night
Mobs Possible.

Build Worlds - Empty world's that one can claim and build.  One must defend their claims.  Some are flat plains, others are wilderness. One can build cities and form nations.
Day/Night
Mobs Possible

MARKET Worlds - Worlds where you can buy, sell, and trade anything.  One can also set up shops and factories. You will need NPCs to work them. There are Sentinels in the controlled areas. Don't wander off into the Slums unless you can really take care of yourself.

War Worlds - Various worlds that are at a constant state of war 24 hours a day. Full of Artifacts. One can build on them as well. Can be ground, water, sky, and space.

Mega Dungeon World- A giant neverending dungeon of death.
Full of monsters and traps. Lots of crawling and ducking. The deeper you go, the more difficult it is. The lower levels go into hell itself! Full of Artifacts and Coin. There will also be areas to build your own.

Themed Worlds - World's that have different themes and some weapons and/or powers won't work in those worlds.  Different themes such as Fantasy, Steampunk, Horror, Science Fiction, Modern, Ancient, Post Apocalyptic.

Forbidden Worlds - World's for 18 and older content. Nothing is forbidden. All scum and slum and full of danger.  All functions and features work here but one can be Xed. Only go in large groups and/or with lots of weapons.

Day/Night
Mobs Galore

Mobs
Different Types - These are the generic stats of minor monsters that lurk the different worlds. They can be different creatures in different worlds.  They are listed with Hit points and damage. Damage may be ranged. If it has +Ranged, it can attack physical and ranged.  If you encounter more powerful Mobs, run away until you can handle them.  If you Karma is at -2000, they consider you friendly.

Minions 10/1
Thugs 20/2
Stealers 20/1 plus steal coins.
Drainers 30/5
Zappers 30/5 Ranged
Soldiers 40/5
Healers 30/1 Heal 1 a second.
Strikers 30/10 Sealthy
Exploders 50/ 30
Titans 100/20
Blasters 50/10 Ranged
Destroyers 200/30 + Ranged
Devastator 500/50 +Ranged
Master 1000/50 +Ranged

Each one of these above will look different on different themed Worlds and may have different powers and effects.

Fantasy
Steampunk
Horror
Science Fiction
Modern
Ancient
Post Apocalyptic

NPCs

They go along with their lives, multiply, and grow old and die. An average NPC lives only about 5 years if not killed before that.  NPCs must be treated well. They can fix your buildings and produce items in factories. They can be sent to gather material if on a mine world.

Commoner 20/1
Teen 10/1
Kids 5/1
Elderly 10/1

Combat NPC
Guards - Weak security. 40/5
Ranged - Ranged attack 30/5
Troop - Powerful security.  50/10
Medic - Will heal the wounded. 30/1
Merchant - Will sell you stuff.  100/20
A.I.  Girlfriend/Boyfriend - Can meet with them and start a relationship. Becomes A.I. if you raise relationship to that level and buy a promise ring.  They may have A.I. Children. Be sure to protect them as they can be kidnapped and ransomed. They can live up to 10 years.  50/5

Have cards one can buy instead of just online sales. Have free to play but also different levels of membership.

Keep it simple for the player.

Saturday, February 3, 2018

Vanadorn's D&D Campaign.



Vanadorn's D&D Campaign


IF you can't play then it's good to read about people's campaigns who are ongoing. Vanadorn doesn't beat around the bush. The tales from these two different groups is really some great stuff. It's one of those obscure blogs with a few followers that deserves to have a look taken at it.  I would suggest having a few pictures from the sessions and possibly a character profile or two and some art. Give his site a like and follow! One day I will take a longer look with a good bourbon on a rainy day. 

Sunday, January 28, 2018

BACK to the DUNGEON Role Playing Game: The Races: A few Examples and the Old School/New School Combat System...

A few Races...

Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.





Halfling
Attributes: Str -4, Dex +2, Con -1, Wis -1
The Wee Folk are a short race that lives in comfortable
burrows. Most Halflings prefer the simple life and
growing old and fat eating their six to eight meals a
day, smoking tobacco, various weeds, and drinking heavily
late into the night. They stand more than half the height
and weight of mankind (Though non-adventuring halfling
can get very fat) with the more isolated halflings being
smaller and live around 120 years. A halfling adventurer
is a rare thing.
• UNDERFOOT: Halflings get +1AC and can hide better due
to being small. They are found of farming,
gardening, fishing, and crafts.
• TUNNELCUNNING (WIS): Halflings live in dirt burrows
and hills and can detect weaknesses such structures
made of dirt such as dirt caves. They are not
particularly warlike but can very ferocious when
threatened.
• SLINGER: Halflings are experts at slings and thrown
rocks and do one dice higher in damage.




