It is the last two weeks of semester and I am stuck unable to proceede with any gaming. I know school comes first but I hate these dry spells.
After this is over I do have some new material. I have a 1"= 10 mile map of the southwestern part of the Lake of Storms finished and ready to scan. This is the area around Raven's Keep for those keeping score.
I also have a blow up of an area NW of RK that is the immediate area where we will be playing. This is Harper's Mill and Rose Manor, my possible 'mega-dungeon'. More on all this later. See you in a couple weeks!
Saturday, December 5, 2009
Tuesday, December 1, 2009
Holiday Gaming
I have had a dream for a while that I could get members of my family together on holidays to do some serious gaming. However that dream has fell short every year. Partially due to having kids running around and partially due to lack of interest.
However, I press on and invite brothers in law and nieces and nephews to play games such as Risk, S&W or others I never get to play. All of which ends in a maybe and nothing happens. So, for those of you that can and do game on holidays how have you organized this and how well does it go? Maybe if I don't get to game on a holiday reading some good gaming stories can get me through.
However, I press on and invite brothers in law and nieces and nephews to play games such as Risk, S&W or others I never get to play. All of which ends in a maybe and nothing happens. So, for those of you that can and do game on holidays how have you organized this and how well does it go? Maybe if I don't get to game on a holiday reading some good gaming stories can get me through.
Hmmm, nice word document...
I was looking over my word documents I have for S&W yesterday and began thinking of what I would like to do with them. I decided rather than just have my houserules in a separate folder I would like to re-edit the word file to have my houserules in it and add some content that I have wanted from Underworld and Wilderness Adventures as well as things from my campaign.
My overall idea is to do this with not only the core S&W rules but with the monster book word file. All of this would, ideally, be printed in digest sized books and stored in a box of my design. This could give me practice for when I finally collect my Raven's keep material into a book for my own use as well.
I have always liked the DIY approach to S&W and this seems like the best way to do what I want with the rules.
My overall idea is to do this with not only the core S&W rules but with the monster book word file. All of this would, ideally, be printed in digest sized books and stored in a box of my design. This could give me practice for when I finally collect my Raven's keep material into a book for my own use as well.
I have always liked the DIY approach to S&W and this seems like the best way to do what I want with the rules.
Labels:
SnW/ODnD
Sunday, November 29, 2009
The 'Mythology' of Theia Part II
After Set had destroyed the world with his war the planet lay in darkness. It was covered with the infernal creatures of his creation and those few of Deus's creations that survived were enslaved like cattle. It was in this time that Deus began his war to retake Theia. The twelve tribes that had been set aside had grown in power and stature. They were called by the highest servant of Deus to assemble in a council of war.
When the time was decided the heavens opened and the tribes, aided by the high servants of Deus, began the war. Within a decade Set's minions were routed from their fortresses and scattered to the farthest reaches of the lands. Though the victory was claimed by the tribes Set's minions hid in the dark and deep places planning their return to power.
During this time the highest servant of Deus, Mikalus, sealed Set away in a prison especially constructed for him. With Set gone his dukes fought for control of Set's minions. The creature known as Balor was the clear winner in this fight and he began to plot his revenge on the children of Deus. Thus began the Second World.
Copyright 2009 Joshua Sherrer
When the time was decided the heavens opened and the tribes, aided by the high servants of Deus, began the war. Within a decade Set's minions were routed from their fortresses and scattered to the farthest reaches of the lands. Though the victory was claimed by the tribes Set's minions hid in the dark and deep places planning their return to power.
During this time the highest servant of Deus, Mikalus, sealed Set away in a prison especially constructed for him. With Set gone his dukes fought for control of Set's minions. The creature known as Balor was the clear winner in this fight and he began to plot his revenge on the children of Deus. Thus began the Second World.
Copyright 2009 Joshua Sherrer
Labels:
Theia
Tuesday, November 24, 2009
Karthem and The Darklands
It's a cold windy day here. The sky is overcast and it is just plain nasty. So what better time to look at one of the nastier parts of my world.
Karthem and the Darklands
These are the blackest of lands. They were the former seat of power for the Witch-King Azarik. Centuries ago this area was given over to the darkest evils as Azarik formed his empire. Though the Witch-King was vanquished his mark remained upon the lands. What was once a fertile land of abundant food and game is now ruin. The forests have either died out or have become twisted, the lands have become moors and piles of ash and ruin are everywhere. No sunlight touches these lands as the sky is thick with black clouds.
In this live the people of Karthem. Once they came from all races but have become a race of their own, cursed of Deus they are now pale skinned, black of eye and hair and practiced in all the vilest learnings. They know nothing of goodness or light and mar their appearance so that the evil in their souls is reflected upon their countenance.
