2012/04/11

Reverb Gamers Again

Since it's been a bit since the last time I answered more questions, here we go again.

Prompt 6: Describe your all-time favorite character to play. What was it about him/her/it that you enjoyed so much?

Captain Aratradeon "Trade" Nydal. My group at the time was being run through the Savage Tide Adventure Path and I, being the fifth wheel and latest addition to the group, was left with the leeway to make basically anything at all. The other players were a Dwarf Fighter/Barbarian, a Dragonborn Dragon Shaman, a Catfolk Ranger, and a Human Warmage. I decided to take my love of playing Support Characters to its logical extreme and make the best passive buff character possible. When the campaign came to a screeching halt due to our DM flipping out and having a nervous breakdown, Trade was a Warlock 1 / Marshal 1 / Dragon Shaman 1 / Half-Elf Paragon 3 / Human Paragon 3 . His actions were spent each turn giving the other players Aid Another bonuses or burning his Standard Actions to give everyone else Move actions for better positioning. I also had a bunch of passive auras that gave everyone: +6 Initiative, +6 to all Dexterity based skills, +2 to hit, +4 to damage, DR 1/-, Fast Healing 2 (so long as they were under 50% HP), and some other incidental bonuses. Combine this with wands of Legion's Snake's Swiftness and the various flavors of Celerity and my character basically stood in one place making everyone else impossibly awesome.

Oh, and I had something like a +49 to Diplomacy at level 9. The DM hated that. A lot. There was a bit where we had to try to talk an Ancient Dragon Turtle down so that he wouldn't destroy a small town we'd been trying to set up. The AP had designed it to be nearly impossible. I, being the face of the party, went to greet the Dragon Turtle. The DM called for a Diplomacy check. I rolled, got a 3. My DM got that big rat bastard smirk on his face until I informed him I got a 52; then I proceeded to use my reroll from Sociable Personality, got a 16 + 49 = 65. Out of spite, I used my daily Heroic Destiny +1d6, got a 5 for a total of 70.

Maybe the fact that my favorite character of all time was basically a tool for me to grief a DM who hated playing-by-the-rules says more about my personality than I meant it to.

Prompt 7:
How do you pick names for your characters?

First, I write up the character mechanically. Then, I write up a backstory. Sometime during that process, a name flits into my brain. They just kind of emerge as I'm writing. Sorry, I don't really have any other methodology. :S

Prompt 8: What's the one gaming accessory (lucky dice, soundtrack, etc.) you just can't do without? Why?

I don't believe I have one, actually. I'm rather fond of using my smart phone (or tablet) for my character sheet and rules reference. It's a thing that I've wanted since I was a smallish child.

I guess the truest answer would be: some sort of electronic device on which I can store a shittonne of PDFs and character stuff so that I don't have to lug around a billionty books or deal with my abysmal handwriting.

Prompt 9:
Have you ever played a character of the opposite sex. Why or why not? If yes, how did the other players react?

As I stated back during Prompt 7, I do mechanics first, then write a story to describe those mechanics. Sometimes, the description comes out female. There's no real ulterior motive. Some characters are male, some are female. I counted up about a year ago and out of the 60ish characters I've played, around 20 have been female.

The other players in my games don't generally care much about my transgender gaming. They do have trouble using the correct pronouns sometimes, but I've never been called out by another player for my portrayal of a female character. And it's not that my fellow gamers wouldn't call me out if I did it wrong. Believe me, I've seen it happen where a guy will play a female character and get nothing but grief about it. For some reason, people either overlook my foibles or I'm doing something right.

Prompt 10: Have you ever played a character originally from a book/TV/movie? How did the character change from the original as you played? If not, who would you most like to play?

As a player? No. As a DM? Oh, yes.

In my L5R game, I often portrayed characters who were part of the established lore. In my Forgotten Realms and Eberron campaign, I did the same thing but in a totally different way.

In L5R, I most often played the part of Kuni Daigo. Daigo was a badass. He wore it on his no-sleeves. He has teeth filed to points so that if he is ever disarmed and out of spells, he can bite his enemies to death. I played him like a combination of Toph (from Avatar: The Legend of Aang) and Urdnot Wrex (from Mass Effect). He's barely described in the fiction, but I don't see this as too radical of a departure as he's a Crab and a Badass.

