<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:series="http://unfoldingneurons.com/"
	>

<channel>
	<title>GamesTopica.Net &#187; Other Systems</title>
	<atom:link href="http://www.gamestopica.net/category/role-playing/other-systems/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamestopica.net</link>
	<description>Topics and Ideas for all sort of Game Creations</description>
	<lastBuildDate>Sat, 19 Mar 2011 18:58:57 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1</generator>
		<item>
		<title>Mass Effect using the Dragon Age RPG Rules</title>
		<link>http://www.gamestopica.net/2010/03/mass-effect-using-the-dragon-age-rpg-rules/</link>
		<comments>http://www.gamestopica.net/2010/03/mass-effect-using-the-dragon-age-rpg-rules/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 19:14:36 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[mass effect]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1379</guid>
		<description><![CDATA[<p>Recently I have been captivated with Mass Effect II. The world is rich and vibrant, the alien races familiar but different in their own way, and the whole storyline has fantastic set-up. So how can one run a game of Mass Effect using the Dragon Age RPG rules? Here&#8217;s what I get when I put my grey matter to some work.</p>
<h2><span id="more-1379"></span>Skills and Attributes</h2>
<p>Mass Effect has a rather lightweight character development system &#8211; it&#8217;s more of action games than dice-rolling! (Heh, it is a action game, more accurately put!). The idea is to keep the system light, so the characters are going to be light too. There is only skill focuses, no attributes. All rolls made for mundane skills (persuasion, sneaking and etc.) are made a +0.</p>
<p>Specialized skills are made at base modifier of -4 and is always a failure if any of the dice rolled is a 1.</p>
<h4>Getting Focus</h4>
<p>Getting a skill focus at a relevant task allows you to make the check at +2, instead of the base modifier. Characters can gain multiple focuses in the same skill, each time bumping the bonus up by +1. Drawing inspiration from the list, the skills available are: AI Hacking (as opposed to normal Hacking), Assault Rifles, Biotics, Bypass, First Aid, Demolitions, Engineering, Computer Use, Heavy Pistol, Heavy Weapon, Intimidate, Persuade, Submachine Guns and Sniper Rifles and Tech. There should be other skills which are conventional &#8211; Navigation, Squad Tactics and so on.</p>
<h4>Powers</h4>
<p>Should powers, such as Overload, Combat Drone and so on be skills? Since Dragon Age has spells, to keep to the fidelity of the system, those in-game powers should be spell-like too, but instead of having many of them, they each have their own levels and can be evolved. The amount of powers available ideally should be scaled by the character&#8217;s Tech and Biotic skills.</p>
<p>There is need for a character creation system too. Maybe next time!</p>
<h3>Combat</h3>
<p>Combats in Mass Effect 2 is dynamic, with different weapons having different rate of fire, spread and range. It&#8217;s not a good idea to roll multiple dice for rifles and submachine guns. So the idea is: roll multiple dice for the quick firing weapons and take the top three best. <strong>But</strong>, but for each 1 rolled on the dice, the dice with the highest value is discarded.</p>
<p>Example: The Vindicator Assault Rifle allows attacking players to roll 5d6 in combat. On a roll of 3,4,5,5,6, the player takes the three highest roll (5 + 5 + 6) and comes up with 16. If he has rolled 1,3,4,5,6, he needs to remove the 1 and 6, leaving him with 3+4+5, or 12.</p>
<p>Hopefully this is a nice framework to develop the idea into!</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Recently I have been captivated with Mass Effect II. The world is rich and vibrant, the alien races familiar but different in their own way, and the whole storyline has fantastic set-up. So how can one run a game of Mass Effect using the Dragon Age RPG rules? Here&#8217;s what I get when I put my grey matter to some work.</p>
<h2><span id="more-1379"></span>Skills and Attributes</h2>
<p>Mass Effect has a rather lightweight character development system &#8211; it&#8217;s more of action games than dice-rolling! (Heh, it is a action game, more accurately put!). The idea is to keep the system light, so the characters are going to be light too. There is only skill focuses, no attributes. All rolls made for mundane skills (persuasion, sneaking and etc.) are made a +0.</p>
<p>Specialized skills are made at base modifier of -4 and is always a failure if any of the dice rolled is a 1.</p>
<h4>Getting Focus</h4>
<p>Getting a skill focus at a relevant task allows you to make the check at +2, instead of the base modifier. Characters can gain multiple focuses in the same skill, each time bumping the bonus up by +1. Drawing inspiration from the list, the skills available are: AI Hacking (as opposed to normal Hacking), Assault Rifles, Biotics, Bypass, First Aid, Demolitions, Engineering, Computer Use, Heavy Pistol, Heavy Weapon, Intimidate, Persuade, Submachine Guns and Sniper Rifles and Tech. There should be other skills which are conventional &#8211; Navigation, Squad Tactics and so on.</p>
<h4>Powers</h4>
<p>Should powers, such as Overload, Combat Drone and so on be skills? Since Dragon Age has spells, to keep to the fidelity of the system, those in-game powers should be spell-like too, but instead of having many of them, they each have their own levels and can be evolved. The amount of powers available ideally should be scaled by the character&#8217;s Tech and Biotic skills.</p>
<p>There is need for a character creation system too. Maybe next time!</p>
<h3>Combat</h3>
<p>Combats in Mass Effect 2 is dynamic, with different weapons having different rate of fire, spread and range. It&#8217;s not a good idea to roll multiple dice for rifles and submachine guns. So the idea is: roll multiple dice for the quick firing weapons and take the top three best. <strong>But</strong>, but for each 1 rolled on the dice, the dice with the highest value is discarded.</p>
<p>Example: The Vindicator Assault Rifle allows attacking players to roll 5d6 in combat. On a roll of 3,4,5,5,6, the player takes the three highest roll (5 + 5 + 6) and comes up with 16. If he has rolled 1,3,4,5,6, he needs to remove the 1 and 6, leaving him with 3+4+5, or 12.</p>
<p>Hopefully this is a nice framework to develop the idea into!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2010/03/mass-effect-using-the-dragon-age-rpg-rules/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Dragon Age Pen and Paper RPG Items: Arrows and Bombs</title>
		<link>http://www.gamestopica.net/2009/12/dragon-age-pen-and-paper-rpg-items-arrows-and-bombs/</link>
		<comments>http://www.gamestopica.net/2009/12/dragon-age-pen-and-paper-rpg-items-arrows-and-bombs/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 14:45:50 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1361</guid>
		<description><![CDATA[<p>Enchanted items can easily make characters too powerful; one way to give players cool toys to play with, but still challenge them is to have one-use magical items, such as potions, wands with charges, and for Dragon Age cases, bombs and special arrows. Those arrows cannot be found in stores (unlike the CRPG!) and the bombs must be specially made. Since there is scant rules on crafting, I will just list the effects of those items and leave the methods of making those special items till later.</p>
<h2><span id="more-1361"></span>Bombs</h2>
<p>These alchemical creations explode in a variety of ways when expose to air, or when the mix of strange blackpowder within it is ignite, causing the clay jars or pots holding the mixture to shower upon the enemies. It takes a Strength test (3d6 + Strength) to make a good throw, and it at most can go up to 8 yards.</p>
<p>Bombs in the CRPG does good damage at the beginning (the Prima Strategy Guide lists them as doing 80 points of damage), but become lackluster towards the end of the game. As characters in the CRPG starts with 90 to 110 Health, and the PnP version starts with 20 to 35 Health, the bombs all do 3d6 points of damage.</p>
<p>As this is a PnP RPG game where stuff can be more flexible, I have added some side-effects of using those bombs.</p>
<p><em>Acid Flask: </em>3d6 nature damage within 4 yards, all targets take 1d6 points of damage next round, and 1d3 the round after. Double the AR for reducing damage from the Acid Flask.<br />
<em></em></p>
<p><em>Fire Bomb: </em>3d6 fire damage within 4 yards, will set flammable substance on fire<br />
<em></em></p>
