From catodon at whale-mail.com Mon Jul 4 11:43:33 2011 From: catodon at whale-mail.com (Carl Brown) Date: Mon, 4 Jul 2011 04:43:33 -0700 Subject: [Churchofgaming] FC debrief Message-ID: Fantasy Craft Breakdown You earned 281xp each of 427xp available. However some rewards precluded others so you probably could have only earned another 105xp or so more. Xp partially comes from objectives, you completed 4 of 5 objectives. I was impressed with the degree to which players acted according to their character's motivations and even found a way end with the party of strangers wintering together. Despite using unfamiliar pregens, players made pretty good use of their character's special abilities. The dragon missed the main fight but was instrumental in the party beating the ogre to the ford and avoiding a terrible ambush. The idol used his healing powers and sword. Even the fairly straight forward dwarf used his ability to defend adjacent characters and ability to see in the dark. Equally, the built in limitations, such as the dragon's size and the dwarf's, were embraced and worked around by the party working together. Game-play seemed to go fairly smoothly despite my never having run the game before. You seemed to like the concept of action die even if you didn't spend many. To be fair perhaps I should have been freer in awarding more. If the ogre had pulled off her ambush the fight might have be closer and more dice might have been spent. The idea of a first level 44 foot long dragon raised a few eyebrows but I thought that in this very short adventure seemed to get the same 'airtime' as the others and didn't seem too overpowered. Anyway thank you all for the opportunity to bring one of my current favourites to the table.

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Feed a child by searching the web! Learn how http://www.care2.com/toolbar -------------- next part -------------- An HTML attachment was scrubbed... URL: From catodon at whale-mail.com Wed Jul 27 02:13:19 2011 From: catodon at whale-mail.com (Carl Brown) Date: Tue, 26 Jul 2011 19:13:19 -0700 Subject: [Churchofgaming] New Games Message-ID: Recently we have seen two new players join us. Both wanting to run games. I too have my eye on a few different systems I'd like to run. However currently we work on a fortnightly roster of two games and it may be a looong time before everyone gets to startg on the game they want to run. Therefore I make the following proposals: A) That we run a different game each week of a month (4 games) B) At each session a player is assigned as note-taker. This person submits a summary of the session to the referee who edits and distrubutes it before the next session of that game. C) Any cancelations (for referee's being out of town or whatever) are filled with one-off games. More variety and preserving the schedule. D) There are a number of games I'd like to run. I'll make my final choice to be *most* different to the other campaigns running at the time. Lev can you ensure Felix gets this if he is not on the lists already.

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Feed a child by searching the web! Learn how http://www.care2.com/toolbar -------------- next part -------------- An HTML attachment was scrubbed... URL: From mcole222 at yahoo.com.au Wed Jul 27 02:49:16 2011 From: mcole222 at yahoo.com.au (Michael Cole) Date: Tue, 26 Jul 2011 19:49:16 -0700 (PDT) Subject: [Churchofgaming] New Games In-Reply-To: Message-ID: <1311734956.46165.YahooMailClassic@web30906.mail.mud.yahoo.com> Only problem I have with this is that it is hard enough to remember what you did a fortnight ago - a month ago would be impossible.? And the taking of notes wouldn't fix this, particularly with my adventures. ? Personality of NPCs is important for some of my stuff, and those cannot be noted or remembered over a month.? You also won't remember all the Chekov's Guns from a month ago, and an independent note taker won't make note of them - it would be too time consuming - and I wouldn't note them down - it defeats the purpose of having them because by noting them down, you draw too much attention to them which spoils the effect. ? Basically, playing a game only once a month limits the game to one of strategic-type gaming - remembering character positions and hit points. ? --- On Wed, 27/7/11, Carl Brown wrote: From: Carl Brown Subject: [Churchofgaming] New Games To: churchofgaming at rpgreview.net, krononauts at mimesisrpg.com Received: Wednesday, 27 July, 2011, 12:13 PM Recently we have seen two new players join