• For a long time, I take it for granted that rolling dice is part of the RPG experience. They tell you whether you succeed at a task, gives the degree of success and add unpredictability and suspense to the game. In theory, during my games, I find that sometimes rolling dice becomes a grinding task.

    Now most core rulebooks would suggest that to roll dice only when necessary. However, this is not in the formal rules – it is like more of a rule of thumb. In Spirit of the Century,t hough the game is lighter than most, dice-rolling takes up most game-play time.  True, the Fudge dice roll will ensure that over a long period of time, you will get +0 most of the time but because a game usually involves less than a hundred rolls, you get unexpected results.

    Then I played Nobilis. As a GM, I feel strangely…empowered…and at a loss. Last time, whenever the player tries to do something, I set a target number, or apply a penalty (depending whether it is roll and add, or roll-under) then you see the dice roll and decide whether it succeed. In Nobilis, you use miracles. But what happened when a player does not use any miracle at all and try to use social skills to resolve a situation? I was very tempted to make them roll dice – except that this being Nobilis, I didn’t bring any dice.

    When it comes to a diceless games, things tend to be black and white – either your miracle (or points bidded) is enough to overcome the challenge, or not. But during the game, where the players are trying to use social means to resolve a problem, I feel it is unfair that I do not give them success, or even partial success, because they do not use any special powers. Plus, they put up a compelling argument. The spirit of the game of Nobilis, after all, is to avoid direct use of force and supernatural powers to get what you want. So I ruled in the party’s favour and have to drop a cinematic “powers unleashed” confrontation (though they did well, I grant them that).

    With the dice, I could easily delegated that to random numbers. Part of the responsibility goes to the dice. Sure, GMing guidelines say the GM could ‘fudge’ dice rolls now and then, but that’s not the point. The dice also justifies. “You rolled too low dude, sorry, no game”. It helps the GM to make decisions. That I appreciate.

    However, as mentioned upfront, dice-rolling can become a chore. So I would like games that have dice-rolling as an optional part of the game, used only in dramatic situation. Sure, Unknown Armies state that there is no need to roll most of the time, but somehow that doesn’t apply to conflict resolution (character vs. character), which makes up bulk of a game anyway.

    So when thinking about Qitai, the characters being Wuxia characters and all that, it would also feel strange to make them roll dices for every actions. I am toying with something like Nobilis and still retain the Fate Points aspect of SoTC. Here is what I have in mind so far.

    • If a player’s skill level is equal or higher than the challenge’s level, it is an automatic success.
    • In case of automatic success, the player can still roll the Fudge dice for style or to get better results
    • If the player’s skill level is lower than the challenge, he will have to spend Fate points to roll the dice. The only thing different is that it is a 4d+ – it is a 0,0,+1,+1,+1,+1 distribution.
    • In a stress situation (conflicts), both side will roll the normal 4dF, though the player can still spend a Fate Point to roll 4d+
    • The player can instead choose, while tagging an Aspect, to spend 1 Fate point for a +1, 3 Fate Points for a +2 and 6 Fate Points for a +3. Of course, for each +1 he needs to tag one Aspect (and the maximum Aspects he can tag is of course 3) – this is without the need to roll (a normal tag would still give a +2 bonus, but will require a roll)

    Hopefully, this would reduce the number of dice rolls needed for the game (the spending of Fate Points to get a flat bonus is pretty much like Nobilis) and at the same time, when the GM needs guidance from the dice, he got it too.

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  • This has been something that I wanted to do for some time – a Wuxia conversion for Fate/SoTC. In many senses, a Wuxia game is pretty much like pulp ficition (I hope to explain why in a later article) and I think the Fate system is perfect for such a genre. I will begin writing the game one page per day and am starting a designer journal for it. Please feel free to share suggestions, gives comments and etc.

    One thing for now is that I think I would put the game out on as “donation-ware” with an optional “buy if you like it”. After all, this is just my first work :D

    First chapter coming up tonight!

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  • Within Mythic Earth, four winds blow, from the chancel of four Wildlords. Each of the wind represents an aspect of freedom for the mortal-folk and for the spirits that make up creation.

    The frigid wind from the north whispers of rumours, gossips and half-truth stories, and the ships it usually carried are the chancels of Imperators dealing with misinformation, lies, conspiracies, satirical art and politics. From the south comes a scorching wind, and it screams of primal rage, uncontrolled anger, bitter criticisms and damning accusations. Ships bore forth by the South Wind are usually chancels of quarrels, untempered violence, disharmony, primal urges and never-ending feuds.

