Description: The Eladrin is an ancient race that is essentially a genetic redesign of Human DNA for the purposes of colonizing Arborea. Their heritage has shaped them into a mystical race with a bond with the Orgone energy. Bred by the ancients to fit the arboreal planet of Arborea, the Eladrin have built a highly advanced society based on Arcane Magic. The Eladrin are practical and not superstitious. They are often very curious and have found many solutions to various problems.
The Eladrin are very long lived. In pre-history, during the first Interstellar War, the Eladrin used their starships to defend Arborea from humanoid aliens of a cephalpodic tenticular persuasion. Their ships were powered by Magic itself, and the weapons they used were powered by magic. The spells they unleashed during the war was devestating and even apocalyptic. However, it was all in vain. The tenticular humanoid aliens managed to get to Arborea's star system and started a systemic invasion of their solar system. Faced with no other alternative, the Eladrin gated the elves to Galatea and proceeded to blow up their planet as a last ditch defense.
The explosion of Arborea was spectacular. The magic the Eladrin used was a powerful ritual that destabilized the core of the planet and caused rupture along the tectonic plates. The invasion fleet of the humanoid cephalopods was obliterated and the planet itself was in ruins. But the planetary pieces of Arborea are actually holding together due to central gravity and Eladrin magic of the survivors. Still, any Eladrin ships limped to Galatea using Relativistic time dilation rather than their faster-than-light engine systems.
Reaching Galatea a few thousand years later rather than by Stargate or Hyperspace, the Eladrin had settled in the subcontinent of Killyronde to start over and begin a new life with the fledging nation of Myst'ilanas. The people here are exhausted and tired, knowing that their days of glory are over thanks to the aliens they fought. They then put their ships on course for the sun and flew their ships directly into the sun.
Appearance: The Eladrin are imposing and dashing in appearance. Males on average are about 6 feet and five inches tall. Male Eladrin are muscular, which is indicative of their strength and new lifestyle of eking out a new civilization on Galatea. Female Eladrin are curvaceous, but can range from voluptuous and lithe. The skin tones of the Eladrin range from reddish to white to bronze. Hair color has a similar range, ranging from silver blond to golden black.
Eladrin Racial Traits:
Monday, March 8, 2010
Pathfinder Fighter
Contemplating the Martial Art abilities of the fighter, since I see the fighter as a Martial Artist, I took a stronger look at the Pathfinder Fighter. One thing is for sure, a Fighter is a student of the Artes de Mars, those techniques which would improve on hitting your opponent.
Random 4e Supporter: "Ah, but the fighter gets only one basic attack."
I'm proving you wrong. That's why I'm developing Martial Arts rules for the Fighter in the field. These martial arts appear as Weapon Arts, the art of using the sword, staff, hauberk, pitchfork, war flail, and other weapons to better get your opponent and to defend yourself. I've chosen to develop three core arts tht are still alive (one is technically resurrected) from two different cultures and then to expand from there.
Medieval Swordsmanship: Medieval Swordsmanship is the base that all fighters learn. On the Academy of Medieval European Arts web page, Medieval Swordsmanship is combat skills. Some of the skills include: Grappling (that's Wrestling to you), Archery, Longsword, Dagger, Arming Sword (broadsword), Poleaxe, Spear, Armored Combat, sword and buckler (sword and shield), and Mounted Combat.
Special Abilities:
Base Attack: That one basic attack some 4th Ed players complain about.
Parry: The art of blocking your opponent's blade with your blade.
Half-swording: The art of using your sword as a club by holding the blade.
Tai Chi Jian: Another living sword art. This is the sword art that the flashy fights you see in Hero and Crouching Tiger Hidden Dragon is based on. It's a living art that is taught as part of Tai Chi Quan; thus its a part of Tai Chi. The fighter specializing in Tai Chi Jian must learn Tai Chi Quan first. A master of Tai Chi Jian can reach harmony with the Laws of the Universe and master them. It is an elegant style.
Special Abilities
Base Attack: Yet again, that one basic attack.
Parry: Parry yet again.
Renaissance Arte of Defence: The final one to build on is the Renaissance Arte of Defence. Mostly practiced with the rapier, sabre, or foil, its as elegant as Tai Chi Jian. The Arte of Defence is often showcased in movies like The Princess Bride. Again, its about defending yourself. Unlike Medieval Swordsmanship, the fencer often trained with one weapon (and used guns instead of the other arts).
Special Abilities:
Base Attack
Parry
What I am proposing is to change the fighter into a general martial art stylist, and make the duelist PrC a Prestige Class specializing in mastery of one particular Weapon Art. Fortunately, the Pathfinder version allows one to do that. In Rolemaster this is a lot easier than it looks with the Martial Arts Companion, in d20 -- what ever the version -- its a lot harder than it looks because 4th ed and Pathfinder doesn't give you a lot of options.
Random 4e Supporter: "Ah, but the fighter gets only one basic attack."
