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Savage Mena­ge­rie: Crab­he­moth from The Savage AfterWorld

No.

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Savage Mena­ge­rie: Crab­he­moth from The Savage AfterWorld

Pro­mo­ting racial diver­sity in RPGs from Paths of Adventure

Myt­hi­cal and magi­cal races are a sta­ple of fan­tasy fic­tion, both as heroes and enemies, so it only makes sense that fan­tasy role­pla­ying games (RPGs) would include race options for pla­yers to use in buil­ding their characters.

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Pro­mo­ting racial diver­sity in RPGs from Paths of Adventure

Design Via Play from Jus­tin Achi­lli — Blog

When I atten­ded the Art His­tory of Games seve­ral weeks ago, the key­note put forth the ques­tion of what it meant to view games as an art form. To my sur­prise, five res­pon­ses down the list came the idea of whet­her or not a game is com­plete wit­hout play

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Design Via Play from Jus­tin Achi­lli — Blog

[Thun­darr Thurs­day] Noto­rious NPCs: She­riff Korb from The Savage AfterWorld

She­riff Korb 5th Level Pure Human STR: 16 — INT: 9 DEX: 12 — WIL: 13 CON: 14 — CHA: 11 HPs: 78 — AC: 8 Muta­tions: none She­riff Korb is the she­riff and de facto ruler of what remains of the Ancient city of Atlanta — now merely a walled-in village of huts. He is an over­weight pure strain human who speaks with an exag­ge­ra­ted sout­hern accent

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[Thun­darr Thurs­day] Noto­rious NPCs: She­riff Korb from The Savage AfterWorld

Two Steps For­ward, One Step Back: Thro­wing out a good game ele­ment for a bet­ter game ele­ment from Unof­fi­cial Games

I'd like to dis­cuss one of the har­dest things (for me) to do in game design. Thro­wing out or repla­cing a good game ele­ment for a bet­ter one. Its very hard on a human level to throw out somet­hing thats "still per­fectly good!" just because you have somet­hing better

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Two Steps For­ward, One Step Back: Thro­wing out a good game ele­ment for a bet­ter game ele­ment from Unof­fi­cial Games

Spe­lls vs. Rituals from Neit­her­world Stories

When 4e came around, one of my big cri­ti­cisms was the ritual sys­tem. I mean, I liked the idea of rituals, but the way that they were imple­men­ted see­med dri­ven who­lly by game balance. It didn't make any sense to me that the vast majo­rity of uti­lity magics cost time and money to use while com­bat spe­lls were quick and free.

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Spe­lls vs. Rituals from Neit­her­world Stories

Mul­ti­ple Attack Update from Mobunited.com

Hi folks, I’ve been pretty sick for about a month off and on due to strep. That’s why this blog’s been silent. What’s going on?

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Mul­ti­ple Attack Update from Mobunited.com

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What I’m Pla­ying: Feb ‘10 from Jus­tin Achi­lli — Blog

In the course of deve­lo­ping a table­top RPG and tran­si­tio­ning from doing that to being part of the design team for an MMO, it's a fact of the mat­ter and a job requi­re­ment that I play a lot of games. I'm not neces­sa­rily pla­ying all of the next big things, however.

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What I’m Pla­ying: Feb ‘10 from Jus­tin Achi­lli — Blog

New Wee­Bee­Ga­mers Logo Poll from WeeBeeGamers.com

I’m wor­king on a new logo and mas­cot for the web­site. Let me know which one you like or if you have sug­ges­tions in the com­ments. Here are a few new designs:

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New Wee­Bee­Ga­mers Logo Poll from WeeBeeGamers.com

Cor­tex and Unisys­tem from The Other Side blog

I have a few posts about Cor­tex coming up and I am actua­lly put­ting them on hold to put this one up first.Cortex is a sys­tem I have tal­ked about off and on. I like it.

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Cor­tex and Unisys­tem from The Other Side blog

Melee Wea­pons vs. Armour Class, Take..Oh, Who the Hell Knows? from The Wheel of Samsara

Maybe I'll just make this a con­ti­nuing fea­ture and create a new Wea­pon vs. AC Chart every week forever.

Melee Wea­pon Clas­ses Explai­ned from The Wheel of Samsara

As I men­tio­ned in my pre­vious post , I am avoi­ding deli­be­ra­tely gene­ric names for the various Wea­pon Clas­ses because they bore me to tears with their tech­ni­cal con­no­ta­tions and I sus­pect they make things that much har­der for new players.

[Thun­darr Thurs­day] Ancient Armory: Shock Lance from The Savage AfterWorld

Wea­pon: Shock Lance Damage: 2d6+15, Stun Atta­cks: 1 Range: N/A Weight: 7 lbs. Bat­tery: N/A (if magi­cal) or Belt­pack Char­ges: N/A (if magi­cal) or 25 The Shock Lance is a magi­cal wea­pon wiel­ded by the Rai­ders of the Abyss during their human hunts. It appears like a long slen­der rod of bone or ivory, cove­red with dee­ply car­ved lines and veins

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[Thun­darr Thurs­day] Ancient Armory: Shock Lance from The Savage AfterWorld

Rebuil­ding Vam­pire: A Need For Hope/Redemption? from Highmoon's Pon­de­rings » RPG

Somet­hing came up in the com­ments to my pre­vious post, Rebuil­ding Vam­pire: Huma­nity, brought up by Mick Brad­ley about whet­her there should be the glim­mer of hope/redemption for a vam­pire. He made this point after I had sta­ted that, in my view of the vam­pire myth/game, the story of the vam­pire is one of an

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Rebuil­ding Vam­pire: A Need For Hope/Redemption? from Highmoon's Pon­de­rings » RPG

Elric Explo­red – Part 5: Magic from Back to (Role-Playing Game) Basics

I think this will be the last in my series before tackling the other side of the for­mula for my Icosa set­ting: Cthulhu. Magic in the Elric saga tou­ches back on many of the pre­vious parts of this explo­ra­tion, but I wan­ted to give it it's own space to work through some ideas.

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Elric Explo­red – Part 5: Magic from Back to (Role-Playing Game) Basics

Star Wars: Action Cards from Age of Ravens

A little reco­ve­red today, but fee­ling like I'm going to be coughing for anot­her couple of days. Star Wars for Action CardsSo right now I'm wor­king on put­ting toget­her a basic set of sys­tems to use with my Action Cards home­brew for a short run Star Wars…

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Star Wars: Action Cards from Age of Ravens

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