Jump to content

Search the Community

Showing results for tags 'setting'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • Pendragon & Prince Valiant
    • QuestWorlds
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • D101 Games
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Delta Green
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums


  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons
  • Sparrowhawk's Roost
  • RPG Imaginings
  • The Bardori Saga
  • Amusing Musings
  • Red Cows in the Borderlands
  • Dethstrok9 YouTube Channel
  • Three go mad in Santos
  • Þáttr
  • An Anglo Saxon Chronicle
  • Things Go Off The Rails
  • "Genetic Defects" Short Science Fiction Story
  • Runequest Campaign Log
  • How one man became a king
  • Atalan: Before the Fall
  • Confessions of A Hypnotic Game Author
  • West of Arkham
  • Mad Gaming Madness (BRP Edition)
  • Just Some Writing


  • RuneQuest in Glorantha
  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Old West
    • Call of Cthulhu
    • Other
  • Science Fiction
    • Star Wars
    • Terminator
    • Halo
    • Other
  • Super Hero
    • City of Heroes
    • Superhero Characters
    • Other
  • Mythras
    • Classic Fantasy
  • Revolution D100

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Member Title

RPG Biography

Current games



Website URL

Found 24 results

  1. Hey folks, I've been whittling away at a d100-inspired ruleset in a setting inspired by the excellent Shadows of the Apt series. The setting as inspiration provides an interesting set of powers/abilities to try to model, plus some steampunk or clockpunk - it's been fun writing it. I've done one simple combat focused playtest a couple of months ago but since have added quite a bit. It's still very much work in progress. I welcome feedback if anyone's interested in checking it out: https://shadowsandechoes.world/ The ruleset is under a Attribution-NonCommercial-ShareAlike license (https://creativecommons.org/licenses/by-nc-sa/4.0/); this is for fun only! There's also some code - I've been playing around with what is mostly a NPC generator: https://gitlab.com/robertprince/sae/. Cheers, Robert
  2. One of the most potent storytelling techniques in anybody's arsenal is immersion. Without it, your players cannot really appreciate the setting you have laid out for your characters. Immersion is, in short, a state of mind in which the players are so invested in the unfolding game that they can forget they are in a game at all, and actually live out the adventure in character. Immersion is the reason why some game settings just take off, and others fall flat on their face. The Power of Immersion The most important point about immersion is that it starts with the game author - whoever is designing the scenario for the players. This might not becessarily be the Games Master who will be running the game, but often enough it is. If the writer of the game creates a compelling enough setting, or campaign, or even just a single scenario, for the game, they will feel the power of immersion while writing it. It can be so powerful that writers who immerse themselves in the setting can become lost in it - whether they are writing fiction, designing a setting, or creating a game within that setting. The secret to immersion is to present that feeling of being drawn in and lost in the setting, in such a way as to draw in the Games Master (if they are not the game setting's creator) and also to draw in the readers or players. Creating Immersion Engaging Characters In a work of fiction, a character must be presented as sympathetic, somehow, possessing qualities of heroism or benevolence which mark that character as a protagonist to the reader. In a Mythras game, the character can be created with appropriate powers and abilities - but more importantly, they must come across as being the sort of exceptional person to whom the community turns; a member of the only group of characters who can solve the problems presented to them by the Games Master. Similarly, a character is more likely to be an enjoyable figure to work with if their abilities and personas jibe with the rest of the group. A combat-orientated character might not get along with a team predominantly composed of investigators or social climbers in a game of political intrigue. Engaging Setting Likewise, the setting must be something that is not only appealing to the players, but a place worthy of being defended. Immersion in the setting, in a game, is pretty much the same as it is for a written work - the players must feel as if they are living there, letting the place surround them and bring them to life. The players must want to live in the setting, whether it is the setting of Perceforest, or Lyonesse, or Worlds United, or Fioracitta. Sensory Immersion This is probably the aspect of gaming immersion that most strongly involves hypnotic elements. It is not enough to tell; you must show. Examples:- 'You've been marching through this forest for so long. You come across a tree which looks so familiar, and you feel a chill of apprehension as you begin to suspect you may have been walking in circles.' 'You can't identify the stench coming through the now-opened door of the laboratory. Perhaps you don't want to.' 