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Simlasa

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Simlasa last won the day on August 14 2018

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About Simlasa

  • Rank
    Dessicated Husk
  • Birthday 05/29/1969

Profile Information

  • Location
    Las Vegas, Nevada

Converted

  • RPG Biography
    Started gaming with OGRE/GEV, liked those a lot... then played a bunch of AD&D, which was OK... then discovered Runequest and Traveller, promptly stopped playing AD&D... then came Call of Cthulhu... and Stormbringer... and on and on.
    I'll play just about anything, but I'll always return to BRP.
  • Current games
    Running: Magic World, Call of Cthulhu
    Playing: Dungeon Crawl Classics, Mazes & Minotaurs, Pathfinder
  • Location
    Las Vegas, Nevada
  • Blurb
    I watch a lot of horror movies and film noir, build model kits, pain miniatures, play wargames occasionally, live in the desert, hope for rain, drink a lot of coffee and stay up way too late.

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  1. Simlasa

    Delta Green!

    Then maybe Delta Green should be moved out of the 'Upcoming Games' section of the forums?
  2. Usually I don't pay any attention to metaphysical matters of alignment... favoring loyalty to relatively worldly factions, guild, cults and such. If I were to go more Warhammerish I'd pull in the Law (light), Balance, and Chaos (Shadow) idea. Our D&D games at school have been set in Aarklash (Rackham's world for Confrontation/Cadwallon) and it divides factions into Light/Destiny/Shadow... elemental properties with 'bad' people on all sides (though Shadow seems mostly bad).
  3. Simlasa

    Spell casting, what needs to be done.

    I did run a short adventure that had a lot of Fae elements and talking animals were part of that... and I figured their magic was more innate/natural to them, so not requiring all the hokum that humans need to pull it off. A kid in one of the classes at school has been trading books with me, having me read 'The Familiars' series. It's all about animals with magical powers and has been giving me lots of ideas... but even its critter characters use somatic/verbal/material components.
  4. Simlasa

    Spell casting, what needs to be done.

    It depends on the mood/setting. Generally, I like the traditional (to fantasy RPGs) elements of verbal, somatic and material... because I think they all lead to fun complications. Like being out of some material component and needing to hunt down a replacement. Also, having to say something and wave your hands about a bit justifies using some of the real-world methods of binding a 'witch' so they couldn't put a curse on their captors. Despite that, I have it that verbal components only need to be whispered, since the only person needing to hear the spell is yourself (to my way of thinking about fantasy metaphysics). Thought I'm not too tight-assed about it all and give lots of wiggle room for clever Players to overcome certain difficulties.
  5. Simlasa

    New Magic World Review

    Maybe better to rebuild it as a clone, using Gore or Legend or somesuch?
  6. Simlasa

    New Magic World Review

    I wonder if, somewhere out there, there is a guy who bought that one RPG, loved it, and continues to run it till this day... never having bought any other RPGs? Most hobbyists I know buy well beyond what they 'need'...videogamers with huge unplayed libraries on Steam, model kit builders with basements full of unbuilt kits. When my mother died we filled a truck with all her beading supplies. I don't know any roleplayers that reach anywhere near the levels of hoarding I've seen from some scrap book fanatics.
  7. Simlasa

    New Magic World Review

    That seems like a reasonable guess. I've certainly bought material for systems I do not run with an eye towards using it in one I do. But it's been a long time since I felt the need to have EVERYTHING put out for a particular system or out of loyalty to a company (though, once upon a time I was like that with Chaosium). When OneBookShelf was first going I made a LOT of impulse buys, but that also passed.
  8. Simlasa

    New Magic World Review

    If they even use them, vs. just collecting/reading them (which I've seen purported to be a good chunk of what's keeping the RPG industry afloat). I never use published stuff 'as is' but I've always been happy to yank elements for use in my own settings... spells, creatures, floorplans, spaceship deckplans, whatever. Don't most GMs tweak published adventures when they run them? My own thing lately has been to turn MW towards something like Warhammer (minus the demi-humans)... grabbing bits of that setting and stuff from Renaissance and Lamentations of the Flame Princess (an idea I had even BEFORE reading Butters' excellent game logs). The minimal setting in Magic World is intriguing, and open-ended enough that I could see loosely hanging some adventures on it that could still be tweaked for other purposes... and I'd be curious to see what was in the intended bestiary. I could go for something with a lot more fairy tale influence on it (which The Southern Reaches suggests to me).
  9. Simlasa

    Experience Checks

    OK, that was my assumption then. I'm still not seeing a benefit, and I do like the extra moment of rolling to see if I learned something. Just a matter of taste.
  10. Simlasa

    Experience Checks

    To me it doesn't seem like the time/effort saved would be very significant and, as a Player, I look forward to the session where we've got time to reflect and roll out those experience checks. For me they have that in-game meaning and I prefer it versus just suddenly improving in something in the midst of doing it (my assumption of how getting an immediate/automatic rise in a skill would seem).
  11. Something fun for Dragon Lines. I've only seen Master of the Flying Guillotine... didn't know there were others.
  12. Simlasa

    Form Fillable Adventurer Sheet for Magic World

    That makes me think of the end of Cemetary Man (which has a strange/silly/non sequitur ending. My past couple months have been confuzzled anyways... but all the game groups I'm in have been on hiatus or worse. So it will be good to get back to it.
  13. Simlasa

    Clockwork War Golem Idea

    Huge clockwork elephants with howdahs full of archers... maybe blowing something fun out its trunk (steam, poison gas, obscuring smoke). Colossal angel statues carrying lances that belch fire (operated by bellows in back). 4-faced heads on wheels with cannons in their mouths and archers shooting from out the eyes.
  14. Simlasa

    Crazy Clockwork Contraptions

    I'm wondering if a clockwork contraption could be set up to cast a spell of some sort. It's gears inscribed with symbols that pass over each other and line up in specific ways... conjugations of precious stones and other ingredients... maybe a little box to drop in a mouse to grease the wheels with blood. There was a large scale version of such a thing in the remake of 13 Ghosts (Thir13en Ghosts)... where the whole house was a mechanical marvel, glass panes inscribed with spells... and massive gearworks in the walls and under the floors. The idea of bringing mechanical precision to spellcasting, and allowing the spell to be cast at some later time by some unsuspecting interloper.
  15. Simlasa

    Necromancy

    Blood Magic was originally supposed to have info on magical bloodlines... but IIRC those bits never made it into the book. Now I'm wondering what games DO have such information... about various inherited magical traits. Like something passed down in a family of necromancers... I'm sure I could cobble up something, but I'm looking for a bit of inspiration... from games or fiction. Any suggestions?
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