A calendar in a setting helps to establish a feel and pace of a game. A good means to time-keep a character's adventure as well as track the current season and weather.
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.
The tales of unlikely heroes journeying through dark dungeons, dangerous jungles, and alien worlds.
Monday, October 31, 2011
Friday, October 14, 2011
Die Rolling Statistics
Being a fan of pen & paper RPGs and eventually plan to put together a system of my own, one thing I study often is probability. Figuring the probability of an event and measure the percentile of an success (or fail) of an die roll is important for mechanic design. However, don't knowing the exact math of the more complex die mechanics ('exploding' dice for example) I found my interest in programming to help figure the probabilities. Sometimes, I'll program a quick flash document to be a die roller or browse the internet for more indepth and customizable systems. Found Anydice.com to be a great program with programmable dice output to a simple graph display.
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.
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
Well... after playing Prospector for an hour and giving a good laugh, it occurs to me (and others) that this plays out more like our Traveller campaigns: no real success, and more space blundering while looting. And the whole mega-corporation that you work for in the game adds a neat touch.
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:
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!
Tuesday, September 13, 2011
The Jungles of the Dyvine Coast
Galetide is off the shores of one of the most inhospitable regions in the realm, the think jungles of the Dyvine Coast. It is said that the jungles are only home to fierce beasts and savage folk, but nestled in the green foliage is the remains of once prosperous nation. A few fishing village dot the coast as well as smugglers hideouts, while only the bravest venture deep into the jungles.
Being nestled below the Dragon-spine Range, the steep cliff faces accumulates all the rainfall the monsoons and storms provide in the region leaving the Dyvine Coast moist, damp, and thick with ever-growing vegetation and leaving the other side of the Dragon-Spine Range the dry desert it is. The weather and climate is the reason for region being a deadly mix of swamp and jungle, with numerous muddy sinkholes, boggy basin, and numerous lakes and rivers.
Traveling the jungles itself is a challenge, the inhabitants of the jungle are more feared. A myriad of beast live within the jungle, from large predatory cats like panthers to the more illusive man-eating plants. More common is the native lizardfolks, ruthless and barbaric, anyone found by them are swiftly meet with spears and clubs. The tribes are territorial, and will kill any intruder they come across, including rival lizardfolk.
Being nestled below the Dragon-spine Range, the steep cliff faces accumulates all the rainfall the monsoons and storms provide in the region leaving the Dyvine Coast moist, damp, and thick with ever-growing vegetation and leaving the other side of the Dragon-Spine Range the dry desert it is. The weather and climate is the reason for region being a deadly mix of swamp and jungle, with numerous muddy sinkholes, boggy basin, and numerous lakes and rivers.
Traveling the jungles itself is a challenge, the inhabitants of the jungle are more feared. A myriad of beast live within the jungle, from large predatory cats like panthers to the more illusive man-eating plants. More common is the native lizardfolks, ruthless and barbaric, anyone found by them are swiftly meet with spears and clubs. The tribes are territorial, and will kill any intruder they come across, including rival lizardfolk.
Wednesday, September 7, 2011
Shops & Bazaars
The shops of the world always various in goods and wares, and often items aren't always there either them being rare or the store is simple out of stock. Using the following table, it determine rather an item is in stock or not within the store. Some common items are however too common to not exists. Only one check is made to see if the item is in the store, even if another character checks the store. A new attempt to check the store's stock can be made the next day. As rule, any gear costing less than 1 sp exist in every shop if it carries that type of item.
Example: a general store will always carry torches (1 cp) and clay jugs (3 cp), but an armor smith won't have it since he only stocks armor. However, the adventurer will still make a check to see it the store has any oil flasks (1sp) in stock.
a Clothing equaling or less than 10 gp is 5+, any other is 8+
b Blank spell books, holy symbols, masterwork toolkits, and spell component bags are 9+
c Weapons native to the region is 7+ (Example: an elven curve blade is 7+ in elven regions)
Bazaars function slightly different from normal stores. A bazaar filled with random vendors and constant commotion of bartering and promoting becomes a challenge to find the goods an adventurer is looking for. The only perk to browsing a bazaar is the chance of finding rarer goods, like ointments, potions, scrolls, poisons, and other out-of-the-ordinary wares. To look for goods in a bazaar requires a successful Gather Information check, with the DC the type of item you are searching for. Each check takes an hour to complete, and unlike checking store stocks, a character can check again for the same type of item, with a +2 to the DC to each additional check.
