Whelp, here we go again, more random thoughts...
So recently (last week) a new friend and I were discussing the possibility of creating a Super Hero setting/hack for a game we both enjoyed. We went so far as to start working up the math and such necessary to do exactly that when we learned that another person was pretty much finished with just such a game! Doggone it all anyway!
That leads me to my current quandary. Although I am having fun on my variety of fantasy-based projects I am once again yearning for some super-powered goodness. As you all may recall I have tried many times to nail down a system to do such with. There are currently two projects in mind for this. One, which is a super-powered/multi-dimensional jaunt is already set for a great game called Invulnerable (which has a 2nd Ed. coming out very soon)
That leaves my general and overly-large setting. I am torn between several ideas. The current games I am considering would be... BASH Ultimate Edition, G-Core, and Icons. Now these are ones that are finished and good to go with no real work.
On the other hand there are some systems that I think would be cool to modify/hack some things up for. Those would include... Monsters and Magic or MADS (both of which I have reviewed previously). Now MADS has a nifty little set of supers-rules already, but I think it would need a good amount of expanding... As for Monsters and Magic...it would need a huge amount of work. I love its Effect Engine but boy, it would daunting.
The setting, although large, is set up so that I can slowly release things. I can start small and expand out from there as has been suggested to me previously. I think this is a great way to go. Begin with a localized region then go outward from there...
So today I ask if any of you have some other suggestions? I love hearing other peoples ideas and truly enjoy finding new games and such!
As always Thanks and Keep on Gaming!
The collected, yet random, thoughts of a wannabe Writer. Join me as I shuffle through my mind looking for things such as random fiction, RPG related goodness, and general mayhem.
Sunday, March 2, 2014
Saturday, March 1, 2014
Here a Setting, there a Setting
Hey gang!
Well, here I am with some more random gaming-related thoughts.
Today I shall present you all with some ideas/ramblings regarding the most important (at least to me) part of any RPG, the Setting. If there are one million different game systems out there then can you only imagine how many settings there are? I know that there are many, many folks out there that love playing in the 'official' settings provided by most games... I have truly enjoyed a few of these nicely presented settings, with Mutant Chronicles, Shadowrun, and Deadlands being among my favorites.
That being said I am an unabashed fan of creating my own settings. My first foray into Game-Mastering was in my own fantasy world and I still use parts of it today. I guess it is my over-reaching ego that makes me thing would really want to play in one of my worlds, but I like to think that I have many fun ideas. The problem is how to present those thoughts.
I have seen games that provide a small setting preview with their mechanics and others that hold off for specific releases all their own. I am a fan of the first way of doing it... give them a taste and let them come back for more. The question I would ask you is what is enough for a setting? The second edition Earthdawn book, another setting I really like, only has about 50pgs of actual setting description. Is that a good base to build on?
I wonder though, if the latter idea is good though. Look at everything mechanics wise with the 3.0/3.x types of stuff. My favorite setting associated with the d20 mechanics is easily Ptolus. That thing is AWESOME. I mean you could easily run a character and their families through years of adventure and never leave site of the city. I would love to have the hardcover material for this, but even used copies are over 170 bucks on Amazon.
But I digress... as a new game designer, and a fan of a LOT of genres, where is a good place to start? Should I get my mechanics alone... with a small teaser... or a large PDF of everything?
Thanks in advance!
Well, here I am with some more random gaming-related thoughts.
Today I shall present you all with some ideas/ramblings regarding the most important (at least to me) part of any RPG, the Setting. If there are one million different game systems out there then can you only imagine how many settings there are? I know that there are many, many folks out there that love playing in the 'official' settings provided by most games... I have truly enjoyed a few of these nicely presented settings, with Mutant Chronicles, Shadowrun, and Deadlands being among my favorites.
That being said I am an unabashed fan of creating my own settings. My first foray into Game-Mastering was in my own fantasy world and I still use parts of it today. I guess it is my over-reaching ego that makes me thing would really want to play in one of my worlds, but I like to think that I have many fun ideas. The problem is how to present those thoughts.
I have seen games that provide a small setting preview with their mechanics and others that hold off for specific releases all their own. I am a fan of the first way of doing it... give them a taste and let them come back for more. The question I would ask you is what is enough for a setting? The second edition Earthdawn book, another setting I really like, only has about 50pgs of actual setting description. Is that a good base to build on?