'Candlelight, and incense, and a low, indistinct choir singing somewhere nearby. The sandstone of the walls feels pitted, smoothed down - countless hands must have rubbed off on this darkened spot on the wall, smoothing down the stone. This is the place all the pilgrims wanted to come to; the smooth spot on the wall, supposedly the place where their Saint laid their hand and performed some miracle. But it just feels like smooth, cold, eroded stone to you.' Sustaining Immersion Once you've created a sense of immersion, you must sustain it throughout the adventure, possibly the campaign. Engaging Plots What makes a plot engaging? For the players, it could be the promise of treasure, or a desperate need to stop some bad guys. Which means you have to make the antagonists compelling, too. This does not mean that you have to add new tricks to old undead, making zombies leap about and climb walls for instance. It means having an antagonist whose scheme poses a credible threat, if not to the characters, then to their way of life. The protagonist is doing something bad, and only the player characters can stop them. The plot becomes engaging if the characters want to stop the antagonist, possinly without needing to be prompted by the Games Master. Plausibility There is no greater power of verisimilitude in a story than plausibility. Is the antagonist believable? Are their goals achievable? The fact that they are not remotely desirable is irrelevant; if the antagonist can destroy the characters' whole town and only home, and they demonstrably want to do so, the Games Master can ramp up the threat by having to characters work out how and why. Stakes The most important hook to keep the player characters in the game is stakes. The characters must have a stake, and they must want to do whatever it takes to protect that stake. Examples of stakes include family and loved ones living in the characters' town; the characters' town or neighbourhood; a neighbourhood which will pay for the characters' protection from some marauding force; a rich financial reward from the patron who needs the characters to see a task through which they cannot do. Or something less tangible, such as the characters' reputation, or a rescue or escort mission, or the completion of a diplomatic, trade, or courier mission. Sometimes, the stake can be something owed to oneself, and a need to know that a character can still perform a task they once could do routinely - for example, Athletics after having been injured during a fumbled Athletics check. The Payoff of Immersion The whole aim of immersion is to draw in the players with the promise of a memorable experience that is as much lived and enjoyed as a real life experience. The Games Master must be able to immerse the players into the game, and the only way to do this is to immerse yourself into the game; to run the game out in your own mind, both from the viewpoint of protagonists and the antagonists. The best sort of immersion is so deep that players can find themselves dreaming about the characters and the setting. Of course, as the Games Master you could find yourself dreaming out the adventures yourself, living in the setting, running the scenarios in your dreams. But that's all part and parcel of giving the players a memorable game, one which will stick in their memories, possibly for years to come.
  3. This blog is about settings. And immersion, and getting a sense of belonging. And rejection of the hack'n'slash mentality of gaming. It is also about hypnosis, and hypnotic language, and high weirdness, and the ocarina. Everybody here got into gaming for their own reasons. Give me five minutes, and I bet I could draw out your reason for playing d100 games, or for playing tabletop games at all. What do you get out of your favourite d100 game / setting? What's the payoff for you, that brings you back to this specific game, world, or setting, or even makes this your go-to place for adventures? This blog will explore that payoff. In my case, those payoffs plural. By exploring the things that bring others to the table, you might find the things within you which motivate you to game. And I'll reveal my payoffs, the reasons why I do what I do - writing game material, playing the ocarina, and hypnosis.
  4. This thread is where I’ll post early draft text from my fan setting for Magic World. The intention is to get feedback or at least provide material for others to raid for their home games. I’ll start with the 3 A4 pages intended as a player handout. 3 Page Summary of the Broken Isles Morg yanked the warhammer from the strangled legionnaire’s hands. The ceremonial hammer had a pleasing heft in the slave’s hands. Morg smiled grimly in the light of the burning tents. If enough giant and troll slaves rebelled, then the indigenous dwarves might find the courage to slaughter the whole legion. Perhaps Morg would not be worked to death in this cold foreign land after all. To make good use of the rules presented in Magic World this setting is an Iron Age archipelago where bloody conflict between the various nations and species of peoples is all too common; often due to the hidden influences of the gods of Light, Balance, and Shadow. Here wizards are rare but feared and drawn blades all too common. Into this world was born a man determined to be Emperor. Magic World copyright Chaosium 2012. This