West of the Karthem lands are the Darklands a collection of petty kingdoms and warbands. When Azarik was exiled from Theia the leaders of his goblin-kin army-Known as the Zadjim-claimed the lands and built horrid fortresses and forges to make eternal war on their enemies.
Like Karthem, the Darklands are a waste. No sunlight shines here either and the burnt land and sky holds not only Zadjim but other twisted creatures of nightmarish origin. It is said that there are gates to the underworld and the netherworld here that allow for the denizens of both to cross freely into Theia.
Notes on Words
Karthem is a Jhadir word meaning traitor. The people of this area took the name in pride when Azarik was declared an Ekola-Karthem or Great Traitor.
Zadjim is also a Jhadir word that means something similar twisted or deformed.
Copyright 2009 Joshua Sherrer
Karthem and the Darklands
These are the blackest of lands. They were the former seat of power for the Witch-King Azarik. Centuries ago this area was given over to the darkest evils as Azarik formed his empire. Though the Witch-King was vanquished his mark remained upon the lands. What was once a fertile land of abundant food and game is now ruin. The forests have either died out or have become twisted, the lands have become moors and piles of ash and ruin are everywhere. No sunlight touches these lands as the sky is thick with black clouds.
In this live the people of Karthem. Once they came from all races but have become a race of their own, cursed of Deus they are now pale skinned, black of eye and hair and practiced in all the vilest learnings. They know nothing of goodness or light and mar their appearance so that the evil in their souls is reflected upon their countenance.
West of the Karthem lands are the Darklands a collection of petty kingdoms and warbands. When Azarik was exiled from Theia the leaders of his goblin-kin army-Known as the Zadjim-claimed the lands and built horrid fortresses and forges to make eternal war on their enemies.
Like Karthem, the Darklands are a waste. No sunlight shines here either and the burnt land and sky holds not only Zadjim but other twisted creatures of nightmarish origin. It is said that there are gates to the underworld and the netherworld here that allow for the denizens of both to cross freely into Theia.
Notes on Words
Karthem is a Jhadir word meaning traitor. The people of this area took the name in pride when Azarik was declared an Ekola-Karthem or Great Traitor.
Zadjim is also a Jhadir word that means something similar twisted or deformed.
Copyright 2009 Joshua Sherrer
Labels:
Theia
Sunday, November 22, 2009
Break is coming
With Thanksgiving and Christmas coming I have two breaks from school that I can use to destress and work on my campaign. Hopefully I can get to finishing up on my S&W conversions of my own monsters and get some older projects in line for my reworking them to S&W.
As you may or may not know, I have requested that my articles, monsters and other work for the Domesday Book ( May she rest in peace and her destroyers be damned) be removed. This allows me to rework them into a format I want and like and come into the rest of the things I am working on. I also hope to have something to submit to Knockspell soon.
With a three week break I should get back to something relaxing which I feel I deserve after a long, hard semester.
As you may or may not know, I have requested that my articles, monsters and other work for the Domesday Book ( May she rest in peace and her destroyers be damned) be removed. This allows me to rework them into a format I want and like and come into the rest of the things I am working on. I also hope to have something to submit to Knockspell soon.
With a three week break I should get back to something relaxing which I feel I deserve after a long, hard semester.
Are we doing a disservice to the idea?
On Grognardia James M. posts about how Greyhawk and Blackmoor could be resurrected by WOTC. With this type of thought experiment being common among gamers I am not surprised to see it again. But, after seeing it for the Nth time, I am beginning to think we may have forgotten key elements of what made the hobby.
What I am referring to is focusing just on the campaigns that became Blackmoor, Greyhawk, the Wilderlands, Arduin and others and not looking at what really made the hobby what it was; unique campaigns based on each groups individual tastes and desires. From my knowledge of that period each campaign was different, sometimes creating regional variations such as the west coast culture or other famous or infamous ideas. From these you get the variants known as Cal-Techs Warlock, the Perrin conventions and other ideas that would eventually take places in the hobby.I can't but help to feel that the more we focus on Lake Geneva and others the more we loose in the arena of what really made the hobby.
To me, the beauty of OD&D/S&W is a return to this ideal. The rules are loose enough for these variants to return and unique ideas, not beholden to past conventions, for each group. In my own campaign I have done such things. I have tweaked rules, added classes, spells and other things to get the campaign I want. Yes, some is based on ideas from other campaigns, and others are my own invention. But this is the result of the unique time we live in where we can share ideas with other players across the globe with no need of tracking down obscure newsletters or magazines for information.
