Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Monday, June 2, 2014

D&D coming soon...

     In just over a month we will get our first 5E product in the starter set, well July 15th but still. Though my love for OSR products is boundless, I am looking forward to seeing what they have done this time. At the very least I can use any ideas I like for whatever rules set I choose, which is pretty much how I operate now. I have an abundance of rpg adventures and supplements that I plan to or have already done that very thing. This interview with Wolfgang Baur and Steve Winter (Kobold Press) regarding their upcoming 5E adventure modules is very promising. It sounds like they have packed a lot of action into it, not just fights but exploration, role play opportunities, taking advantage of the flexibility of the new rules. I can only hope it all turns out as cool as it sounds.

     Just wanted to put that out there, felt the need to put my two cents in. Feel free to let me know what you think, leave a comment below. Let yourself be heard! Or not, whatever.

Thursday, December 5, 2013

Games for 2014

     So Shaintar in January, but what about the rest of the games? Nothing is set in stone, but here is what I have to work with. Savage worlds is a big part of my gaming collection; 50 Fathoms, Evernight, Rippers, Deadlands, Necessary Evil, Slipstream, Sundered Skies, Low Life, Tour of Darkness, Weird War II, Streets of Bedlam, Agents of Oblivion and Iron Dynasty. In addition there is Dungeons and Dragons, which has been a part of my gaming life since the beginning. In I love the retro clones, they clear up some of things from the originals example Labyrinth Lord refines basic/expert D&D, Mutant Future is a Labyrinth Lord compatible version of Gamma World, and finally Cryptworld is the new Pacesetter version of Chill. Doctor Who: Adventures in Time and Space is also on the table. I would be amenable to running any of these in 2014, and look forward to any preferences if any of you were interested in playing at Ravenstone. Remember, comments are welcome.

Tuesday, December 3, 2013

An Idea for 2014

     I have been thinking about the recent lack of gaming in my life and how I could fix it. Here is what I am planning, next year I will try and run one game a month at my flgs, starting in January. Still have to settle on a date but it most likely will be a Saturday. Which game you ask? I have narrowed it down to one of three; Shaintar, Streets of Bedlam, or Zombie Run. I have plenty of settings to choose from, mostly Savage Worlds and some OSR Goblinoid Games stuff. I will get the details together in a week and let you all know. Take care everyone!

Saturday, November 30, 2013

NaBloPoMo comes to a close

     So here we are, last day of November, and the last day of my involvement in National Blog Post Month. It has been fun making sure I post something on a semi regular schedule. November was full of stuff happening that I enjoyed writing about, especially with the 50th anniversary of Doctor Who happening. Just over half of my posts were Who related, sometimes because of recovered episodes but mostly the bits of stuff leading up to the big day on the 23rd. I interviewed Andrew Raymond about his contribution to the local Who community and the amazing event that he helped coordinate at the local Grandview theater. When I attended the showing there, I almost felt like a reporter, though with a sucky camera. It was great and I look forward to attending more of these events and recommend the same to anyone able to, do it.

     I decided to give a shot at making a D&D character class, the Tinker, driven by cogs and gears. They use devices and mechanisms designed for defense and offense, and trap detection/removal and lock picking. I love D&D and various related OSR games, a special love for Labyrinth Lord. In addition, I got to go to Con on the Cob and play in a game of Cryptworld run by Tim Snider (co-author of Cryptworld) I loved reporting on that game as well as other events at the con. A wonderful interview with Jason Braun, and me wanting to go to Gary Con 2014 rounds out my posts for the month. I hope you all have liked what I have to say and I will continue this type of post, though not everyday, at least during the holidays here. Take care, and enjoy!

Design Schematics, part 5

Like before, comments are appreciated. Enjoy!

Cable of Grabbing, Advanced
Level 2
Duration: 1 turn
Range: 40'
This device is a step up from the first level version, as this can hold normal animals for the duration, up to 400 lbs. It is key wound, spiked to the ground and, when activated, springs a set of synchronized, articulated coils that capture the creature and lock into place. The beast is unable to move, though it can growl, roar or whatever.

Burning Geyser
Level 3
Duration: Instantaneous
Range: 20'
Key wound device, this can set to go off within 2 to 6 rounds (20 seconds to a minute) It produces a vertical column of flame 20' high and 5' in diameter, dealing 4d8 fire damage. Save vs. spells for half damage. The device can be set in place or thrown/ rolled/slid etc.