<p><em>Freeze Bomb:</em>3d6 ice damage within 4 yards, puts out fire, creates a thick alchemical fog which gives -2 penalty Attack to those within<br />
<em></em></p>
<p><em>Shock Bomb: </em>3d6 electricity damage within 4 yards, make a Constitution roll with the TN as the damage done or else loses major action</p>
<p><em>Soulrot Bomb: </em>3d6 spirit damage within 4 yards, all those who takes more than 12 points of damage suffer -1 penalty to Magic for 1 minute</p>
<h2>Arrows</h2>
<p>Those arrows are either coated with a susbtance that does elemental damage, or weaved with magic to achieve their effects. Enchanting items is usually left to the Tranquil (or in some cases, a very talent Dwarven savant), and hence it is not possible for PCs to craft their own enchanted items within the constraints of Freleden.</p>
<p><em>Andraste&#8217;s Arrows: </em>Target suffers -2 Magic for one turn if hit<br />
<em>Arrow of Filth: </em>+1 Nature damage<br />
<em>Elf-Flight Arrow: </em>+3 Attack, use 3 Stunt Points to make a target unable to perform a major action<br />
<em>Fire Arrow: </em>+1 fire damage<br />
<em>Ice Arrow: </em>+2 ice damage</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Enchanted items can easily make characters too powerful; one way to give players cool toys to play with, but still challenge them is to have one-use magical items, such as potions, wands with charges, and for Dragon Age cases, bombs and special arrows. Those arrows cannot be found in stores (unlike the CRPG!) and the bombs must be specially made. Since there is scant rules on crafting, I will just list the effects of those items and leave the methods of making those special items till later.</p>
<h2><span id="more-1361"></span>Bombs</h2>
<p>These alchemical creations explode in a variety of ways when expose to air, or when the mix of strange blackpowder within it is ignite, causing the clay jars or pots holding the mixture to shower upon the enemies. It takes a Strength test (3d6 + Strength) to make a good throw, and it at most can go up to 8 yards.</p>
<p>Bombs in the CRPG does good damage at the beginning (the Prima Strategy Guide lists them as doing 80 points of damage), but become lackluster towards the end of the game. As characters in the CRPG starts with 90 to 110 Health, and the PnP version starts with 20 to 35 Health, the bombs all do 3d6 points of damage.</p>
<p>As this is a PnP RPG game where stuff can be more flexible, I have added some side-effects of using those bombs.</p>
<p><em>Acid Flask: </em>3d6 nature damage within 4 yards, all targets take 1d6 points of damage next round, and 1d3 the round after. Double the AR for reducing damage from the Acid Flask.<br />
<em></em></p>
<p><em>Fire Bomb: </em>3d6 fire damage within 4 yards, will set flammable substance on fire<br />
<em></em></p>
<p><em>Freeze Bomb:</em>3d6 ice damage within 4 yards, puts out fire, creates a thick alchemical fog which gives -2 penalty Attack to those within<br />
<em></em></p>
<p><em>Shock Bomb: </em>3d6 electricity damage within 4 yards, make a Constitution roll with the TN as the damage done or else loses major action</p>
<p><em>Soulrot Bomb: </em>3d6 spirit damage within 4 yards, all those who takes more than 12 points of damage suffer -1 penalty to Magic for 1 minute</p>
<h2>Arrows</h2>
<p>Those arrows are either coated with a susbtance that does elemental damage, or weaved with magic to achieve their effects. Enchanting items is usually left to the Tranquil (or in some cases, a very talent Dwarven savant), and hence it is not possible for PCs to craft their own enchanted items within the constraints of Freleden.</p>
<p><em>Andraste&#8217;s Arrows: </em>Target suffers -2 Magic for one turn if hit<br />
<em>Arrow of Filth: </em>+1 Nature damage<br />
<em>Elf-Flight Arrow: </em>+3 Attack, use 3 Stunt Points to make a target unable to perform a major action<br />
<em>Fire Arrow: </em>+1 fire damage<br />
<em>Ice Arrow: </em>+2 ice damage</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/12/dragon-age-pen-and-paper-rpg-items-arrows-and-bombs/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Bows for the Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/bows-for-the-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/bows-for-the-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Tue, 22 Dec 2009 16:02:41 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1357</guid>
		<description><![CDATA[<p>Last time we have the swords, this time round we have the bows! As my characters for my first game <em>The Dalish Curse</em> do not use crossbows, I will convert the shortbows and longbows first, and then move on to their mechanical counter-part.</p>
<h2><span id="more-1357"></span>Shortbows</h2>
<p><em>Scout Bow: </em>1 in 6 chance of Aim being  free action*<br />
<em>The Dark Moon: </em>+1 Will Power, AR 2 against Nature damage, Ignore 2 points of AR<br />
<em>The Fox&#8217;s Bow: </em>+2 Defense vs. ranged attacks<br />
<em>Whitewood Bow: </em>+2 damage, +1 Stunt Point<br />
<em>Wilds Bow</em>: AR 2 against Nature damage</p>
<h2>Longbows</h2>
<p><em>Antivan Longbow: </em>+1 Stunt Points<br />
<em>Bow of the Golden Sun: </em>+2 Attack<br />
<em>Dalish Longbow</em>: 1 in 6 chance of Aim being a free action<br />
<em>Falon&#8217;Din&#8217;s Reach</em>: +1 damage, 1 in 6 chance of Aim being a free action<br />
<em>Far Song: </em>+2 damage, 1 in 6 chance of Aim being a free action, +1 SP, +3 Attack, add damage from the Dragon die on hit<br />
<em>Mage&#8217;s Eye: </em>add damage from half the dragon die on hit, +2 Attack<br />
<em>Marjolaine&#8217;s Recurve: </em>+2 Cunning, +2 damage, 1 in 6 chance of Aim being a free action<br />
<em>Spear Thrower: </em>1 in 6 chance of Aim being a free action, ignore 1 point of AR<br />
<em>Wolf-Killer: </em>+2 damage against undead, +3 damage against beasts</p>
<p>* As a way of balancing the item, the second Aim action (if the player chooses to take it) will not have a chance of being free.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Last time we have the swords, this time round we have the bows! As my characters for my first game <em>The Dalish Curse</em> do not use crossbows, I will convert the shortbows and longbows first, and then move on to their mechanical counter-part.</p>
<h2><span id="more-1357"></span>Shortbows</h2>
<p><em>Scout Bow: </em>1 in 6 chance of Aim being  free action*<br />
<em>The Dark Moon: </em>+1 Will Power, AR 2 against Nature damage, Ignore 2 points of AR<br />
<em>The Fox&#8217;s Bow: </em>+2 Defense vs. ranged attacks<br />
<em>Whitewood Bow: </em>+2 damage, +1 Stunt Point<br />
<em>Wilds Bow</em>: AR 2 against Nature damage</p>
<h2>Longbows</h2>
<p><em>Antivan Longbow: </em>+1 Stunt Points<br />
<em>Bow of the Golden Sun: </em>+2 Attack<br />
<em>Dalish Longbow</em>: 1 in 6 chance of Aim being a free action<br />
<em>Falon&#8217;Din&#8217;s Reach</em>: +1 damage, 1 in 6 chance of Aim being a free action<br />
<em>Far Song: </em>+2 damage, 1 in 6 chance of Aim being a free action, +1 SP, +3 Attack, add damage from the Dragon die on hit<br />
<em>Mage&#8217;s Eye: </em>add damage from half the dragon die on hit, +2 Attack<br />
<em>Marjolaine&#8217;s Recurve: </em>+2 Cunning, +2 damage, 1 in 6 chance of Aim being a free action<br />
<em>Spear Thrower: </em>1 in 6 chance of Aim being a free action, ignore 1 point of AR<br />
<em>Wolf-Killer: </em>+2 damage against undead, +3 damage against beasts</p>
<p>* As a way of balancing the item, the second Aim action (if the player chooses to take it) will not have a chance of being free.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/12/bows-for-the-dragon-age-pnp-rpg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Swords for the Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 16:00:04 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Weapons of Woe]]></category>
		<category><![CDATA[artifacts]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1350</guid>
		<description><![CDATA[<p>The official Green Ronin&#8217;s GM guide to Dragon Age came with a few items; In preparing for my first game, I&#8217;ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima&#8217;s Strategy Guide, to give credits where it is due.<br />
<span id="more-1350"></span><br />
Also bear in mind that currently there are no rules for runes at all for enchanted items, so they are significantly weaker than they could be in the CRPG. GMs who wish to have a less emphasis on gears may want to keep it this way.</p>
<p>Until Green Ronin comes up with the various steel and metal used to forge weapons in the game, assume the enchanted weapons does base damage as usual. Generious GMs can give damage bonuses based on the material (for example, Iron -1, Grey Iron +0, Steel +1 and so on).</p>
