Archive for June, 2009

Open D6 Logo

OpenD6 logo revealed

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Recently the web developer who is working for Eric Gibson to create the OpenD6 website revealed not only the OpenD6 logo but also posted an early screenshot of the OpenD6 website. The logo is ok-ish, although I don’t really like the color.

Open D6 LogoThe details on how the OpenD6 site should work are pretty interesting, but again the look of the site is pretty underwhelming. Especially the 3D buttons and the gradient background is reminding me of early ’90s webdesign. I hope this is just some very early version, and they’ll make some changes to it. Yuck!

Mockup of the OpenD6 website

You can follow the development of the OpenD6 site on the Falcon Hat Web Development Blog.

Bearded Devils

Get a discount at 6d6 Fireball!

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Thanks for your help testing the 6d6 Fireball Affiliate System! I just got word from Chris Tregenza that the test was a success.

To show their gratitude, the guys from 6d6 Fireball are granting all readers of Stargazer’s World a discount of £5 off on all orders over £15!
This discount is valid starting today until the end of Friday. Just use the code sanastar1 when you make an order at their web shop!

Bearded Devils

They are also giving away two free miniatures to celebrate the relaunch of their miniature store. So, what are you waiting for?

When your campaign has jumped the shark

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Sometimes I get the feeling that my love for epic stories has got the best of me. And usually when I push my roleplaying campaigns to epic extremes I shortly thereafter notice that my campaign has jumped the shark. Usually jumping the shark denotes the point where an TV shows’ audience starts to lose interest in the show, usually after the plot veers off in absurd storylines. The same can happen with roleplaying campaigns.

In D&D this usually happened to me when I was to generous with the treasure I handed out as a DM. I remember one campaign when I allowed half-celestials and half-dragon player characters, something I usually avoid. Especially when I thought it would be a cool idea to grant the half-celestial paladin a pair of vorpal swords things went downhill. But probably things had been going downhill for quite some while already. The campaign was quite epic but from a certain moment I knew that I lost control of the campaign.  And a few sessions after that we decided to let the campaign end.

In the Ad Astra campaign I started recently my love for epic campaigns led me to introduce an “ancient enemy” (details haven’t been revealed to the players yet) and even an old ally of the Elohim fairly early in the campaign. Now I am struggling from keeping the campaign jumping the shark. When I created the campaign I planned to keep everything about the Elohim and why they disappeared and what caused them to grant some humans psionic abilities a secret. But when I actually started running the campaign I thought it would be cool to make the secrets of an ancient past the theme of the actual campaign. And now I am actually regretting that I didn’t start a bit slower this time. Luckily for me, my players still are enjoying the game…

So, what can you do to save a campaign that has already jumped the shark or is close to doing so. In the second case, you can try to make sure it doesn’t reach that state. In the first case a lot depends on your group. If you believe you’ve broken the campaign but your players are still comfortable with how everything turned out and as long as they are having fun, things are not as bad.

In any other case, you should think about what went wrong. It probably doesn’t hurt to talk with your players and ask them what they think. Sometimes your players have the ideas that will help to get your campaign back on track. And sometimes it’s better to bring the campaign to an end instead of prolonging the life until neither players nor GM enjoy the game anymore.

So, what are your thoughts on that matter? Have you run or played in campaigns that “jumped the shark” and how did you handle the situation?

Help the guys from 6d6 Fireball test their Affiliate system!

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The nice guys from 6d6 Fireball need your help. They are currently testing their Affilitate systems. What can you do to help?

Helping as a blogger/site owner:

  • Let them  know via twitter (send your request to @6d6Fireball) or e-mail (Hello[at]6d6Fireball[dot]com) that you want to help. You’ll get an e-mail with instructions.

Helping as a blog visitor:

  • Notice that link to 6d6Fireball under Affiliations to the right? Just click on it once in a while. That’s so easy, even my Mom could do it. Or just click one of the links in that post.

By the way, the payment system is of course not live, they are just testing the tracking technology. So don’t expect to get payed. ;)

Crimefighters!

