Monday, October 25, 2010

Shin Splintsabu Dhabi

Around the corner



This is how the output is anticipated retroclón Adventures in the East Mark , of eponymous blog. As announced on their website mid-morning on October 29 will Dracotienda the pre available to everyone.

You can read the full entry here announced.

For our part we can only rejoice at such close release, we expected anxious, and congratulate the adventurers consummate brand to achieve such an enormous and worthy project. We want Adventures in the East Mark involves not only a huge success, but also an example of good practice for all the publishing role-playing in Spain, it has developed the project.

A greeting.



Thursday, October 21, 2010

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Thursday, October 7, 2010

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A new adventure begins


Throughout the summer many ideas have crossed my mind. More or less viable projects with which to occupy my time and my players over the course begins. But this time I wanted something special, something that while
entertainment could give my players could share with you all in the blog. So, as had long been mulling over this personal project, I have finally decided to begin an ambitious work (for my standards): creating a sandbox campaign, with everything that entails, with the intention go hang the material generated in this step by step blog.

My purpose is twofold: first, to know your opinion if you wish to share, on the other, leaving the disposal of all material that more or less gracefully, I hope will be useful to someone even as a mere inspiration. In this hobby there is a tendency to imprisonment in the group game each, and I think that this will not remove the fear to share the material we produce for all fans. If it's bad, so it can be better. And if it's good for everyone can benefit. Nobody here owes anybody anything, so there is no place for complex.

To clarify the terms of this work, we go by s.

What is a sandbox campaign?

That would be the first thing to clarify, if someone does not know. In a departure from current role, the characters do not travel the world around them. That is a mirage, a more or less evocative scenery. The characters walk really is the plot. The plot of the adventure or campaign is one that tends rails through which the characters move and experience the atmosphere n to which they belong. Each frame provides a single point of view, a particular view of the setting or setting of the game so that the same game can vary greatly as playing an adventure or another.

Well, which provides a sandbox campaign is to abandon this way of understanding the adventures. Not that leave out the plot, but rather proposes a lot of plots and subplots, and are the players who, crossing a well-defined world, are running into them and choosing to engage or who decide not to complete freedom. This means several things.

First, before you start playing, and before making the cards of the characters, there must be well described a world in which the characters can move . This requires considerable work building locations, NPCs, storylines etc ... That should be ready from the start, because the master can not predict the movements of his players. All this translates into a major work prior to the adventure, which I fear is something intrinsic to the sandbox.

Another thing that characterizes campaigns of this type is that the challenges faced by the characters are not necessarily off his chances. Characters can, through ignorance or recklessness, decide to go into a dungeon where the degree of challenge, exceeds, with the predictable consequence of suffering a swift and ignominious death. The price of freedom, and has the interesting component that even more sajarrajas sandbox campaign, decisions taken by the players will be even more important than their levels or equipment. Personally, one of the things that attracted me to this type of game.

Something that would
be added for those who do not know the term before, is that there is something new. The sandbox game is typical of the early years of the hobby, when the environment were not clearly defined and the master had to work to fill in the blanks of the maps, not to be forced to release their players directly in front of the dungeon with a loaf bread and a canteen. It has now gained a renewed popularity due to the Old School Renaissance.

The choice of game

This was a crucial step, because if he was going to generate more work than usual did not want to get bogged down with a game that I'd just like it. My highest priority was that the rule system was very simple and affordable. In this type of items have to be ready to handle many variables (some, like the random encounters, impossible to prepare in advance) and did not want me head explode.

One option was FATE. First because it is a system that I love (the best in the history of role for me. So of course.), And second because it lends a lot to change. However, many of my players do not have much experience, and know that it might be hard to adjust to the FATE system, for participation and responsibility that requires from the players.

So, taking into account the environment that would use (comment now) and the characteristics of the campaign, in the end I am left with what could be considered a retroclón the old Gamma World : MUTANT FUTURE of Goblinoid Games.


Tacháam!

already
I talked about this game earlier in the blog. It is a simple game with basic mechanical and functional, it will fit perfectly with the peculiarities of a sandbox campaign, my players will be affordable for beginners and also has the added bonus of being available free on the Web Goblinoid so everyone can review the rules at any time. Do not be fooled by the cover cutrecilla, for the spider-goats and others. Take a look, if you have not already done so.

the atmosphere.

A of the defining characteristics of this project is not going to be based in any setting that already exists: it will be ours. The setting in full: general history, locations, different frames and even races will be playable homegrown, all created by us from scratch. While it is true that for some specific things that would take us a long time, such as maps and lists some NPCs, sometimes draw on existing material, modifying it as we like to fit best to the setting.