I'm proving you wrong. That's why I'm developing Martial Arts rules for the Fighter in the field. These martial arts appear as Weapon Arts, the art of using the sword, staff, hauberk, pitchfork, war flail, and other weapons to better get your opponent and to defend yourself. I've chosen to develop three core arts tht are still alive (one is technically resurrected) from two different cultures and then to expand from there.Medieval Swordsmanship: Medieval Swordsmanship is the base that all fighters learn. On the Academy of Medieval European Arts web page, Medieval Swordsmanship is combat skills. Some of the skills include: Grappling (that's Wrestling to you), Archery, Longsword, Dagger, Arming Sword (broadsword), Poleaxe, Spear, Armored Combat, sword and buckler (sword and shield), and Mounted Combat.
Special Abilities:
Base Attack: That one basic attack some 4th Ed players complain about.
Parry: The art of blocking your opponent's blade with your blade.
Half-swording: The art of using your sword as a club by holding the blade.
Tai Chi Jian: Another living sword art. This is the sword art that the flashy fights you see in Hero and Crouching Tiger Hidden Dragon is based on. It's a living art that is taught as part of Tai Chi Quan; thus its a part of Tai Chi. The fighter specializing in Tai Chi Jian must learn Tai Chi Quan first. A master of Tai Chi Jian can reach harmony with the Laws of the Universe and master them. It is an elegant style.
Special Abilities
Base Attack: Yet again, that one basic attack.
Parry: Parry yet again.
Renaissance Arte of Defence: The final one to build on is the Renaissance Arte of Defence. Mostly practiced with the rapier, sabre, or foil, its as elegant as Tai Chi Jian. The Arte of Defence is often showcased in movies like The Princess Bride. Again, its about defending yourself. Unlike Medieval Swordsmanship, the fencer often trained with one weapon (and used guns instead of the other arts).
Special Abilities:
Base Attack
Parry
What I am proposing is to change the fighter into a general martial art stylist, and make the duelist PrC a Prestige Class specializing in mastery of one particular Weapon Art. Fortunately, the Pathfinder version allows one to do that. In Rolemaster this is a lot easier than it looks with the Martial Arts Companion, in d20 -- what ever the version -- its a lot harder than it looks because 4th ed and Pathfinder doesn't give you a lot of options.
Labels:
Fantasy Roleplaying,
Galatea,
The Known Lands
Sunday, March 7, 2010
D20 Classes in the Lands of Galatea
For the D20 Edition (OGL) of Galatea, the following classes are available.
WARRIORS
Barbarian (Conan RPG): The Standard, book styled Barbarian. The Barbarians of Galatea mostly come from the Nomad Lands, Amazonias, Long Island, and Northumberland.
Fighter: Standard weapon arts stylist. The fighter will have access to many Arts of Mars to give the class more variety.
Hunter (WoW RPG): Hunters help their nation at large.
Noble (Courtier from Rokugan): The noble is found throughout the Caithness Isles, including the Republic of Devonshire.
Paladin: The Knights of the Light, the Knights of the Red Hand, the Knights of the Blood, and the Knights of Christ, and the Knights of the One.
Ranger: Keeps wilds safe.
PRIEST
Cleric: Clerics act as intermediaries between the people and their deities.
Druid: Druids act as intermediaries between the people and nature.
Shaman (WoW RPG): Shamans are spiritual leaders for their tribe, acting as intermediaries between the people and the spirits.
WIZARD
Mage (WoW): Manipulates the Orgone Energy into spells of evocation and invocation, mostly.
Inscriber (WoW): Manipulates the Orgone Energy into runes from the Ancient language.
Necromancer (WoW): Manipulates the Orgone Energy in terms of life and death, mostly death. (NPC prefered)
Warlock (WoW): Studies magic in conjuring and manipulating demons and destruction.
Runemaster (WoW): A non-spell thrower type of wizard that uses runes increase their abilities.
THIEF
Rogue (WoW): Criminals or Agents, its expected that player Rogues will be agents: part of the Shattered Hand, or Department 7, or MI:7.
Scout (WoW): They scout out various positions of the enemy or the wilderness.
OTHER
Engineer (WoW): Makes machines with the Lost Tech of the Earthlings or the Ancients. :)
WARRIORS
Barbarian (Conan RPG): The Standard, book styled Barbarian. The Barbarians of Galatea mostly come from the Nomad Lands, Amazonias, Long Island, and Northumberland.
Fighter: Standard weapon arts stylist. The fighter will have access to many Arts of Mars to give the class more variety.
Hunter (WoW RPG): Hunters help their nation at large.
Noble (Courtier from Rokugan): The noble is found throughout the Caithness Isles, including the Republic of Devonshire.
Paladin: The Knights of the Light, the Knights of the Red Hand, the Knights of the Blood, and the Knights of Christ, and the Knights of the One.
Ranger: Keeps wilds safe.
PRIEST
Cleric: Clerics act as intermediaries between the people and their deities.
Druid: Druids act as intermediaries between the people and nature.