In the Forgotten Realms, I usually just made fun of Drizzt Do'douchebag. I had him show up with a name tag proclaiming him to be "Mary Sue Do'Urden". I hate that dark elf bastard. Last year at GenCon, I tweeted new names for his swords. They are, now and forever, Twilight Sparkle and Apple Jack. Suck it, you Menzoberranzan-born bastard. (I hate myself for being able to spell that correctly without having to look it up. :S)

In Eberron, one of my recurring NPCs was Baron Merrix d'Cannith. In the lore, he's a Lawful Evil man who's obsessed with constructs and artifice (as befits a man in charge of the Dragonmarked House of Artifice). In my campaign, he was a drooling madman in a rainbow clown wig and an "I <3 Warforged" shirt who babbled about the Mournlands incessantly. His lackeys had to translate his ramblings into something cogent for the PCs to understand.

I think that, if I was to play a character based on a TV/novel/movie character, it'd have to be The Doctor; if only because it wouldn't be that difficult for me to act like him.

Prompt 11: Have you ever played a character that was morally gray, or actually evil? Why or why not? If yes, did you enjoy it?

Hang on a second. Ah-hahahahahahahahahahahahahahahahhahahahahaha~!

Okay, composure regained.

Of course. The majority of characters I've played over the years have been morally grey at best. And one of my most memorable PCs was a Lawful Evil wizard.

Being morally grey is so much better than being Good or Evil; they're just so restrictive.

Prompt 12: Do prefer collaborative or competitive games? What do you think that says about you?

Collaborative, definitely.

I think it shows that I'm a leader of men (and women) and not some maladjusted manchild that gets his kicks by humiliating his friends at card/dice games.

I've never been good at Smirk and Dagger style games, because I unfairly pick on the people who I like less in real life.

Prompt 13: Who's the best GM/storyteller/party leader you've ever had? What made him/her so great?

The best GM I ever had the pleasure of playing with was Chris Stone. He had a knowledge of the world, a great grasp of the rules, and was generally a really creative dude. I didn't play with him for as long as I'd've liked, but that was a problem of geography. Driving 60ish miles each way for a game just wasn't financially prudent. I miss that group, even though they aren't gaming together anymore.

Prompt 14: What kinds of adventures do you enjoy most? Dungeon crawls, mysteries, freeform roleplaying, or something else? What do you think that says about you?

I really like Adventure Paths. Most of the ones that Paizo has done are really great, simply because they give you a good mix of Social, Mental, and Combat challenges. I think this says that I'm indecisive.

I generally hate mysteries that rely on Player Skill to solve. If our Barbarian's player doesn't have to learn to properly swing a Greataxe and the Rogue's player doesn't have to physically disarm traps, why the hell do I have to solve riddles out-of-character? My wizard has an intelligence of 24. Mine is 14 at best. He's literally several orders of magnitude more intelligent than I am, so why can't I just roll some dice and move on?

This is equally true of Social Encounters. A lot of the GMs that I've played with over the years have enforced a "what you say is what your character actually says" rule. So my Bard, with 26 Charisma and 18 ranks of Diplomacy doesn't know how to convince people any better than I do in real life? Again I default back to the Rogue/Barbarian example in the previous paragraph. Requiring the player to give a vague idea of what they want to say is one thing, but "I explain that it'd be a good idea for him to help us out" then rolling Diplomacy should be sufficient. Otherwise, the charismatic people might as well just use charisma as a dump stat and roleplay it all out so that they don't have to waste skill points on things that aren't useful.

Prompt 15: People often talk about the divide between what happens "in game" and "in real life." Do you maintain that divide in your own play, or do you tend to take what happens to your character personally? Why?

Things only go from The Game to Real Life (or vice-versa) if someone else instigates it. If someone has out-of-character resentment or anger towards me, and they're too cowardly to bring it up to my face, and brings it up in game by having their character do stuff to inconvenience my character then there may be issues. I'd like to think I'm a better person than that, but I'm not. I've, on more than one occasion, manipulated the group into ousting a player because they were a dick for no reason.

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-J

The Reaper Pool and the Loyalty Pool

Last night, I was talking with my buddies Joe and Adam about how to mechanically handle the complex relationships of the Mass Effect universe. One of them contended that the Solo/Buddy/Team dynamic didn't really mirror the structure of the game very well. The other brought up the idea of using Relationships as a modifier for the Solo/Buddy/Team dynamic. On the long drive home from gaming, I was thinking (as often happens on moderately long car rides one takes by one's self) and came up with a little sub-game for the game.

