After a quick reading of the A Song of Ice and Fire RPG, I can't say I'm really inspired to run one based on Green Ronin's rules as is. Perhaps I need to take out the ASoIaFRPG system for a one shot and see how it really runs. And yet, the more I looked into Burning Wheel myself (there are free excerpts on the Burning Wheel wiki, the more I was convinced that Burning Wheel
My other go-to games don't really have the intrigue and social interaction mechanic I'm looking for or the level of PC Mojo is out of whack for the gritty, wheels within wheels style a Game of Thrones type game calls for.
- Savage Worlds - Too heroic. I love you lots SW but I gotta say you're not the right one for a Blackfyre game.
- D&D - Again, don't think a mace would be a good weapon to use when a rapier is what is being called for. And as I'm already running a 4E D&D game, I'm looking for something different.
- FATE/Spirit of the Century - Ahhh, another one of my RPG darlings. I lurve many facets of FATE, especially the Aspect system but it's a bit too pulp for my tastes. Now I could do some tweaking but I'm just don't feel like monkeying around with the system.
- Mood:
exhausted
I've always wanted to run a noble house game. I'm toying with the idea of running a campaign set in (an alternate version of) the Blackyfyre Rebellion. The players will be family members and retainers of an up and coming minor noble house, either with ambitions of elevation to Great House status or as a major player in one of the factions.
Nothing is cast in stone as yet but I've posted a thread on the RPTools.net forums and sent out feelers to see if there is any interest.
I would like to limit the number of players to around four or so to give enough spotlight time to the player characters.
I'm still running a weekly D&D Game (The Age of Might) on MapTool and that seems to be going well but I'd like to try my hand at something less map-and-miniature oriented. I'll post my thoughts on here as I develop the campaign and I'll likely compile the campaign info an another pbwiki.
- Location:At the intersection of work and play
- Mood:
busy
Tonight, I'm running session #2 of my online D&D 4th Edition campaign dubbed 'Age of Might'. Here is the teaser for the game:
The Age of Might
The last Age ended as the world burned in a storm of corrupt magic, other-worldly invasion and human pride.
The last Age ended with the fall of the Thousand Cities, the Empire of Man, the Empire of Folly.
The last Age ended as dweomercrafted battlebarges fell from the sky and abominations called forth by cults of horrific gods ravaged the cities of the Old Kingdoms. A few, unfortunate humans escaped the cataclysm and found sanctuary in the young, Imperial colonies across the Sunset Sea.
The last Age ended as the Eladrin withdrew to their sanctuaries beyond the Veil and the dwarves shut their gates, laying runes of warding and hallways full of traps, and hid in their underground fortresses.
You are the descendants of the survivors of the Last War of the Empire of Man.
Deepwell
In the dying days of the last Age, Lady Helja, matriarch of the Bronzesinger clan, offered sanctuary to any and all who would dwell in peace within Deepwell holdfast. Dwarf, Human, Halfling, Elf and Eladrin lived together under the rule of the Dwarf Jarls. Born and raised in a Deepwell you are eager to make a name for yourself in this new Age.
The Jarl (ruling lord of the house Bronzesinger), Nilgar Ebergun, calls upon the intrepid and the enterprising folk of the holdfast to:
- clear the route to the upper gates, unravel the seals of protection, explore the surface world, establish trade routes for Deepwell's ore and goods and learn of the changes since the last Age
- reclaim the abandoned mines and dwarf halls to provide ore for the forges and living space for the rapidly growing population
- explore forgotten passageways or sail beyond the dim horizon of the underground lake and re-establish contact with the other dwarven holdfasts and underworld settlements
Gold and Glory Await!
On another happy, note it seems like the players are still happy with the way I run games and are willing to keep going to see the story arc through. The one-shot is now a mini-series. Huzzah!
I wrote up some blurbrbs To give people a better flavour of types of games I would like to run.
