Since I started playing Dungeons & Dragons back there in 1987 I've had many characters. With some of them I played long-term campaigns and with others just a few sessions. With time I started playing other games than D&D. This blog is dedicated to all of them and the hours of fun we've had together. Here they are along with other musings...
Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
Tuesday, April 01, 2014
Tuesday, April 30, 2013
What Kind of D&D Character Would You Be?
I Am A: True Neutral Human Wizard (5th Level)
Ability Scores:
Strength-11
Dexterity-12
Constitution-11
Intelligence-12
Wisdom-15
Charisma-12
Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Ability Scores:
Strength-11
Dexterity-12
Constitution-11
Intelligence-12
Wisdom-15
Charisma-12
Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Monday, March 04, 2013
Saturday, November 17, 2012
Tuesday, November 13, 2012
Shakespeare Insult Kit
Will certainly use this with my DCC wizard. :)
To create a Shakespearean insult roll 3d50 and combine one word from each of the three columns below, prefaced with "Thou":
Column 1 | Column 2 | Column 3 | |
1 | artless | base-court | apple-john |
2 | bawdy | bat-fowling | baggage |
3 | beslubbering | beef-witted | barnacle |
4 | bootless | beetle-headed | bladder |
5 | churlish | boil-brained | boar-pig |
6 | cockered | clapper-clawed | bugbear |
7 | clouted | clay-brained | bum-bailey |
8 | craven | common-kissing | canker-blossom |
9 | currish | crook-pated | clack-dish |
10 | dankish | dismal-dreaming | clotpole |
11 | dissembling | dizzy-eyed | coxcomb |
12 | droning | doghearted | codpiece |
13 | errant | dread-bolted | death-token |
14 | fawning | earth-vexing | dewberry |
15 | fobbing | elf-skinned | flap-dragon |
16 | froward | fat-kidneyed | flax-wench |
17 | frothy | fen-sucked | flirt-gill |
18 | clocking | flap-mouthed | foot-licker |
19 | goatish | fly-bitten | fustilarian |
20 | gorbellied | folly-fallen | giglet |
21 | impertinent | fool-born | gudgeon |
22 | infectious | full-gorged | haggard |
23 | jarring | guts-griping | harpy |
24 | loggerheaded | half-faced | hedge-pig |
25 | lumpish | hasty-witted | horn-beast |
26 | mammering | hedge-born | hugger-mugger |
27 | mangled | hell-hated | joithead |
28 | mewling | idle-headed | lewdster |
29 | paunchy | ill-breeding | lout |
30 | pribbling | ill-nurtured | maggot-pie |
31 | puking | knotty-pated | malt-worm |
32 | puny | milk-livered | mammet |
33 | quailing | motley-minded | measie |
34 | rank | onion-eyed | minnow |
35 | reeky | plume-plucked | miscreant |
36 | roguish | pottle-deep | moldwarp |
37 | ruttish | pox-marked | mumble-news |
38 | saucy | reeling-ripe | nut-hook |
39 | spleeny | rough-hewn | pigeon-egg |
40 | spongy | rude-growing | pignut |
41 | surly | rump-fed | puttock |
42 | tottering | shard-borne | pumpion |
43 | unmuzzled | sheep-biting | ratsbane |
44 | vain | spur-galled | scut |
45 | venomed | swag-bellied | skainsmate |
46 | villainous | tardy-gaited | strumpet |
47 | warped | tickle-brained | varlot |
48 | wayward | toad-spotted | vassal |
49 | weedy | unchin-snouted | whey-face |
50 | yeasty | weather-bitten | wagtail |
Tuesday, October 02, 2012
Thursday, July 26, 2012
Tuesday, July 17, 2012
My first RPG
Gaming as Women is running an experiment on G+ about how we got into role playing games.
1) What's the first RPG you ever played?
1) What's the first RPG you ever played?
It was AD&D 1e in 1987.
2) How did you get involved in that game?
2) How did you get involved in that game?
At that time I was in highschool and some classmates were already going through the Temple of Elemental Evil. Some of the guys weren't able to play at that time and they asked another friend and I if we wanted to join the game. Since then I never stopped playing.
3) What about your first game made you want to play again?
3) What about your first game made you want to play again?
By then I was already into fantasy, reading Lord of the Rings books, and the game allowed me to actually play in a similar setting, taking imagination to another level. But above all, it was another chance to hang out and have fun with friends, and also meet new people.
Saturday, March 10, 2012
Answering Brendan's 20 questions
You can look at Brendan's original post here.
- Ability scores generation method?