Shaman (WoW RPG): Shamans are spiritual leaders for their tribe, acting as intermediaries between the people and the spirits.
WIZARD
Mage (WoW): Manipulates the Orgone Energy into spells of evocation and invocation, mostly.
Inscriber (WoW): Manipulates the Orgone Energy into runes from the Ancient language.
Necromancer (WoW): Manipulates the Orgone Energy in terms of life and death, mostly death. (NPC prefered)
Warlock (WoW): Studies magic in conjuring and manipulating demons and destruction.
Runemaster (WoW): A non-spell thrower type of wizard that uses runes increase their abilities.
THIEF
Rogue (WoW): Criminals or Agents, its expected that player Rogues will be agents: part of the Shattered Hand, or Department 7, or MI:7.
Scout (WoW): They scout out various positions of the enemy or the wilderness.
OTHER
Engineer (WoW): Makes machines with the Lost Tech of the Earthlings or the Ancients. :)
Galatea protected by Creative Commons
Just to remind you: Galatea is fantasy adventure setting that sets itself out with some realistic elements. I've been using a lot of reference and other companies' books to write the setting. The first version will be for the d20 System (OGL) and it will be published with a Creative Commons (Attribution-Share Alike 3.0 United States) license. I.e. the Game Rules will be under the OGL, and the Fluff will be protected by that particular Creative Commons license. This way, I'll be keeping certain rights to myself. That way, those rights will be up for sale: like the right to for a company to keep its derivative of the original Galatea to itself. This right is called the Exclusive Derivative System Right (or more simply the Right to print in the title page of your Galatea derived book "This Wizards of the Coast game product contains no Game System License content. No portion of this work may be reproduced in any form without written permission.")
The World of Galatea and its fluff and rules will be open for anyone who buys it to publish derivative works in any system they wish. GURPS, Rolemaster, D&D 4e, Swords and Wizardry, Palladium: you will be free to republish the World in any game system or make derivative works for that system. This is simply because Intellectual Property is a total myth. Ideas can only live and thrive if they are enjoyed and propagated by all who read, see, and hear them.
If a company wants an exclusive license to publish the World of Galatea, they have that right to seek it. But isn't it easier just to publish your work without the exclusive license? :)
The World of Galatea and its fluff and rules will be open for anyone who buys it to publish derivative works in any system they wish. GURPS, Rolemaster, D&D 4e, Swords and Wizardry, Palladium: you will be free to republish the World in any game system or make derivative works for that system. This is simply because Intellectual Property is a total myth. Ideas can only live and thrive if they are enjoyed and propagated by all who read, see, and hear them.
If a company wants an exclusive license to publish the World of Galatea, they have that right to seek it. But isn't it easier just to publish your work without the exclusive license? :)
Saturday, March 6, 2010
Elven Ranger
Massalian Ranger by ~Atlantean6 on deviantART
Courtesy of 3D Universe's V4 Ranger. :) She's scouting the forest for something. I wonder what it could be. ;)
Friday, March 5, 2010
The Lands of Galatea
Noticing the map of Galatea, you have many lands in which to explore the world. Make no mistake, however, the islands are either islands or sub continents. In either case, the map shows only part of a planet. The planet is bigger than you realize.
The Galatea campaign is centered around the Caithness Isles. And because the planet is bigger than is perceived by the map, there is a whole world to explore beyond those Isles. The Isles of Caithness are based on the Moonshae Isles of the Forgotten Realms. Not in culture, but more closely to size. The Isles of Caithness is dominated by an Anglo-Saxon culture -- British Culture -- during the Medieval period in our planet's history. Although most fantasies equal a vacation in the English Countryside, starting small is the best way to go.
The Caithness Isles is dominated by Caithness in the East and Killyronde in the West. Caithness is Human dominate and Killyronde is Orc dominate. The other islands include Long Island, Khorium, Angland, Amazonias, New Massalia [Anglesey] and the Shakespeare Islands [that is "SHAKE SPEAR" to you].
The nations include: The Hordelands, Myst'ilanas, the Nomad Lands, Quel'lathor, Achaia, Amazonias, Quel'thalor, Caithness, Khorium, New Massalia, Northumberland, the Republic of Devonshire, Al-Caria, and Angland. Lands without a government include the Savanna, the Mystic Snowlands, the Ancient Desert, the Deadly Swamp, the Shakespeare Islands, Long Island, and the Farlands.
Myst'ilanas: Myst'ilanas is a land of the Eladrin. A few of the Eladrin had escaped Arborea after it had literally exploded. They made their way to Galatea by way of magic and settled the land of Myst'ilanas. The deep virgin forests, lakes, and pristine land with a few ruins was the perfect place for the Eladrin to construct a new nation. The elvish Eladrin are constructing a city of magic here, and maintain a portal to Arborea. The elves of Myst'ilanas know that their time for glory has passed and they are only looking to maintain their culture here.
The eladrin still build their signature towers, but there are few of them. The great towers are surrounded by trees and village houses as the Eladrin are starting over in the planet of the Ancients. The homeworld of the very beings that created the Eladrin from human DNA.
