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Andy Hauge
A storyteller at heart and RPG blogger.
A storyteller at heart and RPG blogger.
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Game Design:


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Talk about Glum and Jovial! This trailer is nothing but perfect Swords.

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Shout-out to the cool cat who shouted "Bless you!" across the street when I sneezed during an afternoon walk. I looked back up, smiled, shouted "Thanks!", and he grinned back.

Small moments of humanity make the world go around.

I was idly thinking (since my housemate often plays the Undertale soundtrack in the car), how would one make an Undertale-ish scenario in GSS?

Upfront: I know that Pix is a thing, but I'm currently more interested in sussing out how GSS in particular could serve this sort of story.

The main spark of inspiration that came to me was the idea that the protagonist of Undertale could make for a great problem for the henge. Basically: the henge are living in this community of magical creatures, when one day a scared, angry, maybe even violent child is dropped into their midst. What do they do? How do they resolve this?

The main challenge I see here is a lack of human characters, which is kinda a big part of what makes GSS so powerful--a human cast that all the henge interact with. Could you ever possibly hope to hit the same sort of thing if the community is instead a community of monsters and other fantastical creatures?

All the same, I really love the idea of a scenario where the henge need to win the trust of a human who's dealing with some very real problems.

Why is it that I get all the off-kilter GSS ideas?

I only considered this recently, but I've been playing through the Warcraft 3 campaigns recently, and it's astounding how perfectly the narrative maps to a Burning Wheel Campaign. Like, maybe a 6 LP game. The...execution of the narrative could be improved, but the framework is absolutely there.

Arthas is totally a Burning Wheel character. I've definitely had a PC who would've at least considered pulling a Stratholme if he had reason to.

Would you even have to hack all that much, at least for Humans/Elves/Dwarves/Orcs? (I guess some of the elf cultures don't map as nicely onto BW Elves.)

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Link is to a very particular comment in the thread. It's a lovely encapsulation of some of the very best parts of Burning Wheel.

Small excerpt describing a character from a campaign: "A 12 year old mail boy that wanted to have his voice heard and stand up to adults. Because of the way character creation works he barely had any stats and skills, but the player managed to get the most points (both for playing his Beliefs, Instincts and Traits, and for learning/advancing his skills) out of everyone. He was completely fascinated by the elves. Notable actions: nearly getting shot by a guard, working his way into a council meeting and being allowed to speak there, deliver his mail while being hungover."

I love it!

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In hindsight, it was probably inevitable that once I noted "escape tunnel in the basement can be flooded via the river", it was inevitable that the players would manage to trigger it.

Especially given that the magician drew the attention of a dark entity lurking within the dungeon which a cult had been trying to draw into this world.

(Props to the dungeon-prep section for leading me to build the dungeon like that; once I realized that it was a goblin prison for bloodmages before being repurposed by the cult, I knew that it had to have a worst-case scenario setup like flooding the whole dungeon.)

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So, this is a Compendium Class I whipped up really quickly for a campaign that's currently on hiatus. The players encountered a magical item which housed an arcane construct called an "Astral Guardian". (In the game, Astral Guardians take names/inspiration from constellations. Star Pulses are their evil equivalent, being eldritch entities in the service of the cultists of the Elder Gods.)

It's very heavily-inspired by JoJo's Bizarre Adventure: Stardust Crusaders; Astral Guardians and Star Pulses are invisible to normal people, but their wielders can see them. They give special powers and abilities to their user.

There's an interesting amount of aesthetic overlap between MOBAs and Chess: there's two sides advancing towards one another, each side has a whole bunch of faceless minions that form their frontlines, marching forward in a constant stream, and the rest of the pieces have unique properties and are useful for different situations.

Makes me ponder how one could convert that into a Chess-inspired game where you "build your own" team, and maybe steal some other ideas from MOBAs.
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