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Messages - whystle

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1
Novus RPG / Who would want to play in a Novus Play By Post Game?
« on: September 21, 2012, 01:34:58 AM »
Hi Samwise7,

I've been away for a while (too many demands, too little time), but foresee enough time to participate in a PBP game. So, if you are still looking for warm bodies then I'd like to join the group.

Whystle

2
Other Game Systems / Tékumel / Empire of the Petal Throne
« on: June 08, 2012, 05:16:07 PM »
I remember reading Man of Gold a very long time ago and was impressed by Prof. Barker's world building. I did manage to get a copy of the Guardians of Order version of Tekumel but have never played an EPT game. It has to rank as one of the oldest RPG setting around.

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I'll post bits of the adventure here for feedback, but expect to have the whole in PDF format. Here's a brief introduction to the adventure for the GM - useful to position the scenario to the players (no spoilers here but some clues that will be useful later). The GM's information will follow.

Breaker Isle lies within sight of a sparsely populated coast, dotted with fishing villages.  A decade ago a magician took up residence and constructed a tower and small dock. From there he launched many expeditions of unknown purpose using a small caravel and hired crew. Some years ago, dubbed by the locals as the 'green night' a pulsating yellow green light   could be seen coming from the island. From that night forward all contact was lost with the isle. Since outsiders were never welcomed, very few local fishermen dared to face the dangerous rocks around the island to discover what occurred nor to explore rumors of lost treasure that the magician was salvaging from wrecked ships along the coast. Those who did  bring their fishing boats near claimed to hear strange sounds, see ghostly lights and were discomfited with an feeling of unease. In the ensuing years the place has garnered an evil reputation and the locals stay far from it.

The adventurer's have been drawn to the isle through rumors of lost treasure which the magician had supposedly been salvaging from shipwrecks along the coast. The source of these rumors is from a drunken sailor who claims to have been part of the small hired crew of the caravel. He said, before he vanished into the night, that the sailors were hired to only man the ship and the magician had his own crew of divers who would dive only at night and no crew would be allowed topside when they were at work; but he would sneak a look and knew that they brought up sunken chests and other flotsam from the seas; sometimes he would catch the gleam of coin that spilled from those rotten trunks. He also recalls with a shudder that those mysterious robed divers seemed oddly shaped and could have sworn he saw one's webbed hands during a moonlit dive. He also tells of the last dive where he heard exclamations and ululations from above decks that caused the sailors a fright and the next day the entire crew and caravel were dismissed from service, but with handsome pay.   

Upon arrival at the coastal region, from the small fishing villages the adventurer's learn of the 'green night', the history of the island and hear news of an unfortunate event. Recently two young men and one young women on a teenage dare took a boat near the isle but must have broken up on the rocks nearby as some wreckage of their boat was found. However, their bodies were not found; some say they might have made it to the isle. If the adventurer's make it known they intend to explore the island, the fishermen will be willing to get them to the island if the adventurer's promise to look for the missing youth.

4

If you are looking for some ideas to help you make your own ideas, here are some great suggestions.

http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2012




Thanks Samwise7, some good stuff there. I'm not looking for overall plot ideas or adventure design structure but suggestions on what Novus mechanics would be interesting to highlight in and adventure that is of an introductory nature; for example:

A contest of strength or wills to highlight the use of opposed rolls.

A scene where characters must summon and bind a demon to highlight summing and binding rituals.

etc...

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Novus RPG / Novus Wikipedia article
« on: June 05, 2012, 01:32:45 AM »
I did at least rate it; however did not make any edits.

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Novus RPG / Novus Wikipedia article
« on: June 05, 2012, 12:01:50 AM »
Likewise not a frequent wikipedia user, but the description looks good; hit's most of the major points, giving enough information about the core mechanics and concepts to describe it conceptually and mechanically.

7
Technical Issues & Requests / User able to create chat rooms
« on: June 02, 2012, 06:40:31 AM »

Note: if you type "/roll" while in the chatroom, it will roll dice for Novus (including imploding/exploding....)




I noticed, that's very useful.

8
Novus RPG / New Spell Casting Option
« on: May 31, 2012, 01:57:15 AM »
ok, this mechanic implements an idea that spellcasting can be dangerous regardless of whether you succeed or fail at casting a spell. Looks good, but a couple of questions and observations.

Is the drain save a will save or con save?

With the existing snag rules, a horribly failed cast (fail by 10 or more) will give the caster snag points; a follow on save vs drain failure will additionally penalize the caster. Something to keep in mind.

This adds another roll. Maybe it's not an issue for most, but there's already many places where multiple rolls are needed in spellcasting (target saves etc). I like the Versus mechanic where one roll is used. I'd suggest using the same dice roll used to cast (vs CTN) as the number used for the drain save.

As implemented the penalty is damage or a negative modifier though a condition like stunned or dazed. However, this also offers a good way of introducing some variety into magic. For example, many games offer an idea - magic is dangerous and can corrupt. So instead of damage or stuns etc..the penalty effect could be some form of corruption such as a disease, mutation, etc..either a temporary condition if a moderate failure (miss by 10) or a longer duration (miss by 20). Or a drain failure table could be created for each type of caster (warlock, wizard, etc) with penalties that are appropriate or evocative of their nature.

9
Novus RPG / Novus Now Available in Print!!!
« on: May 25, 2012, 04:39:56 PM »
Great News! Congratulations on reaching this milestone.

10
Novus RPG / Hex/Grid Movement?
« on: May 18, 2012, 03:25:17 PM »
I find movement on hex map fairly easy, one hex = 5' regardless of crossing line boundaries, such as:


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Novus RPG / Has anyone used Snags & Boons on a larger scale ?
« on: May 18, 2012, 12:02:42 AM »
I haven't but it's a great idea for a extension of the mechanic.

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Novus RPG / Determining difficulty ranges when writing adventures
« on: June 01, 2012, 03:25:12 AM »
Still playing around when time permits; this table looks at how long PCs would last against monsters.


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Novus RPG / Determining difficulty ranges when writing adventures
« on: May 17, 2012, 04:12:51 AM »


I know that I for one, would love to see all of the monsters broken down in that manner. Perhaps adding in multiple TTG columns (one set each for 1st, 5th, 10th, 15th & 20th level), ....




Here's a first pass.

Given a model like this:


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Novus RPG / Determining difficulty ranges when writing adventures
« on: May 16, 2012, 04:34:11 PM »

I know that I for one, would love to see all of the monsters broken down in that manner. Perhaps adding in multiple TTG columns (one set each for 1st, 5th, 10th, 15th & 20th level), or perhaps that does TTD for PC(s) of the same level, and for the closest of the breakpoint levels (1/5/10/15/20) to the creature's level. I think that that would be very interesting....




I have to refine the combat/spellcasting progression model a bit more, but after that is done it should be possible to generate a table breaking down on average the Time to Die for monsters against characters at different level breakpoints based on the combat/spellcasting progession model.

Going the other way (how long a pc will live or Time To Death for PC) will take a bit more work as I've not yet looked at avg PC AR, Hits and DEF progression.

It would help if i could get sample characters at different levels from peoples home campaigns; to get a better picture of how CPs are being spent and other things. 

15
Novus RPG / Determining difficulty ranges when writing adventures
« on: May 16, 2012, 04:29:51 AM »
Spent some more time thinking about this but don't have the time right now to upload tables as images, so here's more ideas as a pdf.

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