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Tuesday, March 13th, 2012
12:00 am - System Design Help - How much can I borrow from other systems?

I've been working on my own tabletop RPG for months now, one that I hope to have published eventually. Things about the lore and setting are finally falling into place, and the major thing that I think would push this game into finally being playtestable is a dice mechanic. Once I have that, everything should progress more smoothly.

I've been struggling to come up with my own dice mechanic, and it's not working out so far. I tried coming up with a wonky system using 2d10s - 1d10, and when I can barely explain it to someone else and can't work it out… it's time to throw in the towel. XD

Honestly, what I'd really enjoy using is a simple "roll a bunch of d10s and count the appearance of specific numbers" mechanic, with the amount of points in an attribute determining how many d10s you roll. However, as most of you can tell, this is pretty much the dice mechanic used in the Storyteller System behind White Wolf RPGs. (Is something similar to this used in any other role playing system? I would feel SO much better if it was, seriously. XD) I could just make things easier on myself and just use an OGL system, but none of them have what I'm looking for.

Here's what I'm thinking of doing with it though. Basically, what I'm working on is an East Asian inspired high fantasy setting, and the magic system is heavily inspired by fung shui and onmyoudou. I got the idea from a Chinese astrology book, where I saw the constructive/destructive cycles for the five Chinese elements and thought to myself, "Why hasn't anyone used this for an RPG before?" XD (if someone has, let me know, because while I've scoured the Internet and found some pretty obscure things, and people have used the five Chinese elements before, I have still not seen anything that uses these cycles nor yin/yang energy.) Balancing yin and yang energies is a huge part of my system, and "balance" is the theme that I want running throughout the RPG itself.

I wanted to use d10s because the number 10 has a significance in the cultural mythos I'm working with. (Plus, it would be cool to be able to use Mahjong dice! XD) I see characters as having points in things such as Yin Fire, Yang Water, etc, making for ten total attributes. (Yin and Yang versions of Water, Fire, Metal, Wood and Earth basically.) For example, Yang Fire governs both physical fire magic and Intelligence. So, as an example a character could have 3 points in Yang Fire, and roll 3d10s for checks related to that. A person could roll the 3d10s, and count the number of 0s and 8s that come up (again, 10 and 8 are pretty significant numbers in the mythos I'm dealing with) and 4s would be failures, because of the "Four = Death" pattern in East Asian cultures. (In fact, I would probably make an 8 a Critical Success where you'd roll again, since it's so lucky.)

The one thing that does make this slightly more iffy though is that, well, this game is primarily focused on shapeshifting animal characters with an animal form, an "anthro" form, and a human form. This does push it more towards the games that… the other company I mentioned makes.

Now, can I roll with this, excuse the pun? I've learned that game systems can't be copyrighted, but the terms are. Bear in mind that my terminology will be different, and I also have a magic system involving Chi points, Yang points and Yin points, as well as a my own lore for the setting. So, about the only thing I'm borrowing hopefully is "using d10s and counting certain numbers that pop up" and "number of points in a stat determines how many d10s to roll." Well, and it happens to involve shapeshifting animal people… but, again, TOTALLY different lore and terminology for it! XD

If this is getting too similar, is there something out there that I CAN use that would give me the effect I'm looking for? Or maybe even something potentially better? The only other one I've considered is the "Yang Die - Yin Die" in the Qin roleplaying game, but it was a little /too/ simplistic for this game. (That was where the "2d10s - 1d10" nonsense came from in the first place XD)

current mood: hopeful

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Tuesday, March 6th, 2012
1:17 am - Amber: What It Isn't

I've read the first novel in the Amber prequels.  Now, while it isn't a very popular book, it was written with the blessing of the estate, so I'm willing to accept it on those terms.  While I will say it deserves it's 3/5 stars, I will also say it was very educational for the Amber RPG.  I've learned a lot from it in fact.

