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archlords

It Was Probably a Lovable Rogue, Actually

2008.06.20 | 17:28
location: The south road from town
mood: Reckless, irresponsible
music: Generic BGM from Super Widget

One of my one-shots (on which I'll comment later) led into the idea to start a new campaign run by one of the group, even though we don't have as many as I'd usually place as the minimum. So far, we've done a bit of character development, so I've posted a version of mine here.

I've also uploaded a draft of the character sheet. My comments:

Ability Scores: I don't much like using rolled scores, but these ones are far better than what I usually get. The dump stats reflect my idea of him as a reckless (which I may not play very well due to predisposition), irresponsible rogue of noble birth who's never had to deal with any strenuous work. The only reason I put the 18 in Int is that I'm always irritated when I use an odd number and thus sacrifice at least 6 skill points.

Skills: Consequently, I had as much as I could possibly have here from the Player's Handbook alone, unless I had been a full human. As I was told that he had only gotten the job three months earlier, I used the skills to represent his noble upbringing (in that case, mostly just Ride, since the DM said I would've learned it) and night life. I might use the last 4 points to get actual occupational skills like Forgery (from his experience with paperwork) and/or Knowledge (architecture & engineering, dungeoneering).

Feat: I could use this to say he's been involved in the gentry's dueling circles (Improved Initiative, Weapon Finesse) or just to improve his skills.

Anyway, this campaign is supposed to focus on character development, so I don't know much about how he's going to change in the future. . . .

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archlords

The King Is Dead! Long Live the Queen!

2008.04.03 | 08:44
location: Korvosa, Varisia, Galarion
mood: Bouncing back
music: Theme from STAR WARS

After the problem that prevented me from entering the first time, I found that Paizo also has a few free items† so you can find out about their setting and thus write things about stuff they already own, which is what helped me in the other one. One of the interesting things that I noticed is that the Queen of Korvosa is rumored to be sleeping with her female bodyguard. (Although it's only one sentence, at least they didn't feel the need to throw in anything claiming that's any more scandalous than any other affair, like in the one I mentioned earlier.) In any case, given the depictions of the King (it's debatable whether he was still alive at the time of the portrait) and Queen, one can hardly blame the rumormongers—or the couple, if it's true.

Of course, they're trying to run a business, so the information in the free stuff pales in comparison to the commercial products. Interestingly, they've chosen to do most of their background expansion in their adventure serials. As you can see from its pilot, the current one centers on city and the Queen. (The latter part is expanded in later issues, but those are heavy spoiler information.) In addition, I have an idea for an adventure set in Korvosa, so it may be worth buying those and/or the city guidebook to build up my knowledge for the next RPG Superstar contest.

In addition to this, Paizo is also making its own version of the RPG based on D&D v.3.5, so it will not have to be heavily updated. Sadly, they aren't allowing others to use it, so anyone else using the d20 System will have to do the same themselves to avoid having to make new rules every time the Wizards decide to replace the base. The guys who tried to make a better ruleset* (and succeeded, except that they didn't fix the most fundamental flaw enough; it's also compatible with Pathfinder) also require you to make a deal with them to use their enhancement, unlike the d20 System and OGL themselves.

*By the way, I hear that the original True20 setting includes a lot of characters who don't make pointless restrictions on whom they love based on what equipment they have.‡ I might look into that, too.

Edit (2008.04.05): †‡Updated here

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archlords

Pick Your Poison

2008.01.31 | 17:39
location: A notebook
mood: Ridiculously long
music: Something from marching band

My readership appears to be at an all-time high (apparently at least two regulars!), but I've accumulated quite a lot of stuff during its absence, to say nothing of my sloth and the fact that I've built up a lot of new things due to year's-end-and-beginning splurging. So, I'd like to see if you have any requests or suggestions. What I've got in the works is as follows:

Ridiculously long notes )

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archlords

The Greyhawk Is Dead! Long Live the Greyhawk!

