Thursday, May 28, 2015

[Petty Gods] Mico

I just got around to downloading the new revised and updated "Petty Gods" book.  I must say that it is AWESOME!  Richard LeBlanc, Jr. at New Big Dragon Games has done an incredible job.  Thank you.

Upon downloading, I looked up my contribution, Mico, the petty god of flaming oil.  I discovered that Mico got a new picture courtesy of Mr. LeBlanc (thanks!) and my writing was spruced up a bit also (another thanks!)



If you haven't downloaded this book -- do so immediately!  If you haven't visited New Big Dragon Games and bought all their stuff, do that too!  You won't be disappointed!

Sunday, April 5, 2015

[Kickstarter] OSR Summer Camp

So, I had this crazy idea.  I thought, wouldn't it be cool to have a "summer camp" for kids and teach them how to play some "old school" games?

Well, I gave it a try.  I built a Kickstarter and we'll see if the community would like to sponsor me this summer to hold five one-week camps, for a total of 60 kids.

Here's the link!

https://www.kickstarter.com/projects/1969334799/old-school-rpg-summer-camp-osr-camp

video

Thanks for taking a look!

Tuesday, March 3, 2015

[Mystery Men] Prelude to Adventure

Tomorrow night, I will run my first adventure as a Mystery Men Mastermind (MMM).

I'm excited and a little intimidated.  I know that I can run a fun game, but I'm a little afraid that the system might break.

This is my point of worry -- Speed
You see, in MM, how often you act/attack/move is coupled to how far/fast you move.  One stat raises them both.

In the book, most example characters are Speed 2 (maybe 3) but I think the system might break at speeds above 4ish.

Seriously, what is the point of using a battle map if the character can move 4 million yards in 1 round?  (Speed 10)

I'll see how it goes, but I'm thinking that I may need to de-couple movement from speed (a la Champions)

We shall see!

Sunday, February 22, 2015

[Mystery Men] Combined Attack Powers



One of my players reached out to me and asked about combining attack powers into a single power.  Sounds cool.

First thought - it shouldn't be free to do.

Second thought - it should only be two powers.

Thirdly - those powers shouldn't be incompatible, abusive or redundant.  (No 2x Energy Bolt...)

My "house rule" (at least for now) will be add the costs of the two powers together and add 50%.

The most restrictive conditions of both powers will be enforced for both.  This means if you merge a ranged and a melee power, the combination is now melee.  If one affects a single target and the other has an area, the combined power only affects a single target.

Here are some examples and their costs:

Chilling Curse -A creature you touch takes 1d6 points of hit point damage, 1d4 points of strength damage and either a -6 penalty to one ability score or a -4 penalty on attacks and feats, your choice. The curse lasts until removed with the Remove Curse power or Break Enchantment power.  [16,500]

Poisonous Wounds - Your poisonous touch causes deals 3d8 points of damage to a living creature plus 1d10 points of damage per round until neutralized or until a successful feat of constitution is made.  [24,000]

Chilling Energy Blade of Frost - You create a blade of ice or frost that inflicts 1d8+1/level damage and ignores armor bonuses to DC. You do not add your strength bonus to attack or damage rolls. Metal equipment of the target becomes freezing cold. In the second round after you use this power, the dealing 1d6 points of damage per round for five rounds.  [9,000]

Strike Deaf and Blind - One target within 100 feet is struck blind and deaf.  [9,000]

Saturday, February 21, 2015

Stater's Mystery Men: Can someone help me out?



Well we've wrapped up our "Hulks and Horrors" game for now and we're looking to play Champions.  Problem is, I don't think I'm cut out to *run* Champions anymore.  :(

Too complicated.  Too slow.  To fiddly.  

I was thinking about checking out John Stater's "Mystery Men" but it's gone from his site.  I'd ask him for a copy, but it appears that he can't share it right now due to licensing.  I understand that.

Does anyone else have a copy of the free Mystery Men PDF that they'd be willing to share?  This could be the system I'm looking for.

If you do, please send me a copy -- wilmanric AT gee-mail DOTCOM. 

Many thanks in advance!

Friday, January 2, 2015

[Hulks & Horrors] Energy Packs

Here's an idea that will work equally well for Fantasy as for Sci-Fi, albeit for arrows or charges or whatever...

In my Hulks and Horrors game, the spacefarers need energy packs and/or clips of ammo for their blasters, lasers, phasers, etc.

I decided that in the H&H universe, much like our own, there are different types of batteries --

Red - weapons
Blue - heavy tools like laser cutters, sonic welders, etc.
Green - science equipment like tricorders, portable medi-bots, etc.
Yellow - toys like audio track players, GameDudes, etc.

Further, the types are all the same size, so they can be exchanged, but there are tradeoffs.  They all have 20 charges of their "color" and they cannot be recharged normally.  When they are used up, they must be replaced.

Cell Color usedin Red devicein Blue devicein Green devicein Yellow device
Red
Uses 1 charge
Uses 1/2 charge. May damage the device†
Burns device out; smoke, flames, nasty smells!  Depends upon number of charges in cell
Device explodes violently after brief delay! Depends upon number of charges in cell
Blue
Uses 2 charges
Uses 1 charge
Uses 1/2 charge. May damage the device†
Device whines with awful sounds, 
growing more and more painful with every round until the device self-destructs! Depends upon number of charges in cell
Depends upon number of charges in cellGreen
Uses 10 charges
Uses 5 charges
Uses 1 charge
Uses 1/2 charge. May damage the device†
Yellow
Uses 20 charges
Uses 10 charges
Uses 5 charges
Uses 1 charge
Created with the HTML Table Generator

† If, when using the device, a critical failure is rolled, the device will be damaged in some way.

I hand out cards to the players when energy packs are found.  To facilitate the production of these cards, one of my players DB, made me a stamp.  It's great, but it isn't working well with the gel stamp pad I bought.  It doesn't seem to pick up the ink well.  I'm going to buy a more standard "inky" stamp pad -- that may work better.

In the interim, I had some small bits of cork lying around, so I made a quick 9x9 stamp of my own.  The idea is that once all 9 boxes are filled in, you cross off the whole "Hollywood Squares" thing for the 10th charge.  :)

Here's a pic.  DB's stamp is the larger one.  The blue cards are "blue" energy clips, the pink are "red."  I have other colors too...