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Sean_RDP

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Everything posted by Sean_RDP

  1. So tonight putting in place the beast appendix. Two more encounters to rewrite tomorrow then the last read through and tweak. Should be done tomorrow and ready for Wed... fingers crossed.
  2. Honestly this feels like a cross between WHFP and Rolemaster. It is really for a specific kind of group or when your group just has a taste for something this heavy. I do not think it is bad, but wow does it have a lot of stuff packed into it.
  3. Interesting video they have their. I expected Ramsey Bolton to come looking to flay me.
  4. So I have changed (and am changing) some of he categories of how beasts will be organized. Primarily right now are the Rakshasa and other demons, who will not be listed as Type I or II, but by their "Order". For example, Rakshasa are of the Order of the Red Haze. These are weak immortal beings, the lowest order of demon. Weak in immortal terms of course, but compared to a frail mortal, still very powerful.
  5. Okay, rewriting the encounters to make sure they jive with the new rules. This should be done today. Then rewrite the bestiary, and after that it is a matter of finishing the pre gens. Then my edit, another edit, last look over. All of that should be no more than three days. I will say let us shoot for Wednesday as Salt Mine Blues day. I do need to set up the feed back email / channel. I want to upgrade the website and my blog a bit. The latter is not a big deal. I have the errata thread here of course.
  6. lol The rules section, barring any last minute change is 7. The adventure is 5 right now and will end up at approx 8. So I can ahppily report the whole thing will be less than 30 pages complete.
  7. So I have been reading a lot of books and listening to podcasts where people talk about the development of games and worlds. It has made me realize that I need to think about why I am creating Skaerune', beyond the basic idea of making my own game derived from half a dozen games I have played over the years. What makes or may make a world or game successful and allows the players to invest in it? I don't want to do what has been done before; I want to do something different. So I will talk about those central ideas here in this thread. The City At first the cities were just a way to differentiate culture and people and to lay out the history of the world and it's eras. Now though, I am looking at the ideas of the cities as The City, where a character's culture is tied to and whether they reject or embrace that culture. I also realize that the way I have the cities come to the world and rise and fall over time is an unconscious spotlight on the Immigrant's Saga. This is relatively new for me in terms of why I built the world this way. The realization is interesting to me. I realize there is not a ton of information available yet, most of it is in my head, but I welcome peoples thoughts on it.
  8. So some more news. The edited Rules section is onl pages, not counting spell descriptions but including magic and combat. That is about half what is was three months ago. I feel like this will work a lot better. So now it is just a few last details. Next Week? Yeah.. maybe..
  9. Well we did not make the Top 10, but I am looking to see where we landed. As soon as I find out, I will let folks know. Thanks for voting!
  10. Hey all.. so a funny thing happened on the way to the Internet. Yesterday on EN World they had an unofficial poll about which RPGs are you anticipating for 2017. So naturally I mentioned the two I have been working on Skaerune' (of course) and a lil OSR project called Pimmels & Paradoxes. Well to my surprise both made it to the official poll. So if you have the time and inclination could you pop over and give Skaerune' a vote? Runequest 4 is also on the list and had I thought about it I would have mentioned it here yesterday. For a basically one man show like myself, this kind of pub can do great things. It can motivate me and energize this project. And I won't lie, it might be nice to come in on the top ten for once lol. There are some great games on the list and you can vote for more than one. Anyway here is the link to the poll. http://www.enworld.org/forum/content.php?3759-Most-Anticipated-RPG-of-2017-The-Official-Poll!#.WG74ulxSSHE Thanks
  11. Joyous Bell Festival! On Skaerune', the Festival of Bells is the celebration of a new year and an end to the worst of winter. People of all cultures gift bells to one another and generally make noise to drive away "trolls" and proclaim to the Caretakers that they are here to stay. Even the Rakshasa allow this holiday in their cities though like everything their festival celebrates the Glorious Empire more than anything. So, Joyous Bell Festival to you all.
  12. Sean_RDP

    Strain (SN)

    Good feedback. I will likely not change it in the final edit BUT will mention that for people keeping Strain in mind while they play test.
  13. Sean_RDP

