|
Post by foxroe on Dec 30, 2011 21:37:15 GMT -6
Wasn't the map flipped upside down or something? I could swear I saw a hand-drawn original somewhere at some point... maybe I was dreaming about it. BTW, sweet map Snorri! Definitely a must have for Boot Hill/ Western-RPG fans! Exalt!
|
|
|
Post by foxroe on Dec 28, 2011 20:56:00 GMT -6
Heh. Yeah, it's easy to forget... especially when you start to survive to later levels (especially when it takes a lot of real time to get there). I know it's been discussed before, but your mention of it is making me really consider the "rolling dice in the open" thing. I'd like to think that it would (subconsciously at least) make players realize that they aren't going to get any "DM take-backs" and they better be on their collective toes.
|
|
|
Post by foxroe on Dec 28, 2011 20:43:45 GMT -6
The Top 3 Rules of My Game Sessions: - Have FUN
- The DM/Referee rules and over-rules when needed for the benefit of the over-all game and players.
- Don't you dare eat my snacks or run out of coffee.
Now that's a list of rules to game by! ;D
|
|
|
Post by foxroe on Dec 27, 2011 7:44:35 GMT -6
I spent most of my RPG days with AD&D, which has its system rooted in OD&D. I would just track the "base" equipment (i.e. armor, weapons, backpack... essentially what you entered the dungeon/adventure with) just to get a handle on the movement rate, and then just use "common sense" for the rest (aka the Haul). We just used movement to gage time and the relative movement between the party and anything they encountered. Worked well enough when we paid attention to it. I'd have a look at the system used in Jim's LotFP. It's a very easy-to-use substitute for all of the book-keeping some folks aren't too fond of.
|
|
|
Post by foxroe on Dec 24, 2011 10:05:09 GMT -6
I'm in the same camp as Marv. I finally got around to watching it last week, and my expectations were set so low by all of the "reviews" on RPG boards and blogs, that I ended up enjoying it. The plot was "Conan-ish" in the sense that it reminded me of a Conan story, though it certainly didn't hew close to any of them, and Momoa made a "truer" Conan, IMO, than AS (from another adaptation of Conan I will shamefully admit that I enjoyed also ).
|
|
|
Post by foxroe on Dec 23, 2011 19:19:19 GMT -6
The leveling system in Skyrim/ES sounds almost like a vestigial limb rather than something that meaningfully drives play. They could easily drop it and fully Runequestify the system if they wanted. I imagine they've kept it as it reflects what console gamers are expecting to see--A leveling system. The skills are clearly the important thing though (as in RQ). I think you're right for the most part. I wouldn't necessarily call the leveling system "vestigial" since a lot of the behind the scenes game mechanics rely on the player character's level (i.e. better available items, tougher encounters, etc.) As far as RQ goes though, I would totally scavenge every bit of the ES for sweet RQ campaign!
|
|
|
Post by foxroe on Dec 23, 2011 8:44:49 GMT -6
Well, you sort of already hit on it. While the ES system is certainly not entirely like RQ (or any other game for that matter), it does borrow some elements.
Unlike RQ, the ES systems have been "level" based; however, rather than a direct X-experience=Y-level relationship, experience is earned by using your skills, and improvement in skills leads to increasing level. In RQ, skills are improved through use (just as in ES), but there are no "levels." Despite this, though, when you find yourself trying to compare the relative degree of power between a player character and say a monster or NPC, you tend to look at how improved the skill percentages are to determine that degree. One could argue that this is essentially the same as what the ES "level"-based system is trying to achieve.
Also, while Skyrim characters are no longer tied to character class archetypes like in the earlier ES games, these systems didn't restrict characters of a particular class from improving the skills associated with other classes. This sort of reminds me of the RQ system of utilizing cultural backgrounds and profession packages to boost specific skills at the start of the game, but then not preventing characters from improving any skill during play.
