Pages
Thursday, November 18, 2010
Villains, S&W Style
Monday, November 15, 2010
GURPS, 4th Edition, and Playtesting for Goodman Games
Friday, November 12, 2010
Top Monsters
Thursday, November 11, 2010
Thank You Vets
Wednesday, November 10, 2010
Not Your Standard Adventure Introduction
Tuesday, November 9, 2010
Failure is Fun
Our group has through the years seen its share of people who just could not handle failure. It becomes a personal issue and is no longer a game. Oh, the drama. Hopefully you have one person in the group that can smooth out these times. I tend to be that person in our group. Because they are my friends I can tell them to stop being a wank, you had a bad roll your character is dead roll up a better one next time. Hell, I'm on my third.
To me failure is the best part of the game. Recently during a game, my character being an ultra stealthy elf type rolled a '1' during a recon mission. So not only did I slip down the hillside causing a minor avalanche , I landed in the middle of the gigantic orc encampment I was supposed to be 'quietly' observing. Alone. I laughed my ass off as well as the other players. Did I survive? Well kinda sorta, but it doesn't matter because I had fun. The failure made something predictable into something I wasn't expecting. The GM also knows I'll go with anything. Failure is okay with me. If my character gets killed I'm okay with it. Its the dangers of being an adventurer.
Those who take it as a personal insult probably shouldn't be playing the game or playing a different game. You can't be heroic without having to climb out of some pool of crap and surmounting horrible odds. Failures make your characters better...if they survive. If they don't survive hopefully you have a great story about the death. If not, lie. All my character have died heroic deaths in fictional sorta way.
Take a look at the group dynamics and see where your problem areas lie with the players and even the GM. Especially the GM. Cause if he ain't happy he's gonna make sure everyone else ain't either. Players who have problems with failure need to be taught (and I do me taught) that its fine, its fun and its a game to be enjoyed. It takes time, and if you he a friend or relative then its time wells spent. Be patient and lead by example.
Is this where I say, "Thank you, Captain Obvious"?
PS. Added note. Since I am getting Black Ops after work today I am prepared to fail thousands of times and be 'owned'. I do suffer from Turrets Syndrome when I play CoD, but it's all good in the end. :)
Friday, November 5, 2010
100 Followers and Oh God, Not Another Magic System
Yes, I am working on a magic system. Don't throw things or groan or roll your eyes at me. Just pipe down and listen up. My two favorite systems are AD&D and GURPS. Two beasts with very little in common. Here are a few quick shots I like about both.
- I like the base level and experience that AD&D has compared to GURPS where it is a point based system that often result in very powerful characters in a short amount of time.
- GURPS has options out the wazoo. I like options, but I don't like getting my wazoo involved. The magic system can be manipulated in various ways that can make each culture have their own twist. AD&D, with the Vancian system is too cartoony for me. All of a sudden at 5th level you can learn a 3rd level fireball and blow up the world. It was fun when I was 14, but not as much now.
- I like the spell point system GURPS uses. You can be a starting character and cast potent spells from the get go, but it takes time to recover. AD&D the Vancian system you cast it and forget it. Never made sense to me. I like the idea a character can cast decent level spells from the beginning.
What my system for the game I plan to eventually run is a point based Vacian system. Ha, you thought I wasn't going to use the Vancian way since I talked smack about it. Let me rewind and go back to the beginning of character creation.
Oh and before I even start this section, players start at 0-level. Why not? A magic-use starts with a number of Spell Points (SP) equal to his intelligence. Intelligence also provides the base number of spells a magic-user can learn. These spells are memorized and can be used as long as the magic-user has available spell points. So say the mage has magic missile, hold portal and sleep in his arsenal he doesn't have to choose ahead of time which he uses he can use any of them because he knows the spell it's a matter of does he have enough spell points to cast it.
The base cost of spells is 10 spell point/level of the spell and 1 point for 0-level spells. When I say level of the spells it is for figuring point cost. If a 1st level magic-user learned a 6th level spell and managed to get the required spell points to cast it he may do so. In addition, certain properties of spells may be boosted by plowing more spell points into the casting. A magic-user may need to increase a spells range or make his light spell a bit more powerful. So this gives spells a flexibility that is not normally there.
Back to character creations and advancement. Magic-users gain a d10 in spell points at 1st level. This is done on odd level advancements. On even level advancements the magic-users may roll to learn a new spell or gain another d6 in spell points. It takes a number of weeks to learn the spell equal to the level of the spell. But there is always a chance the spell won't take. The chance of learning a spell is based on the player's intelligence. Spell points are gained automatically.
Available in the world are forms of raw and stored mana. There are raw forms of magic called viz. These form naturally in various magical places. A pond will form small pebbles of mana. Each of these pebbles may be used as 1spell point toward the casting of a spell. And of course larges stones may be worth more spell points. Once the viz is used it is gone. This idea I blatantly ripped off from Ars Magica.