Human
This is exactly like you are and they are considered the
base race to create other races from. They have no
modifiers to their attributes. Humans have the ability to
survive. The get to re-roll one death save they fail once
a day per five levels.



Wood Elf
Attributes: Str -2, Dex +2, Con -2, Cha +2
Deep within the primordial forest live the ancient wood
elves. Elves are the same size as mankind but usually
thinner and delicate framed and have pointed ears. They
are one of the many races of elves but in the entire elf
race is fading. They live in communities high in the
ancient trees singing their ancient songs in giant tree
house cities. Elves live thousands of years and only die
from violence. At around 1200 years old they go back to
the wilderness to become one with nature.
• WOODWISE (WIS): Wood Elves are wise to the way of the
woods, survival, and stealth in the wilderness.
• ELFBLADES: All elves are trained in swordplay and
archery regardless of class.
• ELFFOOT (DEX): All elves can move silently in the
wilderness or forest.
• TREEWALKING (DEX): Wood Elves can tree walk. That is
the ability to walk from tree to tree as long as
there are limbs. Clever elves can apply this skill to
other uses.
• FEYCHARM (CHA): Wood Elves can use their Charisma to
fascinate and allure other races. This is especially
so when they sing or recite poetry.
• MAGICEBB (WIS): Wood Elves can use their Wisdom to
feel the ebb and flow of magic and fate but only in
the vaguest of visions. Only those of very high level
have the full foresight. All elves see the material
world dying and it makes them seem distant.
• ELVINACCURACY: Wood Elves have Elvin Accuracy which
means they can re-roll one miss per battle.
• ELFSIGHT (WIS): Wood Elves have incredible vision and
can see ten times farther than a human and can see
quite well in moonlight but not complete darkness.
Wood Elves are really good at finding hidden or
concealed doors when they are actively searching.
• ELFWILL (WIS): Wood Elves are immune to paralysis
caused by undead such as ghouls and are very
resistant to charm and sleep




The Old School/New School Combat System

7.0 COMBAT

1. Determine Surprise.
Determine if the different sides notice each other by
rolling a D20 against the unaware party's Passive
Perception which is their Wisdom bonus +10. IF the
unaware party does not notice the attacker then that
party is surprised and their enemies get a free round of
attacks.


2. Initiative.
Each character rolls a D20 + Dexterity Bonus + ½ their
Level or Hit Dice. Highest roll goes first. Combat goes
in that order for the rest of the combat. Groups of
monsters or troops may be rolled for collectively to save
time. One may delay their attack to a go at a lower
Initiative number but they are now at that lower number
in the Initiative.


3. Roll to Hit.
When one wants to attack one rolls a D20 plus ½ Your
Level or Hit Dice, plus Strength Bonus for Physical
Attacks, Dexterity Bonus for Light Physical, Ranged
Attacks and Spell Level plus appropriate attribute for
Spell Attacks. A natural 20 does Double Damage and may
have other effects depending on the Class. A 1 means the
player gets disarmed, bowstring breaks, gets tripped, or
gets pushed back five feet. Any Dexterity bonus (or
penalty) is added (or subtracted) from the Armor Class.
Magic is detailed in the magic booklet. Monsters attack
with 1/2 their HD total round down plus any other bonuses
as noted in their descriptions.


4. Roll for damage.
If one is hit then damage is rolled as followed. Remember
to add Strength (or Dexterity) Bonus to Damage (or
Penalty but at least 1 point of damage will be done.)
Subtract the damage from Hit Points. When you are at half
your hit points you are considered Bloodied and this may
allow for special conditions to occur. When you get to 0
Hit Points you are knocked unconscious. Below 0 you must
roll 10 plus the damage below 0 every round as a
Constitution Save. If you fail you die. If someone heals
you back to at least 1 Hit point you become functional
and back in the fight. Subdue damage only knocks out
another opponent. Monsters and NPCs die at 0 Hit Points
or less.


