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Quick RtL report [Jul. 10th, 2009|03:34 pm]
This is going to be quicker than I hoped.

The session went well. We managed to do hero creation and two dungeon levels in just under 2.5 hours. We had one "no show" so Sam filled in. Also, another player is unlikely to be able to play during term time. However, we have two keen players who are cool and a number of possible recruits to keep things ticking over.

The two dungeon levels were fantastic. The first saw the heroes enter into a monastry where a group of villagers were being sacrificed to raise a demon. The heroes more than handily rescued all the villagers gaining a huge conquest boost. This was excellent as the heroes tend to lag after the overlord, so it was good to give the players a positive start.

The second was one of the new dungeons from Tomb of Ice and got to see the use of the new massive room. The dungeon level went down to the wire, with several phases. The heroes were taxed but not overally so. I enjoyed the interesting interaction between nagas with grapple and the rule that if a hero was stationary they took damage from various snakes all over the floor.

So we finished with Conquest: Heroes 15 - OL 8, but given that 6 of those Conquest came from the villagers and 2 from poor treasure draws, I think things are reasonably balanced. Also, the third dungeon level is looking to be a good one, we me having plenty of threat and a decent hand to ensure for a good climax to the first dungeon at Starfall Forest.
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Road to Legend begins tomorrow [Jul. 7th, 2009|10:16 am]
So Road to Legend begins tomorrow night, and I am looking forward to it. Its like running a full length D&D campaign with no prep :) Whilst I won't be doing a full journal like last time, I will be posting odd points of note as we go along.

Overall, my goal was to go with extra flexibility so that I could try a lot of things, without feeling like any one failure hurt my progress as a whole.

Avatar & Plot selection )

So, King Obsidious, the Immortal Sorcerer King, wishes to cover the Terrinoth in darkness so his undead legions can conquer all and bring about a new age... or something equally cheesy.
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Card Games - Top 3+1 [Jun. 30th, 2009|10:20 am]
I am not a card gamer in any form other than a dabbler. In particular, collectible card games repel me like sunlight to a vampire. As such, I really struggled to fill this list. There are a few board games that include card play which I like, but I have avoided these for this list, as they didn't seem appropriate.

Drum roll please )
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If wishes were fishes... [Jun. 30th, 2009|08:13 am]
One thing I am enjoying at the moment is that as I have managed to keep up a decent gaming momentum, opportunities seem to be materialising before my eyes without any effort on my part. I am a big fan in the idea of momentum. If you spend a little effort frequently to keep in touch, run games, and go a little out of your way, then rewards roll in with no effort as you are open to all kinds of opportunities as they arise.

Anyway, within a month of saying that I would love to run a Road to Legend campaign on a weekly basis but have absolutely no one who would be keen, an opportunity arose. Four of the students from the Kapiti College Games Club enjoyed Descent so much, they all demanded that we play Road to Legend. So starting next week, we begin a weekly Wednesday night game :D
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Summerland - Fallen Leaves mini-review [Jun. 26th, 2009|12:53 pm]
As this RPG doesn't easily get a lot of press, I thought I would note that Summerland has got its first supplement: Fallen Leaves - Snapshots of the Summerland.

It is relatively short at 50+ pages but the price and subject matter support the length. Fallen Leaves contains examples of about 8 Drifters and 8 Settlements, as well as a few pages on creating Communities (which were the weakest part of the book).

Overall, I was impressed. The layout and artwork continued to be appropriate and evocative. The Drifters and Settlements maintained an edge of realism that really makes Summerland rock, whilst being interesting and different. Given that the setting is where Summerland really shined, I found this snapshot to be excellent.

I would rate it a solid 7/10. It really helps to fill out the corebook with some concrete examples.

The official blurb:

A supplement for Summerland

A secret slaver, a broken healer, a savage killer, a compulsive artist... just a few of those that might be found within the forest....

A place of the dead, a place with a secret, a place of hope... just a few of the places to discover beneath the boughs....