- 4d6 drop lower.
- How are death and dying handled?
- You're disabled at 0 hp, unconscious at 1- and dead at -10 hp.
- What about raising the dead?
- If you can find a cleric powerful enough and can pay him, you're back!
- How are replacement PCs handled?
- Just roll another and you're back in.
- Initiative: individual, group, or something else?
- Individual.
- Are there critical hits and fumbles? How do they work?
- 1 always misses. 20 always hits and you can choose double damage or roll damage dice twice.
- Do I get any benefits for wearing a helmet?
- Yes.
- Can I hurt my friends if I fire into melee or do something similarly silly?
- Yes you certainly can.
- Will we need to run from some encounters, or will we be able to kill everything?
- It's your choice, you can run or you can try kill everything.
- Level-draining monsters: yes or no?
- Yes.
- Are there going to be cases where a failed save results in PC death?
- Yes.
- How strictly are encumbrance & resources tracked?
- Resources closely tracked. Encumbrance more lightly.
- What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
- You don't need to train to gain new level but you have to wait for down time.
- What do I get experience for?
- Treasure, defeating monsters (killing, bypassing, negotiating), cool ideas.
- How are traps located? Description, dice rolling, or some combination?
- Give me a description of what you're looking for and what you're doing, and I'll let you roll.
- Are retainers encouraged and how does morale work?
- They are and the retainer's morale is the character's charisma score.
- How do I identify magic items?
- Using them or by magic.
- Can I buy magic items? Oh, come on: how about just potions?
- In 3.5 yes. In LL no, just potions.
- Can I create magic items? When and how?
- Yes you can. At the appropriate level, in a proper lab.
- What about splitting the party?
- Sure, be my guest. Mmmwhawhahaha!!
Monday, March 05, 2012
Sunday, March 04, 2012
Happy GMs' Day!
A quick post just to wish a happy GMs' Day to all my fellow Game Masters! ;-)
Thank you Gary!
Thank you Gary!
Wednesday, February 29, 2012
Era RPG
I'd like to share with you the ongoing work we're doing with my friend and fellow gamer Gerardo Tasistro on a new RPG called Era. It's not yet complete but feedback is more than welcome, so please feel free to comment.
Friday, January 27, 2012
An urban RPG?
After reading this article on the WIRED magazine, my first thought was "Could this be the base for an RPG?". I'm no game designer, just a plain DM/player, so maybe I'm missing the point. Haven't even written a module, although I've submitted a couple of works for the "One Page Dungeon Contest" if that counts. :)
What are your thoughts?
What are your thoughts?
Sunday, September 25, 2011
Saturday, December 18, 2010
Thank you!
According to this post by Cyclopeatron this blog made it into the first 100 and gained 6 new followers since last month. Thanks a lot to all of you.
Thursday, November 18, 2010
Level up!
Thanks to the latest additions of fellow bloggers from The Happy Whisk and Gothridge Manor, I've reached level 4 with the rank of Comentator. Thanks all!
Wednesday, November 17, 2010
Catching up
Last weekend was scheduled to be a gaming one, but it wasn't. Every two weeks I play Millenium's End on Friday and DM my Labyrinth Lord sandbox game on Saturday. I started playing ME about a couple of months ago through one of my players of the sandbox game. He warned me that the gaming style of that group was not as high-paced as I am used to. And he was right. It is more like a social gathering of friends, than a proper gaming session. By proper I mean you get together with the main (only?) purpose of role playing. Of course there's always some catching up and pauses to eat, but this guys have such a low atention span! I mean the play every Friday (one ME and the other Vampire) and are online all week. How much do you have to catch up? I know it sounds like I'm complaining, but I'm not. I just find them amusing! It's always good to meet new people with different gaming styles.
The thing is that last Friday there was only a couple of hours of proper gaming, and then I have to cancel Saturday's game because one of the player's girlfriend was sick and he wouldn't leave her. Another two (a couple) had a birthday party and could come after it, but since last session ended on the verge of a combat, I wanted everyone to be present. So, next game would be in two weeks. I'm going to miss the ME session since I'm DMing my Maure Castle 3.5e sort-of-monthly game, and hope everyone could make it to the sandbox game on Saturday.
In other topic, according to the Old School RPG Blogger Advancement Table at From the Sorcere's Skull, I'm one follower short of becoming a Comentator! Thanks to all and a warm welcome to the recent ones.
Monday, September 27, 2010
Read An RPG Book in Public Week
Monday, September 20, 2010
Friday, July 30, 2010
Read An RPG Book in Public Week
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