2008.01.03 | 14:52
location: Viscounty of Verbobonc, VTF, Flanaess, Oerik, Oerth
mood: Undead
music: Ancient BGM from The Lord of the Rings

Since I'm not going to get the chance to write them for Living Greyhawk, I've added the adventures to the one-shots list (no longer a lucky number of records). They could theoretically be played as a loose series with the same characters. It's also occurred to me that "Island of Dr. Mordenkainen" and "Necrohazard" are not set in existing campaign settings, so I could publish them as actual adventures under the OGL with some modification.

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archlords

The Colossal of Raisagrad

2007.12.14 | 23:22
location: A private workshop in Five Fingers, Ord, western Immoren
mood: Grudge-bearing
music: Theme from STAR WARS

Man's use of steamjacks was the daughter of the necessity of the Orgoth occupation so many years ago. The first were known as the Colossals, massive machines of war that were strong enough to shatter the dark armies of the invaders. Over the years since the Orgoth were driven back over the sea, the great warjacks were eventually retired from service due to peace treaties between the Iron Kingdoms and lack of funding, their chassis scrapped to build smaller descendants.

Now, however, Gorman of Many Colors, a mechanika collector living in Five Fingers, has uncovered information suggesting that a mostly intact Colossal still lies somewhere hidden within an Orgoth ruin where it fell in the war. If this reputed madman could find such a weapon, his resources could return it to being a dangerous force in western Immoren, rivaling the strongest battlegroups of the Kingdoms' armies.

Fortunately, Gorman has many enemies, and three happen to be hot on his trail at this moment. . . .

Asir (CN Iosan [CG50] Rogue 4/Scout [CG84] 4/Mage Hunter [CG120] 2): As men grow in power, the elder races fade into the fringes of western Immoren, but none more than the elves of Ios. Some of your wizards posit that the decline of your dying goddess is collateral damage from the humans' reckless use of arcane magic. You are one of those who venture forth from the forest to hunt man-mages and save your people. Such a powerful and unpredictable warcaster as Gorman is a high-priority target, so you have taken the opportunity to ally yourself with others who are after him in order to bring him down.

Garrity (N Morridane [CG39] Rogue 5/Pistoleer [CG124] 1/Second Story Man [CG] 4): You take pride in coming from a long line of men of questionable occupations. You have worked your way up from breaking into cheap garrets to be able to infiltrate the mightiest bastion (or so you claim). You were elated to accept an offer to break into the Five Fingers workshop containing possibly the greatest private mechanika collection in the Iron Kingdoms. Little do you know that this job will take you to unforeseen depths. . . .

Sigmur (LN dwarf [CG46] Cleric 9/Fighter 1): As a cleric of Rhul, you are tasked with enforcement of dwarven law. You have just arrived in Five Fingers on the trail of a dangerous human mage who is suspected of having stolen mechanikal texts from your land. If the holy word of the Great Fathers is not enough to dissuade him, you will not hesitate to put him to the axe.

Strongarm (N ogrun [CG54] Barbarian 5/Fighter 4): Many ogrun families have worked for centuries in Rhul as guards and laborers. Having served under the clerics of the Great Fathers since you were but a bokur, you were proud to choose Sigmur as your korune. Your skills in the art of dwarf-tossing (a tactical method of overcoming the short-legged folk's mobility problems) serve your korune well in rough terrain.

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archlords

Strangers in Strange Lands

2007.08.20 | 13:27
location:
mood: 浪人
music: "Dancing Mad" (non-electric-guitar version)

I've updated my one-shots. It's too bad that I don't have players for any of them. I'm desperate enough that I might even be willing to GM at ERPL if I had the chance.

