January
19th The Dark Eye 1: Drei Schwüre: Into the Schwarzen Lande (Hel; Jor, Jen, Ail, Pat)
February
2nd The Dark Eye 2: Drei Schwüre: The Frogs in the Mountain Lake (Hel; Jor, Jen, Ail, Pat, And)
15th The Dark Eye 3: Drei Schwüre: The Witch Tower (Hel; Jor, Jen, Ail, Pat, And)
March
1st Ratten!: Pontifex und Dreher (Jen; Jor, Ste)
8th The Dark Eye 4: Blutige See 1: Valussa (And; Hel, Jor, Jen, Pat)
22nd The Dark Eye 5: Blutige See 2: Search for the Black Sword (And; Hel, Jen, Pat)
April
5th The Dark Eye 6: Blutige See 3: Attack of the Gezeitenspinne (And; Hel, Jor, Jen)
12th The Dark Eye 7: Blutige See 4: Taking over the Gezeitenspinne (And; Hel, Jor, Jen, Ail)
14th The Dark Eye 8: Blutige See 5: The Elemental Ritual (And; Hel, Jor, Jen, Pat, Ail)
21st The Dark Eye 9: Blutige See 6: The Stadt aus der Tiefe (And; Hel, Jor, Jen)
26th The Dark Eye 10: Blutige See 7: Demonwave Summoner (And; Hel, Jor, Jen, Pat)
May:
3rd The Dark Eye 11: Blutige See 8: Planning (And; Hel, Jor, Jen, Pat)
5th The Dark Eye 12: Blutige See 9: Battle against the Knochen-Otta (And; Hel, Jor, Jen, Pat)
10th The Dark Eye 13: Blutige See 10: Traveling months (And; Hel, Jor, Jen, Pat)
12th The Dark Eye 14: Blutige See 11: The Charyptoroth Splinter Ritual (And; Hel, Jor, Jen, Pat)
26th Earthdawn 1: Terror in the Skies 1: Fire in the City (Pat; Jor, Dan, Hel)
31st Savage Worlds: Buch der Abenteuer / Silvanas Befreiung (Aventuria) (Jor; Dan, Hel, And)
June:
2nd Earthdawn 2: Terror in the Skies 2: Sky Patrol (Hel; Jor, Dan)
14th Earthdawn 3: Terror in the Skies 3: The Windling Kaer (Hel; Jor, And)
July:
7th Earthdawn 4: Terror in the Skies 4: The Lake in the Kaer (Hel; Jor, And, Adam, Mur)
12th Earthdawn 5: Terror in the Skies 5: The Sanctum and Tyranisius (Hel; Jor, And, Adam, Mur)
18th Savage Worlds: Warhammer 0: Bear and Goblins (Jor; Hel, And)
26th Savage Warhammer 1: Vines (Jor; Hel, And, Mur, Jea)
August:
2nd Savage Warhammer 2: Mercenaries & Ewald (Jor; Hel, Mur, Jea)
September:
8th Labyrinth Lord: Flailsnail: Overgrown Temple (Google Hangout)
13th Savage Synnibarr 1: Missing Alchemists (Jor; Hel, Jea, And, Vin)
20th The Dark Eye 1984 (Flegelschnecke): Buch der Abenteuer, Graubarts Haus (Jor; Google Hangout)
24th Savage Synnibarr 2: The Sasquatch Connection (Jor; Hel, Jea, Vin)
October:
4th Savage Synnibarr 3: A Drake on the Night Trail (Jor; Hel, Jea, Ale)
8th Savage Synnibarr 4: Fame & Gangbangers (Jor; Hel, Jea, Ale)
13th Savage Worlds Fantasy: Der Händler (Google Hangout)
15th Savage Synnibarr 5: The Drake Slayers (Jor; Jea, Ale, Vin)
25th Savage Synnibarr 6: Plague Town (Jor; Hel, Ale, Vin)
November:
1st Savage Synnibarr 7: The Battle against Durana (Jor; Hel, Vin, Jea)
26th Savage Synnibarr 8: The Sunken Spaceship (Jor; Hel, Vin, Ale, Mig, Agn)
December
3rd Savage Synnibarr 9: Tongues of the Tenjohussan (Jor; Hel, Vin, Ale, Mig, Agn)
13th Savage Synnibarr 10: Templetown of the Drake Cult (Jorg, Vin, Mig, Agn, Max)
My RPG Calendar 2013
My RPG Calendar 2011
My RPG Calendar 2010
My RPG Calendar 2009
My RPG Calendar 2008
Friday, January 20, 2012
Monday, March 21, 2011
Gamma World Vehicle Rules
Wizards of the Coast finally released the rules for vehicles for the new edition of Gamma World. They are available as free pdf. I was waiting for this a long time!