<p>As the PnP system uses a curve instead of a linear system from the CRPG, I halved all stat bonuses by 2, always rounding up (lest some items become useless)</p>
<h2>Daggers</h2>
<p><em>Beastman&#8217;s Dagger</em>: +1d3 backstab damage<br />
<em>Crow Dagger: +</em>1d6 backstab damage<br />
<em>Darkspawn Dagger: </em>Requires minimum dexterity +1, reduces AR by 1 for this hit<br />
<em>Enchanted Dagger: </em>+2 Attack<br />
<em>Fang: </em>+6 Attack<br />
<em>Gift of the Grey: </em>+1 Stunt Point<br />
<em>Noble&#8217;s Dagger: </em>+1 electricity damage<br />
<em>The Rose Thorn: </em>+1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage<br />
<em>Thorn of the Gods: </em>+1 damage, reduces AR by 3 for this hit<br />
<em>Thorn of the Dead Gods: </em>+1 damage, reduces AR by 1 for this hit<br />
<em>Varathorn&#8217;s Dar&#8217;Misu: </em>reduces AR by 2 for this hit, +3 Attack</p>
<h2>Shortswords/Longswords</h2>
<p>If a name of an item below doesn&#8217;t have the word &#8216;longsword&#8217;, whether it is a shortsword or a longsword is up to the GM to decide.</p>
<p><em>Darkspawn Longsword: </em>Minimum Dexterity +1, reduces AR by 1 for current hit<br />
<em>Dwyn&#8217;s Sword: </em>Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells<br />
<em>Cousland Sword: </em>+1 Damage, +2 Attack, Warrior/Rogue only<br />
<em>Fine Dwarven Blade: </em>+1 Attack<br />
<em>Imperial Edge: </em>+1 damage, +1 Stunt Point, +3 Attack<br />
<em>Keening Blade: </em>Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only<br />
<em>King Mairc&#8217;s Blade: </em>AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only<br />
<em>Oathkeepr: </em>Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled<br />
<em>Saw Sword: </em>+1 damage, 1 additional SP if dragon dice is odd<br />
<em>The Green Blade: </em>AR 1 against natural damage, +2 damage against beasts<br />
<em>Topsider&#8217;s Honor: </em>AR 2 against natural damage, +1 damage against spirits</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The official Green Ronin&#8217;s GM guide to Dragon Age came with a few items; In preparing for my first game, I&#8217;ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima&#8217;s Strategy Guide, to give credits where it is due.<br />
<span id="more-1350"></span><br />
Also bear in mind that currently there are no rules for runes at all for enchanted items, so they are significantly weaker than they could be in the CRPG. GMs who wish to have a less emphasis on gears may want to keep it this way.</p>
<p>Until Green Ronin comes up with the various steel and metal used to forge weapons in the game, assume the enchanted weapons does base damage as usual. Generious GMs can give damage bonuses based on the material (for example, Iron -1, Grey Iron +0, Steel +1 and so on).</p>
<p>As the PnP system uses a curve instead of a linear system from the CRPG, I halved all stat bonuses by 2, always rounding up (lest some items become useless)</p>
<h2>Daggers</h2>
<p><em>Beastman&#8217;s Dagger</em>: +1d3 backstab damage<br />
<em>Crow Dagger: +</em>1d6 backstab damage<br />
<em>Darkspawn Dagger: </em>Requires minimum dexterity +1, reduces AR by 1 for this hit<br />
<em>Enchanted Dagger: </em>+2 Attack<br />
<em>Fang: </em>+6 Attack<br />
<em>Gift of the Grey: </em>+1 Stunt Point<br />
<em>Noble&#8217;s Dagger: </em>+1 electricity damage<br />
<em>The Rose Thorn: </em>+1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage<br />
<em>Thorn of the Gods: </em>+1 damage, reduces AR by 3 for this hit<br />
<em>Thorn of the Dead Gods: </em>+1 damage, reduces AR by 1 for this hit<br />
<em>Varathorn&#8217;s Dar&#8217;Misu: </em>reduces AR by 2 for this hit, +3 Attack</p>
<h2>Shortswords/Longswords</h2>
<p>If a name of an item below doesn&#8217;t have the word &#8216;longsword&#8217;, whether it is a shortsword or a longsword is up to the GM to decide.</p>
<p><em>Darkspawn Longsword: </em>Minimum Dexterity +1, reduces AR by 1 for current hit<br />
<em>Dwyn&#8217;s Sword: </em>Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells<br />
<em>Cousland Sword: </em>+1 Damage, +2 Attack, Warrior/Rogue only<br />
<em>Fine Dwarven Blade: </em>+1 Attack<br />
<em>Imperial Edge: </em>+1 damage, +1 Stunt Point, +3 Attack<br />
<em>Keening Blade: </em>Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only<br />
<em>King Mairc&#8217;s Blade: </em>AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only<br />
<em>Oathkeepr: </em>Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled<br />
<em>Saw Sword: </em>+1 damage, 1 additional SP if dragon dice is odd<br />
<em>The Green Blade: </em>AR 1 against natural damage, +2 damage against beasts<br />
<em>Topsider&#8217;s Honor: </em>AR 2 against natural damage, +1 damage against spirits</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Poisons for Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/poisons-for-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/poisons-for-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 11:05:31 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[rules mod]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1343</guid>
		<description><![CDATA[<p>Green Ronin has released their Dragon Age pen and paper RPG, and one thing that has been pointed out is that there are some elements from the CRPG missing. As I was preparing for my first session of the game, I asked a rogue player what he wanted. &#8220;Darts with tranquilizer poison&#8221; and that when I realize&#8230;&#8221;This game needs some poison rules&#8221;. And here they are.</p>
<p><span id="more-1343"></span></p>
<h2>Talents, Focus and Equipment</h2>
<p>The rules basically extend the game by adding a new talent &#8211; the Poison talent, and the Poison ability focus. The focus is a Cunning based skill, and as in the game, it requires <em>at least the Focus</em> to use poison (without accidentally harming yourself). Poison typically works best on edged weapons, and unlike the CRPG, you can apply it on bolts and arrows.</p>
<p>Components for crafting poisons should be rare to come by &#8211; no price is listed (yet), and if the players are foraging, a Cunning roll against a difficulty of 11 should be made (if the character is in an environment where such things could grow) to locate the crafting component needed. A downtime of one day minimal is needed for a single flask of poison, which is good for 3 doses. Poison expires within a minute &#8211; exposure to air quickly cause them to lose their effectiveness.</p>
<h2>Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask<br />
Requires: Cunning 1, Novice Poison talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to stun the target for 1 round.</p>
<h2>Venom</h2>
<p>Equipment: Venom Extract, Flask<br />
Requires: Cunning 1, Poison novice talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Concentrated Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt Points to stunt the target for 1 round.</p>
<h2>Concentrated Venom</h2>
<p>Equipment: Venom Extract, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Crow Poison</h2>
<p>Equipment:  Toxin Extract, Deathroot, Distillation Agent, Flask<br />
Requires: Cunning 3, Journeyman Poison talent, Poison focus</p>
<p>Attack deals +3 Spirit damage, and you can use 2 Stunt points to stun target for 1 round.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Green Ronin has released their Dragon Age pen and paper RPG, and one thing that has been pointed out is that there are some elements from the CRPG missing. As I was preparing for my first session of the game, I asked a rogue player what he wanted. &#8220;Darts with tranquilizer poison&#8221; and that when I realize&#8230;&#8221;This game needs some poison rules&#8221;. And here they are.</p>
<p><span id="more-1343"></span></p>
<h2>Talents, Focus and Equipment</h2>
<p>The rules basically extend the game by adding a new talent &#8211; the Poison talent, and the Poison ability focus. The focus is a Cunning based skill, and as in the game, it requires <em>at least the Focus</em> to use poison (without accidentally harming yourself). Poison typically works best on edged weapons, and unlike the CRPG, you can apply it on bolts and arrows.</p>
<p>Components for crafting poisons should be rare to come by &#8211; no price is listed (yet), and if the players are foraging, a Cunning roll against a difficulty of 11 should be made (if the character is in an environment where such things could grow) to locate the crafting component needed. A downtime of one day minimal is needed for a single flask of poison, which is good for 3 doses. Poison expires within a minute &#8211; exposure to air quickly cause them to lose their effectiveness.</p>