First, though, we go to the Bad Guys. In most Marvel-based games, there's a mechanic called The Doom Pool which represents most of the adversity which the players will encounter. The Doom Pool is a great mechanic for showing the ever-growing threat that the Reapers possess, but with it being reset after each encounter it doesn't have quite the same inexorable menace attached. With that in mind, I'd like to introduce you to The Reaper Pool.

It really is just what it says on the tin: a giant pile (or jar or whathaveyou) of dice representing the strength of the Reapers. The number of dice in the Reaper Pool depend on the game you're wanting to mimic. For a ME1 game; the Reaper Pool is set rather low at around 25d12. For ME2, where the Reapers are a more credible threat; the Reaper Pool is set at a moderate 75d12. For ME3, where the Reapers are friggin' everywhere and we're all boned; the Reaper Pool is set to a cataclysmic 150d12. This pool can increase or decrease, depending on the actions of the PCs.

So, you're probably wondering how this Reaper Pool interacts with the Doom Pool. Lets look at an example:

Our heroes are on Intai'sei, in the Phoenix System of the Argos Rho cluster, trying to break into a Cerberus facility which has been using Reaper technology to indoctrinate a small army of abducted Yahg. The players are doing well, having successfully broken through the door's encryption and battled their way through the docking bay. They stand at a heavy blast door, when there is an explosion on the far side. The group's Drell Engineer finally hacks the door open, revealing a warehouse full of stasis pods. In each, a dormant Yahg is slowly corrupted by the Reaper tech which Cerberus has harvested over the years.

In the middle of the massive room, a section of the stasis pods have ruptured due to an inconvenient explosion. Standing in the center of the room are about a dozen Indoctrinated Yahg. The Storyteller has the Doom Pool for this bit of the adventure set at 3d6 + 2d8 + 1d10; a challenging, but not insurmountable, scene. The PCs, through some quick thinking and good use of Plot Points, reduce the Yahg to paste. Not wanting the PCs to get too full of themselves, the Storyteller lets the players know that they can hear the sounds of dozens of other stasis pods opening. As the PCs look around, the hundreds of pods surrounding them are all activating. The PCs, knowing they're outgunned, flee back to their shuttle. The Storyteller describes their flight back to their primary ship.

"As your shuttle docs with the MSV Hawke, a bright flash of light crests the planetary horizon. A Reaper has dropped from FTL just inside the atmosphere, igniting a small portion of it in a demonstrative fireball. Sensors show that its trajectory will lead it directly to the Cerberus Base."

At this point, the PCs have a choice; fight or flight. The PCs, being pragmatists, know that they have no chance of beating a Reaper and one hundred (or more) Indoctrinated Yahg. They advance in the opposite direction, towards safer ports. The Storyteller writes "Indoctrinated Yahg - 2d12" on a card and adds 2d12 to the Reaper Pool. Their enemies have grown stronger.

All of that is all well and good, but of what use is the Reaper Pool? During the primary game, not a lot. It sits there as more of a psychological tool for the Storyteller than anything else.

The PCs need a way to combat the Reaper Pool, of course, and that's where the Loyalty Pool comes into play. The Loyalty Pool starts the game with d12 in it for each PC. Not a lot of a chance against the unflinching destruction that is the Reaper Pool. Just like in the various Mass Effect titles, they're going to have to make friends and influence people in order to stop the imminent destructive hugeness of the Reaper Pool.

During any scene in which an Asset is created, a PC may spend 2 Plot Points to remove the Asset and create a Loyalty out of it instead. For instance, continuing the example from above: our PCs reach the Citadel to speak with their contacts. Not many of them are willing to help out, because organics are generally selfish to the core. The group's Turian Biotic decides to try to call in a favor with his cousin Barran who works for C-Sec. There's a rather intense social scene, but at the end Barran decides to help out as much as he can.

The player writes "Barran - C-Sec Officer - d8 Asset" on a card. The Turian Biotic's player can then decide whether he wants this Asset to be of use during the game itself OR in the meta-game. Being prudent, he spends the 2 Plot Points to add Barran to the Loyalty Pool. Barran's card is added to the Loyalty Pool stack. If the PCs wanted to cultivate their relationship with Barran, they can spend XP to increase his Loyalty value. If our Turian Biotic spent some time in a transitional scene working with Barran to maintain surveillance on a known criminal, he could spend 2 XP to increase Barran's value to a d10. (Preliminary costs are: d6 to d8 - 1XP, d8 to d10 - 2XP, d10 to d12 - 4XP.)

