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Found 14 results

  1. These are things I need to add in the full version. I will put my list here to remind myself. Item Creation / Smith Magic Ad Hoc and Improvised Weapons (stones, benches, purses, barrels etc..) Necromantic Sorcery Full List of Cults Bloodweirds (Bloodspirals)
  2. Version 1.0.0


    Okay since it takes a few days for DTRPG to approve a file (makes sense), I am uploading Salt Mine Blues here for the folks here to check out. For those who may not know, it is based on the OpenQuest2 SRD, but it has been altered quite a bit from that. Q21, the name of the system aspects, are crunchier than OQ. Just be warned. This module should be fun, a mix of role playing and combat. As changes are made to it, I will upload new versions here and at DTRPG.
  3. So Salt Mine Blues, the very Quick Start version of Skaerune' will be out June 30th. It will include an adventure, an easy preview of the game systems, and four nameless and sexless Pre Generated characters. One from each of the four cities. I do not have the total page count yet, but will update this thread as soon as I have it. I am hoping its less than 30 pages.
  4. So I want to use this thread to keep track of the game's progress. Estimated Quick Start Rules: January 2016 Estimated Full Low Art Game Release: June 2016* *I have not decided yet how to work a more artful and color version. Either through kickstarter or sales.. I am not really sure. So currently... Design Document - 90% Soul Magic - 90% Hit Points & Hit Locations - 100% Armor, Weapons, & Equipment - 75%
  5. Version 1.0.0


    Here is the character sheet as it will appear with the QS Guide.
  6. So things are getting very close. Yes I know, its just a QS guide but it feels like something bigger. I have been designing games for 30 years, but none of them really saw the light of day beyond friends and acquaintances. With a lot of things in life, sometimes it just is not the right time. Well this is the right time and I am getting a little nervous about it. People are going to look it over and judge it good or bad or, which would be worse, not worth anyone's time. I do not think that will happen but it is one of those things that sit in the back of your head. I have come to the co
  7. Version 1.2


    This is just a small introduction and teaser for Skaerune'. It discusses a little about styles of play and some themes of the world.
  8. The holidays did renew the energies a bit, for a great many things including the game designs. However, I am in a portion of the Quick Start guide which is dry and a little bleh. I know how the game works why do others need to know! lol So I am reducing the Skaerune time on a given day and devoting it to fun vanity designs or campaigns etc.. I know once I get over this hump it will pick up again. Also, it would be good to actually play a bit as I GM and design more than I play. Playing would definitely help alleviate some fatigue. I did figure out recently how many spells will be in the S
  9. So I began work on the Item Creation chapter, tentatively titled Forged & Fantastic Power. I have long wanted to weave item creation into a game design as something more meaningful than just making your own magic items or potions or gaining an advantage in the game. I have always wanted it to be an end (or a journey) unto itself. As I was working on the chapter,which deals with forging everything from mundane trinkets to powerful soul eating weapons, I found myself for a moment considering the heretical idea that all magic ws in the form of item creation, that it made something concrete an
  10. So while working on the game this weekend, I came up with some goals I want to reach, so that I do not wear myself too thin making content no one is playing or reading. I decided that if PDF and POD versions of Skaerune and Salt Island sell 500 and 250 units respectively, then it might be worth it for me to pursue more content. I would be honored if others liked the world enough to create content for it, but I will not presume people will do so. Along those lines, here are the three potential adventure packs I came up with. The Vagabond Series Crodspear's Lament: Adventures in
  11. My expectations for Skaerune' were that it would likely be third in line of the games I was working on. When I came here and really started getting into the site, I thought it might move up to #2. Well, now it's number one on my list and no regrets. The game is falling into place nicely and I feel like I have a good handle on it. I have made templates for myself. The layout is under way and looking good. Once I have a version people can look over, I have a good feeling about it. I am also keeping more of the OpenQuest 2 SRD than I imagined, which is as testament to that game and to Newt on de
  12. So the quick start rules are not ever close to being ready for running and playtesting and handing out. However, my cover artist sent an initial sketch of the Rakshasa who will be part of the cover and so, somewhat bored I went ahead and played around some with it. What do you folks think?
  13. Sean_RDP


    This is just an introduction to the blog. I have been designing games since I was 10 when I decided D&D was good, but could be better. Once I was introduced to RuneQuest and BRP, I felt the system did a great job with what it was trying to do. It was only years later that I began thinking about what I would I change if given the chance. So here we are. I feel like this community will be invaluable for helping me achieve the kind of game I want to make. lL8R SMH
  14. So I want to talk a little about Skaerune. I feel that a strong setting is an expectation of any d100 game, which is not a bad thing. The problem though is that the days of the truly powerful setting has passed. It is not as much a draw to players or at least ones I interact with. With a few exceptions, it is more difficult to use a setting as a selling point (1). The typical game master is going to run his or her own game anyway and may or may not use setting information anyway. Added to this is the small amount of room that can be spent (2) on setting in a given manual means that your settin
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