Example: an adventurer is looking for a set of thieves pick (a toolkit), her DC is set at 20. If she fails, she can look again for the thieves' picks (or any other toolkit) with a DC of 22. If she changes her mind on the thieves' picks and decides to look for a new light crossbow (a simple weapon), her DC will only be 15.
a Apply +10 to the DC for finding magical weapons and armor. Magical quality is randomized.
b Apply +10 to the DC for finding a mount (dog, horse, camel, etc).
c Only minor items can be found. Item, scrolls, and potions are randomized.
Example: a general store will always carry torches (1 cp) and clay jugs (3 cp), but an armor smith won't have it since he only stocks armor. However, the adventurer will still make a check to see it the store has any oil flasks (1sp) in stock.
| Type | D10 |
| Armor, heavy | 9+ |
| Armor, light | 5+ |
| Armor, medium | 7+ |
| Clothing | 5+a |
| Shield | 6+ |
| Gear, adventuring | 5+ |
| Gear, alchemical | 8+ |
| Gear, mount related | 7+ |
| Gear, toolkits | 7+b |
| Weapon, exotic | 9+c |
| Weapon, martial | 7+ |
| Weapon, simple | 5+ |
b Blank spell books, holy symbols, masterwork toolkits, and spell component bags are 9+
c Weapons native to the region is 7+ (Example: an elven curve blade is 7+ in elven regions)
Bazaars function slightly different from normal stores. A bazaar filled with random vendors and constant commotion of bartering and promoting becomes a challenge to find the goods an adventurer is looking for. The only perk to browsing a bazaar is the chance of finding rarer goods, like ointments, potions, scrolls, poisons, and other out-of-the-ordinary wares. To look for goods in a bazaar requires a successful Gather Information check, with the DC the type of item you are searching for. Each check takes an hour to complete, and unlike checking store stocks, a character can check again for the same type of item, with a +2 to the DC to each additional check.
Example: an adventurer is looking for a set of thieves pick (a toolkit), her DC is set at 20. If she fails, she can look again for the thieves' picks (or any other toolkit) with a DC of 22. If she changes her mind on the thieves' picks and decides to look for a new light crossbow (a simple weapon), her DC will only be 15.
| Type | DC |
| Armor, heavya | 25 |
| Armor, lighta | 15 |
| Armor, mediuma | 20 |
| Clothing | 15 |
| Shielda | 18 |
| Gear, adventuring | 12 |
| Gear, alchemical | 20 |
| Gear, mount related | 15b |
| Gear, toolkits | 20 |
| Misc. magical itemc | 30 |
| Poisons | 25 |
| Potionsc | 25 |
| Scroll, magicalc | 25 |
| Scroll, non-magical | 18 |
| Weapon, exotica | 25 |
| Weapon, martiala | 20 |
| Weapon, simplea | 15 |
b Apply +10 to the DC for finding a mount (dog, horse, camel, etc).
c Only minor items can be found. Item, scrolls, and potions are randomized.
Wednesday, August 24, 2011
Galetide - Sewers and Runoffs
Galetide is a city prone to tropical storms and monsoons, and with it comes weeks of downpour and harsh winds. Architects and engineers were called to combat this problem and their solution was the network of trenches and sewers that lay beneath the city. As the sewers maintain a means to prevent the streets from flooding, it also provides the underworld a network to traffic.
The original layout of the drainage was a simply a series of trenches leading to the coast, however as the city grew, builder were force to tunnel beneath the buildings and walls that made up the city. Intended to help against flooding, the infrastructure was now adapted to sanitary concerns as the tunnels expanded throughout the city.
