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Michael Bradley
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Venture (WIP Edition) - Raiders of the Backlogged Project.

As a lot of the people that know me online might be vaguely aware that I spoke a lot about the RPG I was putting together using OpenD6 titled Venture! One, maybe two of you might even have been anticipating it, trying not to get my hopes up here. The game was a love letter to the pulp genre, especially the things that I grew up with in the '80s, '90s, and early 2000s that called backed to it. In other words, what would happen if Indiana Jones, The Rocketeer, The Shadow, Sky Captain, the cast of The Mummy, and others got together to have fun adventures in a fantasy setting built just for them. Its probably my first really huge (well, decent-sized) project in the hobby, I'm proud of what I've done with it, and I was hoping to either run an art kickstarter or publish it under Pay What You Want to really polish it up.

Long story short, a lot of family, work, and other personal commitments led me to sideline this midway through layout and I haven't really gotten back to it in the past eighteen months. Rather than letting my work digitally rot, I'm putting it out for public consumption as a work in progress, hopefully someone can get some enjoyment out of it.

The text is mostly final, I was planning a final pass of it after layout, so take it as it is. This is a full RPG, including the D6 mechanics with my modifications, game running suggestions, setting details, even Templates for new players and a starting adventure. Have at it.

Layout is only partially done. Everything is where its supposed to be. I've left extended character text markers - things like "++" bookending a heading to remind me that this was to be a heading 1, 2, 3, etc. In text page references have not been completed (well, hello there, page XX, how are you doing?), but there is an index for the important things at the end. I was in the middle of boxing my boxed text when I last worked on it, so about a third of the way in, you'll lose the grey boxes around these sidebars - you can still more or less intuit what should be boxed, but its a pain, sorry!

Art is non-existent. There's plenty of white space for the art to go, but no, I never commissioned anything for it.

Anyway, hope someone gets some entertainment value out of this. Feel free to share, as long as you include the credits of the crew involved. I might finalize this someday, but for now, I'm happy to answer any questions about it directly. If anyone gets it in their mind to actually run the thing, I'd be happy to hear about that, too.

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Venture (WIP Edition) - Raiders of the Backlogged Project.

As a lot of the people that know me online might be vaguely aware that I spoke a lot about the RPG I was putting together using OpenD6 titled Venture! One, maybe two of you might even have been anticipating it, trying not to get my hopes up here. The game was a love letter to the pulp genre, especially the things that I grew up with in the '80s, '90s, and early 2000s that called backed to it. In other words, what would happen if Indiana Jones, The Rocketeer, The Shadow, Sky Captain, the cast of The Mummy, and others got together to have fun adventures in a fantasy setting built just for them. Its probably my first really huge (well, decent-sized) project in the hobby, I'm proud of what I've done with it, and I was hoping to either run an art kickstarter or publish it under Pay What You Want to really polish it up.

Long story short, a lot of family, work, and other personal commitments led me to sideline this midway through layout and I haven't really gotten back to it in the past eighteen months. Rather than letting my work digitally rot, I'm putting it out for public consumption as a work in progress, hopefully someone can get some enjoyment out of it.

The text is mostly final, I was planning a final pass of it after layout, so take it as it is. This is a full RPG, including the D6 mechanics with my modifications, game running suggestions, setting details, even Templates for new players and a starting adventure. Have at it.

Layout is only partially done. Everything is where its supposed to be. I've left extended character text markers - things like "++" bookending a heading to remind me that this was to be a heading 1, 2, 3, etc. In text page references have not been completed (well, hello there, page XX, how are you doing?), but there is an index for the important things at the end. I was in the middle of boxing my boxed text when I last worked on it, so about a third of the way in, you'll lose the grey boxes around these sidebars - you can still more or less intuit what should be boxed, but its a pain, sorry!

Art is non-existent. There's plenty of white space for the art to go, but no, I never commissioned anything for it.

Anyway, hope someone gets some entertainment value out of this. Feel free to share, as long as you include the credits of the crew involved. I might finalize this someday, but for now, I'm happy to answer any questions about it directly. If anyone gets it in their mind to actually run the thing, I'd be happy to hear about that, too.

Post has attachment
Venture (WIP Edition) - Raiders of the Backlogged Project.

As a lot of the people that know me online might be vaguely aware that I spoke a lot about the RPG I was putting together using OpenD6 titled Venture! One, maybe two of you might even have been anticipating it, trying not to get my hopes up here. The game was a love letter to the pulp genre, especially the things that I grew up with in the '80s, '90s, and early 2000s that called backed to it. In other words, what would happen if Indiana Jones, The Rocketeer, The Shadow, Sky Captain, the cast of The Mummy, and others got together to have fun adventures in a fantasy setting built just for them. Its probably my first really huge (well, decent-sized) project in the hobby, I'm proud of what I've done with it, and I was hoping to either run an art kickstarter or publish it under Pay What You Want to really polish it up.