When the players reach a Final Mission scenario, the dice in each pool are up-converted to d12s (for example, if there are 32d6, 24d8, 20d10, and 6d12 in the Loyalty Pool, that converts to 26d12). The Reaper Pool stands at 80d12 (this being a ME2 style game and the PCs having fled the confrontation on Intai'sei, as well as a few other times the Reapers gained ground) versus the Loyalty Pool of 26d12. The difference of 54d12 are added to the Doom Pool for the Final Mission. The PCs are pretty boned. Had they spent more time cultivating their Relationships, they'd've actually stood a chance. As it looks now, they've got very little chance of making it out of their Final Mission alive.

Thoughts?

-J

2012/04/10

Blasto, the first Hanar Spectre.

So, it's come to this...

Blasto - Hanar Spectre
Affiliations: Solo d10, Buddy d8, Team d6

Distinctions: Spectre Training, This One is a Loose Cannon, Harbinger of the Hanar
Morality Distinction: Renegade

Hanar Powerset:
Levitation d6, Neurotoxin d6, Shields d10
SFX: Grapple. Add a d6 and step up effect die +1 when inflicting a complication on a target.
SFX: Enkindler’s Touch. Spend 1 PP to step up Neurotoxin to d10, then step down to 2d4 for subsequent actions. Recover by activating an opportunity or during a transition scene.
Limit: Mass Effect Field Dependent. While Stressed Out, Asleep, or Unconscious, shutdown Levitation and Shields from the Hanar Powerset. Recover them when you recover that stress or wake up. If you take mental trauma, shut down Levitation and Shields from the Hanar Powerset until you recover that trauma.

Vanguard Powerset:
Barrier d8, Modified M5 Heavy Pistol d12, Shockwave d8, Geth Plasma Shotgun d10
SFX: Charge. Split any Vanguard power into two stepped-down dice.
Limit: Exhausted. Shut down any Vanguard power to gain 1 PP. Recover on Opportunity.

Specialties: Biotic Expert, Combat Expert, Cosmic Expert, Diplomacy Expert, Menace Master, Psych Expert

Milestones:
First of His Kind
1 XP the first time each scene that you defeat a non-minion enemy.
3 XP whenever you capture a criminal who is wanted by the Citadel Council.
10 XP when you convince the Council that the Hanar race deserves a seat OR you cause a more powerful race to declare war on the Hanar.

Bound by no Rulebook
1 XP when you flaunt your Spectre status to gain an advantage over someone.
3 XP when your overconfidence helps you succeed at a mission, or causes it to fail spectacularly.
10 XP when you cause trauma to a helpless opponent in order to gain information vital to the success of a priority mission.

-------------------

This one thinks that even the Enkindlers would fear Blasto.

-J

2012/04/07

Weapons and Ammo Powers and Upgrades! Woo!

A poster on EN World brought a couple of points to my attention regarding things-not-well-detailed. His post has been reproduced here for completeness.

SilverKeyMan writes:

"This morning I had the idea of writing up Mass Effect using Marvel Heroic, but being lazy and all, I decided on checking to see if anyone else already had.

I must say, it looks amazing. I really like the idea of rescaling the d6-d12 for physical attributes, so even a base human can have a d8 strength.Excellent work! I do have a question about weapons, however. In Mass Effect, part of the character customization (especially in ME3 multiplayer) revolves around weapon customization. Any plans for this, perhaps as additional power sets?

Additionally, how does a Class go about getting additional weapons? For example, it doesn't look like it is possible for an Engineer to use anything except a Shotgun, and the Sentinel doesn't get anything at all.

Cheers! -SKM"

Skill customization could pretty easily be done through adding new SFX to them. For example, someone playing an Engineer may want to upgrade their Drone to one of those Exploding Drones from ME3. I'd probably write the SFX for that like: "SFX: Step up or double Combat Drone (1 PP for both) on your next roll, then shut down Combat Drone. Recover on an Opportunity or during a Transition Scene.". Such an SFX would cost a character 10XP.