Lightning Rod
Level 3
Duration: 10 rounds per level
Range:
Once the mechanism has been wound and activated, it can attract a bolt of lightning that deals 2d8, +1d8 per level of the tinker who created it. The device must be driven securely into the ground, outdoors and in a stormy area. The target, who must be within 10' of the rod, may attempt to save vs. spells for half damage. The rod can attract lightning once every 10 rounds

Saturday, November 23, 2013

Schematics part 4

A couple more for you guys, I ran short on time today. Hope these work out alright.

Door Stop
Level 1
Duration: none
Range:Touch
A key wound, hand held device that fires a wedge into the door jamb keeping it firmly shut. The only way to open the door would be to successfully force it open.

Lock Cracker
Level 2
Duration: Instant
Range: Touch
An upgrade to the Door Stop device, this fires a projectile into the lock, essentially disabling it permanently. This action results in a loud noise which may alert any creatures in the vicinity.

Thursday, November 21, 2013

More design schematics part 3

A few more schematics for you all, and I hope the updated stats are clear, later guys!

Crawler
Level 1
Duration: 10 turns (1 minute)
Range: 30'
This is a useful schematic that when built can be used to move devices undetected. A crawler is key wound and resembles a spider in shape. It is up to the GM what chance someone has of noticing this device in motion.

Drowsing Mist
Level 1
Duration: 4d4 turns
Range: 60' if thrown, 30' if using a crawler
A key wound timing device controls when sedating compound is misted into the air, affecting a 20' cubed area and up to 2d6 hd worth of creatures. The device can be thrown, rolled, or can be attached to a crawler. Sedated creatures are oblivious to most noises and jostling, but will be awakened by very loud noises and being slapped or wounded.

Ocular Fascination
Level 1
Duration: 1 round, + 1 round per level
Range: 5'
A glowing, key driven driven device that faintly resembles a metronome. This can only affect 1 person at a time, leaving them vulnerable to suggestion, though they can never knowingly take an action that would harm themselves or their loved ones.

Monday, November 18, 2013

OSR continuation of my 4E campaign

     My 4E game kind of petered out last year, and lately I have been wanting to run a new fantasy campaign. Actually, I was thinking of running it in the same world as my 4E game, just further along the timeline. The group did allow a group of devil troops to enter the world. To update the world I would have that an army of devils laying siege to Galen, and Jinx ruling the teifling nation. In addition, there were events happening that the group never got involved in, some things they actually heard of, like dragons taking an interest in what is going on. Some things I do not want to mention just yet but it should be exciting. Just wanted to put that out there, now back to waiting patiently for the 23rd. *Squee!!*

Sunday, November 17, 2013

The Tinker!

Tinker
Requirements: Dex 9
Prime Requisite: Int
Hit Dice: d6
Humans who become tinkers are fascinated by the way things work, especially clockworks. They enjoy creating wondrous mechanisms to delight and amaze. There are a select few who thrill to see there work used in new and different ways, possibly in dangerous circumstances. Tinkers learn and create schematics that allow them to create these mechanisms, and as they level, the designs become more and more complicated. Their armor is limited to leather and weapons they have some skill in are daggers, blunt weapons, and bows. Magic items a tinker may use; armor, weapons, rings and potions. Also, they are able to pick locks, find/remove traps, and hear noise as a thief of the same level. At the upper levels, they are able to create amazing mechanisms that can delight and thrill onlookers.
Character Attack Table
                              Armor Class
Level          0    1    2    3    4    5    6    7    8    9
1-3            19  18  17  16  15  14  13  12  11  10        
4-5            18  17  16  15  14  13  12  11  10  09
6-8            17  16  15  14  13  12  11  10  09  08
9-10          16  15  14  13  12  11  10  09  08  07
11              15  14  13  12  11  10  09  08  07  06
12              14  13  12  11  10  09  08  07  06  05
Saving Throws:
Level    Breath Attacks   Poison/Death   Petrify/Paralyze   Wands   Spells/Spell-like Devices
1-4               16                      14                   13                  15                    14
5-8               14                      12                   11                  13                    12
9-12             12                      10                   9                    11                    10
Gearborn Level Progression
Experience   Level    Hit Dice(d6)
0                     1            1
1,240              2            2
2,480              3            3
4,960              4            4
9,920              5            5
19,840            6            6
39,680            7            7
77,500            8            8
155,000          9            9
232,500         10          10
310,000         11          10+ 1hp
387,500         12          10+ 2hp
Design Schematic Progression 
Tinker     Schematic Level
Level      1      2      3  
1            1      -      -
2            2      -      -
3            2      1     -
4            2      2     -
5            2      2     1
6            2      2     2
7            3      3     2
8            4      3     2
9            4      4     3
10          5      4     3
11          6      5     4
Tinkers have a chance to learn schematics that they pick up while adventuring, based on their intelligence.Once they have rolled to see if they are able to learn a schematic, they are unable to try again unless the referee deems it acceptable.
Intelligence     Learning
Score             Probability
3                        20%
4-5                    30%
6-7                    35%
8-9                    40%
10-12                50%
13-14                70%
15-16                75%
17                      85%
18                      90%
More schematics to follow, including some specific ones for upper levels. Please let me know what you think and I will see what I can do.