I wonder though, if the latter idea is good though. Look at everything mechanics wise with the 3.0/3.x types of stuff. My favorite setting associated with the d20 mechanics is easily Ptolus. That thing is AWESOME. I mean you could easily run a character and their families through years of adventure and never leave site of the city. I would love to have the hardcover material for this, but even used copies are over 170 bucks on Amazon.
But I digress... as a new game designer, and a fan of a LOT of genres, where is a good place to start? Should I get my mechanics alone... with a small teaser... or a large PDF of everything?
Thanks in advance!
Friday, February 28, 2014
Wow! He returns!
Hey gang!
It has been a while since I posted again. Sadly my recurring health issues have been keeping me from getting as much done as I would like.
That being said I have a question for you. How important do you think it is to keep to the 'original material'?
The reason I ask is because I have been tinkering with a sci-fi/post apoc style game for the Monsters and Magic game. This is where the sticky parts begin. I am interested in using its core mechanics, the so-called "Effect-Engine". I truly enjoy its dice-mechanic and combination of FATE-like features that create a fun little experience.
The problem for me at least, is that the extreme changes I have been creating to the basic M&M game are forcing it in a direction that belies it's original OSR compatibility. Do I consider that a problem? Nope, not whatsoever. I want to take something I think could be used for just about anything and put it someplace new, thereby breaking its normal 'form'
Here is a link to the games basic webpage...
http://mindjammerpress.com/monstersandmagic/
This begs me to fire off a related query... When is changing something too much? If you know of my past blog posts about M&M you will understand that I really dig the Effect-Engine but, as shocking as it may seem, I am not that huge of a fan of its old-school ties. Odd isn't it??
That is why I would really like to see my campaign set far in the future away from everything 'fantasy' work. I fully believe the Effect-Engine can do it, but I am afraid I will drive away 'purists' by creating something that is no longer 'true' to its origins and no longer backward-compatible.
Am I crazy??
It has been a while since I posted again. Sadly my recurring health issues have been keeping me from getting as much done as I would like.
That being said I have a question for you. How important do you think it is to keep to the 'original material'?
The reason I ask is because I have been tinkering with a sci-fi/post apoc style game for the Monsters and Magic game. This is where the sticky parts begin. I am interested in using its core mechanics, the so-called "Effect-Engine". I truly enjoy its dice-mechanic and combination of FATE-like features that create a fun little experience.
The problem for me at least, is that the extreme changes I have been creating to the basic M&M game are forcing it in a direction that belies it's original OSR compatibility. Do I consider that a problem? Nope, not whatsoever. I want to take something I think could be used for just about anything and put it someplace new, thereby breaking its normal 'form'
Here is a link to the games basic webpage...
http://mindjammerpress.com/monstersandmagic/
This begs me to fire off a related query... When is changing something too much? If you know of my past blog posts about M&M you will understand that I really dig the Effect-Engine but, as shocking as it may seem, I am not that huge of a fan of its old-school ties. Odd isn't it??
That is why I would really like to see my campaign set far in the future away from everything 'fantasy' work. I fully believe the Effect-Engine can do it, but I am afraid I will drive away 'purists' by creating something that is no longer 'true' to its origins and no longer backward-compatible.
Am I crazy??
Wednesday, January 29, 2014
Monsters & Magic: Into Darkness 3
Hey all!
I think that for this weeks Monsters & Magic post I will jump right to the point! The main thing I love about this game is not necessarily its Old School feel, rather it is its Effect Engine. Simply put the Effect Engine allows you to create special effects or great failures depending on the way the dice come up. Now I understand that this isn't a breakthrough in gaming history, but I enjoy it and so will continue to work on it in my own twisted way.
One of the things I am working on right now is altering the way skills are done. Instead of the more 'typical' OSR feel I am breaking skills down into some specific groups and doing away with the entire level = power kind of thing. This way of thinking is predicated by the fact that I am not a huge fan of Level-Progression in general and think the E.E would allow for individual growth while keeping a simple basis.
Each character class start with 10-points of skills plus a few optional points that allow the Player to customize the character to their desires. As the character gains experience (something I will cover later) they will gain more points to be used to increase existing, or purchase totally new skills.
Presented here is my take on the base 'fighter-type' class for my version of M&M. As you can see it is still simple and easy to understand and, at least to me, still fits the overall 'feel' of M&M.
As always, please let me know what you all think! I am always open to advice and critique! And of course... Keep on Gaming!!