Through the constant additions and expansion that occur over the years, the sewers have grown into a stench and vermin infested maze. These allowed a perfect hideaway for the scum of Galetide, using the tunnels to traffic illicit wares and an area to cache stolen goods. Most gangs as well as pirates would rely on the sewers to conduct their activities.
During much of the year, the sewers are relative safe (besides the occasional thug and vicious vermin that make it home). However, during the wet season, it becomes a hazard. With the risen water level and gushing water during storms, drowning is a common concern. And with the risen water level, many foul sea creatures find there way into the sewers, and make it home. Lurking in the murky waterways and various large cisterns, they will wait and attack mostly anything for food.
With some of the latest expansions, tunnelers and engineers have breached the halls the lay beneath the tower ruins. The city guard feared for safety, and quickly secured the breaches with bars and masonry. Even though, citizens worry about these entryways to the catacombs, yet adventurers and looters find this as a good means to explore the ruins without the knowledge of the city guard and their officials.
The original layout of the drainage was a simply a series of trenches leading to the coast, however as the city grew, builder were force to tunnel beneath the buildings and walls that made up the city. Intended to help against flooding, the infrastructure was now adapted to sanitary concerns as the tunnels expanded throughout the city.
Through the constant additions and expansion that occur over the years, the sewers have grown into a stench and vermin infested maze. These allowed a perfect hideaway for the scum of Galetide, using the tunnels to traffic illicit wares and an area to cache stolen goods. Most gangs as well as pirates would rely on the sewers to conduct their activities.
During much of the year, the sewers are relative safe (besides the occasional thug and vicious vermin that make it home). However, during the wet season, it becomes a hazard. With the risen water level and gushing water during storms, drowning is a common concern. And with the risen water level, many foul sea creatures find there way into the sewers, and make it home. Lurking in the murky waterways and various large cisterns, they will wait and attack mostly anything for food.
With some of the latest expansions, tunnelers and engineers have breached the halls the lay beneath the tower ruins. The city guard feared for safety, and quickly secured the breaches with bars and masonry. Even though, citizens worry about these entryways to the catacombs, yet adventurers and looters find this as a good means to explore the ruins without the knowledge of the city guard and their officials.
Wednesday, August 10, 2011
The History of Galetide
The center point of trade and commerce on the southern tip of the Mainlands, Galetide is known to ever being who travel to lands. Merchant ships who travel from the western Marble Coast to the eastern shores of Kartha always make port at Galetide for supplies, rest, and even to barter it wares. As such, the city of Galetide has grown and prosper, but an air of mystery still shrouds within its walls that attract adventurers to it.
At the heart of the city is the ruins of a tower from the First Age. In that time, it believed to be a beacon to the merchants and a watchtower against it's foes. The tower was said to touch the skies, and reach high into the heavens. It was during chaos of the Second Age that the tower crumbled to the earth from violent forces that shook the world. Pieces fell to the ground, destroying the ancient city at its base and remnant sunk to the depths of the ocean that surround the island. Since then, the island was devoid of humanity.
During the early years of the Third Age, civilization returned to the island as merchants began forging a route from west to east. The colonization found only the base of the tower, and scholars began discovering again it's purpose. With how high the tower stood, they soon uncover that it pierces equally into the ground, with a network labyrinthine passage and seals passages. Scholars now question the tower's full purpose, yet adventurers come to test themselves in hope to find the treasures locked away.
At the heart of the city is the ruins of a tower from the First Age. In that time, it believed to be a beacon to the merchants and a watchtower against it's foes. The tower was said to touch the skies, and reach high into the heavens. It was during chaos of the Second Age that the tower crumbled to the earth from violent forces that shook the world. Pieces fell to the ground, destroying the ancient city at its base and remnant sunk to the depths of the ocean that surround the island. Since then, the island was devoid of humanity.
During the early years of the Third Age, civilization returned to the island as merchants began forging a route from west to east. The colonization found only the base of the tower, and scholars began discovering again it's purpose. With how high the tower stood, they soon uncover that it pierces equally into the ground, with a network labyrinthine passage and seals passages. Scholars now question the tower's full purpose, yet adventurers come to test themselves in hope to find the treasures locked away.
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