article copyright Karl David Brown 2018. Survival, ambition, the sea, cosmic forces Magic World provides rules covering the unpleasant aspects of Iron Age life: disease, poison, seasickness, drowning, and fights that can leave you horribly wounded if not dead. However, overcoming these risks makes achieving your goals even sweeter. Ambition and grit can make a soldier an Emperor and allow a wizard to uncover powerful arcane knowledge, or they can die horribly trying. Magic world also provides rules for ships and seafaring. The sea will be present as a god, as a means of travel, and as an environment for adventure. The campaign is set on islands and even when the sea is out of sight its influence can be felt. The influence of the sea, the struggle to survive and reach your goals, the ambitions of an emperor are all obvious to any traveller. However, behind the scenes gods and cosmic forces struggle to exert their influence on the world. The Broken Isles The Broken Isles are a long archipelago stretching from the equator to the arctic and nearly as wide. The only other land mass is the continent of the elves separated from the Broken Isles by a vast ocean. This is a low magic setting where even a large town typically has only one spellcaster and resembles the real Iron Age and early Middle Ages in coastal Europe. Like the real Middle Ages, the people are divided by culture and are adapt at trade and war oscillating between the two. However, this is not a historical setting. As well as wizards with real power, the lands are home to numerous species of peoples, monsters, and spirits. Risks and Rewards Most people of the world try to find somewhere safe to raise crops and children and perhaps be happy. This is not you. Whether driven for a desire for something more or your safe corner of the world being burned down, you are on a riskier path with great rewards for those that survive. Some of your adventures will address personal ambitions such as steal a powerful wizards grimoire or assassinate a mad king. However, whether you seek knowledge, power, or just a life of ease you need money to achieve these things. Therefore, money is often the glue that holds the ambitious and cut-throat together, if your allies won’t help you steal the wizard’s grimoire, pay them. If you can’t pay them get the money from somewhere, perhaps from the local chieftain who is offering a fat purse to mercenaries. Needless to say, the best paying jobs and the quests that can achieve your ambitions quickly are also the ones where you can get killed. You will have PCs die. Others will be so maimed they should hang up their sword. Fallen allies are a fact of the life your PCs have chosen. Visual Style and References The Broken Isles draw inspiration from a number of sources, which blended together give the setting its own look. The primary sources are historical Europe in the late Iron Age and early Middle Ages before gunpowder but skipping over the dark ages. Next add some inspiration from the pre-Christian myths and beliefs of those times. Finally, blend in my personal love of the sea and snatches of life on the coast from all over the world and across history; everything from free-divers, kayaks, whalers, Ancient Greeks, Inuit, Phoenicians, Polynesians, and Vikings have influenced the diverse cultures and look of the Broken Isles. That said the cultures described here-in do not really have any historical analogues. Veterans Your characters will be blooded veterans. Whether soldiers, wizards, criminals, traders, or diplomats they are not only skilled at their job they have honed some method of surviving battle. Perhaps you are an armoured sword-master, or perhaps you are just good at dodging and running. Before even starting character creation, answer three guiding questions: what species is your PC, what did they do for a living, and what motivates them to face danger. Some typical characters follow. · A human sorcerer from the northern clans seeking arcane knowledge within the Empire. · A dwarf scout from a stronghold of the Broken Spine seeking gold for a dowry. · A shipwrecked elf sailor from Elfland who seeks a way home. · A young giant stone mason and escaped slave fleeing the Empire. · A gnome fisher consumed by vengeance after a dragon burned his warren’s fishing fleet. · An outcasted goblin stone-knapper and carver from an arctic island trying to survive. · A troll from a nomad tribe seeking his enslaved brother. · A young dragon hiring as a mercenary until she is strong enough to defend a territory. · A prince of a centaur chiefdom sent as a diplomat but turned away from the Emperor’s court. Too shamed to go back, he survives as hired muscle. · A talking cat astrologer from the Empire who knows deadly magic seeking a wealthy patron. Iron Age The technology of the most advanced nations of the Broken Isles is based on the equipment available in the Magic World rules, a blend of the best the Roman Empire had with the early Middle Ages, before about 1300CE. This world has had no Dark Ages. However, technical knowledge is not spread evenly. For example, elves are barely Iron Age in their capabilities except that they can build true ocean-going ships and use magical communication to govern large territories. Dwarves of the Broken Spine are as advanced as the Empire in crafts