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Messages - Eldritch_Knight

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So, I was debating whether to post this, but seeing as I keep coming back to it in my head (and inspired by BoxCrayonTale’s project to retro clone the World of Darkness, I figured I would make my own topic to use as an idea board.  Anyway...

Street Fighter: The Storytelling Game was released by White Wolf in 1994, and used the same system as their then current World of Darkness products. While the concept of the creators of Vampire: The Masquerade making an arcade fighting game into a tabletop game seemed weird (and still gets confused looks from people to this day), from reading reviews and articles, and speaking with people that have played the game (sometimes in campaigns that lasted years), the system seemed to work very well… once you got accustomed to it. The combat system is rather interesting. To mimic the arcade game, combat takes place on a grid. Each character has a chosen martial arts style that the player can spend experience on to learn new techniques, and the techniques are chosen during each Round of combat secretly. Characters then act in order from lowest initiative to highest, with faster characters able to interrupt actions.

The original game has been out of print for 25 years (though there is the fan-made ‘20th Anniversary Edition’ released a few years ago). And the combat system inspired Burn Legend, an alternate setting for Exalted.

The concept of a “retro clone” (I use that loosely here) would be not to recreate a 100% authentic version of the original game, but to take the elements of what worked, take some of the streamlining that occurred in Burn Legend, and design an alternate version of the Storytelling System that captures that same feel as the original game.

For now, I am calling it "World Warrior" until something better comes along.


    • Rewrite the rule system for copyright reasons
    • Create a new default setting, and possibly a starting city with adventure ideas, characters, etc.
    • Create a system to build martial arts styles and techniques and use this to rebuild all the styles and techniques from the ground up (rather than port over said items wholesale from SF).
    • Begin with a handful of techniques and build 2 styles for in-house play test purposes. Increase to 5 styles. Repeat. Final draft should have 10-20 styles.

Other Ideas to Think About:

D6 Dice Pools? Convert the dice pool from D10 to D6, both to distance the game from the Storyteller System (since there is no SRD) and because its easier to acquire D6’s than D10’s. [This isn’t something set in stone, but it IS something that I keep coming back to. For now I plan to continue forward with it being a D10 system as not to fully remove it from being a Storyteller retro clone.

Lore Sheets? Design Lore Sheets (Story Sheets?) as an addition to the game, as done in previous games Weapons of the Gods and Legends of the Wulin. Instead of acting as character knowledge and have redundant generic sheets included, each Lore Sheet would be for personal story arcs. It would still include knowledge on various specific subjects (persons, places, things, organizations, etc) but the point of them would be to have players invest in their characters and find cool things they want to do, but connecting with the setting.

Campaign World Concept
The core idea behind the game is capturing the feel of arcade fighting games from the early 90’s. I would expand this to also cover beat-em-up’s like Final Fight. The World would not be a 100% accurate depiction of our world, but rather the kind of alternate history-type world that seemed to exist in those games at the time.

Some immediate ideas:

    • Corporations that have their own private military forces, and are (usually) up to no good. (Robocop, Killer Instinct)
    • Dystopian cities with massive amounts of gangs, ninja clans, and martial arts masters (Teenage Mutant Ninja Turtles, Final Fight, Double Dragon, etc)
    • The reason for the explosion in martial arts is due to the banning of firearms. This led to an increase in people learning martial arts. Eventually, tournaments began to be held everywhere, and businesses profited from the increased tourism.
    • Rival martial arts schools having wars in the streets, martial artists seeking legendary masters and ancient styles and techniques, cults attempting to wipe out their enemies, etc.

Martial arts styles, organizations, etc will be fictional. This is because I don’t want to have to do a pile of research on real world styles (which would probably be picked apart anyway by practicing members). The styles can also reflect the world better, and be tied into various cultures, characters, and help to flesh out the World.

Obviously, as I continue to slowly work on this, elements above will change or be discarded. I will continue to post as I tackle each section and work through how the system will proceed. For right now, I just wanted to throw this out there and see if anyone has any thoughts.

If someone were to release an official 3E SW D6 which fixes the power issues with Jedi I would be in seventh heaven. Until then it's still my goto Star Wars even if I don't allow Jedi as player characters. Or if I do it has to be with the right player.

Someone basically did.

