Strolen\s Citadel content. 
The Star Hammer
Items  (Ranged Weapons)   (Campaign Defining)
axlerowes's comment on 2009-04-02 08:42 PM
Nobody picked on the heat shield and the thrusters. That heat shield would have to be incredible to keep that iron stable as it moved towards the star.
Would the gravity pull it directly to the core or more in limiting orbit towards the core?

At any rate if Star Trek can have de-evolution, why can't another Sci-fi set up have a star hammer?

Excellent. Go to Comment
How to Write Fictional Military Hardware
Articles  (Character)   (Gaming - Genre)
axlerowes's comment on 2009-04-01 05:55 PM
I can see using this as a checklist when you have written up a description the "missile frigate you really want your Jedi to command". How could your GM refuse you.

These submissions are like the list shows on VH1, it is well organized, linear and clear, but not novel or original. Plus even if you disagree it just makes the material that much more interesting to you.

Excellent submission...preach it brother. Go to Comment
How to Write Fictional Military Hardware
Articles  (Character)   (Gaming - Genre)
axlerowes's comment on 2009-11-09 08:40 PM
what I meant was not the format you are using is like a list, but the merit you assign to the format is like list show. Any material that presents meta-information, falls into that category. People like meta-information because they can toss it around apply to various things and disagree with it or embrace it without learning anything new and having pastoral type experience with the stuff they did already know. Still I liked the sub though. Go to Comment
How to Write Fictional Military Hardware
Articles  (Character)   (Gaming - Genre)
axlerowes's comment on 2012-11-09 12:31 PM
Roddenberry Writes I
Articles  (Rules and Advice)   (Game Mastering)
axlerowes's comment on 2010-10-14 03:18 PM

You were not wrong Scrasamax

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30 Ships
Items  (Transports)   (Non-Magical)
axlerowes's comment on 2009-09-30 10:23 PM
This is a great gaming resource, some of these you could build a campaign out of and others are just useful for color or reference. The only thing that would make it a greater gaming resources is if it was centered more on one school of thought regarding the index, some are specific ships, some are classes, so are examples or legends, as is it is, it is a great read and I love it, but it is not really "need something now grab the binder" material Go to Comment
The Waresian Armoire
Items  (Other)   (Cursed)
axlerowes's comment on 2013-03-30 10:34 AM
I really like the way you wrote this one, little narrative aspect weaving a story through it, very clear visuals, and smoothly written 
A good write up easily lifted and placed in any number of campaign settings.
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30 Beers
Articles  (Campaign)   (Gaming - In General)
axlerowes's comment on 2009-03-16 03:22 PM
This is certainly going in my binder. Excellent. Go to Comment
30 Beers
Articles  (Campaign)   (Gaming - In General)
axlerowes's comment on 2009-03-19 12:57 AM
Perhaps beer number three can be the "Beer which we do not speak of", the "Nameless One", the kind of beer ordered only with head nods, eye contact, innuendo, and large sums of cash. The type of beer they go in the back for, the beer that is served in its own idiosyncratic glass, the beer that the cooler guy standing next to you at the bar always has but you are too naïve and proud to ask for. Beer number 3 is the type of beer that could never be referred to as a brewsque or a cold one. It no doubt is an experience to shame those elves sipping sugar wine and those dwarves who toss whiskey in their stouts and call it angel shit. Beer number three is the less filling, tastes great champagne of beers that earns blue ribbons from here to the Rockies. A beer so good that that were the devil to buy a six-pack the entire host of heavenly angels would descend to earth to reclaim it, because there could be no hell in a place where this draft is cracked.

Who wants to give this beer a name? Stout, ale, pilsner, lager -none apply- this beer knows things those schools of brewing could never teach. This brew has no ass. Every sip of this enigmatic balance of hops, yeast and grain is as crisp and fresh as the first. It is said that the Gods could only lay the land atop the sea cause they floated so many of these kegs. You cant give this beer a name, because then you could ask for it.

And you don't order this beer. It orders you. Go to Comment
30 Beers
Articles  (Campaign)   (Gaming - In General)
axlerowes's comment on 2009-10-28 08:14 PM
I did not get to Hall of Honor this before.