and mechanics but have never managed to unify beyond their squabbling city-state sized strongholds and therefore remain Chiefdoms. World Lore Cosmology No two cultures agree on what the stars are but all except that movements of the heavens contain accurate omens and that when a star falls sometimes it has a heart of iron. However, every scholar knows there are three worlds. The Sun is a world of white fire. On a clear night we can see the Moon is a world of more forests and plains than oceans so high above us that air thins to nothing before the dragons can reach it. Perhaps rare and powerful wizards send spirits to learn the Moon’s secrets but if any have the power to do this, they keep this lore to themselves. Even the rudest savage who is ignorant of the three worlds seeing them as great eyes or the wheels of gods’ chariots or other such non-sense knows of spirits. Spirits live in our world but are usually unseen and intangible. Magic can place spirits in physical bodies. Most spirits do this by possessing physical living beings, elementals can animate non-living matter to make a body, and demons can magically create unnatural bodies. There are many kinds of spirits such as those that cause disease, elemental spirits of nature, and ghosts of the dead. The most powerful spirits are the gods, these include ghosts of mythical Champions, potent demons, and massive nature spirits. The Broken Isles So, what of the one world we can know? The one we live on. Any child can tell you most of the world is covered by oceans. Land is restricted to the distant continent of Elfland and our own archipelago, the Broken Isles. Only the Homeland Elves can build ships capable of surviving the open ocean crossing to Elfland. Today the elves send so few ships and take no passengers so our Broken Isles may as well be the whole world. The Broken Isles cover roughly a quarter of the globe stretching from just south of the equator to the ice-locked isles of the northern pole. Most of the islands are of modest size; the smallest are little more than bare rocks home only to seabirds. Three however are quite large. The largest island is XXX which spans the whole of the temperate zone. The southern portion of XXX was once claimed by numerous small chiefdoms and kingdoms however over the last decade all of these have been swallowed up by the expanding Empire. Only the cold north of the island remains unconquered, an area dominated by the massive elven forest-state of YYY. The other two large islands are the two halves of the Broken Spine. Far to the north west of the Empire the islands of the Broken Spine are two mountain ranges rising sharply out of the sea separated by a deep sea-filled fissure. The Broken Spine is the homeland of the dwarves and even today few people of other species live there. The hundreds of smaller islands are covered by a great diversity of nature and peoples we could not hope to cover in this small treatise. Peoples of the Broken Isles Once the peoples of the world lived on their own islands. Today the citizens of cosmopolitan ports and cities include dwarves, elves, giants, gnomes, goblins, humans, and trolls mingling amongst each other without much remark. Humans in particular are now so common the elves call them a plague. However, there are rare peoples who would draw the stares or blades of even the most jaded dock dweller. Most people will only ever see one or two dragons, centaurs, or talking beasts in their life. All of these peoples have numerous and varied cultures further adding to the bewilderment of travellers. History In the God War the primordial gods scarred and cratered the land and created the first Champions who became gods in death. The gods we think of as nature gods won the war and their creations dominate the world. However, goblins created by selfish gods of magic grew in number enslaving many islands until the elves arrived from across the ocean and warred upon the goblins. The time of elves lasted only a thousand years because fecund humans freed of goblin predation grew in number and came to dominate many islands. A decade ago, a general claiming to be a Champion like the legends of old usurped the throne of XXX and proclaimed that an empire would cover the world. So far, the Empire has absorbed a dozen small neighbouring chiefdoms. The elves of YYY call for an end to the Empire’s expansion and openly support chiefdoms that resist absorption into the Empire.
  5. If I were to ask folks to give their five essential "things" to a Magic World campaign/setting, what would you say?
  6. I want to go ahead and do an update here since most folks Interested in AB&B follow this forum. We have been silent the last two months as schedules sent team members to do other things. So the promised pdf will hit in lat July or early August. I have a couple (or 4) projects I need to finish by then anyway and we can go full tilt in the last half of the year. Where are we? These first six months were spent laying the ground work. Frankly the project is bigger and better now. It will be something worth your time and I hope folks expectations. But we know where we are headed. Delivery Date: Still hoping for December 2019, but we may end up bleeding into January. My team and I have day jobs etc.. Do you have questions? Feel free to ask them below.
