September 2007

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Hi all…

Thought I’d toss this out there… Recently it has come up that the character generation method we employ may be a bit odd. Specifically it was a question about why the process starts by determining the Family for the character…

This was my reply…

“Family is first, as we all start with family… It defines us in some ways, as we are not given the choice of the family we are born into. Your family, depending on the setting, defines how you are viewed by social class, what benefits you have (as far as are you a peasant or noble or something in-between and would your parents teach you mundane skills to survive and get by or would they send you to a school?). As such, the Family score (IMHO) helps you decide down the line how to set the rest of your characteristic scores as well as your skills and backgrounds, items, etc.”

But it got me thinking that this organic approach that we use with the Moebius Adventures system may not serve everyone equally.

The organic character generation idea is that you grow a character from roots to branches – i.e. you take a character from where they are born (Family), determine their characteristic makeup, and go from there… Determine derived stats (like HP, reality check, feet per segment, etc.)… And then choose skills in two phases — those learned during childhood (up to age 14) and those learned after childhood (in professions/backgrounds)…

However, we might be able to take a more player-directed approach that’s point-based with advantages and disadvantages. I would rather not include such a process in the base game, but could be convinced to create a separate PDF available on the website or even another book down the line that details this method of character generation…

How does the studio audience feel about this? I’m curious because it is a huge departure from where the game has traditionally been since its inception. But if players and GMs think this is a good idea, it’s something that we could explore. It would be an interesting open topic for the blog how folks think it might work best.

Anyway… I’m interested in feedback here… What do you guys think?

Thanks in advance!
–Fitz

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Hi all!

Thought I’d just post a quick note… I’ve been exchanging e-mails with Jason Adams, the artist creating the cover and some interior artwork for the Core Rules book… And I have to say it’s amazing! The cover concept he came up with is awesome!

I hope to post a sample of the cover within the next couple of weeks so I can share it with everybody!

In the meantime, I’m getting draft 3 ready for the playtesters to start playing with during the first week of October…  We have four confirmed folks waiting for the draft to start and I’m going to send a courtesy copy to the gentleman who left the great feedback on the sample adventure last week.

I’m getting cautiously optimistic about this whole process and hopeful that people will see the Moebius system and games as I do — as a fun and flexible system with a TON of potential!

BTW… I’m even going to have to consider working on a Western-themed book using the system, which though had been discussed eons ago had never been started. You’ll see why after you see the cover of the Core Rules book, I promise. :)

Thanks guys!
–Fitz

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Hey all…

I also received some feedback on the Sample Adventure over at RPG.net…

http://forum.rpg.net/showthread.php?t=355513

All of it constructive and positive!

Thanks! Anybody else want to throw their comments into the ring? The window for draft 2 is closing quickly…

–Fitz

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Hi all…

I posted a notice on GamingReport.com about the upcoming playtest version being available in early October… http://www.gamingreport.com/article.php?sid=24251

And within minutes, I had a reply!

–Fitz

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Hi all…

I’m posting the current draft of the Sample Adventure chapter from the Moebius Adventures Roleplaying Game Core Rules book here for feedback. I am looking for any and all feedback at this point — layout, writing, adventure, and so on.

So please get back to me with your comments!

Thanks

–Fitz

Here’s the link:

Moebius Adventures Roleplaying Game Core Rules Book – Sample Adventure

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And here’s the other variation (you’ll notice the Armor & HP are separate).

Which do you prefer?

