I've been silent on here as I've been working feverishly to promote Pure Steam on Kickstarter via YouTube, , Twitter, and anywhere else they'll like me write words.
If you're still reading this blog, I apologize for letting it rust like a car in the front yard. We've made good progress so far, raising 58% of the required funds on Kickstarter at the time of this writing. But we've only got three weeks to go, and I could really use the support of my core gamer friends (that's you!).
Would you mosey over to Kickstarter and drop some love? It'd mean a lot.
Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
Wednesday, April 18, 2012
Monday, August 22, 2011
Ah, Now I Wanna Play SWRPG!!!
I've been watching Star Trek: Enterprise on Netflix streaming. It's kinda everything I expected.
But one episode had a really cool concept which was similar to one I had long ago. The episode is Terra Nova. The premise: the crew sees what happened to an old Federation colony. The episode itself was meh. Again, it was just one concept that I liked.
Terra Nova was colonized by a crew which arrived on a ship which disassembled upon arrival. It was a one-way trip. So, the lav became the colony's latrine. The bridge became the comm center. Et cetera.
I always thought it'd be cool to run a campaign that started with a bunch of level one spacers who colonize a new planet. The whole world is new, and there's full on exploration. The base camp can restock their inventory, and perhaps upgrade weaponry and equipment as they 'trust the PCs more,' or whatever you need to do to make it digestible.
Perhaps after enough levels we can come up with some way to get them off that rock, so they can explore the galaxy.
Of course, I'd wanna do this with Star Wars, but it'd work with any system.
But one episode had a really cool concept which was similar to one I had long ago. The episode is Terra Nova. The premise: the crew sees what happened to an old Federation colony. The episode itself was meh. Again, it was just one concept that I liked.
Terra Nova was colonized by a crew which arrived on a ship which disassembled upon arrival. It was a one-way trip. So, the lav became the colony's latrine. The bridge became the comm center. Et cetera.
I always thought it'd be cool to run a campaign that started with a bunch of level one spacers who colonize a new planet. The whole world is new, and there's full on exploration. The base camp can restock their inventory, and perhaps upgrade weaponry and equipment as they 'trust the PCs more,' or whatever you need to do to make it digestible.
Perhaps after enough levels we can come up with some way to get them off that rock, so they can explore the galaxy.
Of course, I'd wanna do this with Star Wars, but it'd work with any system.
Tuesday, August 16, 2011
Oh, Fudge!
I've been following Dr. Rotwang at "I Waste the Buddha with my Crossbow" since I was stuck in an office in Iraq in 2007. It's probably a combination of the ridiculous blog title, his candor, and his penchant for all things 80s that really got me (and keeps me) hooked to his stuff.
A few times he's mentioned the Fudge RPG ruleset, amidst others I've never played. Time and again, I was too lazy to research the game. Today, however, I finally took a jump over to Wikipedia to get the basics.
And I like it. It's so simple. The emphasis is story over rules (which I dig). And you use these cool dice:
I even read that a common theme is to have players write there character up in prose and then generate the character via the rules. Sweet.
I want to play it. With someone. Now.
Has anyone out there played Fudge rules? How'd it go?
A few times he's mentioned the Fudge RPG ruleset, amidst others I've never played. Time and again, I was too lazy to research the game. Today, however, I finally took a jump over to Wikipedia to get the basics.
I want to play it. With someone. Now.
Has anyone out there played Fudge rules? How'd it go?
Thursday, August 11, 2011
Pure Steam Update: PF Compatibility
Pure Steam was just granted a Pathfinder Compatibility License! What does this mean?
1. We'll be able to use Paizo copyrighted material, giving credit where it's due.
2. We'll be able to put the Pathfinder logo on our products.
3. A larger base will (hopefully) give our game a try.
Why is this so huge? Well, Pathfinder is currently the biggest tabletop RPG on the market. Yeah, suck it 4E! I love this, because Wizards (imho) tried to screw Paizo out of business by taking back the Dungeon and Dragon magazine publishing rights. Paizo has taken the once defunct 3.5 ruleset, revamped it, and crammed it back down Wizards' throat.
There are some great classes in Pathfinder which will suit Pure Steam well. Examples are the alchemist and gunslinger.
What are you looking for in a Steampunk setting?