<h2>Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask<br />
Requires: Cunning 1, Novice Poison talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to stun the target for 1 round.</p>
<h2>Venom</h2>
<p>Equipment: Venom Extract, Flask<br />
Requires: Cunning 1, Poison novice talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Concentrated Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt Points to stunt the target for 1 round.</p>
<h2>Concentrated Venom</h2>
<p>Equipment: Venom Extract, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Crow Poison</h2>
<p>Equipment:  Toxin Extract, Deathroot, Distillation Agent, Flask<br />
Requires: Cunning 3, Journeyman Poison talent, Poison focus</p>
<p>Attack deals +3 Spirit damage, and you can use 2 Stunt points to stun target for 1 round.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/12/poisons-for-dragon-age-pnp-rpg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Reversed Spells for Dragon Warriors</title>
		<link>http://www.gamestopica.net/2009/10/reversed-spells-for-dragon-warriors/</link>
		<comments>http://www.gamestopica.net/2009/10/reversed-spells-for-dragon-warriors/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 18:04:01 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1320</guid>
		<description><![CDATA[<p>The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer&#8217;s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.</p>
<h2><span id="more-1320"></span>Level 1 Sorcerer Reversed Spells</h2>
<h3>Wyrmbreath</h3>
<p>As Dragonbreath, but unleash a blast of icy cold air with Speed 10 but doing 1d6 + 8 damage. If the GM is feeling generous, this can be used for some utility purposes (putting out fire, creating chill water and so on).</p>
<h3>Ghost Image</h3>
<p>Creates an image that is obviously false, but can be made to move around, though complex movement are impossible (no swinging of arms for a human person). Useful when you need to conjure floating daggers in front of potential usurpers.</p>
<h3>Pain Touch</h3>
<p>Does 2 points of HP damage to a person touched by the caster, or in other way in contact within 2m (such as through a weapon). This allows the target to make a Magic Defence roll. Armour does not protect against the damage.</p>
<h3>Lunar Eclipse</h3>
<p>Create a shade of darkness that plunge the surrounding area (5m in radius) into dimness. It is not completely dark (if it was dim before, then it is), but only those with darkvision could see clearly.</p>
<h3>Portal</h3>
<p>The original Portal spell is originally 2 spell in one (Close Portal and Open Portal)!</p>
<h3>Strengthen</h3>
<p>Grants the target (within 10m) +1 Attack and +1 damage in combat.</p>
<h2>Level 2 Sorcerer Reversed Spells</h2>
<h3>Hide Aura (expired when dispelled)</h3>
<p>Dampen the Sorcerer&#8217;s innate magical aura, making him more difficult to be detected as a Sorcerer. The aura can be extend by 2m in a sphere for every 1 extra MP used. It can also be cast on a magical item to prevent its true nature to be known. If a Sorcerer or any other magic-using profession attempt to use a spell to detect auras, treat the Hide Aura spell as a specialised Magic Wall. Magic cast within a Hide Aura, if its level is equal or lower than the MP invested in it, would not be picked up by any magic users.</p>
<h3>Mana Lash</h3>
<p>As Inflict Wound, but cause the opponent to lose 4 points of Mana instead of 5 points of HP.</p>
<h3>Veil Against Unnatural Eyes (Spell Expiry Roll)</h3>
<p>Range: 5m<br />
Area of Effect: 2m</p>
<p>Creates an area that is blocked from spells such as Peer and Scry.</p>
<h3>Lure Undead</h3>
<p>As Hold off the Dead, but this time it lures the undead towards the target, but if they fail their magical defence. This can be tactically useful in some instance, for unless the undead is intelligent, it would just move in easiest method to the caster. Even if there is a pit in front of it.</p>
<h3>Wither</h3>
<p>This clears a patch of vegetation equal 2m in radius within a range of 15m of the Sorcerer. Trees, weeds, undergrowth and bushes would just wither away, as if water is being siphoned out of them directly and crumble into dust. This spell has no effect on human and other living creatures. Good for removing thick cover quickly.</p>
<h3>Warrior&#8217;s Luck</h3>
<p>Instead of adding -2 to an attacking creature&#8217;s hit roll, the Sorcerer gains a +2 on all hit-rolls.  The Sorcerer may cast this spell and attack immediately.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer&#8217;s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.</p>
<h2><span id="more-1320"></span>Level 1 Sorcerer Reversed Spells</h2>
<h3>Wyrmbreath</h3>
<p>As Dragonbreath, but unleash a blast of icy cold air with Speed 10 but doing 1d6 + 8 damage. If the GM is feeling generous, this can be used for some utility purposes (putting out fire, creating chill water and so on).</p>
<h3>Ghost Image</h3>
<p>Creates an image that is obviously false, but can be made to move around, though complex movement are impossible (no swinging of arms for a human person). Useful when you need to conjure floating daggers in front of potential usurpers.</p>
<h3>Pain Touch</h3>
<p>Does 2 points of HP damage to a person touched by the caster, or in other way in contact within 2m (such as through a weapon). This allows the target to make a Magic Defence roll. Armour does not protect against the damage.</p>
<h3>Lunar Eclipse</h3>
<p>Create a shade of darkness that plunge the surrounding area (5m in radius) into dimness. It is not completely dark (if it was dim before, then it is), but only those with darkvision could see clearly.</p>
<h3>Portal</h3>
<p>The original Portal spell is originally 2 spell in one (Close Portal and Open Portal)!</p>
<h3>Strengthen</h3>
<p>Grants the target (within 10m) +1 Attack and +1 damage in combat.</p>
<h2>Level 2 Sorcerer Reversed Spells</h2>
<h3>Hide Aura (expired when dispelled)</h3>
<p>Dampen the Sorcerer&#8217;s innate magical aura, making him more difficult to be detected as a Sorcerer. The aura can be extend by 2m in a sphere for every 1 extra MP used. It can also be cast on a magical item to prevent its true nature to be known. If a Sorcerer or any other magic-using profession attempt to use a spell to detect auras, treat the Hide Aura spell as a specialised Magic Wall. Magic cast within a Hide Aura, if its level is equal or lower than the MP invested in it, would not be picked up by any magic users.</p>
<h3>Mana Lash</h3>
<p>As Inflict Wound, but cause the opponent to lose 4 points of Mana instead of 5 points of HP.</p>
<h3>Veil Against Unnatural Eyes (Spell Expiry Roll)</h3>
<p>Range: 5m<br />
Area of Effect: 2m</p>
<p>Creates an area that is blocked from spells such as Peer and Scry.</p>
<h3>Lure Undead</h3>
<p>As Hold off the Dead, but this time it lures the undead towards the target, but if they fail their magical defence. This can be tactically useful in some instance, for unless the undead is intelligent, it would just move in easiest method to the caster. Even if there is a pit in front of it.</p>
<h3>Wither</h3>
<p>This clears a patch of vegetation equal 2m in radius within a range of 15m of the Sorcerer. Trees, weeds, undergrowth and bushes would just wither away, as if water is being siphoned out of them directly and crumble into dust. This spell has no effect on human and other living creatures. Good for removing thick cover quickly.</p>
<h3>Warrior&#8217;s Luck</h3>
<p>Instead of adding -2 to an attacking creature&#8217;s hit roll, the Sorcerer gains a +2 on all hit-rolls.  The Sorcerer may cast this spell and attack immediately.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/10/reversed-spells-for-dragon-warriors/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sandboxing : A Nobilis Example</title>
		<link>http://www.gamestopica.net/2009/07/sandboxing-a-nobilis-example/</link>
		<comments>http://www.gamestopica.net/2009/07/sandboxing-a-nobilis-example/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 19:57:31 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Nobilis]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1184</guid>
		<description><![CDATA[<p>For many years as a GM, I have focus on tightly-plotted campaigns. There is a main villain who initiate the chain of events, and the adventurers respond to them. My storyline include tragic lovers, a crazy mother, a twisted version of Santa Claus and even a temporal time-loop. However, for my Nobilis game (now in its second session), I decided to try a sand-box approach.</p>
