Sorry for missing yesterday. The monthly Pathfinder game got in the way of my posting time. I did make it home in time to whip up a quick post, but it was rough and not up to my standards, thus it was deleted.
I’m finally free of my Saturday plans, so here we are! Links of the week!
This is a wicked-cool idea, and reminds me of the old Birthright campaign setting and rules for 2nd Edition AD&D. I think Mark has some excellent concepts and points here. It’s much more rules light than the Birthright setting, but still encapsulates the core ideas of creating factions and giving them stats. I’m not sure which I like better. I have some pretty heavy (though distant past) experience with Birthright, but I could see taking Mark’s ideas, expanding them just a little bit to add more crunch (which I like) would please me greatly. Even with modifying his ideas, this is a very useable idea!
Walt opens his post with the question, “Have you ever designed a long, intricate campaign only to have it fall apart before it ever came close to seeing fruition?” My answer: Yes, yes, yes, a thousand times YES! Well, he has a fantastic approach to avoid this. Basically, you need to under plan. That’s an oversimplification of his simplified ideas, so make with the click and see what he has to say on the matter.
Too cool! I love this map. I’ve never seen current political boundaries on Pangea before. This really rocks out to my imagination. So many possibilities there….
I’ve applied Paul’s ideas to Cyberpunk 2020 settings before and it really enriched the environment and “world” we were playing in. I’ve done it a bit in “urban only” campaigns, and it equally rocked out in the game. However, I’ve rarely done this when folks are “passing through” or just using the city as a “home base” and the adventuring takes place elsewhere. I guess it’s a matter of the depth of use of the setting that determines the depth of detail.
Like Mike, I love (loved?) the Fantastic Four. It was through their comics that I discovered Silver Surfer (who I based my first Champions character on!) and fell in love with the character. I really wanted a good Fantastic Four movie. The trailers for the latest efforts left me cold, and then the reviews rolled in before I could plunk down my hard-earned money to see it. Those reviews convinced me that I didn’t even want to buy the DVD. *sigh* Anyway, on to Mike’s post. He deconstructs want went wrong when a well-respected, well-done franchise is thrown into a different media (comic to movie) in such a disastrous manner. Hollywood really needs to be pointed to this post. Especially the wrap-up segments under the header “The Lessons.” Mike nailed it!
Nick’s come with a wondermous Google Doc (I’ve linked to his blog post that links to the doc) that expands the choices for DCC’s (Dungeon Crawl Classics) options for starter occupations. Very well done list, Nick!
In this post, Phil talks about artifacts in gaming. No. We’re not referencing the Eye of Vecna here. We’re talking about the physical elements of the game around the table. What’s created before, during, and after the game? How does one influence another? What additional elements can we throw into the mix? How can we shake things up to improve the game? There’s good stuff in this post, and I highly recommend it for players and GMs.
Mike has a guest poster by the name of Ian for this article. Ian knocks it out of the park with his ideas and thoughts on the care and feeding of vehicles. To best honest, I often hand wave this stuff unless it matters to the plot of the collaborative story. I do the same with rations, water, etc… unless it becomes a vital plot point. After reading this article, I have some new ideas, though. It may not be all that hard to track deterioration, damage, wear ‘n’ tear, etc. of various vehicles. I do it in Battletech campaigns after all (but then again, the system has very clear rules on how this works.) Good work on the part of Ian and Mike (on his inserts).