5. Try new things!
You can try anything in combat other than just hitting
and doing damage! Try making your opponent fall down or
be blinded by throwing things into their eyes or whatever
you can think of. The Game Master makes up these rules on
the spot and most of the time the difficulty is raised.
Try Combat Extremes! Charging, Tripping, Sundering
Weapons, and Pushing an Opponent. The Game Master sets
the difficulty for you such as adding up to +4 to the AC
of the monster to be hit to do such things. Many times
giant sized monsters can hit multiple opponents in one
swing. Game Masters can and will make up rulings as they
go.


6. Healing
You heal one point plus your Constitution bonus times
your level per day. Subdue damage is healed at the same
rate per hour. Regardless of modifiers you heal at least
1 point per level per day/hour.


7. Other Combat Modifiers
Two Weapon fighting -2/-4
Flanking +2
Invisible -4
Prone -4
Cover +1 to +5
Higher Ground +1
Afraid -2
Shooting Into Melee -4
Tiny +2AC
Small +1AC
Large -1AC
Huge -2AC


8. Extra Attacks
Every 6 Levels or HD one gets 1 additional attack unless

otherwise noted.


Next Post will be over the Monster Rules.

Sunday, July 2, 2017

DUNGEONPUNK CHARACTER SHEET

Being a DUNGEONPUNK you are in a world of backstabbing and deceit. How does one get out of this life? By adventuring in Dungeons and Ancient Crypts! Dungeons and Ancient Crypts are found everywhere. There most likely is one below the city, but if it has already been found then it's most likely looted.They go deep and have their own rules. For some reason the creators of dungeon always filled them with traps. What sick mind would do that? One who wants their treasures for themselves even if they are dead. That won't do. So what kid of traps are there? A game master can never stop making them up. Pit traps (with spikes, acid, boiling oil, flaming oil, etc.), darts, blades, heavy objects, traps, chutes, gases, poisons, alarms, magical effects, and whatever you can devise! Monsters are everywhere in dungeons. IF a dungeon has an empty area then it's trapped or there is something worse than a normal monster. Humanoids, evil cults and the undead tend to stalk dungeons as well as weird lowlife creatures such as giant insects, worms, slimes, and oozes. Dungeons undiscovered and not looted are full of gold and treasure. Remember that there are Magic Items that rule and suck. The Game Master should make up different magical rings, necklaces, belts, potions, scrolls, weapons and armor. Many magic items have a mind of their own and an agenda. Magic items of the lesser sort are part of everyday life. Items like magic lanterns, magical doors, pumps, and elevators. Beware! Anything of value can be treasure. An old book may be worth more than a pile of gold. A DUNGEONPUNK takes advantage of the situation and succeeds where other fail. Beware of cursed items as one cannot get rid of them easily. All cursed items have an agenda and that normally means you might be used and die in the process. Try and give them away or even better sell them to someone who sucks. Let's not forget that swords can fail you, stealth can fail you, magic can fail you, and even the gods can fail you. Always have another plan and an escape route. When you run out of Destiny then you are at the mercy of the dice and the dice hate you

http://www.drivethrurpg.com/product/211061/DUNGEONPUNK-Character-Sheet

Tuesday, March 21, 2017

Graphic Novel: A Free Form Supers Role Playing Game UPDATED ART EDITION

 Just $4.00 for the PDF!
Here is the new cover!

A few pieces of art.


Houston home of The Southern Knights


http://www.drivethrurpg.com/product/195434/Graphic-Novel-Freeform-Supers-Role-Playing-Game

Monday, December 5, 2016

Can't Seem to Make Gaming Happen.

Been down lately. Real down. My main stress release is gaming but that does not seem to ever happen. I also seem to be the only Game master for Fantasy Gaming. Tried to collect a few other Fantasy Game Masters but they have failed to produce (even though many have claimed to be really good game masters.) or don't want to do it. I have tried for years to start an expeditionary campaign of old using Back to the Dungeon RPG which shares the workload between game masters but it never seems to happen.

You know when you are really on target with an adventure or module you write. You know when one is kinda half ass and sucks. Especially if you have been gaming since 81 yet my well written games lack fire. I am getting burnt out as a game master as well.

I can't really explain it other than many of my players are non adventurous adventurers.  I am not a killer GM but they are careful to the point of making the game boring at times.

They take NO chances save a few of the characters. One adventure (one claiming to be one of the best GMs in the world in his younger days) even suggested that the party go back to town because the dungeon was dangerous.  

The party tends to not go the way of the adventure such as exploring a mountain in the distance that has nothing to do with the adventure or is a separate part of the adventure. Even throwing in blocker monsters does not stop the wandering. 