Fallen Leaves is a supplement for Summerland that details a series of drifters and communities that a narrator can slot into existing games of Summerland or use as a springboard for their own imagination. The entries are inter-linked, allowing the narrator to weave many separate elements together forming a network of people and places, key to creating compelling stories beneath the Sea of Leaves. A wealth of adventure hooks are also provided, along with guidelines for creating your own post-Event communities, making Fallen Leaves an invaluable resource for narrators of Summerland.
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But wait there's Animore [Jun. 24th, 2009|09:36 am]
Here is another PC from the same game. The PC is very different from both Shea and Kirin in many respects and highlights the flexibility in Anima's system. Extra points for recognising the Soul Caliber combos on the Ki Techniques:

Please No More )
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Familiar for the Anima PC [Jun. 23rd, 2009|09:02 pm]
I just made up Kirin, Shea's Familiar. It was an equally bizarre and fun process:

Kirin - 100% more anime )
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Anima PC [Jun. 23rd, 2009|07:58 am]
Anima is an RPG with which I have a tumultuous relationship. I love the card game and like the minis game. I hoped the RPG would be great, but was seriously disappointed. I loved the art, the underlying game engine and the setting. However, what could have been a fantastic 128 pages rulebook, bloated out to 300 pages, with some of the worst design I have every seen. This is not just a matter of preference as many of the issues are demonstrably poor.

So I undertook the AmiNIMA project which was to strip the rules back to those basics which I liked. The project was tough and I gave up on it more than once. However, it is now nearing completion. Yet something odd happened along the way. I spent so long exploring and analyzing the rules and their weaknesses that I became something of an expert on them. I found that I could use them about as fast as most other ruleset.

To confirm my fears, I leapt in and created a PC using the rules as written. Despite myself, it was one of the most fun experiences I have had in creating a PC for some time.

I started with a mechanics busting PC concept. Essentially, I wanted a PC who seemed like the follower of another being. I really wanted to explore the idea of someone who created their own friends who then over shadowed them. It was this that gave me the idea of Summoning and Familiars. The PC would essentially be 2 characters. Though the shy retiring character would be the actual PC, most action would be done by the Familiar.

The result was I found that the intracacies and oddities in the system made the creation of the PC fun and involving; and to its testament, I managed to create the PC concept I wanted.

Anywhere here is the result:

Beware: May contain traces of Anime )
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Top 3+1 - But I want more! [Jun. 22nd, 2009|08:49 am]
So, you have read my Top 3+1 RPGs and board games and want to buy them all but, like Oliver, only if you can get more for each. Well, here you are:

Please sir, can I have some more! )

OK, time to leave these Top 3+1s behind :)
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So what was sitting in 4th Place? [Jun. 19th, 2009|04:05 pm]
I know what you are all asking yourselves. What would have been next on the countdown for the RPGs and Board Games? Well, the answer is:

Don't enter if you haven't been asking yourself that question )
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Anima House Rules [Jun. 17th, 2009|08:06 am]
So I have been wrestling with Anima for a while. Its one of the most shoddily designed RPGs out there but I find that deep down there is a game that interests me. I was originally intending to overhaul the rules quite a bit but found myself mired everytime I tried. I have pages of revisions but I admit that they are past the point of being easily playable.

So I have pulled back and focussed on what is the absolute minimum to make the game work for me:

1.Multiple all Primary Characteristics, Ki, Ki Accumulation, Total PPs and Free PPs by 10.

2. The core mechanic is d100 roll high for all rolls . On a score of 91+, you roll again and add the results, except for Resistance checks. A score of a 1, 2 or 3, produces a standard, miserable or tragic fumble (equivalent to a -50, -100 and -150 roll result if needed).

3. Action Penalty applies to all d100 rolls with the following exceptions:
- Apply only half the penalty for Initiative, Primary Characteristic (inc. movement), MA and Ki Accumulation; and
- Apply no penalty to Resistances.

4. Damage equals Final Damage x (MoS - (10 x AT)) (rounded down to the nearest 10).

5. Critical hits are scored when the Damage is equal to or greater than Physical Resistance. The MoS over Phy Res is an Action Penalty and Critical Level for other effects.

6. Additional defences after the first are at a consecutive -25.

7. Remove Appearance as a stat. A PC may be exceptionally attractive or unattractive for -1CP or +1CP respectively.
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WitchGirl Adventures arrives [Jun. 17th, 2009|07:55 am]
My copy of WitchGirl Adventures arrived today along with the first issue of the comic book. Given that its selling quite cheap ($20), I was surprised that the book looks remarkable solid, has the opening comic in full color and has a piece of art on every page (and normally more than 1 piece).

