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=Hellboy=
 
=Hellboy=
 
; Game System
 
; Game System
: [http://www.sjgames.com/gurps/lite/ GURPS Lite]
+
: GURPS Light
 
; Pitch
 
; Pitch
 
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East
 
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East
Line 36: Line 36:
 
: Lukas Myhan
 
: Lukas Myhan
 
; Players
 
; Players
: David Drake, Laura, and Joe Jay
+
: 3
 
; Characters
 
; Characters
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay
+
:
 
; Date
 
; Date
 
: October 27, 2003
 
: October 27, 2003
Line 44: Line 44:
 
:  
 
:  
 
; Recaps
 
; Recaps
: '''David Drake:''' Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.
+
: David Drake: In attendance were myself, Laura, and Joe Jay, playing (respectively) a changeling/sidhe prince, a monastic medium, and a composite being with immense knowledge and electromagnetic powers.  Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
=D&D Pit Fight=
 
; Game System
 
: D&D 3.5
 
; Pitch
 
: John E. lays down the smack with D&D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.
 
; Game Master
 
:
 
; Players
 
: 6
 
; Characters
 
:
 
; Date
 
: Sept. 15, 2003
 
; Technical Notes
 
:
 
; Recaps
 
:
 
 
; Player Thoughts
 
; Player Thoughts
 
:  
 
:  
Line 86: Line 64:
 
:Johnzo
 
:Johnzo
 
; Players
 
; Players
:Wilhelm, Alan B., Kate, and others.
+
:Wilhelm, Alan B., and others.
 
; Characters
 
; Characters
 
: Alan B. had the teacher.  I believe Wil had a reporter.
 
: Alan B. had the teacher.  I believe Wil had a reporter.
Line 96: Line 74:
 
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.
 
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.
 
; Player Thoughts
 
; Player Thoughts
: '''Kate:''' I thought the "It Came From the Desert" came was five different flavors of fun, personally. I had a great time playing a 1950's juvenile delinquent rebel-without-a-cause type--James Dean's girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn't actually come to blows ("Roll for initiative, monkey-boy!")... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla's still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*
 
; Additional GM Thoughts
 
:
 
 
 
=Champions=
 
; Game System
 
: Champions
 
; Pitch
 
:
 
; Game Master
 
: Lori
 
; Players
 
:
 
; Characters
 
: Wilhelm, ?
 
; Date
 
: September 8, 2003
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
=Mythic Greece=
 
; Game System
 
: [http://www.fudgerpg.com/ FUDGE]
 
; Pitch
 
:
 
; Game Master
 
: Steve Schoenberger
 
; Players
 
: Andrew, Laura, Autumn, Hunter, Jack, and Kate
 
; Characters
 
:
 
; Date
 
: September 8, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Steve:''' "Monty Python and the Golden Fleece"? That's a clever summary of how we got a bit silly.
 
 
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.
 
 
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn't object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).
 
 
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.
 
 
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- "battle", "battle and glory", "battle and honor in some place you've never heard of", and "battle and glory in Phoenicia against vast hordes of enemies". And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.
 
 
:The party agreed, and set out to the Phoenician king's island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king's island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.
 
 
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine's range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.
 
 
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.
 
 
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.
 
 
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.
 
 
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.
 
 
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.
 
 
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn't think about how they'd be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.
 
 
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly
 
bits.
 
 
=Goblin Smackdown=
 
; Game System
 
: [http://www.anvilwerks.com/index.php/Donjon Donjon]
 
; Pitch
 
: Anvilwerks' "make it up as you go" paen to old skool dungeon crawling.
 
; Game Master
 
: Wilhelm
 
; Players
 
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate
 
; Characters
 
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief
 
; Date
 
: September 1, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Wilhelm:''' The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.
 
 
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. "Hah little man! Now you should flee! You cannot hurt Olga!"
 