<p><span id="more-1184"></span>To be honest, I do not look up what a sandbox approach is. I take my cue from GTA and Obvilion, which basically allows the player to explore the world as they like. However, the thing with Nobilis and other RPGs is that it is a group thing. I need to come up with a way that players can do what they want, <em>together</em>.</p>
<p>Nobilis, I feel, address this issue superbly. Characters in the group belongs to a single &#8216;family&#8217;, under their Imperator. The welfare of the chancel, their own mystical realm, and the protection of each other is an important informal rule of the game. So what I have done is to give projects to each of the character that will ultimately improve the lot of their chancel and their Imperator.</p>
<p>Sometimes, reading through the sandbox threads on RPG.NET, one get a feeling that it is chaotic, disogranised, with players killing NPCs just because &#8220;they are not essential to the story&#8221; or &#8220;this is how I would act in game&#8221;, or just plain doing what is plain unacceptable (&#8220;I try to posion the king&#8221;). This is all fine and dandy <em>if all the players go along with the action</em>. But if not, it would be just a series of facepalms.</p>
<p>Nobilis address this issues, by once again, to have a set of laws governing the characters. After all, they are demi-gods who could shoot down the sun, change the laws of gravity &#8211; some checks and balance must be in place!</p>
<h2>What can you do in Nobilis?</h2>
<p>In my game, I have each character picked up a lost &#8216;estate&#8217; &#8211; estate that are lost and not claimed because their Imperator is dead. The characters would have to decide what to do with the estate they had adopted. How are they going to promote it? Will they absorb the concepts of the new estate into their old one, or redefine them to fit their world view?</p>
<p>I think this approach is good because the players would generate their own plot hooks and two, anyone&#8217;s success is going to be everybody&#8217;s success (their Imperator gets stronger, and gains Dynasty Points, a form of experience points for their Imperator). Likewise, I can rest my brain for a while and see what they want to do. Whatever they come up with, I will then plan accordingly.</p>
<p>In short, the strategy is &#8220;sandbox while planning, focus while playing&#8221;.</p>
<h2>Sandboxing in Traditional Fantasy</h2>
<p>Fantasy games, like D&amp;D, are harder to regulate than Nobilis because besides the laws of alignment, there is nothing in the meta-plot to stop short of the PCs slaughtering an entire village, or to seduce the king&#8217;s daughter and other session-breaking acts. As emphasis, if all the players agree with the action, there&#8217;s no problem. The problem is what happens when two characters want to be the hero, while two others just want to cause trouble wherever they go?</p>
<p>Again, I would like to borrow elements from FATE/Spirit of the Century for some ideas. During character creation, each character has a chance to take part in a &#8216;novel&#8217; (or adventure) of the other character. It is best, therefore, to come up with the goals and objectives of the sandbox game. But wait, isn&#8217;t the lack of planning the giest of a sandbox game? True,  but it doesn&#8217;t mean that there should be no planning. The planning here is to have a sort of a meta-plot which would guide the freedom in the sandbox game. It helps to keep the players in agreement with each other and give them a direction to all their actions.</p>
<p>For example, we take a group of characters whose goal is to overthrow the empire that has invaded in their homeland. This is not going to happen in a session or two. The first adventure could be something like a teaser &#8211; the PCs meet, are attacked by enemies, find some allies and perhaps find a base to hide. The next move is up to them. What will they do next? Recurit followers? Forge weapons? Assassinate one of the captains leading the armies? In this context, setting up an inn or becoming slave traders would look like odd decisions.</p>
<p>The important thing here is that <em>all players must agree with the direction and objectives</em>.</p>
<h2>Playing Chess with the GM</h2>
<p>I don&#8217;t see a sandbox game where the players come up with all the options and bombard them at the GM. Whenever there is an action, there would be a reaction. The GM opens the first session, setting the stage. Next session, the players come up with a plan and set it into motion. They got something done, fulfill an objective and so on. But what they have done would have consequences, and so in the next session the GM can introduce a more tightly plotted adventure, like the kidnapping of one of their allies or bounty hunters after them. This helps to guide the campaign</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>For many years as a GM, I have focus on tightly-plotted campaigns. There is a main villain who initiate the chain of events, and the adventurers respond to them. My storyline include tragic lovers, a crazy mother, a twisted version of Santa Claus and even a temporal time-loop. However, for my Nobilis game (now in its second session), I decided to try a sand-box approach.</p>
<p><span id="more-1184"></span>To be honest, I do not look up what a sandbox approach is. I take my cue from GTA and Obvilion, which basically allows the player to explore the world as they like. However, the thing with Nobilis and other RPGs is that it is a group thing. I need to come up with a way that players can do what they want, <em>together</em>.</p>
<p>Nobilis, I feel, address this issue superbly. Characters in the group belongs to a single &#8216;family&#8217;, under their Imperator. The welfare of the chancel, their own mystical realm, and the protection of each other is an important informal rule of the game. So what I have done is to give projects to each of the character that will ultimately improve the lot of their chancel and their Imperator.</p>
<p>Sometimes, reading through the sandbox threads on RPG.NET, one get a feeling that it is chaotic, disogranised, with players killing NPCs just because &#8220;they are not essential to the story&#8221; or &#8220;this is how I would act in game&#8221;, or just plain doing what is plain unacceptable (&#8220;I try to posion the king&#8221;). This is all fine and dandy <em>if all the players go along with the action</em>. But if not, it would be just a series of facepalms.</p>
<p>Nobilis address this issues, by once again, to have a set of laws governing the characters. After all, they are demi-gods who could shoot down the sun, change the laws of gravity &#8211; some checks and balance must be in place!</p>
<h2>What can you do in Nobilis?</h2>
<p>In my game, I have each character picked up a lost &#8216;estate&#8217; &#8211; estate that are lost and not claimed because their Imperator is dead. The characters would have to decide what to do with the estate they had adopted. How are they going to promote it? Will they absorb the concepts of the new estate into their old one, or redefine them to fit their world view?</p>
<p>I think this approach is good because the players would generate their own plot hooks and two, anyone&#8217;s success is going to be everybody&#8217;s success (their Imperator gets stronger, and gains Dynasty Points, a form of experience points for their Imperator). Likewise, I can rest my brain for a while and see what they want to do. Whatever they come up with, I will then plan accordingly.</p>
<p>In short, the strategy is &#8220;sandbox while planning, focus while playing&#8221;.</p>
<h2>Sandboxing in Traditional Fantasy</h2>
<p>Fantasy games, like D&amp;D, are harder to regulate than Nobilis because besides the laws of alignment, there is nothing in the meta-plot to stop short of the PCs slaughtering an entire village, or to seduce the king&#8217;s daughter and other session-breaking acts. As emphasis, if all the players agree with the action, there&#8217;s no problem. The problem is what happens when two characters want to be the hero, while two others just want to cause trouble wherever they go?</p>
<p>Again, I would like to borrow elements from FATE/Spirit of the Century for some ideas. During character creation, each character has a chance to take part in a &#8216;novel&#8217; (or adventure) of the other character. It is best, therefore, to come up with the goals and objectives of the sandbox game. But wait, isn&#8217;t the lack of planning the giest of a sandbox game? True,  but it doesn&#8217;t mean that there should be no planning. The planning here is to have a sort of a meta-plot which would guide the freedom in the sandbox game. It helps to keep the players in agreement with each other and give them a direction to all their actions.</p>
