Showing posts with label Robert Carnel. Show all posts
Showing posts with label Robert Carnel. Show all posts

Saturday, August 18, 2018

I found a few morals lying round from an old game, I found them evocative....

I found a few morals lying round from an old game, I found them evocative....

* Don't cross the fat man!
* Do anything for shekels
* "Immortality" can only be bought at a cost.

Monday, May 28, 2018

This is a writeup of a Discovery Phase quickstart.

This is a writeup of a Discovery Phase quickstart. This isn't something I normally do, which is strange as often there is a key mid-game Discovery Phase that melds the start of the game with the end.

I feel that maybe the Discovery Phase doesn't really let us see that much about the Rogues unless you allow a lot of colour around their investigations.
https://medium.com/@robert_carnel/the-golden-pass-between-the-theocracy-of-dumator-and-the-forests-of-the-fallen-has-a-famous-resting-7f0a0e1dd72c

Friday, May 25, 2018

I've written up an opening Rogue's Phase, generally I tend to come up with something after the characters are...

I've written up an opening Rogue's Phase, generally I tend to come up with something after the characters are generated so it reflects the world implied by their backgrounds but I also think it's useful to have situations that have already worked in the past and could perhaps work with a range of character types.

I have a couple more of these I'd like to share.
https://medium.com/@robert_carnel/the-palanquin-ambust-dad05984e5bc

Wednesday, April 13, 2016

This is my first draft of my #200WordRPG supplement which is actually 100 words.

This is my first draft of my #200WordRPG supplement which is actually 100 words. It is an attempt to capture what made the White Wolf game Werewolf good but leans heavily on the idea that the reader knows the Swords without Master rules.

Feedback on whether it is too terse or not very welcome.

Children of Two Mothers

A skin for Swords without Master.

The two tones are Rage and Spirit.

Your character has a human and animal form. Name all that is worthy for both.

Create a feat for each form and one for each tone.

The Perilous phase is unchanged. The Rogues phase is the Pack phase; gameplay is unchanged.

The Discovery phase is the Quest phase, in it the Children attempt to discover the disquiet that corrupts the world. On a Moral, the discovery is ruinous but mundane. On a Mystery, the discovery is corrupt but the characters trust it as true to the cause.

Sunday, February 28, 2016

I gave Starward a go recently.

I gave Starward a go recently. Initially I forgot about the wandering tone but towards the end of the game the tones both informed and guided the game, bringing us to a convenient Fateful conclusion. So that felt like it worked.

The creation rules worked, as they obviously do in Vast and Starlit.

One thing that struck me was that unlike regular Swords without Master, these rogues actually work better with some Masters. The Fantasy Flight Star Wars RPG introduces the idea of Obligation to reflect things like Jabba's bounty on Han and Chewbacca's life debt. Given the lack of a strong kicker I thought I might give it a go if I play it again.