The Nomad Lands: A land of roving nomads, the Nomad Lands is deadly to the overzealous proselytizer of any religion or -ism. The people are the survivors of the great Religious Purge that happened two thousand years ago when all the Non-Believers tried to slay the People of the Book (Christians, Jews, and Muslems). As a result, the Christians struck back, won, and relocated everyone who didn't believe to either to the Nomad Lands, Long Island, or to Angland. The people here are pagan, heathen, shamanistic, and anything else. Their attitude on missionaries can be summed up as this: "Thor is a god, Krishna is a god, and Christ is a god. What makes your god that says "I don't exist" better than any other god?"
The law here is nearly non-existent, as the nomads are mainly human and exist in a bunch of tribes that enjoy raiding settlements and people for food and goods. The whole reason why the lands are considered a nation is because the Nomadic tribes here are generally well behaved to each other and use a tribal system of laws that default to Family Law. And laws are often enforced by the point of a sword or the blunt end of a club more than anything else.
The Hordelands: The Hordelands is controlled by the orcs, the Gothicos horde. These orcs are moving away from Demon and Devil Worship and are rediscovering Shamanism. The Gothicos Orcs are a horde of tribes that are united by a Warchief or a High Chief. The skin of the Gothicos horde are varying shades of green.
The clans include the Silverfangs, the Desert Vipers, the Battered Axe, the Black Talons, the Brown Elk, and the Flaming Sword. The Hordelands government is progressive, the orcs generally are ruled by an enlightened monarch, therefore the orcs are on the road to prosperity. Lately, since the badlands of Killyronde contains a lot of clay the major artform of the orcs is decorative pottery. In fact, orc potters often feel pride and this has fueled healthy competition.
Quel'lathor: Quel'lathor is a land settled by wood elves. The wood elves have blended themselves well into the forests and trees of Quel'lathor and have built a society based around the pagan religion of druidism and sacred knowledge. The druids keep the lore and maintain the spiritual of the people. The bards sing and tell tales of the legends and history of the people, as the wood elves have a very oral history. The Vates of the Wood Elves are often handed the task of enforcing the law while the druids judge the people by Wood Elf law.
The elves of Quel'lathor has opened a dialogue with the people of Myst'ilanas: but the more autocratic Eladrin are a source of problems for the wood elves of Quel'lathor. The freedom loving wood elves take exceptions to the Eladrin's ways of making everything . . . hard. Always pomp and circumstance with them.
Achaia: Achaia is a land that is good. It's full of good farmland and is controlled mostly by peace loving Minotaurs. The minotaurs of Achaia glorify in strength and in the Sun. Their government is based on ancient Greece, but their land is small enough that the various towns and cities are united by one Tyrant. The justice system is based on trial by archons (or triad). Their religious -ism is Shamanism and the worship of the Ancients.
part 2 next...
The Galatea campaign is centered around the Caithness Isles. And because the planet is bigger than is perceived by the map, there is a whole world to explore beyond those Isles. The Isles of Caithness are based on the Moonshae Isles of the Forgotten Realms. Not in culture, but more closely to size. The Isles of Caithness is dominated by an Anglo-Saxon culture -- British Culture -- during the Medieval period in our planet's history. Although most fantasies equal a vacation in the English Countryside, starting small is the best way to go.
The Caithness Isles is dominated by Caithness in the East and Killyronde in the West. Caithness is Human dominate and Killyronde is Orc dominate. The other islands include Long Island, Khorium, Angland, Amazonias, New Massalia [Anglesey] and the Shakespeare Islands [that is "SHAKE SPEAR" to you].
The nations include: The Hordelands, Myst'ilanas, the Nomad Lands, Quel'lathor, Achaia, Amazonias, Quel'thalor, Caithness, Khorium, New Massalia, Northumberland, the Republic of Devonshire, Al-Caria, and Angland. Lands without a government include the Savanna, the Mystic Snowlands, the Ancient Desert, the Deadly Swamp, the Shakespeare Islands, Long Island, and the Farlands.
Myst'ilanas: Myst'ilanas is a land of the Eladrin. A few of the Eladrin had escaped Arborea after it had literally exploded. They made their way to Galatea by way of magic and settled the land of Myst'ilanas. The deep virgin forests, lakes, and pristine land with a few ruins was the perfect place for the Eladrin to construct a new nation. The elvish Eladrin are constructing a city of magic here, and maintain a portal to Arborea. The elves of Myst'ilanas know that their time for glory has passed and they are only looking to maintain their culture here.
The eladrin still build their signature towers, but there are few of them. The great towers are surrounded by trees and village houses as the Eladrin are starting over in the planet of the Ancients. The homeworld of the very beings that created the Eladrin from human DNA.