People also don't always show up thus screwing up the continuum.

My terrible schedule also lacks any consideration for life. Around the middle of this year I worked almost 2 months straight then another month. I am about to work almost 4 months straight once again. I am afraid that may gaming group will die. 

Monday, May 16, 2016

Musings of a Mad Wizard Gamer.

Not going to shelve the game. GM burnout with bouts of creativity THEN bouts of doubt. Version 1.7 is going to stay for awhile longer as I just want to make modules and maps. Not as organized as I would like , but was the original game not a total mess? I fixed and streamlined the problems with magic (see document) on spells per day and such. In earlier version casters could cast so many spells that it made it hard to keep track of. That has been fixed. It is the game that I have always wanted to run. It has that simplicity of rules that allow one just to create with a few of the modern options pegged on. 



Was greatly inspired by stories of how they were first forming Blackmoor and then Greyhawk. Have also been inspired by Ed Greenwood's stories of his forgotten realms. The Ryth Chronicles also has made creative juices flow. Stories of the West Marches of Ars Lundi. The Dark Ages Campaign of Chogowiz. The Watchfires and Thrones campaign of Micheal Curtis in The Archive of the Rotted Moon. Philotomy's Musings of the Mythic Underworld. I want to create really cool worlds. Starting small and then continuing on. My Little Barony, Raven's Keep, and the megadungeon The Black Stairs is going on 7-8 years old now. I have ran it using Swords and Wizardry, OSRIC, LL/AEC, Pathfinder (too much work!), and finally Back to the Dungeon RPG!

The maps and the stories are about to expand! I have decided to flesh out my world a little bit more. 

Sunday, May 10, 2015

Stranger Gamer


The Stranger in Saint Antonio
He walks in and finds some friends. Gamers like him who let him hang out. A stranger once a young, a gamer now old and from out of town. 

They play their games that groups of players do. Complicated and confusing the new and improved games are. The stranger knows rules old and new. He understands them all. The theory the goal of the rules. Most crush themselves under their own weight. 

The players could be having so much more fun! Stop and look at the book, stop and look at the book! Stop and look at the book, stop and look at the book! Stop and look at the book, stop and look at the book! Less play but a rule for everything! Stop and look at the book! The poor game master looks tested.

The stranger now older and wiser offers them a glimpse of the olden days. Something that was magical and simpler yet elegant. He offers them a real test of wits! An adventure!

An ancient city teeming full of adventure. A giant dungeon full of secrets, monsters, and deadly traps! The stranger exclaims with very much excitement and charisma! 

The younger gamers only versed in the new ways look in wonder! They are taking the bait! I can now run the game they way it is supposed to be! They did not seem to be having any fun their way.  

The older jaded gamer in their group says “Nay I am tired of standard fantasy gaming. Thanks but no thanks”. The younger gamers follow! Not knowing as their mentor and hero speaks to his way of gaming. Never getting to try out Old School.

A few of the older gamers also in following say “not interested in the old school thing” as if it is a disease! They too are followers. If the stranger could just show them once! Their mentor seeming satisfied and wanders off with his following.   

The stranger is once again disappointed but this is nothing new. Many days and nights of adventures lost to stubborn players back home who only want to play the new complicated rules yet they can't run them. The stranger can but take no joy in running overcomplicated crap. 

The stranger post upon the winds that he is here and a few old schoolers reply. Some out of town and some reply and ignore. The stranger is saddened. He sees his time is short in the city. 

They do not reply. His weekends go by. Alone a stranger in this city. A kindred spirit of these other gamers yet they do not invite him or they have something other to do. Others are too far away. 

Now his time has ended in this city. Here the old school is as dead as it is back at home. He solemnly puts his books up and stashes his dice bag. He will not miss this city as much as he thought. 

The stranger writes this before it happens. All of the old schoolers say READY TO GAME as he leaves the city. But alas it is too late! Eldrad the Wizard is gone and is no more...


None here in this city will get the chance to adventure in his world as told by Eldrad. A world in need of brave foolhardy adventurers...  
In a Little Barony far far in the Western Frontier...

Year 2012
EW

Saturday, April 4, 2015

Expeditionary Campaigns: Final Thoughts...

A set of rules conducive to quick play and ease to create. Stick with one set of rules. Steal ideas from other rules! 

