Specifically, what I'm looking for are Patreon projects, IndieGoGo and Kickstarter campaigns, and other gaming-related projects that are funded elsewhere (even fundraisers on creators sites!)
Developing a game? Artwork for games? A gaming podcast? A vlog? Essays about games? As long as it's related to something rooted in the tabletop boardgame or roleplaying game or miniatures gaming or card gaming scene -- let me know here!
Otherwise, head to PurplePawn.com and select one of the social media icons on the top of the page. RSS feed is at purplepawn.com/feed
Dump stats: the ability score you decide to make suck so your key ability scores can be well above average, responsible for your weakling mage and your barbarian who's slightly less charismatic than the party donkey.
The trouble with dump stats is that balancing in negative spaces often isn't balancing at all -- the character with a 6 STR won't ever be asked to lift anything. For a lot of games, that's just fine. Everybody has fun and optimization is part of the fun. But if you want really low ability scores to matter a bit more, here's an idea.
I'll use D&D terms and mechanics, but you can generalize this out.
Point buy in D&D usually says you can't buy below an 8. An 8 is fine - a bit slow but not MRDD, thin and sickly but still able to hike a day. But for anything below an 8, something besides the ability penalty comes into play. Something that's fairly constant that means something mechanical and adds some opportunities for role play.
Here are my ideas for each of the ability scores.
STR -- anybody with a STR of 6 or lower can't use weapons made for his size, and is treated as one size smaller for encumbrance as well
DEX -- a DEX of 6 or lower turns more physical free actions into a move action...for example, drawing a sword or closing a door
CON -- a CON of 6 or lower is already brutal, so this isn't as mean as the others. The character in question requires 10% more sleep or trance than normal to benefit from a rest.
INT -- if your character has an INT of 6 or lower, he is automatically illiterate and the player is not allowed to take notes at the table to help him remember details
WIS -- a failed awareness-type check for a character with a WIS of 6 or lower doesn't result in not finding something. It results in being absolutely certain the wrong thing is significant.
CHA -- with a CHA of 6 or lower, a character is so obnoxious he must make an INT or WIS check any time he's anywhere near a conversation. On a failure, he must take part and must make the appropriate social skill check with the appropriate results.
Would something like this make a game more or less fun? Have you tried something similar? How did it work out? Do you have some rules for other systems? Or better options for the abilities listed here? Sound off.
(Note -- this idea owes a lot to Robert Bevan's Critical Failures novels in which Cooper the Incontinent Half-Orc has a 6 charisma)
Centuries ago, the mad bard Erekin captured the knowledge of over 100 sages, mages and scholars of his time.
He controlled or convinced them to write the sum of their knowledge, then betrayed them with murder and worse.
Each book from the Library of Erekin is 12 inches square, and six inches thick. They weigh twice as much as the size suggests, and in fact have as many as 10,000 pages despite the thickness. They magically open to the topic the reader wants to learn about, conferring a significant bonus to any research or knowledge check.
The books are bound with the skins of the people whose knowledge they contain. Worse yet, the front is made from their faces. Their eyes, nostrils and mouths are sewn raggedly shut, and form permanent winces of pain and terror.
But that’s not the worst part.
If one unsews the lips of the book, he discovers the skin is still alive, still aware, and still intelligent. The books can speak, but most only scream until their lips are once again sewn shut.
Over the years since Erekin was cast down and his treasures looted, the books have scattered.
What kinds of personalities would you put in the books? How might you use one (or more) in a campaign? What sorts of skill mechanics would you use for conversing with one?
On the other hand, there’s nothing unusual or particularly memorable about that guy, either.
Here are a few ways I’ve either used or thought of using casting in the deviously clever ways PCs often apply their spells. If it’s good enough for them, why wouldn’t NPCs do the same.
*In a 3E D&D campaign (in that edition, all dragons were casters) I had several dragons use the Sumptuous Feast spell. That’s a spell that makes meals delicious. The dragons all cast it on the first round of combat…right on every PC in range.
*Step one: have a lair. Step two: have a horde of undead or animated servants. Step three: Line them up against one wall of the lair. Step four: cast wall of stone to hide them. Step five: dispel the wall when the PCs think they’re winning the fight.
You can also do this with several gallons of acid or poisonous gas.
*Have one of those magic towers full of riddles with a magic mouth spell to direct adventurers…only the magic mouth lies all the time about the fundamental nature of the tricks and traps
*In general, casting paralysis-type spells or hold person on PCs and their minions who rely on movement to fly is an underused technology.
How about you all? What are your favorite hilariously memorable uses of spells in any game? Or even misapplications of technology in straight sci-fi?
Of course, Wall of Force might feel fairer to the players -- see hordes of undead, or massive swarms of scorpions on the other side. Bit of a warning that way.
On the one, they've been the powerhouse forever. On the other, they seem slow to adjust to the new methods of publishing. I mean, even the 2014 guide is really lean on online publishing options and barely even mentions the hybrid publishing options.
Anybody among us have some strong, informed opinions or insider skinny on whether or not they've Blockbustered themselves?
- Browncoat EnterprisesFreelance Writing Services, 2008 - present
- Bushido Martial ArtsOwner, 2003 - 2008
- Soseikan Middle SchoolKarate Coach, 2002 - 2003
- NOVA English SchoolsEnglish Teacher, 2001 - 2002
- American Kenpo Karate AcademiesKenpo Teacher, 1997 - 2001
- AOLTech Support Lead, 1997 - 2001
1602 NE Barberry Dr
- University of OregonPsychology, 1991 - 1997
- American Express Open Forum (current)
- Black Belt Magazine (current)
- Mint.com personal finance resources. (current)
- Buzz (current)
- Payoff.com personal finance website. (current)
- Pawngo onjline pawn shop. (current)
- Media Kitchen "The Fridge" Blog (current)
- EZTexting.com SMS marketing resources. (current)
- Credit Sesame (current)
- Cash Crate work from home resources. (current)
- Paw Club -- all about pet care. (current)
- Timbers Resorts Travel Resource Blog (current)
- Amour Creole Magazine (current)
- Pyramid Magazine (current)
- The Flip Key Blog -- Featured Blogger (current)
- GolfLink.com travel site. (current)
- Livestrong.com health and wellness. (current)
Lessons Learned: When a Strong Leader Can No Longer Lead
American Kenpo Karate Academies learned a tough lesson when it built its empire solely on the founder's vision and personality.
Lessons Learned: MBR Consulting on the Power of Flexibility
Michael Reding started a consultancy only to discover that clients didn't want what he was selling. He changed his plan and found new opport
Troopers Behaving Badly: More Off-Duty Stormtrooper Bloopers | WebUrbanist
Those wacky Imperial Stormtroopers just can't stay out of trouble. These hilarious photos show just what they get up to on their days off.
The Best Holiday Season Ever: Week 4SMS Marketing News | The Ez Texting ...
Holiday Marketing Guide #4: This week we start prepping for the first big holiday of Q3 and 4: Halloween. We'll riff off that enthusiasm and
A Basic Quick-Reference Guide to Rel= Tags and What They Do
Sometimes, it's handy to have a quick reference guide for when the need for information pops up. This is the Legal Circle of Trust quick-ref
The Seven Habits of High-Earning Freelancers (Part Five) »
Click here for part four of the series. Today we talk about a subject far from the hearts of most writers. HABIT FIVE: WILLINGNESS TO MARKET