June 25, 2016

Dragon Heresy: Group1, Session 2 - Bandit Camp

Just ran "Group 1" through the second session of the Dragon Heresy playtest campaign. 

After defeating the ogre last turn, they tried to track and find what seemed to be its partner or mate, along with 2-3 (they couldn't be sure) other, smaller creatures. The party looked, but could not find the appropriate tracks. They did take the ogre's head as proof, and wondered if they could sell ogre meat. 

No. No they could not.

How about taking the thing's scrotum as a unique curio pouch. With two goldstone (a type of high-value granite local to the area) spheres in it? Um. Sure. There's always someone willing to pay for almost anything. 

June 23, 2016

From Evil Overlords to PC Engagement - Tribality for the win

Over at Tribality.com+Brandes Stoddard throws down a post called Playing with a Stranger's Toys. Notionally it's about the challenges of using other settings and adventures. He brings up a few examples, and a contrived scenario (not his own) where the players are put in the situation where they are being approached, on a ship, by another ship full of minotaurs, nominally peaceably.

He notes that nearly any player who has played a game, watched  TV, or seen a movie will basically screech "HARD A'STARBOARD!" at that moment, and prepare to engage in life-or-death combat.

Better to start with the PCs just being captured - why present the illusion of choice when there's really no choice there at all - or to give the PCs a reason to be captured.

That got me thinking. I've posted a bit before about the motivations and methods of bad guy organiations - most recently in Sensible Master Plans Redux, and another that was the origin of that post called Bad Guy Chararacterization 2: General McChrystal does RPGing. They talk about keeping villains both villainous and not-stupid by working out the answers to just a few questions beforehand.

But Brandes' post turns this on its head. What about the PCs? More importantly, and in context, how does one write an adventure or set up a setting or introduce a plot hook that has bite?

I think the key is to treat the players like criminals. Well, or at least spies.

GURPS Day Summary June 17 - June 23, 2016

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, as of 10am CST, there have been 42 GURPS-Related posts from our list of 54 blogs that have popped up on the radar screen as of 8am CST.


Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you're interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.

June 22, 2016

Self-publishing 101 - Lessons being learned daily

So, my SRD-based RPG, Dragon Heresy, is getting closer and closer to reality. At this point, I can almost count on one hand the number of tasks required to get the written part of the manuscript finished.

By looking to create a finished, playable, "if I had to I could just put this in a crappy PDF and play the damn game" format, I hope to avoid one of what looks to be the classic mistakes of bringing a small-company RPG to market - not finishing it.


Just look at the projects that draw the ire of watchdogs like +Erik Tenkar and others. Mostly, someone seems to have an idea, they Kickstart it - and it frequently is a great idea - and the project doesn't get finished. There can be an infinite number of reasons, many of them good, some of them not-so-good, and at least one has drawn criminal charges.


So I'll avoid that one. But I'm ready to admit I'm probably going to walk into quite a few more.


I'm going to go stream-of-consciousness for a bit, mostly because I am writing this in fits and starts.


June 20, 2016

Aeon Campaign S2E11 - The lady and the tiger

Dramatis Personae
  • The Commander (Doug) - telekinetic super-soldier with a really angry dog (Yukio). The dog is a powerful ally (250-300 points) and very intelligent and very, very aggressive.
  • Arc Light (Christian) - battlsuited gadgeteer with electrical powers
  • The Rat Queen (Emily) - brick with super-perception; made of actual rats
  • Zephyr (Merlin) - Real name Murui; Shaolin Kung Fu expert and super-speedster.
Black Magic, Black Market

If only we knew someone with Chinese descent and attunement with magic. Or an archaeologist or something. Who knows about Maltese Tigers? ("It belongs in a museum!")

What's all this? We were trying to figure out if there's a way to figure out whether the Maltese Tiger (no, really) is real or not. We look about, and come to the conclusion that Bao Lu, the expert in Chinese antiquities, and he's here at a local museum.

We nip over, and we are there in time to see a woman drop a vase; Zephyr is on hand to catch it, which saves the destruction of a priceless vase.

The Commander nudges Zephyr. "Ask her out. You just saved a priceless vase." He spends a karma point to help his reaction. I will be his wingman any time.