  7. Official updates will be down in the Q21 forum (and I may see if I can get a sub-forum for it) and I built a page for it on my website. Nothing is there yet. However, for the foreseeable future I imagine I will be spending time here, answering and asking questions. I want the MW community to feel a part of this. Here are five things about ABaB thus far. Intentionally Multi-cultural. There will certainly be Welsh and Finnish influences, however we are drawing inspiration and ideas from across the full spectrum of human experience and myth. It will not be typical sword n sorcery or typical high fantasy even though certainly those tropes will be covered. Four main Species. For now we are using species and this may stick throughout. I suspect we will find an in-universe term for it. The four are: Humans, Frost Giants, Fire Giants, and Gek. The giants are not huge, they are about 7' tall. The gek are not humanoid at all, but a lizard folk who are powerful magicians. Vast and Dangerous Inland Seas. Without a doubt this may be one of the most important aspects players talk about. So we are embracing that. A wide ocean and at least two inland seas. Plus wide rivers and other things. Social Tension. The class of people (player characters) who still seek adventure are a dying breed. There is still work of course and dangerous sorcerers and greedy alchemists to battle, but people are tired of them as traditionally societies become tired of mercenaries and soldiers when there is no looming threat. This will isolate characters in some ways from the every day folk. The Gods are Unknowable. The divine beings who made the world are long gone and were never really knowable in the first place. There is no divine magic. The gods do not have proper names, but descriptions "He who lay beneath the seas" or "She who is the air you breathe" and stuff like that. Cults will exist of course, because cults are more social constructs than anything. They are built around either people of great power, others (demons and elementals), "beasts" The Beaver of Dark Rive!, or items that may or may not be powerful in some way. No one gets actual powers from cults, but they can be sources of information and obviously, conflict.
  8. Hi everyone! I'm planning on running my first HeroQuest game set in a Sci-Fi world similar to Aliens, the Expanse, etc. Has anyone done some adaptation or rulings on using HQ for this setting? Any advice from the more experienced HQ narrators? Thx.
  9. I just uploaded a RD100 package for Sumerian adventures. Don't hesitate to correct my broken English (PM me).
  10. It is twenty years after the end of the global wars. Our world lies in ruin. Once-great cities are now nothing more than shattered hulks populated with bioengineered soldiers, giant rats, and rogue robots. This is the world of Rubble & Ruin, a setting inspired by the classic post-apocalyptic fiction of the 1970's and 80's, where players take the role of prospectors searching the rubble for surviving technology. Here you'll find a description of the ruined city and its denizens, a bestiary, information on hostile elements, common trade goods, and sample gangs. Character generation includes six cultures, seven new races, and a section for biomodifications, cybernetics, nano-psionics, and dozens of new failings. Spot Rules for barter, firearms, the building of and fighting from cars, and the prospector’s best friend; the common dog. Also includes two full-length adventures. By Rich LeDuc. 130 pages. Published by Chaosium April 2010.
  11. And what better way to end the year than making a new setting available? The Shade Land lies under a cover of impenetrable clouds where dwells the Dark Goddess, mother of the ruling race of dark elves known as Sha'zir. Here creatures of darkness lurk in the shadows, from poisonous dragonkind to huge insects. And here mankind has retreated to the highlands, where it breeds giant featherless birds as mounts, in a fight for its very existence. This introductory Fantasy setting includes: Dark cult examples Monks of the Order, a unique blend of arcane magic and martial arts Necromancy Flying Mounts Giant Insect statistics and many more "dark" fantasy elements that you can insert into your Revolution D100 campaign or easily adapt to any percentile-based RPG. The setting is 40-page long and is released as PDF-only, available on DriveThruRPG/RPGNow . A saddles-stitched print version is possible but not planned yet.
  12. All, I am running a Magic World game ostensibly set in the Moorcock's Young Kingdoms geography (and using sorcery) but with scarcer use of demons and more mundane threats than than what is suggested in the various Stormbringer adventures. I am constructing a sandbox with the Purple Towns, particularly the Strong Arms as the central location focused on mystery, political intrigue and outdoor adventure more so than combat. I am avoiding building a dungeon crawl of any ilk. I have been considering buying Clockwork and Chivalry so as to leverage its setting, but am worried that it is so closely tied to historical England that applying the setting to the Purple Towns would be too troublesome. Can anyone suggest a setting that has political intrigue, outdoor adventure, mystery, etc... that I could leverage? It could use any rule set (D20, D100, etc...)... A few notes that might be helpful: My world is experiencing the Renaissance with the cultural and technological advances that brings.There are two forms of magic. My own free-form magic and tweaked sorcery rules from Mongoose's Elric of MelniboeMagic is more rare in my game and it is associated heavily with sorcery, murder, evil, etc...Of the plot hooks I have developed much of them tie in some grand way to the conflict between law and chaos.