Besides you can't have beer without fire. Go to Comment
30 Beers
Articles  (Campaign)   (Gaming - In General)
axlerowes's comment on 2012-02-23 07:48 AM
30 Divine Concepts
Systems  (Societal/ Cultural)   (Defining)
axlerowes's comment on 2012-03-02 06:12 AM

Extremely useful and just really wonderful to have all these things in one place. In globe and galaxy trotter campaigns you can dozens of "worlds" and it is nice to have a little help making those world unique.  By giving us very developed concepts you make it quick and easy to mesh this stuff with exisisting ideas. 

19 is an idea I would like to develop further into whole religion and culture.

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Blood Doll
NPCs  (Extras)   (Agricultural)
axlerowes's comment on 2010-09-22 04:47 PM
Blood Doll
NPCs  (Extras)   (Agricultural)
axlerowes's comment on 2010-09-22 04:47 PM
Only voted Go to Comment
Flight of the Pegasus
Plots  (Crisis)   (Campaign)
axlerowes's comment on 2011-01-31 09:39 PM
This is going to come back to bite me....

I am very disappointed in this because it has so much going for it but falls so short. It hits the details of the genre right on the mark, but it lacks a consistency of tone. As a steam punk re-tread of the Professionals, it should pass smoother than vegetable curry but this one strikes me as jumbled and full of useless fluff.

Am I just way off about all this? cause I really think you guys have done better and could do better. Go to Comment
Flight of the Pegasus
Plots  (Crisis)   (Campaign)
axlerowes's comment on 2012-02-14 10:04 AM

I just saw that this post won an award, I noticed the Muro award icon at the bottom of the screen for awhile now but never clicked on it. Thank you Muro and Scras.  You have written something worth talking about here. 


"You start with the briefing, which is good, it tells you everything you need to know about the atheistic of the setting, the powers at play, and the goal of the PCs. Then you get a GM aside, fine, but that slips back into descriptions of the game world. There is extension of the briefing in the GM aside, when the nature of Soviet Union’s spy detection is discussed, so it is like GM is getting the briefing.  In a GM section reality is flexable, and what we have here should prep GM as to how to handle the logic of the world and more importantly how the setting has been designed to support the narrative. If this is meant to be information for the GM so the PC can have a Q and A with St. James then it could stand a little more fleshing out. Or at least instructions as to what the writers think the GM should flesh out on his own. 

Then we have the dossier on Dr. Pegasus, he is all back story, but there is nothing here that gives the PCs the flavor of Emil. We gather he is a survivor, we gather his chief connection in life has been with his work (not with a person), but we do know anything about him. And perhaps the PC handout should share little actual information about, a list of enigmatic facts may be more suspenseful afterall Martin Sheen’s character (and the audience) knew only what Kurtz had done and could speculate as to why. But this write up then deviates from a list of facts to a list conclusions. “For several years, Dr. Pegasus was in a state of professional nirvana” How did the DCO reach that conclusion? Also if you want to make this “realistic” sounding handout, consider who wrote this, what was their source information and most importantly what is their margin for error. After all didn’t one of you once post that uncertainty is the core of drama? The last paragraph doesn’t belong in the dossier, it belongs back in the briefing.

But never in this post, even outside the dossier, do you give Dr. Pegasus any humanity, or make him at all interesting. You might give us GM information about the character here, his will dos and won’t dos. Is he going to trust another government? Can the PCs trust him? Yes the GM using this could answer these questions, but it hard to believe that the answer to these question’s are not part of your vision for this write up. Also if the GM must answer these questions then why write up the character at all, it could just be “a scientist”, as it stands know there is nothing that makes Dr. Pegasus more than that. There are some hints, his rough up-bring, the clippings on his walls but you wrote nothing that will make a GM say “d**n, I can’t wait for players to meet that guy”. Instead he is just a McGuffin that spits out steam weapons. The fact that he has tyrannosaurus arms and is French, gives a GM only shadows. Player gets the Shadows, a GM should get the flashlight. 