You can also draw similarities in the magic systems. Both are "magic point" based with respect to the energy required to cast a spell. Spells can be upscaled/redesigned in ES, and spells in RQ can have their range/duration/effect manipulated. Magic items are "easily" created and are generally unique in both systems. etc.
|
|
|
Post by foxroe on Dec 22, 2011 19:47:09 GMT -6
Nope. In fact the last three ES games are very much like RQ. But I'm sure it has nothing to do with the fact that the lead designer for the previous two ES games was Ken Rolston.
|
|
|
Post by foxroe on Dec 20, 2011 13:00:45 GMT -6
Maybe throw in a "safety net" of sorts. Something like an inherited "Luckstone" that gives 1d4 "do-overs". Use a "death's door" rule, and just have him fall unconscious instead of dying at 0 h.p. Emphasize exploration and encourage cautionary play. Hint that it may be wise to hire Men-at-arms. Then throw in obvious (non-deadly) traps, simple puzzles, memorable characters, and a few minor hooks for later adventuring and you're golden.
|
|
|
Post by foxroe on Dec 18, 2011 19:55:56 GMT -6
That Danforth cover is sweet!
|
|
|
Post by foxroe on Dec 17, 2011 8:59:04 GMT -6
Just for your own reference, 3D6, here are the stats/description from GH: Carrion Crawler
Number Appearing: 1-6 Armor Class: 3/7 Hit Dice: 3+1 Number of Attacks: 8 tentacles Points of Damage per Attack: special Move in Inches: 12 % In Lair: 60% Treasure Type: B
These scavengers will usually attack in order to insure that there will continue to be a supply of corpses to scavenge. They are worm-shaped, about 9' in length, 3' high at their head end, and move quickly on multiple legs. Their mouths are surrounded by eight tentacles of about 2' length, and their touch causes paralization (save vs. or paralized). The Carrion Crawler is able to climb/move along walls or ceilings as readily as floors, thus allowing it to compete with Ochre Jellies, Black (or Gray) Puddings, and the like.
|
|
|
Post by foxroe on Dec 16, 2011 8:24:49 GMT -6
Wow, that is an amazing use of color. I don't pretend to know a lot about art, but I tend to think that so much color might in many instances drown out the focal point that the eyes are intended to be grabbed by, but in this case, IMO, it works beautifully. +1 indeed. There's a lot of subtle detail and transition in color to get lost in. I've set it as my desktop wallpaper. ;D
|
|
|
Post by foxroe on Dec 15, 2011 9:25:04 GMT -6
Still a great song! At least you didn't post this one...
|
|
|
Post by foxroe on Dec 14, 2011 15:39:47 GMT -6
Those are gorgeous. Absolutely. Congratulations Jim and Geoffrey!
|
|
|
Post by foxroe on Dec 14, 2011 9:35:44 GMT -6
Gorgeous!
|
|
|
Post by foxroe on Dec 14, 2011 9:30:34 GMT -6
And who the heck are these jokers?? MORE COWBELL!!! ;D
|
|
|
Post by foxroe on Dec 13, 2011 21:35:06 GMT -6
Nah dude, sorry. I'd love to come out there and game, but I'm financially trapped in the land of Pilgrims. GaryCon (or at least gaming in the "Motherland") is definitely on the Bucket List, though. My son's getting Skyrim for Christmas... can't wait to play... err, I mean... can't wait to see him enjoying his gift. ;D (PS - I know Chicago isn't LG, but it's close enough in my world. )
|
|
|
Post by foxroe on Dec 13, 2011 15:21:58 GMT -6
Zombie Apocalypse + TOH = Win Nice to see you posting again. Hopefully all is well.
|
|
|
Post by foxroe on Dec 12, 2011 12:03:28 GMT -6
Personally I think it's much more interesting to let rolled hit points stand. If you've only got 1 or 2 hp, your immediate priority is never to be hit. Stay on the first level of the dungeon, and be paranoid. This is how all 1st level characters should be played, anyway. Any 1st level character can die from one hit. +1
|
|
|
Post by foxroe on Dec 12, 2011 11:49:20 GMT -6
How does that guy keep his hair from getting caught in the bow? There's also the orchestral remix used in the John Carter film. Not that I condone Zeppelin re-makes...
|
|
|
Post by foxroe on Dec 2, 2011 7:33:08 GMT -6
You know, I stumbled across the cover for this on the inter-space at some point and thought it was just a mock-up.
