November 2010

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Far be it from me to presume that I know anything more than anybody else about creativity and getting that spark going, but I had some thoughts I wanted to throw into the ether in case they helped somebody else.

WD-40 lubricant with straw for easy-spray.

Image via Wikipedia

The blank page is a scary place for many of us. It’s like staring into the abyss and feeling it staring back into us. And yet, that’s where we all start. But the first few lines or letters are always the hardest.

So sometimes I’ll put a word or two on the page to get me started. If I’m working on a person, place or thing, I’ll write something I know about it. Something simple. Like “Hole in the Wall Tavern”. That takes care of the stigma of having a blank slate.

From there I can mind map, brainstorm, scribble, or whatever – but the wheels have been spritzed with a bit of WD-40 and that frees up the part of my brain to try and fill the rest of the page.

What kinds of tricks do you do when you’re stuck creatively? Leave a comment and share your techniques!

–Fitz

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Hi all…

I don’t know how many of you are on IRC, but I’ve created an IRC chat channel #moebiusadventures on irc.foonetic.net. If I’m online, I’d love to chat with you about all things Moebius, gaming, ideas, or whatever. So stop on by!

–Fitz

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Hi there!

I’ve posted another review on Game Knight Reviews, this time of the 2010 holiday issue of Kobold Quarterly. Once again, the kobolds have carefully crafted a tome worthy of your attention – from druids and traps to giant ants and mounted combat, there’s plenty to whet your appetite.

Wolfgang Baur and his crew at KQ/Open Design have done it again, so be sure to check it out here at GKR!

–Fitz

p.s. To everyone celebrating Thanksgiving – I wish you a happy day with friends, family, food, and football!

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Hi all…

So I’ve been looking at how to merge some of the magical philosophies of Immortals’ Wake with WR&M over the last few days. Spells are a bit different when you have to fit them into four different “Circles” instead of having an arbitrary number of levels.

The first realm of wizardry I’m trying to work on is Superstitious Magic. It’s sort of voodoo, but not really. More playing on Old Wives’ Tales and such to avoid walking under ladders, crossing black cats’ paths, and so on.

Superstitious Magic preys on people’s beliefs to create magical effects. This can be as simple as calling upon some deity or force aligned with or opposed to an opponent’s belief. For instance, a blessing would ask for positive influence over a person, place, or thing. But a curse would invoke negative influence.

I’ve only started working on this, but have the First Circle started at least… “FTIL” references From the Imperial Library, the magic supplement for WR&M written by Brian Brousseau.

First Circle

Dead Man’s Claws: Caster’s hand becomes cold and clammy with sharp fingernails to claw at an opponent for 1d6 damage. Same as Painful Touch (FTIL).

Mummy’s Caress: Wrapped in an the bandage from an embalmed body, the caster grasps an opponent, causing 1d6/2 damage and heals the caster by the same number of points. Same as Lesser Vampiric Touch (FTIL).

Snake’s Kiss: Caster wipes the blood of a serpent on the intended victim, making them feel sickly and weak. Same as Poison Touch (FTIL).

Gravemud: Caster throws a clod of mud from a grave at up to 2 victims. Same as Painful Blast (FTIL).

Stinkeye: Caster gives one intended target the evil eye. Same as Stun (FTIL).

In addition, I’m looking at adding a few spells…

Breaking Touch (Shatter, Destroy) (First Circle) – Touch attack to a specific item. The item’s owner must make a DL7 Mage roll or have the item take 1 point of damage. Each level of enhancement can either increase the DL by +1 or increase the damage done to the item by 1. For example, a successful casting against a piece of clothing would destroy it quickly, but it would take multiple attempts to break a sword. (See the Material Strengths table.)

Repair (Fix, Mend) (First Circle) – Repairs 1 point of damage to an item. Each level of enhancement can increase the number of points repaired by 1.

Unbidden Growth (Curse of Hair, Enlarge, Embiggen): Touch attack that causes the item or body part on the target to grow wildly for one round. Person must make a DL9 Mage roll to resist or suffer for 1 hour. Each level of enhancement increases the DL by +1.

Change Size (Enlarge, Reduce, Grow, Shrink): Touch increases or decreases person’s size by 50% along with any worn or carried possessions (backpacks not included). All Warrior checks are at +3, but Rogue checks are at -3 when enlarged or -3 to Warrior when reduced. This spell lasts entire encounter. If cast on unwilling target, target gets a DL 11 Mage roll to resist. Each level of enhancement adds +3 to the DL.