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Did you know that TSR released a 22-page pulp RPG in Dragon magazine #42 back in 1981? Back in 1981 I didn’t even know what TSR was and I think I read my first Dragon Magazine somewhere in the ’90s. But it’s true, TSR released the probably first pulp RPG 1981 in issue 42 of their monthly Dragon magazine.

Crimefighters has been written by David Cook and it’s rules may look oldfashioned from today’s standards but are definitely playable. There is even a introductory adventure and an article by Bryce Knorr about the history of the pulp genre. Even if you don’t intend to play this game, this article is worth the download.

The complete pulp roleplaying game can be downloaded at The Lair of the Evil DM. The PDF is also mirrored on the German RPG blog “Rollenspiel-Almanach“.

CrimefightersPDF - Mirror

Good advice for all RPG bloggers

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Yesterday fellow blogger Trask posted an article with advice for aspiring RPG bloggers over at Living Dice. Even if you are already a RPG blogger you should check out this post. It’s an interesting read and sometimes even the veterans can learn a thing or two.

First, a hard dose of reality. Blog for love of the game, not money. You will not make significant money blogging about RPGs. Period.   Oh, you might make some money every month, perhaps  enough to cover hosting fees or pay for a trip to a convention once a year if you save all your earnings, but you will not make a living at it. There are simply not enough people interested in the hobby to  generate enough traffic. If you want to make money blogging pick a topic that appeals to teenage girls. Now there is a money-making demographic!  If you are still interested even though there is little money in the hobby, read on for some more useful advice.

Even if you have been blogging for some time now, you really should check out Trask’s post!

Ad Astra: And so it begins… (Part 2)

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The first part of my first Ad Astra adventure started a bit slow but that will soon change. The adventurers, new recruits of the Twilight Star, were ordered to investigate an archeological dig on the planet Kalanda III in a solar system at the very edge of known space. The planet is unhabited and undeveloped but has a breathable atmosphere. There is plenty of plant life but aside from a few microorganisms the planet is devoid of any animal life.
A couple of months back a scout discovered Elohim ruins under a glacier on the northern hemisphere. The Twilight Star send a science team to investigate. But suddenly the contact with the team has been lost. So, the players are sent to investigate.

The player group is provided with a Warhawk class FTL frigate, a Theseus class starfighter and a Black Hawk class shuttle. Aside from these space ships, they have access to a variety of weapons and equipment. After some preparations and some research in the Twilight Star archives, the team heads toward Kalanda III. The trip in hyperspace takes about two weeks that give the players some time to get to know their ship and the crew. When their frigate finally drops back to normal space, they at once notice that there’s something terribly wrong.

The espers on board suffer from headaches and can’t use their powers, there’s just static on the hyperband and making the jump back to hyperspace is impossible. They are stranded. A quick sensor sweep of nearby space reveals to space ships in the vicinty: a civilian mining vessel (that was used by the science team) and a Tovenaari partol ship! Both ships are obviously out of power and do not respond to hails.

After some consideration the group decides to fly to the civilian ship to investigate. They order the frigate’s crew to wait on the other side of the planet, fearing that the Tovenaari ship may have prepared for some kind of ambush. A closer examination of the mining vessel’s hull reveals no visible damage. When the player characters finally enter the vessel, the shocking truth is revealed: the crew is dead, and the corpses look like the attackers used tools and their bare hands to kill their victims. At first the player characters believe this may be the work of the Tovenaari crew from the patrol ship but quickly dismiss this idea again. When checking the ships logs the agents find out that the crew obviously killed each other, obviously driven mad by an unknown force. It also becomes clear that the scientific team was on the planet when the unspeakable happened onboard the ship. They leave the mining ship and use their shuttle to dock at the Tovenaari patrol ship.

This concludes part two of my play report. I have to admit the revelation of the “ancient enemy” will have to wait a bit longer since I will split the second part of the adventure in several posts. So stay tuned!

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