The big thing is Trump, and where it comes from.  Trump is not a power source (like they say in the RPG), it is a focussing tool for using Pattern or Logrus.  You imbue the trump with a portion of power, which allows you to 'short cut' shadow shifting and allows you to make a contact with someone, drawing off of Pattern or Logrus as the power source to do so.  Trumps are not indestructible - they can be crushed or broken like any other card or piece of paper.  They don't 'sting' Logrus users, or anything of the sort.

The Logrus does not require any form of shape shifting - Dworkin's children have navigated the Logrus, and none of them knew how to shape shift.  It is hazardous, but only in that it causes physical and mental drain.  And while the powerful bloodlines of Chaos can learn to navigate the Logrus, the weaker bloodlines can actually find it hazardous or fatal - or not be able to navigate it at all.

Each Chaosian has a 'copy' of the Logrus within them - effectively they hold in their blood a pattern of the Logrus, and navigating it attunes them to the Logrus so they can call upon it.  If this 'pattern' diverges too much, you can't navigate the Logrus.

The rest of this is spoilers, so I'll stop there.  However, as you can see, this veers wildly off from the RPG - but actually meshes neatly with the novels.  So... this means I need to re-think my Amber game some.

current mood: contemplative

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Wednesday, February 15th, 2012
9:50 am - Is This Thing On?

Why have a whole bunch of posts dating back two months ago just appeared?

Is this a technical or a moderation problem?

Will this message disappear for two months?

(9 comments | comment on this)

Saturday, December 17th, 2011
12:32 pm - Gaming: respectable geek hobby, or haven for sex-obsessed teenagers?

(rant mode on, feel free to skip if discussion of gender issues in gaming is likely to annoy you)

So, t'other day I was in my friendly local gaming store, and happened across these figures (both NSFW) plus more in the same vein:



"Bug Hunter" wears heavily armoured pants that sit so low on her hips that her thong undies are showing. The only thing she's wearing above the waist is a T-shirt, pulled up to wipe her faceshow off her breasts.

X'Stacy is wearing some solid-looking bracers, and gaiters that should keep her ankles nice and warm, and a helmet (good to see!) and... not much else. She seems to have forgotten her pants and her "torso armour" doesn't cover the two most prominent parts of her torso.

The really sad thing is the tags. The numbers indicate how many figures on the site have the same tag:

female (82)
boobs (36)
topless (23)
breasts (26)
scantily (25)
clad (25)
nipples (7)
nipple (5)
sword (25)
chain (1)

Now, don't get me wrong, I have no problem with nudity. I'm quite capable of appreciating an occasional naked woman in art (although it helps if the artist has actually met a real live naked woman at some point in their life and is not relying solely on ancient myths) and I've painted one or two scantily-clad figures in my time. The women I game with have similar attitudes.

But when "boobs", "topless", and "breasts" show up more often than "sword", that says something creepy about the focus of the game. I keep hearing how gaming has become a respectable hobby for grown-ups and intelligent children, but from this sort of stuff it looks like the "hur hur boobies" factor is still strong.

Not sure if I was really driving at a particular point here, just felt the need to rant.

current mood: annoyed

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Sunday, January 1st, 2012
12:14 pm - A Serious Bargain

To start the new year with a bang, 6d6 (the RPG publisher I run) is having a two day sale. As well as discounts on our physical products and PDFs we are offering a huge 80% discount on memberships to 6d6 Online.

6d6 Online is the publishing platform we use to create our products and members get full access to it. This includes all our content so that members can reuse and remix all the official 6d6 content with their own. Members can also create their own content, sharing it with the world or keep it private.

Members also get PDFs of all our products and because we are selling lifetime memberships, this means you get all the products currently released plus all the products we will release in the future.

So for £30, you get the entire commercial output of 6d6 forever.

For more details, check out: http://6d6rpg.com

Have a happy new year.

(1 comment | comment on this)

Monday, January 9th, 2012
2:19 pm - I'm not sure what to think about this, really

WOTC announce the development of D&D 5e.