The Nomad Lands: A land of roving nomads, the Nomad Lands is deadly to the overzealous proselytizer of any religion or -ism. The people are the survivors of the great Religious Purge that happened two thousand years ago when all the Non-Believers tried to slay the People of the Book (Christians, Jews, and Muslems). As a result, the Christians struck back, won, and relocated everyone who didn't believe to either to the Nomad Lands, Long Island, or to Angland. The people here are pagan, heathen, shamanistic, and anything else. Their attitude on missionaries can be summed up as this: "Thor is a god, Krishna is a god, and Christ is a god. What makes your god that says "I don't exist" better than any other god?"
The law here is nearly non-existent, as the nomads are mainly human and exist in a bunch of tribes that enjoy raiding settlements and people for food and goods. The whole reason why the lands are considered a nation is because the Nomadic tribes here are generally well behaved to each other and use a tribal system of laws that default to Family Law. And laws are often enforced by the point of a sword or the blunt end of a club more than anything else.
The Hordelands: The Hordelands is controlled by the orcs, the Gothicos horde. These orcs are moving away from Demon and Devil Worship and are rediscovering Shamanism. The Gothicos Orcs are a horde of tribes that are united by a Warchief or a High Chief. The skin of the Gothicos horde are varying shades of green.
The clans include the Silverfangs, the Desert Vipers, the Battered Axe, the Black Talons, the Brown Elk, and the Flaming Sword. The Hordelands government is progressive, the orcs generally are ruled by an enlightened monarch, therefore the orcs are on the road to prosperity. Lately, since the badlands of Killyronde contains a lot of clay the major artform of the orcs is decorative pottery. In fact, orc potters often feel pride and this has fueled healthy competition.
Quel'lathor: Quel'lathor is a land settled by wood elves. The wood elves have blended themselves well into the forests and trees of Quel'lathor and have built a society based around the pagan religion of druidism and sacred knowledge. The druids keep the lore and maintain the spiritual of the people. The bards sing and tell tales of the legends and history of the people, as the wood elves have a very oral history. The Vates of the Wood Elves are often handed the task of enforcing the law while the druids judge the people by Wood Elf law.
The elves of Quel'lathor has opened a dialogue with the people of Myst'ilanas: but the more autocratic Eladrin are a source of problems for the wood elves of Quel'lathor. The freedom loving wood elves take exceptions to the Eladrin's ways of making everything . . . hard. Always pomp and circumstance with them.
Achaia: Achaia is a land that is good. It's full of good farmland and is controlled mostly by peace loving Minotaurs. The minotaurs of Achaia glorify in strength and in the Sun. Their government is based on ancient Greece, but their land is small enough that the various towns and cities are united by one Tyrant. The justice system is based on trial by archons (or triad). Their religious -ism is Shamanism and the worship of the Ancients.
part 2 next...
Labels:
Fantasy Roleplaying,
Galatea,
The Known Lands
Open Dare to Compare
I DARE anyone to compare an Apple (D&D 4e) with an Orange (Rolemaster) and put their comparison up on YouTube. Show the Strengths and Weaknesses of both and give your honest opinion on how both games handle. Honestly, its to give Rolemaster and the new ICE more publicity.
Pick up Rolemaster Classic and compare with with D&D 4e. Get a group and play both games in the interest of reviewing them. Make your games fun and inventive and exciting. Talk about character generation and how both games work in character generation (i.e. Character Law vs. Character Generation in D&D 4e). Compare magic systems (Spell Law to Powers in D&D 4e), and compare combat systems (Arms Law [2003] to Powers and Combat Resolution to D&D 4e); and compare monster stats (Creatures and Treasures to monsters in D&D 4e). Some important points to remember:
* Rolemaster is a Skill Based system rather than a level based one. The levels are antiquated and can be housed ruled away easily in Rolemaster.
* Both use different maths. Stress this. (in actuality, Rolemaster Math ~ especially the Math you see in Rolemaster Fantasy Roleplaying ~ is simple Arithmetic. You add and subtract bigger numbers).
* Dice are different. In D&D traditionally you use many different polyhedrons. In Rolemaster, you just use two decahedrons for task resolution.
Pick up Rolemaster Classic and compare with with D&D 4e. Get a group and play both games in the interest of reviewing them. Make your games fun and inventive and exciting. Talk about character generation and how both games work in character generation (i.e. Character Law vs. Character Generation in D&D 4e). Compare magic systems (Spell Law to Powers in D&D 4e), and compare combat systems (Arms Law [2003] to Powers and Combat Resolution to D&D 4e); and compare monster stats (Creatures and Treasures to monsters in D&D 4e). Some important points to remember:
* Rolemaster is a Skill Based system rather than a level based one. The levels are antiquated and can be housed ruled away easily in Rolemaster.
* Both use different maths. Stress this. (in actuality, Rolemaster Math ~ especially the Math you see in Rolemaster Fantasy Roleplaying ~ is simple Arithmetic. You add and subtract bigger numbers).
* Dice are different. In D&D traditionally you use many different polyhedrons. In Rolemaster, you just use two decahedrons for task resolution.