Finally porkers can ride motor bikes in battle. :)
Follow this link to find the Gamma World vehicle rules. 8 pages of fun! :)
There are stats for motorcycles, cars, pick up trucks, RVs, dump trucks and helicopters included. You will also find vehicle augmentations like sidecars and hover kits as well as turrets and mounted weapons. Not to forget stunts, as well as stunt catastrophes.
Everyone should print these 8 pages and put it in their Gamma World box!
And if you still need paper miniatures for the vehicles how about this? Flat paper miniature vehicles. Those are not for free though, you can also check my articles on free paper minis for other options...
Finally porkers can ride motor bikes in battle. :)
Follow this link to find the Gamma World vehicle rules. 8 pages of fun! :)
There are stats for motorcycles, cars, pick up trucks, RVs, dump trucks and helicopters included. You will also find vehicle augmentations like sidecars and hover kits as well as turrets and mounted weapons. Not to forget stunts, as well as stunt catastrophes.
Everyone should print these 8 pages and put it in their Gamma World box!
And if you still need paper miniatures for the vehicles how about this? Flat paper miniature vehicles. Those are not for free though, you can also check my articles on free paper minis for other options...
Topics:
Gamma World,
Links,
PDFs
Friday, January 14, 2011
Gamma World: The Church of the Minute
Flamer, telekinetic pyrokinetic, Smush, Giant Yeti, and Obsat, telekinetic engineered human, are chased all independently by cannibal biker tribes and run off in the Glowing Desert of the North. There they nearly die of thurst, but are safed by a yellow blob farmer named Bryant.
He takes them to his farm and gets them back to health. He has three mutant brother farmhands and her sister, a maid called Annabella, there. After they wake up, he asks them what they can do to pay back their debts. Flamer hands over 2 of his 3 horses, while the other 2 want to help fixing stuff at the farm.
Bryant is not really convinced about that latter two offers and tells them, they should better look for the priest of the Church of the Minute down south beyond the Rovin mountain range. Normally the priest would always come and bless the fields with the sacred cogs. But he did not appear this year.
The groups agrees that they are willing to do that and Annabella is especially in love with Smush. Bryant tells Obsat, that actually she should marry him, because he is a true inbred human, while they have a party at night and stuff is going on behind the barn between Annabella and Smush. He his actually created a bracelet out of a tent hering for her. The farmhands are not to happy about the romance, but the next morning, the three strangers travel South anyways to find the priest.
On the way through the Rovin mountain range, they encounter a tower, as Bryant has told them. The blob gave them a present for Old Zed, the keeper of the tower. In front of the tower they are suprised by a Porker. Smush asks the pig creature, if he is Zed, and the creature pretends inconvincingly that he is.
When the porker wants to open the gate to play the role, a badder, a mutant badger, appears from behind a rock, aims at the characters and tells the porker not to open.
A second porker wakes up behind another rock and a fight engulfs, in which the porkers are roasted to death by Flamer, Smush falls into a radioactive crater and nearly drowns there and Obsat throws radioactive goo at the badder. In the end the badger gives up and admits that they are from the Bazooka gang and haven raided the tower.
He takes them to his farm and gets them back to health. He has three mutant brother farmhands and her sister, a maid called Annabella, there. After they wake up, he asks them what they can do to pay back their debts. Flamer hands over 2 of his 3 horses, while the other 2 want to help fixing stuff at the farm.
Bryant is not really convinced about that latter two offers and tells them, they should better look for the priest of the Church of the Minute down south beyond the Rovin mountain range. Normally the priest would always come and bless the fields with the sacred cogs. But he did not appear this year.