Wednesday, November 13, 2013

Jolly Jason Braun!

At this past Con on the Cob, I got to hang out with Jason Braun. I had seen him at previous CotC's but had not recognized him, mostly because I have only in the past year or two gotten into the whole OSR thing. The following is from an online chat we had last week. Jason has experience in fine art in addition to gaming related works.(check his Tumblr page out) Enjoy!
 
First question, what first got you into creating art?

I've always made art. There are drawings in my baby book from when I was two years old. Drawing was always my favorite hobby, and when I got into RPG's, it was always what drew me in. I was president of the art club for a few years in high school and won various mid-level awards in scholastic art competitions. When I was a junior, I spent one semester as an art mentor for a special ed student in a nearby elementary. He had trouble socializing with other kids, so we'd get together once a week to draw cartoons and rap about school. That was a great experience.

Groovy! So what got you involved in RPG's

My friend, Steven Streubel, introduced me to it in 1985 when I was 11. I asked him, "Won't that make me worship the devil?" and he just laughed at me. He sat me down with the Mentzer red box and had me go through the solo adventure. From there, I was hooked. We played as often as possible after that, squandering every penny of our allowances on books and dice. We played an amalgam of D&D and AD&D because we simply didn't know any better.
In hindsight, I'd had some AD&D action figures prior to that (both the articulated and bendy/PVC type), but just played with them in the sandbox as you do. I wasn't yet aware of their connection to the RPG. Or even what an RPG was, for that matter.


Sweet, those were the days. What was your first art job?

 

In gaming, it was a series of interiors for a giant 250-page core book called "Of Gods and Men". That had to be 1995 or so. Some guys I knew around the FLGS put it together, which was an admirable feat back before Lulu, open source layout programs and kickstarter. It must have cost a pretty penny to produce.
A couple of years later, I came across a copy of it at a Half Price Books store. On one hand, it was a bummer that someone had discarded it; but on the other, it was the first time I'd seen one of my books in a store. I wish I'd had a pen - I'd have signed it and stuck it back on the shelves.

Outside of gaming, I believe I got a few bucks to illustrate a program book for a local community center. That was in high school. 1990 or so. Cheezmo cartoons of people enjoying various activities at the center.


What is your favorite medium to work in?

 

I paint with acrylics because I just don't have the attention span for oils. If I'm doing interior illustrations, it's India ink with small liner brushes, and a bit of hatching thrown in with a technical pen.
I have worked in Photoshop and Corel Painter with my Wacom tablet, and have found they can produce some amazing results. But it's not as fun as traditional media - and since I never do it, digital winds up taking longer than just slinging ink on paper.


Tell me about an embarrassing moment involving your art?

 
I was having a drink with my sister in the bar of a restaurant for which I had painted a large commission. When the bartender found out who I was, he asked me if "the rumors about the painting are true". Meaning, that I had painted in an Easter egg to symbolize one of the owners' propensity for displaying her 'whale tail'. I had to quickly assure him that it was just  hilarious but untrue workplace scuttlebutt.

As for the actual truth - I cannot comment further, Senator.

 
So then, what is your proudest art moment?

I was thrilled to have my art appear alongside Jim Holloway's in Cairn of the Skeleton King, even if it was just one tiny piece in the bestiary portion. Subsequently, I worked closely with Jim on the follow-up, Tower of Blood. Holloway was one of my favorite RPG artists growing up, so I had to try not to get all fanboi on him. The first time we spoke on the phone, he asked for "Jaybird" and introduced himself as "Your nemesis, Jim Holloway."


That sounds so cool! Are you able to get any gaming in these days?