Thursday, March 4, 2010
My movie Recommendations
These are all movies that give me that glowing "RPG" moment, moments where I have flashes of Creativity. I say, if a movie can do that, it's doing its job. Okay, this is in no particular order.
1. Clash of the Titans (1981, 2010 is like . . . hopeful). This movie gave me my second "RPG" moment. Clash of the Titans, a movie about the Myth of Perseus, is perhaps the best movie I've seen. Even if the Animatronics the Master Ray Harryhausen had worked with is dated. Perhaps it was the monsters, perhaps it was the story, but I had my first "RPG" moment here. I wanted to live the adventure I witnessed at such a young age.
2. Jason and the Argonauts (1963, 2000) I got my first very first RPG moment from this movie. The movie is about the Argosy. It's a classic RPG campaign. Boy gets nearly killed, grows up, helps Hera across the river and loses a sandal, gets recognized by the king, promises to go on a perilous quest, assembles a crew which includes a woman and a transboy -- and the mightiest man in all Greece, goes sailing, nearly gets crushed, meets a beautiful girl, circumnavigates Europe . . . blah blah blah. Yep, this story is a great RPG campaign.
3. Percy Jackson and the Olympians: The Lightning Thief (2010) I saw this today. I Enjoyed it. Because, somewhere between the Fury and Hades Palace I got the feeling that this would be a great RPG campaign. I started dreaming up lots of monstrous encounters and suddenly the Olympian campaign felt fresh and wonderful to me.
4. He-Man and the Masters of the Universe (1982). I must have gotten a deep desire for D&D Basic while watching this series (linked "The Dragon's Gift" -- anything with Granamyr is top notch!). This series made me want to roleplay He-Man and his adventures. That was after I was reading the D&D ads in the comics, I'm so hooked!
5. Sinbad: Legend of the Seven Seas (2001). This movie was made by D&D fans. And the voice actors had lots of fun. And yes, I got a "RPG" moment from this movie. Need I say more?
Part 2 coming soon!!
1. Clash of the Titans (1981, 2010 is like . . . hopeful). This movie gave me my second "RPG" moment. Clash of the Titans, a movie about the Myth of Perseus, is perhaps the best movie I've seen. Even if the Animatronics the Master Ray Harryhausen had worked with is dated. Perhaps it was the monsters, perhaps it was the story, but I had my first "RPG" moment here. I wanted to live the adventure I witnessed at such a young age.
2. Jason and the Argonauts (1963, 2000) I got my first very first RPG moment from this movie. The movie is about the Argosy. It's a classic RPG campaign. Boy gets nearly killed, grows up, helps Hera across the river and loses a sandal, gets recognized by the king, promises to go on a perilous quest, assembles a crew which includes a woman and a transboy -- and the mightiest man in all Greece, goes sailing, nearly gets crushed, meets a beautiful girl, circumnavigates Europe . . . blah blah blah. Yep, this story is a great RPG campaign.
3. Percy Jackson and the Olympians: The Lightning Thief (2010) I saw this today. I Enjoyed it. Because, somewhere between the Fury and Hades Palace I got the feeling that this would be a great RPG campaign. I started dreaming up lots of monstrous encounters and suddenly the Olympian campaign felt fresh and wonderful to me.
4. He-Man and the Masters of the Universe (1982). I must have gotten a deep desire for D&D Basic while watching this series (linked "The Dragon's Gift" -- anything with Granamyr is top notch!). This series made me want to roleplay He-Man and his adventures. That was after I was reading the D&D ads in the comics, I'm so hooked!
5. Sinbad: Legend of the Seven Seas (2001). This movie was made by D&D fans. And the voice actors had lots of fun. And yes, I got a "RPG" moment from this movie. Need I say more?
Part 2 coming soon!!
A Rant about a Review on Youtube
After watching a review of D&D 4th Edition vs. 3.5 Edition (which the reviewer said -- hey, we all know its better anyway), I was kind of perturbed that he said that all rogues are the same. Blah, blah. It's like he glossed over the feat selections.
Well, I'm going to prove him wrong. :D
There is something in the d20 SRD called Unearthed Arcana which provided you with all the variants one could use. In my world, rogues are defined either by being criminals, or government agents (you know, James Bond types). So you have to your typical thief type rogue, and then the rogues who operate under the Shattered Hand (orcs) or the Impossible Mission Force (The Republic of Devonshire) for example. Rogues who work in Caithness are part of MI6 and are trained assassins and their code numbers usually start with . . . well . . . 00. :) In Al-Caria, they are training as Assassins, in Northumberland - your typical spy. In the Elvish nations, they are trained as quick and stealthy melee fighters who happened to be able to disarm traps. If they are trained at court (no matter what kind of court), they are courtiers and diplomatic attaches.
Righteousness aside, and Miles Gloriosi aside; it is possible for a 3.5 Edition Rogue to be different and still be classed as a rogue. So, what can be so wierd about that? Huh? In D&D 3.5, you can sell 4th by saying that character customizability was a weakness. Or you can ignore it and say that it is possible to customize characters in 3.5 every bit as much as you can in 4th Edition. So, why sell it up that a 3.5 rogue is the same as the next rogue?
