Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Saturday, April 11, 2015

Evilution Unchained Superhero Adventure for Icons, HERO 6 RPG

Evilution Unchained supers adventure and HERO Designer Character Pack for HERO 6E RPG sytem and Icons system. Also a Hero Systems 6E Combat Record sheet!  



Hey everybody! Looking for a fun, entertaining city-based adventure for the HERO or Icon systems? Pete Ruttman at Blessed Machine has released the new Icons version of Evilution Unchained (previously only in HERO format), as well as a pay-what-you-want HERO 6 Combat Record Sheet! I did some of the art/illustrations in the adventure and helped give some feedback, so I'm pretty proud of this product myself! Why not try it out and see what you think?! :)

http://www.rpgnow.com/browse/pub/7646/Blessed-Machine


Evilution Unchained is a three act mystery adventure that takes the heroes throughout the city to solve a series of high profile kidnappings. Heroes will Hunt for clues on nine Fully detailed color maps to discover a horrific plot that threatens the entire campaign city. Also, The Heroes will meet a fresh batch of full color supervillains as they try to solve the mystery of Evilution Unchained


Saturday, February 21, 2015

Free Tabletop RPG Resources 2015

Free Tabletop RPG Resources


Free Games

OpenD6 (formerly West End Games' D6, base for original Star Wars and Ghostbusters)
http://opend6.wikidot.com/

RISUS the Anything RPG
http://www222.pair.com/sjohn/downloads.htm#Risus

Basic Fantasy Roleplaying
http://www.basicfantasy.org/downloads.html

Free RPG Day Site
http://www.freerpgday.com/


Sunday, May 11, 2014

A Way of Approaching RPG Design

Once you are confident you have established your dream for planning, what reality you want to make available to your players, to seize and personalize this world through their characters, you have your initial steps to designing a game that is not just "playable" but is a true interaction and activity, with respect to and for the players themselves.

How then is the best way to allow this, while retaining useful but non-invasive structure which serves to accompany as a subtle, contributing guide, acknowledging the heroism and greatness of the characters but also the players themselves, and which provides an opportunity for players to push their characters from already accomplished and satisfactory heroes as envisioned by players, and rise to new levels not even considered by the players, to excel in a way only possible through in-play decisions and significant choices pregnant with potential.

Narratives, step dice, ladder structures of values, linked attributes, freeform details and embellishments all are possible, and can be made to form themselves int a vision, if only interpreted and fixed with finesse and grace by the designer. Only you can know your vision for the basic complexity, and if, for example, you want to provide freedom to players without needing a lengthy document, so considering the various existing short approaches known to you and available to study, as well as related or derived similar methods, and also the very real possibility of completely new ideas of operation, would seem to be the step you're at.

Having started on this path, now you face the challenge of imparting this easily and making this approach to play appealing to players - what will make them WANT to do it, to learn and play by your framework - what can you offer to them, what is important to them, what will make not just the characters but the players *great*?

Monday, April 14, 2014

Roll20 Token Actions (for Solomon Kane/Savage Worlds)

Hello there neighbors, I've put up a short video demonstrating one way you can use Roll20's Token Actions, which I didn't understand the nature of until very recently. This video covers the free browser-based virtual tabletop (VTT) roleplaying game application's Token Actions macro feature as implemented for the Solomon Kane/Savage Worlds campaign I run online.

The video involved things like a player choosing one or more targets for a certain type of attack, and rolling Fighting against the target('s) Parry, which the program references from the enemy's Character Sheet in the Journal tab. I'm very impressed with Roll20's progress and features and am pleased the Token Actions are so much easier than I thought they were at first. The techniques I use in the video can easily be applied to any other game system, even board or card games, so if this sounds intriguing, I urge you to please check out my video and Roll20. Thanks for reading and watching! -JP



Wednesday, February 26, 2014

Free West End Games (WEG) Ghostbusters  Adventure - Forever Halloween


This is an episode of the Real Ghostbusters cartoon/animated series that I adapted into a Halloween adventure for the original West End Games Ghostbusters RPG.