Quote from: Sirfuzz;1140185
Have you used Dawn of defiance at all? Was it good? I've looked into it, but only briefly.
I have not, but I read outlines of each adventure. Has a lot of cool ideas in it... stuff that has been done before. Sith ghosts, Hutt crime lord, Inquisitors, etc. I planned to shorten the first adventure and make the final part (a jailbreak) into the first scene (so it begins in the middle of the action like the movies do). Not sure when I will run it, but I planned to adjust based on my players' actions and change things to suit their individual arcs.

Quote from: Sirfuzz;1139952
Hey all!

I hope this is the right location to post this... I am super new here!

I found this website, and was absolutely blown away. THERE IS SO MUCH TO UNWRAP HERE. I know other systems already exist for Star wars, but I couldn't help but be awestruck by this (100+ races?!). Anyway,  my friends and I have been Star Wars fans for an eternity, so it feels natural to start making the jump into the tabletop universe. I am the eternal DM of our group, and I'm having problems starting my campaign off. I know that I want it set in the Old republic right after the Great Sith War, before the Mandalorian wars. Though I suppose I'd also be open to something clone wars era. Just nothing with the newest triology. Does anyone have any hooks to get the ball rolling?

Thanks for your help. :)

Have you looked into Dawn of Defiance? It was a free campaign for the SW D20 Saga Edition rules. Set between episodes 3 & 4, but shouldn't be an issue to adapt to the Old Republic setting (just make the Galactic Empire into the Sith Empire, Stormtroopers into Sith Troopers, etc). Deals with the early days of the rebellion as they attempt to stop the completion of a super weapon (not the Death Star).

You can find the 10 linked adventures around the internet. Been wanting to use it to do the same thing, but with my 30th Anniversary version of SW D6.

Barrowmaze, Adventurer Conqueror King (and its supplement Heroic Fantasy), and Diablo: The Black Road.

Thank you, everyone. These have been helpful.

Great examples. I appreciate it.

So, I decided I wanted to create my own campaign world. Been playing D&D and other tabletop games for 20 years, but never created my own world. Slowly, over the last couple years its been itching at me to finally just build my own world. Probably due to all the wonderful stories told about various players gaming within a setting for years and that sense of belonging to their own fictional world. I want to create a world that is mine, and can be expanded over the years.

But, I realized, I suck at names. I didn't think I used to be, back when I first started. (Full disclosure: I suffered a TBI during a combat tour, which I think resulted in my creative focus becoming dull. Anyway, enough excuses...)

So, I wanted to know how everyone comes up with names for their locations. Does anyone use other languages to create names, or does everyone just use compound words like 'Blackwood Citadel' or 'Gravekeep'?

I have a pile of books on my shelf that never got used. So I have been mixing and matching items to create a campaign, but wanted to rename everything to create my own world and feel. I got a little bit of Temple of Elemental Evil, some Barrowmaze elements, Keep on the Shadowfell, The Darkening of Mirkwood, and I just plan to use parts of the Nentir Vale as an outline. All of that is essentially my first campaign.

I just want to try and come up with some names to give my world a certain feel. Any ideas would be great, and any insight into what you do to create names would be fantastic.

Pen and Paper Roleplaying Games (RPGs) Discussion / DIY 5.5e of DyD
« on: July 08, 2020, 12:49:35 PM »
Quote from: GeekyBugle;1136345
What the tin says, IF you were designing the 5.5e what would you put in/take out/change/twist/etc?

What Frankenstein monster would you create and from where would you borrow, steal take inspiration from?

It doesn't have to be strictly from it's family of games.

I was originally thinking about this very thing for a video before the shut my entire YouTube channel down.

I had several thoughts about 5th edition, as well as certain issues I felt needed addressed. Part of this was due to things I wanted to see the game turn into, while also adding elements from older editions due to my increasing love for the OSR.

1. Elimination of "subraces": Subraces should either be their own fully-statted Race entry, or rolled into the main race. As part of this change, I would like to see a list of possible abilities or bonuses that could be choosen or rolled during character creation. [This might be me just agreeing with some of the issues SJW's have with the game concept of 'Race', though I want each race to still feel classic.]

2. Deletion of "Archetype/Subclass; Creation of Feat Trees: WOTC telling us back in 2014 that there would only be the core classes, and that we wouldn't see the hundreds of classes and prestige classes was a bold lie. It has been replaced with the creation of the Subclass feature within the 5e system. A 5.5e system should not outright eliminate it, but instead reduce their impact. [This idea was something I originally was going to talk about for a 6th edition.]

