Posts

Star Wars Movies Ranked

Image
Everyone else has written their own variation of this list, so figured I'd give it a shot as well. I'm not reviewing these movies, but rather just ranking them and putting cursory reasons down why I have them sequenced by my own perceived quality.  9) The Prequels - I'm going to lump these 3 films together, in the garbage. I know these films have their fans, but be honest. If the titles replaced 'Star Wars Episode __' with 'Space Adventure Chronicle ___' but was otherwise the same, would you have watched them more than once? The only way I'll watch these again is when the bottom right corner of the screen features the silhouettes of a man and his 2 robot friends.  Good stuff : Not much good stuff here, but at least we can send kudos to Lucas for trying to do something new. Visually, yes, these films are strikingly different from their predecessors. And, the saber duel in the first prequel is pretty cool. Lest we forget, the prequels did beget the well d

Basic Fantasy Combat via Maptool

Image
The framework I've created for BF is relatively simple. After I create a token, I can define its attributes, one of the most critical being its attack forms. On my Campaign window (Maptool gives you several windows, one of which is a blank canvass where you can store macros accessible to your players), I can press this button to launch a macro with a token selected, which will prompt me for the name of the attack and damage dice to roll.  After all the attacks are defined, I can click another button, visible in the first image above, 'NPC Attack', and the results will spit out to Maptool's chat window.  I eyeball this output and compare it to the targets' AC.  I use a different macro, visible in the first image above as 'New Weapon, to assign a weapon to a PC. I've programmed a slightly different input screen for this, as you can see: Whenever a PC makes an attack, they get a prompt asking for which weapon should be used. Ability bonuses or penalties are add

Current Basic Fantasy Game

Image
Here's how we currently are using Maptool to play our Basic Fantasy games. Like any software, Maptool continues to evolve, as does my macro framework for playing the game. Having said that, the macros we use have remained pretty stable over the past year or so. If you're not yet sold on using a VTT for gaming, hopefully this post will peak your interest. Hovering a mouse over a token reveals the most relevant stats for a character. You can customize this summary in whatever way you wish for your game. I've tried to arrange this info into the most compact and sensible way possible.  If you're a gamer, many if not most of these abbreviations are obvious. I've coded the framework so that a lot of the info can be referenced automatically instead of needing to be manually input. The BAB is a great example. Base Attack Bonus is derived from Hit Dice (HD or level) and from the character class. My framework can calculate the BAB on the fly for display. I should also note th

Undead Should be Frightening

 Innumerable folks have pointed out that the undead in fantasy RPGs aren't particularly intimidating. Sure, they have a few immunities, but otherwise, a regular animated skeleton isn't mechanically much different that the garden variety orc.   Part of this problem could certainly be solved with placement. Again, as others have mentioned, let undead monsters rise up from pools of water or other airless spaces, to better emphasize their un-living nature.   One idea I've been chewing over, for non-sentient undead at least, is to change how they can be damaged. In movies, zombies can lose limbs, eyeballs, even legs, before they're finally stopped. You can beat the pulp out of them, but they still keep coming!  Now, lots of rules systems have introduced various damage reduction schemes for undead already, such as skeletons taking half-damage from slicing weapons. But, I had an idea beyond mere damage reduction.   What if, after players roll their weapon damage, the GM rolls

Running a Dominion in Fantasy RPGs

Image
  While I adore the original domain management rules in the D&D Companion set, they always felt incomplete to me and needlessly complex. For example, extensive rules are given on how to account for expenses for a baron getting a visit from his king, but there’s no breakdown of how players can spend resource income. The rules mention trade routes and tolls as something that could be valuable to a dominion, but there’s no specifics on how to incorporate them in a dominion’s statistics.     And forget scalability! Can you imagine rolling for hex resources and population changes for every hex in an empire?   What I propose instead is a much more abstract system, where a dominion consists of jurisdictions, or portions, that happen to be under direct rule. When establishing a dominion, roll a d100 for each province (whether a hex, a duchy or an entire kingdom) for resources. This die roll is multiplied against several factors that then determine resource production. These resources c

Why You Should Consider Using a VTT

VTTs have been around awhile, but from perusing various forum and blog posts, I get the impression that many gamers are unaware of their benefits. They're not just for virtual gaming sessions. They work extremely well for face to face games. So well, in fact, that you might want to reconsider investing in miniatures, terrains, etc. First off, I'll admit that there are a couple of big downsides to VTTs. If you use a PC at work all day, then staring at a screen as part of your RPG hobby may not be appealing. For me, this is definitely true towards Friday, when my eyes are pretty tired after finishing work. Second, the technical issues can be intimidating. I use Maptool, and Maptool connectivity can leave much to be desired. Plus, if you're using another software for voice, you have to deal with dropped calls and loss in sound quality. Having said all that, the benefits of a VTT outweigh the negatives. When they work (and I should note that the  majority of the time, these