Thanks. It was very, very cool. I haven't done any face-to-face gaming in a few years, though I was recently part of a bi-weekly Castles & Crusades game which utilized Skype and Maptool to unite a group from all over North America. It's the next best thing to being there. Unfortunately, 2013 has been super busy for me, the highlight of which was a move from Texas to Wisconsin, so I had to put gaming on the back burner for a while. I figure I'll seek out a game once the cabin fever sets in.

Are you a fan of cats? I noticed in some of the paintings on your site, if they are not the subject then sometimes a cat is hanging out in the background.

I love cats. My fuzzy little soul mate, Sir Winston, loves to sit and watch me paint, so he often winds up in them - both as a subject and usually as a stray hair or two embedded in the paint. Ha. Any time you see an orange cat, that's him. I did a series of souvenir posters for a wine and music festival in Texas. Winston was in it the first year and everyone loved it. So each subsequent year, I'd include a different cat with whom I was acquainted. A hermit has to entertain himself somehow.

What is the best way for someone to contact you for commissions, or just to whisper sweet nothings in your ear?

I don't take too many commissions these days, though I am working on a secret project at the moment. Sweet nothings, drunken ramblings and thinly veiled threats, however, may be sent to jason@jasonbraun.com

Any projects you are working on?

I'm doing a couple of interiors for a fun module for a publisher with whom I've worked in the past. I can't say much more than that. Otherwise, I'm elbows deep in a bunch of personal work, trying to make some paintings available for Convocation in Detroit in February.

Sounds fantastic! One last question, how did you find out/get involved in Con on the Cob?

I met Andy Hopp at GenCon 2002, and was drawn into his charisma. He started CotC a few years later and I knew it would be something worth checking out. I missed the first couple of years, but have been there steadily for the last six. It's one of the most fun Cons around!   

Thanks for taking some time out to answer my questions. Take care! 

Thanks, man. It was a pleasure. 
          
  
 
  

Sunday, November 10, 2013

Design Schematics part 2

      Some more designs for the tinker, let me know what you think. I will be updating the class info soon.

Electrifying Touch
Level 1
Duration: Instant
Range: Touch
A small key wound mechanism, which deals 1d8 +1 per tinker's level, fastens to the hand of the user. Only works if the user successfully strikes the target.

Stink Bug
Level 2
Duration: Permanent
Range: 30'
A key wound mechanism that moves a predetermined distance in a straight line, then discharges a 20' cubed patch of haziness, making living creatures within it helpless with nausea. This condition exists for as long as the creature is in the cloud and 1d4+1 rounds after it leaves. Any creature making a save vs. Poison when leaving is not affected for the additional rounds.

Tangle Mesh
Level 2
Duration: 48 turns
Range: 10'
A key wound, gear driven device delivers a mass of viscous mesh. It can be thrown at the target or sent in a manner similar to the Stink Bug. Creatures caught in it become ensnared in the strong, clinging threads. Entangled creatures cannot move, but can break loose depending on their strength. Any being with human range strength can break free of it in 2d4 turns. Creatures with a higher, or augmented strength (above 18) can break free in 4 rounds. The filaments in this mixture are flammable and all creatures in the mesh take 1d6 fire damage from it for 2 rounds. After this any surviving creatures are free.

    

Saturday, November 9, 2013

Design Schematics part 1

Shimmer Dust
Level 1
Duration: 4 rounds per level
Range:12'
 This schematic creates a small hand held, bellows like contraption that produces a cone of pale phosphorescence that adheres to those in it's path. This creates a glow that outlines those affected with a shimmering luminescence, up to 12' per level of the person creating the device. This means 2 human sized targets at level 1 and 4 human sized at level 2. This phosphorescence  does not harm the creatures, but it makes it easier to see them, giving anyone attacking them a +2 to hit.

Cable of Grabbing
Level 1
Duration: 1 turn
Range: 40'
This schematic typically creates a long articulated coil that fastens to the ground and can be set to spring, via a winding mechanism, on an individual walking into it, or can be tossed at someone. If used in the former way, the victim gets a save vs. spells at -2. They are able to speak, though they cannot move as the coil wraps around them and gears lock it in place. May only affect one person/creature at a time.

     To create items found in these schematics, the Tinker (previously gearborn) needs a kit to facilitate this. The tinker's kit costs 30 gp. and has some gears and cylinders, but also molds for creating more, as well as various tools needed. More to come, let me know what you think!