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
=Blue Gender=
 
; Game System
 
: BESM
 
; Pitch
 
:
 
; Game Master
 
: Abe Torres
 
; Players
 
: Wilhelm, Laura, David, Jason, and ?
 
; Characters
 
: 5
 
; Date
 
: August 25, 2003
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
: '''Wilhelm:''' Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!
 
 
: BTW, I'd just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.
 
 
: '''Jason:''' I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!
 
 
; Additional GM Thoughts
 
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.
 
 
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.
 
 
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the "Package". Oh and sorry for the sniper attack, believe me it was in the scenario.
 
 
 
=Our Lady of Perpetual Suffering=
 
; Game System
 
: [http://www.halfmeme.com/master.html My Life With Master]
 
; Pitch
 
:
 
; Game Master
 
: Alan
 
; Players
 
: Eric, Donald, Lukas, and Michelle
 
; Characters
 
:
 
; Date
 
: August 25, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Alan:''' The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.
 
 
:Some Favorite Scenes
 
 
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks "What's that Mr. Knecht?" Who do you think Walter killed? Who had to watch?
 
 
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. "I did it for you, Olaf!"
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Universalis=
 
; Game System
 
: [http://www.indie-rpgs.com/ramshead/ Universalis]
 
; Pitch
 
:
 
; Game Master
 
: Alan
 
; Players
 
: Laura, Alan, Franklin and Luke
 
; Characters
 
:
 
; Date
 
: August 11, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Laura:''' we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.
 
 
: Our story was all about zombies. The game tennants were...
 
 
:1. The main setting would be a large mansion
 
:2. The story would have to include zombies
 
:3. The characters would be horror movie cliches
 
:4. There would be a token black guy
 
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.
 
 
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon's ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.
 
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Dust Devils=
 
; Game System
 
: [http://www.chimera.info/dust-devils/ Dust Devils]
 
; Pitch
 
: Monday the 4th, I will offer a game of "Dust Devils" for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.
 
; Game Master
 
: Wilhelm
 
; Players
 
:
 
; Characters
 
:
 
; Date
 
: August 4, 2003
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Elfs=
 
; Game System
 
: Elfs
 
; Pitch
 
:
 
; Game Master
 
: Alan Barclay
 
; Players
 
: Wilhelm, ?
 
; Characters
 
 
:
 
:
; Date
 
: July 28, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Wilhelm:''' Alan ran a
 
wacky game of Elfs, involving a wizard's hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I'd just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.
 
; Player Thoughts
 
:
 
 
; Additional GM Thoughts
 
; Additional GM Thoughts
:
 
 
 
=OtherKind=
 
; Game System
 
: OtherKind
 
; Pitch
 
:
 
; Game Master
 
: Wilhelm
 
; Players
 
: 5
 
; Characters
 
:
 
; Date
 
: July 14, 2003
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
: I actually wound up with five players, and I was terrified, but it was a blast.
 
 
 
=Exalted=
 
; Game System
 
: Exalted
 
; Pitch
 
:
 
; Game Master
 
: David
 
; Players
 
: Wilhelm, Laura,
 
; Characters
 
: 5
 
; Date
 
: June 30, 2003
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
: '''Wilhelm:''' A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That's what Monday nights are all about!
 
 
: '''Laura:''' Yes, I had a good time. Thanks, David!
 
; Additional GM Thoughts
 
:
 
 
 
=Trollbabe=
 
; Game System
 
: [http://www.adept-press.com/trollbabe/ Trollbabe]
 
; Pitch
 
:
 
; Game Master
 
: Alan Barclay
 
; Players
 
: Laura, Franklin
 
; Characters
 
: Frigga, a 6'8" trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)
 
; Date
 
: June 23, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Laura:''' Frigga's first
 
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.
 
 
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.
 
 
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.
 
 
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga's back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men's swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha's frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.
 
 
:Frigga was being poked in the back by Kelly's spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.
 