One of the main selling points to me for making these in the first place is the chance to try out various settings and elements. Towards that end, I tried to make sure to include various factions and the special abilities associated with them. Unfortunately, this also makes it more difficult for players. The rules are not too much of a problem (even though in D&D and STAR WARS you have to make reasonably high-level characters to get access to much of the interesting stuff), as I build all of the characters and locations myself. However, the characters from these factions are more difficult to role-play for people who know nothing about the factions or setting beforehand. I try to give them primers on what their characters are, but this can only go so far.

In Rokugan, this problem is accented by the fact that one of the design strategies for the setting was to emphasize the alien nature of the culture. Even with all the information given, there are unclear areas, and they are not intended to be filled by our common expectations about how society works. Because of this, my version is an amalgam of what it says in the RPG books that I have, the wiki, and my own concept of Japanese culture. Conveniently enough, I chose to center the PC parties on the two most liberal clans of the empire, as they allow more variety in interesting character concepts, but I still only thought of three for the latter, so I ended up throwing in a couple of Lions (the archetypal samurai clan). If I think of more ideas, or if I only manage to get three players, that may work out all right.

I also plan to throw in a primer on Japanese language (or as much as you keep when speaking English in a stereotypical Japanese setting) to help those who play in the Rokugan mods. As noted before, I've given real-life Japanese precedence over that in the official setting, as the latter really sounds stupid to anyone who knows any of the former. It's not a big deal, but I like talking about it, and there's an off chance that people on this list might actually be willing to discuss things with me. . . .

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archlords

獅子身中の虫

2007.08.17 | 12:32
location: Tonfajutsen-shi, Rokugan
mood: Secretive
music: "Dancing Mad" (non-electric-guitar version)

Here's the other Rokugan one-shot that I promised:




Tonfajutsen-shi in the Lion lands is famous as the birthplace of Gozoki, a rebellious heimin smith who developed the "peasant weapons" that are now signature tools for lowborn monks. He was executed for treason, but rumors say there is a shrine to him hidden in the forests outside town. In the present day, the citizens are loyal and orderly, but it is not completely free of trouble, as a team of Unicorn magistrates mysteriously vanished there recently. Two more teams, one of the same and one led by a Phoenix inquisitor, have been sent to investigate. What dark secrets will they find . . . ?

UNICORN CLAN MAGISTRATE TEAM

The Unicorns are the outsiders of Rokugan, but their way with people and their nomadic ways make them ideal magistrates, policing the Empire in parallel to the Kuni witch hunters and the Phoenix inquisitors. Many heimin are promoted to Unicorn buzoku, so the caste gap is not as pronounced as with many clans.

居内宗麟 (N adult Unicorn barbarian 1/shugenja [CD] 8): You are the face of the magistrates, due to your superior mental faculties and Unicorn diplomatic skills. When push comes to shove, you can use your spells to fight, or use an adrenaline surge to increase your endurance as a last resort. You claim a karmic link with Iuchi, one of the most resourceful shugenja in early Rokugan.

望都胡弓 (NG adult Unicorn barbarian 2/ranger 4/Moto avenger 3): As a Moto, you fight to atone for the shame that some of your family once turned to the Shadow. Although the traitors have been wiped out, you still have great zeal to hunt Tainted folk. You claim descent from Moto Sorō, the simple peasant who earned his place among samurai and founded the Moto family.

胡擢鋭馬 (♀ LN adult Unicorn fighter 8/battle maiden 1): You are one of the élite warriors of your family and have cut many corrupt men down with your naginata. You share the spirit of Utaku Shiko, the founder of the Utaku Battle Maiden tradition.


LOCAL LION CLAN BUZOKU

Although many of you have been sent off to aid your Phoenix allies, you still have proper leadership to assist the investigation. The Lion are the archetypal samurai, filled with honor and zeal.

末吠 (LN adult Lion fighter 4/samurai [CW] 1/Matsu rager 2): You epitomize the controlled fury of your family and are ready to unleash it on whoever is causing trouble on your land. Since you were not deployed to support the Phoenix in their war with the Dragon, you have had little outlet in such a peaceful location. If those weakling heimin and hinin are causing trouble with their puny peasant weapons, you'll show them what for. Your ancestor, Matsu Hitomi, was the most famous female samurai of the early Empire. Hitomi donned her brother's armor to avenge his death, earning command of a unit of samurai through her fierce devotion to war.