Long story short, a lot of family, work, and other personal commitments led me to sideline this midway through layout and I haven't really gotten back to it in the past eighteen months. Rather than letting my work digitally rot, I'm putting it out for public consumption as a work in progress, hopefully someone can get some enjoyment out of it.

The text is mostly final, I was planning a final pass of it after layout, so take it as it is. This is a full RPG, including the D6 mechanics with my modifications, game running suggestions, setting details, even Templates for new players and a starting adventure. Have at it.

Layout is only partially done. Everything is where its supposed to be. I've left extended character text markers - things like "++" bookending a heading to remind me that this was to be a heading 1, 2, 3, etc. In text page references have not been completed (well, hello there, page XX, how are you doing?), but there is an index for the important things at the end. I was in the middle of boxing my boxed text when I last worked on it, so about a third of the way in, you'll lose the grey boxes around these sidebars - you can still more or less intuit what should be boxed, but its a pain, sorry!

Art is non-existent. There's plenty of white space for the art to go, but no, I never commissioned anything for it.

Anyway, hope someone gets some entertainment value out of this. Feel free to share, as long as you include the credits of the crew involved. I might finalize this someday, but for now, I'm happy to answer any questions about it directly. If anyone gets it in their mind to actually run the thing, I'd be happy to hear about that, too.

Any other Fading Suns players in the community planning on making it to GenCon this year? I wasn't able to get in any of the official events, but I'd be interested in meeting up with some fellow fans without using a keyboard, if I have the chance.

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Open play Android Netrunner tonight, and every Tuesday, at Fantasy Games in South Bend. Players start arriving at six and stay till close or the crowd thins out.

All are welcome, no experience necessary. If you're looking to learn the game, get some practice in, or just relax for a few hours, swing by. We have demo decks if you haven't bought into the game yet and want to give it a try!
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(Cross-posting from the social network that shall not be named for anyone more active on G+...)

Anyone in the community interested in playing the new edition of 7th Sea that came out in the past few months? I'm looking to gauge interest, and maybe organize a group to play, if schedules align properly.

http://7thsea.com/

I've been considering ways to balance armor-wearing mechanically within the system. This isn't intended so much to penalize characters for wearing armor, but to provide an in-game advantage for NOT wearing it - giving light, nimble skirmishers an advantage in some situations.

Currently, the only disadvantages to wearing armor are (1) a minor mechanical penalty, such as to Move or Perception - in some settings, or (2) a social (fluff) stigma - being in a formal situation, etc. These are functional and standard across many games, but I've frequently seen more mechanically-focused players always keeping their characters in the heaviest armor they can find. This can get silly, especially if the entire group decide that heavy armor all the time is worth the trade-off.

My current idea is to limit the number of Character Points that can be spent on any non-damage resistance check while wearing armor: 1 less character point available per die of armor protection (or equivalent flat bonus) worn. So, assuming that a maximum of 3 character points can be spent on any check (unarmored), this drops to 2 in light (+1D or +3) armor, to 1 in heavy (+2D or +6) armor, and none with very heavy (+3D or +9) armor. If you play with a normal cap of 5 Character Points on a single roll (which I sometimes do), it mitigates this penalty somewhat.

I think this makes for an interesting decision for the players, where there are specific advantages to going into a fight as a reckless skirmishers - relying on agility and luck, as well as to being the pragmatic heavily-armored tank. Basically, you'd be trading the ability to spend CPs everywhere else in exchange for "free" bonus dice on damage resistance checks

What do you think? Is this balanced? Would you have any particular concerns with it as a GM or player? I haven't yet taken this to the table, so I have yet to see if it works as intended.

I've been considering ways to balance armor-wearing mechanically within the system. This isn't intended so much to penalize characters for wearing armor, but to provide an in-game advantage for NOT wearing it - giving light, nimble skirmishers an advantage in some situations.

Currently, the only disadvantages to wearing armor are (1) a minor mechanical penalty, such as to Move or Perception - in some settings, or (2) a social (fluff) stigma - being in a formal situation, etc. These are functional and standard across many games, but I've frequently seen more mechanically-focused players always keeping their characters in the heaviest armor they can find. This can get silly, especially if the entire group decide that heavy armor all the time is worth the trade-off.

My current idea is to limit the number of Character Points that can be spent on any non-damage resistance check while wearing armor: 1 less character point available per die of armor protection (or equivalent flat bonus) worn. So, assuming that a maximum of 3 character points can be spent on any check (unarmored), this drops to 2 in light (+1D or +3) armor, to 1 in heavy (+2D or +6) armor, and none with very heavy (+3D or +9) armor. If you play with a normal cap of 5 Character Points on a single roll (which I sometimes do), it mitigates this penalty somewhat.

I think this makes for an interesting decision for the players, where there are specific advantages to going into a fight as a reckless skirmishers - relying on agility and luck, as well as to being the pragmatic heavily-armored tank. Basically, you'd be trading the ability to spend CPs everywhere else in exchange for "free" bonus dice on damage resistance checks

What do you think? Is this balanced? Would you have any particular concerns with it as a GM or player? I haven't yet taken this to the table, so I have yet to see if it works as intended.
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