The first material that I will be hanging will therefore exposure of our particular setting. Early in general, and later will be completed as they are hanging descriptions of different locations and other related items. As I said other times, the fact that there are elements of Old School gaming not be at odds with the atmosphere, the story and the different stories surrounding the setting have a cardinal importance. For us this is essential, first and foremost I would not be willing to spend my time on something like that if my intention was to give a scenario where you just decapitate NPCs.

For
Now, about the atmosphere I can say that the campaign will stage a dark post-apocalyptic future, with many influences, among which are the western (a la Firefly) and science fiction horror, and NO will be based on nuclear apocalypse.

So good, that the idea, and from here we look forward to beginning the project. I do not promise a perfect record, and that personal circumstances would be impossible, but I can assure you that there is great enthusiasm and desire to start working on this. I hope that little by little, brick by brick, this campaign and this setting be taking on a life of its own, and have a positive impact not only in our play group, but of everyone who comes to be interested.

Greetings and see you soon, trampling other lands.

Monday, October 4, 2010

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Crafts, practical whim

I've always been attracted to the craft skills in role plays. When browsing the rules section, often the first thing I do is find the typical shaded in the margin, or paragraph where the mechanics are exposed to forge weapons and armor, droids and the construction of ships or making potions and poisons. My characters in the few situations where I can sit next to the players, always have some ability of this type, or almost always. And as a master, also tend to take the pain in the ass to my players to encourage them to buy some for their characters.

There are several reasons, but I guess one of the most important is that is an easy way to add a special touch character, a plus in depth. It is the same with the skills of art, like painting or playing instruments. Often we tend to take the characters as described in its archetype: generic warrior, generic mage ... with few variations. If you also have an associated non-human race, the characterization has become even more stereotyped (warrior + = dwarf Gimli, Legolas browser + elf =). The warrior it have a natural talent for carving wood, or a magician knows distilled liquors is a simple way to imply that both have other concerns beyond the sword or the books of magic, which always makes them much more fun to play.

Another important reason is that if the master sets interest can be a good thread to pull in various situations to direct a scene . It is easy to justify staying a group of adventurers in a village, for example, if people are willing to pay well the services of a skilled blacksmith. And good architects do not abound. It is possible that a farmer is not interested in renting the sword of a warrior in exchange for room and board, but it does come in handy for someone to repair the wheel of his car. In cohesive group, they may even become a good excuse to take some adventure ("Cletus in Search of Knowledge Cartwheel ..." Well, perhaps this example may not work well at all.) What's interesting is that it is a additional resources that have the players to interact with NPCs and their environment, and that is can be very useful. As always, depends on the ability they have the players to carry out occasional vertical thinking, and how comfortable they are.

On the other hand, is the fact that it is very satisfying to be able to equip your teammates or yourself, and what is even more exciting, help change the world they inhabit the characters and adding some lasting own. When sandbox play in any game of sword and sorcery, is a puntazo can revisit the characters castles that look one of his tapestries and statues, temples designed by themselves or villages which helped prepare defenses at some point. In sandbox is where you can get more out of this facet of the characters , because it is still easier than interesting adventures take place motivated by that kind of skill: the players may have to find some arcane anvil deepest a dangerous dungeon in order to forge a powerful magical artifact. Or you may develop a campaign around the building of a cathedral in the style of the Pillars of the Earth.

a setting where the craft may have a relatively important role (at the end of the day is a handful of skills, except for characters very specific) is in the post-apocalyptic. Personally one of my favorite environment, just by how well it adapts to a sandbox style game in which the characters will fill the map and shaping the world as they move on several adventures. In a devastated world, skills that in other games could be considered harmless take on a life or death importance : hunting, agriculture, basic mechanics ... It does not take a Noldor to be important enough to be the only 400 km to the round that knows how to properly cultivate turnips.

Unfortunately, mechanical of "crafting" (a word I like to use, because I inevitably evokes the MORPG) are covered only briefly in most games, if any mention is made. It's a shame, because ultimately the absence of complex mechanical covering more than very basic aspects of the skill is often deter many players (from conversations with friends, I have no specific data). still have not found any games that really fills me in this sense, except perhaps the FATE system as described in his Spirit of the Century , yet I fall short. For my part, I have some time mulling over their own system based on a kind of specific experience points to the craftsmanship that I would write when I have had opportunity to test it properly. Meanwhile, I like to get a manual that you devote to this type of skills similar attention to other facets of the game, such as advanced combat or magic. But I guess that would be too much to ask.

Or not? If anyone knows any game you like in particular as reflected in these skills, or simply has some interesting house rules, do not hesitate to share . I'm sure not the only eccentric take a look.

A greeting.

Sunday, October 3, 2010

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