Skip to main content

Posts

Showing posts from October, 2016

Halloween gaming session

The D&D gaming group decided to combine both the last session of The Other Rob's D&D campaign and our annual Halloween party on Sunday.  Click on the pic for a bigger version!

In the last session the group participated in the raid of the Majestrix's castle to depose her and put her step-son on the throne.  We seized control of the airship docks, sabotaged their "magic napalm" factory, and then went after the Majestrix herself.  Unfortunately, when the group confronted her Sign, the assassin-turned-wizard member of the group turned on the party and sided with the Majestrix (apparently Sign's player had informed the GM that this was going to happen).  So in the end the group battled the Majestrix (who turned out to be a pushover), Sign, an Archmage, and a pet basilisk, all of whom were killed in the end.
I'll have to process a bit before I write about my reflections on having a player betray a team, citing roleplaying in character.

When the Villain Wins

A couple of weekends ago I had a nice long conversation with Adam over at Barking Alien and amongst the many, many things discussed was the question of how the world evolves and progresses throughout the campaign.

So let's give an example.  In a superhero RPG campaign the heroes become aware that Doctor Demolisher has been assembling parts to create a weather-control device that he plans on using to blackmail the Eastern seaboard (too soon?).  After a few sessions of wrangling with DD's henchmen as they gather the parts they need for the weather machine, the players suddenly decide one session that they are going to pursue a sideplot and infiltrate the notorious gangster Peppermint Ice's nightclub to foil his diamond-smuggling racket.  Side note: I feel Peppermint Ice's moll sidekick should be Ice Ice Baby.

So, as a GM watching your players wander down the trundle path of a secondary plot, what do you do with Doctor Demolisher?  Do you have him patiently wait around, h…

Caliburn (Cold Steel Wardens conversion)

Caliburn (Adam Sinclair)

Magnetism 2
Accuracy 3
Force 5
Intellect 4
Agility 5
Nerve 5
Awareness 4
Psyche 4

Physical Skills
Armed Melee 4D+5 (Batons), Armed Ranged 3D+3 (Pistols), Athletics 4D+5 (Long Jump), Stealth 4D+5 (Silent Takedown), Unarmed Combat  5D+5

Investigative Skills
Canvass  4D+2 (High Society), Examination 3D+4 (Microscope Usage), Investigation 4D+4 (Quick-Analysis), Notice 3D+4 (Keen Hearing), Research 3D+4 (Books/Library)

Social Skills
Deception 2D+2, Intimidation 4D+5 (Threats), Intuition 4D+4 , Persuasion 3D+2 (Negotiation), Reputation 4D+2 (Aristocracy)

Knowledge Skills
Criminal 4D+4 (Serial Killers), Cultural 2D+4, Esoteric 3D+4 (Myths and Legends), Historical 4D+4 (Medieval History), Scientific 2D+4

Technical Skills
Driving 3D+4 (Car), Fine Manipulation 3D+4 (Lockpicking), Mechanics 2D+4, Piloting 0D+4, Vehicle Combat 2D+4

Masteries: Boxing Combat Style, Hardened

Equipment: Escrima sticks, two smoke grenades

Memories: Gaining his powers from “The Lady of the Lake,” his girlfrien…