Material strengths vary by type. Cloth is weak (1 pt), then there’s leather (3 pts), wood (5 pts), and steel (7 pts). Not sure these are the final values for the material types, but it’s a start.

Any thoughts? Please feel free to leave them as comments or e-mail me directly at info(at)moebiusadventures(dot)com.

–Fitz

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So what’s my goal for this new Moebius Adventures project?

Immortals’ Wake: Rivergate will bring together a few things from the settings and rules we’ve written Moebius Adventures over the years. The goal will be to use the rules of Warrior, Rogue & Mage and finally express the high fantasy, nearly superhero world of IW.

Yes, you heard that right. Fantasy and Superheroes. I don’t quite know how else to describe the setting.

The general idea is you have a normal high fantasy world with wizards, priests, warriors, thieves, and everything else thrown in (though it is an all-human setting – no elves or dwarves here, sorry). And then some of these people become “Changed” – sort of like the Fantastic Four from Marvel Comics when they get bombarded my cosmic rays and come back with superpowers. Except in this case, the “Change” is sparked by an insane immortal – “The Nameless One” – who controls the elements – earth, air, fire, water, and spirit. Anyone who crosses his path has a chance that he or she also gains the ability to control an element to some degree. Most people try to flee when he is near, but a handful are crazy enough to want the Change.

The Change manifests in different ways. Some of the Changed are powerful in their element, while others seem to barely have any control at all. Sometimes the Change itself drives the person mad and for others it gives them a purpose. Like in the real world, ability doesn’t necessarily relate one to one with skill. And where most spells are about rote memorization, control of an element is more fluid – sort of like Rand al’Thor in the <em>Wheel of Time</em> weaving flows together to create effects.

Also consider that though these people can control the elements to a degree, the elements begin to change them as well. Imagine someone with power over Earth with skin starting to look more like marble or clay than flesh. Or imagine a Water Changed stuck in a desert somewhere, dying more quickly of dehydration than a normal human might.

As if these side effects weren’t bad enough, these “Changed” individuals are typically hunted, tested (or tortured depending on your point of view), and killed as they have been touched by evil. Known simply as “Demons” by the Church, the Changed live in constant fear of being discovered. Not everyone in the Church fears them and a few even support them in hidden ways, but for the most part the Church hopes to extinguish all Demons from the face of the world.

Immortals’ Wake: Rivergate will serve as a stepping stone into this world. Rivergate is but a small gateway to the Kingdoms. The Nameless One is rumored to be wandering through the Kingdoms, though few are brave enough to locate him themselves. Will he come to Rivergate? Or will adventurers seeking power at any cost seek him out?

Here’s the general outline of the book…

  • Overview
  • Chapter 1: Places (Local, Near, Far)
  • Chapter 2: People (Local, Near, Far)
  • Chapter 3: Characters (Skills, Talents)
  • Chapter 4: Magic (Supernatural, Divine, Common Spell Books)
  • Chapter 5: Rumors/Hooks
  • Appendix 1: Changed (discuss Wild Talent over the Elements – Fire, Earth, Air, Water, and Spirit)

Are you interested in knowing more?

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Would you be interested in helping to playtest?

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What do you think? I’d love some feedback below…

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Hi all…

In case you missed it on my reviews blog, I wrote about Brother Ptolemy and the Hidden Kingdom over at Game Knight Reviews. Nevermet Press has put together a heck of a setting and adventure that would fit nicely into most of the D&D-based campaigns (4e or 3.5e really, though the book is tailored for 4e) I’ve played in in recent years.

Jonathan Jacobs and the rest of the gang at Nevermet have created a worthwhile villain in Brother Ptolemy. He really thinks he’s doing the right thing, which just amps up the creep factor for me. It’s these morally wrong people who feel they’re helping their fellow man that always make the best villains!

Check out the review here at GKR!

–Fitz

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Over the last couple of weeks, I’ve been looking at extending the already cool system for Warrior, Rogue, and Mage for my new project. I’m trying to incorporate a few of the concepts we developed for Moebius Adventures as well as some new skills and talents.

