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Tuesday, October 7th, 2008
10:44a - Attention all Gamers!!! Free swag!!!
October 7, 2008
FOR IMMEDIATE RELEASE

Get Your Roleplay Free

Talisman Studios is celebrating the anniversary of Suzerain, our Origins Award Nominee RPG. And we’re celebrating in style, with a couple of great bits of news for roleplay fans everywhere:

Suzerain is now free from our online shop! That’s $0.00 for the Suzerain rule book. The economy’s getting tougher and none of us has much money to play with, but from now on you won’t need any money to play with Suzerain. Enjoy the game at www.suzerain.info by clicking on the ‘Treasure’ tab at the top of the page and browsing through all our free goodies.

We’re also launching a new web application on our site, specifically for Suzerain. Click on the ‘Vault’ tab to see our new feat database, fully searchable. Suzerain characters are all about their feats, and this is a great way to have a browse through all the options, helping you build your favorite characters. In fact, we’re even developing an update to the vault that allows you to create characters right on the web site at any power level, downloading them as PDFs for your game.

And that’ll be free too.

Happy birthday to Suzerain, and to all the fans of roleplaying. Drop us a ‘hello’ in the forums when you come for your free goodies!

FURTHER INFORMATION

Talisman Studios was formed in 2003 as an art and design studio to the adventure games industry, the brainchild of master artists Jason Engle and Aaron Acevedo. The studio is an Origins Award Winner (for Deadlands Reloaded), and has worked on dozens of products. In May 2007 the company stepped up a gear and became a publisher in its own right, starting with its Gamescapes line of game accessories leading up to the launch of Suzerain and Shaintar before Christmas. 2008 will see the company work on more than a hundred high art gaming products.

Suzerain is a multi-genre, multi-world game system, Origins Award nominated in 2008. Ron Blessing of The Game’s The Thing had this to say about it, “I can't wait to spend time in this playground. The book as a whole is awesome. Suzerain can be as simple or detailed as the players and director want. The art is absolutely gorgeous. Hopefully it's obvious I'm pretty high on this product. Wow. Just wow.”

For contact on this or any Talisman Studios topic, contact Talisman Studios at:

Website: www.talisman-studios.com
Email: hello [at sign] talisman-studios.com

(8 comments |comment on this)

5:22p - lockpicking and trapfinding in D&D
For D&D any edition,
How do you handle lockpicking and trapfinding in your game? I suppose the traditional way, is that the rogue/thief searches for the trap; they make a roll (or a DM makes the roll in secret), and if they pass they've found the trap. Then to disarm it, they make a roll, and if they succeed they disarmed the trap, and if they fail, they've either set off the trap or just been unable to disarm it (so the trap is still armed and poses a potential threat). For locks, they just roll their lockpicking, and if they're successful, they pick the lock, and boom the thing opens (or is just openable, whatever the case may be).

The problem with this is that it isn't very exciting. A trap is a form of challenge, and for it to be resolved on the basis of one or two rolls is pretty anti-climatic. I mean, compare it to a monster encounter - it takes rounds of combats, several die rolls, with possible HP losses on the side of the party, etc. As opposed to pass or fail with a single die roll.

In my experience, playing in or running a game for a party without a rogue/thief actually makes locks and traps interesting challenges. The party has to search for and find the key to open the reinforced steel door (because no one has the ungodly might to force it open), or the players have to find interesting/creative/tricky ways to get around the threshold with the trap. Admittedly, one problem is the whole "I'm not going in first, YOU go in first." I even had a fighter once who carried around warhammers to throw at doorways and thresholds that were potentially trapped as an effort to set off the trap from a distance (it even worked once! the warhammer knocked the wooden door open and acid sprayed down from the ceiling where I would have been standing if I'd opened the door normally!)

One idea that I had was, what if thieves' picks were consumable items. Rationalize that the picks wear and break after so many uses, and say, for example, that a normal set of lockpicks had, say, ten uses. That would at least mean that each lock picked/trap disarmed would cost the party something in the way of resources, making it perhaps matter more if the rogue is running short on lockpicks (eg. I could try to pick this lock, but I've only got a few more left and I think we might run into some traps before the BigBad).

Granted, I don't know how 4E rules handle lockpicking/trapfinding.

thoughts?
x-posted to gmworkshop

(35 comments |comment on this)

9:36p - Some Exalted Amusement
So, we have a Twilight Caste in our group. A Tomb Raider / Sword Dancer sort, combining relic/artifact hunting, tomb-exploring, sneak-thiefing and two-sword swinging. Pretty cool character, actually. I like the concept. She just became more Nighty than a Night Caste however, which is pretty funny. I'm trying to wrap my head around a Twilight maxxing out Larceny and Stealth Charms, but with the concept, it works. Because of the weirdness of the concept, though, the character's been developing unique Charms to get her work done. I'm curious what other Exalted players think of these.

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current mood: creative

(7 comments |comment on this)


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