us. Both wanting to run games. I too have my eye on a few different systems I'd like to run. However currently we work on a fortnightly roster of two games and it may be a looong time before everyone gets to startg on the game they want to run. Therefore I make the following proposals: A) That we run a different game each week of a month (4 games) B) At each session a player is assigned as note-taker. This person submits a summary of the session to the referee who edits and distrubutes it before the next session of that game. C) Any cancelations (for referee's being out of town or whatever) are filled with one-off games. More variety and preserving the schedule. D) There are a number of games I'd like to run. I'll make my final choice to be *most* different to the other campaigns running at the time. Lev can you ensure Felix gets this if he is not on the lists already. Care2 makes it easy for everyone to live a healthy, green lifestyle and impact the causes you care about most. Over 12 Million members! http://www.care2.com Feed a child by searching the web! Learn how http://www.care2.com/toolbar -----Inline Attachment Follows----- _______________________________________________ Churchofgaming mailing list Churchofgaming at rpgreview.net http://rpgreview.net/mailman/listinfo/churchofgaming_rpgreview.net -------------- next part -------------- An HTML attachment was scrubbed... URL: From lev at rpgreview.net Wed Jul 27 05:57:04 2011 From: lev at rpgreview.net (lev at rpgreview.net) Date: Wed, 27 Jul 2011 15:57:04 +1000 Subject: [Churchofgaming] New Games In-Reply-To: References: Message-ID: Hi Carl, > Recently we have seen two new players join us. Both wanting to run > games. I too have my eye on a few different systems I'd like to run. > However currently we work on a fortnightly roster of two games and it > may be a looong time before everyone gets to startg on the game they > want to run. Not quite true! I can tell you now you're on the final scenario for the Young Gods story, which was deliberately set to run for only a dozen sessions, of which we've completed about 9-10 in my reckoning... I also suspect that GURPS Krononauts, despite its very open-ended possibilities, should be reaching towards an end at some point fairly soon.... After all, it's been running for two years now (or 1 year full-time, if you like). The two games that have been proposed by our new players are: Felix - Pathfinder Planescape (which would actually dovetail quite nicely with the Young Gods game actually) and Redmond - Dark Heresy/Warhammer 40K (I have a copy of Ultramarines which we could possibly use to get into the spirit of things) With the advantage of turning up just that little bit earlier I would recommend that Redmond goes first :) > Therefore I make the following proposals: > A) That we run a different game each week of a month (4 games) > B) At each session a player is assigned as note-taker. This person > submits a summary of the session to the referee who edits and > distrubutes it before the next session of that game. > C) Any cancelations (for referee's being out of town or whatever) are > filled with one-off games. More variety and preserving the schedule. > D) There are a number of games I'd like to run. I'll make my final > choice to be *most* different to the other campaigns running at the > time. I take Michael's point of view on this... Getting players to remember what happened to their characters a month ago is very hard, so a monthly timetable is not something I'd recommend. I do agree with the idea of having some "default" games which presume a person is ready to run in case of GM absence (for whatever reason). This could certainly satisfy certain fringe games which we would otherwise not have an opportunity to run. (I can think of Earthdawn, Talislanta, Traveller 2300, Twilight 2000, Stormbringer/Elric!, Chivalry & Sorcery and several others which full into this category) Another option that's worth considering is that we're almost large enough to have.. TWO groups running simultaneously (as much as I want to play everything that's ever been published)... And we don't just have the conference room, we also have the hall.. > Lev can you ensure Felix gets this if he is not on the lists already. Yep, just signed him up. *waves* Best wishes, Lev From catodon at whale-mail.com Wed Jul 27 08:56:44 2011 From: catodon at whale-mail.com (Carl Brown) Date: Wed, 27 Jul 2011 01:56:44 -0700 Subject: [Churchofgaming] New Games Message-ID: If Young Gods ends soon then at that point perhaps we consider splitting into two tables. As I have previously stated I've got one more short krononauts in me then I'd be looking to run something with less prep time. High on my list are Fantasy Craft and Diaspora but there are others. Let's get the new boys up and running then I'll pick something as different as possible from games already running. If when krononauts winds up we split into two tables on that week as well, we would be able to run 4 games over a fortnightly schedule. As a fan of Planescape since it was released I would relish the opportunity to play in the setting. 