Posts

Walking Dead Braunstein/Cataphract-Like

Walking Dead Braunstein/Cataphract-Like A cool idea I had:     Rather important readings: Sam Sorensen's Cataphract Design Diary Mythic Mountain Musing's Traveller Braunstein  

Pseudo-Pseudohistorical Logistics

Pseudo-Pseudohistorical Logistics Pseudo-Pseudohistorical Violence Master Page   I am hoping to actually bring these rules to the table soon, so I am going to be getting into some of the more nitty-gritty and logistical aspects of running the game. My original version of this post got overwritten on accident. I think I put everything back in though… Encumbrance You have two hands! 4 belt slots (His Majesty the Worm Style): these are the items you can access much more quickly. Light armour occupies one of these slots, medium two, and heavy three. For additional carrying capacity, you have a few options. For a pack, you can either have a Satchel: 4 slots Backpack: 8 slots; encumbering and if that just isn't enough, you can use Small sack: 4 slots, occupies a hand. Large sack: 12 slots, occupies both hands; encumbering. Edit: Originally large sacks were 8 slots, but Phlox of Whose Measure God Could Not Take pointed out that made it strictly worse tha...

Alternative Holy Magic for Dolmenwood's Pluritine Church

Alternative Holy Magic for Dolmenwood's Pluritine Church  Prelude  I swear this isn’t supposed to be a Luke Gearing fan blog. Also, this is at least nominally related to pseudo-pseudohistorical violence so I can pretend I am making progress on a current project instead of starting a new one. Basically required reading: Luke Gearing's Grand Unified Theory of Magic and Religion  Very highly suggested reading: Elmcat's Kill Clerics Become Warlocks  Dododecahedron's Classless Clerics  I found all three of these blog posts incredibly inspiring in the matter of “fixing” clerics. I have never been satisfied with the way clerics work as a class—much has been written about this, especially in posts from Prismatic Wastelands’s Cleric Blog Bandwagon—but invoking the power of a deity should not work the same as a wizard casts spells.  I am also just a sucker for bespoke and unique magic systems, I think having bespoke forms of supernatural powers can really make magic ...

Pseudo-Pseudohistorical Characters

   Pseudo-Pseudohistorical Violence: Character Creation Pseudo-Pseudohistorical Violence Master Page   This is part of my ongoing project to flesh out Luke Gearing's Pseudohistorical Violence for a home game. I thought about doing completely random character generation, but I decided instead to let players pick a class and then roll a d4 for a random boon. Some of the classes are incomplete, so either stay tuned or make your own I guess :) All characters start with some adventuring gear and 3d6 gold pieces.  (I would use the quick equipment table from OSE Carcass Crawler #something or other) . Also I reference Dolmenwood a lot because I think I'm going to use this weird funky system in the Dolmenwood setting because I like it. Kill two birds with one stone you know?  In addition to this, each player should get one non-adventuring skill related to a previous profession or something, mostly because I want to roll on the big d100 table from DCC. Knight You are some...