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Topics - Battle Mad Ronin

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I found this little gem on kickstarter, written by Client and Cassie Krause whose stuff has won some fame over the years. Looks very promising.

Kickstarter Link

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News and Adverts / "Look, it's Dungeonmaster!" - Kickstarter Minis
« on: April 04, 2016, 04:24:26 AM »
Allow me some shameless pimping of a Kickstarter that caught my eye: A set of fantasy miniatures, including Barbarian, Cavalier, Acrobat, Thief, Mage, Ranger and Gnome Illusionist. These will stir memories for the grognards around here - and they are just good minis for everyone else:

Dungeon Explorers Kickstarter





And if you still arn't convinced, PIG-FACED ORCS:


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I want to experiment with making my own character sheet for a campaign I'm running, and was wondering if anyone has had good or bad experiences with any particular kind of software in that regard?

It has to be something that allows for greater freedom than just moving around elements. I want to make my own graphic elements (boxes and things) rather than move around some predefined elements.

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I'm mastering a campaign set in 1600s pseudo-France, and while I enjoy the setting the rules we use have started to bother me somewhat. Therefore I got thinking about how to modify D&D for the csmpaign.

I have had some initial thoughts on backgrounds, classes and the like, wanting to cut down from a huge number of classes to a few 'core' ones.

Before I go off a atangent however, I would love to know if someones has done this before? If anyone has some good inspiration, either your own material or aomething you have seen somewhere, I would appreciate any input.

My own (limited) thoughts so far:
Limit classes to fighter, rogue, ranger, and wizard. The fighter and rogue are pretty self-expalnatory, the ranger can be used to model outdoorsmen and pioneers, or 'savages'. The wizard will be modified to have fewer flashy spells, more focus on summoning, maybe a mix of warlock/wizard.
Priests, bards and everything else can be represented through baclgrounds, like Aramis is both a priest and a musketeer.
(Any input on classes is welcome)

Reduce availability of armor and introduce guns. Dark Albion and LotFP's gun rules should do. Reload is several rounds, they reduce AC by 5 and damage dice can explode, ie. when a maximum is rolled the dice are rolled again and added to damage total.

Social status as an important factor: 'Caliphate Nights', a sadly underdeveloped True20 setting, had a cool rule where being low status gave you penalties to persuade or intimidate higer status people, but a bonus to bluffing them - the fops would not believe you were trying to cheat your betters. The inverse being true for high status people, you are better at intimidating and persuading people below you, but can't bluff as well because you are not as streetwise.

Thanks in advance for any help or thoughts in general!

5
My group has been playing a lot of swashbuckling action recently. Now we've pretty much done all that can be down with our game of choice's combat system, and the players are looking for something different.

So, I thought I'd make a scenario centered around intrigues and character conflict more than combat. Problem is I'm stumped for a good intrigue adventure.

Can anyone recommend a good, not too combat heavy adventure centered around a plot being slowly uncovered or similar? I'm trying to find all the inspiration I can get.

To give a few clues as to what would fit; we are playing in a 1600s-esque setting, musketeers and femme fatales galore. The world is fantasy, but most reminiscent of fantasy France. We are four players, two warriors and two rogueish types.

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The recent thread on unusual settings had some mention of Spain/Spanish influenced cultures being underrepresented in fantasy worlds. I'm running a game where my players got involved in some pirate hunting/revolutionary activity in the setting's version of the Mediterranean, and making a detour into the Spain equivalent is a distinct possibility. This go me thinking about how to best do a fantasy Spain.

The setting is build up as a fictional version of early-to-mid 1600s Europe, the romantic time of Dumas' adventure books and Errol Flynn's best movies. This world also has the equivalent of the Catholic Pope, the Holy Matriarch, residing in not-Spain, so that should add some interesting religious conflicts too.  

I want 'my' Spain to be inspired by the golden age of the Spanish Empire - treasure galleons, Toledo steel, theater, poetry, intrigue and inquisition all rolled up in one. I'm currently reading Arturo PĂ©rez-Reverte to kind of get in the mood.

What elements 'should' such a world contain?

Are there any interesting conflicts, great men and women, I should be aware of and draw inspiration from?

What kind of setting details and trappings shuold be included?

Any advice is appreciated.

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I'm currently running a swashbuckling adventure game (1600s fantasy France). We had just wrapped up our game night when one of my players said to me "I think that NPC would make a really good love interest for my Character. Do you mind if I play up a romance angle towards her?"

Now I thought that was a great idea. I'm all for letting players create connections in the game world, and having a love interest is the kind of relationship that can create some really interesting stories. The problem is I have no idea how to actually let the player get involved with that NPC.

I'm open to suggestions from the player herself, but before talking to her about it I'd love to hear if anyone on this board have experience with rpg-romance play, as a brain storm to help me formulate some concrete suggestions for my player and for my own adventures. What's corny, how do the two get involved in a way that doesn't necessarily happen off-screen and how can the proposed relationship be used in-game?

The player is female, her character is a mechanic/inventor (also female), and the NPC is a female gunsmith's apprentice. Thoughts on how to handle the romance aspect welcome.

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