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About pwcroft

  • Birthday 07/16/1979


  • Location
    Santa Monica, CA


  • Interests
    Computers, RPGs, writing and meeting new peeps.

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  1. Was anyone else moved by Grimace's speech? I'm all ready to pick up my golf club and run off to battle and shiz.
  2. Just FYI: Technically and officially, it's OpenD6. Sans hyphen.
  3. No real in-world justification. It's more of a schtick. Classes provide gamers with a foundation, or a direction. Especially new gamers. Not all gamers want that, granted. But for myself, and from every new person I've ever introduced to roleplaying -- there's a bit of disorientation without some sort of "class-like" structure. Character types. Templates are fine and dandy, but they still feel either too insubstantial, or too bossy -- e.g. "put dice in this and that." What I want is something between a template and a class. Something that has some actual mechanics (i.e. - skill improvement), but offers virtually nothing else rather than providing players with an orientation, or general idea of what their character is about, how they approach adversity, etc. They can still branch out into any skill, and be a spellcasting, sword-swinging, sneaky dude. But it's going to let other players in the group really shine in their niche, while others will have to work harder to become as good.
  4. A complete setting that isn't too niche. Something capable of appealing to a mass audience. Personally, I think a fully fleshed-out fantasy milieu, with traditional elements coupled with some unique twists would do the trick. Well-structured layout and writing, with attractive artwork. Polished and complete, in both setting and rules. A game ready to go. THEN -- distribution. Get it on the shelves or on e-commerce sites. Amazon, Barnes & Nobles, and definitely local game shops. If there's any money to be spent toward marketing, the better. Posters at game shops. On-line ads. Lulu.com is a self-publishing site where you can get a free ISDN number, and an inexpensive distribution setup that gets the product out there. But the marketing will have to be pushed. Again, I would think game shops, book stores, and on-line ads. Get people talking and word of mouth ignites. If that cool ass game with a compelling setting happens to have an OpenD6 logo on the book -- blam. But with OpenD6, people still want some direction. Most gamers don't just want a toolbox. The game needs a flagship product. My 2 cents.
  5. Fair points, Grimace. I'm thinking of having classes (working label) encompass primary, secondary, and tertiary skills. So, if a skill is considered primary for a particular class, then it costs the normal amount to improve. That is, a number of character points equal to the current skill dice to raise it by one pip. Secondary skills would cost twice as much for one pip, and tertiary three times as much. This would still allow for cross-pollination, but make the character's chosen path more relevant — even over time. At this point, however, I'm leaning toward just using three broad categories: warrior, rogue, spellcaster. And allowing players to further tailor them through advantages and disadvantages.
  6. Interesting. Though I would prefer a type to have lasting effects -- such as affecting the cost of certain skill improvements. I'm still toying with the idea.
  7. Well, I'm debating whether or not to include some sort of "class-like" component. I'm still not entirely certain how it would look. What's your experience?
  8. I'm working on a fantasy setting for OpenD6, which also entails some deviation from the D6 Fantasy rules. Following are some changes and ideas I'm working with. Feedback is welcome. 4D is the human maximum for attributes, not 5D. Skills may not start higher than 2D above the base attribute, not 3D. Specializations may not start higher than 3D above the base attribute, regardless of the base skill. The point is to moderate die code inflation in the beginning. I won't be using racial templates, per se. Rather, races will have minimum and maximum attribute die codes, as was used in Star Wars for species. Non-humans will have fewer skill dice to allocate than humans, to balance any special abilities or skill bonuses non-humans may have. Additionally, there will be degrees of racial bias in the game world to contend with. While this game will be skill-based, I still want to use something like "classes." I've noticed that new players are often lost without a "type" of character to choose from. I would prefer something more concrete, myself — to give players a stronger concept of their characters. At the moment, I only have three such types: Warrior, Rogue, and Spellcaster. I was thinking of just having those three broad categories, and allowing players to further tailor them via the advantages and disadvantages system. So, if a character wants to play a knight they might choose the Warrior type, and buy the Knighthood advantage. Thoughts?
  9. How do I go about copyrighting my game? Also, if I'm publishing it via print-on-demand, I am not the publisher, correct? But what if I want to use a "company name"? Like, if WotC didn't publish it's own material, but had a print-on-demand company publish it, would they still slap WotC on the cover?