吉津郷祖 (LN adult Lion shaman 9): Unlike the elemental shugenja of other clans, you draw your strength from your honored ancestors. Respect for those who have come before you also gives you power over the walking dead. You are Suegara's chief spiritual advisor, although you are grooming your brother Ubagai to take your place. You are descended from Akodo's advisor Ikoma—a historian, judge, and storyteller.

吉津祖母懐 (♂ adult Lion): Ubagai took your mother's recent death hard, becoming a grim and melancholy young man, but this is an honorable sign of his devotion to his ancestors. He uses his inherited talents to police the town. His ancestor, Akodo Shinju, was the greatest spy of the Lion clan.


AOI-YA

The biggest and most prestigious geisha house in town—although the performers are still hinin, of course

おかみさん (♀ adult hinin): The mistress of the house is a beautiful lady with a name that no one seems to be able to remember, so everyone just calls her o-Kami-san.

蒼 (♀ adult hinin): O-Sō is the diminutive senior geisha and o-Kami-san's protégé.

青朗 (♂ adult heimin): The virtuoso tattooist Seirō is a friendly, boastful fellow (he claims to have tattooed his own back) who keeps shop at the Aoi-ya so his customers have something to watch while he's working.


PHOENIX CLAN INQUISITORIAL WARRIOR BAND

The Phoenix are allies of the Lion, and they have sent a team here to investigate rumors of mahō-tsukai. The clan is known for its mastery of divine magic, which makes it as good as the Crab at hunting the Shadow.

石和偉査夫 (♂ adult Phoenix): The Isawa are the most accomplished shugenja in the Empire, wielding the powers of all five elements. Isao is one of the few who has mastered the fifth: the Void. Its powers of ancient knowledge aid him in his hunt for Tainted traitors.

鳥羽調 (♂ adult Phoenix): The Shiba are a family of defenders to the Phoenix's many shugenja, so it's only natural that one of their samurai should be sent to assist Isao.

朝来黥布 (♂ adult Phoenix): Geifu is a budōka of the Asako who has also studied as a tattooed monk under the Dragon. His loyalties might be thought to be split due to the current war, but from his record, it appears that blood is thicker than ink.

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archlords

Shadows Lengthening

2007.08.15 | 17:39
location: Aiso ni Ryokosha Mura [sic]
mood: Shadowy
music: "Dancing Mad" (non-electric-guitar version)

I've made numerous changes to the blurb for "Kagemusha." I've also thought up ideas for another Rokugan-set one-shot. There's no blurb for it yet, but I've added it to the database.

In case you're interested in learning more about the setting, I've found a useful wiki. However, keep in mind that my adventures are set in 1158 (since that's the date of the last sourcebook I have in hard copy), not the present day as the card game continues to tell the story. I don't think anything there really spoils my secrets, but remember that not all of it has happened yet (or will happen, if you manage to change history).

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archlords

影武者

2007.08.14 | 12:15
location: 稗田宮・緑岩
mood: 武士道
music: "Dancing Mad" (non-electric-guitar version)

Here's the blurb for the one-shot I mentioned earlier:



Hida-kyū anchors the east end of Kaiu-heki, and as such is a staging point for the territorial war between the Crab and Crane clans, in addition to its usual duty as support for Rokugan's first line of defense against the Shadowlands. But another patrol has been lost, and a monster raid has managed to find its way through the labyrinth beneath the Wall. Are these isolated incidents, or does it speak of something darker happening behind the scenes?

THE WARA-NINGYŌ

The Crab value results over protocol, so those Tainted by the Shadowlands are allowed to continue to serve, albeit under close supervision by the witch hunters. You are the best of the Damned, an élite team of shock troopers capable of hunting in the Shadowlands or defending your clan's greatest palace. If you die honorably in the fight against the Shadow, your souls will be redeemed enough for reincarnation.