D&D 4th Edition, Homebrew
1A. Heroes of Myth & Legend: Will you be the one to raise the shield wall against the invaders? Or will you carve out nations with the edge of your axe? Or will venture out to the Feywild, seeking out the Courts of the Eladrin? Will you forge bonds of fellowship with the Fae or will you bend them to your service? Will you stop your people's steady decline into decadence and infernal corruption? In time, perhaps? Or perhaps, you are just content to test your steel and spells against the might and magic of this new world?
The main influence for this mini-series is Dawnforge the Age of Legend . There are others but that is the main one that comes to mind.
1B. Urban Setting & Mega-Dungeon: The Great City was built on the corpses of many great Empires. Underneath the cobblestones lies warrens, catacombs and chambers filled with jewels and treasury of merchant princes and miserly kings, not to mention lost artefacts of untold power. The City is not a place for the soft-hearted nor the merciful as the gangs who rule the streets 'in the name of Law' will just as mug you than protect you from the riffraf.
This will also be a homegrown setting though I would take a page or three from Monte Cook's Ptolus. There are also shades of Fafhrd & Grey Mouser and Thieves World.
Come to think of it, I may add a dash of
Perdido Street Station, Gangs of New York and Eberron into this mix.
2. Star Wars Saga: Knights of the Old Republic: I don't have any specific, fleshed out ideas on this yet. I could go with either Heroes of the Republic or something along Privateers & Merchants.
3. Savage Worlds: We can continue with the Modern Day Monster mash as that's one of my favourite genres. Another game that really has me fired up is:
Starlords of Hadrapur! This will be a Sword and Planet mini-series in the tradition of John Carter of Mars (who doesn't want a little Barsoom in their Savage Worlds?), Flash Gordon and WizKid's Rocketmen.
In the midst of the Great Interstellar War, you and the rest of the crew, prisoners, refugees and other survivors of the Galactic Fleet Rocketship Garuda find yourself stranded on a strange world. You will fight tyrannical Star Lords, explore exotic locations, liberate the oppressed, swing on chandeliers, rescuing princes and princesses all the while searching for a way home. The first session will deal with how our heroes ended up on Hadrapur.
However, I wouldn't say that MapTools is "very easy" to use. You will spend SOME time and effort trying to understand the interface and spend even more time to make full use of the application's capabilities. While that may not sound like a ringing endorsement, I found the energy and time very well-spent especially if one is determined to run a game online. There are also screen-cast tutorials out to help you along the learning curve.
I played in a few OpenRPG games a while back and that experience was OK. Over the past few years, I made several attempts to re-install the latest version(s) of OpenRPG and see if I could make a go of it but I always found the UI, the tools and all the XML stuff a bit daunting.
I was also encouraged to find an active and VERY supportive community on RPTools.net. One of the players, a veteran Savage Worlds DM and an RPTools regular, set up the campaign properties (e.g. stat block) and some basic scripts to help with the trait and skill rolls.
I found that I had to do a good amount of prep work setting up the tokens, embedding the stats and making maps. I spent a lot of time making maps but that's really not a necessity as there are a lot of good maps out there. I chose to make some custom maps and also re-scale some existing maps to the grid I was using. All this work saved a lot of effort and time during showtime. The players and I were able to focus on what was going on with the characters and their adventures rather than mucking around with the software.
MapTool does not support voice chat and I only used the MapTool's native chat last night. The chat interface saw us through the game just fine, if not a bit slowly. This is obviously a detriment especially if you or one of your players type slowly. If I were to run the game online again I would use voice chat (Skype conference call or Ventrillo, probably Skype since it's free).
For those interested in MapTool or other Virtual Gaming Table (VGT) software, check out this chart to see how each application stacks up against the others.
Does anyone have any experiences with MapTool or any other VGT software? It doesn't matter whether they are similar or contrary to my experience but I would like to hear your war stories. :)
- Mood:
happy
* A random dungeon generator (see the sample behind the cut)
* And some additional rules for Medieval Weapons for Savage Worlds
( Behold the Randomly Generated Dungeon! )
This image was created using The Newspaper Clipping Generator.
NOTE: This is a work of fiction and this website nor the game has no affiliations with the Royal Ontario Museum.
Click the Image to Embiggen.
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- Mood:
satisfied

