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Thursday, December 14th, 2006
12:41p - Proof?
So the small roleplaying company I help out with have finished it's first book, it's nice and shiny and looks great and is full of typos and some minor errors.

I don't know how many other folks have published stuff but what's the best way of getting proofreads done?


current mood: curious

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3:35p - My Iron Kingdoms Game
So I mentioned here that I'd post how my own Iron Kingdoms game was going so far. I've built together a somewhat incomplete Savage Worlds coversion instead of using D20, because there's no way in hell I'd run something as cumbersome and detailed as 3.X D&D, especially with the somewhat poor Iron Kingdoms rules tacked on to it. Mostly I converted the races over and used the rules as is, with some additions from Deadlands Reloaded and the various Fantasy Toolkits.

Our PCs are:

Kulug - a deadly and loyal Ogrun bodyguard with a hatred for Khador, a bad reputation and some secrets in his past.
Ralo - a curious and amiable Gobber mechanic who's invented a greatly improved smoke grenade.
Aleksa - a beautiful and very, very cold Khardic sniper with her own secrets to hide.
Flynt - a Cygnaran gun mage with a penchant for wine and women, deeply loyal to and on the run from his home country.

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And that's where we left off.

Next session, our ship continue on towards Pt. Bourne, sailing through the mysterious and deadly Thornwood Forest, home of bloodthirsty trolls, dangerous and elusive druids, haunted orgoth ruins, and all manner of dangerous beasts; all of which have been disturbed and agitated by the armies of man (and undead). Surely, nothing could go wrong on the way...

Thoughts so far:
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3:36p - handling solo scenes
This Sunday, we're having our normal Shadowrun game except we've got two of the five players out. We were going to start with something annoying in the game -- one of the magical characters is initiating, so he's got a solo quest thing to take care of -- which means at the beginning of the game, we're going to have a half-hour to forty-five minutes of one-on-one play.

So how to solve that to keep all the players happy and not bored out of their skulls? The first solution that came up is to have that player show up early and run it before the others arrive, but that's infringing on my time. Not only will that cut into the mad last minute game prep, the player gets more game time than the others and I'll hit my GM burnout limit earlier in the "real" game session. So I went with something I heard on the Sons of Kryos podcast -- have the players play NPCs. The mage heads off to the metaplanes and the other players control the things he must interact with.

And then the second player said he couldn't make it to the game. No problem. We're running scenes for each character then. We'll take some NPCs, throw down some motivations, and hand them out to the other players to interact with the regular PC. I hope it'll make the game feel more like there's these central characters that have story revolving around them, but they're not hanging out with only the same four people day after every stinkin' day of their life. One scene is a quest to the metaplanes, one is a flashback to a time before the PC met any of the others, and the third I'm still working on. (I'm big on player input, so I'm talking to the third player to see if he's got some ideas for a character scene.)

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7:19p
Just a silly question for you D&Ders....

Can someone please explain to me the difference between a Hobgoblin and a Bugbear?

(images under cut)
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