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Showing posts with the label Chargen

Setting > Balance

Let's talk about this a bit. One of our favourite games as far as setting is concerned, is Exalted . You play larger than life, epic heroes in a super high fantasy world, who can do the impossible, casually. The thing is, there's different tiers of Exalted, who draw their power from different sources, and each type of Exalt has different castes, which focus on different things. The game allows you to build your character how you want - what skills to pick, how you want to set your attributes, what powers you get, what backgrounds, the whole nine yards. You have so many options, so many ways to build your character to be just what you want. Some examples? An Abyssal Exalted who can command you to drop to your knees, tear out your heart, and turn you into her thrall (while keeping you alive). A Solar Exalt who wears power armour, and pilots a self-aware mecha, and in a week turn any normal mob of people into an elite fighting force. A Sidereal Exalt who can leap into the way of a...

Superhero RPGs

Superheroes We're a big fan of the superhero genre - the telling of stories not too dissimilar to the myths of the past. The idea of characters, larger than life, performing great deeds of heroism and villainy, of human pathos and hubris. Not so big a fan of the 'perpetually bound to the same, unchanging characters, for generations' thing -- a big part of this would be to allow the characters to age, hand off to the next generation, and keep going, but that's more an 'us problem'. Also not a fan of the 'no hero is allowed to be happy' thing that keeps going on, and the big glowing 'reset everything to zero' button. Anyway. The one thing we do find difficult is trying to find a good tabletop roleplaying game for playing heroes. The first one we ever encountered was the Classic Marvel Super Heroes RPG (or what we like to call the FASERIP system after the attributes for the game). The game is a relic of its times - everything is charts, and random d...

Agency (not the Secret Kind)

Bear with me, this is 100% my opinion, and isn't necessarily going to work at your table. Everyone has their own desires at the table, and everyone's table is different -- and if you play a different game with me, it doesn't mean you're playing it wrong . If you're having fun, that's all that matters. Your table, your rules. And with that out of the way. If I'm going to have a new game master -- one I'm not familiar with (and it's been a long time since that's happened) the first thing I ask is this: do you fudge at your table. And if the answer is 'yes', then I walk away. I don't begrudge the GM -- I hope they find good players and have a blast -- but it's not for me.  And here's why: Agency. To me, agency involves the following: freedom of choice in character creation within the bounds of the campaign setting and rules. My attributes, abilities, feats, gear, etc, are all decisions I make. During the game, agency involves bei...

Your Race is Not Your Culture

The topic of how D&Done  ( yes, we know it's called 'one D&D' but it is supposed to be the final edition ) is handling "race" has come up a few times lately, and there is a lot of mixed reactions about how it's being done. We compare this to the new Advanced 5th Edition , which we feel is not a bad way of doing things. To wit - your race is not your culture, or nation, or anything of the sort. It's a heritage and should deal only with your genetic traits, and nothing else.  In A5e you choose your heritage, and then you choose your origin - your background, what you've done and where you've done it. Essentially, your homeland. This is what give you skills and ability score modifiers. And honestly, we feel this is a much better way to do it. Consider.  You're playing a dwarf. You were raised among, say, halflings. Let's look at dwarves in basic 5e. Dwarven Combat Training : You have proficiency with the battleaxe, handaxe, light hamm...

🎵We can show you the world🎵

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World Building The short of it is simple: we love world building. We are fascinated by culture, religion, magic, and how this all intersects. What's the point of having a campaign if the characters aren't given the chance to immerse themselves in some aspect of the society they're in or reflect where they're from? We're really not that interested in lots of combat, or delving into dungeons, or world-shaking plots. We're really interested in looking at the cultures of the people around us, what the local faiths are and how they're reflected in the culture, and how these reflect the style of magic used by the local cultures. We're not interested in generic magic or generic faiths or in a culture which matches every other culture in every other fantasy game out there. If it's vanilla, something's missing. For an example? Well. We've a campaign world, Inspiritus . We've not had a chance to run things in that world in over 30 years, but we...

Setting and Balance and Elves, Oh My!

In which we discuss the history of AD&D through to Pathfinder and its impact on what one could play over time. In the early days of D&D, there was no rhyme or reason about how strong one thing might be against another. In the early days you could play a 'young' balor (demon) as part of the PC party. Later, with D&D, you could play were dragons, faeries, or other creatures of all sorts (BECM), and by the time AD&D came around there were half-ogres, drow, and a variety of other creatures of varying power. With 2nd edition AD&D, things became a bit more formalized. Level Adjustment was added to the mix, increasing the effective level of a character by their race. If you were strong enough, you were treated as one or two levels higher to determine how much XP you needed to level. This carried on into 3rd edition AD&D, which allowed players to play stronger characters at the cost of slower level growth. Then we get into Pathfinder. Here, level adjustment was ...

Infinite Expansion of Books Meditation

Sorry, had to slip an Exalted reference in the title. 😉 How much is too much when it comes to sourcebooks? Our simple answer is this: It takes as many books as is needed to cover the major groups within the game and the choices provided in the core rulebook. The rulebook is expected to give broad strokes of the setting and what's available, as well as the rules for playing the game. If it covered everything , it'd be thousands of pages long. For example: Legend of the Five Rings      - Clan          - How do the different Clans stand apart from each other? What are their beliefs and traditions? What makes them unique, culturally?      - Family          - How does one Family stand apart from the others? What are the duties of the families, what's expected of them?      - Dojo          - What is each dojo, what do they teach, what special techniques do each have? In L5R...

Food for Thought (Good and Evil)

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Food for Thought We've seen a number of people - especially game designers it seems - think Good is uninteresting or weak . That evil is a lot more interesting for game play. Whether this be character classes, abilities and options, or simply entire races. Monster manuals? Filled with evil stuff. Opponents and foils? Evil. Who get all the cool powers? Evil. Who performs world-shaking magic? Evil. In most adventures, Evil is rarely the underdog. The PCs are left scrabbling to deal with whatever plot Evil has come up with. We find this boring . Very, very boring. Time and time again it's 'the weak heroes have to band together to stop the all-powerful bad guy'. Here's the thing. It's unrealistic. It's a tired trope. It's overused. We want to see Good creatures given the same treatment Evil creatures are. We want to see powers and abilities given to Good creatures that are on par with the Evil creatures that are depicted. And we want to see th...