  13. A Fire Upon the Deep by Vernor Vinge would be a great setting for either a space opera or a space horror campaign. I highly recommend the book. 1993 Pyramid article from Steve Jackson Games about the setting: http://www.sjgames.com/pyramid/sample.html?id=367 Wikipedia article on the book (contains plot spoilers): https://en.wikipedia.org/wiki/A_Fire_Upon_the_Deep Hey, just buy it already. It won the Hugo Award, for Pete's sake: http://www.amazon.com/Fire-Upon-Deep-Zones-Thought/dp/0812515285 Setting Description: Humans are a minor species in this setting, one of millions of biological species living in the Beyond. Unlike many Hollywood science fiction settings, aliens are as likely to look like dogs, or elephants, or butterflies, or rhododendrons, as they are hairless bipedal apes. Most biological species are approximately human-sized, and nearly all are between the size of a mouse and a blue whale, although there are exceptions. The Milky Way galaxy and deep space outside the galaxy are divided into four zones of thought, based on their distance from the galactic center. Technology and even intelligence itself becomes more and more limited the closer you get to the center of the galaxy. There are no sharp dividing lines between the zones; one zone gradually fades into the next, and the quality of the zone gradually changes from the top of the zone (closer to the edge of the galaxy) to its bottom (closer to the center). Also, storms, extensions, or tendrils can extend from one zone deep into another zone. The zones are likely a natural phenomenon, a function of gravity or star density, but this is never confirmed in the book. It is likely that other galaxies experience similar phenomena. The Unthinking Depths surround the galactic core. Here, biological and artificial INT is limited to 5. That limit likely gradually decreases as you get closer to the center of the galaxy, but that has never been tested. Faster-than-light travel and antigravity are not possible here. Space ships that go into the Depths will be permanently stranded there. Computers and other artificial intelligences moving toward the depths will slow down until they stop working entirely. Biological intelligences will experience something similar, becoming more and more stupid until they reach animal- or zombie-level intelligence. The Unthinking Depths begin about 30,000 light years from the galactic center. The Slow Zone is the next outermost layer, from 25,000 to 38,000 light years from the galactic center. Old Earth is said to exist somewhere in this zone. Faster-than-light travel and communication are not possible. It is possible to jump into the Slow Zone, but not out of it. Most ships in this zone use Bussard ramjets and coldsleep facilities for the crew. Generation ships are also possible. INT is limited to 24, and that limit gradually decreases as you near the Unthinking Depths. Computers don’t work particularly well. Trade, diplomacy, development, and military operations take lifetimes to come to fruition. The Beyond is where the action is, 38,000 to 48,000 light years from the galactic center. Here, faster-than-light travel and communication are possible, as are superhuman intelligence and antigravity. Millions of species live here, and they mix freely, although not without conflict. Interspecies prejudice exists, although the most successful species are able to deal with nearly any other species. Trade and diplomacy are constant. When wars happen, they tend to be very destructive, involving hundreds if not thousands of star systems, and over quickly, in a matter of days or weeks. Genocide against individual species has been known to happen, but most violence happens in bars when a species with a biological predisposition to dislike another one gets its arm/tentacle/frond/servomechanism bumped. The Beyond is connected through the Net, a region-wide communications network. Rumors fly across the Net quickly. Because high-intelligence AI is possible, the Net can be data-mined easily. Some species in the Beyond are unthinkably old; others only recently made it up from the Slow Zone. The Transcend begins near the edge of the galaxy, about 48,000 light years from the center and extends into deep space around the galaxy. This is the region of Powers, entities with intelligences so vast that it is dangerous for humans and other biological organisms to interact with them. Powers can manipulate, possess, destroy, and re-create thousands of biological entities at a time as easily as we play with building blocks. Sanity rules apply, although Transcendent Powers are able to put a small piece of themselves into a biological organism in order to interact with other bios without driving them mad. Transcendent Powers have been known to extend their reach down into the Beyond, for both good and ill, though such terms may not apply to Transcendent Powers. Some Powers may be dormant; it is possible to awaken a dormant Power at the top of the Beyond, if you find one. It is also possible for biological entities to transcend and become a Power. It is difficult for Powers to reach into the Beyond, and impossible for them to reach into the Slow Zone. When Powers are interested in affecting affairs in the Beyond, they usually use biological or artificial proxies, though it is as interesting and useful for them to do so as it is for human beings to try to communicate with bacteria. Humans have been known to experiment with or exterminate bacteria, however. It is possible for one Power to kill another Power.
  14. I uploaded a setting in ancient 3rd Millenium Mesopotamia I made a while ago : "URUK". It was not anymore available for download, so instead of leaving it on my hard disk or on a lost server, I'm proposing it now in the download section for everybody who may be interested. It is perfectible and unfortunately in French, but can be a good help to whoever likes to start playing ancient Sumerians or Akkadians. There are 2 scenarios.
