Dust Pan Game Resource Pages

Wednesday, October 18, 2017

Thimbral Rising: Talking Ideas.

Had some ideas and want to  put them down here on the blog.

If one were to use the labels to search that person would find that the very first time I ever mentioned the  "Shards of Thimbral" setting idea was back in  2013. What that means is I have had this idea bouncing around in my head for a solid four years with nothing to show for it. I do have a "game" sketched out in my "Things Unfinished" folder. By sketched out I mean very much undone.

Yesterday I was kicking around a system to bolt my setting ideas onto. Here's my thought process. I would want something simple. I like a games main mechanic to be easy to remember. I don't necessarily need "innovation." In fact if I were strain for an innovative idea I know I would over complicate the game.

Some Setting ideas (I have shared these before..in one form or another)

  • A world torn apart by cataclysm.
  • The world shattered into an countable number of  floating islands. The  world below rent and twisted, inhabited by creatures unfortunate enough to have been left behind.
  • Humanity took a century to claw it's back to some semblance of  society among the  floating shards of  their world.
  • None of that matters to your character however, as you grew up after the event. 
  • You live in this world of floating villages and buildings built of salvaged scraps is all you know.
  • Technology:  Roughly real world 1500's to 1540's mixed wiht magic
  • Magic, Yes but magic is intertwined with technology, more a form of fule than a thing that manifests effects. No direct casters (AKA Wizards) in fact it's highly taboo.
  • Main Fantasy  resource "Shards." A remnant of the cataclysm shards are a dark luminous green to black Obsidian like element. It is a residue of the  incredible magical forces that shattered the land which can be used as a fuel.
  • Other resources, Coal, iron , wood is in short supply in some areas. Honestly anything  people need on a regular basis.
  • The  event that ripped the world apart also imbued magical effects to many  pieces of the world. Each floating island can have it's own biome and magical effects. One island might have a spring that never runs dry and spills over the  side of the island. A jungle island where it rains all the time. A wind swept desert island cloaked In a constant sand storm. An island encased in a huge glass sphere, a island where the sun never sets. So on and so fourth.
  • I would definitely write a procedural "island generator." It would be a must.
  • Main direction of adventure. Exploring unknown islands.
    • Getting back to what happened in the cataclysm?
    • dealing whit other isolated communities.
    • Going to the dangerous surface to find relics in the ruins.
    • Pirates, Mercenaries and raiders from other communities ..oh my. 
I have not decided if I want to write a system for this or just bolt it onto a game I already have. 
The SMART thing to do would be to make it Phase Abandon setting that I could add to drive through as a support product for the free Rpg I already have posted there. (Go to Drive through RPG and search "Dust Pan Games.")
I'm not known for doing the smart thing all that often though.

So that's what I;m kicking around.
-Thanks for reading.

Perhaps by the end of the week I'll post something table usable. Though I have to admit my mind has not been in the  D&D zone for quite a while.

Wednesday, October 4, 2017

Is Combat always the default mode of interacting with the world?

No AAIE Update this week... Nothing new going on, at least not that I know of.

I love fantasy RPG's.
I also really dig Sci fi games, even though I haven't had the chance to play all that many of them over the years.
The one thing I see repeatedly game after game is a similar theme of blowing shit up. D&D devotes a large portion of it's 5th edition hand book to combat. Not so much In a rules way, the  combat rules in the players hand book only range from page 189 to page 198. I mean more in theme. The idea of adventuring is couched in the  idea that there will be fighting. The  idea that there is magic is  tied to in the idea that many of the  spells are going to be dedicated to  damage dealing. The equipment pages contain  many mundane items, but the weapons get the awesome illustrations. The  New Starfinder book takes this even a bit further. It's Sci-fantasy  setting is  presented as a place where pretty much every one is armed to the teeth. The artwork is good for the most part, but I'm not sure there are any pictures where there's not at least one gun or sword sticking out somewhere.

Not that I have any  problem with any of that. One of my own games (AAIE) is expressly about marching under prepared characters towards a near sure and mostly inexplicable death.   In other words I'm no RPG soft hand. I like building a bad ass warrior to murder-hobo with as much as anyone does.

Though  lately, and it just might me getting old, I don't know.

This post was inspired by two products I saw today. The first a product new to me.
Blood and Bone:
Blood and Bone is a dark and gritty fantasy roleplaying game.
Play as a ragtag company of sellswords, a savage band of raiders, or a gang of outlaws and thieves in the unique and deadly world of Ossura.
Create rich characters, driven by human desires in stories fueled by war, intrigue, and exploration.
And  A game which has come through my  time lines a few times, but I have never actively pursued in any way.
Ryuutama: Natural Fantasy
The characters are travelers in a world without classical fantasy wizards and warriors. Instead, the characters are minstrels, merchants, healers, hunters, artisans, farmers and nobles who decide (or were fated) to leave their towns and explore the world. Using a light rules system based on polyhedral dice where the randomness in results leads to more story development, Ryuutama provides a framework for travel-focused stories fun for adults and enjoyable for all ages. 
I'm not knocking either game they both look very good however, one of those games would have gotten my money instantly  five years ago. One of them might get my money today. They are not the same game. Both games look good, but my perspective is quickly changing.

The nice things about  RPG's is that the  group is free to explore what ever themes make the  game fun for them. I have run D&D games where the party has not thrown a die in anger for the whole session, and those games were still fun. I'm looking for  games where adventure is the theme, but wherein combat is not the default method of interacting with the world.

(Feel free to click those links ... I don't do the  affiliate thing)

Monday, October 2, 2017

9 months of 2017

It's October.
So far This year

    • I purchased.
  • Starfinder Core book.
  • Cypher system rule book.
  • Dragon Warriors.
  • Among a few other smaller games ... (Mechs vs Kiju tiny d6 for example)
    • I wrote:
  • I pretty much finished writing AAIE
  • I rebuilt Phase abandon, which Jens D. then kindly laid out .
  • Rewrote and edited Nova 75.
  • wrote 44 entries to this blog.
    • I played:
  • Played several games of 5th edition D&D, with several different dungeon masters. (Otto & Jay, mostly)
  • Played FATE online with a group of people I had never met. Which was a lot of fun.
  • Played Lost Songs (Jen's gamge) twice
    • I Ran:
  • I ran my Aleria D&D campaign Twice. 
  • One AAIE game, and "Gaming in the woods"
  • I have run four games of AAIE, with various people, for play testing.
  • Two Games of  AD&D 2nd edition online.
2017 = Meh.

Sunday, October 1, 2017

Magic, A creeping abomination.

Magic, creeping abomination.

An oily pool.


Magic insinuates itself into everything we do.
Slides into cracks, coats hidden surfaces.
Collects in the low places.
It squirms, Slithers, amoeboid, pseudopodia.

Magic ruined the world.
Stain is everywhere.
Magic left us behind.
Now we hunt Magic.
Stench on our skins.

(How I would have treated Magic in Shards of Thimbral had that ever happened.)