1. We'll be able to use Paizo copyrighted material, giving credit where it's due.
2. We'll be able to put the Pathfinder logo on our products.
3. A larger base will (hopefully) give our game a try.
Why is this so huge? Well, Pathfinder is currently the biggest tabletop RPG on the market. Yeah, suck it 4E! I love this, because Wizards (imho) tried to screw Paizo out of business by taking back the Dungeon and Dragon magazine publishing rights. Paizo has taken the once defunct 3.5 ruleset, revamped it, and crammed it back down Wizards' throat.
There are some great classes in Pathfinder which will suit Pure Steam well. Examples are the alchemist and gunslinger.
What are you looking for in a Steampunk setting?
Tuesday, June 7, 2011
New RPGs
Just a quick note:
I'm working with some fellow gamers to push two RPGs out the door soon.
Metal Corps, a futuristic soldier-based RPG, will start beta playtesting next month. It uses rules similar to 4E or SWRPG Saga Edition, with plenty of fresh changes to speed up play and capture the real hopelessness of a space colony encountering some dire threats.
I have an old friend who's going to produce an original soundtrack for Metal Corps, and I am VERY excited about that!
And, I've finally found a solid partner to assist with my Steampunk endeavor. I've decided to use Pathfinder OGL rules. So, my goal is to roll out the core setting by this time next year. The Steampunk game is going to take place in Appalachia, with some pretty familiar archetypes and politics. Firearms and technology are expected to push realism (of course, there will be plenty of fantastical exceptions).
If you're interested in playtesting either of these games, let me know!
I'm working with some fellow gamers to push two RPGs out the door soon.
Metal Corps, a futuristic soldier-based RPG, will start beta playtesting next month. It uses rules similar to 4E or SWRPG Saga Edition, with plenty of fresh changes to speed up play and capture the real hopelessness of a space colony encountering some dire threats.
I have an old friend who's going to produce an original soundtrack for Metal Corps, and I am VERY excited about that!
And, I've finally found a solid partner to assist with my Steampunk endeavor. I've decided to use Pathfinder OGL rules. So, my goal is to roll out the core setting by this time next year. The Steampunk game is going to take place in Appalachia, with some pretty familiar archetypes and politics. Firearms and technology are expected to push realism (of course, there will be plenty of fantastical exceptions).
If you're interested in playtesting either of these games, let me know!
Tuesday, March 23, 2010
My Foray into Steampunk
I am but an infant standing before an ocean when it comes to the genre of Steampunk, but I am quite excited about the gaming opportunities it extends. A gnome escaping from a train heist by sealing the dining car's door with a glue bomb would be amazing. Or a group of half-orc tribesmen that take down the zeppelin of the local oppressive duke with bows and arrows, yeah, that's the ticket!
I'm a long way from making this a true sustained campaign reality, but so far here's what I know.
The world will be my own (sort of).
The geography will match that of our Earth, but history shall be quite different.
The 'civilized' world at this point currently reside on the continent we call North America.
There are approximately 36 nation-states. The two most powerful of which are the Federated States of Ullera and the Sovereign Kingdom of Rausch, currently allies which share borders.
Ullera sits between what we know as the Mississippi River and the East Coast, going north to the shores of the Great Lakes and south to the Everglades. It is a technologically driven state which in many ways mirrors the U.S. in the 1860s. Magecraft has long been outlawed here, but it is rumored to exist.
West of the Mississippi to the Pacific Ocean spans the vast, sparsely populated Kingdom of Rausch. It's king rose from despondent orphanhood to a high position in the state church, eventually securing royal status by marrying ALL THREE of the prior king's daughters. He is highly respected and quite just.
Ulleran settlers, sick of coalsmoke-clogged cities, set east decades ago on all manner of craft (from dirigible to clipper to ship), but the harsh conditions and violent natives in the continents to the east have prevented Ullera from establishing meaningful colonies.
Gameplay will likely be limited to three player characters at a time. Pathfinder RPG rules will be used, augmented by third party steampunk expansions (mainly 3.0 books, actually). Players will all run gestalt characters (taking the best of any two classes).
Gameplay in the first campaign will include limited options. Greater options will be 'unlocked' as the world is explored (Example: once players encounter Knights of Rausch, the paladin class will become available.)
Players will start in Ullera (in game one), and race/class options will be limited to:
Races: Human, Half-elf, Elf, Gnome, Dwarf, Halfling.
Classes: Barbarian, Bard, Fighter, Ranger, Rogue, Sorcerer.