Summary
The Lord of Night, Samhain, has been brought to the USA and your fair city, by accident, and unleashed upon the nice folks by a pair of hench-goblins. His plan is to bring about eternal night – eternal Halloween! Based on “When Halloween Was Forever” by Michael J. Straczynski 
 
 

Wednesday, February 05, 2014

Interview: FATAL RPG Primary Contributor, Part One (audio)


Hi all, I just wanted to share this link to an interview with James Hausler, who is all but in name a co-author of the second edition of Byron Hall's FATAL RPG. The audio is scratchy because I'm an idiot, but it's interesting to hear different takes and some surprisingly reasonable answers to some questions. This is part one of a nearly four hour interview, so I'll probably have to break it up into 6-10 "episodes". Thanks for your time.


MP3 Audio Files of the Interview (Twelve Parts Total):
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Parts Seven-Nine (one file, 38 MB, 41 minutes, added Feb 21, 2014)
Parts Ten-Twelve (one file, 48 MB, 51 minutes, added Feb 21, 2014)


More Info:

I originally did a 14 part video review of FATAL, and THAT plan is probably what needed the most questioning. My plan was just to go through the entire book and thoroughly examine it to see if it was completely without merit.

Mr. Hausler watched at least some of those videos and contacted me on Youtube/Facebook and just basically wanted to clarify a few things - it quickly became apparent that what he had to say was potentially much longer than a couple of comments, so we both decided to just do an interview so it was done. He obviously had a lot he wanted to vent, I more suffered from track-wreck syndrome, though also was curious to see, again, if there could possibly be any actually valid points or reasons for how things were done.

Basically, Mr. Hausler wanted to set things straight that FATAL 1e was NOT 2e, which he felt was more significantly influenced by him and is far and away the superior product, and should be considered two entirely different games. Your mileage may vary on whether or not there is any validity in that idea. The interview was done in two days/parts of roughly 3 hours each - the first 3 hour interview was really crappy audio, but luckily (well, if you consider anything about FATAL positive) I learned from that and the second 3 hours is quite clear, and I managed to trim out 2 hours worth of "um..." from both of us.

Also thanks to the posters for their discussion from RPG.NET and the brave souls that transcribed the interviews!
Link: http://forum.rpg.net/showthread.php?716392-FATAL-RPG-Interview-%28audio%29-with-Primary-Contributor

Saturday, January 18, 2014

JP's Gem Generator 1.0

Do you need a completely random gemstone for your tabletop role playing game (fantasy or any other setting), including cut, quality and carat? Or just guides on those elements to come up with your own? Download the totally free Gem Generator PDF, which just requires a few six-sided dice rolls!

[Download JP's Gem Generator 1.0]

Wednesday, January 08, 2014

Abstruse Decapod Toys Updated for 2014!


Hi everybody, from 2014! The Abstruse Decapod Toys section has been updated and is now one central site with the various Toys being component parts of the main page, and a few things have been added as well. So if you're looking for a Wrestling Move Name Generator, a Wrestler Name Generator, a Sci-Fi Technobabble Generator, an Historic Event Date Generator or a Useless Item Generator, check it out!

Abstruse Decapod Toys

Wednesday, November 27, 2013

Table Scraps RPG Video Review 28: Panty Explosion

This is our official review for the RPG called Panty Explosion. Is it pantylicious? Find out!


I did not know, at the time I made this video, there is a newer version called Panty Explosion Perfect, which is said to have a different ... "flavor", if you'll pardon the possible distasteful pun.


Friday, June 21, 2013

Tabletop RPGs: Realism vs Game

In my mind's eye image, when I think about gaming, I keep coming back to when people argue realism or 'would/wouldn't' to a certain point, that puts extra strictures on opportunities given to characters, due to meta rules. While some might argue RPGs are "art" or "collaborative storytelling activities" and such, they're still GAMES.

I feel like when a GM or someone running things makes a "you wouldn't know that" or "you only have x seconds" and all those kind of restrictions, based on real world things, I have to take a step back and look at it because I feel like there is a fine line between moderating a game and trying to keep things consistent, but also remembering its a game and that things that make the game FUN should be encouraged, and things that actually deny or prevent FUN should be avoided.

