What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Tuesday, May 24, 2016

Gaming Dragon's Discount Code Time!!!

Image gotten online via -
http://benithil.deviantart.com/art/Gaming-Dragons-Collect-Gems-483120770
Hey everyone I'm back once again with more discount codes from Gaming Dragons.

Now for those of you who don't know, this is a web site that rewards people for sharing discount codes, as well as those who buy games using the links and codes with gems.  Collect enough gems and you can get free games!

And even without discount codes you can get these games cheaper (on average) than anywhere else on the net.  Games are in digital form of course and you may need to complete a few steps but you will get your games and be off and running.

Oh and are you looking to pick up OVERWATCH?  Well you can get it here too at a 15% discount (normal price is $67.41, but here you get it at $55.87)!

 
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Friday, May 13, 2016

Happy Friday the 13th!


So today is the much awaited Friday the 13th.  Many of us have often wondered what it would take to put a character like Jason Voorhees into an RPG.  Now there are some RPG's like Call of Cthulhu that can handle this sort of thing, but sometimes the GM wants and unstoppable evil force that requires the PC's to do more than hack and slash at the problem.

So thinking it over, here are some basic rules to help you in any game where you want a "Walking Horror" to troll the PC's.

One thing to remember is that a Walking Horror is often unique in some way, often in appearance to some degree, and they often have a favored way of injuring/killing PC's/NPC's.  Additionally they all have some sort of backstory as to why they are doing what they are doing.


RULE 1:  UNKILLABLE                                                                                                                      
Unkillable is the lesson here, or at least not in any traditional sense.  Simply put the creature is immune to any normal means of dealing damage...to a degree.  Basicly reducing their health/HP/etc. will only serve as a means of temporarily incapacitating them.

But what if your players use that chance to dismember, chain up, or in some way permanently (or so they think) incapacitate their foe?

This is where some dirty deeds come into play.  First off the creature always has what you would call a "respawn" point.  When incapacitated or "killed" the body (and/or its parts) all vanish once no one is looking, even if it's for a fraction of a second.

However taking it alive and keep it from killing people takes effort.  This is one method of defeating such a creature...for a time.

As for damage it may take, but it isn't killed by it; that is handled in a very simple manner.  If it loses an arm it can pick it up and put it back to the stump and it will reattach.  The actual health lost however completely regenerates after a minute, or once combat has ended.  The evidence of the damage inflicted will often remain visible on the body until the creature can return to its spawn point to rest.


RULE 2:  STAGGERING POWER                                                                                                     
Walking Horror's have an unbelievable degree of power aside from their resilience against truly dying.

First off the creature should possess strength above and beyond any normal being.  They can break through doors with ease, shove weapons completely through very solid objects like sheet metal, trees, and so on.  They are not overtly agile or greatly coordinated however, (which works in favor of the PC's), but this should not discount from their lethality if they do hit.

Now having staggering power doesn't mean they spew fire or shoot lasers from their eyes.  No this is all about brute power in killing and even a glancing blow can be staggering and leave a person open to a finishing strike.

On the other hand a supernatural ability to doggedly track a target or even to follow them at an slow pace compared to them and yet still manage to keep pace with them is another common factor.  Now just because the creature locks onto a person doesn't mean they can't be fooled or hidden from.  It's just that when they have a target they are focused on they receive a bonus to their attempts to locating the target.  This can be switched if someone else does something to catch their attention however as these creatures are often very focused, but that focus can switch quite easily.


RULE 3:  DEFEATING THE MONSTER                                                                                           
Ok so lets say you have all the strengths of this thing figured out.  Now let's touch on how the PC's can deal with it.  For the most part in the movies characters just run away of find what they perceive to be a weak point for the creature that they exploit at great personal risk.

First off the creatures weakness often revolves around how it came to be.  That is to say that if the creature drown back when it was alive then it has an unusual weakness to drowning...but on the other hand it spawns from a lake to go out and do its killing.  So drowning it is a method of defeating it, but it's likely a temporary solution.

And that's often how it is with many Walking Horrors.  The means of defeating them is only temporary at best.