–Fitz


Generic Villager

Weapons: Quarterstaff (2H): +2 Strike/Parry, Damage Potential 9; Shortbow Arrows (20), Damage Potential 6; Shortbow: +2 Strike/Parry
# of Possible Actions: 3; Feet per action: 2; Reality Check: 4
Armor: Leather, AR: 3, DC: 24; Torso Armor: 24; Right Thigh Armor: 12; Left Thigh Armor: 12; Right Calf Armor: 6; Left Calf Armor: 6; Right Upper Arm Armor: 9; Left Upper Arm Armor: 9; Right Lower Arm Armor: 5; Left Lower Arm Armor: 5; Head Armor: 2
HP: 16; Torso HP: 16; Right Thigh HP: 8; Left Thigh HP: 8; Right Calf HP: 4; Left Calf HP: 4; Right Upper Arm HP: 6; Left Upper Arm HP: 6; Right Lower Arm HP: 3; Left Lower Arm HP: 3; Head HP: 2
Characteristics: Int 4, Cha 4, Per 4, CS 4, Str 4, Agi 4, Spd 4, Sta 4, Wis 4, Faith 4, Con 4, Life 4, Beauty 4, Wealth 4, Family 4, Luck 4
Skills: Animal Husbandry: 23%, Animal Knowledge: 23%, Archery: 2, Fishing: 23%, Horsemanship: 2, Hunting: 23%, Pilot: Animal Drawn Vehicle: 19%, Religious Knowledge: 19%, Staves: 2, Swimming: 2, Tracking: 23%
Possessions: Work clothes; quarterstaff; shortbow (if hunting); quiver (20 arrows); pouch containing d10 GP
Appearance: Male/female human peasant; various ages; can be found anywhere in village

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Hi all…

I need some feedback on a slight change to how I would like to do NPC Stat Blocks in the sample adventure… This is one type…

–Fitz

Generic Villager

Weapons: Quarterstaff (2H): +2 Strike/Parry, Damage Potential 9; Shortbow Arrows (20), Damage Potential 6; Shortbow: +2 Strike/Parry
# of Possible Actions: 3; Feet per action: 2; Reality Check: 4
HP: 16; Armor: Leather, AR: 3, DC: 24; Torso (HP/Armor): 16/24; Right Thigh (HP/Armor): 8/12; Left Thigh (HP/Armor): 812; Right Calf (HP/Armor): 4/6; Left Calf (HP/Armor): 4/6; Right Upper Arm (HP/Armor): 6/9; Left Upper Arm (HP/Armor): 6/9; Right Lower Arm (HP/Armor): 3/5; Left Lower Arm (HP/Armor): 3/5; Head (HP/Armor): 2/2
Characteristics: Int 4, Cha 4, Per 4, CS 4, Str 4, Agi 4, Spd 4, Sta 4, Wis 4, Faith 4, Con 4, Life 4, Beauty 4, Wealth 4, Family 4, Luck 4
Skills: Animal Husbandry: 23%, Animal Knowledge: 23%, Archery: 2, Fishing: 23%, Horsemanship: 2, Hunting: 23%, Pilot: Animal Drawn Vehicle: 19%, Religious Knowledge: 19%, Staves: 2, Swimming: 2, Tracking: 23%
Possessions: Work clothes; quarterstaff; shortbow (if hunting); quiver (20 arrows); pouch containing d10 GP
Appearance: Male/female human peasant; various ages; can be found anywhere in village

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Hi there…

I will be posting the Sample Adventure that we are including with the Moebius Adventures Roleplaying Game Core Rules book on the blog early next week to try and get some feedback on layout, story, and balance. If you have any comments, please either add them as comments to that article on the blog or sent a message to the newsgroup or to me directly at fitz@moebiusadventures.com.

Thanks!

–Fitz

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Hi all…

I’m trying to come up with a good format for condensing information for a NPC. Does this work? (Click on the link for a bigger version.) Does anyone have any other suggestions?

–Fitz

NPC Block

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Busy week!

Hi all…

Thought I’d  let you know what an interesting week it’s been…

1) I’ve been in contact with an artist (Jason Adams – http://www.Rogue-Artist.com) who may be doing some art for us — a full color cover for the Core Rules book  and  some internal b&w art also.

2) I’ve been in contact with the folks at DriveThruRPG to possibly distribute eBooks via their sites.

3) And I’ve had contact from a couple of folks who are interested in doing some playtesting for us when draft 3 of the Core Rules book is available.

Quite the week! It’s hard not to get excited!

–Fitz

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