Part of the fun for some people IS the deadline part of decision making in-game and that is valid. As is the 'thrill' of it being possible for your character to die - you have "stakes" in the game. On the other hand, how does it come across as entertaining if the GM says "Well, your character rolled bad/went down the wrong tunnel - you're DEAD and removed from play". That is beyond missing a goal or something, or passing your turn. It has no real equivalent because when someone "loses" in most games, the game ends, or rather, one person "wins" and the game ends.

I've seen many more recent games and game theory, especially rules-lite affairs, basically say "Never say NO". While the intent of this is appreciated, it really isn't a realistic (used in the appropriate sense of the word here) or practical guideline. But it is because the actual idea  that it is substituting for is: "Before saying NO, consider the benefits and drawbacks of doing so. WHY are you saying no? Is it purely for rules reasons, that may have no particular benefit or help to the game or session, just for the sake of following the rules? Does saying NO or YES significantly change something? If not, then is there really an issue?"


To me it is really a matter of "what is accomplished" when something is prevented, or a character dies or whatever. Whatever the outcome, that is negative in general - the question is, "Does this negative thing help promote or give entertainment value or fun to the session"? Like those oldschool one-hit-on-kill poison traps and stuff. Those were very adversarial, very "gotcha", of the GMs and the players outsmarting each other, but to me that sort of play, on a "serious" level, is dysfunctional, not "a challenge".

You are all playing a game. You don't want to PUNISH a player for their character simply not rolling high enough or them making a single wrong decision, by taking what they've created and used to interact in your shared imagination space, and crumpling it up and throwing it in the trash. Simply "killing" or especially "TPK"ing, is ugly, inelegant and lazy on the part of the GM. This doesn't mean character death shouldn't happen, but it should be for the right reasons and in keeping with the stakes and event at hand - missing an Agl roll to cross a bridge to get a gem that someone needs so they can sell it to make enough to feed their family, is not worthy of death, even on multiple fails. Injuries, possibly coma and being out of action, but death - that sort of denying a player his own vehicle that everyone else has, for a wrong turn, is just wrong, in itself.



Wednesday, May 29, 2013

Is Competition Necessary for Something to be a "Game"?

I think that is probably the telling point and possibly the most important one. A hobby or entertainment without competition doesn't require rules because it is either a completely collaborative experience, such as acting, or simply "play", like freeform "making stuff up" - mutual storytelling.

The only reason an activity requires rules is because it involves competition and/or challenge, and the outcome and fairness become important. Even in "soldier" or "cowboys and indians" completely imaginative play, it becomes competitive and the "I shot you"-"did not" issue arises, leading to usually an improv set of rules to make things equitable ("I'm safe if I'm touching this post").

Competition doesn't necessarily mean conflict or violence or non-cooperation, however, and it shouldn't be seen as inherently bad, as this aspect of games teach valuable skills and ideas and interaction, and inspire useful or vital emotions or drives, which have much more important real-life counterparts. Competition, teaches how to mutually agree to share a set of values for a common goal, even if it means you may "lose" if you don't meet it (before or instead of your opponent), and especially in the case of RPGs, the GM is given a powerful responsibility - the other players are placing trust in his judgment and fairness and creativity and empathy for their enjoyment, and he understands that he must be fair and is not in direct full opposition to the players, but a coach of sorts, or trainer, challenging them to overcome obstacles, to rise above the mundane and become heroic and memorable, entertaining and exciting. This is competition to be sure, and the consequences can be harsh, depending on the game and GM, but the play itself is its own reward, besides the in-game mechanics for the characters themselves - the players get to see their own creations improve and gain in various aspects, and the GM gets to see his work enjoyed by others and how his moderating has helped shape and allowed players to bring their creations into active, dynamic realizations, and evolve.

And that, in the real world, is what competition is - challenges and obstacles to be overcome, direct opposition by others, sometimes violently, sometimes in relationships or careers or simple play, that hones and strengthens those drives to push and succeed, that teaches people how to deal with success and failure, to think differently, approach problems, come up with solutions or ways to entirely sidestep large issues with cleverness - this allows people as individuals, and as a species, to also bring themselves into active, dynamic realizations of their own creation, and evolve.