Also there are power stones, and idea I blatantly ripped off from GURPS. I'm not proud. Anyway there are magic imbued stones, usually gems of some sort that absorb the magic out of the land. It does this passively and no effort is needed by the player. What it can do, depending on the size, is store a number of spell points to be used in casting. The charge time for these is slow usually one spell point/day, but they are reusable and helpful in a pinch.
So there is actually quick look at Oh god, not another magic system.
Tuesday, November 2, 2010
Sleestak (Vote for Chaka's Fate)
Monday, November 1, 2010
0-Level Spells
Cantrips Love'em or Leave'em?
I'm curious to see what others think about the no level spells or Cantrips, or sometimes called Apprentice level spells. I was working on my spell list/magic system and liked the addition of them...for now. I've never used them before and think they will add a nice dimension to the game.
My introduction to cantrips was Unearthed Arcana. For a short time our group used the hell out of them, but they were quickly forgotten. One of the things I am doing is getting rid of the redundancy where the spell creates some simple noise. I put them all under one spell, Create Sound which allows the player to create a tapping, creaking, moaning, or whistling sound. No words. I took out all the cantrips that made others do something, such as belch, giggle and sneeze as some examples. For a low level spell I don't think it is appropriate that it can control another person's action.
I did want to keep the spells useful though. Most are simple convenience of life spells, but some can really make a difference. Such as Find Water spell in the desert would come in real handy. Also Alarm will help with keeping the campsite safe on those long trips. There is also a couple of low level attack spells. Fire Finger does 1d3 damage so a magic-user won't have to waste a precious spell slot to get rid of a giant rat.
I've included a download link to the list I have right now. There are a few more cantrips I want to add, but still compiling the information. My system includes the usage of spell points (SPs) and the ability to increase a spell's potency by increasing the number of SPs.
I am curious how others have used cantrips in the past and if it worked out. Any suggestions would be helpful and if you like what I have so far that is helpful to know also.
It's Monday and I am on vacation. Don't hate me. Muhahahaha.
Forgot to add the link. 0 level Spell List
Sunday, October 31, 2010
Vancian Halloween Presents
My wife and I exchange weird and cool gifts on Halloween every year. It's a lot of fun and sometimes they are better presents than gotten on Christmas. Finally, after going into my 5th decade of gaming I am going to read Jack Vance's, The Dying Earth. I've heard about it for so long I finally figured I might as well take the time to read it. So my gift this year was Tales of the Dying Earth. Includes all four books. So I am looking forward to taking the week off and indulging in a book that helped shape our obsessive hobby. Have a great Halloween and I hope you get something fun for yourself.Those of you who already know The Happy Whisk, my wife, is dressed up for Halloween this year. Although when she spins too much in the living room she runs into things.
Friday, October 29, 2010
Tuesday, October 26, 2010
Driving NPCs Insane
That's a first for me and I have to admit a little satisfying. I'd written what Ashling had done to this guy before in, Always Pay the Elf. This time the party had struck up deal with the powers that be and I wanted to live in the bastille where the Madmen lived. We marched in and took out all the low level thugs with sleep spells. Convinced one of the lieutenants he had a bright future with us and no future with the Madmen. Webbed the guard outside the Warden's door and this is where Ashling got a bit nasty again.
The door was locked barricaded and trapped. Since I'd been in the room before I teleported in. Don't you hate when all your preparation goes to crap in an instant? On the walls are several depictions of me being killed in various and horrible ways. His place looked clean and organized when I first was in here and now it looked a mess. This is when I realized I'd knocked this guy over the edge. A short trip to get there, but never the less he was flat out obsessed with killing me. So begins the third and final stage our encounters.
So while the Warden slept I poured oil over myself, on and around his bed. I have a Ring of Fire Resist so no worries and Rob let me play it out without getting rulesy on me. So I lit myself on fire and start shouting the Warden's real name, Mok. Mok wakes up terrified, but realizes who I am and screams, "I'm ready for you this time elf!" and pulls a sword from under his pillow. I place my burning hand on the bed and whoosh the bed is on fire. He wasn't prepared for that and scrambled away and huddled in the corner.
"I'll bet you wish you paid me that 150sp." But this wasn't about that any longer. It was about me killing the Warden and taking his place. He attacked me, but knocked himself out on my wall of force. The others came in Oelander and Syrinvald, we saw he had a demon necklace charm. Took it off and he began to transform. Oelander shoved his demon slayer sword into the Warden and killed him.
Now before we even started this I told them let me have the Warden and Oelander went ahead and killed him anyhow. Now I am not going to start drawing pictures on the wall, but I wish I was the one who killed the Warden.