I feel that we live in a great time for the hobby where we can share our ideas, grow individual campaigns and rules and be able to still be united in the hobby. Unlike the current culture where uniform rules and conformity is standard ours is one where it should not be expected.
So rather than asking if X or Y is 'old school' enough or if it would have worked in another persons game, we should ask is X or Y works for our game, 'old-school' be damned.
What I am referring to is focusing just on the campaigns that became Blackmoor, Greyhawk, the Wilderlands, Arduin and others and not looking at what really made the hobby what it was; unique campaigns based on each groups individual tastes and desires. From my knowledge of that period each campaign was different, sometimes creating regional variations such as the west coast culture or other famous or infamous ideas. From these you get the variants known as Cal-Techs Warlock, the Perrin conventions and other ideas that would eventually take places in the hobby.I can't but help to feel that the more we focus on Lake Geneva and others the more we loose in the arena of what really made the hobby.
To me, the beauty of OD&D/S&W is a return to this ideal. The rules are loose enough for these variants to return and unique ideas, not beholden to past conventions, for each group. In my own campaign I have done such things. I have tweaked rules, added classes, spells and other things to get the campaign I want. Yes, some is based on ideas from other campaigns, and others are my own invention. But this is the result of the unique time we live in where we can share ideas with other players across the globe with no need of tracking down obscure newsletters or magazines for information.
I feel that we live in a great time for the hobby where we can share our ideas, grow individual campaigns and rules and be able to still be united in the hobby. Unlike the current culture where uniform rules and conformity is standard ours is one where it should not be expected.
So rather than asking if X or Y is 'old school' enough or if it would have worked in another persons game, we should ask is X or Y works for our game, 'old-school' be damned.
Monday, November 16, 2009
Just a note to the new companies springing up
If somebody e-mails you with a problem don't tell them you will get back to you in a few days and go silent. Also when that someone e-mails you asking what is going on please respond to that. A month and a half is a long time to wait for an answer to an issue that should have taken a week at most to resolve.
That someone may have a blog and may have to talk more about it.
That someone may have a blog and may have to talk more about it.
Wednesday, November 11, 2009
Mythology of Theia: Part I
I love when those little inspirational moments come, especially the ones that fix something that has been bugging you for awhile.
This morning while, driving to school, there was nothing on the radio so I took the time to mentally work on the church for my setting. Now, some religion has existed on my world since the beginning but I always kept it vague as 1) I did not want another polytheistic world and 2) I never could figure exactly what the people of my world believed. After much thought, and more prayer, I had finally came up with something I liked but not fleshed out enough for my tastes.
Before I go on, I must do something just for formal reasons. You can use this but not republish it at this time. So:
The following is copyright 2009 by Joshua D Sherrer
The world only has one real God. He is known only as Deus as his real name is known to a few and it is taboo to speak it. Deus created the races of men, elves and dwarves and populated the world with wondrous creatures. All of this ended with the rise of a being known as Set.
Set's origins are cloudy and not dealt with lightly. What is known of his past is considered restricted knowledge. What is commonly known is that Set opened the gates to the underworld bringing forth infernal creatures to fight a war against Deus.
The war took it's toll on what is called the first world. Few survived and Deus saw that though he had won the war his most prized creations would be destroyed. Assembling the last few of the races, Deus chose four houses of each tribe of men, elves and dwarves to dwell in a secure and sacred place until the world was healed.
This morning while, driving to school, there was nothing on the radio so I took the time to mentally work on the church for my setting. Now, some religion has existed on my world since the beginning but I always kept it vague as 1) I did not want another polytheistic world and 2) I never could figure exactly what the people of my world believed. After much thought, and more prayer, I had finally came up with something I liked but not fleshed out enough for my tastes.
Before I go on, I must do something just for formal reasons. You can use this but not republish it at this time. So:
The following is copyright 2009 by Joshua D Sherrer
The world only has one real God. He is known only as Deus as his real name is known to a few and it is taboo to speak it. Deus created the races of men, elves and dwarves and populated the world with wondrous creatures. All of this ended with the rise of a being known as Set.
Set's origins are cloudy and not dealt with lightly. What is known of his past is considered restricted knowledge. What is commonly known is that Set opened the gates to the underworld bringing forth infernal creatures to fight a war against Deus.
The war took it's toll on what is called the first world. Few survived and Deus saw that though he had won the war his most prized creations would be destroyed. Assembling the last few of the races, Deus chose four houses of each tribe of men, elves and dwarves to dwell in a secure and sacred place until the world was healed.
Labels:
Theia
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