国影央 (LN adult Crab fighter 2/shugenja 6/witch hunter 1): The Kuni witch hunters are devoted to finding corruption within the empire, but the first line of defense has at least as much need for your skills as any other fortress. You also lend your spells and muscle to the defenses as chaperone to the Damned squad. Your lineage traces back to the young shugenja Kuni Saku, who single-handedly held off a massive army of oni at the Battle of the Cresting Wave. Her spell summoned a tsunami and made Haisui-no-Jin-Gawa impassible for seventy-three days while the Crab built the Kaiu Wall, but its powerful magic cost o-Saku her life.

若春二 (LN adult Crab fighter 4/samurai 1/Hida defender 4): Your family was honored by your elder brother Hitoshi's potential as a great samurai. After he was lost on a patrol, however, you became reckless in your hunting in the Shadowlands, resulting in your becoming Tainted. You lack your Aniki's strength of personality, but are a tough fighter and absolutely loyal to the clan and the empire. You claim descent from Hida, the first Crab.

昼間影見 (LN adult Crab ranger 6/shadow scout 3): In the grand tradition of the Hiruma and Shinjō families, you are an accomplished scout and hunter of Shadowlands creatures, although you were not completely able to resist the Taint. Your mighty dai-kyū has ended the lives of many foul beings. You are descended from the quick-footed and quick-witted Hiruma, the archetypal hunter and scout.

保喜真人売 (LN adult Crab fighter 4/rogue 3/samurai 2): As a Yasuki, you were trained in the mercantile ways, but also in bushidō at the Hida War College. You may lack the dedication to be follow the path of the archetypal samurai, but you are a good warrior. Some (particularly the Cranes, who still bear a grudge at your family for leaving them) might say that you chose to become a Damned only because you were too cowardly to commit seppuku, but your questionable skills are still quite useful to the others. You are descended from Dōji Taehime, a Crane ambassador to the Scorpion court—a courtier skilled at discovering falsehoods and uncovering plots.

Tchk'tek'tem'bo 「名無し」 (N adult nezumi rogue 1/truenamer 8): Although most clans think of ratlings as crude wretches carrying the Shadowlands Taint, the Crab recognize them as staunch allies against the forces of the oni. Your arcane skills earned you a place in an élite strike team, and your new nakama have affectionately dubbed you "Na-Nashi" (quite ironic, considering your skills in name magic), as your tribe-given name is quite a mouthful.

HIDA-KYŪ LEADERSHIP

As the ruling family of the Crab clan, the Hida have a number of high-ranking officials stationed at their palace—to say nothing of the 1,000 rank-and-file troops and the servants and family members who keep them fighting.

稗田羽柴 (♀ middle-aged Crab): Clan champion, daimyō of the Hida family, greatest of the Hida defenders, mistress of Hida-kyū, and sister to her predecessor Yakamo (who has ascended to become the Fortune of the Sun), o-Ushi is a direct descendant of the first Crab. Although trained in the ways of the samurai, she is as rough and pragmatic as any of her clan, and has become more grim after the death of her husband in the Spirit Wars.

稗田黒田 (♂ adult Crab): Kuroda is o-Ushi's elder son, heir to the daimyō's seat, and a ferocious swordsman.

稗田權 (♂ adult Crab): Kuon is Kuroda's twin brother and an expert tactician.

聖 (♀ adult heimin): One of the most honored pursuits for commoners is that of the bare-handed martial arts, which Sumie has mastered to some degree. More importantly, she follows the Tao of Shinsei, the greatest philosopher in history. She uses the teachings of virtue to assist in the defense against the shadow, and as advisor to o-Ushi.

国無元 (♀ old Crab): The court shugenja is a descendant of the great Kuni himself, which makes her the perfect priest to cover the edge of the Shadowlands.

