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Spence

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Everything posted by Spence

  1. Here are the ToC's for 1 & 2 Traveller Hero Book One ToC.docx Traveller Hero. Book Two ToC.docx
  2. The Traveller Hero Source book contains conversion data on the Traveller setting. It not only does the Hero standard genre explanations and then an intro to the Traveller universe, but also provides conversions of everything from race templates to equipment. It also has a Traveller to Hero conversion notes chapter. I attached a word doc with a fast copy of the table of contents which should give you a solid view of all the information packed into this 305 page source book. If you want to play in the Traveller setting without doing all the conversions yourself, this is the book. Traveller Hero Sourcebook Table Of Contents.docx
  3. Well you will be able to sell at least one other copy
  4. Still one of my favorite popcorn movies.
  5. Watched The Wind and the Lion again. Great movie with a great cast. Thoroughly enjoyed it even though it reminded me of just how bad modern cinema has gotten.
  6. A variant on #2. As the war between the Elves ad Dwarves gains intensity, the other races withdraw deep into their territories and hunker down to wait it out. The effects of the war rage for years, with the very world shuddering and quaking as the two race unleash titanic rituals against the foe. And then nothing. After a while the first tentative scouting parties discover that the lands have been reshaped. The Dwarven holds buried under shattered mountains and Elven cities and forests uprooted and leveled. But no trace of either Elf or Dwarf. At first the races celebrated and rejoiced that the devastation and danger was ended. At first. But then the tainted remains of broken magics began to be felt, fell creatures and deadly blights spreading across the land.
  7. I have MS Publisher on my computer already. I literally just heard about Affinity in this thread.
  8. Or, when they give you feedback and then after you get done adjusting they suddenly go in a completely different direction.
  9. Ghost in the Shell SAC 2045. I liked it. I was never a huge fan of the modern computer assisted animation, but this is the first one that I actually thought well done. The Pro is they kept to the pacing and story build up of the original SAC series. The Con is that 2045 is 12 episodes instead of 24/26 so yiu are left at a cliffhanger. GitS:SAC is easily in the top 3 of my favorite anime and I own all of them so I went in with a huge grain of salt and was very very pleased with it. I'm hoping the next part comes out sooner than later.
  10. Pretty much spot on. I'll have to tinker and see what I can do with MS Publisher I guess
  11. ? FATE Core isn't set up any different than any other RPG when it comes to deciding on a campaign. The difference is in the rule structure with games like FATE being far broader and less specific than systems that drill down the details. Collaboration was always a part of building a campaign. At the beginning it also included figuring out what the rules meant as well. But building a campaign has always meant that the GM/DM/Keeper/whatever has needed to work with prospective players on their build. The actual issue is the rise over the last 10 years of the idea that players are everything and GMs are door matts and should be thankful for it. It is also why games that have solid support in pregenerated adventurers/campaigns dominate the market. It is far more palatable to run a pregenerated adventure when it flames out, than to see your personal hard work get destroyed. This idea that somehow rules lite games have invented one of the foundations of the RPG is actually pretty amusing. The reality is we are simply cycling through and the newer gamers are "discovering" old ideas as new. In a very broad sense, there are two types of GMs. The ultra miniscule micro percentage that always GM to the same people in their private gaming group for decades. And the bulk of GMs that routinely have new players in their games. The latter deal with far more a$$hattery that the private group types. The core reason it is so hard to find and keep GMs is that for years players were all take and no give. Routinely lying to GMs about playing in their campaign, and then trying to reshape it when it starts. This type of problem seldom occurs in the private game. But is fairly common in more open games. The neverending issue with finding people willing to GM is not because no one wants to build settings and run adventures. It is because of the small but crappy minority of a$$hats that seem to revel in destroying a game. I was fed up and just stopped running games because I was tired of people agreeing to one thing and then trying to do something completely different. I mostly run one-shots for a small select group, though I was planning to run something at Dragonflight this year. If it happens. But if people want RPG gaming to truly expand, one thing that they need to grasp is you can't keep screwing over your GMs and expect them to come back. It is actually very very simple. If you agree to play in a game, then play in the game you agreed to. If the game doesn't appeal to you, decline and don't play. If you start a game and discover you don't like it. Let the GM know and leave the game. Simple.
