Tuesday, June 30, 2015

Check out the link to http://game-icons.net/ as well!

Check out the link to http://game-icons.net/ as well!

Originally shared by Joe Bardales

Here's another one of Joe's Adventure Generation Sheets - the poor man's story cubes dice drop table - this time for supers roleplaying games. You can roll as many dice as you like on the page, make a note of the icons the dice land on, and generate a story or adventure from those icons. The icons are by Lorc and from the collection at http://game-icons.net
https://drive.google.com/open?id=0B_rSiSEu89EoUy1pNUhRa1lOM1k

Friday, June 26, 2015

I occasionally get the urge to play a big sandbox-style video game, like Minecraft or the Elder Scrolls series, in which I can theoretically wander anywhere and see all sorts of interesting sites. Unfortunately there are no games in that style accessible to the blind.

I occasionally get the urge to play a big sandbox-style video game, like Minecraft or the Elder Scrolls series, in which I can theoretically wander anywhere and see all sorts of interesting sites. Unfortunately there are no games in that style accessible to the blind.

So I thought I would try and emulate them in solo form. I have always had a problem with mapping, and a while back I posted a blog comment asking for possible solutions which didn't involve hexes. This link is the most promising so far. The blog is home to a lot of wonderful sandbox stuff in general, and will probably appeal to a certain kind of soloist. I was thinking about the problem again tonight, and trying to come up with a character concept that might work for exploration—cartographer, maybe? :) At any rate, enjoy.
http://9and30kingdoms.blogspot.com/2014/11/random-hexless-terrain-tables.html

Thursday, June 25, 2015

Tuesday, June 23, 2015

So I've been thinking a lot about solo Lovecraftian horror this evening, especially of the less action-heavy sort.

So I've been thinking a lot about solo Lovecraftian horror this evening, especially of the less action-heavy sort.
My thoughts are basically that many of the stories Lovecraft actually wrote weren't nearly as investigation-focused as the RPG scenarios which claim to  emulate them. I think this is actually a good thing, as it frees us somewhat from the problem of making up a random mystery in which we don't know too much about what's going on.
I am thinking about a plot similar to "The Rats in the Walls." My character is approached about some family property or legacy he is entitled to. He tries to learn more about what this implies. I know, because I'm wanting to run something Lovecraftian, that it will be terrifying for him, somehow. I'm not sure how exactly, but I believe random generation of facts and scenes as the character delves deeper might explain it.
Maybe this is a bit metagamey, I don't know. I have yet to put it into practice, but I was struck by it and thought I'd post here for theoretical discussion, anyway. Basically, the gist is that i'm not sure I need to be as worried about the mystery as conventional wisdom might suggest. The Lovecraftian genre itself imposes tropes and formulas, but the details vary.

UNE is more complete, but you could use this as a substitute for it's d100 tables in a pinch.

UNE is more complete, but you could use this as a substitute for it's d100 tables in a pinch.


Originally shared by Corey

A random table (d100) for determining NPC dispositions. Good for sandbox gaming, or figuring out what that spur-of-the-moment NPC is like. FREE download.

http://coreyryanwalden.blogspot.com/2015/06/npc-dispositions-table-d100.html