Perhaps it is because we are losing a vital part of our play experience and its called imagination? The most important strength of playing RPGs is an exercise in imagination. Break the rules, do creative things with the game . . . You don't have to play by the RAW (rules as Written). Greywulf (Robin Stacey) doesn't play by the rules in 4th Edition. He's a good example of taking a game like 4th Edition and doing creative things with it. Sorry, who ever said that a 3.5 rogue is the same every time, but you just didn't look at the bigger picture. 4th has blinded you, made you forget what was capable of doing with 3.5 .
Oh and by golly, watch a movie or T.V. series that gives you D&D moments and forget which Edition is better. Just get some friends together, get some dice, and play (Wizards of the Coast may have a bias, but their commercial is about encouraging people to have fun with RPGs). :)
Review Percy Jackson and the Lightning Thief
I have just seen Percy Jackson and the Lightning Thief and let meu . . .
DUNGEONS AND DRAGONS potential!!! This movie just SCREAMS Olympian Campaign (high powered = 4th Edition, if you want a low powered Olympian Campaign, you do OD&D or Swords and Wizardry; Mid-powered = D&D 3rd Edition). Who would NOT want to play a Divine byblow? So, how would you do it? Well, in Fourth tell your players that you are all Demi-gods and start them at level 1. Why level 1? Because at level 1, which is the Divine Byblow level in 4th Edition, you would get cewl POWERZ based on your Olympian parent.
Just remember, each god represents an Olympian ideal.
ZEUS -- God of Thunder and King of the Gods (played by Sean Bean in the movie, good part for him). Throws lightning bolts. Zeus sires the greatest of heroes -- Perseus and Hercules comes to mind. Zeus sired the greatest fighters in Greek Mythology -- all except for Achilles. Zeus's divine byblows would have a physical advantage (+2 strength, +2 constitution). They'd also be head strong.
POSEIDON -- God of the Sea. Takes care of the ocean while Oceanus is away. Notable connections include Theseus. Poseidon can impart control of the water, and his sons and daughters would breathe water. He may even impart the ability to speak to aquatic animals. Also a physical advantage (+2 Strength, +2 constitution).
HADES -- God of the Underworld. Earth god, Hades has a reputation of being Satanic in the movies (everyone's afraid of Death . . . ) But actually Hades helped Perseus on more than one occasion. His byblows would never be in need of money. Charisma bonus (+2).
HERA -- Well, if the Queen were unfaithful, her byblows would be intrigue specialists. Rogues, but of the diplomatic kind. They always know the perfect gift, the perfect lie, and how to use their information. A gather information bonus (+2).
DEMETER -- Goddess of fertility. She would grant her byblows power over plants and plant growth. Think Phoebe in SkyHigh. Constitution Bonus (+2)
HESTIA -- Goddess of the Hearth. A Divine scion of Hestia means that she or he will always have a happy home, provide hospitality, and always knows how to serve his or her guests. Prescience would be her gift. Wisdom Bonus (+2)
APHRODITE -- Goddess of Love. All of her byblows are extremely beautiful. Aphrodite's sons would be Bishounen, and Aphrodite's daughters would be Bishoujo. +3 Charisma bonus and +5 bonus to Bluff for seduction purposes.
APOLLO -- God of Light, Knowledge, and Athletics. Apollo's byblows would be good archers, good fighters, and good wizards. The power he would bestow to his children would be good archery skills, a great physique, or magic. Apollo's archers would be able to fire the arrows of light, while his fighters are physically attractive to dumb women (guys, we are talking GIRL or GUY magnet!), and his Wizards and Sorcerers would be able to pick 2 extra powers from the Wizard or Sorcerer list (If PC is a Wizardly son of Apollo, two Sorcerer powers; if PC is a Sorcerer son of Apollo, 2 Wizard powers). Intelligence and Strength bonuses all around (+2 Strength and +2 Intelligence).
ARES -- THE GOD OF WAR! All of his children have the potential to be great WARLORDS of the brutish persuasion. +3 to Charisma and a free Leadership feat (or something like Leadership) at level 1.
ATHENA -- Goddess of Wisdom. All of her Children are either Warlords or clerics. The Warlord children are especially strategic. They always win. +3 to Wisdom.
DIONYSUS -- God of Revelry and Wine. Powers -- Children tend to be rogues of the especially persuasive type. Dionysus is a party animal and his children are party animals too. All of Dionysus' children gain the power to influence someone to drink booze once a week at level 1 (hey, it worked on Thor). +2 to Charisma and Constitution.
HEPHAESTUS -- God of Fire and Crafting. His children have an inventor's knack. They can craft anything under pressure. +2 Intelligence bonus.
HERMES -- Messenger god, also the god of ROGUES of the sneaky type. His children tend to be sneaky rogues or thieves. They might start the game with flying shoes . . . who wouldn't? The shoes act as flying at will. But they will have to give up one of their powers. +2 to Dexterity.
