llamaenterhear

Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Greetings Traveler / Re: Hellos from a new DM
« Last post by Veretrix on August 13, 2015, 02:37:56 PM »
Greetings fellow explorer of the vast land known as Internet.
33
Greetings Traveler / Re: Hellos from a new DM
« Last post by Strolen on August 12, 2015, 10:18:54 PM »
Howdy
34
Sagely Advice / Re: Custom Made Post-Apocalypse/Biopunk RPG
« Last post by EchoMirage on August 12, 2015, 10:09:21 AM »
There's also systems that don't work purely along the "roll well - succeed, roll badly - fail" mechanic.
> For example, one of my favourite systems allows the player to spend hit points (physical, social, mental) or acquire long term / permanent injuries to buy success when the dice are not complying.
> Arena, a board game, uses dice but you don't roll them. You simply set the number you want (for example for damage), and hide it, with the antagonist guessing what you set on the dice - and preventing damage if they guess correctly.
> Prime Time Adventures uses playing cards to resolve conflicts.
> Check out the Card Hunter game on Kongregate, it uses decks to drive combat.
> You could make a combination of card game and dice game, with the cards utilising your dice somehow.

As for flavor, GURPS Biotech (3rd or 4th edition) provides an excellent source book for ways biotechnology can affect characters and society. Perhaps your technology-wary survivors could be more into biotech. The contrast between cold inimical steel and warm, helpful bio-tools makes for good colour.
35
Greetings Traveler / Re: Hellos from a new DM
« Last post by EchoMirage on August 12, 2015, 04:14:02 AM »
 :read: Hello there! Who might you be, and what might we do for you?
36
Greetings Traveler / Hellos from a new DM
« Last post by MechanicalHeart on August 12, 2015, 02:04:41 AM »
Hey everyon   :cthulhu:
37
Sagely Advice / Re: Custom Made Post-Apocalypse/Biopunk RPG
« Last post by fantomx11 on August 11, 2015, 02:22:03 PM »
Well, as far as dX systems to look at, there is the OpenD6 system. It is the system that powered the old WEG Star Wars game, and is released under the OGL which is the same license as d20. There is a popular version of it called Mini-Six that trims the system down to it's bare minimum. If you want to really go narrative though, then I would suggest looking at Fate, Wushu (the previous edition is licensed CC-BY, if you can track it down, and the current version is CC-BY-NC, I think) or even FU (Freeform Universal, CC-BY licensed). If you really want, I have a mish-mash homebrew system (and completely in my head, nothing written down) that I use that takes the elements of those I like the most and turns them into a single system.
38
Sagely Advice / Re: Engaging/Balanced Encounters For a Cleric/Ninja Duo?
« Last post by Wulfhere on August 11, 2015, 02:04:13 PM »
Let’s look at what we already have to work from, starting with the two player characters.  The players chose a tengu and a ninja, which suggests that they might enjoy some Oriental elements mixed into their fantasy. 

The presence of the Tengu priest raises a few more questions:  Is he local, or did he travel from another land?  Are tengu common in the campaign area or are they rare?  Do they share the same religion as the land’s other inhabitants?  What sort of reputation do they enjoy?  Are they accepted socially, or seen as some sort of outsider?

My suggestion:  Tengu live in densely-forested valleys near the coast.  Inhabitants of the coast’s rural fishing villages revere them as benevolent trickster spirits, offering gifts of fish and carven shells at the edge of the tengus’ forests.  The tengu watch over the surrounding lands, driving away other forest dwellers that would threaten the villages of fisherfolk. 

Other villages are less friendly toward the tengu.  Woodcutters and charcoal burners who venture too close to the tengus’ hidden villages become the target of cruel pranks.  Those who persist may disappear entirely, slain to protect the location of the tengus’ homes.


Fetchlings are another unusual race.  Do they travel between the dimensions, or do some fetchlings dwell in the campaign area?

My suggestion:  Fetchlings are known locally as “Kagirei” (Pronounced “Kajeerey”, meaning “shadow spirits”.  Its plural is Kagiru).  In local superstition, they are believed to possess the ability to speak with spirits of the dead.  Kagiru dwell in human villages, where they are often called upon to assist during funerals and rites to honor the dead.  It is seen as bad luck to interact with them under other circumstances, so the villagers often act as if they aren’t even there. 

The Kagirei trace their ancestry to a shadow plane, a distorted mirror of the characters’ reality.  A realm of perpetual gloom and mists, it can only be accessed a few times each year, when ancient Torii are transformed into gates to that sinister dimension.


Since you’re using the Pathfinder rules, charts of suitable monsters can be found at http://www.d20pfsrd.com/bestiary/bestiary-hub .
39
Sagely Advice / Re: Custom Made Post-Apocalypse/Biopunk RPG
« Last post by Veretrix on August 11, 2015, 01:52:48 PM »
The first piece of advice I'd give is look at many systems that have already come around. If you've only had familiarity with the d20 system, there is a lot out there that is radically different, and you don't want to make the mistake of inventing a really cool new subsystem for your RPG and then declare that it is new and amazing only to find people that are a bit more metropolitan in their gaming experience say "Yeah, but that is exactly like this thing that has been done in 25% of the RPGs written since 2004" or something like that. Often this is what "fantasy heartbreakers" do, if you are unfamiliar with that term look it up because you want to avoid creating one of those.

Second, much of the more recent hits among new systems are more narrative/rules-light with less focus on tables and tons of crunch. If you haven't looked at any of those yet, you should because they are pretty revolutionary compared to more traditional gamist and simulationist systems.

If you still want to do a crunchy system, I'd recommend looking at Savage Worlds. It's much faster than d20 with a similar level of crunch. I believe it's available for non-commercial projects with no strings attached or for commercial projects with permission from the publisher. If you are thinking with a more narrative bent, take a look at the *World engine (I think it's available under some kind of CC license, but I think there might be some additional restrictions) or Fate Core (this one is available under a cc-by license)
Thanks for the advice. Other than d20 I am also familiar with systems that use d6 like Dungeon/Apocalypse World (never played, but I understand how it works) and I discovered d100 only a few weeks ago, so I'll look into that more. Are there any other dXXX type systems that may not be as popular but still can work consistently, such as d8 or d12 (if those are even real systems)?
I am definitely wanting the game to be more narrative and less crunch, as I feel that that is what the post-apocalypse scenario should really be focused on, not what kind of weird mutant runs at you next while you wander the wastes.
40
Sagely Advice / Re: Custom Made Post-Apocalypse/Biopunk RPG
« Last post by valadaar on August 11, 2015, 11:47:57 AM »
I made this a while back. Might be some useful bits there:

https://www.dropbox.com/s/xem29ppf48ya49r/theraftervjan72015.pdf?dl=0
Pages: 1 2 3 [4] 5 6 ... 10