稗田棘 (♀ middle-aged Crab): The senior sensei of the Hida War College

加藤建作 (♂ old Crab): The chief Kaiu engineer at the fortress, Kensaku has a karmic link to Kaiu himself, father of all Crab craftsmen.

保喜百鞭 (♂ old Crab): Hyakuben is the commissar for Hida-kyū, using his mercantile contacts to supply the fortress. Unlike Matome, he was trained in his own Yasuki Taskmaster bushi school, and thus has experience cracking his whip on the battlefield as well as in the kitchens and armories.

CRANE EMBASSY

Due to their bad blood with the Yasuki family, the Cranes are the only clan that sends its ambassador to Hida-kyū rather than Yasuki-tei ("Black Crane Palace"). Thanks to the outbreak of the Second Yasuki War, they are more or less stranded here.

道司信玄 (♂ adult Crane): Young Shingen is the current Crane ambassador to Hida-kyū, attempting to maintain a cordial relationship despite the ongoing Yasuki War. His olive skin betrays that he is a child of one of the Scorpions fostered by the Crane clan while the former was exiled some time ago; the combination of the clans gives Shingen the perfect pedigree for a scheming courtier.

朝日向信廉 (♂ old Crane): Nobukado is a shugenja of the pacifistic Asahina school, here as advisor to Shingen. One might think these priests would make better diplomats of peace, but Shingen gained precedence over the cloistered Asahina due to his family's experience and reputation in court. Crabs don't have much respect for hippies anyway.

大道寺達矢 (♂ adult Crane): The Daidōji are the only Cranes the Crabs trust, after they came to their aid at the Battle of the Landbridge over four centuries ago. They are dutiful warriors against the shadow, and Tatsuya is one of their famed yōjimbō, bodyguard to Shingen. He too bears Scorpion blood, and follows their custom of wearing a mask even in court.

道司 羽戸女・佐兵衛・子琉手 (♀ adult Cranes): In addition to Tatsuya, Shingen surrounds himself with several bushi retainers of the Dōji, all charismatic samurai-ko courtiers.

MERC STRIKE TEAM

As the front line against the Shadowlands, the Crab Clan uses whatever forces it can get. Included on Hida-kyū's roster is a mercenary strike team on par with the Wara-Ningyō.

扇衣・鎖炎 (♀ adult Scorpions): While many clans shun them, the pragmatic Crabs recognize the value of rōnin as mercenaries. These two are marked by their masks and olive skin as former Scorpions. Although one must wonder what it takes to be expelled from a clan with such a treacherous reputation, they appear to be loyal to one another, and serve as reliable light troopers. Aoi wields the samurai-ko's naginata, while Sapphire is known for her flaming kusari-gama.

寄友鎌 (♂ adult Mantis): The Mantis minor clan sends many of its sons and daughters to work as mercenaries for others. Ren himself is of the adopted family of Yoritomo (formerly Bayushi) Aramasu, the Scorpion who betrayed his clan to become champion of the Mantis. As such, he gets along well with the other outcast Scorpions. Like many of the Mantis, he specializes in the twin kama.

This is not a Legend of Five Rings game because I don't know or care about that system. Instead, it's D&D v.3.5, using rules from Oriental Adventures tweaked to fit in with the current set. The ninja, samurai, and shugenja from the Complete books are standard, except that the latter have some of their spells updated in the Spell Compendium.

It would be damned nifty if we could sometime get [info]arifyn and [info]blitzcon together and run all the dialogue in Rokugan-go, but that's wishful thinking. (As you can see, I've changed a lot of names to make them a bit more authentic.) This is also likely a bit too combat-heavy for the Star Children's tastes.