I guess people have been ranting and raving about every edition, and I have to say that 4e took me by surprise (I really like it). I'll wait and see what it's like before I put on my "OMG THE WORLD IS ABOUT TO END" party hat.

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Wednesday, February 15th, 2012
11:21 am - Ain't it Dead Yet?

RPG Review 13 and 14, a double issue dedicated to D20 and Planescape has been released with the following content:

A Crafty Interview with Patrick Kapera and Alex Flagg, Hot Gossip: Industry News, D20 History and Product Review, Natasha Keshell: An AD&D Character, Effective Combat Tactics for Assassins, Stop The Madness! An Anti-D20 Rant, A Year With Fantasy Craft, The Shifted Soul: Pathfinder-Planescape, Planescape Spell Compendium, Planescape Charms, No Exit: An Existentialist D&D Scenario, The Illogics of D&D, D20 Horror on the Orient Express and Masks of Nyarlathotep, Recalculating Hit Points D&D 4e, PG Game Review: Virtual Villagers, Movie Review: Deathly Hallows, Movie Review: Contagion

Download from here: http://rpgreview.net/files/rpgreview_13.pdf

Join the announce mailing list here:

Issue 15 of RPG Review will be dedicated to independent games and system concerns, with an interview with Liz Danforth!

Submissions welcome as always; reviews, scenarios, characters, rants and more :)

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Tuesday, February 7th, 2012
5:26 pm

Hello, folks. I grew up with my beloved Final Fantasy cartridges, played D&D 1st and 2nd editions as a teenager, and - having moved across the country and wanting to make more geek friends - recently found some Pathfinder groups locally that I now play in. I've got a pretty good background in game mechanics in general, I feel, so mostly right now I'm the newbie of the group trying to remember which skills I have and how they work.

Mostly I'd like to introduce myself and vent a little bit. I want to find a way to get into a game that I really enjoy. Right now I play with guys who seem to know EVERYTHING in the books backwards and forwards, so as soon as the GM describes the decal on a shield someone chimes in "oh, it's a Whatever Shield with +2 To This". It seems everyone's played in the same regurgitated campaigns at least once and are only interested in level grinding or treasure hunting. I'm a pretty artsy person so I'm disappointed that the role-playing is really not happening. That's what I'd hope for from folks who opt for tabletop gaming instead of a console title. But we've had a few characters die and the player says "oh, good, he sucked anyway, let me make a new BETTER one", which promptly dies after that, ad nauseum.

I'm kind of at the point where I've started altering Pathfinder rules and writing background materials for my own entire campaign setting (based off several years of development of a comic book) but I'm really questioning myself a lot. I'm mentally ill so it's hard for me to get on with people - yeah, I'll admit it! I'm a girl so the Dude factor makes me feel left out at times. And while I feel confident in my creative abilities to run a sandbox campaign, I worry that I'll be too emotionally attached to it and potential players (even forewarned of the kind of gameplay I'm fostering) will molest the hell out of it and drag their feet through an actual storyline. Last week a friend of the group dropped by and made small talk with the GM - I would roll an attack and have to wait 2 minutes for them to stop talking so we could move forward with the battle. I was turned to stone basically for fun and the GM still giggles to the other players about it. I am not feeling optimistic about the local game scene anymore.

Please tell me I can do better than the games I'm in now. Sigh.

(24 comments | comment on this)

Tuesday, January 10th, 2012
3:29 pm - Product Name Woes

OK, here's the deal...

For the last three (!) years I've been working on a tabletop RPG system of my own. In a nutshell, after 20+ years of playing tabletop RPGs, I realized that I had yet to find one that I really, really liked. Yeah, I cut my teeth on the old D&D boxed sets and played everything from 1st Edition AD&D to 3.5. Not to mention various and sundry other systems: Champions, Marvel Supers, the old West End Star Wars system, Chaosium's Call of Cthulhu, GURPS, Savage Worlds, Rifts (urgh), Rolemaster (triple urgh), Alternity...and probably some I've forgotten about. All of them had something I didn't much like- or they were so old-school as to be, in my mind, outdated. So I started out to make my own system, one that (hopefully) would not only be my idea of a perfect system, but also have some commercial value.