 
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn't persue Kelly either. Had declined going with them to find the human's camp. He laughed at Torsha's suggestion and went home, leaving the frying pan.
 
 
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, "I think there's a person in there."  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, "Nope, no person in there, just a troll."
 
 
:"Aren't you going to let him out?" Frigga asked.
 
 
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.
 
 
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human's chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.
 
 
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.
 
 
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen's long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human's camp.
 
 
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.
 
 
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn't stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.
 
 
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.
 
 
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn't, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.
 
 
:First Frigga spoke to the God of death and asked him to bring the troll's spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.
 
 
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.
 
 
:Boy a lot happned in two and a half hours :)
 
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Von Goten's Predicament=
 
; Game System
 
: [http://www.burningwheel.org/about.html Burning Wheel]
 
; Pitch
 
:
 
; Game Master
 
: Wilhelm
 
; Players
 
: David and Lukas
 
; Characters
 
:
 
; Date
 
: June 23, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Wilhelm:''' I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.
 
 
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he's made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.
 
 
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn't give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.
 
 
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.  Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).
 
 
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.
 
 
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.
 
 
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.
 
 
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.
 
 
; Player Thoughts
 
: '''Lukas:''' I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we've played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.
 
 
:For instance, I assumed that there had to be some sort of "recharge time" with trying to use Threne of the Chamelion - i.e. I didn't think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet's numbers in order to determine my relative level of skill.
 
 
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It's definitely something that I would be interested in looking at for a long-term game.
 
 
; Additional GM Thoughts
 
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke's new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.
 
 
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I'm going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I'm sure after a while, you'll memorize them, but it's going to take practice.
 
 
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn't think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.  It'll all get used at the end of the day :)
 
 
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that "plotting your moves" is a very alien concept to most RPG players.  I resorted to "interviewing" the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.
 
 
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.
 
 
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What's a poor priest to do?
 
 
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.
 
 
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the "gritty" feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.
 
 
=Universalis=
 
; Game System
 
: [http://www.indie-rpgs.com/ramshead/ Universalis]
 
; Pitch
 
:
 
; Game Master
 
: Alan
 
; Players
 
: Laura, Alan, ?
 
; Characters
 
:
 
; Date
 
: June 16, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Laura:''' Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.
 
 
:Meanwhile at the Miser's algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.
 
 
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey's little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.
 
 
:They watched as the Kraken dove and hurried away to it's secret base.  Fortunately one of the Kraken's crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.
 
 
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.
 
 
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.
 
 
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.
 
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Tunnels & Trolls=
 
; Game System
 
: Tunnels & Trolls
 
; Pitch
 
:
 
; Game Master
 
: Matt Borselli
 
; Players
 
: Alan, Laura, Eric, and James
 
; Characters
 
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)
 
; Date
 
: June 9, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Matt B.:''' All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).
 
 
:After a quick character creation and equipage, I ran them through some of the basics for T&T: saving rolls, combat rules, missile rules.
 
 
:The Adventure of the Evening started with a friend of theirs ("Give me a name" "George" "Give me a race" "Elf"), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him.
 
 
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5" x 5") to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.
 
 
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.
 
 
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn't show up until the end.
 
 
: Thanks to everyone for their time, even with/despite the very primative combat rules!
 
; Player Thoughts
 
: '''Alan:''' The game was a blast, Matt. I'm glad to finally get a chance to play T&T.
 
 
:I love James' drawing of Ssstewart with a miner's lamp-hat, segmented bronze armor and a giant handy-man's hammer wrapped in his tail.
 
 
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!
 
 
: '''Laura:''' Yeah, James' picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting "evil." My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.
 
 
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.
 
