Wednesday, July 28, 2010

Do what you love and starve?

“As fish are caught in a cruel net,
or birds are taken in a snare,
so men are trapped by evil times.”


I have and utilize the Esoteric Creature Generator.
I was looking at the numbers from Lamentations of the Flame Princess.
James Raggi is a talented writer and a gifted GM who has a loyal following.
He has poured SIX months of his life into Weird Fantasy
and has generated less than 150 sales ($9000?).

James Mishler was right when he posted 15 July 2009
"Gamers do not need us and our products, the writers,
editors, artists, and publishers of the adventure game industry.
They may want us, but they do not need us.”

I pity those who try to have a primary income from RPGs . . .

http://www.martynemko.com/articles/do-what-you-love-and-starve_id1380

Wednesday, July 21, 2010

Wednesday Words of Wisdom




“There are some things that can beat smartness and foresight- awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him.”

Mark Twain, A Connecticut Yankee in King Arthur's Court

Sunday, July 18, 2010

I was published in FIGHT ON #9


a section of this text is found in issue nine . . .

The lone d6 rolled behind the screen is a convenient and rapid way for the GM to determine success or failure at a task not specifically outlined in the rules.
This is accomplished by mentally accessing the LIKELYHOOD of success, then if the d6 result falls in the range listed (lower is better), the character achieves the desired goal.

ALWAYS (6 or less)
USUALLY (5 or less)
OFTEN (4 or less)
FREQUENTLY (3 or less)
SOMETIMES (2 or less)
UNLIKELY (1 or less)
RARELY (0 or less)
PREPOSTEROUS (-1 or less)
IMPOSSIBLE (-2 or less)

Re roll all ‘1s’ if character is a novice
(1st level or less)

&

Re roll all ‘6s’ if character is accomplished adventurer
(6th level or higher)

Typical Modifiers to Difficulty Class

-1…..Low applicable Ability Score (< 10)
+1……Exceptional applicable Ability Score (17+)

-1…..Character is rushed, hurried or careless
-1…..Character is encumbered
+1……Racial or class proclivity

-1…..Player utters these words, “I am an elf”
+1……Player gives detailed explanation or
+2…..Player’s explanation makes GM laugh

all modifiers are cumulative

Acknowledgements to Jeff Reint’s Blog Post
“The Hardest Working Die in Show Business”

Wednesday, July 14, 2010

the OSR is flaming again !


I go on vacation one week
and we have another family feud ; - 0

just like MENSA,
it is very difficult to keep you
intelligent, creative and independent
types together . . .

I am not here to add to THAT discourse
but to show you how i

RANDOMLY STOCK ENCOUNTER AREAS

When designing encounters for a balanced PC party;
total all PC & NPC levels (counting zero-level NPCs as ½)
, then divide by five to obtain the party level or X.
X = encounter level (EL) or challenge rating for each monster encountered.

After you have drawn up your dungeon map
Or use
http://www.gozzys.com/article.php?cm_id=8
and have an idea for the adventure plot, use a d10 to
stock the rooms, caverns or encounter areas.

1)…Monster whose EL = X -1,
…..Treasure value = X squared, times 100cp.
2)…Monster whole EL = X -2,
…..no treasure.
3)…Monster whose EL = X,
…..Treasure value = X squared, times 100sp.
4)…Monster whole EL = X ,
…..no treasure.
5)…Monster whose EL = X +1,
…..Treasure value = X squared, times 100gp, +
…..% chance of magic item = 5X%.
6)…Secret door to hallway or another room
…..chance to find is 1 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out.
7)…Hidden treasure, value = X squared, times 100 sp, +
…..% chance of magic item = X squared.
…..chance to find is 2 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out.
8)…Trap, typical damage is d2X, attacks randomly,
…..chance to find / avoid is 1 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out.
9)…Truly empty room, except for room features,
….. invent your own or
…..use Monte Cook’s table 3-11, DMGv3.5, p.65.
10)..Prisoner, 90% of prisoners are commoners;
…..otherwise, NPC’s level = dX,
…..roll 2d6 to determine race of prisoner,
…..roll 3d6 to determine ability scores for NPCs.

ROLL…..RACE

…..2…...eXotic
..3- 7...Human
…..8…...Dwarf*
…..9…...halfLing
….10…..Orc
….11…..Elf**
….12…..Half-elf***

*Dwarf prisoners without a designated class are 1st level fighters,
**Elf prisoners without a designated class are 2nd level mages,
***Half-elf prisoners without a designated class are 1st level in class corresponding to their highest ability score.



Recalling the advice from the Land of NOD

Only half of all treasure is found in the portable form of coins, gems or jewelry; the rest will be in the form of trade goods. Some sample trade goods are

100 cp = one hundred pounds of wheat
100 cp = fifty pounds of flour
100 cp = two kegs of beer (40 lbs each)
100 sp = ten pounds of salt
100 sp = six pounds of cinnamon
100 sp = three pounds of ginger or pepper
100 sp = three kegs of fine wine
100 sp = three adult pigs (100 lbs each)

100 gp = six pounds of saffron or cloves
100 gp = ten square yard of silk (10 lb)
100 gp = three saddles (30 lbs each)

Sunday, July 4, 2010

Happy Birthday America


and thank you Ryan Dancey

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