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Tag Archives: science fiction

My new RPG


I am tentatively calling the rpg system Singular Roleplaying System and the first main campaign Rogues and Masterminds.

The campaign and parts of the core system are inspired by movies, rpg’s, books, and tv shows like John Wick, Sneakers, the Equalizer, Leverage, Global Frequency, Planetary, V for Vendetta, the treatises of Fiore de’i Liberi, Hustle, Shadowrun RPG, Cyberpunk by the likes of Stephenson and Gibson, World of Darkness RPG, Amber DRPG, ¬†Grosse Point Blank, and Grifters to name a few.

Originally it was going to be Movers and Shakers a super/psi/spy world that I’ve been working on along with a connected campaign called Posthuman but I decided to scale back to making just a solid non-supernatural/SF game that can later on be built into something more complex along the lines of Donnerjack by Roger Zelazny and the works of Dan Simmons.

As a consequence I was looking to make a system that scales well from making a believable competent human to an extraordinary gentleman and later to beyond human. Too often games make mechanics in which a legendary person can be fairly commonly beaten by someone vastly less talented and skilled. Or the other issue that I see in games is that there are basically just one or two versions of a successful archetype for a PC to start with or end up with thus robbing characters of the chance to develop and become something completely unique both from a mechanics standpoint and from a story standpoint while also being successful. Few people want to play a helpless character or feel railroaded into choosing based on optimization min/maxxing. That is a tall order to make but I think I’ve come up with some interesting takes on things.

I am trying for that middle ground in complexity of mechanics to provide a scaffolding for making and growing the PCs and the campaign.

I am still in the alpha stage of development and will need art and design elements, playtesting, and a few decisions on how serious I want to be in developing this game but I think I have something cool and unique.

I will be posting shortly my plain and basic character sheet and another post about basic mechanics. I will definitely be looking at or for art, playtesters, advice on the game and campaign world, and on the business aspects. I’ve looked at places like drivethru which lets you do print on demand and pdf for far cheaper and easier than in the 90s. Still hard to make any money but maybe possible to have a nice hobby and maybe make enough for coffee and a bagel.

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Shadowrun Overhaul: Astral Total War


Today on Magicknet!

Astral Total War college semifinals: MIT&M’s blue doubles team faces UW’s purple doubles team live in the meat world and the astral at Three Crones in Boston at 7 PM East Coast Time tonight! {Buy Meat Tickets} {Buy Astral Tickets} {Watch on high definition Trideo}

How the Fashion spell can make a smelly loser into a winner with the ladies. {Buy Article} {Buy Spell Formula}

Ryan Two Tusks takes on Kamol “The Smasher” in Mixed Martial Adept Arts for the Ork heavyweight Championship next week. {Watch Live} {Buy Tickets}

Can too much magic lead to a radical change of personality? -By Martina Novoliska {Read Opinion Piece}

How to deal with the inherent difficulty of applying micro effects in a wide area. -Essay by Thomas Bonesage {Read Journal}

 

Astral Total War:

Astral Total War is a relatively new and very popular game that has spread like wildfire and has been very quickly codified and organized into various teams on every campus with a major magical program in North America, Japan, Australia, and Northern Europe. The standard freeform or professional game involves five players called pentacle games and a Ritual team that acts as judges, casts the ritual, and prevents outside interference. University play focuses almost entirely on doubles games with many Universities putting out several collegiate teams which compete against each other within the same conferences that they compete in with sports and matrix games.

The Ritual begins by the lead Sorcerer beginning the ritual and using the Attunement Metamagic to link via mana threads to each player and to an item usually a large cup or award at the center that acts as an anchor for the ritual. The players arrange themselves around the cup. The Force of the Ritual is decided with higher Force Rituals giving an advantage to stronger magicians and lower Force Rituals giving an advantage to weaker magicians as the Force of the Ritual acts as a Limit for each player for their magical actions. Once the Force has been decided then the Ritual leader begins the spell and each player begins to astrally craft his or her defenses, offensive forces, and sculpt their terrain which is visible from the Astral but each player is blocked by a Mana Barrier that prevents their observation of what their opponents are doing. From above in the astral a pentacle game looks like a pizza with five pieces with the people playing with miniatures.

The ritual is fully ready when Force x hours are spent with the setup. The moment that happens the Judge orders the mana barriers dropped and combat begins. There are various rules for winning range from having the most astral territory to who has the most Wizard’s Towers to control of the heart or area around the Cup in the center of the players. Some games have a built in time limit while others go until there is only one magician standing. Each player has a Wizard’s Tower which is key to their connection to the Ritual which if an enemy takes makes it impossible for the player to create or craft any new servitors and makes it harder to handle drain on any spells cast into the game.

The audience can watch in the physical realm since part of the ritual is a variation of the Trid Entertainment Illusion which makes an exact co-locational duplicate of the Astral Realm in the play area within the physical realm for those who can’t astrally perceive and for viewers on their commlinks or home trid player. The audience can zoom in and watch a single battle between champions called Tactical View or enjoy a fanned out Strategic view showing a Phalanx of melee troops fighting cavalry units. In pentacle games viewers will have alerts on their commlinks about surprise attacks or treacherous dealings going on. It can be hard to keep up with all the action. In doubles play it tends to be less chaotic then your typical pentacle game.

The kind of troops, defenses, creatures, and spells the Wizard can cast in his Tower depend on his skill set.

 

Ritual: Astral Total War: (Material Link, Spells, Anchored, Leader must have the Attunement Metamagic)

The Ritual Leader casts the Ritual which includes for the initial part a mana barrier in the form of a five fingered starfish for a standard individuals game (pentacle game), quarters for a standard double duel partner’s game, or a single barrier for personal duels and once the ritual is complete the Trid Entertainment spell which reflects the goings on in the Astral Realm so those without Astral Perception can watch the game. The Ritual Leader also has a Material Link for each player and for the cup which binds the players together.

The game concludes based on whatever the rules of the event say is a winning requirement. Standard collegiate rules are that the winner of a pentacle game is a player with three Wizard’s Towers. For a doubles partner game it is when you have both Wizard’s Towers of your opponent.

Rules of the Game:

The force of the Ritual is chosen. High School play is capped at Force 3 to prevent the chance of players passing out from Drain. Collegiate Student play is capped at Force 6. Professional games tend to sit at Force 8 or 9 when the players are all Initiates especially duels between Professors.

Each hour prior to the game is time that the mage uses his magickal skills to the fullest spending time shaping terrain, building units, spy networks, defenses, traps, creating champions, and the infrastructure to support them. The game copies many factors from popular Matrix games like Civilization 23 Orichalcum Edition and Age of the Fourth World: Total Conquest.

Once the prep is done then game play begins with most games lasting one to three hours. Many games involve treachery and social skills especially Leadership for partners games. Often the most powerful magician in University play ends up falling first to more subtle players in pentacle games as they tend to lack the diversity of skills and knowledges the sneakier players tend to master. In doubles play it is extremely common for teams to pair up as a powerful magician and a jack of all trades or a powerful magician and a face.