Category Archives: gaming

Eldritch Adventures Setting

Last night I started crafting a setting for Eldritch Adventures. A lot of gamers like fluff and buy material based on the fluff. Right now, EA is all crunch.

So I brainstormed with the help of a random generator from Seventh Sanctum ( I randomly generated things, keeping track of those that struck a chord in my mind. I had a basic idea for what I wanted. Seven realms, 6 in the northern section of the continent, with an elven forest. Bordered on the east by sea, the north by tundra, the west by steppes and desert, and the south by dwarven mountains. South of the mountains, is another realm. More of a collection of city-states than a unified realm.

Armed with some names and a general idea, I began a timeline. The timeline consisted of mainly very rough highlights. Countries founded, countries lost. The six realms of the north are the Iron Caliphate in the Iron Desert, Aleraen, Toszacne, Lenbae, Ptossant, and Cendart. The city-state region is known as the City-States of Racaria. I also decided on general terms for a couple of the regions. Aleraen and Cendart comprise the Low Country, while Lenbae, Toszacne, and Ptossant are the Marches. Racaria of course is the region south of the mountains. The mountains themselves are the Dwarfhame Mountains. The elven forest as yet has no name. It borders Ptossant and the eastern sea. Cendart and a small portion of Ptossant border the sea.Racaria is bordered on the east and south by the sea and the north and west by the Dwarfhame Mountains.

I’m undecided what lies beyond the Iron Desert, with the exception of that being the homeland of the scale-kin.  Far to the east, over the sea lies another continent. This one home to two previous empires. Empire of the Sigil and Empire of the Viridian Ring. Sigil rose and Sigil fell after 1500 years. A thousand years later Viridian Ring rises. This lasts 2500 years, until it is destroyed by an apocalyptic horde of undead. Refugees from the Empire cross the sea and settle Racaria. The six Northern kingdoms are settled from Racaria.

As I progressed through my brainstorming, I came up with some personalities. From an innkeeper with a hidden past, to a thousand year old wizard shrouded in mystery, to the gruff leader of an organization tasked with hunting down fugitives from justice. They mostly have colorful names, Chastity Sunrise, Solitaire Blood, Warden Darkrose. Of course, I needed to come up with some organizations in support of a couple of the people. The Wardens. The Ironguard.

I’ve also named a few of the larger city-states in Racaria; Elrasc, Glory, Adoharr, Linadans, and Hegian. There are also the Guild cities, a loose republic which sits on the Racarian side of the Dwarfhame, and controls most of the trade between Racaria and the six kingdoms. With each country also comes coins.

This is a good start to the world. My next steps are to create a map, flesh out the countries and cities and cultures of each, and provide places for adventures.

Astra Imperia Aide

I’ve recently begun working on a computerized play aid for Astra Imperia. This will relieve some of the book work by computerizing it. As a program of this nature is complex and I’ve only just started, there is no determined delivery date. Over on the Aurora forums, I have posted a couple screen shots of what I have currently.

Via Astrum

Via Astrum.

RPG set in space. Well, set in the universe of Astra Imperia. A lot is done on this one. Stuff left is some random event charts in character creation, a Xeno chapter for the space critters, and some universe fluff.

The system itself has remained remarkably stable over the development. I’m not sure if that is a good thing or a bad thing. At one point I did try to bolt EA onto the VA system, but it lost a lot of what I felt made EA unique. Enough meanderings.

Via Astrum draws inspiration from Traveller, Shadowrun/Cyberpunk, and numerous other sources. Players familiar with those games might be able to see where VA drew on those for inspiration. There is enough flexibility in the system to let a GM run a military style campaign, where all of the characters are military or some form of special ops, to a trader or exploration theme. Characters can be anything from military to mercenaries to pirates to college professors (think Indiana Jones here instead of your English Comp 101 teacher). The background only includes two alien races, but that is easily expandable.

For the future, I’m looking at an aliens book with more on the existing aliens and more aliens. I’ve also been thinking of a number of character class books, military, criminal, trader/megacorp, academic, and government to flesh out and expand the choices in character creation. Obviously a gear book is also something that would be good. One can never have enough gear options.

Again, people wanting to play test should get in contact with me.

Eldritch Adventures

While discussing the weapons in EA with a couple friends, it came up that overall the morning star is the best weapon on a speed vs. damage rate.

A bit of background. Combat in EA is not like most rpgs. Initiative is continuous, meaning you roll for your next slot as soon as you finish your turn. With a fast weapon and good stats, you can attack multiple times before someone with a slow weapon may attack. This is all very good, except the initiative was modified from a standard “everyone goes then roll again” system. The damages on the weapons weren’t as glaringly unbalanced then. So after a few hours of entering weapon damages and speeds into a spreadsheet and tinkering, I decided that certain classes of weapons will have an average speed. The ratio between speed and damage was going to be as near to 1 as I could make it. I should note here that when I say damage, I mean the average damage on the dice, excluding any bonuses; so 2d6 has an average of 7. This threw out my first idea that one handed weapons do one die of damage, two handed weapons do two dice, and polearms do three dice. Polearms are hard hitting but incredibly slow. Upside to them, anything you smack with it is most likely going to stay smacked.

So now the weapons are all “balanced” to a speed/damage ratio of 1. This means that the overall dps per weapon is consistent. The only variation now involved is character strength and skill. And armor.

Speaking of armor, the initiative process was to roll 1d10, add weapon speed and subtract character Speed. This is now roll 1d10, add weapon speed, add 1/2 armor DV (defense value), subtract the average of Speed and Perception. This makes moving in heavier armors slower as well as adding a perception component. One of my friends pointed out that how fast you move in a combat is not always about how fast you move, but also how well you notice openings. Hence the addition of Perception to the equation.

The only real thing left to finish up is the magic system. I don’t know how many times I’ve changed it, but each time it is because I am unhappy with it. All I really need to do is finish writing out the spell descriptions for a couple hundred spells. Tedious work, but it needs to be done. Then a lot of play testing. Which means people interested in running the same encounter over and over again to generate the data I need. Any volunteers?

My Gaming

I’ve been involved with role-playing games since 1980, and computer games since 1984 or thereabouts. I’ve played most of the table-top rpg’s out there. A few of my favorite, or go-to games are D&D (3rd Ed), GURPS, and Hero System.

Recently I’ve started to write games. I self-published a wargame called Astra Imperia. I’ve been working on a fantasy rpg called Eldritch Adventures and a science fiction rpg called Via Astrum. I’ve also been working on another wargame called Project:GOLEM, in addition to a second edition of Astra Imperia.

On the computer side of things, I’ve got a futuristic computer hacking rpg called CyberHack. I’ve also toyed around with a computer rpg based on Eldritch Adventures and a wargame based on Astra Imperia.