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DnD Next - Really interesting character building methods?

Posted Fri, 02/03/2012 - 14:22 by Shaper and Maker

If I get it right, DnD next will have some quite interesting features in character design. I've been tinkering my own game systems (but dropped the design when I found savage worlds which filled my rpg needs for now) and one feature I've been think of is having classes as a less rigid packages you can 'buy'. From what I've read, DDN will have an approaches to classes that resembles this. What I hadn't thought of was buying races as this kind of packages.

Fast, Furious & Fun rules for cybernetics and hacking

Posted Mon, 01/23/2012 - 18:44 by Shaper and Maker
Cybergirl

Savage Worlds Fan productThese are the simple but functional cyberpunk rules for savage worlds I'm using in my Savage Cyberworlds cybercthulhu campaign. The rules may be subject to changes but I'm mainly quite happy about them.

Savage Cyberworld; session 4

Posted Fri, 06/17/2011 - 13:50 by Shaper and Maker
Duuuuccckkk! A fast train hits an unfortunate solo, another jumps to safety.

Another fast train passes by; Corrado arrives to the scene.

Shaper & Maker roleplaying game session logs contain lots of photos about custom miniatures & terrains, info about those, some times game rules and of course, story itself. This is about Savage Worlds campaign that started a few sessions ago.

Savage Worlds mass combat in space

Posted Tue, 02/15/2011 - 22:09 by Shaper and Maker
Combat starts, Mon Calamari cruiser encounters Imperial Star destroyer.

Combat goes on

This writing was made to demonstrate how Savage Worlds Mass Combat rules can be used to simulate conflict between two capital starships. In this example, a Rebel Mon Calamari cruiser comes out of hyperspace, along with an YT-1300 freighter (Millenium Falcon -model) and a troop transport. They are about to drive away or destroy the Imperial Star Destroyer blockading the planet.

Savage Worlds: Conflict -encouraging hindrances and rules

Posted Mon, 05/30/2011 - 22:20 by Shaper and Maker

These hindrances and skill adaptations are meant for a game where pc vs. pc conflict is good, even desirable. Players should understand that they should play their characters with feel rather than optimal efficiency - and if they do should be rewarded with bennies. These flaws can get pc's in quite much trouble, so an additional benny use for creating small story twists works well with them.

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