40k I haven't looked at since my high school group attempted to use the first print of the wargame to rpg, its a grim universe that appeals to an old goth. <-----Original Message-----> >From: lev at rpgreview.net [lev at rpgreview.net] >Sent: 7/27/2011 3:57:04 PM >To: churchofgaming at rpgreview.net >Subject: Re: [Churchofgaming] New Games > >Hi Carl, > >> Recently we have seen two new players join us. Both wanting to run >> games. I too have my eye on a few different systems I'd like to run. >> However currently we work on a fortnightly roster of two games and it >> may be a looong time before everyone gets to startg on the game they >> want to run. > >Not quite true! > >I can tell you now you're on the final scenario for the Young Gods story, >which was deliberately set to run for only a dozen sessions, of which >we've completed about 9-10 in my reckoning... > >I also suspect that GURPS Krononauts, despite its very open-ended >possibilities, should be reaching towards an end at some point fairly >soon.... After all, it's been running for two years now (or 1 year >full-time, if you like). > >The two games that have been proposed by our new players are: > >Felix - Pathfinder Planescape (which would actually dovetail quite nicely >with the Young Gods game actually) > >and > >Redmond - Dark Heresy/Warhammer 40K (I have a copy of Ultramarines which >we could possibly use to get into the spirit of things) > >With the advantage of turning up just that little bit earlier I would >recommend that Redmond goes first :) > >> Therefore I make the following proposals: >> A) That we run a different game each week of a month (4 games) >> B) At each session a player is assigned as note-taker. This person >> submits a summary of the session to the referee who edits and >> distrubutes it before the next session of that game. >> C) Any cancelations (for referee's being out of town or whatever) are >> filled with one-off games. More variety and preserving the schedule. >> D) There are a number of games I'd like to run. I'll make my final >> choice to be *most* different to the other campaigns running at the >> time. > >I take Michael's point of view on this... Getting players to remember what >happened to their characters a month ago is very hard, so a monthly >timetable is not something I'd recommend. > >I do agree with the idea of having some "default" games which presume a >person is ready to run in case of GM absence (for whatever reason). This >could certainly satisfy certain fringe games which we would otherwise not >have an opportunity to run. > >(I can think of Earthdawn, Talislanta, Traveller 2300, Twilight 2000, >Stormbringer/Elric!, Chivalry & Sorcery and several others which full into >this category) > >Another option that's worth considering is that we're almost large enough >to have.. TWO groups running simultaneously (as much as I want to play >everything that's ever been published)... And we don't just have the >conference room, we also have the hall.. > >> Lev can you ensure Felix gets this if he is not on the lists already. > >Yep, just signed him up. *waves* > >Best wishes, > >Lev > > >_______________________________________________ >Churchofgaming mailing list >Churchofgaming at rpgreview.net >http://rpgreview.net/mailman/listinfo/churchofgaming_rpgreview.net >. >

