Strolen\s Citadel content. 
Mateljan, Kerke-Mage
NPCs  (Scenario Based)   (Criminal/Espionage)
dark_dragon's comment on 2007-04-02 06:55 PM
Really good idea! The exact kind of hook, details and background needed. 5/5 Go to Comment
Urn Beast
Lifeforms  (Ethereal)   (City/ Ruin)
dark_dragon's comment on 2007-09-22 07:31 AM
excellent idea, well executed. Go to Comment
Battle Sashes
Systems  (Combat/ Warfare)   (Defining)
dark_dragon's comment on 2007-04-03 02:59 AM
I really like this idea, the flavour and texture it adds to the schools really brings the world to life. You can definitely imagine two rival schools in a town in a classic Romeo&Juliet saga, or many other possibilities for this.

Perhaps the training goes deeper than the sash itself, and student can also recognise each other by the way they fight (the same way soldiers can recognise which nation you come from by studying the way you walk (which was influenced by the way you were taught to march)). Now, an impostor could pretend to be from a school by wearing the sash, the pcs unaware that they are being duped, feeding them misinformation, bringing tons of plot goodness! Go to Comment
Evolutionary Theology
Articles  (Setting Building)   (Game Mastering)
dark_dragon's comment on 2007-09-21 09:34 AM
vote and well deserved BUMP! Go to Comment
Tagma Drakontas
Society/ Organizations  (Natural)   (World Wide)
dark_dragon's comment on 2007-04-03 04:00 AM
Brilliant! Really well written and a great addition to any game world! Go to Comment
Company of the Broken Oath
Society/ Organizations  (Combative)   (Country/ State)
dark_dragon's comment on 2009-12-01 08:53 AM
This came up on the frontpage as a random sub. I like it! I'm wondering about the oath they take though. "spell of obedience to the spirit of the Company and to it’s Captain." It seems that the captain holds the company's power in his hands. a corrupted captain could be a serious force to be reckoned with. Nice sub Go to Comment
Adventurer Guilds
Systems  (Societal/ Cultural)   (General)
dark_dragon's comment on 2007-02-05 11:23 AM
How about a private entreprise of mercenaries a la grey company?

http://maranci.net/grey.htm

How about a game based on a small guild (10-12 members) which would be more like a group of trouble-shooters-for-hire than a proper guild. Allowing the players to feel that the company for which they work is their own rather than a big brother esqe guild. This also allows for contract work, but the effects is much closer to home.

eg: with this new contract, we'll be able to afford that extension on our Headquarters we always talked about...

(ok, ok, cheesy and cliched, but the idea remains the same, they can work towards goals that they care about more than some international guild. This could in fact be easily represented by guild chapters, if you were so inclined.) Go to Comment
The Bridge of Fates
Locations  (Other)   (Water)
dark_dragon's comment on 2011-11-30 06:47 AM
Only voted Go to Comment
Gaming is Like Pizza
Articles  (Rules and Advice)   (Game Mastering)
dark_dragon's comment on 2007-04-03 02:46 AM
Hey Moon,
I was wondering what exactly is "en mes pleis" which is definitely not modern french for in place since that is the more simple "en place"? never come across it before... Go to Comment
PC Death and the Threshold of Acceptance
Articles  (Humor/ Editorial)   (Gaming - In General)
dark_dragon's comment on 2008-01-13 07:26 AM
Nice post moon, very well put. I ditto Muro

Pointed to it after some of our characters died. I'm of the opinion that there are only two reasons a character should die:
1. Player stupidity (the character's player, not other players)
2. Heroic sacrifice (up to the players)

Both as a GM, _and_ as a player.

In general, every dice roll should be thought out. There should be both a positive AND a negative outcome, but those should be cool and dramatic for everybody. If you don't have a cool and dramatic outcome after every dice rolls, (success, failure and the various degree your system allows) you shouldn't roll.

In term of tactical situation, I'm with Strolen. Make them _feel_ the pain, with consequences, injury, etc... but don't kill them outright.

In effect, what I'm saying is that the GM has the responsibility for metagaming and keeping the game dramatic and cool, for both players and GM, and shouldn't kill the a player's characters unless the character a)deserves it because of stupidity (in which case the player will mostly agree) b)has acted in a way that would bring death on themselves (in which case the player will mostly agree)

Players start to complain when they die and feel they were helpless and powerless. Your players should never, never ever feel helpless and powerless in a situation. Otherwise, they're not playing the game. You're playing them.

(On exception: horror, where feeling helpless is the entire point.) Go to Comment
Shelandra Batwind
NPCs  (Minor)   (Mystical)
dark_dragon's comment on 2007-01-15 07:04 PM
Awesome: 5/5

------------------------------------------------

"Norbert...Norbert...NORBERT"

"Please forgive my butler, he is a little hard of hearing"

"NORBERT!!... ah, here you are..."