So how do you put one down for good?  Well that is a bit more labor intensive.  As the GM you can come up with a fairly complex method of doing this, and the creature will know when people are attempting to kill it for good.  Now going back to our lake example, to kill the creature for good you would have to get rid of the lake, that is where it spawns from, and if it has no method of spawning (and yes it's also possible that other methods could exist too) then it becomes vulnerable and thus killable.

But what about getting it in chains, putting it in a cement black and leaving it like that?  Sure that would work...but it's not permanent.  You could buy yourself years or decades, but eventually it will get free as the powers that be that gave it life can still work in its favor, such as it constantly straining against the cement and chains to eventually cause cracks to appear and for metal to warp.

Now the movie monsters don't typically have a means of permanently dying regardless of what's done.  But that doesn't mean that this has to be the case for your game and its monster.  Players need to feel a sense of accomplishment when they defeat this creature.  So having all of their hard work being for nothing is a kick in the gut.

But what sort of XP or reward do they get for succeeding?

Well again that's up to you.  Obviously the creature represents a significant challenge and should reap a reward that shows how significant that is.  One good method of this is looking at the parties level, or the overall challenge of the situation and increasing what the reward would normally be for the overall encounter by possibly doubling the rewarded XP (or similar reward).


That should do it for now.  I hope you all find this helpful.


Sunday, May 8, 2016

Optional Rules for D&D 5th Edition - Story Influencers


Hello everyone, welcome back for a new post.  So this time around I figured I would post about an interesting thought I had for making your D&D games a bit more interesting.  This optional rule is what I call "Story Influence".  What this does is allows players an opportunity to influence the story set forth by the GM with more than just their actions and Inspiration points.

-The Rules-                                                                                                            
At the start of a game session each player gains 1 Influence Point.  Players may spend this point at anytime...but there are limits on what can be done with this.

Influence is spent to allow a player to alter the story of the game in their favor.  The benefits and limitations on what you can do are as follows:

  • You must sum up what you want done in a single sentence.
  • What you want to happen must fall within the realm of reason.  That is to say that expecting a god to suddenly appear and save the party, or even an avatar  of them, is not reasonable unless the players have already done something to earn a god's favor.
  • Story alterations are possible, but cannot break the game.  This could be something like an old friend who happens to own a shop or inn that will shelter the PC's for free, or gives a discount on purchases.  The alteration in the story has to be something that would make sense and still be confined to a single sentence.
  • What you may want may come with a price, but it is available.
  • A percentage roll may be applied if you want a specific item or piece of equipment to be found.  The percentage target for the roll is based upon how common or rare the item is.  This is handled in 20% increments and requires you to roll less than the percentage.  Thus a common item has a 100% chance of being found, while a legendary item would have a 20% chance.  The GM may lower this further if the given situation and location would normally not allow one to find such an item. (For example, your not likely going to find a Holy Avenger just laying around in the middle of nowhere.
  • It can allow you to find a crucial piece of information that the group may have failed to gain.
  • Influence is usable to gain a recovery of some spells or HP in combat in the form of getting a second wind, or finding some deep reserve of strength.  The GM has final say on what this may entail.  One method of handling this is to allow the PC to spend Hit Dice in combat, or they may instead recover a limited percentage of lost HP (5% per level, rounded up).  For spells the play may regain 1 spell for each spell level they have access to, or a random number of spells (1d4+1).
Unlike Inspirations you only get one of these per session and a player can use it for their own benefit or for the groups.  The GM also can veto any possible use of these.  For example if during one session you use your Influence point to get a magic item and during the next session you wish to do so again.  Here the GM may say that it would make no sense for you to be able to do so as you already manipulated fate for this purpose.

Another option is for the GM to sit down and possibly create a list of specific things that a player may choose to influence.  This gives a more grounded and restricted field of things they may spend their Inspirations on via the GM creating single sentence options for them.


And of course don't think for a moment that you can't take these rules and apply them to other games.  Well I hope these options are helpful and can add an extra element of fun to your games.