The groups agrees that they are willing to do that and Annabella is especially in love with Smush. Bryant tells Obsat, that actually she should marry him, because he is a true inbred human, while they have a party at night and stuff is going on behind the barn between Annabella and Smush. He his actually created a bracelet out of a tent hering for her. The farmhands are not to happy about the romance, but the next morning, the three strangers travel South anyways to find the priest.
On the way through the Rovin mountain range, they encounter a tower, as Bryant has told them. The blob gave them a present for Old Zed, the keeper of the tower. In front of the tower they are suprised by a Porker. Smush asks the pig creature, if he is Zed, and the creature pretends inconvincingly that he is.
When the porker wants to open the gate to play the role, a badder, a mutant badger, appears from behind a rock, aims at the characters and tells the porker not to open.
A second porker wakes up behind another rock and a fight engulfs, in which the porkers are roasted to death by Flamer, Smush falls into a radioactive crater and nearly drowns there and Obsat throws radioactive goo at the badder. In the end the badger gives up and admits that they are from the Bazooka gang and haven raided the tower.
Topics:
Actual Play,
Gamma World
Thursday, January 13, 2011
My RPG Calendar 2011
January
13th Gamma World 1: The Church of the Minute (Jor; Jea, Hel, Mic)
February
8th Gamma World 2: The Chosen Ones (Jor; Jea, Hel, Dan)
24th Gamma World 3: Horse Eating Beetle River (Jor; Jea, Hel, Dan)
March
1st Gamma World 4: The Mall in the Forest (Jor; Jea, Hel, Dan, Mic)
8th Gamma World 5: Princess Peach and the Piper (Jor; Jea, Hel, Dan, Mic)
---
December
29th DungeonSlayers: Der Zauberer von Lom-Tranar (Flanf; Jor, Ann, Chris, Chris)
My RPG Calendar 2012
My RPG Calendar 2010
My RPG Calendar 2009
My RPG Calendar 2008
13th Gamma World 1: The Church of the Minute (Jor; Jea, Hel, Mic)
February
8th Gamma World 2: The Chosen Ones (Jor; Jea, Hel, Dan)
24th Gamma World 3: Horse Eating Beetle River (Jor; Jea, Hel, Dan)
March
1st Gamma World 4: The Mall in the Forest (Jor; Jea, Hel, Dan, Mic)
8th Gamma World 5: Princess Peach and the Piper (Jor; Jea, Hel, Dan, Mic)
---
December
29th DungeonSlayers: Der Zauberer von Lom-Tranar (Flanf; Jor, Ann, Chris, Chris)
My RPG Calendar 2012
My RPG Calendar 2010
My RPG Calendar 2009
My RPG Calendar 2008
Topics:
Calendar
Wednesday, October 20, 2010
Gamma World Random Character Generators
I had lots of fun with the new D&D Gamma World last night, just creating random mutant characters. Today I found a Gamma World online character generator.
Give it a try. Those characters rock!
For even more options (20 additional origins from Famine in Far-Go and 8 from Legion of Gold) check out the official Gamma World Random Character generator on the Wizards of the Coast website. They call it an Interactive Character Sheet.
And finally a third one: it does not seem to include Famine in Far-Go, but has the Origin Powers listed. That was missing from the other two character generators: Gamma World Random Characters with Power Cards.
I printed loads of random Interactive Character Sheet characters and keep them in my Gamma World box. If a player needs a new character, he or she just pulls out one of them and decides if he wants to keep it. (I also photocopied all the origins, so that players don't have to look up their powers in the rule books during the game.)
Update, May 2011: I found out about another JavaScript character generator for Gamma World 7th edition, or D&D 4E Gamma World, as you can call it as well.
Give it a try. Those characters rock!
For even more options (20 additional origins from Famine in Far-Go and 8 from Legion of Gold) check out the official Gamma World Random Character generator on the Wizards of the Coast website. They call it an Interactive Character Sheet.
And finally a third one: it does not seem to include Famine in Far-Go, but has the Origin Powers listed. That was missing from the other two character generators: Gamma World Random Characters with Power Cards.
