With my friend Dwayne Fantasy Age campaign ended, I am up next. After talking with everybody, I am going to run my first Majestic Campaign. I will be using a heavily modified variant of Fantasy/Dragon Age as everybody in the Monday night group really likes that system. Luckily the AGE system is flexible enough that it can still be AGE but only a hop and a skip to converting everything I am writing into White Star or similar system.
I like to design some graphics to help me get into the mode. I started out with this.
But everybody though it was too busy. So after it hashing it out, I came up with this.
Because this is the first campaign I booted up from scratch in ages. We also decided to focus on a space station. I been working on this setting for a long time but the time, rules, and inspiration never seem to quite jell compared to the other campaign I ran including the Third Imperium of Traveller. But having just got done watching the Expanse, the enthusiasm behind White Star, and Stars without Number, and the simplicity of the AGE system, it is all coming together.
The campaign is going to be centered around the Artemis Space station on the fringe of human space. it is a trade hub and diplomatic station with the Commonwealth, a recently contacted interstellar civilization of sentient dinosaurs. Rumors are getting around, that the Commonwealth are in reality refugees and dissident who have fled a vast and ancient empire of their own kind. An empire with technology and wealth centuries ahead of humanity.
However there is no grand federation united all of humanity. Humankind is still very much divided into nations. The great powers of the 21st century have their 25th century descendants, who stand alongside a thousand words founded by every group imaginable from Earth. Some are colonies of the great powers, while others fiercely guard their independence. The only group that everybody recognizes are the Astroguard, a multi-national force dedicated to search and rescue as well as keeping the interstellar spacelanes safe.
When first contact was made with the Commonwealth, ten years ago, the Selene Republic was in the fortunate position of sitting astride the only path of stars leading to the Saurians. With aid from the Astroguard and the major powers, they constructed the Artemis Station to serve as a commercial hub between Humanity and the Saurians. It was constructed as a Bernal Sphere capable of housing 25,000 people. The station logistics was turned over the Astroguard, while the day to day governing was handled by by a Selene governor, his magistrates along with law enforcement hired by the republic. The Selene governor works with the Astroguard commander and an advisory council of human ambassadors to handle relations with Commonwealth and the Saurians. Now two years in operation, station has become a gold rush town.
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Sunday, May 29, 2016
Monday, May 16, 2016
D&D 5th edition 1.1 SRD released
While it was great that DnD 5th edition got a System Reference Document under the Open Game License, there were some flaws with the document. Notably the lack of the Eldritch Blast cantrip for the Warlock. Now it looks like Wizards cleaned it up and added a few more things like rules for magic item attunement and use. And the document has been reorganized a bit.
You can download it from here.
Here is the full changelog
You can download it from here.
Here is the full changelog
- Various key spells used by classes, magic items, and monsters have been added to the spells section. For example, the eldritch blast cantrip is essential for many warlock abilities, and is now part of the SRD.
- References to any archetypes (and similar choice-based class features like cleric domains) that aren’t in the SRD (like wild magic for sorcerers) have been removed from the text to avoid confusion.
- References to “chapters” are gone, as the SRD isn't organized by chapters.
- Bookmarks have been added for the most important and frequently-referenced topics.
- A few text corrections have been made (such as a few references to "DM" instead of "GM," some typographical errors from importing the text from its original source, and incorporating errata from the Player's Handbook, Dungeon Master's Guide, and Monster Manual).
- All appendices have been moved to the end of the document. For example, the Conditions appendix from the Player's Handbook used to appear in the middle of the SRD, but now it's at the end. To avoid confusion between appendices taken from the Player's Handbook and the Monster Manual, the appendices now have a PH- or MM- prefix as appropriate.
- Rules for magic item attunement, activating items, and wearing and wielding items are now in the SRD.
Thursday, May 12, 2016
Another Harn Day
It is another Harn Day from Columbia Games!
This time up we have more Orbaal stuff, the home of the Vikings on the island of Harn.
We have map square H1 & J1 mapped out which covers the area the two castles are located in. They are mostly coastline as Columbia games usually only does one of these per HarnQuest release. The original map of Harn was divided into a number of squares that followed the hex grid pattern. Think Traveller subsectors vs. the entire sector. In recent years Columbia Games and Kelestia have decided the best way to do local regions was to map it square by square. Eventually all the squares will be detailed showing where every manor, mine, castle, keep, and points of interest is on Harn.
This time they decided to release a revised and expanded updates of two Orbaal Castles Pled & Sherwyn. While every Harn is unique because of its local circumstances these two are closer than most as they are both Viking settlement with a lord who is noted for being cruel, a brute, and a thug. However both have a lot of unique local color that make each their own place.
