The tales of unlikely heroes journeying through dark dungeons, dangerous jungles, and alien worlds.
Thursday, January 5, 2012
New resolution... sorta
Thursday, December 29, 2011
Modular Dungeon Pieces?
Been fooling around with plans for a modular dungeon piece set, and figured out what pieces would be a useful start. But before I begin, better think of the pro's and con's of such a task.
The major pro for dungeon pieces is that they provide a third dimension to the dungeons and ruins (or even space hulks) that the characters and players are exploring. It just looks better than the map drawn out on a dry-erase sheet, especially from a modeller's point of view. Some people I play with just do better with physical representations of combat and such, and an actually 3d representation of such environments is useful.
The two major drawbacks however is the lack of flexibility of pieces and the price tag. With only a set of pieces, you can only arrange the pieces a certain number of ways, or have rooms be only a certain size till you decide to make a new piece to meet the requirements you want. And second, the number of molds to make a plain set (like the picture above) is $80 plus the paints and base materials. To make a decent, and varied set of pieces, you will probably be spending $200 on molds plus all the base materials. Then, the time to cast all the blocks.
Building a dungeon piece set is a lengthen project, but can still merit a sense of accomplishment if done right. But till I can afford it, it's gonna be dry-erase grid sheets.
Monday, December 5, 2011
Encounter Testing
The first was 4 dire rats, and it went as expected. Two of the three were diseased, but no real damage was done.
Shit hit the fan when I decide to test out the cockroaches. 6 giant cockroaches versus three adventures... and it was tough. Everyone was knocked down to 2-3 HP and the thief was unconscious. The big thing the cockroaches had on there side was each having 7+ HP and being Die Hard. They will always be at 0 before they die, and that gives each one a last attempt to attack before they die. And I fudge the Die Hard feat since it seems awkward (that is if I read it correctly)... I don't see a cockroach staggering till he reaches -18 HP. So, for creatures and encounters... I'll be treating Die Hard differently... with any blow taking the creature below 0, just takes it to 0 and staggers.
Also, another thing I learn is the cleric's Channel Energy ability. It affects everything within the area... be it friend or foe, living or dead. The user can declare if he/she is affected by it as well. Making my cleric's Channel Negative Energy ability a last ditch ability, unless she's separated from the party. This also makes the other channel feats (like Selective Channeling) pretty useful. But still... 1d6 damage to everything within 30' of a person is a nasty ability at first level.
Last, learning the importance of shakening enemies is important. Let alone, it stacks with frightening and panicking conditions. Plus, growing more familiar with the different conditions, and does make things a bit simpler.
Tuesday, November 1, 2011
Maverick Hunter - Campaign Idea
(Here is mood appropriate music: )
For the longest time, one campaign I always wanted to run was a campaign taking place in the MegamanX universe in the year 20XX. Characters play as Maverick Hunters, be either a cyborg (like Megaman or Zero) or a regular human aiding in the safety of mankind (like Roll) against the Reploid forces.
The system would be using the BESM system (either 2nd edition or d20) or even Mutants & Mastermind if I ever read over a copy. But the stats and such is pretty simply, with cyborg characters starting with a few traits and the Buster Cannon, while humans have more points to spend on other things like equipment, vehicles, and skills. The idea though is that cyborgs are more the fighters while the human are support characters or specialist fighters (like tank drivers or pilot). And with the characters, all special abilities and attacks are done though machinery; none of the magic/psionic stuff.
And villains all done in traditional MegamanX style, a bunch of animal-themed mavericks with a single mastermind behind the opposition. And beneath theme, the gaggle of robot warmachines and the numerous labor bots turned violate that stand in the way from humanities salvation and demise.
The storyline would be the problem... knowing how the player often deviate form any course plotted by the GM. I'd keep things loose, but like Megaman X flavor, effects will always end up confronting a maverick. He may escape, or may get destroyed... or some events, call on the aid of a 'mini-boss' to help him escape. However, all the mavericks will be created and level up according to the characters. If a player first meets one, the next time they meet him he'll have upgrades to make him an even fight.
And this is a new idea... I got several pages of notes scattered around the room on concepts and such. Personally, mixing Megaman and pen-and-paper RPG seems like the perfect use for the BESM system, and if it ever occurs that I run a BESM campaign, this will be it.
Monday, October 31, 2011
Calender Makes a World Go Round
But a more looked over thing that a calender provides is a time-table of special events and holidays. More common holidays are seasonal celebrations, like the spring and fall equinox, but all national holidays and celebrations. Besides adding spice to the setting, it also allows a GM to use special days into the campaign as well allows characters to interact with the world around them.
A calender is something I often keep in mind when it comes to planning a campaign, and often figuring what season to start the adventure is often the first question I ask myself.
Friday, October 14, 2011
Die Rolling Statistics
I've often filled pages in my notebook with mechanic concepts and examples. Most drawing on bits of experience with systems I've played or read about, from percentile systems to die-pools and common d20 to more obscured Fudge. Each time I look at systems, often pick out the concepts I enjoy and admire, and take notes on the flaws.
No matter the system basis, one have to understand the odds behind the rolls. Take a comparison between a 1d12 and 2d6. Both have a max of 12, however the two dice will always have a better chance to get a higher score. Add 3d4 to the mix, the 3d4 will always have a chance to roll greater than the 2d6. However, the more dice added, the less deviation in the results, and that too must take account when designing a system.
Game statistics have always been an interest for me, and always curious in learning new things that involve with it.
Thursday, October 6, 2011
Prospecting - Traveller Style
So... the thought is that if I ever do a Traveller campaign, it'll will carry a more Prospector theme to it. Things that might help it:
- Mega-corporations: Create a variety of mega-corps for special industries and common facilities (Cyberdyne Tech Group, Big Bob's Bargain Barn, McCoy Medical, etc.) that players can get contracts from. Odds of a office existing on a planet/station depends on planet codes and roll out just like any other naval base or research facilities.
- Detailed random alien table: A random table to roll out indigious life and primitive natives, giving characters the chance to kill that 10 tentacled gastropod with thick fur.
- Other advance races: Provide a chance that a few random aliens are space-faring.
- Ancient societies: Like classic Traveller, but may add random cosmic deities as well.
- And much much more!