I printed loads of random Interactive Character Sheet characters and keep them in my Gamma World box. If a player needs a new character, he or she just pulls out one of them and decides if he wants to keep it. (I also photocopied all the origins, so that players don't have to look up their powers in the rule books during the game.)
Update, May 2011: I found out about another JavaScript character generator for Gamma World 7th edition, or D&D 4E Gamma World, as you can call it as well.
Topics:
Character Generators,
Gamma World,
Links,
Random Tables
Friday, August 27, 2010
Random adventure generators
Random created adventures seem to solve many of the problems people have with GMing. They are created superfast and instead of preparing stuff that maybe never come up for hours you can fill in the details really needed during the session.
With the only versions you don't even need to roll on a lot of tables.
I found this nifty adventure generators recently. Give them a try!
Random dark future adventures.
Random fantasy adventures.
Bonus: a random Viking generator.
With the only versions you don't even need to roll on a lot of tables.
I found this nifty adventure generators recently. Give them a try!
Random dark future adventures.
Random fantasy adventures.
Bonus: a random Viking generator.
Topics:
Free Adventures,
Links,
Random Tables
Tuesday, August 17, 2010
Luftenwelter - A look back
I used to have the following text in my signature on tanelorn.net
Luftenwelter - Savage Worlds Luftpiraten-Fantasy ohne Gebrochene Himmel, aber mit fakedeutschem Namen...
Last Tuesday we finally finished the campaign with its 40th session. While we were playing weekly the first year, the second year we had lost some steam.
Still it was the longest campaign that I participated from the beginning to the end and actually my character Brulus, an alchemist hunchback, was the only one who made it through all 40 sessions.
I have to add though that most sessions were "only" 3 to 4 hours long, while the 50 Fathoms campaign had often 7 hour sessions.
We only used battlemaps and miniatures in the beginning and very end. One player said she could not imagine the scenes in her head, when she was seeing stuff on the table. I luckily don't have that problem so much, but I guess a little bit of it is still there - subconsciously.
What was a little bit annoying was that the GM did not real know the rules and showed no intention in learning them. Therefore he obviously was not able to balance encounters properly or look out for interesting special abilities for the foes. In my opionion D&D4 would have helped him with that.
Nevertheless I had much fun with us being able to mess with the setting. There were many opportunities for character play, the GM was very flexible and I never had the feeling of any railroading going on. Some of the sessions I enjoyed most actually developed seemingly out of the blue. For example a stay in a dwarven city. That actally was very sandboxy and where we only had the one line mission statement to get a certain hammer. It proved that no plot is necessary as long as the GM is fast enough to make stuff up in realtime. :) This kind of sessions seem to give even more space for character based developement of the story.
What was kind of a pity was that many of the strong or important NPCs did not reappear until the 10 minutes epilogue. So it felt there were still some lose ends.
Luftenwelter - Savage Worlds Luftpiraten-Fantasy ohne Gebrochene Himmel, aber mit fakedeutschem Namen...
Last Tuesday we finally finished the campaign with its 40th session. While we were playing weekly the first year, the second year we had lost some steam.
Still it was the longest campaign that I participated from the beginning to the end and actually my character Brulus, an alchemist hunchback, was the only one who made it through all 40 sessions.
I have to add though that most sessions were "only" 3 to 4 hours long, while the 50 Fathoms campaign had often 7 hour sessions.
We only used battlemaps and miniatures in the beginning and very end. One player said she could not imagine the scenes in her head, when she was seeing stuff on the table. I luckily don't have that problem so much, but I guess a little bit of it is still there - subconsciously.
What was a little bit annoying was that the GM did not real know the rules and showed no intention in learning them. Therefore he obviously was not able to balance encounters properly or look out for interesting special abilities for the foes. In my opionion D&D4 would have helped him with that.
Nevertheless I had much fun with us being able to mess with the setting. There were many opportunities for character play, the GM was very flexible and I never had the feeling of any railroading going on. Some of the sessions I enjoyed most actually developed seemingly out of the blue. For example a stay in a dwarven city. That actally was very sandboxy and where we only had the one line mission statement to get a certain hammer. It proved that no plot is necessary as long as the GM is fast enough to make stuff up in realtime. :) This kind of sessions seem to give even more space for character based developement of the story.
