BARBELITH underground
 

Subcultural engagement for the 21st Century...
Barbelith is a new kind of community (find out more)...
You can login or register.


Pen & Paper RPG's

 
  

Page: 12(3)

 
 
Evil Scientist
13:37 / 10.03.10
And yet we still feel your love.
 
 
Haus Of Pain
14:04 / 10.03.10
A body drenched in cum, sweat, blood and faeces?
 
 
Haus Of Pain
14:04 / 10.03.10
Me, aged 3, with an ice cream?
 
 
Haus Of Pain
14:05 / 10.03.10
What's mucky about that?
 
 
unbecoming
19:48 / 10.03.10
OK it just seems ridiculous to me that I need to buy a minimum of three books to play the game. Are they trying to drive away new players?

yeah it's a joke. If you only buy one book, i would go for the PHB as it contains the most frequently used rules, but it is a con, hey, it's Wizards of the Coast, the company that brought collectible card games to the fore- it's inherent in their business plan. The beauty of the 3.5 rules now being replaced is that the books come mega cheap second hand.

Arkady, can you suggest some open-source (or other) alternatives

I recommend Risus. it seems it was originally designed for comedy style games but i have played it on a few occasions for stuff that had a serious approach. It is totally free to download and can be used for any setting. The system revolves around the use of "cliches"; any character has a number of these that define their strengths and weaknesses.

So for example, i might create a cliche for my character "gift of the gab" or have the weakness "98 pound weakling"

its pretty easy to use and it can be as complex or as simple as you like, but then some people don't like so much of the play being down to the GM's decision or having to do alot of world building.
 
 
Haus Of Pain
12:41 / 11.03.10
Shut yr mouth.

Thumbs up all round, round 'ere!
 
 
Knight's Move
09:25 / 26.09.10
If anyone is still out there on this one...Paranoia is immense fun if you are just looking for a swift evening's silliness. I have to admit I am still on the first editions of this so the only way I think of a 'campaign' is Hil Sector Blues, not necessarily the most recognised source material these days...

I am lucky as I still have contact with my old group from school, and have added a member recently, which given the close knit nature of a group that has been rping for about 20 years together is impressive.

We are mainly WFRP and WofD people. Old school WFRP, of course, before GW lost the cosmic horror Lovecraft obsession that hid behind all their games (Dark Future - post apocolyptic car wars with eldritch abominations). We like the rag-tag group of heroes who don't get on and don't agree but come together to save the world. The first half of any game is getting everyone on the same page and stopping them killing each other, the second half is them taking it to the foe. Suprisingly fun, but our characters became too huge so we have taken it back to starters rolled totally straight. They still turn into our normal types though.

WofD is when we want to be sneaky and backstabbing. Half the game is through notes passed to the GM and no one is ever quite sure what anyone else is because of the number of sourcebooks we all own individually. One particular restaraunt encounter is remembered with joy. The dinner was a seemingly pleasant chat between a ghouled FBI agent, the Sabbat vampire whose power he had escaped, an Order of Hermes mage and an out of his depth Inquisitor being manipulated by the vampire. Outside there was a running gun battle between the police, acolytes and Satanist assassins. We sat inside trading telling quips whilst cars exploded and a building caught fire. That still stands as one of the best rps I was ever part of, and is legendary in our group. I liked the allies, backers, contacts and influence backgrounds.

Otherwise, if we wanted to screw with ourselves we played Kult, and we played some really scary games of that. We had a tendency to make slightly exaggerated versions of ourselves and since the gms knew people's hang-ups...We played Paranoia for occasional fun, but kind of grew out of it. We tried Judge Dredd but they could never get the hang of law enforcement not breaking. We did enjoy Deadlands, we got into character and got very silly. and then got attacked by monstrosities. Good times. We played Star Wars but it never really caught on. We do still play Feng Shui (and Shadowfist, and I:NWO of course on CCGs) we will watch HK films and then act out what we are doing as adjuncts to the dice. The rules are a little annoying but the game is fun,and that is what matters at the end of the day.

