Tuesday, 9 February 2021
Tuesday, 22 September 2020
Tuesday, 18 August 2020
WHAT IT IS
Chronicles of the Crimson Hound is a Pulp-style Cyberpunk Horror online series, told via recorded Tabletop RPG sessions using OSR-style rules.
WHAT MAKES IT INTERESTING
While I will always be playing the titular character of the Crimson Hound in every episode, the show will welcome a rotating cast of different Game Masters, all with their different styles, stories to tell and even house rules. Each of these sessions run by a Guest Game Master will be split into many episodes to create a Serial.
WHAT THE SETTING IS
The setting this series takes place in is a Cyberpunk world inhabited by humans mostly unaware of the supernatural. It is not set in our future and is its own different world, in the same way that most Medieval Fantasy settings are not set in our past.
The stories will mostly take place in the gothic city of Glumengrad, a rainy mix of Gargoyles and Neon. Its citizens, desperate for the distractions of the coolest new tech and upgrades, ignore the dangers of the Supernatural that lie in wait in the shadowy alleys and corners.
That is where the Crimson Hound, masked man of mystery, hunts down the monsters and other unnatural dangers to humanity.
(For more on the titular character, there will always be an updated Character Sheet after every multi-part Serial is done.)
Inspirations: Batman, The Shadow, Blade, Hellboy, Blade Runner.
IF YOU WANT TO KNOW MORE
Read the full post HERE.
The YouTube Channel for the show is THIS ONE.
Sunday, 2 August 2020
Tuesday, 17 April 2018
I do think low-level characters should struggle somewhat with saving throws but as they level up they should get to feel a bit more confident about them overall.
I think 'Machinations of the Space Princess' is a good OGL game but I have an issue with the saving throws. The way they work is that you take the related Ability Score, divide it by two... and that's the target number you have to roll under.
That means that someone with a Strength of 18 (!) would have to roll a 9 or under to succeed a Saving Throw. Yeah, dudes who are as strong as a beginning Human character with no cybernetics can get... have a less than 50% chance at succeeding on an unmodified Saving Throw. Not the end of the world for a low-level I suppose, but those numbers stay the same as you level up unless you put skill points into them. Skill points in Machinations are skills, feats, class abilities, saving throw advancement and ability score advancement all rolled into one, and some classes get very few of them. That's just a bit too harsh in my opinion.
When I house rule something, I like to not have to change what appears on the page. That is to mean, I don't want to have to recalculate NPC stats because my house rule is different from the official book, I prefer if possible to do it in a way that doesn't give me extra work when reading material and using it at the table.
My solution in the end was to use modifiers to the existing target numbers and then roll under those modified results, that way I can still use the same numbers as the book and fix my nitpick with the rules as they are. I made it so someone with a target number of 5 to roll under would have a 50% chance at a Normal roll. (So it's 5+5= Roll 10 or under.)
Very Easy: +15
Very Difficult: -5
Inhumanly Difficult: -10
Thoughts are welcome.
Saturday, 14 April 2018
Thursday, 12 April 2018
This is my rebuttal of those two attitudes when it comes to my own personal preferences and what I think is a world's internal logic. I think in the end it's a matter of personal taste and there is no wrong way to do it; either magic shops fit in your campaign world or they don't, either you and your players think Vorpal Swords are cool or you don't. I'm just explaining my point of view.
When it comes to magic shops, I agree it is kind of weird to expect shops to carry more than mere potions when it comes to my sensibilities, but let's apply logic here; if in your games you have NPC Magic-Users pop up at least once every five sessions (excluding monsters and the like), they are not a rare thing in your campaign world. (Unless in your story players happen to interact with the very few Magic-Users who are all in the same place for a story-specific reason, I dunno.) And everything has a price.
It is NOT far-fetched that some of them would choose to gain LOTS of gold from their skills in big cities or in small towns that see a lot of traffic from warriors, nobility, mercenaries and adventurers. It even makes lots of sense that they would be high-level, as much as some might scoff even more at the notion. A high-level Magic-User with a magic shop has found an easy way to make money without endangering oneself in dungeons all the while being able to deal with most (if not outright anyone) who might try to rob them. Many might claim a high-level Magic-User might have better things to do like study arcane research or take over kingdoms. Well, I'm sure evil Wizards try to take over stuff, that's why adventurers have to go stab them and then loot their Tower of Evil. And what better way to fund your research than by having a business that brings in lots of money? Commoners won't be able to afford what's in there so they might get only a few visits per week, if not per month, but when those visits happen they made countless gold already by selling potions and yes, magic items. (Even if I myself might have trouble coming to terms with it I cannot deny the internal logic of such a situation.) Plenty of time left for research.
If you want a good RPG book that deals in how a D&D medieval society with access to magic would behave, check out THIS ONE.
Now, on to those BORING Vorpal swords!
I know this might be different for other groups but in my personal experience players tend to venerate magic items more from the story that's behind them and less so by their magical effects. I've seen them treat a 'boring' +X Weapon like a big deal because it had a cool visual description and they looted it from a Demon who had killed a long-time ally NPC. Killing the demon had been sweet revenge and to this day they call it 'The Demon Sword'. Not the most original name, but it's a name that came naturally between the players as they discussed it. Sure they also keep magic items that do other more interesting stuff effect-wise, but because those items were taken in less memorable ways they don't even give names to the damn things!
The story effort behind magic items has in my experience a lot more to do with how interesting a magic item ends up being than a lot of people give it credit for. And to be clear, I'm all for weird and original magic items! I just like to combine both the simple and the complex, the overall good with the overall dangerous and I think that approach has more value in the end in making magic mysterious than it being mostly always useful or mostly always fucking with you.
Another thing that makes a magic item memorable at the table is the story that it ends up telling when all the dice have stopped rolling. And decapitating your enemies is a memorable thing; They made a franchise out of it.