NAA D6: Solution To Armor/Penetration
Posted: June 23, 2010 Filed under: Fluff/Inspiration, NAA D6, Other Systems, RPG Leave a comment »I was having a fair amount of trouble coming up with a scheme for armor penetration that I actually liked. I did not like having weaponry with static armor penetration values that are used for every attack. Almost every attack and skill use in NAA D6 is bound to be at least minorly successful because it is a 3d6 roll under system. If your player has a 12 skill and a pistol he or she is likely to always be able to plink away at an enemy with that pistol as long as he or she can see and target the enemy. The thing that bugged me was that every single attack from that plinky pistol was adding armor penetration values. So even the tiny graze shots were ignoring armor and that seemed a bit lame.
Deathwatch: Final Sanction
Posted: June 21, 2010 Filed under: Campaigns, Dark Heresy, Other Systems, Products, RPG 2 Comments »My friends know that I’m a guy who just isn’t into roleplaying the typical western hero type we all know from action movies and games made in America. E.g. bald or crew-cut gruff marine types who teach us that empathy is that queer feeling you get when you aren’t killing enough stuff every second, or for your wife and kids (who are invariably kidnapped, dead, or kidnapped and then dead). A different take on the trope are Games Workshop’s Space Marines, who are bald or crew cut gruff paladin types who have a verbal tic where they say Emperor, Throne or latin administrative terms a lot of times while killing stuff.
Races of Eden: Rhonnu
Posted: June 18, 2010 Filed under: Campaigns, Fluff/Inspiration, RPG, Spirits Of Eden 1 Comment »Not all of Eden’s races are entirely pleasant to be around. Spirits come in many shapes, sizes and ideologies. While the Rhonnu are not strictly evil beings, they are tinged with an aura of distrust, mischief, arrogance and anger that can make them hard to get along with. The Rhonnu devils have a privileged position in society and they exploit it to its fulllest. If anything like a racial nobility can be said to exist in Adel, it would be the Rhonnu. But they too have their own contribution to make to the melting pot that is Adel.
Read the rest of this entry »
Utilizing Maps In The Game
Posted: June 18, 2010 Filed under: Campaigns, Fluff/Inspiration, Other Systems, RPG 2 Comments »I’m not a fan of tactical grid combat, but I do like maps as a visualization tool. Particularly I’ve been thinking about dungeon mapping and particularly this tool by Inkwell Ideas. I have always liked the idea of a simple dungeon map that players follow, keyed to the DM’s notes, so that players feel like they’re really exploring somewhere. Having said that, I’ve never actually used one of these maps in a game before, so I was wondering if my kind readers would be able to help me out with a few things, such as:
1) Are there any other similar tools that also generate scratch paper maps like that one, though perhaps at a bigger size or with a bit more customization? I know I can just use any drawing tool with the pen tool and a grid overlay, but I’m very bad at graphics apps, and I’d just like more tools to streamline this kind of process. If not I’ll just use that random dungeon generator and force myself to creativity-spark about each.
2) Can you point me to any blog posts or online sources (or just advise me) on preparing notes and game scenarios based around the players exploring a large area with map in hand? Few times have I actually run a game where there was a large dungeon environment to explore – often I just used event-based city and wilderness adventures where exact location in a geographical area was unimportant, and I want to branch out.
Hidden Kingdom Delays
Posted: June 17, 2010 Filed under: D&D 4e, Nevermet Press, News, RPG Leave a comment »Hey folks, I just wanted to do a quick post to talk about Brother Ptolemy and the Hidden Kingdom. I ran a couple devblogs for a while that talked about a mid-June release, which has passed and unfortunately there are delays outside of my control which have pushed back the release date. I’m not sure when it will actually be released, but it is being worked on. I assure you that there’s a manuscript and people dedicated to trying to put together a great product, and I’m hopeful it will be released soon. I will inform you of when you can buy it to help support the creative endeavors of myself, Paul King and the other Nevermet Press writers who made it all happen. I’ve pretty much run dry on things to talk about from the development side, unless anyone has any questions which I’d be happy to answer.
NAA D6: Stuff For The Next Edition
Posted: June 15, 2010 Filed under: NAA D6, Other Systems, RPG 1 Comment »I just started working on NAA D6 V1.6, after getting a bit of experience with 1.5 through some games I’m running. I’m pleased to say that I really like how everything is moving so far. Characters generated through the new skill rules look much like I wanted them to – players are making key decisions about their characters creatively and easily by purchasing skills with broader or narrower focus to say something about their character and what their character does. The sheets do not have too many skills or at too high levels – there’s room to grow and develop and they have not become overwhelming. Of course further testing and at higher levels of points will be needed sometime, but I’m more concerned with making sure standard, 200 point characters are playable and interesting, first.
This latest NAA D6 will not be a huge change. Rather it will be a few minor changes to hopefully tighten things up more and continue to make the game reasonably easier and reasonably interesting.







Spiritual Talk