So it is St. Patricks’s Day. Also known as St. Patty’s Day, St. Paddy’s Day, That day we drink green beer, etc. I normally would have posted yesterday, but I was driving across the wilderness that is Iowa. Continue reading St. Patrick’s Day
So I’m sitting here at Buffalo wild wings, using the WordPress and on my phone to do this post. Normally, I reserve such things for my computer as I find it much easier to type on the keyboard instead of swiping around and having autocorrect “fix” my mistakes.
But since my phone is always with me, this will make things easier in the frequency of posting.
I know I’ve talked about this before. Designing a magic system. This is the biggest hurdle I’ve faced in writing Eldritch Adventures. Continue reading Magic Systems
I’ve decided that for world building for Eldritch Adventures I am going to run a game. This game will have the players taking part as deities of the world. They take turns adding features to the world and building it up.
Over the next few days, I’ll be posting some character write ups in Eldritch Adventures and Via Astrum. The first two characters will be for Eldritch Adventures and are characters of mine originally in D&D. The first is Farsi Demotaka, a kensai; and the second is Arthur, a mage forced to hide his talents due to magic being outlawed in his home country.
Following this will be my take on some iconic science-fiction characters. To keep any potential copyright arguments at bay, the characters will be referred to by their archetype rather than name. I am sure that they can be figured out fairly easily.
I spent a few hours this afternoon creating a map for the setting. Over the course of the map creation, some cities got moved from their original locations, and I swapped east and west.
My goal now is to take a country and flesh it out. Give it a ruler, some history, culture and people, along with plot hooks. I will try to get one of these done a month, and release them on DTRPG.com probably in the $2.50 – $5.00 range. The biggest hurdle will be the maps. I’m using Campaign Cartographer 3, and it is not the easiest software to get a good map out of. But when you do, you get a beautiful map. The current map is shown below. The only thing changed from the pic to now is the scale by a factor of 4.
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 (www.seventhsanctum.com). 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.
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?