  15. Zit


    Version 4.0


    This is a 100 pages amateur BRP-setting I wrote about ancient Mesopotamia (3rd Millenium). It used to be available for download on another BRP-webside, which has now been stopped, so I moved it here. It is far from being perfect, but you can find ideas, material and inspiration -or use it as it is if you like. It is unfortunately written in French.   Upon request, I can upload a printer-friendly version on a white background.
  16. The year is 1092 in the Age of Itania. King Girart of Mirensa, villified as the killer of children, schemes to bring the Nine Kingdoms under his crown while Safiro of Tivonna engages magi and spies to thwart Girart's ambition. Mad King Bertrant of Ossirenza bears the burden to defend the lands of Men against marauding Krek even as his galleys war on Tivonnan ships to satisfy his raging temperament. In the wild North the rangers, always outnumbered, battle the depredations of ruthless Kyaksa tribesmen who strike from mountain strongholds. In the steppes to the east the Solok tribes battle each other to satisfy the blood-lust of their gods and raid the West for its riches. The Vashaniin, an ancient and prideful people, spurn involvement in the affairs of Men while they prepare for the coming of a threat more dire than any of the petty squabbles of the West - an enemy that even now may be probing the defenses of the gray walls of the mountains of the Eastern Divide. By James Brian King. 136 pages. Published November 2010 by Chaosium. TarsaPreview.pdf
  17. This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
  18. So I was listening to Golden Earring and came up with this, basing it on pre-existing and failed programs the U.S. and Soviets worked on, as well as conspiracy theories about how both nations handled human rights. {The Setting} [Pitch] It's the 1980s- Mutagenic combinations of chemicals have been discovered that can cause develoupment of psionic abilities in humans, though the consequences are unknown for those not born with such abilities due to exposure in the womb. This has created a secret arms race alongside of the nuclear arms race, in which neither side wishes to be left behind. The Operatives resulting from the programs stemming from these discoveries are highly valued, but officially nonexistant. Upon being recruited into these programs, your next of kin are informed that you have died, and you are given false names with no previous association to any citizen, living or dead, of your nation. You have been trusted with top secret information about the Cold War's Psychic Warrior programs regardless of which side you're on (Nato/Soviet). Be it from recruitment into these programs, or Working with people that were part of it and are members of the resulting Military organizations, you will come to know intimately the capabilities of a highly trained human mind. In situations where none are expected to survive, you are capable of thriving. Any situation where a small army would fail, or your nation wishes to avoid openly dealing with, will be your specialty. But remember. War is ugly, and to get the job done you must often sacrifice the very core foundations of morality itself. [Details] Setting Basis: Earth 1980s Setting Theme: Spy Games Setting Factions: Soviet and Nato Powers: Psionic Nature of Powers: Mutagenic followed by Sensory Deprivation Tank. [New Skills] Contacts- (For getting boons and information at cost of money, as well as reducing favor loss with countries) Urban Survival Wilderness Survival Disaster Survival Favor: (Faction) -(Cannot be checkmarked for increase)- (For getting better supplies between missions, and as drops) [Notes] *Both sides will engage heavily in crimes against humanity during each sub-section of the cold war. *GM is heavily encouraged to use this for moral dillemas between country and morality *Not getting the job done and not sending a message both can cause Favor with the Faction you represent to go down. *When Favor reaches Zero with a Faction that the spy serves, the spy is considered to have gone rogue. Favor is ranked from 0 to 100 *Openly aiding a Rogue Spy subtracts 1d100 Favor in each instance if a Contacts check isn't made. *Favor is subtracted based on severity with options of 1d100, 1d100/2, 1d100/3, or 1d100/4 for the GM. *Rogue Spies, if caught, are dealt with in very cruel ways. Same with anyone else that commits treason during the Cold War, though the punishment's severity depends on side and nature of the crime.
  19. This supplement is a companion book for the Aces High setting. Incident at Alice is split into two sections; the first section is concerned with historical, geographical and societal issues that will allow the Master to explore some of the land of New Mexico during the appropriate period. The second section is a scenario which will allow the players to interact with some of the people and creatures that live here. In the scenario the characters will be involved in a bank raid and will chase an Apache outlaw across rugged terrain. Along the way they will begin to learn of the supernatural entities called the Kachina, sacred, mythical spirits of the Pueblo dwellers religion. The Puebloans themselves have a long and, at times, dark history. Some of which waits to be discovered in one of their forgotten, holy sites. The characters may begin to understand that not all Native Americans are the same. Being able to tell the difference between the thoughtful, artistic Puebloans and the warlike, aggressive Apache will give the characters some insight into the many divergent philosophies that are endemic of the native populations. In the end, learning this difference may be the weapon that allows the characters to succeed or fail in their quest. By Stuart Godbolt. To be submitted to Chaosium by October 2011.