I recommend anything from Orbaal area of Harn to supplement the stuff you are using if you are running a Viking campaign.
This release also saw four more pages added to the Tome & Scroll article. Basically it is a series of one page articles detailing a specific book and its history. It has a lot of flavor and ideas for adventure.
With this release I released that steady drip drip of expanded reprint from Columbia Games Has nearly bumped all of the original articles from my main Harn Library. Note that unlike say the Forgotten Realms, the Harn authors and community are fanatical about keeping everything consistent. So all the details in those old articles are in the new articles as well.
Because of this, I decided to give all my old articles to +Tim Shorts of Gothridge Manor. He has a handful of article that he gotten on his own or from me. But now it time for his big Harn Day!.
This time up we have more Orbaal stuff, the home of the Vikings on the island of Harn.
We have map square H1 & J1 mapped out which covers the area the two castles are located in. They are mostly coastline as Columbia games usually only does one of these per HarnQuest release. The original map of Harn was divided into a number of squares that followed the hex grid pattern. Think Traveller subsectors vs. the entire sector. In recent years Columbia Games and Kelestia have decided the best way to do local regions was to map it square by square. Eventually all the squares will be detailed showing where every manor, mine, castle, keep, and points of interest is on Harn.
This time they decided to release a revised and expanded updates of two Orbaal Castles Pled & Sherwyn. While every Harn is unique because of its local circumstances these two are closer than most as they are both Viking settlement with a lord who is noted for being cruel, a brute, and a thug. However both have a lot of unique local color that make each their own place.
I recommend anything from Orbaal area of Harn to supplement the stuff you are using if you are running a Viking campaign.
With this release I released that steady drip drip of expanded reprint from Columbia Games Has nearly bumped all of the original articles from my main Harn Library. Note that unlike say the Forgotten Realms, the Harn authors and community are fanatical about keeping everything consistent. So all the details in those old articles are in the new articles as well.
Because of this, I decided to give all my old articles to +Tim Shorts of Gothridge Manor. He has a handful of article that he gotten on his own or from me. But now it time for his big Harn Day!.
Tuesday, May 10, 2016
The identity of the official guard figure has been found!
For nearly 30 years this figure has represented the guards of the City-State of the Invincible Overlord My group and I call them the Official Guard Figure.
With a certain plume shaved off along with a spear missing. You can recruit him at Iron Wind Metals. The company also has a kickstarter to bring back more of the old Ral Partha Chaos War miniatures.
Here some Swords and Wizardry/Majestic Wilderlands stats for this guard along with the rules for the Knight Killer Crossbow
City Guard
Medium Footman, 1st Level Fighter
Init +1; AC 4[15]; HP 6; Save 14; Move 90’; CL/XP 1/15;
Attacks (x1)
Spear, 1H; HTB +3/+2, DMG 1d6+1, RoF 1, RNG 20 ft;
Large Dagger; HTB +3, DMG 1d4+1; or
Knight Killer Crossbow; HTB +2, DMG 4d5, ACC +4, Reload 6, RNG 100 ft;
Attributes
Str 12 (+1); Dex 11 (+0); Con 10 (+0);
Int 10 (+0); Wis 10 (+0); Cha 10 (+0);
Abilities
Athletics +2, Intimidation +1, Strategy +1;
Possessions
Scale Armor, Medium Shield, 1H Spear, Large Dagger, Knight Killer Crossbow, 1 day ration, 15d.
Crossbow, Knight Killer 46d/ea. 6.0/lbs.
Damage: 5d4 (Bolts), Accuracy: +4, Reload: 6. Range: 100 ft/yds.
This is the largest crossbow capable be carried on a regular basis by fighters. It uses either a windlass or a cranequin to cock the weapon for use. This takes a considerable amount of time, 36 seconds or 6 combat rounds. The result is a weapon capable taking out a heavily armored opponent in a single shot.
Note: 1d = 1 silver piece. Accuracy equal accuracy bonus to the to-hit roll. Reload action, the number of combat rounds it takes to reload this weapon. Abilities, a lite skill system used in the Majestic Wilderlands supplement.
Off to kick some PC ass!
Who is this mysterious figure who has been slain by the hundred by PCs who refuse to kneel before Zod the Overlord? Who in turn slaughtered dozens of PCs with their dreaded Knight-Killer Crossbows?
Well it turns out he is Ral-Parth Chaos War #50-023 Sea Elf Spearman I, in reserve.
