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Sean_RDP last won the day on January 26

Sean_RDP had the most liked content!

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About Sean_RDP

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    Senior Member
  • Birthday 12/05/1971

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  • Location
    Atlanta, GA USA


  • RPG Biography
    I began playing RPGs in 1981 with BASIC D&D. Since then I have rarely met a game I would not at least roll up a character for. I prefer to play or run a variety of games and systems. I am also a (atm) amateur designer and have written modules for the RPGA Living Greyhawk and Living Dragonstar campaigns. (Both are now defunct).
  • Current games
    D&D 5E; Edge of Empire; Designing several new systems of my own.
  • Location
    Atlanta, GA
  • Blurb
    Writer, storyteller, gamer, lover, and slayer...

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  1. Actually going into space would reduce the aging process. Something gravity / space time or something.
  2. XMas 2019 or February 2020 likely pushing towards the latter. I am hoping to have some a brief intro thing here soon
  3. Actually, that is exactly what a tie is: a complication or an opportunity. Story is derived from what happens and how we as GM's let the world react to the outcomes. Ties are valid results. An example: Jurok and Ren jump in a river one night to see who can swim better. Best of three opposed swim rolls wins. Well each swimmer takes one of the first two 'legs' and the final one is a tie. The GM can Declare a tie OR (Complication) tell the players that three trolkin who had been moon bathing near the river notice the frenzy of their fight to the finish OR (Opportunity) describe a shiny item in the moonlight just beneath the water. The characters can stop and investigate or try another swim roll to win the race but might not be able to find the shiny object again Non-combat skill checks offer a great way to tell small stories and add complications. And IMO ties in combat only add to the verisimilitude, not detract from it. It adds tension to the situation, especially between unequal foes. Every round the trolkin dodges your hammer blow, is another round that it might take your head off with that bone handle shovel. Exciting.
  4. The One Ring rpg uses a D12 (and D6). One of my (many) projects, Skull & Sorcery, uses only D12s. The number spread is better than you think.
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  6. If all goes well, the writing will be done by Mid-October. But that also means editing and finishing art etc.. And some of the folks who offered to help I will be reaching out to very soon.
  7. Right, those are a bit vague, which is why I would just use the MW core book itself. Lesser Demon = 6 MP; Greater Demon = 9 MP That is much more straightforward and easier to deal with.
  8. Well, if TPTB will tell you and work with you to adjust your idea, And once they do and you get the go ahead, then its up to you to make a supplement that we all have to buy because it is so damn good Don't be afraid of failure or success; that is the thing I have learned in my quest to be a free lancer and game developer.
  9. Well sorcery is designed to circumnavigate the natural world. So you could also allow dwarfs to move at full speed through the Earth to compensate for the ability of sorcerers to do the same. And I would say, spend 1 MP to gain X amount of movement or control of movement. So the base spells work as defined and spending more MP gives greater movement.
  10. Okay so you are talking about Advanced Sorcery. Gotcha.
  11. Where are you getting the information from? Is that in Advanced Sorcery? To refresh myself I just looked through the base MW book and it is pretty basic on summoning costs: 6 for Lesser and 9 for Greater.
  12. Hopefully I can do it justice when I stream the game later this month.
  13. Well my understanding is that this is an attempt to expand that audience and to gauge what people like. My experience has shown that having an OGL / SRD / Insert community license here suddenly makes a game more attractive to people who might pass it by. Even if they do not build their own game or setting, just the idea that someone could do that is enough to give the game a look over. I suspect this will be the case with HQ/Questworlds and what not. Many people will discover it for the first time. Many will re-discover it. With Chaosium's recent successes I suspect (and hope) there will be renewed interest. While yes, the current community is small, there could be any number of reasons for that. A perception that HQ is a bit of 400 level RPG play, when it really is not. A perception that it is intrinsically tied to Glorantha the same way RQ kinda-sorta is. The name change and so on. I have no data to support these, just anecdotal stuff from conversations over the years. No reason that it won't get some growth.
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