A rather curious item. I definitely like the idea of a giant key, as both a symbol and a tool. I'd like to hear more about it, though: interesting times it's been used, how a player might come across it in-game. I'd *love* to hear more about these Lockzennites. Go to Comment
An ambitious explanation of an amphibious people. The otherwise noted problems aside, any sub that makes such an attempt to outline the unique characteristics of a race in such detail is worthy of a thumbs up in my mind. Go to Comment
Reminds me of the French Republican Calendar, which tossed out the "superstitious" Gregorian months in favor of agricultural terms.
I also find it interesting that all the months here have to do with agriculture, except for the "Season of War." The society that uses this calendar must not only be agrarian, but militant. Go to Comment
What a great take on Cheka's Ma-O. I kind of get what PoisonAlchemist is saying in that there's a certain flavor of Lovecraftian madness, though I don't think of it as a "submission on cthulhu" per se. The atmosphere is spectacular - I almost wish the quoted sources were full subs themselves. Great work. Go to Comment
Bwah hah hah. When I first read the title, I didn't think you could pull off 30 interesting fountains of youth. When I saw the silly tag, I still doubted. You managed to pull off both interesting and silly. I'm thoroughly impressed, sir. Go to Comment
Well, someone does have to deal with the oozes of life. Who better than a spoon-wielding gnome? Like Mike and Moon, it doesn't strike me as a spectacular submission, but Wazakashi does serve his purpose enough, and that certainly counts for something. Go to Comment
A rather gruesome ship. I imagine this being cast in small seas that are often fought in - the Bosporus or the like - and the spell dragging up dead of ancient wars from the sea bed.
My one quibble is with the timing of the ship's formation. I get an almost comical image when I picture hundreds of corpses scrambling together for, say, a Spanish galleon in about a minute. Maybe a time table based on ship size would be more accurate? But that's mostly system-side stuff, so I forgive it. Go to Comment
I think this is one of the best assassin subs I've ever read. Instead of your generic silent killer with no heart, you've got a generally likable fellow who'll help you out, when he's not busy killing folk. The idea of a magic-user assassin is nice too. Very well done! Go to Comment
It's not awful - as is, it's a sort of funny-looking floaty thing that looks monstrous but isn't. More details to set it apart would be nice. And while the "We're still learning more about them" bits might be good for the game setting they're put it, as a GM/writer I'd prefer to know more about them. Go to Comment
Neat! Does one have to know the nature of the bag to activate the damnation feature? What if one just mistook it for a bag of holding, shoved something in there, and then opened it up to find the contents have vanished into Gehenna? Could make for a fun recovery mission. Go to Comment
A simple idea, beautifully executed. It's like a nasty holodeck program for the ancients. Aside from a dungeon trap, this would be fun for the party to play a trick on competing treasure hunters or enemies. A skilled artist might draw the whole party on the slate and distract opponents - imagine their surprise if the *real* party shows up behind them! Well done again, Slart.
Four-and-a-half blades; some nice background history would make it a five for me, though I suppose the lack of history makes it more suitable for drag-and-drop dungeoneering. Go to Comment
Points well taken, Drack. I find it interesting, having grown up playing video games and only since midway through high school was even remotely interested in classic pen & paper games, that I rather try to cast video game characters in a pen & paper light. For example, when I first played Star Wars: Knights of the Old Republic, before I even got through character creation I had written up a back story for my character. I chose skills and completed actions, not on what the metagaming strategic outcome would be on stats, but on what I thought the character would "do". This certainly isn't always the case (See the Diablo series), but it's how I normally tend to approach things.
Perhaps this is more of a reverse engineering way to do things: bring the creative sensibilities of classic RPGs into the video games of today. Not working in the industry, we have limited influence, of course. I remember back when we had a Commodore 64, RPG video games would come with cloth maps, artifacts, even dice. That was probably more due to technological limitations than creative effort, but the influence of pen & paper craft was still strong. In today's games that claim pen & paper roots (Neverwinter Nights of KotOR, for example, both drawing from d20 systems), the emphasis seems to be on increasing stats or directing your character toward two or three set results in a "stimulus-response" fashion. It's an improvement over hack-n-slash games like Diablo that, while sometimes having excellent and engaging stories, had little interaction in the storytelling. I hope that as technology improves, so will our interaction with games. Perhaps some time in the future, there won't be a distinction between video games & tabletop RPGs, and technological tools will break the chains that tie them to rote playthrough to be freed into the creativity and imagination of classic RPGs.