Magic knowledge available to players will be limited to 3rd level spells until higher knowledge is unlocked.
Equipment: Modified black powder weapons exist. Reloading will take something like two full rounds (anything more will make it little fun for an RPG), which can be reduced by feats and class features.
There's plenty to flesh out here. Hit me up with questions. I'm sure there are aspects I haven't considered yet!
Tuesday, September 11, 2007
A Gradual Approach to Herodom
Granted, when you're playing a fantasy RPG:
1) You want to be able to do extraordinary things
2) You're able to TRY to do anything
But beyond that, it's all up to the DM. My interpretation may be the minority; I'm not sure. I think my heroes should be able to do a lot less amazing things at levels 1-5 than 6-10 and so on. I believe it's a logical thought process, supported by most gamers and even the rules of the game. You don't even think about sucker punching a great wyrm Red until at least level 20, right? (If even then!)
But where's the line? I talked to a DM years ago about how he runs his Star Wars RPG crew, and they can't expect to be 'heroes' for a while. The biggest reward he gives his players is the ability to modify a bowcaster at level 5 for a +1 attack. Their job until level 10 or so, in this guys mind, is to simply survive the environment. Everything else is flourish!
I'm not that bad, I have to say. But I definitely am not liberal with my distribution of power and wealth. My heroes can expect to do good things, but there's a limit. I once had a DM that pitted my level 5 or 6 crew against a young adult green dragon. Um...ok? Let's see where this goes. As the skinny bard with little combat prowess, you can guess what I did. That's right! I lassoed it around the neck with my grappling hook. I mean, isn't that a no-brainer? My DM and I rolled it out, and it stuck, a perfect shot that wrapped around the beastie's neck five times. Then the DM just threw his papers in the air in a lighthearted "you win" gesture.
Really? Is that all it takes to best a dragon? It's silk rope at best, and my bard weighs about a buck-o-five. I should have been used as a Swiffer to dust the undergrowth of that forest. Sadly, I cemented a five-round knock out of that beast. Come on, dragon! I mean, your breath is corrosive! You can polymorph, I saw you do it before the battle. Sure, my bard can now sing a song throughout the Realms about himself for a change, but... I feel like I was robbed a bit.
I always try to find that perfect balance between allowing my heroes to do amazing, bard-worthy things, and making sure there's something to look forward to. If my bard can do that at level 5, I'm going to hogtie a Tarrasque at 10!
Again I ponder...where is that line? This is all brought about by a play by e-mail game I'm running while I sit in Baghdad. (http://groups.google.com/group/saga-of-the-realms) It shouldn't be a big deal, but somehow it eats at me: Did I make the right call, or should it have been a simple success? Here's the story:
A group of PCs are in a rowboat on the waves, stranded. Three humans, an elf, and a halfling, plus gear. Suffice to say it's barely floating at best. The waves crash here and there and it's taking on water. The paladin summons his mount: a hippogriff. His plan is to ride off on it in the air so that some of the weight is gone. He summons her, and she has to appear adjacent to him. He's on a rowboat in the ocean. She can't hover according to her stat block, so she appears in the boat. That's right...its taking on water and we've just added a winged horse with barding. Hardly the ideal situation. So the pally has her take off immediately, as the ship is about 1/3 full of water. Off she flies, and he wants her to wheel about and fly by, and he'll just mount up as she returns.
What's the issue to me? At level 6, should a fully armored guy in a sinking boat on the seas be able to just mount up on a passing mount? I figure, let the Ride check decide. Not a good roll, but he's holding on. So now he's hanging onto the saddle as she flies. He tries to climb up her, and I make some more rolls. Nat 1. Nat 1. He grabs and pulls her reins and down they go into the ocean. Sucks, right? I could have just said, "Yeah, you're all good. Let's press on." But if they can do that in those circumstances, what is there to look forward to?
At low levels, I want my players to remember how they struggled to navigate the traps of the mummy's pyramid, narrowly escaped (not defeated) the deadly maw of a kraken, and had to pull out all the stops to drop the ogre mage. Because they'll be less cocky, less sure that everything they encounter is a battle to win. Drizzt, Kelemvor, and Han Solo all ran. They were all crafty in overcoming situations. And overcoming seldom meant bludgeoning to death in three rounds.
I want low level players to look forward to the times when they'll be able to do battle those epic baddies, not battle them right away. So they'll savor the tough tasks now, and not think that the DM fudged some rolls in order for them to do the impossible. And when the time comes, they'll sail back out to sea ready to slay the kraken that took their left hand.