Soldier
Primary Attribute: Constitution
Physical Hit Points: 1d10
Mental Hit Points: 1d6
Starting Money: 2d4
x 200 chits
You are the epitome of the modern
fighting man. Your skills have been
honed over the years to make you a formidable foe regardless of the situation. You may be a simple militia member in a small
settlement, or part of the ever expanding Union military machine. As a person-of-action you know how best to
apply force and more importantly are able to determine when, and if, said force
is necessary.
Soldier Base Skills
Combat Skills
·
Edged
Weapons 1
·
Ballistic
Weapons 2
·
Energy
Weapons 1
General Skills
·
Athletics 2
·
Stealth 1
·
Survival 2
·
Tactics 1
Soldier Traits
·
Armor Training: You are able to use all
forms of personal body armor
·
Field Repairs: You are adept at
maintaining your equipment even in harsh environments
·
Fighting Lore: As current
·
Feats of Strength: As current
Soldier Advancements
·
Blitz: You are able to add your
Milestone level to your Initiative Score
·
Brothers in Arms: You can call on former
comrades for aid. This requires a
Charisma check with a TN of 18 and if successful a nearby NPC is someone
friendly to the character. This may be
used once per session.
·
Leadership in Battle: As current
·
Followers (Heroic Milestone): As
current
·
Sidekick (Heroic Milestone): As
current
·
Stronghold (Epic Milestone): As
current
Other Advancements
·
All-Out Attack Stance
·
Defensive Stance
·
Precise Strike Stance
Monday, January 27, 2014
G-Core Monday 2: Thoughts on the game Details and the Solider Calling
Hello there!
Here we are, post two of what is planed to be an ongoing weekly post of G-Core related goodness. I was thinking about G-Core, and its predecessor the FASERIP system, and its ability to be used for genres other than super-heroes.
The mechanics for G-Core are extremely simple... you roll a single d10, add your Attribute/Skill/Power Rank and compare that to either a static Target Number or the result of your targets defensive roll. Easy right?
What I like about this is that it does a couple things well. First it is wide open for expansion and modification. The rules presented in G-Core Deluxe provide a variety of powers and ideas that allow the Game Master to create pretty much anything they, or the player, could need.
A good example of this would be the currently unnamed setting that I am creating for it. Basically the setting is quite simple and low-powered. The main idea is that ordinary human beings, along with a few ally races, are battling a myriad of supernatural threats. Jay, the creator of G-Core, wrote an expansion for his game simply called G-Core Grit that introduced the system for creating low-powered, deadly, and quite 'gritty' level characters.
It is with these guidelines that I am creating my setting. It is a fun project and I am making good progress. I hope to have the character creation guidelines finished in the next week or so and then I will move on to writing up new creatures, new abilities, and evil organizations. Like I said... much fun ensues!
Today I present you with the write up for the Solider Calling. There are no 'classes' per say, rather a set of rough groups that grant the character a few benefits and a requisite flaw. The hope that these edges will grant the Player some ideas to better play the character and help differentiate the callings from each other...
Soldier
For years you have practiced the
arts of self-defense. You may have been
part of a standing army, a private militia, or you could simply be a ‘gun-nut’.
Regardless of your motivations you have learned how best to protect yourself
and those around you.
Stat
Modifier:
5-point bonus to Moxie
Special
Focus: Military +10, Survival
+10, Tactics +10
Benefits
Old
War Buddies:
You have a number of friends from your days in the service that you are able to
call on. Once per session you are able
to make a Spirit Check with a TN of 30.
Success indicates that you were able to contact an old friend for some
sort of assistance. This aid can include
providing equipment, shelter, and transportation but should not involve
anything that could lead to the friend’s injury or death.
Resilient: You have trained yourself
to withstand pain that would fell a normal person. Once per day you are able to ignore an amount
of damage equal to your Moxie Stat.
Weapons
Guru: You
know the ins-and-outs of all manner of weaponry from simple knives through heavy
artillery. This training grants you a 10-point
bonus to all Attacks with two specific weapon types. This bonus also relates to all Checks to
identify and repair those types of weapons.
Flaw
Trauma: Your years of active duty
have begun to have their toll on you.