Classes would instead be comprised of Talent Trees [as introduced in D20 Modern and also used in the D20 Star Wars Saga Edition system]. Call them Feats, whatever. Instead of subclasses, each tree would be a collection of Feats built around a concept. So Eldritch Knight would be a tree, with access to spells and magical abilities for weapons, etc. The classic Fighter would exist as its own tree. Some packages would also be prior classes (Barbarian would now be a Berserker tree within the Fighter class; Bard could be rolled into the Rogue class). Each Class Feat would be equal to a normal Feat in 5e; there would also be General Feats in their own chapter, which are just the current Feats we have in 5e.

One neat feature of this system is that for Spellcasters, their number of spells could be smaller. Less spells per day. A Wizard, for example, would have normal Vancian magic, but just less spells. But he could choose a Class Feat tree, where each time he gains a new one, he can choose access to more spells and grow his amount of spells able to be cast per day. This would allow GM's to START with low magic settings, and they only have to limit which Feat Trees are legal in their game. Don't like the Barbarian class? Well, Fighter, the Berserker tree isn't be used... Hate Bards? Hey, Rogue, the Bard tree isn't being used for my world.

The "subclasses" (like the Fighter's Battlemaster) would now just be 'builds', taking the available Feat trees and choosing predefined Feats into a quick template for players to choose.

3. Basic D&D is like a true 5e B/X game / Core rulebooks are AD&D: For my 5.5e, I would release the 'Basic Rules' as a full book. Designed to mimic the B/X rules of the 1980's but using the 5.5e system. This book would be like what you can download on the WOTC site, but fully illustrated, with no "Blackgrounds", only the 4 basic races and classes (each class already has the classic build composed of Feats), no skills or general feats, and enough classic rules and monsters for groups to play for years. Most likely, this would be a softcover release included in the Beginner Box. I would release this 4-5 months before the core books are released. The Basic D&D game would be used as an olive branch to older players who felt snubbed by WOTC for their treatment. The boxset would also include a sandbox campaign region (something similar to Nentir Vale, with information on towns and dungeons) and an adventure that acts as a starting point for a campaign with plenty of hooks to send PC's into all sorts of follow-up adventures.

The core books would be renamed "Advanced D&D" (I get why WOTC didn't do it with 5e... but c'mon, enough people are playing it now that they should understand the reasoning behind it... The core books would be just slightly different... Player's Handook would be the same as usual (maybe have extra sections on roleplaying and general advice, rather than just 320 pages of rules).

The Dungeon Master Guide would be a toolkit for designing adventures, not something to be used during game (sorry, but the 5e DMG sucks). It needs to be bursting at the seams with charts, dungeon generators, NPC generators, and so much stuff that you could just roll up an adventure on the fly. Monster creation and general breakdown of rules would also be included.

The third book would be the Monstrous Manual (yes, like the 2nd edition MM)... This book would contain all the classic monsters from the game... it would also contain all the treasure, traps, poisons, disease, and anything else nasty for the DM. The purpose of this is for the DM to use the DMG to design an adventure... the MM is used to RUN to adventure, with all the stuff needed contained under one cover.

4. Spells written like spell cards and other odd bits: One thing that always irks me is that the books are never written to be ran. They increasingly feel like overpriced artbooks and not gamebooks. Sure, make that limited edition core set. But damn, give us affordable rulebooks... No reason why RPG Pundit can self-publish with $20 books, and here WOTC comes with $50 books padded out with long block text and artwork. Give us a damn book used to be played, not just look pretty on the bookcase.

Spells should be layout out in the book that nine fit to a page... then be photocopied and cut apart to fit into card sleeves.

Most information should be layout out to be read quickly. Use bold, italics, bullet points, and other ways to organize the information better. Have boxed texts that give quick versions of the rules to make it quickly scanned (then if you want a fully explained answer you can read it later in the rules section).

This goes for adventures! Information should be presented as bullet points. Adventures should have full monster stats... I shouldn't have to be pulling out the monster manual to get monster stats, or writing out notes. I paid $50 for an adventure... make it complete. It's different with the OSR... monsters don't have much stats... but WOTC, if you wanted to add complexity to monsters and make their stat blocks so big, that's on you... print the stats in sections where you want the adventure.