  12. It went from a program you can purchase to a rip off subscription. I could justify buying a program for intermittent use over 3 or 4 years. But i cannot justify paying that amount for a 1 year access. I'll need to shop around for a similar program that is still on the market
  13. Well something would be nice considering inDesign is no longer available. I never liked MS Publisher and guess I need to find a program that will work if I plan on actually getting a adventure or two out.
  14. Pretty much the entire line was written that way. For me I used Hudson City for all my games. Champs, Dark Champs, Pulp and so on. Of all the city books, Hudson City was the only one complete enough to use. Of the rest I always hoped that they would complete Vibora Bay, but it never happened. Hudson City though. That was one of the only modern cities I ever saw for RPG's that was actually usable. I have used it for everything from Champs to Savage Worlds to Traveller. Never needed it for Call of Cthulhu since they tend to use real cities. What made Hudson City stand out from the rest you ask? The most important ingredient. It has an actual MAP.
  15. I ordered a copy. I'm not big on POD, but I am hoping things are better than they were the last time I tried it.
  16. for the first part I think were talking from slightly different viewpoints. I am thinking about the game at the table with players trying to describe their actions. When I pick up a hero book and read the section on ships, I see the write up wall of text, all kinds of numbers. But I don't see a single thing that will actually help a player play his character on that ship. I've played many wargames, my favorite being those of ship to ship action, and for those I can see detailed stats as I order each ship to attack the other boom boom bam bam. But none of the information on that "write up" actually applies to character actions. For me it would be far more useful to have a diagram or deck plan so the players could actually visualize where they're at and an abbreviated set of modifiers to be applied to their skills when they're doing something with the ship, such as piloting, damage control or other actions. In the Alien Wars supplement the UES Antarctic Class Light Cruiser write up is pretty much useless to me. Nothing in the book gives me any concept of its actual layout, or anything about what a player character could actually interact with. It is much easier for me to get out a napkin and make up my own ship and give it the name light cruiser. On the second, yes several adventures had maps for vessels in, but those were adventures. Prebuilt set adventures designed for the GM to run for players. What I am talking about is that whenever a book has a ship and it such as the supplement Alien Wars, then that right up at a minimum should be accompanied by a usable reference deck plan. When I play a role playing game I am not playing a tactical wargame. I can play Star Fleet Battles or Seekrieg and have a heck of a lot of fun, but that is a different thing. A completely different thing, then asking Bob "what does your character do?" and getting a response that involves the player utilizing his character skills.
  17. Fair enough. I can understand your position even if it is not same as mine. It also helps me understand your posts better
  18. Awesome, thank you. I completely forgot about those books. I may have a copy at home. If not I'll have to check the e-stores and see if I can find them.
  19. Thanks I'll browse it when I get off.
  20. I am preparing a mini-campaign for a D&D 5e game using Sandy Petersen's Cthulhu Mythos. The location is a Norse style settlement that is sized as a large village or small town set on a fjord or coastal area. Cold, dreary with heavy wooded inland areas (think 13th Warrior). While the adventure is nearly complete, I have all the who's, what's and why's. But I would like to have a map for the players. I have found plenty of villages and towns, but nothing that has the period style long houses (?) or halls. I've tried online and DriveThruRPG without success. I was hoping someone here could point me in the right direction. I'm fully willing to buy it within reason.
  21. Just watched a couple of episodes of Hallmark's Murder 101. Not a bad show. I think it is a new cast and they are still feeling their way into their roles. But not too bad.
  22. I'm glad it made sense to someone 😁 But reading back over it makes it a clear example of why I hate posting from my phone. It reads terrible and the spelling.......🤔
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