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Feed a child by searching the web! Learn how http://www.care2.com/toolbar -------------- next part -------------- An HTML attachment was scrubbed... URL: From redmond.hamlett at gmail.com Wed Jul 27 23:27:37 2011 From: redmond.hamlett at gmail.com (Redmond Hamlett) Date: Thu, 28 Jul 2011 09:27:37 +1000 Subject: [Churchofgaming] [Krononauts] New Games In-Reply-To: References: Message-ID: Hi Carl (and co), My most profuse apologies for not being present on Sunday - had a horrible ailment that left me house-ridden, shall not divulge details for your own sake! I was truly looking forward to busting some civil war era american ass! I like the idea, however, playing 4 different games in a month is like reading 4 different books at the same time - it can all get a bit too confusing. I do like the "backup" game idea when the GM is away. Perhaps there should be one reserve GM with a system & scenario ready to go and maybe they have a handful of characters also ready to go. Given how long it can take to roll up a new character I am concerned that a 'one-off' scenario may only contain about 2-3 hours of RPGing, and to add further frustration the session may not be resolved in the time available. I do like the note-take idea, if its edited well could even make a decent blog, showing the progress of the campaign or something. I am too one of the folks who has a RPG system in mind, but given how good GURPS / HEROS is running (well, from my limited exposure at least) have no hurry to ram trashy sci-fi adventure down anyone's throat. Speak soon Redmond On Wed, Jul 27, 2011 at 12:13 PM, Carl Brown wrote: > Recently we have seen two new players join us. Both wanting to run games. > I too have my eye on a few different systems I'd like to run. However > currently we work on a fortnightly roster of two games and it may be a > looong time before everyone gets to startg on the game they want to run. > > Therefore I make the following proposals: > A) That we run a different game each week of a month (4 games) > B) At each session a player is assigned as note-taker. This person submits > a summary of the session to the referee who edits and distrubutes it before > the next session of that game. > C) Any cancelations (for referee's being out of town or whatever) are > filled with one-off games. More variety and preserving the schedule. > D) There are a number of games I'd like to run. I'll make my final choice > to be *most* different to the other campaigns running at the time. > > Lev can you ensure Felix gets this if he is not on the lists already. > > Care2 makes it easy for everyone to live a healthy, green lifestyle and > impact the causes you care about most. Over 12 Million members! > http://www.care2.com > > Feed a child by searching the web! Learn how http://www.care2.com/toolbar > > > _______________________________________________ > Krononauts mailing list > Krononauts at mimesisrpg.com > http://mimesisrpg.com/mailman/listinfo/krononauts_mimesisrpg.com > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From mcole222 at yahoo.com.au Thu Jul 28 01:03:02 2011 From: mcole222 at yahoo.com.au (Michael Cole) Date: Wed, 27 Jul 2011 18:03:02 -0700 (PDT) Subject: [Churchofgaming] This is why 4th Ed D&D is Warped... In-Reply-To: Message-ID: <1311814982.9250.YahooMailClassic@web30904.mail.mud.yahoo.com> >From the rec.games.frp.dnd newsgroup. ? They were talking about ambushing a high level mage riding along the road... ? --- ? >? ? ? ? Or very clever, organized, and trained. Strand of wire right at neck > height... How much damage does running into a wire do? But consider, it's a mundane trap aimed at a level 12+ opponent. Let's say it's a CR 10 trap. Then the MINIMUM COST is 1,000 GP. So the wire costs 333 GP, it is DC 30 to rig the wire between two trees at the right height, and a master trap-smith with a team of five skilled assistants can tie the wire off in ONLY 11 and a fraction weeks of full time work (in the middle of the road). Of course to get the cost that low I had to give it EVERY possible disadvantage, one use no reseting, reflex save DC to avoid of 19 or less, AND an attack bonus of +9 or less. A more "reasonable" CR 10 wire trap is 10,000 GP and the wire costs 3,333 GP and takes noticably more than two years to rig. So I don't think this is a real threat! -- ? I don't think I need to add any more... -------------- next part -------------- An HTML attachment was scrubbed... URL: From catodon at whale-mail.com Thu Jul 28 02:24:32 2011 From: catodon at whale-mail.com (Carl Brown) Date: Wed, 27 Jul 2011 19:24:32 -0700 Subject: [Churchofgaming] [Krononauts] New Games Message-ID: <5CADF6A90AB74695B98AD5EFFB4F4DC0@mail2world.com> Hi all, THe idea for the one-offs would include pregenerated characters as was done for the Fantasy Craft one-off recently. I agree though judging how much stuff to put in an adventure to fit one session exactly is difficult. With the FC game I ran a smidge too short. Maybe a back-up campaign is the way to go it would have to episodic though. <-----Original Message-----> >From: Redmond Hamlett [redmond.hamlett at gmail.com] >Sent: 7/28/2011 9:27:37 AM >To: krononauts at