Everything was a blur as he fell, watching the patterns his blood made as it splashed on the floor, the laughter of his tormentor fading into an unintelligible roar. It was frightening, but the long nights at home had taught him how to survive.
Just play dead.
Friday, October 21, 2011
Wednesday, September 7, 2011
Draw!
This is an RPG I'm working on - all the general stuff is here, it just needs some refining. I'm hoping to do some playtesting soon, and if any of you try it, let me know what your thoughts are!
Wednesday, August 17, 2011
Possible missed updates
So, Stan Lee is running a contest for writers and artists, and I'm pretty damn excited about it - find it here. In any case, because I'm using pretty much all my brainpower on that, there may not be any content for the next week or so. If I need a break from The Seekers I'll post something up, just follow me on Twitter @Micorku, and you'll know when I post stuff.
Monday, August 15, 2011
Religion in Iroas
So, this will explain what a Pilgrim is from the RPG - I've changed it since then to say Pilgrim or Keeper, which is another term you will learn here.
Friday, August 12, 2011
The Nobility of Alitheia
If you look closely at the early version of the RPG I put up Wednesday, you may find some words you don't recognize yet. Today I'm introducing you to the Skafos and Sofos of Alitheia, while sometime next week I intend to do a little discussion on Iroan religions.
I'm also interested in doing another Worldbuilding series, but this time I want their to be input at every level. So, to start us off, we need to figure out what kind of setting we'll be building - sci-fi, high fantasy or low fantasy. In addition, I'd like to hear how cynical you want the setting to be - would you like Lord of the Rings, which is extremely idealistic even in the worst of times, or 1984, where everything is terrible forever? Or perhaps somewhere in between? Let me know!
I'm also interested in doing another Worldbuilding series, but this time I want their to be input at every level. So, to start us off, we need to figure out what kind of setting we'll be building - sci-fi, high fantasy or low fantasy. In addition, I'd like to hear how cynical you want the setting to be - would you like Lord of the Rings, which is extremely idealistic even in the worst of times, or 1984, where everything is terrible forever? Or perhaps somewhere in between? Let me know!
Wednesday, August 10, 2011
Iroas RPG
So, this is why I stopped writing stuff about Iroas for a while; I'm designing a tabletop RPG for the setting. This is a pre-alpha version of it, which is missing a few things to make it playable - mostly the armor and weapons, but I'm trying to work on that. In any case, if you have any comments at all, please let me know - I'm kind of spazzing out about this, and would love some feedback.
Monday, August 8, 2011
New Olympus
I'm doing something a bit deeper this time - working strictly within the rules of a game. While Tyranix and Aquas were based in the MTG Multiverse, they didn't adhere to those rules very strictly. However, this past weekend I created a setting for the Technoir RPG, a fantastic new cyberpunk/noir RPG. The pdf is already available on DriveThruRPG, and the print version will be out sometime around September.
For those unaware (most of you), Transmissions (as settings are called in Technoir) have a fairly strict formula - they have to contain Connections (people that the players can call on for favors or information), Events (Things that happen before or during the story), Factions (large groups that have most of the power in the setting), Locations (places that are important to the setting), Objects (items that can play an important role in the story) and Threats (smaller groups that are likely to go up against the players directly). There have to be six of each of these because of the unique GM system, which essentially randomizes the story every time you play. You also have to give the Connections, Objects and Threats stats. I won't be showing the Events, Objects or the stats for the Connections and Threats here because this is what I would give the players, and that information would either be spoilers or unnecessary to them.
For those unaware (most of you), Transmissions (as settings are called in Technoir) have a fairly strict formula - they have to contain Connections (people that the players can call on for favors or information), Events (Things that happen before or during the story), Factions (large groups that have most of the power in the setting), Locations (places that are important to the setting), Objects (items that can play an important role in the story) and Threats (smaller groups that are likely to go up against the players directly). There have to be six of each of these because of the unique GM system, which essentially randomizes the story every time you play. You also have to give the Connections, Objects and Threats stats. I won't be showing the Events, Objects or the stats for the Connections and Threats here because this is what I would give the players, and that information would either be spoilers or unnecessary to them.
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