    The wind from the east is much more soothing. It talks of the wild unknown, the untasted fruits and urge the desire to go for those things. Its wind bore forth ships which are the chancel of Imperators whose domain could be summed up as exploration, curiosity, tabloids and being unrestrained.

    And finally there is a wind from west. It is a wind of contridaction, urging reality to be unmade and then redefined (again and again), of changes and of being freed, even if freed from creation. Upon this wind sail a chancel, where its estates are that of escapism, games, abstraction, physics, war and the freedom to choose.

    Freedom to choose is a contraction, for one must be free to choose, but once chosen, you are not free. Physics is a foundation of reality – it sails upon this ship so precisely it could be unmade and redefined – and each time it does so, mortal folk think they understand Physics more. Poor souls – it just have been remade by the whims of the Wild Lord. Escapism and abstraction urge the mundane to be freed from Creation, to go beyond the Weridling Wall, where the Wild Lords once came from and now are trapped. War is a choice due to conflict and it was said it is the result of the other three winds mixing together. Men go to wars for al sort of absurd reasons, but the thing is they chose to war.

    Other chancels that sail upon this wind include Imperators who govern dreams (dreams are unreal, yet they are the mirror of a human’s soul), madness (for they have escaped from the mundane way of thinking), philosophy (one may say anything about reality yet none can disprove him), paradox, jail-breaks and chaos.

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  • For those who have been looking at the magical weapons section of the site,  you may notice a rather curious heading: Altered Fate. Well, that’s my rule mods for Fate 3.0, in an attempt to expand it in terms of fleshing out Aspects. If possible, I would like all things to be presented as Aspects. However, earlier attempts did not work out well. If you have looked at how the items are defined, the Altered Fate section is changing all the time. The truth is that I am still struggling to come up with a “syntax” or format to express my intentions.

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  • When Hogshead (and Guardians of Order later) went down, so did a couple of Nobilis resources (or maybe my google-fu is too weak to locate them). So I have uploaded here (and please do tell me if I should need to take them down) for the players of my upcoming games, as well as any others who may need it.

    Nobilis Downloads

    Title: Nobilis EnNobled Flyer
    Description: A 'brochure' for a new player to Nobilis. Welcome to the struggle between Creation and Oblivion!
    File: nobilis_ennobledflyer_usletter.pdf
    Title: Nobilis Example of Play
    Description: An example of play from the Nobilis rule-book. Jump on top of explosions, reverse heat-seeking missiles and perform other impossible miracles!
    File: nobilis_exampleofplay_sample.pdf
    Title: Nobilis Introduction
    Description: An introduction to the meta-setting and world of Nobilis
    File: nobilis_introduction_sample.pdf

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  • Finally, one of my dreams is coming true – I may be able to GM a game of Nobilis!

    I have the Big White Book for years, but never had a chance to form a group to play it. I am excited, but at the same time, afraid. The rules are lite enough but the fluff is thick. There’s so many concepts to impart to a new player without the rules, and the game is not a ‘you stroll into the inn and the bartender tells you about a horde of Orc plaguing the area”.

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  • This entry is part 2 of 2 in the series Expanding the Dragon Warriors' Elementalist

    So finally, after a long hiatus, I have return to complete this house rule for Dragon Warriors. Elementalists in Dragon Warriors are able to specialise in one primary element and pick two other elements to complement his repertoire. The previous article has looked at variant Earth spells for the Fire Elementalist and today it’s time for Air!

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  • In Fate 3.0, characters tend to be on the level of heroes – they start with 5 boxes of wounds, and get 1 more for each level of Toughness they get. This may make them nigh undefeatable. The following set of rules is actually inspired by Unknown Armies‘ combat rules and changes combat by introducing less wound boxes, higher damage from combat and use of armour.

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  • Presented below on Scribd is a new class for the Dragon Warriors RPG – the Seeker. He is the archetypal hunter/tracker who could be a ranger of the wild, a cold-blooded assassin or a perfect scout. For those with difficulty viewing the Scribd plugin below, please try this link.

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  • Dragon Warriors may come across as an odd one in the RPG world, even with its re-release. It is old school in feel and tone and with D20 taking the crown for being rules-heavy, Warhammer Fantasy Roleplay being the poster child of grim and gritty and Castles and Crusaders being the representation of “harking back to the times of yore”, Dragon Warriors feel like it is squeezed out from the pack.

    Sleeping Gods, and the campaign world Legend, I feel, is the real reason why Dragon Warriors shine. In this review I hope to explain why. Needless to say, this review is abound with spoilers.
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