What I am talking about is simple.  Many of the modern sets of rules, even though great in their own way, would crush an Expeditionary Campaigns such as the one we are suggesting. The reason so many groups became so large is the rules themselves were so simple that they could facilitate such huge growth. Notice that there are huge societies today with huge numbers but due to the rules, mostly the publishing company releases the adventures. Is this the main factor that the huge multiple game master and huge player groups don't happen anymore? 

My rules Back to the Dungeon RPG were written with the Expeditionary Campaign in mind. Check them out if you have not. 





Plans for economics and politics.

Have the groups form economic and political intrigues between each other. Another group could be sabotaging the wheat and dairy production, not for war but for economic takeover of the industry and to gain power over another nation without a drop of spilled blood.  Does the kingdom upstream have the right to dam up the river to flood his crops each year? Why are hunters from the next kingdom hunting in our nation's forest? If characters of are royal blood make one character in another group heir to the king IF the current character of noble blood in the other group dies.  






Plans for warfare!

When the talking fails and the victims of economic schemes become tired of victimization, war occurs. Make the wars good and deadly. Make them suck. Make things precious destroyed. Many times wars in the past took place in a battlefield and there were rules of engagement. This may or not be the case. 

Saturday, March 28, 2015

Expeditionary Campaigns: Getting Started



Ingredients... (At least the first five)

Multiple Game Masters all local. At least three to start. Have to be really good to excellent Game masters! 


So you have to go out and look for these. You may already know who you want. Make sure and exclude anyone who is a negative ninny. They will come begging to join later. You can start out like a council having the originator of the idea the Leader or more like Project Manager to keep things going.  No end of the world scenerios unless everyone agrees. Keep threats fairly local. 

Multiple Maps that connect between the Game Masters.


Start with one map. Everyone who is a Game Master needs to work on it. Keep it small like one 8.5 x 11 with one inch equaling 20 miles is a suggestion. As Game Masters are added so are single page maps. Start from inside and go outward. Never try and make a whole world and then back fill it! Each Game Master gets the other to help fill the different maps. Multiple maps, stories, campaigns!     

Make competition between players and parties!

Very important as the games progress that each Game Master has different parties between them. Use the in game calendar  for travel times and such to see if a character can even be in certain areas if not using teleportation gates. Be strict on encumbrance and food rules.

Video Game like awards and trophies! 


Be creative and make up many awards and such. Steal from video games and any other source. Awards can also be weapons and titles as well as lands.  

Multiple groups of players that can interlock. 


At first keep them somewhat separated and only hear tales of these other adventurers.  As time progresses have grande adventurers where the heroes meet to work together or against each other. Warning hard feelings can occur so coaching is suggested.  

Saturday, April 19, 2014

Back to the Dungeon Zine for LL/AEC Issue 5 released today!

BACK to the Dungeon ZINE

Issue 1.1

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

Issue 2

https://docs.google.com/file/d/0BzYaSvmA-OpUcWpVRDJNY3RXcUU/edit?usp=sharing

Issue 3

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

Issue 4

https://drive.google.com/file/d/0BzYaSvmA-OpUSE5WTHprSW5NUWs/edit?usp=sharing

Issue 5

https://drive.google.com/file/d/0BzYaSvmA-OpUTFNuRHhtQ2I0LW8/edit?usp=sharing

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?

Saturday, May 25, 2013

STARCLADS 2d6 Rules Light Simple Science FIction RPG PDF Rough Draft Play Test.


STARCLADS 2d6 Rules Light Simple Science Fiction RPG.

https://docs.google.com/file/d/0BzYaSvmA-OpUSXRjM1AtbDIwb00/edit?usp=sharing

It is in a very rough draft form.

So simple to make Sci Fi Adventures!

For example here is a character made in less than 5 minutes.

I roll for Might, Moves, Mind, and Manipulation 1d6+3 each.

Might 6
Moves 6
Mind 6
Manipulation 9

I kinda like this guy. He is faily average in the physical and mental but he is quite a manipulator.

Maybe I could make him some sort of entertainer? 

Entertainment – You are a star of stage and screen. You are some sort of
entertainer. You have a fancy wardrobe and live a life of luxury. Most
Entertainers are owned by their Corporate agent and are on a life provided
by the corporation. You don’t pilot or drive as the Corporation provides all
this for you. You only stay in fancy hotels and apartments provided by the
Corporation.
Starting Equipment: Many Sets of Fine Clothing, and 5000 credits


Nah maybe a diplomat or blind face of a local planetary government? 