    The Cosmos

    To begin with humans will be the only playable race. There will be four cultures to work with. However, I am considering a supplement (of some sort, trying to minimize your cost and mine) that adds some of the Myth species and maybe even Rakshasa or other demons as playable races. I would prefer either free PDFs or if I cam going to charge for that, then a thick and meaty supplement. But that is for the future.
  14. Perhaps it meant the woman was a princess or member of the Imperial Senate... Those are gorgeous and elaborate though, very cool.
  15. One other thought building on other comments, you might have each Potion give off low level radiation that can affect other potions. So someone can carry a lot for a little bit of time or a few, but for longer. Another thought is that the magic points only last 24 to 48 hours and then the potion becomes inert. A permanent potion would require a point of POW. Those will last indefinitely.
  16. I think you could make a case for a system where Attributes represent the ceiling (and basement?) of a character's abilities. The downside of it is that there needs to be some kind of representation for actual experience and training, otherwise a character with a high INT for instance could be as good at Neurosurgery as she is at Egyptian Hieroglyphs or Forensic science; yes some people may be that qualified but it is few and far between. So yes some kind of occupational bonus and or non-occupational penalty. A poet trying to perform a tumor removal should have heavy penalties. However, once you start down the road of Occupation bonus/penalty aren't you just getting back to having skills?
  17. Yeah there is actually a reason for that title pertaining to the adventure.
  18. Okay working on the final editied version this week with an eye on January 2nd or 3rd to release Salt Mine Blues. Basically a year after I had intended to release something. I am just trying to make it as porfessional and good a release as possible to build currency for Skaerune'.
  19. OpenQuest would likely work very well for that. I do not anyone who specifically has though
  20. This is a sample district of the city. I have not decided how many districts there are, but there will be many as the idea is to let players advenuture in an around this strange metropolis. Swordfish Isle One of the first islands settled by the Sea People, Swordfish Isle has become the primary trade port for the city. The island sits on a strange and sudden drop off from extremely shallow to relatively deep water and as such is perfect for a wide variety of uses. On the deep side, known as Deepen, the waters are plentiful with fish and other marine life, including the occasional Doegler shark. The fishermen have learned over the years to use lures and loose horn eels to distract and frighten off the Doeglers. Swordfish, as the name of the island implies, are one of the most common fish in the waters as some of their spawning grounds are nearby. Shael is the name of the west side of the island near the shallows. A mile long stone causeway rises ten feet out of the sea, which comes only to about six feet at high tide. At low tide, the water recedes from the shallows, leaving a wet and muddy marsh for several hours in the morning and early evening. Fishermen and frequent captains park their flat bottomed boats along the causeway. These rest on the marsh at low tide and the fisherkinde roam about collecting crabs and muscles to eat or to sell. Once the tide comes in, the boats float back up, riding just below the causeway at the highest tide. Swordfish Isle is a mile long and half a mile wide at it's widest point. It runs north to south and largely protects the Port District from bad storms. It partially protects the naval district as well, but certainly not from all storms. Around three quarters of those who live or work here are of Sea People stock. The rest are a mix of restless Red Elves, Horse Folk who enjoy the sea, and immigrants from Orealis who don't want to venture too far into Hunburg proper. Areas of Interest North Deepen The Wind Docks South Deepen High Shael Low Shael The Causeway The Low Marsh North Deepen North Deepen is a large community with many stone and wood houses. It rises from the island on sturdy piles driving deep into the ground. Mostly fisher folk live here, but a few shipwrights make their business here as well. Rock walls protect the north from the worst of the storms. A number of taverns dot the area, but these are generally filled with fisher folk and others who make the sea their home. Outsiders have coin and are tolerated, but their foolishness is not. The Wind Docks A large wooden and stone dock area that has births for 6 of Hunburg's frigates. These fast ships make use of the brisk winds here to get out of port fast. At any time four of the ships are on patrol and only two are in harbor. The harbor itself is guarded by two man made jetties and other obstructions. A light house sits near the harbor entrance as a warning system to ships arriving. There are barracks and repair shops here as well as a tavern and a brothel. South Deepen This part of the island rises higher than the rest and is the domain of the Duke of Swordfish Isle, Matrakh H'Genda. She rose to the position after the death of the last Matrarkh as H'Genda is the richest boat builder on thee island. She is also an accomplished sailor and sea captain. H'Gende ably administers the island and it's people, taxing them very little and still making her own quotas to the city itself. There is also a deep wood here, which offers trees to shipwrights and other wood workers. Even though many trees are taken, H'Genda tends the wood as if it were a garden and it remains dense and plentiful. High Shael In the northwest corner of the island live the rich boat captains. All own more than one vessel and some own as many as five. Here the homes re larger, the boat yards cleaner, and servants (and slaves) more common. It would be a mistake to think these folk are highly cultured as the rich on the mainland might be. The old ways are still followed, with duels common though rarely to the death and traditions are sacred. A temple to the Sea Saint sits on a high hill and worship of this being is common. However, cults to Doeg also exist and often lead to trouble for those who follow it. Low Shael Low Shael is the free port of the island. It is a collection of inns, taverns, brothels, and merchants all looking to part the sailor from his coin. This