Here is my concern: since I sent this edition off for copyrighting, I've made some rules changes. I've also discovered at least three other people using the title, "Herobound": one is a Homestuck fanfic on Tumblr, one is a series of amateur videos on Youtube, and the other is some kind of computer game currently in development by an individual like me. So, I'm thinking that maybe Herobound isn't the best title- I've always considered it a working title at any rate, and even if any legal wrangling should come from this name issue, and even if I can prove I had the name first, do I want my product confused with someone else's? That is probably unavoidable in this day and age, but still... Not to mention the potential legal fallout from the HERO system (which is what Champions is called these days) or Runebound (a board game published by Fantasy Flight). And I sure as Hell don't want to get into litigation with either of those gorillas!

What does everyone think? Should I start thinking about a new name for the next iteration of rules (the one I hope will go commercial), or stick with the name I've been using and change it only if I legally have to later on?

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Tuesday, December 6th, 2011
3:50 am - Google Maps for GMs

I don't know if there is such a product out there now, but I think it would be cool if there was some form of software that operated like Google Maps, but did so for RPG campaign settings. It would have to have some sort of simple, intuitive interface for building "dungeons" and maps that included a global view, national level, regional level, city level, and building level of scale. Like Google Maps, it would have to have data editing software that let you pin information to a specific location, with the ability to search by keyword. I think such software would be immensely useful.

current mood: creative

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Sunday, December 4th, 2011
11:26 am

We (6d6) are giving away a free copy of the 6dd Core rules PDF (worth £7.50) to anyone who signs up to our newsletter before Monday.

The newsletter is definitely non-spammy and you can leave it as soon as you get the PDF.

Find out a bit more here or dive in straight to the 6d6 Newsletter sign-up page.

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Friday, November 18th, 2011
1:35 pm - Soul Calibur p&p?

Been wanting to work on a Soul Edge/Soul Calibur rpg for quite some time now; but I keep running into a fundamental stumbling block.

Namely, this: Which system should I use? Pathfinder, BESM.. something else... feedback?

(10 comments | comment on this)

Sunday, November 6th, 2011
9:41 pm - Complexity and the GM

I just recently had a back-and-forth discussion about Exalted, and the rules concerning NPCs. The game master is skilled at improvisation, and is more than willing to put NPC sheets aside, and just come up with appropriate dice pools for the NPCs. I'm more inclined to having the NPCs written and statted out according to the rules, and find that a near-impossibility when it comes to Exalted (and in some respects, this is a problem with Scion as well).

Now, putting aside the differences in GMing style, I'm looking at the rules themselves.  I can accept some GMs play a bit fast and loose with the rules, especially when it comes to NPCs.  My beef is that the rules shouldn't have to be played with fast and loose.  In fact, if it is necessary to do so with the rules, especially with NPCs, then there's something fundamentally wrong with the mechanics.

See, my view is that a good game system reduces the amount of hand-waving the GM has to do, or at least incorporates it into the game in such a way that it's considered an integral part of the system.  With Exalted, it is impossible to run the game, and especially run Exalteds, without either a phenomenal amount of character building, or a phenomenal amount of hand-waving - which is one reason I stopped running the game.  (My wife's upset about it, too.  She likes the setting, she likes my campaigns.  But she doesn't really follow the rules, as they're way beyond her.  She's not a rule person, and I'm usually the one who spends her XP for her).

A few games have done it right.  7th Sea, for example, is really easy for building NPCs with.  Amber is a no-brainer, obviously.  L5R, not so much, since a proper samurai NPC can get pretty complex unfortunantely.