Bureaucrats – Bureaucrats are the living red tape or lubricant of any
government system. They can be very helpful if motivated. Most are
untrained in any sort of combat.
Starting Equipment: Suit, Hover Car, Comlink, and 1000 credits.


Hell money is power and the Corporations have it all! New nobility of the Sectors!

Corporate – Corporatist are the movers and shakers of the universe. They
are the managers and supervision of the corporation s that employ everyone.
They don’t tell people how to do their jobs they tell people to do their job.
Fine suits and high living is the way of the Corporate. Corporations in
STARCLADS are ruthless cutthroat operations that act as governments unto
themselves. Most starting Corporatist have no combat skill but they gain
some throughout the years.
Starting Equipment: Fine Suit, Luxury Hover Car, Comlink, Translator,
Laser Pistol and 5000 credits.



So I make him a corporate. Cool. I could have just made something sles up and went with it. Me and the GM could have picked out the appropriate equipment and just got started playing.

Monday, December 24, 2012

Well it's time to start adventuring in BttDRPG

I have split the documents into five booklets totaling 104 pages that if made into fold over booklets only takes 26 pieces of paper and you have a complete (in playtest form at least) RPG.

I am going to concentrate on making a few simple dungeons and adventures and let the chips fall where they may.

All I have to do is get a few people to play it from both sides of the fence at one table.

HEH!

Book 1 PC Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUUmU0Ym4tbS0zZVE

Book 2 Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUV3hJRVU3Q012N3M

Book 3 Monsters
https://docs.google.com/open?id=0BzYaSvmA-OpUX2p1d24xMUJKRGs

Book 4 GM Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUYTA2LURxck5TMkk

Book 5 PC Guide 2 Additional Races and Classes
https://docs.google.com/open?id=0BzYaSvmA-OpUdWh3RGtjYzJFdEU


SO print these out in booklet form and fold them over and read them.

If you decide to play it then let me know how you enjoyed it.


Friday, August 17, 2012

Classic Fantasy Role Playing Game: Update

Well I am back to having thoughts of releasing the rest of my CFRPG.

It's like 99% done but after the Word Processor Formatting Demon Possession Problems I had I kinda gave up.

The announcement of D&DNext was kind of a bummer but at the same time I like what I see but I also just am not excited. Maybe it's the few thousands of $$$s they already got from me.

I dunno.

I need to get my Neo-Clone out to the world as a personal quest as there have been a few members of the "community" that have naysayed your good and kind Eldrad.

I stayed classy and did not respond in a FuhQDiK but I should have. I will not say whom but it still bugs me although a long time ago.

BUT I must say the rest of the "community" is the cat's meow! Except for a few that never...Oh never mind.

I am so close but this gamer's block that I have! BUT I must admit every time I look upon an old D&Dish type game from modern to olden I get bugged.

The oldens and the clones the same (some say stupid) restrictions that hamper role play.

The modern the same overcomplicated CLUNK that hampers role play.

"Uh yeah my Half Unicorn Vampire Half-Dragon Were-Bulette Lich with a Shirley Temple Template Fighter Thief Death Wizard Exotic Dancer Uses her or his Damper Jet Plane Feat and does a five foot step and warps back in time using his Alter Time Space power to get an opportunity attack with sneak damage ans critical hit because he is a Quadruple three weapon specialist. That's a uh 4+7+16+93+1d20! I roll a uh 234 yeah! WHadda ya mean you have a reverse megaton feat??" Pages are flipped the rest of the night looking for the rules! LOL!

The solution?

A game as simple as the classics but with SOME of the options of the new BUT without RULES bloat.

Easy to Run and Easy to Play!


My Game! The one that had very little to no response from the OSR Blogger world due to way too many games bloat form the OSR but at least they are mostly all free!


BUT it would be argued by a few that I am wrong! Some in the OSR like the restrictions!

Many if not most of the New School don't even pay attention. LOL!

"We only play 4th Edition"
"We only play Pathfinder"
"That old stuff is OOKIE! Stuff!"


Forgive them Gods of Gaming! They know not what they do! OR maybe it is I that does no know! LOL! I am going to bed.

Tuesday, April 3, 2012

Living Fantasy Realm LARP Rules Part I of III

Here are the Living Fantasy Realm LARP rules.

What is a L.A.R.P.?

It stands for Live Action Role Play.