He tries to chat her up, introducing himself as Murui Ao, by the way, also known as Zephyr. Her name is Stephanie Harper, and "Oh, my God . . . you guys are the Cavalry."

Yes. Yes we are!

"Oh, my God. You don't remember me! I was at the Taco Stand! You saved me!"

They banter. She's blonde, almost silver blonde. She's got gigantic glasses on. Zephyr will call her after museum hours. She offers to work up a dossier on the Tiger, and Zephyr offers to take her to the best noodle cart in the city, his uncles. 

They go to the cart, and Farther and Uncle starts in. "Murui! She's beautiful! You will make lovely grandchildren for your parents!" 

June 18, 2016

Heretical Progress - Clerical Domains and other stuff

I've been doing a lot of writing this past week.

The Heretical RPG is up to just over 155,000 words. That doesn't include monsters (that's 60,000 words and will be ruthlessly hacked) or my setting (that's only 2,000 words and needs to get ruthlessly expanded).

What have I done?

I finished the backgrounds. I've got 18-20 fairly generic backgrounds where I looked at lots of online backgrounds and then consolidated them into a smaller number of themes. So, for example, gladiator,  thug, brute, bouncer . . . all of those fit under "Ruffian," which isn't a great nice word, but applies to anyone that uses violence on a fairly 1-1 basis, while the "Combatant" background is for soldiers and other disciplined bodies of troops, with a focus on camp chores, higher likelihood of knowing Animal Handling (for cavalry) etc.

I also tied up the shield rules. That doesn't sound like much, but if you recall that one of the two or three things that kicked off the entire Heretical project was +James Spahn griping out how lame shields were, tying those up is a good thing.

June 16, 2016

Important GURPSDay note - if you don't see something, say something

This is a short GURPSDay note.

If you're posting and you don't see your posts in the roundup, PLEASE drop me a line. It's not because I don't like you. That has nothing to do with it. I work with plenty of folks I don't like! (Kidding. Mostly.)

The point is that four blogs were not pulling correctly: World Beyond Earth, Hoploloblog, The Game Detective, and World of Lycretia.

I can't fix it if I don't know about it, and I don't always check blog-by-blog. Well, I did today, but you get me?

Thanks.

Alternate Feints vs Setup Attacks

Over on Dungeon Fantastic, +Peter V. Dell'Orto has a rules thought about doing the Feint maneuver a bit differently. Go read it. I'll wait.

His overall thought boils down to that the Feint is an enabling roll, that all you have to do is win the quick contest. High skill just makes winning that much more sure, but it is a quick contest, so not entirely sure.

Then, the next attack you throw, whatever penalties you throw at him via the usual mechanism of Deceptive Attack (usually -2 to hit for -1 to defend) are doubled, effectively making it -1 to hit for every -1 to defend.

Overall, I like this. It preserves the power of the Feint (-1 to hit for -1) but doesn't require additional book-keeping from turn to turn. You just know that you get double-plus good deceptive attacks. All the usual caveats apply for hit location, target size, etc. So that's business as usual, and right there, in the moment, you can just figure your attack.

GURPS Day Summary June 10 - June 16, 2016

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, as of 10am CST, there have been 85 GURPS-Related posts from our list of 54 blogs that have popped up on the radar screen.


This week we picked up both Jason "PK" Levine and Sean "Dr Kromm" Punch, both of whom use LiveJournal to record their thoughts. 

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

The proprietor of RPGJutsu fixed up the script real nice, and I've been impressed with its stability and reach. I also double-checked the rolls, found that some RSS feed links were not correct in my file, and fixed them. Thus the extra bloggy goodness today.

As always, if you're interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


June 15, 2016

Heretical Countdown - what's left to do

I'm starting to really see the end of this.

What I'm trying to get done this week:
  1. Backgrounds. Want to get them done, at least to first draft status. (finished 6/15)
  2. Shields. Want to make these decisions, revise the rules, publish them in advance of next month's games. (conceptually finished 6/15, will ripple changes later Wed)
  3. Character subclasses and multi-class options. Decide what they will be, and start with populating them. (starting Wed night)
How am I doing?


There's a lot below the break - this is pretty major status report.

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