 
; Additional GM Thoughts
 
:
 
 
 
=Bootleggers & Mobsters=
 
; Game System
 
: [http://www.dog-eared-designs.com/games.html Primetime Adventures] (playtest version)
 
; Pitch
 
:
 
; Game Master
 
: Matt Wilson
 
; Players
 
: Wilhelm,
 
; Characters
 
:
 
; Date
 
: May 26, 2003
 
; Technical Notes
 
:
 
; Recaps
 
: '''Wilhelm:''' Thanks to Matt Wilson for running us through a playtest of his ''Prime Time Adventures'' game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920's bootleggers & mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.
 
; Player Thoughts
 
: '''Wilhelm:''' I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.
 
; Additional GM Thoughts
 
:
 
  
 
=TORG=
 
=TORG=
Line 614: Line 88:
 
:Johnzo
 
:Johnzo
 
; Players
 
; Players
:Laura, Matt Wilson, Matt Borselli, and others.  
+
:Laura, Matt Wilson, and others.  
 
; Characters
 
; Characters
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.
+
:A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.
 
; Date
 
; Date
 
: Monday, May 19, 2003
 
: Monday, May 19, 2003
Line 622: Line 96:
 
:  
 
:  
 
; Recaps
 
; Recaps
: There wasn't much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.
+
:There wasn't much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.
+
:The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.
 
; Player Thoughts
 
; Player Thoughts
: '''Matt B.:''' I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.
+
:  
 
 
:Especially memorable moments:
 
 
 
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).
 
** Simon rescuing a wounded man while utilizing his invisiblility device.
 
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.
 
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.
 
** Phenomenal rolls by the Mage with psychic abilities.
 
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!
 
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).
 
** Sgt. McKensie facing off alone against a tank!
 
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!
 
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.
 
 
 
: Will Zarkon be back? That's up to Johnzo . . . .
 
 
 
: '''Laura:''' I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.
 
 
 
: I was sorry that Allan's Mage character ended up not being able to do much at the end of the game.
 
 
 
: '''Matt W.:''' Hey Matt, you forgot one:
 
 
 
** Sgt. McKensie - writing the words of a sermon that no one will hear.
 
 
 
:I had a few beefs with Torg showing it's kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura's "Personal Stake" card in as a subplot.
 
 
 
:I think it would be cool to have a card deck that's purely subplots.
 
 
 
:The card deck in general was pretty interesting, though I think I'd tweak it to allow a broader definition of approved actions (for example, I'd have "maneuver" mean any sort of strategic movement), so that players aren't doing dumb things just to get cards.
 
 
 
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn't use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.
 
 
 
:Johnzo says he'd consider running Torg with the Hero Wars rules. I'd be up for that.
 
 
 
 
; Additional GM Thoughts
 
; Additional GM Thoughts
 
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?
 
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?
 +
  
 
=Hounds Towers (2nd run)=
 
=Hounds Towers (2nd run)=
Line 710: Line 151:
 
=The Birthplace=
 
=The Birthplace=
 
; Game System
 
; Game System
: [http://www.adept-press.com/trollbabe/ Trollbabe]
+
: Trollbabe
 
; Pitch
 
; Pitch
 
: My episode of Trollbabe is the first one I'll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is "The Birthplace," and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that's hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.
 
: My episode of Trollbabe is the first one I'll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is "The Birthplace," and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that's hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.
Line 813: Line 254:
 
=Trollbabe'n'Chicken=
 
=Trollbabe'n'Chicken=
 
; Game System
 
; Game System
: [http://www.adept-press.com/trollbabe/ Trollbabe]
+
: Trollbabe
 
; Pitch
 
; Pitch
 
:   
 
:   
Line 922: Line 363:
  
 
: There's not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.
 
: There's not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.
 +
  
 
=Hounds Tower=
 
=Hounds Tower=
Line 949: Line 391:
 
=The Keys of Uriel=
 
=The Keys of Uriel=
 
; Game System
 
; Game System
: [http://www.sorcerer-rpg.com/ Sorcerer]
+
: Sorcerer
 
; Pitch
 
; Pitch
 
: This Monday at Cardhaus, I'm running "The Keys of Uriel," a fantasy-western Sorcerer game.  
 