Taking the OSR (and Nordic) approach that simple is better and that most LARPs have huge hundreds of pages rulebooks that chase away players.

Here is my simple answer to LARPing.
These rules are designed for a LARGE LARP fest.
They have been tested for many years and are tried and true!

Try them out and let me know.


The Living Fantasy Realm
Presents
The Brotherhood of Steel and
Sorcery
Version 1.6
solomanwolf777@yahoo.com
The Brotherhood of Steel and Sorcery is a live action fantasy role-playing community and society
based on medieval society, fantasy literature, games and movies and is part of the Living Fantasy
Realm. The Living Fantasy Realm is a community and movement.
Personae
A person wishing to join BoSS must create a persona, or a character to become while at an official
BoSS meetings or fighter practices. The persona may be from any time and place from the medieval
era, fantasy literature, games and movies. The persona must have a name and a brief written history
registered with the seneschal one week after joining. A persona must also declare a class and may join
a house.
Houses
A house is a group of personae who wish to join together under a common name. Houses must register
a name and a member list with the Seneschal. A representative must be elected to send to the Council
and to correspond with the Seneschal on subjects such as house rules and current members.
Council
One member from each house is sent to Council. The Council is the body of decision makers. The
Council meeting will be held on the first Sunday of every month. After the meeting it is the job of the
representatives to return to the house and inform all the members of the decisions made by the Council.
Officers
There are only two actual officers in BoSS: The Head of Council and the Seneschal. The job of the
Head of Council is to mediate the council meetings and to cast the deciding vote in the event of a tie.
The Seneschal is the secretary-treasurer for the group. It is his job to keep records of the attendance,
dues, houses, etc.
Classes
A class is the field which a persona decides to devote his time and effort. There are four basic classes in
BoSS: Fighters, Wizards, Priest, and Rogues. Other classes may be allowed, but a persona must gain
specific permission to be allowed another character class. Class must be registered on the persona’s
character card. Once class is declared and Novice level is reached a persona may decide to join a guild
for his specific class. No one will be allowed to declare another class while continuing his current
persona. If a persona is killed, a person may choose to create a new persona in a new class, but it is not
advised to kill off a perfectly good persona.
Fighters – Anyone may fight, but a persona may choose to declare that as his personal
field of study and growth.
Wizards – One of the classes that can use Magic. This group studies the fine arts behind
true magic use.
Priest – The healers and holy men of BoSS. Their magic is a gift from their deity.
Rouges – Thieves, assassins, and generally sneaky personae.
Levels
There are three initial levels in BoSS: Guest, Novice, Veteran. A persona is a guest for his or her first
period. Guest Level 1 after 4 weeks he is a Novice level 2 after 8 more weeks he gets Veteran Level 3
and so on every four weeks. One may join another class(s) and split experience equally between them.
If a persona is absent one week, it does not count as a week of his or her period. During the guest phase
a persona may not join a house, vote, or hold office. At the end of the guest phase, the person must
choose whether to keep his current persona, or kill it and create a new one. Either way he continues
into the Novice phase. As a Novice, he is a full fledged member. He must pay his membership dues of
$5.00 per month, and he may join a house, vote, hold office, etc. Two periods into the Novice phase a
person should show his knowledge as a true and honest Marshal, and must have garb. These titles are
meant to show that a persona has been a member for a specific amount of time, and not to lord over a
person of lower level.
Skills
In order to use a certain weapon or skill, a person must prove that he knows how to handle the weapon
or use a skill correctly without injuring himself or another person. Then and only then, will he be
allowed to use that weapon or skill. The exception to this rule is magic. Magic may only be learned by
Wizards and Priest, and must be learned from someone suitable for teaching. Other non-class skills are
acceptable if approved.
Magic
There are two different level systems for magic, one for Wizards and one for Priest. The levels are as
follows. The magic presented here is a broad category of spells in one word. One must throw a pack of
birdseed or tennis ball, hit the opponent and call the effect of the spell to work. You get one spell per
level. Magic resets itself after each battle. You can cast any spell you have as long as you have a
birdseed pack or tennis ball. Magic ignores armor. This is a very WYSIWYG system as we cannot cast
actual flashy spells. Guest gets Level 1, Novice gets Level 2, Veteran gets Level 3, Apprentice/Acolyte
