Here is the second chapter of my GURPS campaign! I finally decided on the name “Terra-Mana” as it fits the setting…

Here is the second chapter of my GURPS campaign! I finally decided on the name “Terra-Mana” as it fits the setting quite well (despite how unimaginative the name is haha). After the first chapter I did some overhauling of GURPS mechanics to fit my playstyle, allowing for gameplay that is crunchy enough to keep my attention, but lite enough to allow for my creative writing side to take over here and there. I also did a lot of world building since last chapter, so Ill be posting that in a different post along with some of the tables that I made to handle new mechanics that I introduced, like freeform spellcasting. The combat part of this session was a bit messy since it was basically a test run of these new mechanics, but I believe they work quite nicely. Enjoy! let me know if its any good.

So I may have spoken of this idea on here before, I’m not sure.

So I may have spoken of this idea on here before, I’m not sure.

I’m not even halfway through reading Archipelago but I’m fiending to start solo with it. I’ve got the cards and am happy to draw out [crappy/REALLY rough] maps and all else it requires.

BUT. Central to the driving force of Archipelago are machinations of other players, though not as their PCs. It’s a variation on troupe style GMless, I guess you could say..

So my solution is to bake up “proxy player personalities” complete with how they feel about one another and me, and couple these proxies with secondary PCs to my own.

Had anyone done something like this before? I don’t want a detailed “check for response every time” setup, just an initial guideline on how they might treat me when they draw Fate cards etc.

I’ve now run two skirmish battles with Horizon Wars. This is a great system. It abstracts a lot of the minutiae,…

I’ve now run two skirmish battles with Horizon Wars. This is a great system. It abstracts a lot of the minutiae, which 90% of the time I like. I can see some house rules brewing, but I need to play a bit more before I start tinkering. At patrol scale (the lowest point value per army) A 30 minute battle is deffinitely doable. At the high end (27 points) I could still see 90 minutes assuming I don’t stare at the board too long pondering the next move.

I’ve enjoyed it enough to start setting up a campaign. I decided to give it some context this time. Typically my wargame backstory only goes far enough to explain why the forces are fighting on this particular battlefield. I went a little further back for this one. It’s not great literature, but it was fun to do the write up.

http://diceandwords.blogspot.com/2018/04/horizon-wars-gaia-campaign.html

Sharing over here for new oracle ideas…

Sharing over here for new oracle ideas…

Originally shared by Brian Holland

Just for a fun exercise I used Rory’s Story Cubes for L.O.G. and the 3 Ts…

L.O.G.

Location: A secret, underground laboratory in the count’s castle

Obstacle: The patrolling Castle Guard

Goal: Recover if possible (and destroy if necessary) a new invention that could change the course of the war.

Final Room

Timer: When it counts down, the gears turn and new monsters come out of the machines (the new invention).

Threat: The chaotic magic that fuels the machines fills the room like fog. It disrupts normal magic and prolonged exposure causes mutation.

Treat: Several large pieces of lodestone are scattered throughout the room. The lodestone repulses the chaotic magic, leaving small pockets of safety.

If you put aside (or find a way to repurpose) the Fate-specific deck, the other three decks in this set could come…

If you put aside (or find a way to repurpose) the Fate-specific deck, the other three decks in this set could come in handy for solo roleplaying.

Originally shared by Mark Chance

Do you play Fate Accelerated? Do you have It’s Not My Fault Cards!? If you answered “yes” and then “no”, you’re half wrong. Don’t be half wrong.