Okay, I think I'm done complaining...

Pen and Paper Roleplaying Games (RPGs) Discussion / Lion and Dragon
« on: July 04, 2020, 01:47:15 AM »
Quote from: Tom Kalbfus;1137851
Could you use Lion and Dragon as a sourcebook for a 3.5 game suitable modified?

I imagine it could work quite well. The magic system is different and uses spells based on actual medieval practices, so could be a good fix to the wizard/fighter power scale. If you end up doing so, let us know how it worked out. Not sure if Lion & Dragon has a full setting (besides Dark Albion) or just lots of explanation on how to run authentic medieval campaigns. Either way it should work well.

Pen and Paper Roleplaying Games (RPGs) Discussion / Lion and Dragon
« on: July 04, 2020, 01:33:57 AM »
Quote from: Warpiglet;1137836
Very cool.   I did the preview and it looks like a good style.

I am debating soft or hardcover

I did hardcover. The price isn't that much more, and hardcovers last longer and look so much better on the shelf. In fact, the price in general for Pundit's products are quite low compared to others. I'd recommend hardcover.

Pen and Paper Roleplaying Games (RPGs) Discussion / Lion and Dragon
« on: July 03, 2020, 10:08:22 PM »
Yes. I purchased Lion & Dragon. I ordered Barrowmaze at the beginning of last month, which is due to arrive in a few days, so probably won't get L&D until early August.

Pen and Paper Roleplaying Games (RPGs) Discussion / Lion and Dragon
« on: July 03, 2020, 07:45:57 PM »
Your welcome. Glad it helped.
On a related note, I also purchased a copy, so thanks for the topic. It reminded me I needed to purchase it as well.

Pen and Paper Roleplaying Games (RPGs) Discussion / Lion and Dragon
« on: July 03, 2020, 03:25:32 PM »
I don't have the book, though have watched flip-through reviews as well as heard Pundit speak about it in his videos.

From my understanding, Pundit has spoken a lot of how Lion & Dragon uses social status, and how it should be implemented in the game. He has a section on it, and in Lion & Dragon is very important. In L&D, there is one religion for the region, and I'm pretty sure he writes out all the ways religion weaves itself into everyday life (sometimes its hard to tell when he is speaking about the book contents and when he is just spitting knowledge, because I find Pundit to be very well educated on medieval subjects).

Also, regarding art, I believe Pundit uses a massive amount of public domain artwork to illustrate his books. Not sure on equipment, but the artwork itself depicts how actual armor would look in the medieval era, as well as giving it a grounded look. I believe the artist are late 1800's and before, and all artwork depicts the Medieval subjects.

Hopefully, Pundit will drop by and give you much better answers than I ever could.

Meanwhile, I just realized from you posting your topic, I've failed to snag a copy. So I'm off to do that...

UPDATE: While getting ready to purchase Lion & Dragon, I noticed in the previews that it looks like there is original artwork as well. If so, knowing Pundit, all will be appropriate to an authentic medieval period.

Quote from: Chris24601;1128261
I'll just point out that, traditionally, changes in D&Ds management seem to always result in a new editorial spinning up as the new guy seeks to put their brand on the property.

While I doubt the core mechanics would change much just due to the overall popularity of it, I wouldn't be surprised if a 6e that's basically what 2e was to 1e (right down with bowing to the PC of times... removing all the demons/devils/etc. then... rabid SJW propaganda now) comes out in time for the 50th Anniversary in a few years.

I can agree with your point. I think his hiring is in preparation for work on 6e. And if they don't release a 6e for the 50th anniversary, then they missed an opportunity. It will also be the 10th anniversary of 5e, which isn't a bad run for an edition. But I cannot imagine what else they would change... mostly because I shudder at the thought.

Pen and Paper Roleplaying Games (RPGs) Discussion / Holy Symbols
« on: April 26, 2020, 06:46:35 AM »
Quote from: Spinachcat;1127917
Do any of you have monsters who desecrate PC's holy symbols?

I've made an undead rust monster, but its a desecration beast used to defile temples. Instead of turning metal to steel, the defiling beast transforms holy symbols, scrolls, images, etc into blasphemous versions.

This is an awesome idea. An undead rust monster type creature that defiles holy items. God, that sounds like something that should be in an undead heavy megadungeon like Barrowmaze.

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