Homebrew Diary: More On Monsters

Last time I talked about factions. Back in the old days of D&D there was some interplay in the creatures that existed within a dungeon, and their affiliation or lack thereof to several powerful creatures residing in the dungeon. That is not the whole of what inspired me but it was a starting point. The end result is not much like that. Rather the end result is much like designing a Magic: The Gathering creature type. Instead of disparate creatures with no thematical interaction joined together by the narrative of the dungeon, I’m building factions of creatures with ready-made interplay, thematically and in the narrative of the game. Each faction has a bit of fluff to it, distributed across the descriptions of its member creatures, and they each fit into themes.

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Mages In Adel

The Week of the Census was always busy for Yiteh, but this time he had a special duty to perform that took him even farther out of his way. The skittish bird Iomadi scratched his feathered ears as he explored the village, asking strangers left and right where their village Spirit was. Finally he was pointed to a clearing in the midst of the wood, where the sunlight fell like a perfect disc. There he found him – though long-haired, covered in ribbons and flowers, perfumed and painted in the face, and dressed in a long and colorful robe and sash, the spirit of the village spoke in a male-sounding voice. He asked Yiteh to sit by him and meditate.

“I’ve no time for that, I have a couple thousand people to interview!” Yiteh replied, almost hysterically. “Just take this.”

He thrust out an envelope, sealed in wax with the burning lamp symbol of the Points of Light academy. The spirit took the envelope gracefully and turned it in his hands.

“What shall I do with this?” The Spirit’s beautiful face turned up to Yiteh, ever appraising.

“Give it to the most worthy child in your village. I wouldn’t know. If you’ll excuse me.”

Yiteh turned tail and ran, holding on to his hat as he did, and nearly in tears at the prospect of completing this census on time. But delivering the letter had given him some warmth in his old heart, and made his ears and tail just a bit more lively.

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Homebrew Diary: Attrition, Factions

The Expedition! rpg seeks to emulate, simplify and yet retain the relevance of resource management in exploration fantasy RPGs like the early Dungeons and Dragons games. However, it does this in a different way, as I explained before. Instead of having a big list of items to buy, the game assumes you have what you need in the form of Expedition Points. There are three kinds of Expedition Points – Sustenance, Delve and Magic points. Each of these represents a subset of the items that adventurers traditionally used in games like D&D, but without having to tally and track their individual existence. These points determine how long can you adventure for and allow you to utilize the concept of “your equipment” and manipulate it in the narrative however you need.

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Homebrew Diary: Name Change, Good News

People, notably Highmoon, have asked me what Copper Coins! was even supposed to mean. My usual reply was that the game used Copper Coins for its base prices instead of gold. So rather than rope inexplicably being worth one or two gold or something, it was worth 25-30 copper instead. So that’s why it got that name. Now as I’ve explained before, I’m getting rid of coinage counting in the new game, so the name Copper Coins! doesn’t work that well anymore. I decided to tentatively rename it another word that the game itself throws around a lot, Expedition! until it either sticks, people tell me it’s brilliant, or I can come up with a better one. So from now on Coppers Coins! rpg is the Expedition! rpg. That will take some getting used to but it’s probably for the best.

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The End of Cthulhutech

Over twitter, Mike Vaillancourt of WildFire announced that Cthulhutech is done after they’ve completed the original books they planned (which, I believe, means about four more, with one, Burning Horizons, on the way):

“@WyattSalazar leaking info here and now. CTech is through. We’re finishing the original set of books and that’s it. We’re moving on.” – Tweet Link.

Cthulhutech is an RPG that creates a multifaceted setting where lovecraftian investigative horror, aliens vs mechs anime-esque stories and cyberpunk anti-corporate shadow warfare intermingled, with a global, apocalyptic war as the backdrop. Though it becomes a bit difficult to blend the games, each plays pretty well on its own. The setting is pretty interesting, if a bit crazy in parts, and the system has some innovative touches like its poker-like dice mechanic, and the card-play variant, and is pretty simple to make a character for and get going. Though some parts lacked clarity, the designers were quick to answer questions and pretty hands-on and reachable. They always engage the community via their forums, and the game built up a cult following.

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The Order of the Seraphim

The Seraphim are Sargasso’s main military power. Though Sargasso has numerous small militias, their state power lies in the all-female order of the Seraphim. Numbering at best around 10,000, they are a more minute force than that of other national armies, but the sheer power they possess makes them more than a match. The Seraphim had a tumultuous beginning, but now occupy an exalted place in Sargasso’s hierarchy of power, and are greatly admired by those whom they protect.

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