: This Monday at Cardhaus, I'm running "The Keys of Uriel," a fantasy-western Sorcerer game.  
Line 968: Line 410:
 
; Additional GM Thoughts
 
; Additional GM Thoughts
 
:
 
:
 +
  
 
=Hallo Spaceboy/girl=
 
=Hallo Spaceboy/girl=
Line 1,030: Line 473:
 
=The Shadow of Yesterday=
 
=The Shadow of Yesterday=
 
; Game System
 
; Game System
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]
+
: The Shadow of Yesterday
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,086: Line 529:
 
=Pantheon=
 
=Pantheon=
 
; Game System
 
; Game System
: [http://www.hogshead.demon.co.uk/ Pantheon]
+
: Pantheon
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,108: Line 551:
 
=Universalis=
 
=Universalis=
 
; Game System
 
; Game System
: [http://www.indie-rpgs.com/ramshead/ Universalis]
+
: Universalis
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,160: Line 603:
 
=BPRD (Hellboy)=
 
=BPRD (Hellboy)=
 
; Game System
 
; Game System
: [http://www.arcdream.com/godlike/ Godlike]
+
: Godlike
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,182: Line 625:
 
=Miles Christi=
 
=Miles Christi=
 
; Game System
 
; Game System
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]
+
: Miles Christi
 
; Pitch
 
; Pitch
 
: a French RPG of Templars in the Holy Land vs. Saladin.
 
: a French RPG of Templars in the Holy Land vs. Saladin.
Line 1,250: Line 693:
 
=Universalis=
 
=Universalis=
 
; Game System
 
; Game System
: [http://www.indie-rpgs.com/ramshead/ Universalis]
+
: Universalis
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,272: Line 715:
 
=Paladin=
 
=Paladin=
 
; Game System
 
; Game System
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]
+
: Paladin
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,302: Line 745:
 
=The Riddle of Steel=
 
=The Riddle of Steel=
 
; Game System
 
; Game System
: [http://www.theriddleofsteel.net/ The Riddle of Steel]
+
: The Riddle of Steel
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,324: Line 767:
 
=Pax Draconis=
 
=Pax Draconis=
 
; Game System
 
; Game System
: [http://www.paxdraconis.com/ Pax Draconis]
+
: Pax Draconis
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,385: Line 828:
 
=Ring of Thieves=
 
=Ring of Thieves=
 
; Game System
 
; Game System
: [http://www222.pair.com/sjohn/risus.htm Risus]
+
: Risus
 
; Pitch
 
; Pitch
 
: I'm planning to run a one-shot Risus fantasy adventure of my own devising. I'll be bringing a complete copy of the rules we'll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you're a very slow reader or truly indecisive). Bring dice -- common six sided are all you'll need, and not more than a half dozen at once; we won't be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.
 
: I'm planning to run a one-shot Risus fantasy adventure of my own devising. I'll be bringing a complete copy of the rules we'll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you're a very slow reader or truly indecisive). Bring dice -- common six sided are all you'll need, and not more than a half dozen at once; we won't be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.
Line 1,415: Line 858:
 
=The Pool=
 
=The Pool=
 
; Game System
 
; Game System
: [http://www.randomordercreations.com/thepool.htm The Pool]
+
: The Pool
 
; Pitch
 
; Pitch
 
:  
 
:  
Line 1,759: Line 1,202:
 
=The Riddle of Steel=
 
=The Riddle of Steel=
 
; Game System
 
; Game System
: [http://www.theriddleofsteel.net/ The Riddle of Steel]
+
: The Riddle of Steel
 
; Pitch
 
; Pitch
 
: I'll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.
 
: I'll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.
Line 1,798: Line 1,241:
 
=Stone Hearts, Stone Memories=
 
=Stone Hearts, Stone Memories=
 
; Game System
 
; Game System
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]
+
: Ronin/Dust Devils
 
; Pitch
 
; Pitch
 
:  
 
:  

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