CUE TERRIFYING ZOMBIE SERVANT

"Now gentlemen, what would you like to drink?" Go to Comment
Falconry or Hawking
Articles  (Resource)   (Game Mastering)
dark_dragon's comment on 2007-09-24 02:35 PM
I dont think that this guy got the citadel and what we do here... Nevermind... or, maybe, we should direct him here and he'd think twice before advertising... Go to Comment
Falconry or Hawking
Articles  (Resource)   (Game Mastering)
dark_dragon's comment on 2007-09-24 02:38 PM
Wow, moon, you got quite a bit of info in here... cool! will probably come in useful at some point! Go to Comment
dark_dragon's comment on 2007-03-15 02:25 PM
Sure spells (in game) are not things to throw about, and you have to perform processes, but it makes more sense to have the toolkit be congruent with what you want to do.

Moon, you make it seem like you have a general DIY (Do It Yourself) toolkit, and that this is to be used for all tinkering. But if you want to fix electronics, you'll not be using a wrench! and if you want to fix your plumbing, you'll not be using a soldering iron!

I think that this "system", although fine in its own right, really lacks flavour. I understand your comments on the "jewel of blabla", and that the components act as focus for the spell, which would otherwise be nearly impossible, but the genericality of the components makes for a bland in-game system. The mage just gets the toolkit, draws a circle and pooohwah! Maybe the players should involve themselves more in the spell casting, think about what they want to do and then carefully select the right component,

eg: the firemage will light a candle, for the element of fire, then use a ruby as a focus, because of its association with fire, and perhapse prepare a very 'hot' meal as an offering for the spirit of fire, etc, etc...

just an idea... Go to Comment
dark_dragon's comment on 2007-03-16 07:30 AM
Sorry, Moon, I didn't mean a system like that...

Not the mechanical system, but the system of symbolic links to magic. (ie: the systems the characters think about, not the players!) the dice rolling has nothing to do with it, but it would be nice if the players (as spellcasters) think of how their character perceives magic.

Rather than just say:
"Hey, I draw a chalk circle on the floor and summon a demon" {roll dice}

They might say:
"I want to summon a demon of the plane of fire, so i'll use some ashes and us a ruby as a focus, and i will light a small candle as a trigger" {roll dice}

Note here that the dice rolls can be exactly the same, the way the player thinks about his character is not though, and a generic toolkit makes magic seem less mystical and more like just another trade. (then again, this might be what you want for your game...) its a flavour thing, rather than a mechanical thing.

Maybe some game Mechanics have tables to get the exact score if you use a particular component. But, as you pointed out this makes for rather long winded casting! What you could do mechanically is up to you. you could say any sympathetic focus gives a higher chance of success, or that a focus is required, or anything you fancy. you could even ignore any mechanical effect and leave it pure flavour. Clearly kudos has to go to player who will think about what his character perceives and carefully select how he will do magic, and I think that the toolkit post doesn't foster this attitude enough. (although having components at all is a step forward to think about magic, even if there is an infinite numbers of way you could do it.) Go to Comment
True Immersion
Articles  (Humor/ Editorial)   (Gaming - In General)
dark_dragon's comment on 2007-05-09 07:25 AM
55. Learn to Contact Juggle like David Bowie's character in Labyrinth. Now do it blindfolded. Now do it while driving off-road, you may or not be the driver... extra points for driving. More extra points every time you go airborne

Right, so stunt driving, blindfolded, while juggling (chainsaws perhaps?)? Okay, why not... After all, it's your life you're playing with. I suggest starting with beanbags first though... ;-) Go to Comment
True Immersion
Articles  (Humor/ Editorial)   (Gaming - In General)
dark_dragon's comment on 2007-09-23 01:44 PM
81)Learn the basics of sailing.

82)Now go sailing in gentle seas (waves 50cm-1m) in a dinghy. (~beaufort 4, 13-18mph)

83)Now, try it in beaufort 6-7. (considered 'strong breeze', waves 3-4m, 25-38mph)

84)Now, try to be on a boat (any boat really) in beaufort 10 winds, which is now considered a 'storm', with waves ~9m.

Imagine doing this on a boat build with medieval technology. Try fighting. Forget fighting, just try standing up. Go to Comment
Cantrips
Systems  (Mystical)   (General)
dark_dragon's comment on 2007-01-31 06:16 PM
Leprechaun's gold
This simple yet rare cantrip will allow a moderately skilled magic user to make lead appear and taste like gold, allowing the mage to temporarily fool a shopkeeper.

This has several limitations.

Firstly, the lead does not change shape, and so has to be shaped into coins or ingots before the cantrip is cast (some unscrupulous mages have been known to carry illegal coin moulds and stamps to shape lead disks into coins)

Secondly, the cantrip only lasts for a limited amount of time, and shopkeepers will often know that they have been duped the next day, when they see lead in their coffers, making any long-lasting wealth impossible.

Thirdly, this cantrip is clearly seen as illegal and although not hard to learn, very few would teach it openly and its use is severely punished.

(Interestingly, this cantrip is often used by town guards to break up sieges and hostage situation, and due to its rarity, very few hostage takers will actually know they have been duped) Go to Comment
Runecasting - Dwarven Magics
Systems  (Mystical)   (General)
dark_dragon's comment on 2007-02-06 12:18 PM
I really like rune magic, and I am considering a simple rune/chants system for a campaign. This thread has many good ideas, and can trigger the imagination too. Great scroll! Go to Comment
Runecasting - Dwarven Magics
Systems  (Mystical)   (General)
dark_dragon's comment on 2007-09-21 03:26 AM
I did, thankyou. Go to Comment
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