I guess at the end of the day I want my guys to accomplish the improbable, not the impossible.
What are your thoughts?
1) You want to be able to do extraordinary things
2) You're able to TRY to do anything
But beyond that, it's all up to the DM. My interpretation may be the minority; I'm not sure. I think my heroes should be able to do a lot less amazing things at levels 1-5 than 6-10 and so on. I believe it's a logical thought process, supported by most gamers and even the rules of the game. You don't even think about sucker punching a great wyrm Red until at least level 20, right? (If even then!)
But where's the line? I talked to a DM years ago about how he runs his Star Wars RPG crew, and they can't expect to be 'heroes' for a while. The biggest reward he gives his players is the ability to modify a bowcaster at level 5 for a +1 attack. Their job until level 10 or so, in this guys mind, is to simply survive the environment. Everything else is flourish!
I'm not that bad, I have to say. But I definitely am not liberal with my distribution of power and wealth. My heroes can expect to do good things, but there's a limit. I once had a DM that pitted my level 5 or 6 crew against a young adult green dragon. Um...ok? Let's see where this goes. As the skinny bard with little combat prowess, you can guess what I did. That's right! I lassoed it around the neck with my grappling hook. I mean, isn't that a no-brainer? My DM and I rolled it out, and it stuck, a perfect shot that wrapped around the beastie's neck five times. Then the DM just threw his papers in the air in a lighthearted "you win" gesture.
Really? Is that all it takes to best a dragon? It's silk rope at best, and my bard weighs about a buck-o-five. I should have been used as a Swiffer to dust the undergrowth of that forest. Sadly, I cemented a five-round knock out of that beast. Come on, dragon! I mean, your breath is corrosive! You can polymorph, I saw you do it before the battle. Sure, my bard can now sing a song throughout the Realms about himself for a change, but... I feel like I was robbed a bit.
I always try to find that perfect balance between allowing my heroes to do amazing, bard-worthy things, and making sure there's something to look forward to. If my bard can do that at level 5, I'm going to hogtie a Tarrasque at 10!
Again I ponder...where is that line? This is all brought about by a play by e-mail game I'm running while I sit in Baghdad. (http://groups.google.com/group/saga-of-the-realms) It shouldn't be a big deal, but somehow it eats at me: Did I make the right call, or should it have been a simple success? Here's the story:
A group of PCs are in a rowboat on the waves, stranded. Three humans, an elf, and a halfling, plus gear. Suffice to say it's barely floating at best. The waves crash here and there and it's taking on water. The paladin summons his mount: a hippogriff. His plan is to ride off on it in the air so that some of the weight is gone. He summons her, and she has to appear adjacent to him. He's on a rowboat in the ocean. She can't hover according to her stat block, so she appears in the boat. That's right...its taking on water and we've just added a winged horse with barding. Hardly the ideal situation. So the pally has her take off immediately, as the ship is about 1/3 full of water. Off she flies, and he wants her to wheel about and fly by, and he'll just mount up as she returns.
What's the issue to me? At level 6, should a fully armored guy in a sinking boat on the seas be able to just mount up on a passing mount? I figure, let the Ride check decide. Not a good roll, but he's holding on. So now he's hanging onto the saddle as she flies. He tries to climb up her, and I make some more rolls. Nat 1. Nat 1. He grabs and pulls her reins and down they go into the ocean. Sucks, right? I could have just said, "Yeah, you're all good. Let's press on." But if they can do that in those circumstances, what is there to look forward to?
At low levels, I want my players to remember how they struggled to navigate the traps of the mummy's pyramid, narrowly escaped (not defeated) the deadly maw of a kraken, and had to pull out all the stops to drop the ogre mage. Because they'll be less cocky, less sure that everything they encounter is a battle to win. Drizzt, Kelemvor, and Han Solo all ran. They were all crafty in overcoming situations. And overcoming seldom meant bludgeoning to death in three rounds.
I want low level players to look forward to the times when they'll be able to do battle those epic baddies, not battle them right away. So they'll savor the tough tasks now, and not think that the DM fudged some rolls in order for them to do the impossible. And when the time comes, they'll sail back out to sea ready to slay the kraken that took their left hand.
I guess at the end of the day I want my guys to accomplish the improbable, not the impossible.
What are your thoughts?
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