<p>For example, we take a group of characters whose goal is to overthrow the empire that has invaded in their homeland. This is not going to happen in a session or two. The first adventure could be something like a teaser &#8211; the PCs meet, are attacked by enemies, find some allies and perhaps find a base to hide. The next move is up to them. What will they do next? Recurit followers? Forge weapons? Assassinate one of the captains leading the armies? In this context, setting up an inn or becoming slave traders would look like odd decisions.</p>
<p>The important thing here is that <em>all players must agree with the direction and objectives</em>.</p>
<h2>Playing Chess with the GM</h2>
<p>I don&#8217;t see a sandbox game where the players come up with all the options and bombard them at the GM. Whenever there is an action, there would be a reaction. The GM opens the first session, setting the stage. Next session, the players come up with a plan and set it into motion. They got something done, fulfill an objective and so on. But what they have done would have consequences, and so in the next session the GM can introduce a more tightly plotted adventure, like the kidnapping of one of their allies or bounty hunters after them. This helps to guide the campaign</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/07/sandboxing-a-nobilis-example/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>A Love for the Stars</title>
		<link>http://www.gamestopica.net/2009/06/a-love-for-the-stars/</link>
		<comments>http://www.gamestopica.net/2009/06/a-love-for-the-stars/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 05:43:16 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[seeds]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1084</guid>
		<description><![CDATA[<p>The Khitians are well known for their inventions and love for knowledge, and in particular, astronomy. Imperial astronomers watch the sky,  recording down strange sights, new stars and the movement of the constellations, for omen and signs. The greatest of all astronomers were one known as Taidezi, who had observed a great white flash in the sky and prompting warning the Son of Heaven of an impending invasion by the horse nomads. Unfortunately, the Emperor ignored Taidezi, and those nomads devoured half of the northern country. Now Taidezi&#8217;s records are studied zealously by astrologers, even though he had been dead for more than three hundred years.</p>
<p><span id="more-1084"></span></p>
<ol>
<li>A few records of Taidezi arrived at Ellesland, probably smuggled out from the country (for those are all considered Imperial treasures) and sorcerers, sages and scholars are scrambling to get their hand on it. Meanwhile, Imperial agents from Khitai have arrived, determined to retrieve the star charts at all cost. If the adventurers meet them, the agents would explain it is more than a matter of pride &#8211; the charts itself contain the exact arrangement of &#8220;A Doom of the Sky&#8221;, a time when the &#8220;celestial lights are in disharmonious accord&#8221; which made it easier to summon demons and fiends to the world.</li>
<li>A merchant, gifted with a star chart of Taidezi from a high ranking Khitian officer, had a few of his scholarly friends examine it and all went away puzzled. The stars are all in a strange arrangement which does not match those of western astrology and the scholars come to the conclusion that either there is something they didn&#8217;t know or the chart is a fraud. Yet when the merchant accidentally hang the chart in front of a mirror, certain of the arrangement begin to form Khitian characters! What is the secret hidden within the star chart?</li>
<li>Taidezi did more than just record down the arrangement of the stars. He reconstructed them, using the resources of powerful warlords, sorcerers and Imperial Ministers whom were his patrons. He predicted the time when he would die, and retreated into the Sixty-Four-Fold Celestial Formation, a hilly and forested region of natural wonders, with iron pillars erected at certain positioned. If one would climb the Mountain of the Heavenly Wonders and looked down, those pillars would form the major constellations of the Khitian sky. Yet why did Taidezi create such a formation? There are legends that this formation actually channeled the raw Yin and Yang enegry towards its centre, and there Taidezi still live, observing and studying the stars. If  the adventurers are in need of sagely advice, Taidezi and the Sixty-Four-Fold Celeistal Formation is a place to go.</li>
</ol>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The Khitians are well known for their inventions and love for knowledge, and in particular, astronomy. Imperial astronomers watch the sky,  recording down strange sights, new stars and the movement of the constellations, for omen and signs. The greatest of all astronomers were one known as Taidezi, who had observed a great white flash in the sky and prompting warning the Son of Heaven of an impending invasion by the horse nomads. Unfortunately, the Emperor ignored Taidezi, and those nomads devoured half of the northern country. Now Taidezi&#8217;s records are studied zealously by astrologers, even though he had been dead for more than three hundred years.</p>
<p><span id="more-1084"></span></p>
<ol>
<li>A few records of Taidezi arrived at Ellesland, probably smuggled out from the country (for those are all considered Imperial treasures) and sorcerers, sages and scholars are scrambling to get their hand on it. Meanwhile, Imperial agents from Khitai have arrived, determined to retrieve the star charts at all cost. If the adventurers meet them, the agents would explain it is more than a matter of pride &#8211; the charts itself contain the exact arrangement of &#8220;A Doom of the Sky&#8221;, a time when the &#8220;celestial lights are in disharmonious accord&#8221; which made it easier to summon demons and fiends to the world.</li>
<li>A merchant, gifted with a star chart of Taidezi from a high ranking Khitian officer, had a few of his scholarly friends examine it and all went away puzzled. The stars are all in a strange arrangement which does not match those of western astrology and the scholars come to the conclusion that either there is something they didn&#8217;t know or the chart is a fraud. Yet when the merchant accidentally hang the chart in front of a mirror, certain of the arrangement begin to form Khitian characters! What is the secret hidden within the star chart?</li>
<li>Taidezi did more than just record down the arrangement of the stars. He reconstructed them, using the resources of powerful warlords, sorcerers and Imperial Ministers whom were his patrons. He predicted the time when he would die, and retreated into the Sixty-Four-Fold Celestial Formation, a hilly and forested region of natural wonders, with iron pillars erected at certain positioned. If one would climb the Mountain of the Heavenly Wonders and looked down, those pillars would form the major constellations of the Khitian sky. Yet why did Taidezi create such a formation? There are legends that this formation actually channeled the raw Yin and Yang enegry towards its centre, and there Taidezi still live, observing and studying the stars. If  the adventurers are in need of sagely advice, Taidezi and the Sixty-Four-Fold Celeistal Formation is a place to go.</li>
</ol>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/06/a-love-for-the-stars/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Why can&#8217;t Combat be Resolved with One Roll?</title>
		<link>http://www.gamestopica.net/2009/06/why-cant-combat-be-resolved-with-one-roll/</link>
		<comments>http://www.gamestopica.net/2009/06/why-cant-combat-be-resolved-with-one-roll/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 14:58:41 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Rules Mods]]></category>
		<category><![CDATA[fate]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[rules mod]]></category>
		<category><![CDATA[Spirit of the Century]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1073</guid>
