Compromise and Conceit
Infernal adventuring…
Category: Game planning
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Guard and defend when forces hinder and collide Solemn intentions both blessed and divine You still pulled victory from shattered hope Count your doubts with broken smiles Covered your hurt in your pride The Terra Nova expedition set forth to reach the South Pole in 1910, ostensibly for scientific purposes. Through tragedy and hardship…
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The Guardian has a series on lost cities, and today’s entry is a description of the lost city of Thonis-Heracleion, an Egyptian trading outpost at the mouth of the river Nile that sank under the sea in the year 200BC. It suffered a grisly though probably slow end, sinking into the sea in a liquefaction…
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While they sojourned in The Reach the characters killed a death priest who was committing foul acts in the old tombs of many planets. They have been offered a job traveling back to the priest’s origin planet and avenging the damage he has done in other planets, as well as finding out why, but while…
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After the PCs rescued the Cult of the Unredeemed in the Reach, they decided to find the AI that the cult used to worship. This AI had fled to an abandoned space station called Rocannon’s World, in far orbit off of a remnant planet in the Perez system. The Perez system was out of their…
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The Reach is a collection of 9 habitats called the Pearls, floating in orbit at varying distances around a red dwarf star. The entire system is ancient, so ancient that some of these Pearls may have been made when the star was young, using technology far older than humanity. The habitats are built on technology…
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My Spiral Confederacy campaign resumes this weekend, and I have received some complaints about the limited abilities of Adherents from the player of the group’s adherent, Simon Simon, who is interesting and shouldn’t die. I’ve thought about this and decided that AI super-specialness should rub off a little on adherents, so here is a description…
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For some time now I’ve been thinking about ways to simplify the Warhammer 3 (WFRP3) system to make it less cumbersome and more free-flowing, while retaining the basic structure of attributes and skills. I previously described dropping action cards and moving to a more skill-based system, and also simplified ways of calculating difficulty. This, combined…
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In yesterday’s post I talked about my desire to redesign the Warhammer Fantasy Role-playing 2nd Edition (WFRP 2) rules so that they are less punishing of PC actions, and introduced the problem of asymmetry in task resolution. Following on my list of principles for good RPG skill systems, I’d like to propose a simple reformation…
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Today I’ve been thinking about ways to remodel Warhammer Fantasy Roleplay 2 (WFRP 2) to make it more user friendly and less punishing, and in the process of thinking through the system’s underlying probabilities I have run up against a problem with the reference frame for skill tests that I think is common for many…