mimesisrpg.com;churchofgaming at rpgreview.net >Subject: Re: [Churchofgaming] [Krononauts] New Games > >Hi Carl (and co), > > >My most profuse apologies for not being present on Sunday - had a horrible >ailment that left me house-ridden, shall not divulge details for your own sake! > I was truly looking forward to busting some civil war era american ass! > > >I like the idea, however, playing 4 different games in a month is like reading 4 >different books at the same time - it can all get a bit too confusing. I do >like the "backup" game idea when the GM is away. Perhaps there should be one >reserve GM with a system & scenario ready to go and maybe they have a handful of >characters also ready to go. Given how long it can take to roll up a new >character I am concerned that a 'one-off' scenario may only contain about 2-3 >hours of RPGing, and to add further frustration the session may not be resolved >in the time available. I do like the note-take idea, if its edited well could >even make a decent blog, showing the progress of the campaign or something. > > >I am too one of the folks who has a RPG system in mind, but given how good GURPS >/ HEROS is running (well, from my limited exposure at least) have no hurry to >ram trashy sci-fi adventure down anyone's throat. > > >Speak soon > > >Redmond > > > > > >On Wed, Jul 27, 2011 at 12:13 PM, Carl Brown wrote: > >Recently we have seen two new players join us. Both wanting to run games. I too >have my eye on a few different systems I'd like to run. However currently we >work on a fortnightly roster of two games and it may be a looong time before >everyone gets to startg on the game they want to run. > >Therefore I make the following proposals: >A) That we run a different game each week of a month (4 games) >B) At each session a player is assigned as note-taker. This person submits a >summary of the session to the referee who edits and distrubutes it before the >next session of that game. >C) Any cancelations (for referee's being out of town or whatever) are filled >with one-off games. More variety and preserving the schedule. >D) There are a number of games I'd like to run. I'll make my final choice to be >*most* different to the other campaigns running at the time. > >Lev can you ensure Felix gets this if he is not on the lists already. >Care2 makes it easy for everyone to live a healthy, green lifestyle and impact >the causes you care about most. Over 12 Million members! http://www.care2.com > >Feed a child by searching the web! Learn how http://www.care2.com/toolbar > >_______________________________________________ >Krononauts mailing list >Krononauts at mimesisrpg.com >http://mimesisrpg.com/mailman/listinfo/krononauts_mimesisrpg.com

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Feed a child by searching the web! Learn how http://www.care2.com/toolbar -------------- next part -------------- An HTML attachment was scrubbed... URL: From catodon at whale-mail.com Thu Jul 28 02:27:57 2011 From: catodon at whale-mail.com (Carl Brown) Date: Wed, 27 Jul 2011 19:27:57 -0700 Subject: [Churchofgaming] This is why 4th Ed D&D is Warped... Message-ID: Avoiding this kind of thing is the great strength of simulationist gaming it is a great pity this style of gaming seems to be loosing support currently. <-----Original Message-----> >From: Michael Cole [mcole222 at yahoo.com.au] >Sent: 7/28/2011 11:03:02 AM >To: churchofgaming at rpgreview.net >Subject: Re: [Churchofgaming] This is why 4th Ed D&D is Warped... > > >From the rec.games.frp.dnd newsgroup. > >They were talking about ambushing a high level mage riding along the road... > >--- > >> Or very clever, organized, and trained. Strand of wire right at neck >> height... > >How much damage does running into a wire do? > >But consider, it's a mundane trap aimed at a level 12+ opponent. Let's >say it's a CR 10 trap. Then the MINIMUM COST is 1,000 GP. So the wire >costs 333 GP, it is DC 30 to rig the wire between two trees at the >right height, and a master trap-smith with a team of five skilled >assistants can tie the wire off in ONLY 11 and a fraction weeks of >full time work (in the middle of the road). Of course to get the cost >that low I had to give it EVERY possible disadvantage, one use no >reseting, reflex save DC to avoid of 19 or less, AND an attack bonus >of +9 or less. > >A more "reasonable" CR 10 wire trap is 10,000 GP and the wire costs >3,333 GP and takes noticably more than two years to rig. So I don't >think this is a real threat! > >-- > >I don't think I need to add any more...