During character creation you must choose something that triggers this
problem. It could be something physical,
such a penalty when using ranged weapons due to a missing eye (Agility). It may be something mental such as traumatic
flashbacks caused by the smell of cordite (Spirit). Each time the Trauma stimulus comes into play
the character must make a Spirit Check with a TN of 30 or suffer a 20-point
negative modifier to all related Checks using the specified Stat.As always, I hope you enjoyed this and have a great time Gaming!!
Thursday, January 23, 2014
Monsters and Magic: Into Darkness 2
Hey hey!
I hope that everyone is doing well and that your creativity has been flowing. My work has been going at its normal pace, but any progress is a good thing.
Today I present you with two of the species of the Into Darkness setting. You may recognize these from my Espeth setting. My plan is to rework many of them into my new setting. The two races that I present to you today are among the most influential groups in the Mahizara Union.
https://www.dropbox.com/s/z39xl68y6n343od/Cymean%20and%20Gramtar.pdf
I hope you enjoy the read and as always Keep on Gaming!
I hope that everyone is doing well and that your creativity has been flowing. My work has been going at its normal pace, but any progress is a good thing.
Today I present you with two of the species of the Into Darkness setting. You may recognize these from my Espeth setting. My plan is to rework many of them into my new setting. The two races that I present to you today are among the most influential groups in the Mahizara Union.
https://www.dropbox.com/s/z39xl68y6n343od/Cymean%20and%20Gramtar.pdf
I hope you enjoy the read and as always Keep on Gaming!
Monday, January 20, 2014
G-Core Monday 1
Hey Gang!
As part of my New Years revelations I have decided to return to a regimented writing schedule. The plan is to work on specific projects on set days. This will hopefully allow me to let out ideas on my plethora of projects in a more regular pattern.
Mondays are going to be dedicated to my new Monster Hunting G-Core project. The idea for this one is to create something low-level power wise in the vein of such shows as Supernatural (one of my favorite TV shows). I picture humans as the primary players in this little drama, but there will be other races available for play.
The first offering is a basic write up of the Gargoyles, a secretive race of warriors who hide among the ornate sculptures of old buildings...
Thanks as always and Keep on Gaming!
As part of my New Years revelations I have decided to return to a regimented writing schedule. The plan is to work on specific projects on set days. This will hopefully allow me to let out ideas on my plethora of projects in a more regular pattern.
Mondays are going to be dedicated to my new Monster Hunting G-Core project. The idea for this one is to create something low-level power wise in the vein of such shows as Supernatural (one of my favorite TV shows). I picture humans as the primary players in this little drama, but there will be other races available for play.
The first offering is a basic write up of the Gargoyles, a secretive race of warriors who hide among the ornate sculptures of old buildings...
Gargoyle
All across the globe there are stone
carvings and frescoed statues depicting all type of fearsome guardian. The
truth is that these artful decorations were inspired by early man’s interaction
with this race of ancient warriors. The
origins of this race are shrouded in mystery.
There are no stories of their creation or how they came to gain
sentience, all that is known is that a select few awaken from their statue-like
state and become what they were ‘meant to be’.
Whatever the truth is they are either unwilling, or unable, to speak
about it.
Gargoyles come in two basic forms,
Watchers and Hounds. Hounds take the
shape of powerful hunting dogs repleat with massive jaws and powerful
claws. The watchers, who represent the
majority of known gargoyles, are oversized humanoids sporting massive wings
that carry them through the sky. Both
forms are covered in ornate runes and scrolling lines that glow with an inner
light when in the presence of the Hellborn.
Attributes: Physical: 4d10 (Agility 2d10), Mental: 2d10
Special Focus: Brawling +10
Special Traits
All gargoyles
have the following traits
- Keen Senses: Gargoyles see in the dark as if it were normal daylight
- Massive: Gargoyles are large and heavy. This imposes a 20-point penalty to all Stealth-related Checks.
- Protection: The gargoyles stony skin provides them with 8-points of Armor
- Sink like a Stone: Gargoyles cannot swim and quickly drop to the bottom of any liquid they encounter.
Hounds
- Claws and Fangs: These weapons deal 1d10+10 damage
- Tracking: Hounds are able to follow a targets scent like hunting dogs. This ability gives the hound a 10-point bonus to all Perception Checks to trace a targets movement
Watchers
- Claws: These weapons deal 1d10+5 damage
- Enhanced Vision: Watchers gain a 20-point bonus to Perception Checks to spot invisible, astral, or ethereal creatures and objects
- Flying: 10-point flight power
Thanks as always and Keep on Gaming!
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