What was kind of a pity was that many of the strong or important NPCs did not reappear until the 10 minutes epilogue. So it felt there were still some lose ends.
Topics:
Luftenwelter
Monday, August 9, 2010
Doctor Who Online Character Generator (and Messageboard)
I just found this amazing Flash online character generator for the Doctor Who RPG AITAS.
I got the link from the as amazing Doctor Who RPG Messageboard.
I also found a handy player handout pdf online.
Time travel galore!
I got the link from the as amazing Doctor Who RPG Messageboard.
I also found a handy player handout pdf online.
Time travel galore!
Friday, August 6, 2010
Doctor Who Character: Alternative Time Lord, First Draft
So we created the Time Lord of the coming Doctor Who campaign.
Everything noted down here could change, but we could a good first concept. That pretty much started with the Gadget Card: Sonic Lipstick. That way we started discussing a Robert Smith (Cure singer) like Time Lord.
Here are the stats:
Awareness: 3
Coordination: 3
Ingenuity: 6 (incl. +2 from being a Time Lord)
Presence: 4
Resolve: 4
Strength: 2
[=20 Character Points overall]
Good Traits:
Time Lord (2) includes: Feel the Turn of the Universe, Vortex
Boffin (2)
Photographic Memory (2)
Screamer (1)
Bad Traits:
Code of Conduct (1)
Distinctive (1)
Eccentric (1) (manic-depressive)
[=4 Character Points overall]
Skills:
Fighting: 1
Convince: 3
Subterfudge: 4
Technology: 4
Science: 3
Athletics: 2
[=17 Skill Points; 1 STILL MISSING!]
Gadget: Sonic Lipstick
He was stuck for 20 years in the 1980ies in a time loop.
Personal Goal: Explore and find other Time Lords
We wanted him to have the TARDIS, so we decided to have him swap time machine with the Doctor, as the Doctor needed to have one with working Chameleon Circuits for some time.
(We discussed, but forgot to add Owes Favour and Tecnically Adept as Traits)
Everything noted down here could change, but we could a good first concept. That pretty much started with the Gadget Card: Sonic Lipstick. That way we started discussing a Robert Smith (Cure singer) like Time Lord.
Here are the stats:
Awareness: 3
Coordination: 3
Ingenuity: 6 (incl. +2 from being a Time Lord)
Presence: 4
Resolve: 4
Strength: 2
[=20 Character Points overall]
Good Traits:
Time Lord (2) includes: Feel the Turn of the Universe, Vortex
Boffin (2)
Photographic Memory (2)
Screamer (1)
Bad Traits:
Code of Conduct (1)
Distinctive (1)
Eccentric (1) (manic-depressive)
[=4 Character Points overall]
Skills:
Fighting: 1
Convince: 3
Subterfudge: 4
Technology: 4
Science: 3
Athletics: 2
[=17 Skill Points; 1 STILL MISSING!]
Gadget: Sonic Lipstick
He was stuck for 20 years in the 1980ies in a time loop.
Personal Goal: Explore and find other Time Lords
We wanted him to have the TARDIS, so we decided to have him swap time machine with the Doctor, as the Doctor needed to have one with working Chameleon Circuits for some time.
(We discussed, but forgot to add Owes Favour and Tecnically Adept as Traits)
Wednesday, August 4, 2010
Doctor Who Adventure: Using Mythic for adventure creation - an example
I just created another adventure. It involves the PCs coming to a primitive world, where the PCs find a mind controling device that they can use freely. But the device turns those who where mindcontrolled mad after some time...)
Q: Scifi World?
A: Primitive Insanity, You
Q: You=PCs?
A: An Incorrect Assumption about Authority
Q: PCs think they are mind controled?
A: The Exact Opposite of Violence, A Random Passerby
Q: So PC find mind control device?
A: Horrifying Hilarity
Q: The PCs discover a mind control device that turns the victims batshit insane after use for some time.
A: NO
Q: The PCs discover a mind control device that mutates the victims. Maybe mind control only side effect?
A: YES
Q: WHo is the PCs opponent?
A: A Rough Likeness of Grotesqueness, Finding something to do
Q: The villain is a mutated PC?
