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Category: Electrum Pieces (Page 71 of 156)

General heading for all RPGs.

Listed on Links To Wisdom

In the Player Character section of Links to Wisdom (an OSR House Rules Wiki), there is a link to my post about Building Mecha. Since the post was made back in April, I have no idea how long it has been there.

Thanks for the link!

If you like Building Mecha, here are all the links for Lorica, the name I use to group my mecha for S&W posts.

Maybe I've been reading CM4 Earthshaker too much lately, but I will throw a mech into a fantasy game. I actually had a location in my campaign world I ran in high school that featured a centuries old mecha "ruin". The secret was that one of the missiles still worked, everything else was pretty much non-functional.

Using Challenge Levels in Spells

In my early years of gaming, I used spreadsheets a lot. I had spreadsheets on Microsoft Multiplan 1.0 running on a TI-99/4A for my high school gaming group.

I love spreadsheets.

Nowadays, I enjoy using them as random generators, at least until my Python coding skills get a lot better.

Despite this, I have a heck of a time putting a lot of spell data into a spreadsheet because of tables in the spell description. Let's just say that LibreOffice Calc does not like nested tables inside a cell.

So, I rewrite spell descriptions to remove these tables. I know that this goes against the Old School within me that loves random tables.

But I love spreadsheets more. There I said it. No taking it back now.

So here is my rewrite of some of the Monster Summoning spells

Monster Summoning I

Spell Level: Magic-User, 3rd Level

Range: N/A

Duration: 6 rounds (minutes)

The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The total challenge levels of all allies summoned cannot exceed four. Treat Challenge Level A creatures as one-half of a challenge Level and Challenge Level B creatures as two-thirds of a challenge level for the purposes of calculating total challenge levels.

Monster Summoning II

Spell Level: Magic-User, 4th Level

Range: N/A

Duration: 6 rounds (minutes)

The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The total challenge levels of all allies summoned cannot exceed six. Treat Challenge Level A creatures as one-half of a challenge Level and Challenge Level B creatures as two-thirds of a challenge level for the purposes of calculating total challenge levels.

Monster Summoning III

Spell Level: Magic-User, 5th Level

Range: N/A

Duration: 6 rounds (minutes)

The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The total challenge levels of all allies summoned cannot exceed eight. Treat Challenge Level A creatures as one-half of a challenge Level and Challenge Level B creatures as two-thirds of a challenge level for the purposes of calculating total challenge levels.

Monster Summoning IV

Spell Level: Magic-User, 6th Level

Range: N/A

Duration: 6 rounds (minutes)

The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The total challenge levels of all allies summoned cannot exceed twelve. Treat Challenge Level A creatures as one-half of a challenge Level and Challenge Level B creatures as two-thirds of a challenge level for the purposes of calculating total challenge levels.

You get the idea. Here is a table to show all the Monster Summoning spells:

Spell Total Challenge Levels
Monster Summoning I four
Monster Summoning II six
Monster Summoning III eight
Monster Summoning IV twelve
Monster Summoning V sixteen
Monster Summoning VI twenty
Monster Summoning VII twenty-four

This still allows an 18th level Magic-User to summon a Titan, but also allows him or her to summon 48 kobolds or 36 orcs.  It covers everything in whatever monster book I have handy. The greatest benefit to me is that it allows the PCs to summon things without me having to update the tables in the spell descriptions.

Then, of course, is the fact that I can put my revised descriptions inside a spreadsheet.

Ah spreadsheets...

There are other rules for specialized versions of the Monster Summoning spells. In essence, if you narrow the scope of your summoning or conjuration, you can double the total challenge levels. So, for example, you want to specialize in conjuring elementals. A Conjuration of Elementals I spell will allow the caster to conjure a 7HD Elemental.

In an ideal world, I'd have just one Monster Summoning spell that varied the Total Challenge Levels by level of the magic-user casting the spell. Every attempt to do that either made lower level magic-users too powerful (summoning young dragons by a 7th level M-U) or higher level magic-users too weak (18th level M-U unable to summon any of the creatures listed in the original Monster Summoning VII spell). Until I make my own game, I can live with what I have.

In addition to gaining the ability to put Monster Summoning spells into spreadsheets, setting up these guidelines allows me to generate an interesting spellcaster class that focuses on Conjuring/Summoning. They have a host of spells based on generic monster summoning (Monster Summoning I - VII) as well as specific monsters (Conjuration of Elementals, Conjuration of Oozes, Slimes and Puddings). I'd also throw in the ability to conjure the elements and add spells like Affect Normal Fires, Fireball, Lightning Bolt, etc.