Here some Swords and Wizardry/Majestic Wilderlands stats for this guard along with the rules for the Knight Killer Crossbow
City Guard
Medium Footman, 1st Level Fighter
Init +1; AC 4[15]; HP 6; Save 14; Move 90’; CL/XP 1/15;
Attacks (x1)
Spear, 1H; HTB +3/+2, DMG 1d6+1, RoF 1, RNG 20 ft;
Large Dagger; HTB +3, DMG 1d4+1; or
Knight Killer Crossbow; HTB +2, DMG 4d5, ACC +4, Reload 6, RNG 100 ft;
Attributes
Str 12 (+1); Dex 11 (+0); Con 10 (+0);
Int 10 (+0); Wis 10 (+0); Cha 10 (+0);
Abilities
Athletics +2, Intimidation +1, Strategy +1;
Possessions
Scale Armor, Medium Shield, 1H Spear, Large Dagger, Knight Killer Crossbow, 1 day ration, 15d.
Crossbow, Knight Killer 46d/ea. 6.0/lbs.
Damage: 5d4 (Bolts), Accuracy: +4, Reload: 6. Range: 100 ft/yds.
This is the largest crossbow capable be carried on a regular basis by fighters. It uses either a windlass or a cranequin to cock the weapon for use. This takes a considerable amount of time, 36 seconds or 6 combat rounds. The result is a weapon capable taking out a heavily armored opponent in a single shot.
Monday, May 2, 2016
Traveller Aid Society on OBS (RPGNow/DriveThruRPG)
Looks like the Mongoose Third Imperium and the entire Mongoose Traveller 2nd edition line will have a third party content program.
The basic deal is this,
Mongoose will allow you to SELL any work in PDF form that uses Mongoose Traveller 2nd edition rules and supplements, along with the content of ANY of Mongoose's Third Imperium products (regardless of whether it is for 1st edition or 2nd edition Mongoose Traveller).
In return Mongoose will require that
1) Mongoose/OBS will receive 50% of the sales price.
2) TAS have an EXCLUSIVE license to any original content you provide to use in the Traveller Aid Society. If Mongoose desired to use the content outside of the Traveller Aid Society then a separate agreement with the author(s) will be worked out.
3) That you allow anybody else in the Traveller Aid Society to use your original content
4) That you follow the guidelines for community standards.
Pretty much the exact same setup as the DM's Guild for DnD 5e, Forgotten Realms, and Ravenloft.
The way you should look at this is a mean for publishing Third Imperium material either systemless or using the Mongoose 2nd edition Traveller rules.
You should only use the Travellers Aid Program program if your product absolutely depends on being set in the Third Imperium outside of the Foreven Sector (which is covered by a separate license). Remember your alternative is Foreven, or negotiate a license with Marc Miller, or Mongoose.
Use the the Travellers Aid Program program if your product absolutely depends on being based on the 2nd Edition Mongoose Traveller rules.
In the above two cases the deal offered by Mongoose is a good one. Otherwise it is not.
Your alternative are to use
The Foreven Sector license and the Traveller SRD
The Traveller SRD and no Third Imperium content.
The Far Future Fair Use License (and release it non-commercially)
Negotiate a Third Party License.
Go through the submission process.
What innovative about the Traveller Aid Soceity, DMs Guild and the other programs is that the before there was a snowball chance in hell for anybody to use the IP of another company. Yeah there was the OGL, but beyond rules that OGL was rarely to applied to other interesting parts of RPGs, the settings. And even with rules some companies were never going to release a System Reference Document under an open license.
But now the Community Content is a intermediate step between the OGL and traditional licenses. In exclusive for losing control of your IP, and a hefty royalty cut to OBS and the IP Holder you get to near unrestricted use of that company's IP. And you get to do this without going through the formal negotiation process that license requires, or the oversight that a freelance contract gives.
It neither good nor bad but an option that now exists that didn't before.
For me I published OGL material for DnD. I would not normally use the corresponding DMS Guild program save for one exception; Greyhawk. If they incorporate Greyhawk as part of the DMs Guild then I have some work that I would publish there. It Greyhawk specific and would not work as part of any of the other stuff I make. So I have no problem with the conditions that the DMs Guild imposed on that IP.
The same with the Third Imperium. I have some science fiction stuff I created using the Traveller Rules that I will NOT be publishing in the Travellers Aid Society. But I also have some stuff that only make sense if set in the Third Imperium.
In end it is a series of tradeoffs, my recommendation is really think about it before you publish. But in the end if there is no other way, then do it. You will get 50% of your sale price and there is always the chance that will be well-received enough so that Mongoose will want to buy further rights to publish it outside of the TAS.