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Stan Shinn

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  • RPG Biography
    I have played role­play­ing games since 1978, and I now write and pub­lish hobby games for fun. Some of my games are available at RogueComet.com. I enjoy gamemas­ter­ing, game design, and cre­at­ing new RPG ‘hacks’ and do-it-yourself tips to share with the gam­ing com­mu­nity.
  • Current games
    D&D 5e, Savage Worlds, Fate Core, Stormbringer RPG, Classic Traveller
  • Location
    United States
  • Blurb
    I live in Dallas Texas and run many forums on 5e, my own games, and the DFW Roleplayers group.

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  1. Very interesting! I'll check it out, thanks!
  2. I'm definitely going to pick up Samurai of Legend! I didn't know it existed until you mentioned it. It has the benefit of still being a live product, you can buy PDF or hardcopies of both Legend and Samurai of Legend (unlike LoN which is out of print and expensive on the second hand market; I have a copy but players need a way to get to the rules).
  3. Thanks everyone so much for all these insightful answers! My campaign is a few months away, but I will spend these months in advance looking over the rules and doing some prep work. I will also mine the old Bushido game for random tables and such. The campaign I plan will get firmed up in a Session 0 (getting feedback from the players), but right now my thought is to either set it in the 11th century or the 18th century. I'll need to read up on the two eras to better understand which would be better. I'm reading through Lone Wolf and Cub and love those gritty storylines. For anyone interested, here is the sketch of my campaign, flagged as a spoiler in case my players ever come here. The Path of Meifumado Campaign -- Stan
  4. I have a copy of the 'Land of Ninja' box set that was published during the Runequest 3rd Edition era. It's basically the old Bushido fantasy-Japan setting but updated with d100 rules. Is anyone familiar enough with Runequest 3rd Edition and/or Land of Ninja to help me know if the latest edition of BRP (BRUGE technically, but I still think of the old acronym) is a good fit to run Land of Ninja? Glancing through the Land of Ninja materials it seems like BRP and using the optional hit point locations rules would do the trick. But were there any Runequest 3e rules that are materially different than BRP? Land of Ninja has it's own magic system so any quirks with Runequest 3e magic might not apply.. (Side note: this is what the Land of Ninja box set looks like in case you're interested: https://wellofdaliath.chaosium.com/home/catalogue/publishers/avalon-hill/land-of-ninja-rq3-box-07/)
  5. Ah, thank you so much @Questbird!!! I couldn't seem to find it in the index and I was looking at the Shield's table, and I forgot that shields work differently than armor because of the Parry rules. Anyway, thank you!
  6. I believe in the 1st edition Stormbringer rules armor had a die rating (e.g. d4), and when attacked, you'd roll the die to see the amount of hit points the armor soaked for that attack. I can't seem to find those as optional rules in the new BRUGE SRD; is that in there? Or are those rules published elsewhere besides 1st edition Stormbringer?
  7. Let's say you make your statement of intent that you are going to attack enemy #1. Then, as you resolve actions, enemy #1 dies before you get to attack them, but enemy #2 is within reach. Would you rule that: (1) The PC's original target is down so you lose your attack. or (2) The PC can use their 'attack action' to attack enemy #2, or any enemy with reach. or something else? -- Stan
  8. What are some good options for a published Pendragon adventure that would reasonably conclude after four hours of play? I'm new to Pendragon and not sure how long the new starter set adventure would take to run.
  9. Posted a new version of my 'Alliance' QuestWorlds game. Aside from numerous edits, I've added a character sheet and sample pregen. Full release details are here: https://roguecomet.itch.io/alliance/devlog/619733/beta-update-and-new-character-sheets
  10. Here's a rewrite -- does this wording make sense? "If the result is a Tie, look at the number on your dice roll compared to the opposition. Ignore any modifiers since those are applied to your ability target number, not the roll itself. The higher roll gains +1 success to break the tie. Ties don’t earn XP. Player roll is higher = Victory at a Price, (1 success, but suffer a consequence) Player roll is lower = Defeat with a Boon (0 successes, opposition gains +1 success, choose either 1 benefit to self or 1 consequence to the enemy) Rolls are tied = Inconclusive Standoff (0 successes, neither side gets what they want)."
  11. There's probably a better way to phrase it, but what I'm getting at is if you roll a 12 with a +3 modifier (from a benefit or augment) to your 'Weaponmaster 13' ability, your 'natural roll' is a 12, so that's what you would use to adjudicate ties if you got the same number of successes as the opposition. Basically I was trying to clear up that you use the result of the d20 roll (a 12 in this case), and ignore modifiers (which should logically be applied to your ability, not the roll, but I know I've seen times where people use that +3 to subtract from the roll instead of adding to the ability). Anyway, your question means I need to reword this. Thanks for your feedback!
  12. My first QuestWorlds product is now live! Alliance is a science fiction game that lets you play in settings inspired by Firefly, Blake's 7, and Cowboy Bebop. It's in beta, and until it's finished you can get it for free. I'd love any feedback you may have. Download it here: https://roguecomet.itch.io/alliance
  13. I really do like the 'three strikes and you're out' approach; there should be a known point at which you're 'taken out'. -- Stan
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