A true conjurer, though, would also be able to conjure objects. In my next post, I'll talk about borrowing the Purchase DC mechanic for d20 modern to cover this.

Alternative to Kickstarter

On G+ earlier tonight, I posted about a different type of crowdfunding site. The site is called Patreon and it features a different system intended to reward content makers for making new content.

I've tried to explain it, but I really can't explain it better than they can. Here is the basic idea from the FAQ:

General Questions

  • What is Patreon?

Patreon lets fans become patrons of their favorite artists and content creators. Unlike other fundraising services that raise for a single big event, Patreon is for content creators who create a stream of smaller works, like youtube musicians, bloggers, comic creators, etc.

  • Who can be a content creator on Patreon?

Anyone! All you need to do is setup your creator profile on the site and then tell your fans about it.

  • What are the benefits of Patreon?

As a content creator:

  • Get funded for working on what you love
  • Give back to your most passionate fans with rewards
  • Continue growing your fanbase with our social tools

As a patron and fan:

  • Support the artists and content creators that you care most about
  • Get rewarded by your favorite artists with pre-sell concert tickets, personal gifts, hangouts or meet & greets, or anything else they can offer as a way to say thanks
  • Spread the word so others can support your favorite artists and content creators

I see folks like Autarch with ACKS doing Kickstarter after Kickstarter and it works for them. They have about 115K for income in about 94 weeks. That's just not bad, you know?

They are always making content, interacting with their fans, being human when criticized and most importantly, they make a great game.

So what would it look like if a game company made more content, more often? The closest thing that comes to a Patreon type of thing is dungeonaday.com Pay 60 or 120 USD and you get lots and lots of great content in an easy to digest format. Yet Patreon works differently...

Note: I am not knocking dungeonaday.com. They have a great business model, I only use them to show differences in business models.

Dungeonaday - buy a subscription, get everything. I assume that subscriptions are renewed yearly.

Patreon - Pledge a certain amount of money for a creative work, pay only for things you want. Cap your expenses if the artist you patronize is really prolific. 🙂

Neither one is a bad idea, just different.

So if it's not Kickstarter and not Dungeonaday, what would a successful game creator on Patreon look like?

Well, there would have to be enough free content to get an idea of the type of games and game materials the game creator makes. Patreon provides a platform to do this, but some of the most successful content makers on the site also take advantage of personal blogs, YouTube and other sites.

A successful game creator would also need to interact with people interested in his/her games. Patreon provides a platform for this as well, but I would imagine the bare minimum would be a presence on Google Plus and Twitter.

So a game creator makes some cool stuff that you can get for free. What reason is there to pay money? Money would have to offer some kind of access, special content and/or varying degrees of creative control. I'll talk about this more with a specific example.

Joe makes games. He decides to setup a website at joesgames.com He joins Google Plus and Twitter and begins to follow some other users. He also sets up an account on Patreon.com.

He could run a Kickstarter to get off the ground (like Autarch), but decides to write about games he loves and smaller games he has already written. He posts on his blog, patreon.com, and Google Plus. He gets to know some other gamers, participates in GAME BLOG DAY and interacts with others, as he is able, on Twitter and Google plus.

With cross-posting on Patreon.com, someone asks about the whole money thing. This gives him a chance to explain that he can create more games if folks become patrons of his work. Maybe the first patron posting nets only a dollar, but it is something, you know?

As he talks to others, he also explains that patrons get games early, help playtest and have the ability to get special items. He may even decide that to sell his games at DriveThru__ - but only after patrons already have the games for three weeks.

What about special items? For his role-playing games, he can make cool things like a Pocketmod book. Let's say Joe has a maker friend, he could make a few minis (only about 10) or special tokens or other cool things. The special items don't have a limit. He could get the folks at Artisan Dice to make a few custom sets of dice as giveaway to the largest patrons.

If a patron believes he is good enough, that patron could even request the creation of a specific game.

None of this prevents Joe from giving away stuff, selling inexpensive pdfs, selling printed copies through DriveThru or Lulu or even making box sets.

Sure it is not a guarantee. Joe may make crappy games that no one likes but him and his mom. Still, it seems entirely possible that this type of business model could work for someone.

What do you think?

 

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