		<description><![CDATA[<p>Whenever I read through the rules for most role-playing games, I find it interesting when some mention &#8220;combat is just a kind of opposed roll, but it usually takes a number of rolls to determine the outcome&#8221;. The reason is simple &#8211; combat is usually the main conflict of most games, the point in time when your builds, equipment, strategy and cunning all come into play. (Strangely, though, it&#8217;s hard to find formal rules for skill checks which could doom a character if he fails just one roll, like falling down into a bottomless pit). Yet I have GMed games which combat take an hour to go through, and I have known D&amp;D combats which went for 2 to 3 hours. Is there a faster way to resolve combat while keeping it fun, and allow players to employ tactics?</p>
<p><span id="more-1073"></span></p>
<h2>Why a One Roll Combat?</h2>
<p>The idea of one roll combats come from video games &#8211; the famous &#8220;reaction sequences&#8221; from God of War and its numerous clones as well as the Time Crisis arcade games. In those games, usually, out from nowhere, an enemy will launch at you or an event will demand your immediate attention. On the screen a button will flash and you have to hit it at the right timing to avert imminent doom. Resident Evil 4 uses this to good effort, with an entire fights played through by pressing a combination of right buttons.</p>
<p>An armed confrontation, in a RPG, is usually a time for thrill and action-packed roleplaying; but sometimes tactical rules could drag the process down and it becomes a number-crunching, planning-laden process. The motive of thinking up a one-roll combat is to have the thrill of combat without all the lengthy dice rolling.</p>
<h2>When to use One Roll Combat?</h2>
<p>One of the features of old-school dungeon crawls, and in console rpgs, are random encounters (or planned encounters for the the good old dungeon). The intent is to soften up the adventurers before they come to meet the final bad guy at the end. The idea of one roll combats is for those cases &#8211; not for epic, dramatic, pivotal showdowns (which are often slow-downs as well)  but for fighting mooks.</p>
<p>A lot of emphasis on one roll combat is more than just attribute + skill or a roll-under of certain sum of number &#8211; but also the use of environment, tactics and strategies to outsmart your opponent. While usually in a normal combat encounter the usage of those is broken into several rounds, for a one-roll combat system this is all abstracted in one quick roll (or several rolls, for each of the player).</p>
<p>Actually, another inspiration for this idea comes from Tunnels and Trolls, where everyone rolls their combat dice and adds and compare it with the monsters. No movement chart, no flanks or attacks of opportunities. Well, no formal rules, anyway. It is possible to use &#8220;saving rolls&#8221; for other effects, but there&#8217;s only GM&#8217;s fiat to work that out.</p>
<h2>Likely Objections to ORC</h2>
<p>Right, typing &#8220;One Roll Combat&#8221; is tiring my fingers out, so let use ORC as its shorten name instead. One of the biggest objections to ORC is that it takes out all the planning and the fun crunchy part of the game. It&#8217;s a valid one; however, ORC is not intended to replace all combat. It is a pacing tool, as one could see later.</p>
<p>A second challenge to ORC is what if it doesn&#8217;t incorporate all the nuances of combat? For example, if designing an ORC for D&amp;D 3.5 and it doesn&#8217;t take into consideration iterative attacks, fighters may feel &#8216;nerfed&#8217; when using the ORC system (or for D&amp;D 4, the inability for fighters to mark targets for a long term advantage). For such reason, ironically ORC is good for medium rules heavy game instead of ultra-heavy ones &#8211; unless the players are all right with the inconsistency. One thing to stress though is that ORC is a pacing tool &#8211; it is  intended for &#8220;mook combat&#8221; , an alternative to &#8220;only 2 combat scenes per game&#8221; as fully ran combat could run up to an hour.</p>
<h2>A Simple One Roll Combat System for Fate 3.0</h2>
<p>To start off simple, let&#8217;s consider a ORC for Fate 3.0 (where ORC is the acronym for One Roll Combat). The SRD for Fate 3.0 is online and at any rate it is based on FUDGE. The concept is simple.</p>
<ol>
<li>The mob is given a level, maybe Average (+1) or Good (+3). The GM will roll 4dF for the mob, add it to the it&#8217;s level and hide the result.</li>
<li>Each player has a chance to use one skill (and if they wish, tag an Aspect or two) in the fight. That skill represents their main thrust of strategy in the combat. A character who uses the Weapon skill is of course, engaging in combat. Another character may use Leadership in an attempt to coordinate the battle. One may use Stealth to try to stay hidden and cause distractions.</li>
<li>Players will roll their skill.</li>
<li>Each player compare his skill to what the GM has rolled. For each player, if he rolls lower than the mob, he takes a physical stress equal to the number of shift. If the player has rolled higher, the mob takes 1 point of damage. Keep track of the running damage.</li>
</ol>
<p>For each point of damage taken by the mob, its quality drops by one level. Once it is reduced to mediocre (+0), the mob is dispersed or utterly destroyed. Hence, a mob of Fair quality (+2) upon taking 2 or more points of damage would not be of any threat. If this is too easy, consider this variant &#8211; for every point of damage equal to the number of players, the quality of the mob drop by 1. So for 4 characters, if there are 4 points of damage, the mob&#8217;s quality will go down by 1.</p>
<p>Only evaluate whether the mob&#8217;s threat is neutralised after giving resolving each roll of the player&#8217;s.</p>
<p>Of course, some skills would not be applicable during a a pitched battle (for example, Academics), so it&#8217;s the GM&#8217;s call whether a skill can be used. Depending on the nature of the enemy, certain skills may be penalised. A character going hand to hand with a bunch of gangsters wielding tommy guns may get a disadvantage via tagging of an aspect.</p>
<p>Doing an ORC fo Fate is simple, really. Let try something with medium crunch next &#8211; Dragon Warriors.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Whenever I read through the rules for most role-playing games, I find it interesting when some mention &#8220;combat is just a kind of opposed roll, but it usually takes a number of rolls to determine the outcome&#8221;. The reason is simple &#8211; combat is usually the main conflict of most games, the point in time when your builds, equipment, strategy and cunning all come into play. (Strangely, though, it&#8217;s hard to find formal rules for skill checks which could doom a character if he fails just one roll, like falling down into a bottomless pit). Yet I have GMed games which combat take an hour to go through, and I have known D&amp;D combats which went for 2 to 3 hours. Is there a faster way to resolve combat while keeping it fun, and allow players to employ tactics?</p>
<p><span id="more-1073"></span></p>
<h2>Why a One Roll Combat?</h2>
<p>The idea of one roll combats come from video games &#8211; the famous &#8220;reaction sequences&#8221; from God of War and its numerous clones as well as the Time Crisis arcade games. In those games, usually, out from nowhere, an enemy will launch at you or an event will demand your immediate attention. On the screen a button will flash and you have to hit it at the right timing to avert imminent doom. Resident Evil 4 uses this to good effort, with an entire fights played through by pressing a combination of right buttons.</p>
<p>An armed confrontation, in a RPG, is usually a time for thrill and action-packed roleplaying; but sometimes tactical rules could drag the process down and it becomes a number-crunching, planning-laden process. The motive of thinking up a one-roll combat is to have the thrill of combat without all the lengthy dice rolling.</p>
<h2>When to use One Roll Combat?</h2>
<p>One of the features of old-school dungeon crawls, and in console rpgs, are random encounters (or planned encounters for the the good old dungeon). The intent is to soften up the adventurers before they come to meet the final bad guy at the end. The idea of one roll combats is for those cases &#8211; not for epic, dramatic, pivotal showdowns (which are often slow-downs as well)  but for fighting mooks.</p>
<p>A lot of emphasis on one roll combat is more than just attribute + skill or a roll-under of certain sum of number &#8211; but also the use of environment, tactics and strategies to outsmart your opponent. While usually in a normal combat encounter the usage of those is broken into several rounds, for a one-roll combat system this is all abstracted in one quick roll (or several rolls, for each of the player).</p>
