Thursday, August 27, 2015

Classes as professions

I've noticed, in the time I've spent collecting and using various RPG supplements for research and development of my own projects, that the idea of 'class = job' is rather prevalent. What I mean by this is, say, when a writer wants to create a new class for their game, what they do is they consider an archtype, say the bard, and they then say that ALL bards behave to a certain code of conduct/style/concept for the purposes of their world. Which is fine, it's all well and good, but when you change cultures in your world, or start considering other styles, then you have to create a new class to accommodate that.

Another example is making specific styles of combat a class of their own, so a guy with a spear isn't just a fighter equipped with a spear, he's a Spear-Man. Or a hobbit with a sling isn't just a hobbit with a sling, it's now a Slinger. By creating these very narrow channels in which a character can exist, yes, you allow for a greater amount of specialization for your players to pour over, but you also create a world where people are very narrowly defined by what weapon they carry. That's no longer a farmer, that's a Horticulturalist, fourth level. The woman hitting a cat with a paddle is now a Pussomancer, first level.

See? When you continue this line of logic it becomes ridiculous. Stick with the three biggies (Hittie Man, Thiefy Man, Spelly Man) and create the ability for your players to specialize on their own, if they want to.

Thursday, August 13, 2015

Dhel'Ra

Those who live in the southern lands speak often of the strange cousins, the Dhel'Ra, Those With Beaked Faces. Visitors' confusion or disbelief is met with good humor, even by the Dhel'Ra, as aside from their raven-like heads they are neither monstrous nor uncivil. Many are traders and merchants, travelling the southern lands, though rarely venturing further north than the frost.

They act, live, dress, and behave like any other dweller of the southern lands. They just have bird heads, feathers, and three fingers on each hand.

Thursday, August 6, 2015

Five Reasons For Losing Interest

1. No feedback

2. No feedback

3. See 1.

4. Just getting tired of the whole, fruitless endeavor.

5. You plan on slowing down and putting up one update a week, maybe two at the most.

Wednesday, August 5, 2015

Report From the Front, Found on a Dessicated Corpse, Year 32,176

Log 34

Missed reporting in yesterday; attacked by spider-looking things with too many legs and not enough torso. I call them 'eaters'. Reasons should be obvious.

Managed to break through the wall on old Eternam building, explored a bit; found some supplies, a few old cartridges, tinned food, lots of bodies. Collected some extra clothes for winter. The cloud tried to get in but I beat it back with my stick and put a couple boards in its way. Nothing alive in here aside from eaters, who came pouring up from the subway access. Shot at them a couple times before legging it, risked the cloud by kicking through barricade, managed to get through without much trauma: can't remember my mother's face.

Spending today taking stock of supplies at safe-house Boondoggle. Relaxing with recordings of symphony orchestra. Two more months before I can leave.

Monday, August 3, 2015

Five Things You Never Thought You'd See From the Other Side Of An Airlock

1. The remains of the crew, reduced to a shambling, mindless horde by brain-burrowing parasites, hammering on the door, their bloody prints slowly becoming a single mass.

2. The captain, smiling at some private joke and waving at you, his finger still on the button.

3. The vastness of space where the ship should be.

4. A sad clown.

5. A hand-written sign, being held up by an imposter posing as the ship's physician, saying "I just wanted to go into space."

Sunday, August 2, 2015

Bardic Knowledge

Any time a knowledge check needs to be made, a bard in the party can roll their catch-all bardic knowledge for some information. This information, however, may not necessarily be relevant to the situation at hand, as the focus here is on myths, legends, and stories told about or around the subject. Any failed bardic knowledge check is 50/50 either misinformation or misremembered, or the bard just draws a blank and has no idea. Successful checks, on the other hand, can be used to create a new bard's song, using the rules provided.

The information recalled from a bardic knowledge check can be turned into either a one-shot ditty or song which provides a large bonus for its duration to something related to the subject matter (A song about a city might provide better movement rates within, or about a creature a bonus to harming it or avoiding its attacks), or a new song for the repertoire which provides a smaller bonus.

Saturday, August 1, 2015

Ray Hess

A wandering vagabond, always seen at the reins of a modest-sized vardo guiding a trio of goats. He makes a living selling a variety of snake-oils, cure-all ointments which do nothing except line his pockets with ill-gotten silver. He also endears himself to communities by being a half-decent storyteller and passable musician with the flute and fiddle. When he leaves most communities find themselves to be a few items poorer, usually small, easy-to-palm items from shops and inns, but the occasional family heirloom has gone missing in his wake. Rarely a few local girls also 'disappear', although they usually come back within a day or two dejected, embarrassed, and no longer virginal, assuming they were in the first place. Ray is constantly on the move, trying to outrun his own reputation.