2,983 reputation
737
bio website numenetics.tumblr.com
location Texas
age 30
visits member for 2 years, 9 months
seen Jul 3 '12 at 22:50
stats profile views 157

I've only been gaming steadily for about five years, and most of that has been DMing for D&D.

I'm very interested in the early RPGs of the 70s and early 80s, but my active game right now is a 4th edition D&D game with some house rules to (hopefully) give it some of the feel of those older games.

My interest in gaming is two-fold, in that not only am I an active gamer, but a PhD student in anthropology and will be writing my dissertation on role-playing games. I'm interested in the connections between play, myth, and ritual.


Aug
24
comment What scenarios came in the Fifth Edition core book for Call of Cthulhu?
Thanks! I ended up running "The Sanatorium," which I think might be my favorite one shot scenario I've tried.
Jun
24
comment Good source for a dark/weird dryad concept?
Thanks all, that's some good stuff. I also read Algernon Blackwood's short story "The Willows" yesterday and although it doesn't deal with dryads per se, it has some great concepts. I'll probably steal the setting of that story and drop in a dryad based on some of the concepts below.
Apr
10
comment Any mechanics out there for developing and maintaining a spy/information network?
As I mentioned, albeit very unclearly, it's not really a spy network either, so independent cells aren't really a plus--it's more of a knowledge/information network.
Mar
5
comment Any games with a Magicka-like (experimental/combination-based) magic system?
I think that Mage is an interesting concept, but in this case I was looking for something less flexible.
Mar
5
comment Any games with a Magicka-like (experimental/combination-based) magic system?
With or without the hidden player knowledge, it looks like Ars is the sort of thing I'm looking for, although Donjon is worth a look too I think.
Mar
5
comment Any games with a Magicka-like (experimental/combination-based) magic system?
SSD hit the nail on the head of what I was curious about. Just like in old-school D&D where you find a magic item and have to experiment with it to find out what it does, having to do that with magic would (I think) be an interesting experience. It may seem like a lot of recipes, but like SSD says, D&D has quite a bit of spells. One could almost just add recipe lines to D&D spells and get a similar effect. But AM w/ the mod described seems pretty appealing.
Sep
18
comment Are there any restrictions on mastering and/or using a ritual based on its Key Skill?
Somewhere in there is what seems not quite right about rituals to me. I can never put my finger on it exactly, though.
Sep
18
comment I need a ritual to review memories
Number balance is definitely not my thing, but level 5 with 2pt lower DCs seems about right to me.
Sep
18
comment I need a ritual to review memories
This seems exactly right to me. It could even be a little easier to cast, meaning either a lower lever, lower DCs, or a lower component cost. It seems that reviewing the memories of a living person should be easier than doing it to a dead person.
Sep
18
comment Fair replacement rule for D&D 4e item creation?
The point that 4e uses prices as a balancing factor is well made, but I'm not sure I see why that suggests raising purchase prices over lowering creation costs. Could you explain your thought process there?
Sep
16
comment What are the advantages of Tabletop Roleplaying Games over MMORPGS and CRPGs
Or unless you sign up for D&DI...
Sep
16
comment Rules for prone in D&D 4e?
Just to add: one big difference is that getting up from prone no longer provokes opportunity attacks. I think that's the biggest change.
Sep
16
comment What is a good example of implementing old-school design in a 4e module?
Anything, really: megadungeon, sandbox elements, dungeons with lots of empty rooms, cursed items, modules that emphasize player skill, modules that don't emphasize a specific linear plot, etc. Any or all of these. There are certain tropes that tend to be more common in older games, and I'm curious to see how people have implemented them for 4e.
Sep
16
comment What is a good example of implementing old-school design in a 4e module?
This definitely looks promising--glancing over the reviews, it seems that the design ideas vary from module to module, but there as Beska says, C9 definitely has the cover down. I will be working through these for ideas.
Sep
9
comment How to give directions to megadungeon locations without giving players too much info?
Very good advice--although I read the title as "Clues and Maps craps" at first.
Sep
9
comment How to give directions to megadungeon locations without giving players too much info?
I know that all of my questions follow a pretty tight theme, but this is what I'm working through these days--hope that's okay.
Sep
4
comment Does teleportation require line of sight?
I don't have the full context for this, since I pulled it from the Compendium, but that part might refer to a power that teleport an enemy, in which case the text makes sense. Otherwise, I'm not sure. I copied and pasted though, so if its a typo, it's WOTC's
Sep
2
comment What are the mechanical implications of Dungeons & Dragons Essentials?
I've heard the rarity system discussed in relation to the essentials line--MME will probably use it as well.
Aug
30
comment Do any powers use the percentile dice anymore?
Somehow I hadn't realized that. It's kind of sad, although I suppose Platonic solids purists are happy.
Aug
29
comment Has anyone released Castle of the Mad Archmage upper levels?
Awesome, thanks!