Alex Schroeder
Level 4 Theurgist
I like my boring fantasy setting
Posts: 182
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Post by Alex Schroeder on Mar 18, 2009 4:54:17 GMT -6
These feedback threads don't seem to attract much discussion, but like others before me I feel the urge for feedback. More gonzo? More intricate plots? More NPCs? More text per location? More maps? Player map for first adventure useless? DM map too messy? Less locations? Japanese inspiration too alien to incorporate into a campaign? Stats needed? Too many typos? Inspiring? I'd love to hear from you.
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Post by calithena on Mar 18, 2009 5:12:02 GMT -6
I'll try to get you some more substantial feedback later, but I remember thinking that it was a very good sort of introductory area and that the monsters and encounters were both interesting and well-balanced. The japanese theme is definitely outside the 'beaten track' but I thought you got a good vibe without significant alterations to standard rules frameworks, which was cool. Also a lot of adventure per paragraph there.
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Post by kesher on Mar 18, 2009 21:56:06 GMT -6
Hey, Alex. I'm glad you posted this, 'cause I was going to email Cal and see if I could get your contact info to ask you a few questions! First let me say that overall, I loved it. I'm a big fan of mythic Japanese settings, and I thought the mixture of some D&D tropes (owlbears, the treant, hill giants) with Japanese folklore was inspired. It totally worked for me. I thought the maps were fine, though I didn't understand the point of having the players start in a particular place with goal (pilgrimage to the shrine) for what otherwise seemed like a sandbox setting, even down to the tengu adventure seed. There was really a wealth of exploring to be done, with appropriate Japanese-style intrigue mixed with ambitious necromancers, etc. At this point, I would definitely make a place to put this in my campaign world. Now, the main question I wanted to ask you is: What system are you using? Is it just slightly modified ODD? Heavily modified? Something else? If you've Japanafied ODD, I'd REALLY like to see what you've done. And, actually, writing that reminds me that some basic stats, AC/HD/Special powers, for instance, would've been useful. I mean, I know what Tengu are, and could make something up (AC: 5, HD: 3-7, Attack as a 10th lvl Fighting Man), but again I'd love to see what you've already done. Not surprisingly, I hope to see more about this setting!
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edsan
Level 5 Thaumaturgist
MUTANT LORD
Posts: 309
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Post by edsan on Mar 18, 2009 22:38:52 GMT -6
If you are interested in Japanafied OD&D have you checked Mike D.'s Ruins & Ronin project?
It uses the Swords & Wizardry rules. There's some stuff for download at his Sword +1 blog and it has its own section on Mythmeres Games' forums.
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Alex Schroeder
Level 4 Theurgist
I like my boring fantasy setting
Posts: 182
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Post by Alex Schroeder on Mar 19, 2009 3:09:19 GMT -6
kesher: Thank you for the kind words. I guess I added the first adventure because that's how my campaign started and there already was a nice map available. When we played it, we used the Microlite 20 rules for the first few levels and I just eye-balled d20 stat blocks from the Kitsunemori Campaign setting published by Dog Soul and Oriental Adventures by Wizards of the Coast. Later, we switched to D&D 3.5. If I were to run it again, I'd probably use Labyrinth Lord rules and make stats up just as you suggested. Adding a short one line stat block for new monsters would have been an easy win in a magazine dedicated to the old school of gaming. I don't think I'll be building up on this campaign setting, so all I can offer is more detailed notes for my own adventures. Looking back, however, I think that those words were all a wasted effort.
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miked
Level 3 Conjurer
Posts: 51
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Post by miked on Mar 19, 2009 5:55:26 GMT -6
Arrg! I can't wait to get my hands on this issue! It was shipped this week - hopefully I will get it soon. Wow, had no idea there was a Japanese like sandbox article in this issue. Really looking forward to reading this one.
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Post by Melan on Mar 19, 2009 6:10:30 GMT -6
It is a good adventure/mini-campaign overview; to the point, but with enough inspiration to start a game. I liked it myself.
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Post by kesher on Mar 21, 2009 18:54:18 GMT -6
Edsan, thanks for the link! I'd heard about the project before, but it had slipped my mind. The rough draft of the R&R Player's Handbook has been downloaded, and is going with me on vacation tomorrow...
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Alex Schroeder
Level 4 Theurgist
I like my boring fantasy setting
Posts: 182
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Post by Alex Schroeder on Mar 26, 2009 8:45:40 GMT -6
Based on the discussion above I guess I could submit a weapon list and a (tiny) monster list for a future issue of Fight On... What do you guys think of the Kitsunemori Weapon List? Are the disarming and tripping rules too silly? What about the Kitsunemori Monster Stats. More suggestions for Oni and the like? Ruins & Ronin looks awesome. We could of course just point to that instead.
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edsan
Level 5 Thaumaturgist
MUTANT LORD
Posts: 309
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Post by edsan on Mar 26, 2009 8:53:07 GMT -6
The weaponlist is quite nice. There´s some weapons there I think Mike could add to R&R. I haven´t read the tripping/disarming rules. If they where on your PDFs then Ihave them on mylaprop, but I´m on my sisters´ PC at the moment. I´ll check and let you know.
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Alex Schroeder
Level 4 Theurgist
I like my boring fantasy setting
Posts: 182
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Post by Alex Schroeder on Mar 26, 2009 9:57:41 GMT -6
Basicall if you've bought the lousy ninja sword, it breaks on a natural 1. If you have a disarming weapon, it disarms on a natural 20. If you have a tripping weapon, it trips on a natural 20. Sort of like the purple worm swallowing you on a natural 20. Maybe it's too powerful, but all other avenues seem to take me into opposed dice rolls and other nasty stuff, so I'm a bit torn.
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edsan
Level 5 Thaumaturgist
MUTANT LORD
Posts: 309
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Post by edsan on Mar 28, 2009 8:43:19 GMT -6
Oh! Sorry, with all the relatives greetings and home refurbishment I haven't touched my laptop yet. Those rules seem very nice and simple. I don't think they are overpowered because the special effects happen only 5% of the time, and anyway you simply rule that the target gets a saving throw to avoid the effect. The one thing I would chance is the target number. A natural 20 is a critical and in most games that means double or full damage from the blow. Maybe a natural 19 (that must hit anyway according to the tables) would be better for disarming and tripping?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 28, 2009 22:21:10 GMT -6
I quite liked the Kitsunemori article - I've been a fan of asian-themed fantasy since I got the Oriental guide for AD&D and then later when I got into Legend of the Five Rings.
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miked
Level 3 Conjurer
Posts: 51
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Post by miked on Mar 29, 2009 15:10:29 GMT -6
Hi Kensanta, I enjoyed your article in Fight On! Very good stuff (downloaded your adventures too). I am running a play-by-post of my Whtie Box Ruins & Ronin rules at the S&W forums if anyone is ineterested in joining. I hope you submit more to Fight On! (Of course you can always send me stuff too - I don't mind the help). -Mike D.
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