  10. You see, this is why I come to you people. Thank you. Yes, she's human. I hadn't thought of that angle. Thought provoking. But it does change the course of events, me thinks. Aguilae should direct Sumi to Bay 94, right off the bat. As that's typically where the captain docks. But the De Maals won't let Sumi in, nor the captain's son if he should return with her later. They aren't giving any info. Sumi could break into the bay and get some clues via overhearing a conversation between the De Maals, or smooth talking a Droid who works in the bay. Either way, someone will explain that the captain returned from the cantina at blaster-point, was killed, provide a description of the bounty hunter, and mention that "someone else" had later ordered the cargo unloaded. Sumi will run into the alien kid the first time she leaves Bay 94 (via the swoop gang scene). If Sumi has failed to get any info about the bounty hunter, the alien kid will suggest breaking into the bay. NOTE: The alien kid had gone looking for his dad, the captain, after he failed to come back to the docked ship. He tried looking into the cantina, but they wouldn't let him in because of his age — but that's where his dad usually goes for his business. He returned to Bay 94 later to discover he was locked out, and has been wandering the streets ever since. If Sumi doesn't figure it out, the alien kid will drop suggestions, like "I sure wish we could get in that cantina. That place is full of bad men. Somebody has to know this bounty hunter." The cantina is where they'll find out about the bounty hunter and his employer, Valarian. And I totally dig Rerun's suggestion about disguising herself, or sneaking into, the cantina to get the info. I'll definitely use it!
  11. I've brainwashed my 11-year old daughter into loving Star Wars. She's wicked smart, so I thought it time to introduce her to Star Wars D6. My wife might be playing at some point in the future — probably after she sees how much fun we're having. For now, we'll be solo-adventuring. So, I've been brainstorming about the campaign opening. I don't need anything too elaborate, as this is just the first adventure. For my purposes, I'm referring to an adventure as an episode, which is broken into acts and scenes. The first adventure is Episode I: Mos Eisley Mischief. I'm using the Mos Eisley Galaxy Guide and A New Hope sourcebook for setting material. The time-frame is about three months after the Battle of Yavin. She's already created her character. As an infant, she was discovered by Jawas in an escape pod that had crashed in the Dune Sea. She was raised by a Jawa named Aguilae who now runs Jawa Traders in Mos Eisley. In addition to working on Aguilae's Droids for room and board, she's begun stealing and pickpocketing in hopes of someday leaving Tatooine. Her character, Sumi, is 14. So, the first episode... I'd like to get her caught up in a mystery of some sort. With, of course, the standard Star Wars fare of chase scenes and other action. Maybe Aguilae is waiting on a shipment of new Droids, but the freighter captain hasn't shown up on schedule. Aguilae sends Sumi to the Cantina to find out what happened. He tells her not to return without the Droids. Perhaps on the way she witnesses a swoop gang harassing an alien kid. If she successfully rescues him, the kid will feel indebted. Chase scene? His father was recently killed in a deal gone bad, and he is now homeless. He's a rough type, but not too bright. The Cantina will have a variety of things going on that may prompt different scenes, but the central thread is that she will overhear some guys talking about the Droid shipment of Captain So-And-So. The essence of the conversation being that the Captain was killed by a bounty hunter and his Droid cargo confiscated. He mentions a docking bay where the murder went down, but Sumi can't hear which docking bay number. She can confront one of the guys in the conversation for more information, which may involve coughing up some credits or smooth talking. She might inquire around town, too. Either way, it should involve some RP'ing to find out which docking bay. Docking Bay 94 (the De Maals) was the site of the murder. If she sneaks into the bay, she might overhear the De Maals talking explicitly about the bounty hunter's identity. If she outright asks the De Maals anything, they will not offer any information out of fear of reprisal. One of the street urchins in the alleyway, however, will cough up information on the bounty hunter for the right price. Note: Paying credits for info may require Sumi to steal, which may or may not get her into trouble with the local police. This could be a scene unto itself, possibly involving a jail break. The bounty hunter, she eventually discovers, hangs out at the Lucky Despot. He actually works for Valarian — who put the bounty on the Captain's head. Valarian confiscated the Droids, and has them at the Lucky Despot. I haven't clarified how that will work out yet, but potentially involving a break-in of the Lucky Despot to retrieve the Droids. We'll see. Thoughts? Ideas?
  12. I think I'm going to fudge my campaign timeline to stretch the events of Episodes IV-VI over the span of 8 years. I'm fond of that era, and want to give the players plenty of time to enjoy it.
  13. Hey, Whill. I'm a bit slow this morning — what do those numbers mean? Are those date formats?
  14. I know the total time span is about 3 years -- but does anyone have a breakdown of events in a more precise time span?
  15. I'm curious how other GMs distribute Character Point awards at the end of an adventure. What logic or standards do you use? What sort of point range do you work with?
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