Review: 4e Module Village of Hommlet
Posted: February 26, 2010 Filed under: Adventures, Campaigns, D&D 4e, Fluff/Inspiration, News, Products, RPG 11 Comments »Like I said, even though I don’t DM 4e, I haven’t stopped playing or liking the game. When a friend lent me a copy of the Village of Hommlet, which is sadly just a reward for being an RPGA DM rather than a real product, I was pretty interested. I knew some of the module’s history second-hand, but not enough to really care about it beyond “it is a module for D&D 4e.” However, I will say that this is one of the best 4e modules I’ve read (this is an idiot review), and that I’m rather sad that it wasn’t made into a full color commercial product with all the trappings, because it is far more compelling than other 4e modules I’ve read.
Those Who Change Fates – Adventurers in Eden
Posted: February 25, 2010 Filed under: Campaigns, Fluff/Inspiration, NPCs, RPG, Spirits Of Eden 1 Comment »Often referred to as heroes, they are not, or at least not all of them are. An adventurer, at the most basic level, is just anyone brave and foolhardy enough to venture into places where they are unwelcome. You could even make the claim that the armies of the Republic of Andaliel or of Vedaria are the biggest corps of adventurers in the world. Where other mortals would be paralyzed or afraid, an adventurer presses on. He or she ignores the primeval fear that swells in the heart of anyone who knowingly faces destiny, and reaches toward eternity. Whether they do so for money, because they have nothing else, or because they want to make a positive difference in the world, depends on them.
Review: Cthulhutech Vade Mecum
Posted: February 21, 2010 Filed under: Cthulhutech, News, Products, RPG 6 Comments »Aside from the Core Rulebook, if you purchase only one Cthulhutech book, you really have no excuse to pass up on Vade Mecum. This book is the pinnacle of the Cthulhutech line and the standard by which the rest of the books should hopefully follow. Vade Mecum is packed with good story concepts that finish fleshing out the setting, great player crunch for all manner of new character types as well as old ones and loads of new monsters and systems for the GM to implement. It even comes with a few outlines of adventures the GM can use as inspiration for some quick Cthulhutech games.
Disclosure: I received this product and others from Ed Healy of the Atomic Array as part of one of their big review projects. I am however an avid Cthulhutech gamer, so my opinion of the book (which I already owned anyway) is not influenced by this.
NAA D6: Character Creation
Posted: February 19, 2010 Filed under: Homebrew, NAA D6, RPG Leave a comment »WordPress is struggling to keep me from posting this, having already eaten it twice. Perhaps it’s a mark of how useful and awesome it is when it finally allows me to post it. This post I’ll try to walk you through NAA D6 character creation by turning a 4e character of mine into a NAA D6 character. The character will be a favorite of mine, Sunshine Metronome. I’ve played many different iterations of this character over the years, but she’s always had the same daredevil attitude and dual swords.
NAA D6: Making an opponent
Posted: February 18, 2010 Filed under: Homebrew, NAA D6, NPCs, RPG 1 Comment »This series of NAA D6 posts is stuff that will hopefully be in the actual document as DM advice at some point. So please if you have any ideas for more posts along the line of this and the templating post, please say so! This series is not only for you, but also for me to set down the ideas I have in my head and talk about the game I’ve made. In this post, I’m going to talk about how you make NPCs, specifically an NPC built for combat, an NPC that is going to be present in somewhat substantial numbers, but not in a horde of mooks.
NAA D6: Templating
Posted: February 17, 2010 Filed under: Homebrew, NAA D6, RPG 3 Comments »NAA D6 is a point buy system, but I wanted there to be an emphasis on templating. That is why, unlike say GURPS, Templates in NAA D6, where allowed by your GM, are a great asset for any player. Templates are cheaper than buying all the stuff yourself, but come at the cost of not having the freedom to choose what you get. The GM should be the one writing the templates, because of a very important step at the end of the process that would probably be a conflict of interest for the player to undertake.







Spiritual Talk