Where do you think the tipping point is?

current mood: contemplative

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Monday, October 31st, 2011
5:08 pm - Myth and World Building

I've had a conversation with Cat (and others) about the Supernatural series, and world building.  Specifically, Cat feels that the creators of Supernatural 'didn't do their homework', and while this may be true, I think for the setting, it doesn't matter that much.  The other thing is, the series doesn't really explain where monsters come from, or how these monsters intersect with mythology.  Now, I've got my own theories when it comes to Supernatural, and these theories hold up with what's been shown in the show.  This means, I'm (generally) satisfied with sitting back and just watching the series, and don't (usually) have complaints with what I see.

My theory is that almost everything in Supernatural derives from human stock.  Angels.  Demons.  Gods.  Monsters.  These are all based on the human template.  The human soul is, in essence, a battery, and these monsters and creatures know how to tap into this battery to fuel their abilities.  Some creatures, such as angels, demons, and gods, can use more than one soul at a time, granting them more power, and the truly powerful entities have a storehouse of scores, hundreds, or even thousands of souls to draw upon.  Monsters are a corruption of the soul, creating 'something else'.  For example, the First Vampire, which was spawned by Eve, was a person whose soul was corrupted.  It bites someone else and infects that person's soul, making a new vampire.  The corruption of the soul corrupts something fundamental about that person, making that person become "evil".  Lycanthropy follows the same rules, and any other 'infection' based supernatural.

This also explains the weak 'gods' in Supernatural.  These are entities who don't have the scads of souls going to them that they once had.  Because of this, they aren't as powerful as the angels and "God" are, because the latter entities are getting hundreds of thousands of souls each generation.  Essentially, Heaven is 'flush' with souls to draw upon to fuel themselves.  This also means, according to my theories, that God was essentially a human, or something connected to humanity, but was simply able to draw on more souls than anyone else, and thus has a top-notch position in the spiritual side of things.  This would also explain why Lucifer could tear down a bunch of gods in one meeting.  He's flush with the souls from hell, and the demons he's devoured, and thus has an edge on anyone else.


Now, does Supernatural actually explain this?  Yes and no.  There are a number of hints and side-explanations, as well as a lot of 'show don't tell'.  Sam was told that demons were human at one point.  Humans can be given supernatural powers via demon blood (and that opens a lot of doors, now doesn't it?)  Demons gain strength through souls.  Angels get strength through souls.  Eve was able to turn anyone into a monster.  Leviathans can possess human bodies.  Angels and demons can absorb the souls of Purgatory to fuel themselves (just like human souls).  These are all connected, and shows an underlying pattern which the viewers can draw their own conclusions from.

Now, the crux of this.  Should a show / book pull the curtain back and show how this all works?  I don't think so.  Unless the main characters have the means to find out 'the truth', and knowing 'the truth' is crucial to telling the current story, I see no reason for having the audience / reader be informed on the behind-the-scenes mechanics for everything.  Let people decide why things are happening the way they are -- or not.  Does it detract from the setting?  Maybe.  I don't think it does, but others might disagree.

As an aside, how does the mythology in Supernatural mesh with the setting?  After all, there are a number of creatures in Supernatural who don't seem to fit with what we have in our folk tales and legends.  Well, my explanation is this:  normal people will usually get only the briefest glimpse of a supernatural creature in the series.  Most, in fact, don't get the chance to survive the encounter.  So, those who survive / get that partial glimpse write down what they see, make some strange theories, or attribute some things to the creature that don't actually exist.  There's a perfect, real-life example of this in the kirin.  The kirin is the Chinese dragon-horse, and has all sorts of things attributed to it.  The kirin was spawned off an encounter with an actual creature - the giraffe.  Now, the giraffe is not a dragon, and not a horse, and has no astonishing array of powers.  A lot of things are attributed to the kirin, and thus you have a creature with strange powers and abilities which are nothing like the source material.