Friday, May 03, 2013

Creating Paper Miniatures for Tabletop Games

Also known as cardboard or paper minis, these are the very cheap alternative to buying handfuls of paintable pewter (or originally lead) or even plastic molded or hand-sculpted figures for gaming. Most minis stand roughly an inch in height, and are set onto a flat base, either round, rectagle, square or even hex shaped, to keep them upright. Games Workshop, Reaper and Ral Partha are among the more traditional names for true packaged gaming miniatures, but today we'll be looking at the little brother of these fine figures.




Printable or "print mini" paper minis are usually printed onto a piece of paper or sometimes thin cardstock that can be fed into a typical ink or laser jet printer - many paper mini users print onto paper first to make sure a mini looks good without having to waste more expensive cardstock, and then cut out and glue or otherwise affix the paper mini to the cardstock, which also adds extra strength, combining the cardstock and the paper.


Wednesday, April 17, 2013

A Special Note on The Surly Jock

Irritated jocks. No, let's try this again. SURLY jocks. That's better. Surliness and jocks, two great tastes that... no, let's back up again.

Anyway, are you a jock? Do you know a jock? Do you have a jock? I mean, like, a person in your life who plays or likes sports?


Neither you nor your jock even have to be surly to visit The Surly Jock for all of your sports discussion needs, and see some considered, thoughtful, possibly insightful and useful, possibly outraged commentary on various topics in sports! Not always the same sport or topic, but always entertaining!

Check out The Surly Jock and be an athletic supporter!

Friday, February 01, 2013

BlessedMachine's CROSS at Garycon Mar 14-17 2013

Hey, all you tabletop role playing gamers, you know what GaryCon in Lake Geneva is, right?

Well it's happening again March 14th-17th, 2013, and among the awesomeness will be the debut of a completely new campaign setting and/or supplement for HERO called CROSS, the clandestine spy agency known as the Catholic Response Organization to Strategize and Strike, an organization that secretly fights evil for the good of Christianity using cutting-edge technology coupled with powerful prayers honed over two-thousand years of history.  

CROSS is published by Pete Ruttman's BlessedMachine.
 
If you haven't checked it out yet, I recommend you head on over to BlessedMachine and get the scoop on this new take and see what's in store for players at GaryCon. Pete's put a lot of creative work, thought and time into getting this into shape, and is really hoping to see some smiling faces there. He's a good guy and always welcomes feedback, so stop by, chat him up and get yourself a seat at CROSS and become part of BlessedMachine, if only for a few sessions (so far)!




Saturday, December 15, 2012

Medieval and Modern Acre Equivalents


I've been  going through documents and websites, trying to reconcile the different values I've seen given for measurements of land, both historically and within different areas of the same place, such as the formula that a hide of land might contain 30-160 acres. I know there is a lot of variability to acres and hides and what they consisted of, but for game purpose, I've created this table that allows you to compare not only historical measurements but also some modern ones from various cultures.



One of the common formulas is "120 Old Acres = 30 Modern Acres". But which "Old Acre"? I'm still not entirely clear, but this should help, though I'm pretty sure I'm going to wind up just fudging for anything I do, and picking a modern acre total that I feel is fitting, probably 40 acres.

Any thoughts for anyone else out there? Clarifications? Questions?

Friday, December 14, 2012

Tabletop Tools: Inspiration Pad Pro 3 Free Download


 I've been organizing pdfs and articles i have on writing better adventures and such, to
help me find and focus on all my works of that kind, with the proper references, to get this Inspiration Pad generator thing to work better. It went south when i tried to do too much in the same generator, especially with me not being super-familiar with its scripting, so i'm going to separate them out and go one step at a time - baby steps.

If you haven't seen Inspiration Pad, it's an awesome free (also a pay version) application you can download that lets you easily make random generators out of simple text files, some of them quite sophisticated - most useful for tabletop role playing games (at least for me).



Inspiration Pad Pro 3: http://www.nbos.com/products/ipad/ipad.htm

They've got a character sheet designer and fractal mapper and other tools gamers might find helpful.