HECATE -- Persephone in an angry state of mind. Her children tend to be Warlocks. Enough said.
Anyone or anything I missed?
DUNGEONS AND DRAGONS potential!!! This movie just SCREAMS Olympian Campaign (high powered = 4th Edition, if you want a low powered Olympian Campaign, you do OD&D or Swords and Wizardry; Mid-powered = D&D 3rd Edition). Who would NOT want to play a Divine byblow? So, how would you do it? Well, in Fourth tell your players that you are all Demi-gods and start them at level 1. Why level 1? Because at level 1, which is the Divine Byblow level in 4th Edition, you would get cewl POWERZ based on your Olympian parent.
Just remember, each god represents an Olympian ideal.
ZEUS -- God of Thunder and King of the Gods (played by Sean Bean in the movie, good part for him). Throws lightning bolts. Zeus sires the greatest of heroes -- Perseus and Hercules comes to mind. Zeus sired the greatest fighters in Greek Mythology -- all except for Achilles. Zeus's divine byblows would have a physical advantage (+2 strength, +2 constitution). They'd also be head strong.
POSEIDON -- God of the Sea. Takes care of the ocean while Oceanus is away. Notable connections include Theseus. Poseidon can impart control of the water, and his sons and daughters would breathe water. He may even impart the ability to speak to aquatic animals. Also a physical advantage (+2 Strength, +2 constitution).
HADES -- God of the Underworld. Earth god, Hades has a reputation of being Satanic in the movies (everyone's afraid of Death . . . ) But actually Hades helped Perseus on more than one occasion. His byblows would never be in need of money. Charisma bonus (+2).
HERA -- Well, if the Queen were unfaithful, her byblows would be intrigue specialists. Rogues, but of the diplomatic kind. They always know the perfect gift, the perfect lie, and how to use their information. A gather information bonus (+2).
DEMETER -- Goddess of fertility. She would grant her byblows power over plants and plant growth. Think Phoebe in SkyHigh. Constitution Bonus (+2)
HESTIA -- Goddess of the Hearth. A Divine scion of Hestia means that she or he will always have a happy home, provide hospitality, and always knows how to serve his or her guests. Prescience would be her gift. Wisdom Bonus (+2)
APHRODITE -- Goddess of Love. All of her byblows are extremely beautiful. Aphrodite's sons would be Bishounen, and Aphrodite's daughters would be Bishoujo. +3 Charisma bonus and +5 bonus to Bluff for seduction purposes.
APOLLO -- God of Light, Knowledge, and Athletics. Apollo's byblows would be good archers, good fighters, and good wizards. The power he would bestow to his children would be good archery skills, a great physique, or magic. Apollo's archers would be able to fire the arrows of light, while his fighters are physically attractive to dumb women (guys, we are talking GIRL or GUY magnet!), and his Wizards and Sorcerers would be able to pick 2 extra powers from the Wizard or Sorcerer list (If PC is a Wizardly son of Apollo, two Sorcerer powers; if PC is a Sorcerer son of Apollo, 2 Wizard powers). Intelligence and Strength bonuses all around (+2 Strength and +2 Intelligence).
ARES -- THE GOD OF WAR! All of his children have the potential to be great WARLORDS of the brutish persuasion. +3 to Charisma and a free Leadership feat (or something like Leadership) at level 1.
ATHENA -- Goddess of Wisdom. All of her Children are either Warlords or clerics. The Warlord children are especially strategic. They always win. +3 to Wisdom.
DIONYSUS -- God of Revelry and Wine. Powers -- Children tend to be rogues of the especially persuasive type. Dionysus is a party animal and his children are party animals too. All of Dionysus' children gain the power to influence someone to drink booze once a week at level 1 (hey, it worked on Thor). +2 to Charisma and Constitution.
HEPHAESTUS -- God of Fire and Crafting. His children have an inventor's knack. They can craft anything under pressure. +2 Intelligence bonus.
HERMES -- Messenger god, also the god of ROGUES of the sneaky type. His children tend to be sneaky rogues or thieves. They might start the game with flying shoes . . . who wouldn't? The shoes act as flying at will. But they will have to give up one of their powers. +2 to Dexterity.
HECATE -- Persephone in an angry state of mind. Her children tend to be Warlocks. Enough said.
Anyone or anything I missed?
Wednesday, March 3, 2010
"The Play's the Thing:" Dungeons and Dragons play styles
Or play styles for just about any Roleplaying Game. This video goes over the common play styles you will find in RPGs = most any although the filmmaker does focus on Dungeons and Dragons. The Play styles are simple:
- Traditional
- Heavy Roleplaying
- Hack and Slash
- Published Content vs. Homemade Content
Caithness Map Complete
Caithness by ~Atlantean6 on deviantART
I am so grateful for Hexographer! :D The map for Caithness is complete!
Labels:
Classic Fantasy,
Dungeons and Dragons,
Galatea,
Maps,
Rolemaster,
The Known Lands
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