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Roleplayer, IT Manager.


Dec
30
revised What are the legal issues for making a fan RPG of a licensed property using GURPS?
edited tags
Dec
30
comment What are the legal issues for making a fan RPG of a licensed property using GURPS?
I should add - the advice above assumes that you're going to be at least semi-public with your material. If it's just for your own group and you're happy that it's never going to go public then there's no need to go getting permission from anyone.
Dec
30
answered What are the legal issues for making a fan RPG of a licensed property using GURPS?
Dec
13
comment Games with mechanics for dreams
Another +1 for Lacuna - I'd recommend that anyone wanting to do dream-sequence stuff as a serious part of their game check it out.
Dec
9
comment Looking for a nice magic system to convert to FATE
Thanks - that seems like it might be a rather nice supplement to the core rules :)
Dec
6
comment Introducing System Mechanics to new players
I have to agree - here. This approach has worked well for me in the past, especially where I've explained how I'm applying the mechanics after a player has declared an intent to do something - something along the lines of "OK - so that is you taking a move action to circle around and attack from behind which gives you a flanking bonus of...". Over time you can pull back from being quite so specific "So that's you in a flanking position for +2..." and eventually to the players finding other ways to achieve the effect.
Dec
4
answered Pathfinder monster races: Broken?
Nov
28
comment Are there rules for or against unusual or alternate weapon types?
I think that the key to easily mapping such unusual weapons into the campaign (the ones that aren't clearly improvised weapons) is to find a close match in the existing list and to make sure that you don't over-do the stats. The weapons list is quite broad and there should, generally, be something quite close to what you're looking for (e.g. sword-cane=rapier?).
Nov
28
comment Crime Investigation in a fantasy world
@vsz: Absolutely - I think there was a supplement for 2nd ed ("A mighty fortress"?) that focused on just this sort of thing...
Nov
28
comment Should a Spellscale caster bother with metamagic feats?
For the reasons that KRyan states above (and a few others I won't go into here) I would generally consider metamagic feats only when they are particularly appropriate to the story of the character or add particularly interesting quirks to how the character is played. I wouldn't bother using them as power optimizers as you end up walking that tightrope between power-gaming and failing to power game - neither side of which is particularly appealing.
Nov
28
comment Crime Investigation in a fantasy world
I feel the "No gunpowder" thing is a bit of a red-herring as it's most definitely something of an anachronism for most of the fantasy settings where that limit is imposed. D&D as a prime example is most definitely significantly closer to mid-late 17th century in most of its technological assumptions than it is to a medieval setting.
Nov
25
answered “High on Magic” - how original is it?
Nov
21
awarded  Altruist
Nov
21
comment Inventiveness vs. breaking the game; How do I encourage one, without enabling the other?
+1 for a nice sensible approach to adding in the downsides. Also worth considering what happens when the player encounters any number of passive traps such as put traps, deadfalls etc - all of them likely to shatter vials.
Nov
21
awarded  Nice Answer
Nov
20
awarded  Scholar
Nov
20
comment Looking for a nice magic system to convert to FATE
Many thanks - I'll check out both Dresden and LoA :)
Nov
20
accepted Looking for a nice magic system to convert to FATE
Nov
20
awarded  Student
Nov
20
awarded  Commentator