This would make a great Christmas present for my nephews... ;D
|
|
|
Post by foxroe on Dec 2, 2011 7:29:19 GMT -6
Nice.
|
|
|
Post by foxroe on Nov 30, 2011 23:05:08 GMT -6
Ah you see, that's another interesting point (or maybe the beer just makes it seem that way): I'm so used to being in games where every character is essentially the same level. I've never experienced a game where there was a wide spread of levels in the party. I think that the experience rules would be even more "essential" in such a situation.
However, I'm not too surprised to hear that Gary was very "hand-wavy*" with the experience, using gold as the primary reward meter.
(*-Sorry, that may not be the best term...)
|
|
|
Post by foxroe on Nov 30, 2011 10:21:21 GMT -6
So I was reading/rereading these threads and a thought came to me. While I understand some of the head-scratching that goes into trying reason out the progression in the HD and experience tables, I can’t help but think that any disparity in progression is at least partly assuaged by an often glossed-over rule with respect to how experience points are earned. From page 18 of M&M, experience earned is fractional based on the ratio of the monster’s level to the character’s level. (Note that the passage always refers to the character and not the party. Is this contradicted elsewhere?) So while it may be true that a Cleric or a Thief can advance to the next level more quickly than the Fighting-Man and the Magic-user, those characters’ XP award will thereafter be reduced when the party defeats a creature with HD equivalent to the lower-level Fighting-Man and Magic-User. The award will be even less if the party faces even weaker foes. Further, Fighters can take on several 1HD monsters at once, and thus gain more XP than non-Fighter–types for a given encounter. Even Magic-users can blast several targets at once, and thus gain a greater XP award than the other party members. Clerics (and Thieves) don’t really have these “subtle” XP-garnering benefits. Of course, I’d take this all with a grain of salt. This is just a brain-barf exercise in numbers and likely doesn’t reflect true progression that comes about through actual play. This also doesn’t take into consideration XP from gold… Thoughts?
|
|
|
Post by foxroe on Nov 29, 2011 19:21:02 GMT -6
And why is it that when I pass "GO" I only get $200? That's outrageous! Everyone knows that in real life, inflation and the increased cost of living should warrant $1,582.13 easy! They better fix that broken rule in the next edition. They already have: en.wikipedia.org/wiki/Monopoly_(game)#Monopoly_Here_and_NowOh, that's horsecrap! It's too much! We should occupy Boardwalk! Down with the Toy Corporations!
|
|
|
Post by foxroe on Nov 29, 2011 12:24:38 GMT -6
Also on the Eldritch Dark site: If you go to "Articles" and click on "Criticism," then scroll down to "2002," you will find the "Zothique D20 System game guide." It presents thoughts on how to run game scenarios in the Zothique setting, and although the discussion is keyed to the D20 system, you could easily take the basic information and adapt for OE/retro-clone play. Very nice. Definitely some ripe gaming material in that document. Exalt for the find!
|
|
|
Post by foxroe on Nov 29, 2011 11:04:24 GMT -6
Because Gary thought "Cure Light Wounds" sounded more euphonious than "Restore Small Random Amount of Arbitrary Abstract Resource." He was right, too. Nice.
|
|
|
Post by foxroe on Nov 29, 2011 8:06:08 GMT -6
Hmmm... didn't realize that. Ah well, already printed it out. Maybe I'll fix the PDF anyway.
|
|
|
Post by foxroe on Nov 29, 2011 7:50:45 GMT -6
And why is it that when I pass "GO" I only get $200? That's outrageous! Everyone knows that in real life, inflation and the increased cost of living should warrant $1,582.13 easy! They better fix that broken rule in the next edition.
|
|
|
Post by foxroe on Nov 27, 2011 13:18:40 GMT -6
Ahhh. It all makes sense now. Thanks, dude!
EDIT: Exalt!
|
|