Tuesday, June 28, 2011

Dungeon as Diagram

Hats off to Flynn, who wrote this and got me thinking about doing stuff like this:
CLICK FOR BIG
Have fun!


Monday, June 27, 2011

Adventure Diagram, Yaay!

I like this idea of mapping out an adventure as a diagram.  Each of your major scenes goes in a box, and connecting lines lead from scene to scene based on decisions and success or failure, with notes along the way.

So I made this one with OpenOffice Draw, 'cause it's set right the zip up for such stuff.  This plot here is fairly linear, and it requires a few more notes (which one would append maybe as a second sheet), but it's enough to get you through.

CLICK IT
I have no idea how it ends, though...

Tuesday, June 21, 2011

I Made Some Paper Minis.



They're tiny but you can have 'em.  Used Junior General's masters as a start.  Fun.  You can too.

Sunday, June 19, 2011

Mongoose Traveller + Prime Directive = Sorry About Your Dog

Earmuffs?  For the dog, maybe, I mean?  'Cause I just found out that Mongoose and Amarillo Design Bureau are collaborating on a Traveller-based Prime Directive game, and I SQUEEEEEEEEEEEEEEEE

Sorry; sorry, that's -- this, uh...this is just cool.  To me.  It's -- I like it.  It sounds good.

It's unusual for me, these days, to be excited about a new game release.  I haven't been for a very long time now -- not since StarSIEGE, really, and that was -- whoa, three years ago?  Wow, yeah.  That's crazy.

Anyway.  Trav rules feel like a good fit for Shirtless-Kirk-Era Treknanigans, especially with the career tables and all ("Okay, so...Security branch.  First term served.  Survival throw: 14-plus.  Wait,what the f--?!"), plus the --

PICTURED: Proper use of Carousing-1.

-- I'm just diggin' it.

Revisting Tri-Stat dX

This'll be a brief post 'cause I gotta go take a shower and go out for chinese for Father's Day here pretty soon, but -- hey, remember this guy?

Pinched from the Retrospective Caveman blog, but saved locally.

 I pulled it off the shelf last night and made a character this morning.  It ain't half bad!

The whole Magnum Opus thing kinda didn't fly...too bad, really.  'Least I still have a copy or three.

Okay, shower.  Can't take me to Golden China if I'm all stinky!

Thursday, June 16, 2011

Wherein I Pass Judgement Upon "Microscope"

A buddy of mine, who is a World-Famous Comic-Book Artist, brought over his copy, and some other dudes came over, and my kid busied herself playing on the Monster High website, and we had a go at it.

My impression:

Microscope : Aria - Canticle of the Monomyth ::  Aspirin  : Trepanation


Monday, June 13, 2011

OSR Emperor, you say...?

Over at The Grand Tapestry, Timeshadows asks:

When Will the OSR Emperor Arise, Bringing Peace to the Warring Provences?

To my dear and esteemed fellow blogger, and to all others who have functional circulatory systems, I offer this answer:

I am he, here I am, and YOU KIDS KNOCK IT OFF AND JUST PLAY HOWEVER YOU'RE GONNA PLAY GODDAMMIT!

Once again, Dr Rotwang! strides in, valiant of purpose and tired of your bitching, and brings peace and prosperity with the edge of his shrill, annoying voice.

Saturday, June 11, 2011

StarSIEGE: An Unnamed Campaign Setting (That Still Needs Work)

Following the 9-Minute Campaign Design notes from The Mule Abides, I managed to stretch this out into a...uh...4?  5? -hour long project.

Man, I'm gettin' old.

CLICK YOU SOME JUMP!

Friday, June 10, 2011

Thursday, June 09, 2011

It Serves You Right For Picking That Pocket

You got that player who likes to pick NPCs' pockets at random past the point where it ceases to be funny?  Yeah, you know the one.  Next time he gets on your nerves, let him pick a pocket, then roll a d20 and tell him that he finds --


1
A dead, stinky mouse. Who keeps a dead, stinky mouse in his pocket? Probably a wizard...or a necromancer. Right?
2
A half-eaten chicken leg.
3
A half-eaten raw chicken leg.
4
A small scrap of paper with the words "Red door on Bath Street – 'Ullmo'". Bath Street is somewhere in the city, and there is indeed on that street a house with a red door. If the PC goes there and knocks, he will be asked for the password (Ullmo). Upon giving it, the PC is allowed entry to the house...which hosts a halfling quilting circle. The PC will be expected to participate.
5
A dirty handkerchief. Save vs. Poison at a -4 penalty or contract a nasty flu (½ HP and -2 to-hit for 1d4+1 days).
6
A human finger, freshly severed. But whose? And why was it in somebody's pocket?
7
3 gold coins struck with an unusual symbol. No merchant will take them, and all are nervous when the coins are presented to them. The coins are "shadow coin" – they are used exclusively by a criminal network, and having them makes you noteworthy in all the worst ways.
8
A walnut. It can be eaten, but it's not very tasty.
9
The mark's pocket suddenly (and magically) constricts, trapping the pick-pocket's hand – no save! Needless to say, the owner notices...
10
A small, unsheathed razor blade. 1d4 damage and saving throw vs. Spells to avoid crying out in surprise.
11
3 silver pieces and a small ruby. Exciting! Closer inspection reveals them to be 3 pewter pieces and a chunk of glass.
12
A small pouch containing about 5 grams of a dark, pungent tobacco. It is of value (3d6 sp) only to a tobacconist who recognizes it as Matarkian Blackshank – and that is a rare tobacconist indeed! Who dares smoke it soon has his mouth taste like he just stuffed it with ashes and sauerkraut and lit the whole thing with a burning cow turd.
13
A key, grubby and blackened with age. It opens a chest in the basement of a tavern called The Shackled Priestess. The chest contains a soul jar within which is imprisoned the tavern's eponymous priestess, placed there sixty years ago by a jealous lover (the owner of the tavern). Finding and releasing her spirit, and matching it back to her body (turned to stone and hidden as a statue in a local temple) would be a great adventure with a great reward...if the pickpocket can only figure out where to start.
14
A finger-length wooden carving of a mastiff.  1d4 rounds after it is taken from the mark's pocket, it transforms into a real mastiff -- which, finding itself before someone other than its master, attacks.
15
A sticky wad of pine tar. It's hard to remove, and leaves the pickpocket with a strong, noticeable aroma for a day or two, making it hard not to draw attention.
16
The mark's coin purse will not budge – it is as though it weighed hundreds of pounds, yet its owner carries it with ease! It is obviously magical, but – how to acquire it...?
17
A scrap of paper listing five names. Four are crossed out. The fifth is that of the pickpocket.  75% chance that it is but a trick to fool would-be pickpockets; 10% that it's someone else with the same name.  Otherwise, the mark is an assassin with the PC's name on his list.
18
3d12 live caterpillars.
19
3d12 dead caterpillars.
20
The exact contents of the thief's own pocket, taken from his own pocket and pulled through the aetherial plane and onto his mark's pocket.