I figure, in Supernatural, this works the same way.  The common folklore isn't accurate, but there can be kernals of fact within the folklore.  The majority of information and lore that people like Sam and Dean draw from are not common materials.  They draw from Hunters, who have gathered lore through trial and error, and who have this information stored (and probably now shared on private databases, and password-protected internet sites and the like).  Actually, this conceit probably shows up in RPGs a lot, too.  In games where the supernatural exists and blends into humanity, those people who hunt them down and who gather information on them wouldn't necessarily release this information publically - this stuff would be shared, yes, but it would be locked down and passworded, and thus only the people in the know would know how to access this information.  Or, if some greenie comes in, they might have to register and get vetted to get access, but it wouldn't be open and public to all, because you have no idea what might stumble upon the information and try to sabotage it.

Now, should all this be explained in a TV series or book series?  Perhaps more so in a book, since you have the time to give it out bits and pieces at a time as necessary, but in TV land it is much less likely.  It isn't really going to keep the attention of your typical viewer, they'll just see Sam or Dean hitting the internet for lore, and coming up with some truly esoteric stuff.  Why they can might be an exercise for the reader, but shouldn't really be a focus for the series.  Or, who knows?  Perhaps some of the lore they have is actually in more common books - indicating that a little bit of 'fact' seeped into the 'fiction' of the setting.


Okay, now let's look at world-building.  If you're making an 'Earth' setting (set in any given time period), with a supernatural element, how closely do you have to cleave to the existing, real life folklore?  If you say 'X exists', and you want to give some sort of Unified Theory for why they do, something has to give.  Do you have to explain how this impacts the world's view of the supernatural?  What if the world overall doesn't know?

Let's take werewolves as an example.  Common mythology is that werewolves are shape shifters, they're tied to the full moon, they get killed by silver, may or may not be allergic to aconite, and regenerate.  Some stories say that they're people who wear wolf pelts, some say it is caused by an infectious bite, and others say it's a bad person who wasn't buried properly (along the same vein as the vampire, who the werewolf's legend sometimes mingles with).

So, if you toss most of this out the window, and say, for example, "A werewolf is someone who, when angered, becomes larger, stronger, more bestial, and gradually regenerates from any wound except decapitation.  The bite of the werewolf may pass on this sickness," how does this affect mythology in your setting?  If you're trying to keep close to 'Analog Earth', you'd probably say that the legends as we know them are still there, and what everyone knows.  Of course, a lot of that mythology is now flat-out wrong - no wolves, no wolfsbane, no silver, no full moon.  If a PC decides to go searching for lore, they'll probably slam into the folklore, and be in for a rude awakening when they encounter the werewolf.  Some veteran hunters would know the truth, however, and if the PCs encounter them, cool.  If not, they might find a dusty tome or something which may give them a hunt of what's going on, but these golden nuggets of truth are probably buried under metric tonnes of crap.

Is this bad worldbuilding?
Now comes the question - if you don't know all the details on a given supernatural race, what's wrong with taking what you do know, filtering out what you don't like, and ignoring the rest?  Is that bad worldbuilding?  What's the difference between my werewolf example, me knowing some history on the evolution of the werewolf, and someone who hasn't, but makes the same end product?

And what if you want a Unified Field Theory involving supernaturals?  'All supernaturals are essentially X'.  I'm doing this with my game Trionfi.  Every single supernatural creature in the world comes from one place.  They're all one thing, just manifesting as different evolutions of that one thing.  A goblin is a spirit who has taken on the form of a goblin, and who has a few powers one might associate with goblins.  A dryad is a spirit who has taken on the form of a dryad and who has a few powers one might associate with dryads.  But they're still, at the core, the same type of creature, and the dryad may not have everything associated with dryads.

And the twist is, these spirits can possess humans, giving humans certain powers.  And this creates the mythology of vampires, and werewolves, and the like.  All mythology in the game stems from human perception of what these spirits have done.  Though some argue that what these spirits manifest as is a result of human mythology.  It very much becomes a chicken-and-egg question.