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archlords

「妖精」では決してない

2007.08.13 | 13:02
location: Kabi ue no ho ni sa Umi [sic]
mood: Egocentric
music: "Dancing Mad" (non-electric-guitar version)

After I'd seen it as the featured setting in the 3rd-Edition Oriental Adventures, I jumped at a chance to get a sub-mint copy of an older book on Rokugan at a damn good price. (I never can resist a deal.) Well, I thought OA had bad Japango (counterpart to Engrish), but the AEG version puts it to shame. Just for laughs, let's see if you can understand any of the biggest chunk of text:


"Ni meirei no Teikoku no Heika,
(suru Hito wa suwaru de Oza sano Kin-no Kikko);
Jasumin no Ken sano Mamori Shika Kaede,
Teikoku no Chizutsukuru Hito ni sa Reihaido sano Ki-rin,
(yoku ue ni Shukufuku Suru no Mizu-umi Sakura Yuki) [huge sic]."

I don't even want to talk about the Japanese handwriting. . . .

Incidentally, it also occurred to me that one of my new tags, yōsei Nihon-go, is a self-referencing term. I intended it as a counterpart to wasei Eigo.

Meanwhile, I thought of making a one-shot set in Rokugan a while back, but now with the further information, it's starting to coalesce. More on that later . . .

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archlords

Eh Steve

2007.06.07 | 14:46
location: The Kalaupapa leper colony
mood: Zoicks!
music: Generic BGM from WARCRAFT II: Tides of Darkness

※I've just sent in my supplemental amazon order, but the regularly scheduled July one is still open.

"The Vecna, the. Wayne Reynolds shows us that no one who speaks Abyssal could be an evil man." —Dragon 348. I know at least one reader who will catch at least one of the references—if he actually bothers to check LJ.

※Since borrowing the Call of Cthulhu rulebook from [info]lokodraucarn, I had an idea for another investigative one-shot adventure. Unfortunately, I'm not confident in my ability to keep an appropriate mood—particularly considering most of my contact with the Mythos comes from Irregular Webcomic! (Incidentally, remember that other than Cthulhu, who is making personal appearances, the folks in that comic are fictional characters that just happen to have similar names and appearances to real-life figures, as you can see from the facts that Terry has a "y" in her name, and Jamie occasionally uses exclamation points.) This is compounded by the fact that I eventually realized that the easiest way to have a group of investigators without having to explain them at length to the players is by using the famous crew of the Mystery Machine. . . .

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archlords

A Long Time Ago

2007.04.27 | 22:01
location: A galaxy far, far away
mood: Only a master of evil
music: Theme from WHAT NOT TO WEAR (urgh)

Well, it turns out that I didn't do my homework for "These Aren't the Droids for Which You're Looking." As noted here, the Imperial Remnant wasn't consolidated to the Outer Rim until 13 ABY, and the New Republic was declared only a month after the Battle of Endor, meaning that the heroes shouldn't be called Rebels anymore.

Meanwhile, I'm working on more surprises, but it's still mostly combat. I've also found a name for each encounter that's a quote from the movies—six from A New Hope and two from Return of the Jedi, I believe. Irregular Webcomic! was indispensable for this purpose, as it's written out and a lot quicker than watching the movies.

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archlords

The Angry Role-Playing-Game Nerd

2007.04.21 | 13:58
location: A wretched hive of scum and villainy
mood: For sale if you want me
music: Some BGM from WARCRAFT II: Tides of Darkness

Despite the title, this isn't going to be a rant about how counterintuitive old RPGs were (1st- and 2nd-Edition D&D, anyone?). Much the opposite, in fact. The thing is, I was planning on updating "These Aren't the Droids for Which You're Looking" to Saga Edition. I've been reading the previews here and liking a lot of the changes they've made (including some stolen from me, such as rolling Defense into saves and combining Bluff and Disguise), but there are so many innovations that, despite the streamlining, it looks like it'll actually be more difficult to run for people who are only used to D&D and other more conservative d20 games. So, for one-shots, I think I'll stick to the revised edition. The only real change I'll make is in fighting space, so the miniatures work better. Of course, I still have the problem of no players. . . .

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