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Vile Traveller

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Vile Traveller last won the day on November 10 2016

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About Vile Traveller

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    Dreamscape Designer
  • Birthday 04/24/1967

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  • RPG Biography
    Rolling percentages since 1983!
  • Current games
    AEON:engineβ„’
  • Blurb
    Crafting the finest table top role-playing games for your diversion.

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    http://dreamscapedesign.net/

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  1. Not BTB, but I am leaning towards magic systems which either use skills or magic points, but not both. It's always seemed like double jeopardy to me.
  2. Michael Moorcock chatting about the early days of Forbidden Planet and the creation of the Multiverse:
  3. I kind of thought Sorcery might be the one, but it looks like Common Magic is well ahead.
  4. What do you all imagine the human settlements of the Southern Reached to look like? I tend to visualise them as a sort of hybrid of late Roman and early Medieval Britain, with some Celtic fantasy elements thrown in for good measure. Kind of missing out the Dark Ages, in other words.
  5. It's probably a bit old for Tinsdown (well, maybe they were begun by the Fae?), but my favourite mines ever are the copper mines of the Great Orme, in Wales.
  6. In terms of reading, have a look at the Culture by the late lamented Iain M. Banks. Post-scarcity, and it brings up interesting points about the meaning of life when there is no struggle to make ends meet (hint: there is more to life than "an honest day's work" for The Man), and A.I. can do everything better than humans or aliens. And there is plenty of scope for conflict (read: adventure) with other cultures as well as within the Culture. The benefit of post-scarcity gaming is that you don't need to worry about resource-tracking. The drawback is that there is no need for resource-tracking. 😜
  7. That's interesting - do you happen to have that list of skills handy? Also, traits/specialisms would be an interesting expansion if one were to have an "Advanced" version of a "Basic" game ...
  8. Landslips in remote areas were not to be taken lightly in the 1920s. You never knew when you might have to blast a clear path for your Duesenberg. Always carry a dozen sticks in your boot.
  9. Welcome to the forum, Nozbat! πŸ‘‹ Sticking to the Poul Anderson novels is a great idea, it sets clear, limited boundaries, and should thus be achievable. For simplicity I would make things a bit more overt, as The Broken Sword has the fantasy elements as a sort of invisible overlay on the mundane world, and Three Hearts and Three Lions is an altogether separate alternate universe. The Merman's Children is more what I'd go for, where the fantastic exists alongside the mundane, but it is fading from public consciousness or deliberately being erased. Maybe an easy way to get going would b
  10. And the pistol in the bicycle handle bars.
  11. I think we're drifting rather a long way from "Stormbringer 5.5" here! πŸ˜… As per the OP:
  12. In a sense, I think that's part of the question - which of the systems is least campaign-dependent? Which is easiest to adapt to different settings?
  13. Campaign pack. Boxed set. πŸ˜‰
  14. Legend has a bunch of magic systems from the get-go, and a few more in supplements. Which do you think makes the best "basic" or "standard" system for a game, and why?
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