A: YES
Q: Does the tech look like magic? YES
E: Progress on 'Finding something to do': the Movement of the Physical
Q: The villains looks for a mission? YES
Q: He asks the PCs for a mission? NO
Q: Someone tells him to move huge objects? YES
Q: Does the villains mission giver have bad intentions? YES
Q: Does he want to harm the PCs? EXCEPTIONAL YES
Q: Does he hate them? YES
Q: Does he know them from before? EXCEPTIONAL NO
Q: Has he lost his memory? YES
Q: Is he also time traveller? NO
Q: Is he an important political figure? YES
E: Positive for You: the Oppression of Elements
Q: Are the huge objects ancient pillars of tech? NO
Q: Living pillars? YES
Q: Are the pillars intelligent? NO
Q: Are the pillars intelligent? NO
Q: Does the task giver/ the villain's boss dream of the PCs? NO
Q: Did someone else tell him about them? EXCEPTIONAL NO
Q: So he just hates them when he sees them the first time? YES
Q: Does he show his hate? EXCEPTIONAL NO
Q: Is he a women? NO
Q: Scifi World?
A: Primitive Insanity, You
Q: You=PCs?
A: An Incorrect Assumption about Authority
Q: PCs think they are mind controled?
A: The Exact Opposite of Violence, A Random Passerby
Q: So PC find mind control device?
A: Horrifying Hilarity
Q: The PCs discover a mind control device that turns the victims batshit insane after use for some time.
A: NO
Q: The PCs discover a mind control device that mutates the victims. Maybe mind control only side effect?
A: YES
Q: WHo is the PCs opponent?
A: A Rough Likeness of Grotesqueness, Finding something to do
Q: The villain is a mutated PC?
A: YES
Q: Does the tech look like magic? YES
E: Progress on 'Finding something to do': the Movement of the Physical
Q: The villains looks for a mission? YES
Q: He asks the PCs for a mission? NO
Q: Someone tells him to move huge objects? YES
Q: Does the villains mission giver have bad intentions? YES
Q: Does he want to harm the PCs? EXCEPTIONAL YES
Q: Does he hate them? YES
Q: Does he know them from before? EXCEPTIONAL NO
Q: Has he lost his memory? YES
Q: Is he also time traveller? NO
Q: Is he an important political figure? YES
E: Positive for You: the Oppression of Elements
Q: Are the huge objects ancient pillars of tech? NO
Q: Living pillars? YES
Q: Are the pillars intelligent? NO
Q: Are the pillars intelligent? NO
Q: Does the task giver/ the villain's boss dream of the PCs? NO
Q: Did someone else tell him about them? EXCEPTIONAL NO
Q: So he just hates them when he sees them the first time? YES
Q: Does he show his hate? EXCEPTIONAL NO
Q: Is he a women? NO
The Mythic Gamemaster Emulator
I own the Mythic RPG already for a few years. It is a great way to play solo without a GM. The Gamemaster Emulator takes over the decisions. Most of the time you get a Yes/No answer, but every few rolls, a random event happens, that gives much more detail and new inspiration.
Originally this was a table in a pdf, but recently I found a flash version of the GM Emulator online.
An amazing thread at rpg.net details how to use the GM emulator for world building.
It's especially cool for settings, where you regularly need new worlds - like the Doctor Who RPG.
I just tested it and we created a world, where less than 10 gods exist, but those are banned into weapons and heavily interfere with the life of all mortals. Those gods are now weapons of mass destruction and seemingly can be used by a few chosen (but generally by everyone). These godweapons seem to be missilelike. I imagine them as talking weapon silos. Seems to be a great start!
Originally this was a table in a pdf, but recently I found a flash version of the GM Emulator online.
An amazing thread at rpg.net details how to use the GM emulator for world building.
It's especially cool for settings, where you regularly need new worlds - like the Doctor Who RPG.
I just tested it and we created a world, where less than 10 gods exist, but those are banned into weapons and heavily interfere with the life of all mortals. Those gods are now weapons of mass destruction and seemingly can be used by a few chosen (but generally by everyone). These godweapons seem to be missilelike. I imagine them as talking weapon silos. Seems to be a great start!
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