As for changing out weapons, if it's a simple matter like "I don't see my Engineer using Shotguns, but she's pretty likely to use a Sniper Rifle instead." then talking to the Storyteller would be the easiest way to go about it. If you're wanting to upgrade, then paying the XP to permanently step up the die related to the weapon or adding an SFX would work well. The Ammo Powers could pretty easily be mirrored with an SFX like: "Custom Ammo: When using (Weapon) in a die pool, you may add another power from the (Class) skill set. Both of these dice are at -1 step for this die pool." I wouldn't recommend using an SFX like that until your non-weapon powers are at a d8 or higher, since adding a d4 is usually more of a liability than a help.

I'll see about writing these things up in a more coherent manner and adding them to the MEHR document after I get off work tonight.

Thanks for the feedback, SKM. And thanks for the feedback from those who've emailed me as well. I'm gonna make this thing playable if it's at all possible.

-J

2012/04/05

Reverb Gamers? Okay, I'll bite.

I had planned on doing this back in January, but as I'm easily distracted by shiny things it got swept up into the ether until now. Q2 is still something resembling the beginning of the year, right?

Anyway, over at Atlas Games, there was a challenge thrown down. You can see the full list of questions HERE. It's my goal to answer a few of these at sporadic intervals before the end of the month. Woo! Progress! (Trigger Warning: There's a fucktonne of cursing in one of my answers.)


Prompt 1: What was your first roleplaying experience? Who introduced you to it? How did that introduction shape the gamer you've become?

The year was... well... I don't rightly remember. 1992, maybe. I was either in fourth or fifth grade. My friend Christian said he found this really cool book in a box in his attic. It had a demon on it and it was full of ridiculous, nonsensical maths. We used both recesses every day for a month trying to puzzle out how the hell this made any sense at all. Finally, during a sleep-over, we explored the attic and found a companion book with a big bronze-y statue with glowing eyes. It still didn't make any sense, but we were closer to figuring things out.

Since we were both completely inexperienced with the game and had no idea what any of this odd notation meant, we just decided to play. Since it was Christian's Dad's book, he decided that he should be DM. I played a Human Thief named Dek. The game started off, like a lot of games did back then, with my character trapped in a prison. I made my way out, and was accosted by guards. This is where things got a bit squiffy.

We had no idea what the crap 1d2 or 1d4 meant. We juggled it back and forth before coming to the obvious conclusion that d must be shorthand for divided-by. So a punch did 1 divided-by 2 damage. A dagger did 1 divided-by 4 damage. Why a fist did twice as much damage as a knife, we had no idea. The bad guys stats said they were armed with a Club (1 - 6 damage). This made even less sense. How did they do negative 5 damage per hit? Were they magical clubs of healing? Dek made it out that dungeon alive after about three weeks of playing five days/week.

Then, as happened a lot in those days, I stayed over at Christian's house again. He'd finally figured it out, with the help of his dad. 1d4 meant a four-sided die. The eureka moment. Everything else basically clicked from there. No wonder those Longswords did so little damage in that prison.

I think those first few months shaped me quite a lot. They made me that-guy-who-figures-out-new-systems. It also left me very naive compared to a lot of my fellow gamers. I had no idea there was a demonic stigma against gamers until I got to High School.

Prompt 2: What is it about gaming that you enjoy the most? Why do you game? Is it the adrenaline rush, the social aspect, or something else?

I enjoy clubbing the rules over the head and taking them home. I enjoy figuring out new ways that rules interact that the designers didn't intend. I'm that guy that every player loves to have on their side, because I can usually help everyone squeeze out that last bit of efficiency.

It's also a good excuse for me to hang out with my friends. Say what you want about shared tragedy or sports camaraderie; people who game together learn more about each other than they'd ever hoped (or ever wanted to, really).

Prompt 3: What kind of gamer are you? Rules Lawyer, Munchkin/Power Gamer, Lurker, Storyteller/Method Actor, or something else? (Search "types of gamer" for more ideas!) How does this affect the kinds of games you play? For example, maybe you prefer crunchy rules-heavy systems to more theatrical rules-light ones.

I'm a Rules Lawyer, through an through. I commit the rules to memory, I roll them around in my head, and I use them to the advantage of my fellow players (as well as the DM; I can't begin to count the number of times that one of my DMs has asked me how a rules subsystem works when they're unsure). Don't get me wrong, I'm not one of Those Guys. I don't beat people over the head with the rules. Never will you hear me utter things like "You can't DO that! The Rules say X!".