Best yet, it came with a free badge and a cool looking necklace (for Sam or Ayla, not me). Nice!

Anyway, I hope to post a review here soon.
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Roleplaying Games - My Top 3 [Jun. 16th, 2009|05:05 pm]
I actually found this harder than my board games. I think the reason why is that a number of my favourite RPGs have been sitting idle recently, so its hard to balance historical value with present value.

Anyway, drum roll please...

The Final Countdown )
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Board Games - My Top 3 [Jun. 15th, 2009|11:39 am]
Recent fun experiences with favourite board games has encouraged me to post about them.

The Countdown )

Hmm, maybe I will do a Top 3 RPGs next.
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Some advice I gave on getting to grips with creating Skill Challenges [Jun. 12th, 2009|12:18 pm]
They are more an art than a science. I always start with knowing what chance of success will produce a nailbiting win for the PCs:

# of successes needed / (# of successes needed + 2)

So for each Complexity, its:

1 = 66%
2 = 75%
3 = 80%
4 = 83%
5 = 86%

Translated to rolls on a d20 thats:

1 = 7+
2 = 6+
3 = 5+
4 = 4+
5 = 4+

Next get your table of all PC skills. You should be able to get a good feel for the gap between the Primary Skills and the likely PC skills to be used. If the gap is 1 to 3, the PCs will likely waltz it. If its over 8 then it is too hard. Generally, its best to err on the side of PC success than not, as it can be very frustrating if the bar is set to high.

Oh and remember to factor in Aid Another and any skill bonuses from Powers, Feats and Magic Items.

The real skill comes in creating a SC that doesn't just see the PCs roll their highest skills. Max successes, adding other bonuses to non-highest skills, and a few negative results in using inappropriate skills can help encourage players to branch out.
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Dragonlance SAGA House Rules [Jun. 12th, 2009|11:01 am]
In preparation for the upcoming DL Saga game called Chaos War, I have finalised my house rules. Overall, I like the DL Saga system. Its a little warty in places and recent design developments really help to fill it out.

I went in trying to not to add house rules unless they resolved some specific problem (rather than based on my preference). I also looked for solutions in line with the existing rules that allowed the existing books and stats to be used without alteration.

I note that some of these house rules are actually just simplifications of existing rules, such as Roles, Mass Combat, Surprise and elements of the Combat Movement.

Anyway, here there are:

DL Saga House Rules )
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Skill Challenge in action [Jun. 11th, 2009|02:13 pm]
For those interested, here is the Skill Challenge in action: http://forum.rpg.net/showthread.php?p=10477415&posted=1#post10477415

You need to be logged on to RPGnet. My favourite part so far:

And with that word, everything disappears. The first sensation to return is touch. The five are surrounded by softness and warmth. Then comes back smell and with it comes memories of childhood. Next comes the sound of a mother gently cooing to her child.

The five stand in a room draped with pillows, curtains and other fabric, creating a comforting cocoon. At the far end of the room sits a woman who, to each of the five, looks like their mother holding her suckling babe. The look of peace across her face is marked in sharp contrast by the vigorous swaying of the baby's head and the sick tearing sound of its maw. A thick column of blood pours into the luxurious carpet.

The woman collapses and the babe turns to face you. Its mouth is gaping wide showing bllod drenched razor sharp teeth. Just as the five go to react, their mother sits up. Her own face is now twisted into a similar monstrosity that begs to be fed.
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RPGing is so frikkin awesome at the moment [Jun. 11th, 2009|10:58 am]
OK this may be a bit of a repeat of my recent 2009 RPG plans, but I can't help but post again about how awesome RPGing is at the moment. And yes, I know these "positive" posts don't get much replies.

Star Wars Saga: Episode 8 begins in a few weeks and I am already at work revising Ep 9. And you know what? Its all awesome and I am looking forward to it more than I have in a while. The changes I have made for Ep 9 rock on toast, but must be kept hush hush for now. Big thank to Nick C for helping here.