NBOS also has some neat online generators, which look to have been created with Inspiration Pad Pro, and the results put up on their site as examples. http://www.rpginspiration.com/


I hope to be able to make random villains of my own choosing for RPG systems that I can't find that sort of thing for. Maybe random hazards, etc. The possibilities are almost endless!

Thursday, December 13, 2012

TubesDub: Real GB Heck House Vampire LARP






This is an audio re-dub of the Real Ghostbusters animated series episode "Heck House", using animated artwork/video developed by Columbia Pictures and DiC and audio by me.

The guys are invited to play a Vampire the Masquerade, New World of Darkness LARP at a haunted house.

This video may include descriptions or language of a rmature/adult/not-safe-for-work nature and is not recommended for younger viewers.

Please feel free to leave comments and share/like/recommend the video, and I'll try to respond! Have a great day!

Monday, December 03, 2012

Top Down RPG World Design, Part III: How To Create Random World Maps With GIMP in 36 Easy Steps


This may not be as vital a post as others, if you aren't interested in visually creating your own world map of landmasses,so I recommend those people look into more interesting avenues of text concerns, such as random name generators, for their continents and settlements, etc.

For those that are interested in a way to create your own overland campaign world maps quickly, easily and for free, the 36 items below are presented in an easy-to-follow, step-by-step format that requires no artistic ability (with the exception of one step) or even more than basic familiarity with the GIMP application, which is a free image editing software, similar to Adobe Photoshop, but open source and free - my favorite price.

After you have created your continents or landmasses (and you may wind up doing this multiple times to generate various suitable continents, choosing the best one or two from each instance, to put together in one final world map), the next step will be deciding how and where to arrange your landmasses, and you will find a section addressing this point, directly after the steps given for creating random world maps.

SPECIAL BONUS!
For those that find this tutorial too long or unwieldly to read online, I've turned it into a simple, single PDF document you can download and read on your PC at your leisure. {DOWNLOAD}

ANOTHER BUT NO LESS SPECIAL BONUS!
I've also uploaded a shorter, simplified version (though it has a few errors) of this tutorial, with the steps reduced to 25, as a Youtube video. {WATCH YOUTUBE VIDEO}

Click "Read More" below to get into the full tutorial!

Top-Down RPG World Design Part II: Maps and Continents


Before we begin placing continents, we need to refamiliarize ourselves with the nature and features of maps.

Latitude or meridians are lines or bands that run east-west around the globe. There are generally 12 to 24 segments or squares of latitude on most maps, with the easternmost area of Asia sharing a square with the westernmost part of Alaska, in a wrap-around. The primary line of latitude is the Equator, which is located halfway between the north and south poles, at 0 degrees latitude, dividing the world up into the north and south hemispheres, extending from 0 degrees latitude at the Equator to 90 degrees north latitude at the top of the north pole, and 90 degrees south latitude at the part of the south pole nearest the bottom of the map. The Equator is an abstraction representing the halfway point of the rotation of the Earth on its axis.

Longitude or parallels, are north-south lines or bands from the north to south poles. There are generally 6-12 squares of longitude on most maps, with the "top squares" containing most of the north pole, and the "bottom squares" containing most of the south pole/Antarctica. The primary line of longitude is the Prime Meridian at 0 degrees longitude, dividing the world into west and east hemispheres, extending from 0 degrees longitude to 180 degrees south longitude in the southernmost part of the south pole, and 180 degrees north longitude in the northernmost section of the north pole.



Sunday, November 18, 2012

Table Scraps: WWF Wrestling Stars Game Review


This Table Scraps is a retrospective look back and review of the 1985 board game, WWF Wrestling Stars Game, before they were even called Superstars, from the Hulk Hogan era, or heyday and genesis of professional wrestling's soaring popularity in the mainstream. Unlike most of the other Abstruse Decapod videos, this actually has live camera video, rather than screen capture, as we rummage through what is left of this board game from over 20 years ago.




As a special bonus, various images, including the board, rules, all the wrestler cards and stand-up pawn miniatures with full body photos of the wrestlers, are all available for free download as an historical curiosity of trivia, for those interested in seeing a genuine relic from the hazy past of pro wrestling, the WWF and board games.

[Download WWF Wrestling Stars Game Archive Here]