For example, at character creation time in the base W,R,&M book, you get 3 skills and a talent. I’d like to tweak that slightly so that players pick skills based on different broad age groupings. So if I’m playing a young character, I should pick 2 skills with an eye towards childhood and 1 with an eye towards adulthood. Or if I’m playing an older character, perhaps only direct 1 skill to childhood and the other 2 to maturity.

I’m not quite sure yet how that will play out. I suspect that most players with such a small set of skills would focus on the usable skills for the character as opposed to how their childhood went. Perhaps this will be an optional rule players can use to help them define the life of their characters up to the present. I definitely don’t want it to get in the way of what players want – just to propose it as an option.

Beyond that, some of the new skills I’m considering adding include:

  • Animals (Mage): The ability to train and control animals. This would mostly be for domesticated animals, but could be expanded to wild animals as well.
  • Art (Mage): The ability to create a visual, auditory, or other sensory work to evoke an emotion in an audience.
  • Food (Mage): The ability to cook, prepare, and preserve food for consumption or storage.
  • Games (Rogue): The ability to play various games and apply strategy.
  • Performance (Rogue): The ability to perform (via acting, dance, or some other skill) in front of a crowd.
  • Wilderness (Warrior): The ability to hunt, track, trap, and live off the land in the wilderness to survive.

In addition, there are thirteen different wizardry skills ranging from Alchemy to the Supernatural, each with a particular spell book and magical philosophy. The first book will only cover a couple of these more closely tied to the sea – Supernatural Magic (similar to Voodoo) and Divine Magic (prayers to deities or forces of nature to help with a particular aim). I figure sailors (in fiction at least) have always been a superstitious lot and can use all the help they can get when rough seas come around.

Talent-wise, I’ve only really come up with one so far:

  • Healing: The ability to heal oneself or others using Mana.

I’ve thought about a few other possible talents that may come out of the old Random Fates list from the Moebius Adventures books, but haven’t defined them so far. These would be relatively minor talents such as the ability to see ghosts, knowing what direction they are pointing in regardless of position, and so on.

The existing skill lists in the base W,R,&M book are perfectly open-ended, so I don’t want to add too much clutter to it. My goal is to define these additional options for the rules and focus on the world of Immortals’ Wake. Each subsequent book will further define additional magic and talents as well as flesh out additional areas.

What do you think?

(By the way, if you’re looking for more details about WR&M – check out the website here at Stargazer Games.)

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Over the last couple of weeks, I’ve been reading the Warrior, Rogue, and Mage supplements and trying to see how I can fit the Immortals’ Wake world and additional rules bits into it. And I’m delighted to say that it really has been pretty easy to integrate the few bits and pieces into the whole.

As I work on the book, I’ve decided to make this an open process. That means I’ll be posting as I get bits written, including chunks of the book on the blog and hoping for some feedback wherever possible. The goal is to, within a few months, have a book ready to put some finishing touches on and get out there for folks to play with.

The title at this point is: Immortals’ Wake: Rivergate. It may change a bit as I continue writing, but I’m using Rivergate as the starting point. I don’t need to take the world as a whole and cover it all in one book. Instead, I’ll focus on a bit at a time revealing tidbits here and there and adding to the tapestry.

I hope you can be involved in that process. If I write something that just sounds like crap – tell me! If I write something that gets you excited – tell me! I’m just one guy at this point, but I’m hoping that a community can form and help this village idiot get to the finish line. :)

Thanks in advance for any and all feedback you provide and I’ll do my best to stay on track with regular posts along the way.

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Hi all…

I’m on the verge of starting a new project (yay!) and wanted to put out there the broad description for the little area I’ll be focusing on first. This will involve using and extending the rules from WR&M as well as using my setting for Immortals’ Wake. I’m hopeful that by breaking the setting down and focusing on using the simple, yet versatile rules of WR&M, I can release a number of small projects using the Gamer Lifestyle approach.

Anyway… Here’s Rivergate. I’d love feedback. Yes, I know it’s very high-level right now, but it’s supposed to be. I want to avoid going to the Nth degree with a setting description that doesn’t allow GMs the flexibility to put it where they want it or use it at all.

–Fitz

Welcome to Rivergate!

Welcome to Rivergate, a backwater port on the edge of civilization where the authorities may be a little more lax than most. This port town is a known stop for travelers seeking a less crowded entryway into the Kingdoms. Most ships loading and unloading here are more interested in discretion than creature comforts, which is good since the town provides little more than food, drink, and flea-infested flophouses.