Dragonlance SAGA: I have started to ramp up my prep for this upcoming game and again I am super excited about it. The adventure is weird. Its like nothing that I have ever run before and it isn't without pitfalls. However, it really does feel like a fantasy novel with huge chunks of WoD style gaming, which was exactly what I wanted. I have no idea how the system will handle it all but I don't care. Bonzai!

D&D4e: The game that probably has fueled my energies for the two games above. I have just started a PbP (after the previous one died) and I am, you guessed it :), super excited about the adventure, the system and my growing mastery of the medium.

Descent: OK so this isn't RPGing but its a D&D cousin. I ran this for the Kapiti crowd recently. Could I be bored by 4 variants of D&D? No! It was loads of fun and the kids really enjoyed it too.

Add in what's on the horizon:

Eberron: The books I have most been looking forward to for D&D4e are here real soon (assuming WGS can get their distributor honest and back into shape). I am really looking forward to seeing how cool it will be as mini-campaign. Plus as a bonus, Dungeon just released today an add on module for that mini-campaign. Choice!

Eoris: Still delayed due to a printing error but back on track, my no.1 most anticpated RPG is getting closer.

WitchGirl Adventures: Showing that the RPG industry can still pleasantly surprise me - an RPG for tween girls, and me with two daughters. It will sit next to Blue Rose and Faery Tale :)

Even the Star Wars releases are looking a little brighter now... but that could just be my mood :)
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[D&D4e] Critique my Skill Challenge [Jun. 9th, 2009|02:12 pm]
I am about to running The Demon Queen's Enclave for a group of 14th level PCs. I am hoping to open with a combined dream sequence Skill Challenge. The PCs best skills are around +20. Their trained skills are roughly around +15 and untrained normally around +10.

Signs and Portents

Goal: The PCs receive a myriad of signs and portents of the future and a rising evil. However, these are not merely the stuff of dreams but ripples from the Realm of Dreams. The PCs must try and glean what information they can from the maelstrom with their sanity and courage intact.

Complexity: 3 (8 successes before 3 failures)

Encounter Level: 14

Initiative: The PCs act in the following order (being an Initiative based on Wisdom).

Aid Another: A PC may forego their turn to aid another PC instead. If this is done, then only the PC making the roll gains the success. Also, when that reroll is used the PC who aided is dazed (save ends) as their mind is jarred by a dreadful sense of déjà vu of what they saw.

Skills Used:
• Arcana (DC 20, maximum of one success): You know the stuff of dreams is dangerous, but also malleable. You can shape the raw elements of dream to your advantage. You also gain a +2 to all further rolls in this Skill Challenge.
• Athletics (DC 25, maximum of three successes): You meet the ferocity of the dream with a ferocity of your own, smashing your way through the tendrils that try to bond you.
• Endurance (DC 25, maximum of one success): Buffeted by the gruesome forces arrayed against you, you simply grit and endure it.
• Insight (DC 18, maximum of two successes): You see right through the obfuscating and confusing symbols and images that confront you into the truth of the matter.
• Intimidate (DC 22, maximum of one success): You face the sense of growing dread with a stalwart determination to vanquish it.
• Perception (DC 18, maximum of one success): You avoid distraction of the weird and wondrous around you and notice the one true image that tries to evade you like
• Religion (DC 20, maximum of two successes): Contact from beyond this world is something you are familiar with, and you take comfort in your faith.
• Stealth (DC 25, maximum of one success): Surrounded by nightmare you become one with it, dancing out of sight like a mad god.

All other skills are available at DC 28. Each skill is maximum of one success.

Success: For each success, the PC who made the roll gains a reroll that can be used at any stage in the adventure. If the reroll is made then the results of the second roll must be kept.

Failure: For each failure, the DM may force a PC to make a reroll that can be used at any stage in the adventure. If the reroll is made then the results of the second roll must be kept.
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So what RPG am I alternating with D&D 4e at the moment... [Jun. 5th, 2009|12:45 pm]
Why, Witch Girl Adventures of course. What else! :D



Find out more at http://www.witchgirlsadventures.com or read the Star Creation Guide (demo) here: http://witchgirlsadventures.com/downloads/wgastarcreationguidesmalls.pdf ;)
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