What you will hear me say are things like "Oh! Awesome idea! Let's see how we can make that happen. I think I remember a Skill Perk and an Alternate Class Feature that'll let you accomplish that much easier than the build you've currently put together. Hand me that Advanced Player's Guide...". I can make the Rules sing like a virtuoso.

On the other side of the coin, I'm also a Storyteller. I love to make up complicated backstories and improvisational stuff while DMing. Unlike a lot of Storytellers, though, I don't disregard the rules when they become inconvenient. Working my masterpiece story into the rules is part of the fun.

I'll play anything, but I do tend to prefer modular games like the various flavors of d20 System. I've also found a recent liking for more Rules Medium games like Marvel Heroic Roleplay, if only because it gives me a lot of room to stretch my creative muscles while at the same time figuring out which power sets, limits, etc. are best used to describe a particular character.

Prompt 4: Are you a "closet gamer?" Have you ever hidden the fact that you're a gamer from your co-workers, friends, family, or significant other? Why or why not? How did they react if they found out?

Oh, closet gamers. I really am trying to write this paragraph without vitriol, but closet gamers piss me right the hell off. It seems antithetical to the spirit of the hobby in general. I can't think that there's ever been a point in my life (after I started gaming, at least) that I hid my hobby from those around me; especially those I care about. That just... I don't... What kind of irrational thought process is that? "Oh, I'm a gamer, but people will judge me for it. Oh woe! Oh sorrow!" What the fuck, man? Seriously? We're *still* having this conversation?

I hear from a lot of people that they can't out themselves as gamers because of their job or their religion or their whateverbullshitexcuse. I can't abide that. Being a gamer isn't like being a part of the Tea Party or the Young Republicans or some other thing one should be ashamed to belong to. It's like being Agnostic. Anyone who is going to judge me for my choice to be a gamer can fuck right the hell off anyway. I don't need that kind of stress.

It's twenty-fucking-twelve. If people have a problem with you rolling dice in your dining room, then they need to grow the hell up and learn to stay out of your damn business. Maybe they shouldn't spend every Sunday drinking cheap-ass beer and watching grown men have a sissy slap-fight over a piece of pig leather.

Now that my rage has subsided, let's continue.

Prompt 5: Have you ever introduced a child to gaming, or played a game with a young person? How is gaming with kids different than gaming with adults?

A married couple I'm friends with has a son named Brezlin. I first ran a game including him back in 2007. He was 7 years old. I made a rules-light version of D&D 4E based on Star Wars Saga edition and whatever little tid-bits had been released to the public at that point (read: not a lot). He played a Barbarian. Very simple, very visceral, very childlike.

There were four other players. One, Brezlin's mother, was stressed out due to two of the other players. We'll call them Nichelle and Nike. Nichelle hated kids, but generally tolerated their presence. Nike was a curmudgeon. He didn't like a lot of people. The other player was a happy-go-lucky guy who is probably one of the best dad's you'll ever meet.

Anyway, gaming with kids isn't very different from gaming with adults; only that the subject matter shouldn't be quite as dark and the rules should be slightly less archaic. Games with dice pools seem to be a bad idea, but then again kids love rolling a lot of dice. So long as they can do calculations rather speedily, it's all good.

The trick seems to be that, when gaming with kids, make sure that the rest of the people in the group aren't anti-children. If they can adopt a light-hearted mindset like they had at that age, the game goes much smoother.

I've played in games with Brezlin every few years since then. He and his parents are regular players in my Dark Sun game. Now that he's into the Tween years, he's starting to get a better grasp on the slightly more complex rules systems. It's been an interesting journey.

He still likes Barbarians, though. I blame Adventure Time.

Well, that's all for this time, cohorts. Tune in sometime later this week when I'll probably be stream-of-consciousnessing at you some more. Woo!

-J

2012/04/04

Mass Effect Heroic Roleplay

I've been mulling over posting is for a few days now, mostly because I'm needlessly self conscious about any new systems or hacks I put together. Lack of confidence is a new experience for me, honestly. Uncharted territory. Scary times.

With that in mind, here's the link: CLICK THIS THING!

Some of this work is needlessly derivative, but that's a good way to describe most fan projects. Guess I'm probably not too far off the mark.

Comments, observations, deconstructions, or death threats related to this post are welcome.

(edit: Forgot to thank Adam Minnie for his work on the D&D 4e hack that gave me the idea for the structure for this hack. Thanks, Adam!)