Port City (Clipart.com)The town is divided into two major sections – Docktown and Uptown. Between them is a retaining wall standing 20 feet high that provides protection from stormy seas. The Open Market rests at the top of the wall where the two halves meet, and inhabitants have found many ways to transport goods over the years that manage to bypass the Kingdoms customs agents keeping a lazy but watchful eye over merchandise entering Uptown.

The dockmaster and undisputed ruler of Docktown, old Dyn, is rumored to have been a smuggler in his glory days, but now seems satisfied providing services for negotiable fees. Shrewd, but fair, he and his goons on the docks are much less prone to following the letter of the law if there may be a few gold in it. But there are rumors of lines even Dyn won’t cross, so people tread lightly when transporting certain goods.

Meanwhile, in Uptown the Mayor, Madam Cyan is concerned with one thing… making sure her people and customers are safe. Her Reeve – Lelas – operates a police force concerned with keeping the peace. As such, the Uptown jail seems to have a revolving door for some characters in town.

Dockmaster Dyn and the Reeve Lelas have been known to conduct thorough joint investigations from time to time if a merchant or ship captain gets too greedy or if good people are hurt through their transgressions, but for the most part each polices their own areas. Outside the town wall there is a small outpost of guards from the Kingdoms that inspects caravans and travelers traveling in and out of the city, but any illegal contraband is usually shipped via different routes.

The Magus and the Church of the Mother both can be found in Uptown, though they do not work together well. Too many philosophical differences between them hamper any collaborations they may have. However, both provide services to locals and travelers alike, and can often be seen coming and going with trade ships following the tides.

Though thieves have attempted to get a foothold in the city, Dyn has an agreement with the Reeve to manage any and all illegal activities. Dyn and his thugs do a fine job of keeping general crime to a minimum in favor of buying and selling contraband from the docks and running a number of gambling games in taverns throughout the town. That said, a thief known as Rebus has recently been named in a rash of burglaries. One of the dock enforcers is working with the Reeve to root out this new threat before Rebus or his men do more damage.

The population of the city varies depending on how many ships are in port, but it holds between 800 and 1000 people on a fairly regular basis. The exception is the annual Harbor Lights festival held to celebrate the birthday of the current ruler of the Kingdoms, though in truth the festival is merely an excuse for a big party and merchants and craftsmen to show off their best wares.

True artists are rare in town, though a shipwright/carpenter, rope maker, and a blacksmith do a brisk business in town. Most other goods are brought in from outside and traveling talent for particular tasks arrives and departs on a regular basis.

Rivergate presents opportunities for folks from all walks of life and occasional dangers for those seeking trouble.

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When Da’ Vane (Christina Freeman) dropped me a note about the first D-Jumpers product from DVOID Systems, I was definitely intrigued. Da’ Vane is another of the folks going through Yax & Johnn Four’s Gamer Lifestyle Project. She started in April 2010 and in six months has released a book with help from Ouroboros I (Sebastian Klement), which is an impressive feat to begin with!

With that in mind, I started to dive into a final copy (minus artwork, which had been delayed) of D-Jumpers Volume #1: A Gate to Adventure… As a fan of cross-genre rules systems, my interest was piqued by the very first paragraph and the question – “Why limit your games to one genre, to one setting, to one world, to one imagination?” This product provides four different encounters in very different worlds – from fantasy and space opera to the great beyond.

Each of these mini-campaigns is presented as “systemless,” which should allow you the freedom to mix/match ideas and concepts but use any rules system from Storyteller and d20 to any other system you like or no system at all (though I’m not sure how that would work, it’s an interesting idea). As you go through each “Encounter,” they’re set up the same way, with an Objective, Hooks, Details, Development, Options, and a Checklist. This makes it easy to hop from one encounter to the next with a known structure.

“Gate Keeper” introduces characters to the multi-world concept of D-Jumpers. The PCs meet an inventor who’s managed to create a tool (i.e. spell or device) allowing adventurers to go to various places to gather critters, items, and information for him. He then can better plan how to take over the weaker worlds and gain more power… Of course, this evil genius doesn’t let the PCs in on his ultimate goal of controlling the multi-verse, so they won’t know what they’re getting themselves into...

→ Read More at Game Knight Reviews here...

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