Nice idea, one that could be quickly implemented in a lot of campaigns or worlds to solve weapons problems. There's something a lot like this in the WOT Series (Don't know if this was intentional or not), and it's a nice way to give people a reason why cities haven't degenerated into crime-filled dens, while also providing an effortless and realistic way to keep player's hands off their sword-hilts for a few flaming seconds. Go to Comment
It's a very unique and origonal idea for a roleplaying setting, and I give you tons of props for that. However, the ending explanation felt a little rushed. Isn't it a little unrealistic that spider venom and goblin blood would make someone explosively sensitive to impact? I can imagine the formation of flammable gases, but for an explosion, you need not only that, but fire. Where does the fire come from?
I think this would work better if the explosion was less "James Bond Shoots a Tanker"-like, and more of a "hard" explosion. Hmmm...ok, I'm being really specific here...but if you could just hear me out - Instead of a huge fireball, think more of a huge bang and a shockwave of air. Nothing fantastic to look at from across a field, but still deadly as heck for anyone nearby.
That, or you could just use magic to explain the fireball. Anyway, despite my nitpicking, I thought it was overall good work! Go to Comment
I love all that great high jargon in the beginning - man, I love that. Heck, anything dealing with magical high philosophy, with arcane words and theories thrown all about is great. You did a wonderful job here.
Note - I'm not sure if it's finished, but if it's not, then this alone still warrants my vote. Go to Comment
Very cool. It has a great story, but what got me was the atmosphere created by the description of the mine. It would be very freaky to be so far from the surface, and would make for some great gameplay moments -
...the characters turn around to find that their guide's face has just melted off, just as the last torch flickers out.. Go to Comment
The idea itself is nothing groundbreaking, but the presentation is where this shines. A story of creation, a physical description, and most importantly, a reason for why it behaves as it does is what separates it from the cookie-cutter golem it could have been. One more thing - I thought that the summary was a little awkward - perhaps this could be fixed with some commas and semicolons, to make it flow a little better? Go to Comment
There's really not much that I can say here that hasn't been said before. I have not read the "Purses" sub yet, and I will not read it until this comment is done. To my eyes, this was a great item, with a great description, story, and a well thought-out reason for existance as well as a well thought-out combat plan. Great work! Go to Comment
It's neat to see more connections to this world that's taking shape before my eyes. I've always loved the concept of organic weapons, and that would have been enough for me, but you went and made a whole description of the animal as well. What more can I ask for? Go to Comment
Very cool and dark, in that way that it is. A LOT of story and detail, capped off by a great goody bag at the end. I don't know about anyone else, but I was kind of disgusted by the ring of abrasions...*imagines deep bruises appearing as the ring is dragged across skin, shudders*. To reiterate Ria in a way, I also liked how it explored another alley of roleplaying, the seedy harems and dames that hide in almost every good dirty city, and how it used demons in a way that completely fit the mood without turning it into another "endless hellfires of eternal torment" submission. In other words, good work! Go to Comment
Wow. This is amazing. The "summary" was a little long, but it's a great concept, a GREAT story, and a wealth of detail. It's wonderful in that it's hard to pick sides in this struggle, and that what would first be percieved as evil can be viewed in a different light. I also love the whole concept of the alien masters whose "peace" is tainted with the loss of human emotion. A real X-Files feel with the whole crossbreeding thing as well. Not much else to say except that this is great stuff. Go to Comment
This is cool. My parents happened to be fans of Medieval music, and I was lucky enough to go to a concert at a castle in Germany once, so I can relate pretty well to what you're talking about here. It's not something that could be used very often in a game, but it's great for world-building, and I'm glad someone other than myself has a passing interest in this stuff. Go to Comment
I like it. It's not a flashy character, he certainly can fit into almost any town, and he's a great opener for tons of quests. I loved the detailed descriptions of his behavior, too, and for some reason I was drawn to the concept of his hidey-holes. Would be nice for some PCs to stumble across...or for an NPC to find, say, a note revealing who was behind his wife's leaving him, or somthing along those lines. Overall, a cool little guy! Go to Comment
As always, a good long description and story packed with detail! Cute name, and I really loved all the names and descriptions of the regulars, particularly Dogbreath. Euck. The joke system could be a little hard to work into gamaing rules, but it works great for pure roleplaying purposes, as well as for world-building, to stuff into a small town to really give it flavor. To pick out something I really liked here -
"the one about the baker's wife, the bag of flour, and the spatula."
I love how you didn't explain the joke itself - it works much better this way, allowing us sick people to cook up our own endings. Again, great stuff! Go to Comment
Cool...a little complex for the average gamer, but it's a great concept. One bone to pick - in many cases, dialects DO pose a problem with communication. I can speak High German just fine, and even get along in Allemannisch, but throw me into a Swiss alpine village, and I'll be lucky if I can even get the basic gist of the sentance. That being said, incorporating that into the system would probably add more confusion and take away from the fun, but I just thought I'd throw that out there. Go to Comment
After seeing the brutal children's gangs of the Czech Republic in (the movie) Hostel, I can really see what you're going for here. It's not a new concept in the world, but it is a new concept for roleplaying worlds (as far as I've seen), and you did a great job with the history and detail. Go to Comment
Very, very nice, and very usable as well. These are great guys to plop into a grand war scenario, or to use for a plot. It's a great new way of looking at a merc company, and adds a lot of gritty realism to an otherwise overused and underthought part of many people's games. Go to Comment
The accepted mode of getting otherwise unobtainable information is to go visit the cranky old hermit living in the mountains. It's just the sensible thing to do. So, naturally, everyone takes their monthly excursion to the hermit's hovel to consult him on everything, from lock-jaw to lovesickness, necromancers to nasal viruses.
Now, if everyone's always visiting the poor old hermit, there's going to be an enormous queue... "Wellcome to the Hermitt's Hovele, Please Take Ye a Number and Have Ye a Seate" reads the sign outside the packed dwelling.
Imagine the poor hermit, having retreated into the mountains to escape this precise situation...