  20. Zamonia is a rather obscure fantasy world with a cult following, created by German author and cartoonist Walter Moers. It is the setting for such amazing novels as The 13 1/2 Lives of Captain Bluebear, and The City of Dreaming Books. The world is rather silly in the tradition of Terry Pratchett's Discworld, but its novels contain quite a bit of interesting philosophy and drama. They are charmingly illustrated with amusing cartoons, and yet are intended for an adult audience, which is awesome. The only Zamonia books I have so far read is The City of Dreaming books, in which an anthropomorphic dinosaur visits a city called Bookholm in search of a mysterious author. Bookholm's economy hinges almost entirely on the sale of books, and rests on top of a massive network of book-shelf-laden catacombs containing long-lost libraries and tome-laden tombs. Our hero is marooned in this cave network, and must survive deranged Lovecraftian monsters and amuzingly sadistic traps in order to survive. Its a lot of fun. I think it would adapt beautifully to BRP. More so than d20, anyway. The characters aren't really defined by classes, combat is dangerous and gritty, monsters are truly terrifying, there are a vast multitude of useful skills, and much of adventuring isn't combat. All these elements fit perfectly with BRP.
  21. Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests. New lands and religions to explore and four new adventures for OpenQuest, also compatible with other D100 systems: Guide to the Savage North: A new mini-setting filled with Tundra, Glaciers, Mountains and Barbarians. Although self contained it ties in with the setting in the OpenQuest rule book. Cults of the Savage North: The Barbarian Gods and the terrifying Blood Gods detailed with full cult write ups. Adventures: • Sellswords of the North: Adventurers are working as caravan guards, and arrive at northern trading post to find it ransacked. Hired to track bandits and bring them to justice. • To Frost Hold!: Adventurers meet priestess who is on quest to recover a magical artefact from the Sorceress daughter of a Frost Giant. Their Quest leads them into an ancient fortress half buried in a Glacier where even more ancient horrors awaken. • The Cauldron and the Pig: A priest has been cursed and thinks he's a pig. Has to be taken to the druids in Bogdan to have curse broken. • The Isle of the Sorcerer: An isle of riches untold and death in abundance. Appendix A: Six heroes of the North: Six pregenerated characters to use directly in your games or as inspiration for your own characters. "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..." By John Ossoway and Newt Newport. 122 pages. Published by D101 Games March 2010.
  22. Berlin 61 is an espionage horror setting explores the darker side of post war europe, where magic and demons are worshipped by cults and sorcerers, and good men and women draw the line between good and evil. Includes information on life in the city during the cold war, key locations, and special organizations. Battle spies, assassins, cultists and the Dark Herald Kototh. A great back-drop for espionage adventures in the 1960 style, and silver age superhero action! By Christopher Barnhart. 130 pages. Published by Chaosium July 2008.
  23. Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them. Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included. By Jeff Moeller. 180 pages. Published by Chaosium June 2008. Supplement for this setting: Dust to Dust
  24. Val-du-Loup is a setting for medieval adventures using the BRP roleplaying system. It details a backwards, danger-fraught region of the dense, primal Ardennes forests, and is intended to serve for either an Early or a High Middle Ages setting. The Church wields little influence among the counties and baronies along the river Loup. Christian fervor clash with Frankish and Celtish traditions. Barons feud for land, while greedy princes grab the last tidbits left of the Empire. The monograph contains the following sections: • The Player Section: A primer on life in the Middle Ages - medieval society, knighthood, castles, military orders, medieval cities, universities and religion. Detailed information about the setting itself, i.e. the region of Val-du-Loup: the ruling families, assorted personalities (nobles, clergy and commoners) and a lengthy gazetteer of important and interesting locations. Character Creation with suggestions on how to involve player characters in adventures set in Val-du-Loup; and a character sheet designed for a medieval setting. • The Gamemaster Section: The Bestiary with random encounter tables, The Mythos Bestiary, secrets and background for the main personalities and villains in the campaign including game statistics for all major characters and some stock characters. • Adventures: This section includes two complete adventures: A Black Heart and Prelude to War; two adventure synopses; and finally a list of story seeds. By Guy Dondlinger. 160 pages. Published by Chaosium July 2009.
  • Create New...