But... 99% of this, humanity doesn't know, and about 60% of this, the PCs aren't going to know (or even less if the game master runs a prelude-type campaign).  Is this bad world building?

I'm curious to hear your thoughts on the matter.

current mood: contemplative

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Wednesday, October 12th, 2011
12:28 pm - game advertisments

I'm planning on starting a game at my local gaming store and need to write a thing in order to draw in players. However I'm not very good at writing things like this so I really don't have any ideas how to build one. I was wondering if anyone has any ideas on layout, things I should have on it, things like that.

Thanks in advance!

(4 comments | comment on this)

Saturday, September 24th, 2011
2:17 pm - Game Maps a Go-Go

I've been lucky enough to have some downtime lately- since my classes are all T-Th and two of my classes were cancelled this past Thursday, I'm enjoying a six-day weekend, with nothing much to do but work on one small paper and one set of plans for a client. I've also been playing around with GIMP 2 as a rendering tool for my usual line of work (freelance architectural designer).

I've always loved maps and tend to over-draw maps for pretty much any campaign I run. All things considered, I decided to just go crazy with it and draw some gaming-friendly stuff to post on DeviantArt.

What I've drawn so far can be found at http://dark-lemur.deviantart.com/ under the 'Gaming Stuff' folder. Feel free to gank anything that you can use for your own campaigns- there are no watermarks and you do NOT have to pay for the download itself (right-click, 'save image as'...). I'm just happy to share.

Also, if you have any requests, please leave me a message here or on DA. I can't promise that I can answer every request- or answer any of them in a timely manner- but I'll be happy to do what I can. All I've done to date is fantasy-medieval maps, but I will eventually try my hand at modern buildings, terrain maps, starship deck plans, sailing ship deck plans, etc...

(2 comments | comment on this)

11:24 am - Calling All Heroes

So. I'm looking at running a Marvel superhero game, and I find myself with a conundrum: what system to use? I'm not a fan of Hero Systems/Champions, and maybe I'm just not smart enough, but the current Mutants and Masterminds set-up confuses the hell out of me. I still can't figure out the damage chart and crap. x.x;

So, any ideas? At the moment, I'm considering the old Marvel Superheroes (FASERIP, anybody?) and Aberrant.

(18 comments | comment on this)

3:56 am - "Oh, WOW!"

So, what's the most eye-catching thing you've ever seen in an RPG book -- the kind of thing which made your eyes widen and made you go "holy crap!"

For me, it was the combat section of Werewolf: the Apocalypse, where you got to see Albrecht and Mari Cabrah throw down.  Each page gave just a little more '!' factor to it, right up to the point where they switched to Crinos, Mari threw down some wasp talons, and then slammed Albrecht with some brutal swipes before he ripped out her intestines.  My friend and I were just gaping as we turned page after page and watched the carnage.

I still can't believe she survived that...

To this day, I don't think anything's beaten that.  A shame that not even Exalted packed that kind of punch.
Anyone else have any memories to share?

current mood: content

(8 comments | comment on this)

Friday, September 23rd, 2011
10:59 am - D&D 4e Faster XP Path?

I run a D&D 4e game for one of those mythical all-girls gaming groups. The group is pretty heavy into roleplay rather than grinding and I'm finding that leveling is happening very, very, VERY slowly.

I was wondering if anyone has any thoughts on a faster XP path for D&D 4e. I'd like to make it so that the players will level faster and make things a little more interesting in terms of gaining new powers and whatnot. But I also need to be careful not to break the encounter creation system.

I was pondering simply using the encounter creation system as-is and then doubling the XP payout on encounters. But I'm worried this might end up with a payout that is so fast that other aspects of the game can't keep up; gaining magic items and other swag, story elements, that sort of thing.

Does anyone know of a good house-rule alternative XP and rewards path for faster leveling?

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Tuesday, September 20th, 2011
11:59 pm - Sideways, not Up.

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current mood: contemplative

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