<p>Actually, another inspiration for this idea comes from Tunnels and Trolls, where everyone rolls their combat dice and adds and compare it with the monsters. No movement chart, no flanks or attacks of opportunities. Well, no formal rules, anyway. It is possible to use &#8220;saving rolls&#8221; for other effects, but there&#8217;s only GM&#8217;s fiat to work that out.</p>
<h2>Likely Objections to ORC</h2>
<p>Right, typing &#8220;One Roll Combat&#8221; is tiring my fingers out, so let use ORC as its shorten name instead. One of the biggest objections to ORC is that it takes out all the planning and the fun crunchy part of the game. It&#8217;s a valid one; however, ORC is not intended to replace all combat. It is a pacing tool, as one could see later.</p>
<p>A second challenge to ORC is what if it doesn&#8217;t incorporate all the nuances of combat? For example, if designing an ORC for D&amp;D 3.5 and it doesn&#8217;t take into consideration iterative attacks, fighters may feel &#8216;nerfed&#8217; when using the ORC system (or for D&amp;D 4, the inability for fighters to mark targets for a long term advantage). For such reason, ironically ORC is good for medium rules heavy game instead of ultra-heavy ones &#8211; unless the players are all right with the inconsistency. One thing to stress though is that ORC is a pacing tool &#8211; it is  intended for &#8220;mook combat&#8221; , an alternative to &#8220;only 2 combat scenes per game&#8221; as fully ran combat could run up to an hour.</p>
<h2>A Simple One Roll Combat System for Fate 3.0</h2>
<p>To start off simple, let&#8217;s consider a ORC for Fate 3.0 (where ORC is the acronym for One Roll Combat). The SRD for Fate 3.0 is online and at any rate it is based on FUDGE. The concept is simple.</p>
<ol>
<li>The mob is given a level, maybe Average (+1) or Good (+3). The GM will roll 4dF for the mob, add it to the it&#8217;s level and hide the result.</li>
<li>Each player has a chance to use one skill (and if they wish, tag an Aspect or two) in the fight. That skill represents their main thrust of strategy in the combat. A character who uses the Weapon skill is of course, engaging in combat. Another character may use Leadership in an attempt to coordinate the battle. One may use Stealth to try to stay hidden and cause distractions.</li>
<li>Players will roll their skill.</li>
<li>Each player compare his skill to what the GM has rolled. For each player, if he rolls lower than the mob, he takes a physical stress equal to the number of shift. If the player has rolled higher, the mob takes 1 point of damage. Keep track of the running damage.</li>
</ol>
<p>For each point of damage taken by the mob, its quality drops by one level. Once it is reduced to mediocre (+0), the mob is dispersed or utterly destroyed. Hence, a mob of Fair quality (+2) upon taking 2 or more points of damage would not be of any threat. If this is too easy, consider this variant &#8211; for every point of damage equal to the number of players, the quality of the mob drop by 1. So for 4 characters, if there are 4 points of damage, the mob&#8217;s quality will go down by 1.</p>
<p>Only evaluate whether the mob&#8217;s threat is neutralised after giving resolving each roll of the player&#8217;s.</p>
<p>Of course, some skills would not be applicable during a a pitched battle (for example, Academics), so it&#8217;s the GM&#8217;s call whether a skill can be used. Depending on the nature of the enemy, certain skills may be penalised. A character going hand to hand with a bunch of gangsters wielding tommy guns may get a disadvantage via tagging of an aspect.</p>
<p>Doing an ORC fo Fate is simple, really. Let try something with medium crunch next &#8211; Dragon Warriors.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/06/why-cant-combat-be-resolved-with-one-roll/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>How to Introduce Nobilis</title>
		<link>http://www.gamestopica.net/2009/06/how-to-introduce-nobilis/</link>
		<comments>http://www.gamestopica.net/2009/06/how-to-introduce-nobilis/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 02:39:23 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Nobilis]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1066</guid>
		<description><![CDATA[<p>For ages, I have been trying to get a group for Nobilis (I finally got one by asking on a FLGS forum &#8211; the last place I thought off. It&#8217;s my fault, really &#8211; I thought they were all just into D&amp;D and Warhammer 40k). The group more or less understood the game, so I don&#8217;t have a hard time pitching them to play Nobilis. Throughout the process of creating characters, chancel and all that, I finally realised what I have been doing wrong when introducing the game to my other role-playing friends.</p>
<p>Usually, I begin with, &#8220;Would you want to play a game where you are a god-being? You represent a concept, say guns, and you can like do anything with guns.&#8221; The usual reply is &#8220;Heck, if I am so powerful, then where&#8217;s the challenge?&#8221;</p>
<p>There&#8217;s a couple of mistakes here; one reason may be due to I have been reading the GWB rather carelessly. First, the players are not god-beings. In fact, when pitching the games to others, I will suggest not trying to explain what&#8217;s a noble is. Remember, back when I mention HCI, people always try to frame new things with their own experiences. So to sell Nobilis, go for what they may already be familiar with.</p>
<p>&#8220;You play as an avatar which represents a component of creation&#8221;. Now this sounds easier to swallow.</p>
<p>(Though I have to say that people who read Sandman and other related novels, especially the series suggested in the GWB, will have less problems)</p>
<p>However, thinking through things, I think it is better to sell the world.</p>
<p>&#8220;Oh, Nobilis is a game in which everything and anything has a spirit and are semi-intelligence. You play as an avatar of a concept, or anything, in creation and you have to make sure it survives. You are being empowered by one of the many gods in creaton so in a sense you are superhuman. There are also others like you too around.&#8221;</p>
<p>I&#8217;m not sure if this sells better, but I am going to try this if I need a second group to play Nobilis.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>For ages, I have been trying to get a group for Nobilis (I finally got one by asking on a FLGS forum &#8211; the last place I thought off. It&#8217;s my fault, really &#8211; I thought they were all just into D&amp;D and Warhammer 40k). The group more or less understood the game, so I don&#8217;t have a hard time pitching them to play Nobilis. Throughout the process of creating characters, chancel and all that, I finally realised what I have been doing wrong when introducing the game to my other role-playing friends.</p>
<p>Usually, I begin with, &#8220;Would you want to play a game where you are a god-being? You represent a concept, say guns, and you can like do anything with guns.&#8221; The usual reply is &#8220;Heck, if I am so powerful, then where&#8217;s the challenge?&#8221;</p>
<p>There&#8217;s a couple of mistakes here; one reason may be due to I have been reading the GWB rather carelessly. First, the players are not god-beings. In fact, when pitching the games to others, I will suggest not trying to explain what&#8217;s a noble is. Remember, back when I mention HCI, people always try to frame new things with their own experiences. So to sell Nobilis, go for what they may already be familiar with.</p>
<p>&#8220;You play as an avatar which represents a component of creation&#8221;. Now this sounds easier to swallow.</p>
<p>(Though I have to say that people who read Sandman and other related novels, especially the series suggested in the GWB, will have less problems)</p>
<p>However, thinking through things, I think it is better to sell the world.</p>
<p>&#8220;Oh, Nobilis is a game in which everything and anything has a spirit and are semi-intelligence. You play as an avatar of a concept, or anything, in creation and you have to make sure it survives. You are being empowered by one of the many gods in creaton so in a sense you are superhuman. There are also others like you too around.&#8221;</p>
<p>I&#8217;m not sure if this sells better, but I am going to try this if I need a second group to play Nobilis.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamestopica.net/2009/06/how-to-introduce-nobilis/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

