NAA D6: Quick Character Creation And Making The Game Easier To Play
Posted: June 5, 2010 Filed under: Homebrew, NAA D6, Other Systems, RPG Leave a comment »It is pretty easy to make a completely impenetrable game when you are the author, and you’re constantly running scenarios in your head. I think one of the things I’ve consistently been able to do from the first revision of NAA D6 up to what’s there now, is that I’ve managed to make it much more playable. The very first NAA D6 asked you as a player to do some weird thinking about how skills work and how characters are defined, while the latest one has the same intent but displayed and operated in such a way that it is not only much more palatable, it is much easier to utilize. That being said, there’s still some small things I can do right now, without much effort, that I wish I’d done before to make the game easier.
Planning A Google Wave Campaign
Posted: June 1, 2010 Filed under: Campaigns, NAA D6, News, Other Systems, RPG 4 Comments »If anyone’s interested in both a) playtesting my NAA D6 game and b) Having Fun over Google Wave then do the read the rest of this article, as I’m planning a campaign to do just that, hopefully. I’m looking for three or four players maximum, and I already have one, and one other has shown interest, so you could be the lucky third! Or something.
WHEN: We are ready.
WHERE: Google Wave (it’s now free for everyone to get into).
WHO: Me, hopefully you, some friends of mine (hopefully)
WHAT: A game of NAA D6. I want to play a longer campaign but it’ll be divided well so you can leave (and make me sad) if you want to at certain points, or switch characters, or something.
WHY: Because maybe you’ve been curious how all this NAA D6 stuff works, and how I DM, or you just want to have fun. Hopefully it’s the last one.
The game will be a sci-fantasy war thing in a new setting I made up. If you’re interested, go download NAA D6, and then download the campaign prep PDF I made which has the basics, as well as the setting’s armor/weapon tables and such. If a table is not there, you use the table from basic NAA D6 (so you’d use the basic magic table for example). Then you can send me a tweet or an email or post your wave address in a comment so I can add you to the wave. A few spectators are welcome, but no more than like 5 (and I already have one spectator) and you’re unlikely to get allowed as a spectator unless I know and trust you.
Release: NAA D6 Version 1.5
Posted: May 17, 2010 Filed under: Homebrew, NAA D6, News, RPG 10 Comments »You might have noticed that aside from my brother ptolemy devblogs, the blog was a little barren the past few weeks. I apologize for this, but I was hard at work at the next and most robust version of NAA D6 to date. While the other NAA D6s offered some incremental improvements and tweaks, this one is a much larger overhaul of numerous systems that I feel makes NAA D6, while a bit more complex than before, also much more strategically sophisticated. It clarifies numerous things, adds some new stuff and changes the way the skill purchasing and some other things work. Read on or download now.
Adrenaline
Posted: April 23, 2010 Filed under: Homebrew, NAA D6, Other Systems, RPG 2 Comments »This is an idea for a rule I’m going to put into NAA D6 1.5. I’m really considering making it a core rule, which would mean I can write advantages to mess around with it. I’m also thinking of making a track like it that’s tied to Vitality and Wounds, but more than likely I won’t as I kind of like the system I have going for that right now, which is fairly simple.
Regarding NAA V1.5
Posted: April 19, 2010 Filed under: Homebrew, NAA D6, News, Other Systems, RPG 2 Comments »There won’t be one at the start of May, like there was one at the start of April, but I will try to get one out by mid-May. I have some things I want to do with it that will (again) discontinue mechanics from earlier editions in the interest of (this time around) better character-building. Last update was primarily a gameplay update, changing how the dice were rolled and fell, primarily in combat. This update will be about some character-building changes. Namely, what’s going out now are Techniques. There are way too many of them, and a lot of them are more redundant and legalistic than I want them to be. So I’m going to cut them out in favor of a different mechanic. Aside from that there’s a few other changes I want to discuss too.







Spiritual Talk