An old idea, but you have expanded on it nicely with the conditioned/unconditioned subcategories. It would be interesting to play a conditioned clone who has decided not to go through with having its own consciousness replaced by the original's. Go to Comment
I'm sure there's a planetary scroll around here somewhere to add this to. Nice work, either way. I like the blending of fantasy (gnomes) and science (interplanetary colonization), and the elephants made me laugh. It feels like it's missing a little something, though, but I don't know what it is at the moment. Go to Comment
I would consider adding this to the Quest about this theme: Quest -- What Makes a Weapon Magic. You'll get a little more XP for it, and it'll be linked to a bunch of related submissions. As for the system itself, I like it. You're basically saying to your PCs that they can't pre-purchase a magic weapon, since the powers it possessed in its previous owner's hands are gone, but they CAN expect their weapon to develop abilities of its own if they continue to use it. This puts a neat spin on the game, and it's an idea that I'm very eager to try out one day. Go to Comment
The alternate ending for smart players was a nice touch, and I enjoyed the angelic backstory. I wonder at the ending, though. Azalea may have been freed in the end, but what of the other angels? I find it hard to believe that the party could break his chains without attracting the attention of some other powerful beings . . . Go to Comment
After reading this, I was very glad I logged in today. This is absolutely brilliant -- funny and well-written, and immediately usable. Allowing the creation of nine copies of a single note is a good quip at modern banking practice, which commonly loans out ten times the money that a bank actually possesses. If I ever run a pirate game, this is making an appearance. Great first sub, and I look forward to seeing more from you! Go to Comment
I love these -- it's such a unique idea. Is there anything to prevent a person from using as many charms as they want (besides the Magebane Charm, that is)? And are they very expensive to obtain or create? How are they made? Are they regulated in any way?
I'm not sure what I feel about this one. The idea is good, but I feel like it's missing something as it stands now. For one, you say that Fred managed to create three spells but then list only two at the end. And I have a hard time believing that a person of average background could develop a whole school of magic within a month's time. Just seems a bit fast to me, but perhaps Fred is positively brilliant.
I think what I would like to see are some more rules to this. Maybe the longer a work is procrastinated, the more "procrastination power" is built up? So the novelist who puts off writing his book for ten years winds up with a positively brilliant manuscript at the end of it? I don't know. Either way, the idea will need a lot more fleshing out before it can be really useable in a game setting. I'll have to think a bit more on it. Go to Comment
Not much to add, here. Possibly more usable than the first part of this series -- I enjoyed the pictures and examples. Playing with gravity would be quite fun, too. Imagine walking across a room and suddenly falling towards the right wall! Go to Comment
As far as I can remember, axle got us all thinking along these lines with his Beardspiders. You submitted Undead Beard Fleas a few hours later, and then axle expanded his sub to include beard flea lore. I watched the whole thing in fascination, and this 30 grew out of my inability to let the idea go at just two lifeforms. So, thank you both for the inspiration! Go to Comment
This is fun. It actually manages two jobs at once: 1) If you can find your villain's story on this sheet, it lets you know that it's probably not all that original and could bear rethinking and 2) If you have NO idea what motivates your villain, you could take one of these and run with it if you had to. Tropes are not all bad, and a GM can always take one of these and twist it enough to surprise their players. Go to Comment
Alright, it's obvious to me that I haven't played in enough of these kinds of games to vote on this piece. Perhaps you could explain in a paragraph or so what a fixer actually is? How do they normally function and how do the characters interact with them? And how the hell do you contact one of these guys to begin with? Go to Comment
A few questions: Is Cela actually alive, or is she a form of undead?
Second: when she brings someone back from the dead, are they like her -- pale and colorless, or has she improved the process somehow?
A minor critique: "distilled, 200 proof pain" doesn't sound like something Cela would think, so describing her pain that way jolted me out of the narrative a little.
A suggestion: Cela's goal is immortality for all. Very cool stuff there. Could you give us a hint on how she plans to do it, so that we could use it?
Overall, this is a good piece Chaos. The writing for the parts in blockquotes is superb, and the character portrait at the end is believable and tragic. I kinda wish I had an example of Cela's dialogue, so that I could hear how she sounds, but that's pretty much it. Wonder what happened to her "mother". Go to Comment
30 Nobles Articles (Scenario)
(Gaming - In General)
This is more like a "10 Noble Archetypes" submission. Trying to shoehorn this much info into a 30 is just sadism to your readers. That said, I like the plothooks you attach to each one, and I think the piece could work well if you went over it and tightened it up a bit. Remember, this site is here to help gamemasters, who are usually time-crunched to begin with. If you can focus on saying just what you need to say about each type of noble and nothing more, you will increase the usefulness of this piece. Go to Comment
I like the dialogue you used for the trees, though I didn't expect that it would carry over to wagons and other objects made of wood. Having your characters give a quick sound off on what they learned is a new idea to me, and I might try it in the future. Go to Comment
Holy crap! The modern equivalent of "health potions!" Hell, I could snip the company wholesale from the setting and add it to any near-future, quasi-apocalyptic game I can imagine and strew a bunch of "Chrome +" cans around as rewards for making it to the safehouse. Nicely done. Go to Comment
Very interesting! However, I want to know more about why he would take such a personal risk for someone he doesn't know. Is he motivated by a sense of chivalry? Duty to the Crown? Thirst for adventure? Or does he owe some debt to Morano that he feels he can repay in this way? How does he know Morano anyway?
My only concern is that it will be difficult to reveal all the depth this character has once Morano (the only one who knows his true nature) is dead. Certainly Reginald can hint at it when he is martyred off later, even with his dying breath, but it just seems a waste that no one in the party will ever get to know who he really is. Maybe he could keep a journal or something, to warn Sylvie in case he's killed off? Go to Comment
In a new town for the first time, the White Raccoon Lodge looks like a comfortable place to spend the night. The owner, however, makes sure to explain to you that there is a curfew after sundown and the door will be locked... from the outside. "We don't want anyone being caught out on the streets after dark," he says.
Now that you think of it, all the doors in this small town did have a crossbar on the outside rather than the inside... You wonder what goes on at night...