Showing posts with label Occupational Template. Show all posts
Showing posts with label Occupational Template. Show all posts

Wednesday, January 31, 2018

Dinosaur Hunter: Bare Minimum Template

Vaulting onto a dinosaur takes a lot of
different skills.
I can't think of much to write this week, so I thought maybe I'll just air a work in progress and having it out in the open will help me thing better. In any case, my intent is to make a setting where fighting dinosaurs feels right, with a measure of cinematicness but not too much. The feeling I get when looking at the RAW in the Basic Set, and only that, a T-Rex is just a big bag of hit points that can be dropped in a few hits to the (thanks to SM difference) easily targeted skull. So I need to borrow rules from here and there to make it actually into a meaningfully different challenge when fighting against things several times one's own size that is bigger than "more HP and damage."
In any case, to manage expectations, my own, and potential players, I turn to the tool of building templates. They spell out what I think is important to know and communicate my expectations of what kind of adventures a player will have. This is an early, brittle, and inflexible draft, but coloring in the lines once, even if crudely, gives me a place to hang my hat and try to build up.

Saturday, October 1, 2016

Opinions: Dungeon Fantasy 4-19 - Occupational Template

Sages
I've previously done a post rating the occupational templates in the main character book, Dungeon Fantasy 1 - Adventurers, but today, I'll continue from where I left off and rate the rest of the 250 point templates in the mainline Dungeon Fantasy series. Let's go~

Sunday, September 18, 2016

Opinions: Dungeon Fantasy 1 - Occupational Template

The foreshortening on the top
right sword is weirding me out.
Today, I'm going to look at the character templates from Dungeon Fantasy 1 and looking at them, but rather than the perspective of rating writing and clarity, I am going to be looking at them from a position on my subjective opinions of fun, usability, and difficulty. Without further ado, let's dive in.

Friday, August 19, 2016

Campaign Preparation: Smoke on the Water - Warrior

Something something
amputation
Finally, of my minimum four-man band, the most straightforward character, the warrior/hunter kinda dealy. I think this should be fairly straightforward so let's get this show on the road without further ado.

Wednesday, August 17, 2016

Campaign Preparation: Smoke on the Water - Big Man

It's apparently a real thing. Don't let
anyone say GURPS never taught
Pesudo Boo nothing.
So, it is a bit of a curiosity to me, but an interesting thing. When I looked at the occupations in the back of Low-Tech Companion 3, I stumbled across the Big Man occupation, and it seemed like a really good fit for the position of the party face in my TL0~1 campaign. Let's go about working out how to construct a master negotiator for this game.

Campaign Preparation: Smoke on the Water - Artisan

This guy looks massively talented.
Yesterday, I made a template for a magic user which is probably one of the most difficult classes to get right. Today, I am going to work on the other pretty difficult template, the Artisan. This template requires a lot of different skills to make a lot of different things, and that means I need to carefully utilize tools that get a lot of bang for buck with a point budget that doesn't allow for the easy shortcut of "just get a lot of DX." Let's see how this goes.

Tuesday, August 16, 2016

Campaign Preparation: Smoke on the Water - Shaman/Witch

It's magic, bucko.
So, I've gotten an idea in my head for a more serious campaign after this somewhat farcical introductory adventure/campaign I'm running wraps up. Something a bit less "fight and take" with more political maneuvering, but I wanted to play with a bit of an interesting angle. The thought that came to me was a super low tech level game. I still like magic, so we'll throw that in too, but otherwise I want a less cinematic and combat oriented game.
For no particular reason, today, I start off planning by focusing on a professional template that require a lot of attention because it encompasses great detail but I want to keep point values low: a magic user. Let's see if I can manage to make an economically viable version that won't take too much flexibility from my players.

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