where many of the non-Sea People live and it has an air of chaos about it that is attractive to many. From dawn to dusk, Low Shael is a fun and free port where many from the city come to lunch and gamble. After dark however, only those who know their way around it's planked streets should be out. Every morning the magistrates find dead bodies in the marsh during low tide. These unfortunates are rarely found with any possessions (or clothes) and almost never see justice served for their deaths. Low Shael has its own dueling circle, with few rules and many deaths. The Causeway The causeway is thirty feet wide with a wall that rises five feet on each side. Circular ports are cut every ten feet and iron railings are put into play for those who want to tie off their boats. Some have paid the city for the right to build homes along the causeway and wooden or (more rarely) stone apartments have sprung up here and there. Although regularly patrolled it is unwise to travel the causeway alone at night as many unsavory people lurk along it. The Low Marsh Named because it appears only during the low tide, the Low Marsh is a popular source of seafood and a favorite place to hide things (or people) you do not want found. Although the fisherkinde primarily seek out crabs or muscles, in reality their job is to find any “lost” valuables buried in the mud. Often, servant or slave children are used for this as many of these lost treasures are trapped or guarded. If one is not rich enough to have servants, than the most expendable of one's children are put to work in this task. Adventure Hooks The Magistrate has pulled in a body of a woman from near the shore of Low Shael. She is fully dressed and still has her coin purse, which is unusual. They say she was killed by being tied to a large stone and pushed into the water. A reward for finding her killer has been posted. A man who lost everything dueling in the arena of High Shael needs a war to get back into the game. He has enough coins to hire some adventurous souls to help him “acquire” two brand new fishing boats being built in the east side by a North Deepen shipwright.
  21. It sounds like a lot of people feel Mythras would handle Sci-Fantasy and Space Opera especially well.
  22. Horse Folk Gandulga stood before a great stone set into the earth. He and his small tribe had fled across the plains of their home, fleeing Ardoba and her flesh eaters. Now they had come to this stone, seen so often in Gandulga's dreams and sat before it. Some prayed, some slept, but Gandulga stood motionless. Legend has it that he stood there for three days until finally turning back to his people. The stone he said, represented the voice of their ancestors, The Fortrii. To Gundulga the Fotrii had given the gift of wisdom and a vision of his people's future. They would rule the great plain and protect it's spirits from the evils of outsiders. It took them twenty years but Gnadulga and his people did just that, finally naming the plains, Fortrii Pre, the Plains of the Ancients. Tribes of farmers and city dwellers were subjugated by the Horse Folk. Although of similar racial stock, they were seen as “lesser” because they were too settled. Over time the hostility has ebbed and the Horse Folk chiefs welcome all into their small kingdoms. However, the Imperial Tribes and the Red Elves encroached on the Fortrii Pre and these were pushed back. Some small settlements were allowed to exist, but any large incursions were turned back. As the Horse Folk pushed out more and more, they came to the eastern coast. Here, the tribes found a Black Stone much like the White Stone to the west. Batsaer, the chieftain of the largest tribe present, stared into the rock. After a few hours she informed her people that this was the stone of the Ertii, the dark ancestors. They told Batsaer that the the land within the five rivers belonged to the Ertrii and Batsaer must build a tribe to protect this land, even from the other Horse Folk. So she formed the Khan of the Dark Ancestors or Ertrikhan as it is known. A year later the Sea Peoples arrived and after some issues, the two began a long standing relationship. With the arrival of Imperials, this relationship became stronger and both peoples maintained their identity in the face of amalgamation. Now, the Horse Folk are a large part of the population of Hungburg. Recent History Many of the ills that befell the Third Empire also affected the Horse Folk. Hordes of devils ravaged the various kingdoms and thousands perished. The refugees came east and established Fortrikhan on the west bank of the Blue River. Relations between Fortrikhan and Etrikhan are tense and Hunburg often reverberates with conflict between the two groups. Still, among the Matrarkhs are Horse Folk from both kingdoms. Horse Folk Stats STR CON SIZ INT POW DEX APP 3d6 3d6 2d6+4 2d6+6 2d6+6 2d6+6 3d6 +10% to all Communication Skills +15% to Ride Skill
  23. Well Skaerune' has priority but I am doing bits and bobs with The City...
  24. So I wanted to update Skaerune' a bit tokeep everyone in the loop. Things have been thin lately with more life changes, all for the better, but working on the game and other projects had to take a back seat. Life seems to be affording me more time now, though. Changes to the Game World I have made some subtle changes to the world itself. I found a few aspects to be a little too derivative and I wanted to make a more unique setting. I realize there is not a whole lot of information on the world as it is, so folks may not even notice the difference. Changes to the Rules Again this has been pretty subtle, but I have tweaked the rules a bit. Specifically on Strain, trying to make for less math and granularity for the players and GM. Make no mistake, Skaerune' is not rules light, but I am trying to make it rules smart. Once people outside my small group start to play it, this will be the focus of feedback I ask for. About a Year Behind.... So I am about a year behind where I wanted to be, but the time has been well spent. Skaerune' is a much better game today than when I started. I will be releasing Salt Mine Blues and let people play with that. Then I will be releasing a small (again FTP) playtest version of the full game and finally sometime next year a full blown version of Skaerune' Some More Previews Next week I will have a few more previews of creatures and I think the cultures. Maybe a cult or two as well. I promise, Skaerune' is not going away
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