Next we have some events, the Zepplin ride and Odessa. As it is written know the Zepplin ride is nothing more than a description of a setting. Sure the PCs could yuk it up while they order cognac and coffee on the DCO’s tab and the Face character could seduce a Carpathian Countess, but really there is nothing here. Then there is Odessa, which sets the transition from safe Western opulence to dangerous eastern corruption and desperate poverty. GOOD! The PCs have to deal with the Russian mob. What for? Are they going to be the deus ex machina, or a brief violent encounter to cement the PCs’ status as unit. Again you give us nothing, other than you enter a mob run town. If that is all you are giving us why even write more than that?

But the Zepplin and the town are also a problem inherent (or limit) whenever you write an odyssey (a group trying to get from A to B). An odyssey is just one d**n thing after another, they need not be connected. I would suggest making this a chase or race. Perhaps the PCs spot a group of Japanese “tourists” on the Zepplin as well. A rival extraction team, the PCs now must not only to cross a hostile wilderness but they have to do it faster and better than their rivials or defeat them as well. Perhaps there are Prussian agents on the Zepplin, the Russians and the Prussians may be more frenemies than allies. The Prussian’s may be on to DCO mission, but not willing to share their intelligence with the Russians. You get my drift. If you are going to make it one thing after another fine, but make sure the events are substantial, help to set a tone and move the narrative. 

Then you have a dossier on the agents at the Lab, this is fine except you break form again and reference Goebbels. 

Then we get to the heist, you call it hide and seek and it could be series of recon moves and stealth moves (a maze). Which is fine But you could also do this a heist, give the PCs some more information and let them plan an entrance. But I guess a maze is fine, except a maze often comes down to single choice.  Ideally in a group RPGs you have each player taking actions as part of a team, thus each gets a choice and a role.  Here one player could make the choices keep the map without any help from other players

Finally, where is twist, where is the decision point, the story here is very linear, but at what point are the PC confronted with a novel or unforeseen crisis? When do you give your players a chance to flex their moral muscle, to fall back on all that back-story they wrote to make a decision in character or to come up to a solution to a problem that wasn’t foreseen in the GMs original plan. If the PC are smart resourceful and lucky, then almost nothing has happened the way this adventure is written. They get in they get out, the blow up the dam or the lab and move on. They could do it without speaking a single line of dialog."

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Printer's Devils
Lifeforms  (Unique)   (City/ Ruin)
axlerowes's comment on 2013-01-07 06:45 PM
It is both very new (ink devils) but as the feel of classic morality fables. I found it interesting. But the ending of the story is a let down: the undertaker hangs himself and the town gets all the ink they need.. The idea of the devils taking the ink with them is great, it is allegorical and humorous, i would rather have seen that folded into the narrative. A modernist(ish) take on these would be to have summoned to 19th century, early 20th century ad agency. These ink devils could introduce negative advertising centered around their own sins. Go to Comment
Water Silver
Items  (Materials)   (Magical)
axlerowes's comment on 2012-12-12 03:53 PM
neat item, useful in a world or game setting with a strong alchemy-esque world view to it. Could provide a tool in a very scenario specific con or battle. Go to Comment
Verdichtung, Reaver of Steam
NPCs  (Mythic/ Historical)   (Religious)
axlerowes's comment on 2013-03-24 03:23 PM
It is a tight clear and concise write up. The attributes its brings are essentially aesthetic not conceptual or narrative, and to be fair aesthetic considersation are the bread and butter of the steam punk. The description of her at the beginning is really well written and clear. Go to Comment
Land Battleship
Items  (Transports)   (Combat)
axlerowes's comment on 2011-05-03 01:39 PM

You talk about the Shock and Awe effect of one of these, but I can imagine that the enemy would rarely see this peice of equipment.  It would launch attacks for dozens of miles away.  I can't imagine this being a forward unit.   That said I think this is solid write up with a nice sprinkling of "history".

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       By: Scrasamax

The Hierophant of Greenmarch is a lycanthrope. Rather than seeking a cure, or hiding his condition, he considers it a blessing from the Goddess of the moon, and requires that all of the Druids and loyal Rangers of Greenmarch to share in his gift.

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