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Jakob

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Jakob last won the day on November 22 2016

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About Jakob

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    Senior Member

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  • Website URL
    http://swanosaurus.blogspot.de

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  • RPG Biography
    Been a writer for German Edition of CoC; played lots of RPGs since 1984. Co-owner of fantasy bookshop Otherland in Berlin, where we hold monthly RPG nights.
  • Current games
    RuneQuest - Adventures in Glorantha; Dungeon Crawl Classics - Peril on the Purple Planet
  • Location
    Berlin, Germany
  • Blurb
    Loves reading new rules, hates learning them!

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  1. I don't see why you shouldn't be able to have your cake and eat it, too. Keep repulsor fields and antigravity, but make it something that either can't be employed easily (maybe flying cars only work in citys with a big-and-expensive-as-hell antigrav reactor in the center) or is highly controlled (maybe it has a terrible potential when used as a weapon?); so if you can't afford or get your hands on the technology - or a legal license to use it - you might just have to hollow out an asteroid and spin it around. And maybe that's what most people are actually doing! BTW, if you're interested in the whole asteroid habitat thing, you just have to read Kim Stanley Robinson's novel 2312. It's quite the opposite of space fantasy, but it is still fun, I'd say, and he is really good at making the scientific explanations entertaining!
  2. That's no coincidence; my mindset was pretty much "take what I loved about those old DSA scenarios, add open-ended choices for the characters."
  3. Well, d100 games are traditionally not that much about balancing. EDIT: At least, she's not a Melnibonean.
  4. Great to hear - I hope you'll like them!
  5. These two are out in print now - "Die gute Nadel" is by me, as I mentioned. I'm working on its English translation! It has dead fish, posh goblins, family rows and even a small dungeon.
  6. That party looks like they had a rather bad argument - that guy with the scrolls looks a little abashed, probably from being berated by the Duck! Oh, yes, I like it!
  7. If I include the social combat rules, I'll certainly keep it optional; I'm not quite sure yet if I'll do at all; maybe it would bloat the text too much.
  8. Okay, just a rules question: I've been re-reading the SRD and noticed that there seems to be no penalty mentioned for multiple parries/doges - the way I read the SRD, it allows you to do as many parries and dodges per round as you like, with no penalty at all. Am I missing something? Or is this intended?
  9. I think this makes sense - I must confess, I'm looking forward more to the Sky-Raiders system, but that's quite fine!
  10. Thanks for looking it up!
  11. Wouldn't that mean that the first mastery is effectively worth two bumps (by turning your succes range into your crit range AND giving you a bump)? I guess the passage might be read like that, but it would seem strange that this isn't mentioned anywhere else in the rules. I must confess that I'm confused now ... I always considered it part of the elegance of the system that rolling 10M against 16M works exactly like rolling 10 against 16.
  12. I can't imagine that - that would play havoc with the system, wouldn't it? It would mean that if I roll 10 or less, I have a critical AND could use my mastery to bump the other side down. I read the passage as saying that effectively, 10M means that I need to roll a 10 or less for a crit (and an 11-19 for a success), because I'll always get the bump up (except when the opposition also has a mastery - that is why it says "Unless opposed by similarly exalted resistance"
  13. Hey Shawn, whatever setting you'll come up with in the end, these are certainly some interesting questions! Since you've asked about things that other published works don't quite deliver and that we would like to see: I'd really love to see a fantasy setting that deals in an interesting way with social change triggered by a major epistomological change; a "true" Renaissance game, not in the sense that it has some real-world historical trappings of that era, but that it really deals with people developing a whole new view on what it means to be human (or whatever other intelligent fantasy species you might happen to belong to ...). Take, for example, a fantasy society where magic has always been bound up in religious ritual, but recently, a more scientific approach called "sorcery" has been developed - what does it actually mean if humans can wield magical powers without recourse to gods or spirits? What kinds of upheaval would follow from that? You wouldn't even have to combine something like that with a Renaissance-like technology level, it could just as well be a stone-age setting. Are the gods real? I consider both "they are definitely real and active" and "There's no proof of them being real whatever" interesting; for some reason, I don't really like the "they're probably real but keep in the background" middle-ground. And I'm not very interested in "good" and "evil" gods in a pantheon. Still, they can serve as interesting philosophical concepts in a gaming world. Ideal stakes for me a medium, it just seems most playable. I tend to like my game worlds either utterly alien or very down to earth - once again, what I'm least interested in is the middle-ground. Harn feels a little to familiar to me (I'd probably like it better if it were a humans only setting). I love weird settings with lots of intelligent species like Talislanta, but I want them to make sense (I played Numenera for a while, but all of the cool elements where just there, with no connective tissue that made them feel like they were belonging to the same world and being in relation to each other). I don't really like any more or less creative new takes on elves, dwarves and the likes - they have been done, and they have been done well, but I really don't feel a need fo any more of that. Regarding details: I kind of prefer slim, but focused setting material. Give me a lot of broad strokes, but also some very detailed elements that I can use right away. I find that I can make most uses of the extreme ends of the scale at the gaming table - very broad descriptions that just give me a general idea of a place, and fine details about one thing or the other (a castle, a group of NPC, an inn ...). I like to have some near future history of the world (two or three years), but only in very broad strokes and only as suggestions what will happen if the PCs do not interfere. Also: yay to city states!
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