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Feed a child by searching the web! Learn how http://www.care2.com/toolbar -------------- next part -------------- An HTML attachment was scrubbed... URL: From news at apolitical.info Thu Jul 28 02:45:31 2011 From: news at apolitical.info (=?iso-8859-1?Q?james?=) Date: Thu, 28 Jul 2011 02:45:31 +0000 Subject: [Churchofgaming] =?iso-8859-1?q?This_is_why_4th_Ed_D=26D_is_Warpe?= =?iso-8859-1?q?d=2E=2E=2E?= In-Reply-To: References: Message-ID: <20110728024531.22448.qmail@server284.com> The wire itself only costs 10gp. The rest of the cost is to give it spikes, green glowing bits and cleavage. From mcole222 at yahoo.com.au Sat Jul 30 10:22:38 2011 From: mcole222 at yahoo.com.au (Michael Cole) Date: Sat, 30 Jul 2011 20:22:38 +1000 Subject: [Churchofgaming] Will be Late Tomorrow Message-ID: <682771C707A3431AAC62C54E1700B943@MDCHome> To all, I will be late tomorrow, as I will be helping my brother shift furniture. How late depends on how long it takes us. Regards, Michael Cole From lev at rpgreview.net Sat Jul 30 23:57:33 2011 From: lev at rpgreview.net (lev at rpgreview.net) Date: Sun, 31 Jul 2011 09:57:33 +1000 Subject: [Churchofgaming] This is why 4th Ed D&D is Warped... In-Reply-To: <1311814982.9250.YahooMailClassic@web30904.mail.mud.yahoo.com> References: <1311814982.9250.YahooMailClassic@web30904.mail.mud.yahoo.com> Message-ID: <45d76fafd33c02fead0330434cc36bb8.squirrel@webmail.rpgreview.net> > How much damage does running into a wire do? > > But consider, it's a mundane trap aimed at a level 12+ opponent. Let's > say it's a CR 10 trap. Then the MINIMUM COST is 1,000 GP. So the wire > costs 333 GP, it is DC 30 to rig the wire between two trees at the > right height, and a master trap-smith with a team of five skilled > assistants can tie the wire off in ONLY 11 and a fraction weeks of > full time work (in the middle of the road). Of course to get the cost > that low I had to give it EVERY possible disadvantage, one use no > reseting, reflex save DC to avoid of 19 or less, AND an attack bonus > of +9 or less. > > A more "reasonable" CR 10 wire trap is 10,000 GP and the wire costs > 3,333 GP and takes noticably more than two years to rig. So I don't > think this is a real threat! This is about right, even if it seems initially counter-intuitive. Consider the difficulty level; this is a CR10 trap, designed to catch a high-level wizard, not a Prestidigitator, Evoker, Conjurer or even a Sorcerer. No, we're talking wizards here, and anything less they will avoid trivially..... We're talking a CR which is more dangerous that Caustic Geyser, and equivalent to an Electrified Floor (p91 DMG 4ed). The same trap made as CR 1 would be a lot cheaper and easier to produce. HTH, Lev