gets Level 4, Wizard/Priest gets Level 5, Master/High Priest gets Level 6
Wizard
1. Pain – The person hits is paralyzed with pain for 5 seconds and can do nothing but scream and
writhe. Other sensations (tickle, itch, sneeze, etc.) can be substituted but Pain is the easiest to do.
2. Compulsion – This cause the victim to follow a simple command for up to 30 seconds such as drop
your weapon, look over there, you cannot move, you don’t see me, and anything else you can think of.
3. Harm – This kills or wounds the victim depending on where it hits.
4. Domination – This completely takes over the mind of the victim and is at the Wizard’s every whim..
This last until the Wizard cancels the spell or another more powerful wizard cast a more powerful
version.
5. Death- This kills another no matter where it hits.
6. Rite – This is the most powerful ability to cast powerful rituals. More to come in a future Magic
pamphlet.
Priest
1. Turn – A priest may turn an undead causing it to run away in fear.
2. Heal –With the touch of the priest and a small sermon of 30-50 words a persona’s wounds are
healed. Each wound must be healed separately.
3. Pure – This spell ends all poisons or diseases
4. Banish – A priest may banish most undead or demons hit with this spell.
5. Resurrect - A persona that has died may be raised with a ritual.
6. Ritual – This is the level of the divine ritual. Here is an example ritual: The Wrath of the Gods - This
spell calls the wrath of the gods down. It is at least a five minute long ritual that if completed will kill
or wound all opponents or some other desired effect. If disturbed the spell must be completely
restarted. More to come in a future Divine pamphlet.
Fighting Rules
-The fighting rules are meant to provide safety to all fighters.
-The marshal is the over-all law of the field.
-There must be a marshal on the field at all times unless otherwise noted.
-Every member (Novice or above) must have their own weapon(s) which are approved to be SAFE by
at least one member of a council. Once a person has his own weapons, he may borrow those of other
people with specific permission. If a borrowed weapon is broken or damaged, the person borrowing the
weapon must repay the owner.
-If a shot is made to the arm the fighter may not use that arm anymore. If a shot is made to the leg, the
fighter must go down onto his knees and cannot move anymore. A foot counts as a leg shot.
-Chest shots are automatic kills and the persona begins dying. He may scream for effect.
-A persona completely dies in five minutes unless a Heal spell is cast , a bandage (see pamphlet 2) is
applied, he uses a Healing Surge, or he is brought to a healing circle. After five minutes the persona is
fully dead and must be raised by a Resurrection spell or a (see pamphlet 2) Rez.
-A Healing Surge is a burst of heroic energy that allows one to stave off death. Healing surges only
heal the worst wound first. You must wait your full five minutes before using.
-You get one Healing Surge per level. You regain a Healing Surge every six hours.
-A dead persona may be HACKED by hitting the ground next to him 200 times to represent hacking up
of the body. This permanently kills a persona unless some great ritual or rite is performed to bring this
persona back.
-Head shots are only allowed on the back of the head if all agree. A persona can be blackjacked by a
sock within a sock knocking the persona out. A helmet completely protects the individual.
-Light Armor such as leather, absorbs one hit to an area.
-Medium armor such as chain mail, and banded armor absorb two hits.
-Heavy armor such as plate mail absorbs three hits.
-Any other rules instated within a certain fight must be agreed to by ALL combatants, and must be
stated to the marshal of that fight.
-There are some special effects that are to be noted. Magic weapons ignore nonmagical armor.
Poisoned weapons will poison a persona and he will suffer the effect unless first given an antidote or
Pure spell if they get through armor.
Punishment
The breaking of these rules will result in the loss of privileges. If a fighting rule is broken a persona
may be pulled from the field for a day. If the dues are not paid by the end of the month, then the
persona loses all privileges as a member (i.e. voting, fighting, attendance credit, etc.) until the dues are
paid.

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.

Saturday, March 3, 2012

Back to the Dungeon Zine Part II

Things progress well.
Editing will be horrendous, things will be "mostly" done with many holes for you to fill in, as well as grammar but that's what I like about a zine! The first two levels of "The Black Stairs" is really looking good. I am going to put the monsters back that my various players killed out in order to make the dungeon refreshed.

I hope to add a bunch of little worthless articles that just add flavor and background such as a postings post. Things like "Adventurers needed for Flying Potion Experiment: People with any loved ones need not apply".

I hope to release Temple of the Monkey God as a zine soon as well.

Things at work went haywire on day shift so I had less "ass time" to finish up my zine as planned. It does seem that the universe is against me gaming!