The other game I played with real regularity was with my other group - Shadowrun. We loved the magic tech combo and got heavily into the background. I did like the huge scope but it got bogged down with all the later developments and I haven't played it in years unfortunately.

And of course we played CoC but Kult superseded it in the end.

I have just picked up UA as I was taken by the background and want to to try it out. I think the moving away from rules is something that happens to older groups, you find the rules become more and more something you throw in occasionally to see if you succeed rather than something you rely on for everything. It always shows, we have been playing WFRP together for 20 years as I said and we still have to search the rulebook at points. Which is a bit annoying at moments of tension. At times like that we often wing it to avoid breaking tension, as long as the gm and group all trust each other it doesn't seem to matter. The games, we find, are about the background and the rules are just a useful framework to hang that upon. Except Deadlands, I agree about that. The rules are an integral part of the setting and part of the roleplaying experience.
 
 
muse
17:10 / 04.06.12
What about taking campaigns or adventure modules from a game you might not play but nonetheless using them as a base for your own gaming adventures? There's a lot of that type source material floating around for cheap or free that might take a little doing to make the numbers work but could nevertheless prove fun. I've no intentions of ever playing D&D but Grognardia's review of the old "Tomb of Horrors" module (http://grognardia.blogspot.com/2008/09/retrospective-tomb-of-horrors.html) made me long for such a thing to inspire an equally dark and perilous environment in my current Dark Heresy game.
 
 
Knight's Move
14:54 / 28.01.13
Oooooh, now that is delightfully dark. Most of the aspects of the module could be readjusted for archaeotech (teleporters etc.), mixed with a few dark magics/psi powers and one-shot hidden jokaero weapons etc. for other traps. Demonhost skull servitor at the end? There might be appropriate entities/demon engines in the Black Crusade books.

In my groups' Paranoia-d murderhoboes take on DH (it's our winner in the 'most PC kills in one two-day session [not Paranoia]' category) there would be one of two reasons for this to happen.

1) Go ye out and investigate this location and bring us the terrible and corrupting item. Group goes, survivors a) find there is no book, ah well thanks for checking/you have hidden it for yourselves; b) get purged as Radicals for carrying such a thing around.

2) We found a clue that [insert appropriate legendary heretic] is hiding in this location. We go, survivors try to arrest the skull. TPK. (If not from skull, from GK insertion team.

Since it's DH and we have a psyker and SoB in the same group you can add a couple of 'accidentally' summoned demons and a healthy dose of Blessed Promethium in there as well. The interesting thing would be adjusting it for auspexes and other tech-investigation devices. I suppose it would just cross the old spot trap/magical detection spells but worth considering in case anything would make it too easy.

DnD always had the mercenary aspect about it that would get people to go down dark holes full of organised gangs of trap-using kobolds; in the absence of treasure-hunting, DH characters can just be ordered to go.
 
 
T Blixius
19:27 / 24.10.13
I played AD&D 1st and 2nd edition when I was younger. Then I grew up and didnt play RPGs for 15 years or so. I was sort of against 3rd edition, for no real reason, but then I got in a position to play again and my group introduced me to Pathfinder, which is the spiritual successor to D&D imo. While 4th Ed. is interesting, I find it not actually D&D anymore. Also Pathfinder has a way better setting and production values. Its also way more compatible with 3.5, and to a lesser extent 3E materials produced by third party companies.

In particular I can recommend The inner Sea World Guide, The NPC Codex, the ultimate equipment book, Rappan Athuk (Pathfinder) and the adventure paths. Reign of Winter itself is amazing. Also Artifacts and Legends. That is D&D, just correcting its mistakes and taking it to a new level.

Monte Cook, who came up with 3E, is one of the most creative individuals I've met. Check out his now out of date Ptolus work, and his more recent Numenara, which is system independent, for cutting edge work on FRPGs.

I've also playtested D&D Next, or 5th Edition. I think its definately better than 4E, in that it takes some cues from both 3.5/Pathfinder and 1E, but time will tell how well Hasbro supports it. I vastly prefer Paizo/Pathfinder at the moment.
 
  

Page: 12(3)

 
  
Add Your Reply