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The email newsletter link is broken. The &source=mailing for tracking hits from the newsletter causes the link not to work.

Otherwise - good luck! If it was for a non D20 system, I'd definitely enter.


Ross Byers wrote:
Go to your account page and you can select an avatar from the list provided. There are no Custom avatars at Paizo, and it helps keep the boards clean, and help you remember who people are, because the avatar changes less often.

Mind you, I use the same avatar on every board as it's symbolic and associated with my username (I mark paper models with it, and music videos and other things I produce). So there is a certain amount of "should we take into account users that have an online presence and identity"?


DocReason wrote:
Vic Wertz wrote:
It's like a Stonehenge box cut in half.
Well, I hope I will have room for the new pieces :-)

The Stonehenge box itself has a lot of space that isn't being used - I could quite easily fit the expansion pieces in the same box.

After it comes out, I might see about designing a template to fit the box to keep the parts separate.


If you have a game from Andrew Looney - will there be any discussions or agreements about icehouse/treehouse pieces (also Looney Labs) to allow crossover between the games?


Hmm, based on this list-
http://www.fanaticus.org/DBA/armiesofthefanatici/EdZwilling/Celts/index.htm l

Possibly the cards would be-

White= Light Horse
Blue= Hordes
Green= Light Chariot
Yellow= Warband
Red= Spears
Black= Psiloi


Maybe :)
I'm currently spending all my spare time on one of my own games, but am easily distracted...

Some ideas-

Miniatures based games are usually free movement for the figures - so much of the board would likely be superfluous. That leads to two type of mini games - ones on the board and ones on an open flat surface just using the pieces of Stonehenge.

Personally I'm more interested in using Stonehenge board and pieces only than not using the board and using actual miniatures.

Ergo I propose a DBA type game.

Cards are used for units and placed face up horizontally on the board. A disk is placed in the centre of the long side of a card to show it's front and who it belongs to (and also to keep the card down. The colour of the card shows the type of unit it is.
White= Cavalry (including light chariots) cost= 9
Blue= Hordes cost= 3
Green= Bows cost= 5
Yellow= Warband (general pre-roman infantry) cost= 6
Red= Spears cost= 7
Black= Psiloi (skirmishers) cost= 4

The numbers on the card are only used for identifying the unit.

Measurements are done with the bars. One bar = 200 paces.

Set aside 6 cards for each player (one of each colour) to act as dice.

Breakup the trilithons to act as hills or as a river.
The card packet can be a village
Forest can be shown with bars of colours not used delineating the forest's edges.

The markings on the board are ignored.


Probably the usual suspects for PBeMs could be used-
Cyberboard, Vmap, Vassal etc.

Mostly free and available at the PBeM Emporium-
http://pbem.brainiac.com/


Professor Rabbit wrote:

As a “Demo Rabbit,” that’s the hook of this proposed game. The minigame for each type of skill will draw people to play this game.

This is what I did with my Versailles game based on tarot cards - there's a minigame for repartee combat, and a minigame for duelling (two in fact, one for fencing, one for pistols.


DocReason wrote:

Character development in what way? Do you mean statbuilding, with the games played with the Stonehenge boardgame as a way to beef up stats, a bit like you do with Puzzle Quest serving as a way to combat? Maybe this could be done a cross between Barbu and Gipf.

The idea would be to have an open-source, free RPG system, that uses Stonehenge in some interesting way that is unique.

Actually, what might be needed now is microgames like Stackhenge as means of doing battles. Quick games you can do in less than 5 minutes, you use to resolve battles.

I think this could be an interesting way to go.

Yeah, character development meaning stat building really - putting roleplaying elements in such as motivations, personality, histories and plots and what not would possibly be best handled later. Possibly a storytelling game using Stonehenge?

The main problem I see with Stonehenge for RPGs is the use of the board and pieces. Neither of which are common to RPGs which tend to use small amounts of game pieces that are more easily portable.

I like the idea of combat resolution though - a common feature in many games is the use of miniatures and maps to help visualise the combat, some RPGs even have rules that are specific to miniature use. I doubt every adventure would hinge on fighting within Stonehenge though, so it would need to be abstracted. Possibly the board could be used for non-physical combats? Such as magical combats?

Actually, that being said, combat is just another task resolution problem like the use of any skill, and they could all be symbolically represented on the board. We just need a reason why it would be good to use the board.


RPGs are not a big market, compared to board games. But it would be a new market at least :)

Ideally, you want collectible and children as your market. MacDonalds has always had the right idea there. You want to target those with money - either Teens with part time jobs and no debts, or Parents (through their children).

I can't see a lot of potential crossover from boardgame to RPG, unfortunately. Not in terms of "attracting more customers".

However, that being said, it can be done in stages - introducing character development and scenarios. Talisman and Battlestations come to mind here.

What about reworking the published rules for a roleplaying version? With character development there is more potential replayability and there is a potential metagame across them.


Professor Rabbit wrote:
For example, if they use mental attack and they play a blue or white card, it gives them a bonus. (I'm still working out the system, it's just a start)

Heh, "still working out the system" is the story of my life :)

But on the plus side, discussing it gets lots of nice message posts on the board and looks good in its stats :)

That, and I can look like a pseudo-intellectual by using as many multiple syllable words as I can think of when talking game mechanics. Gives me an ego boost :)

Anyhow, actual useful things-
Game Chef for RPG design contests
1000 Monkeys, 1000 Typewriters for free roleplaying games

RPG game design advice-
The Importance of method
RPG System design
Design Patterns of Successful Role-Playing Games by John Kirk (zip of a PDF dissertation)


Professor Rabbit wrote:

Stat Blocks:

I've been working on 4+2 system for stats for another game I designed:

The starting player would be given 60 points to be split up between six stats:

Physical (Green), Mental (Blue), Health (Red), Psych (Yellow), Attack (Black) & Defense (White). No one starting player's stat block can be less than five points.

Attacks would resolve based on if it was a physical, mental, health or psych attack. The player's attack plus type stats would be added together and the attacking player/npc would draw a card. The defending player/npc would draw a card and their defense plus type would be added together. The highest score wins the attack. If there's a tie, defender wins.

Would the colour of the card be significant when adding to the same coloured stat? Some kind of additional advantage?

I prefer a hand of cards for each player though - gives players more of a choice in where to use their better cards and when not to (adds more narrative story control). Drawing a random card, especially with a range between 1 and 30 is a fair bit of random.


DocReason wrote:


You could treat them as archetypes or packages if you like. I believe classes would depend on the type of world you are in. In the time of Celtic Monks and Druids, classes might be more rigid.

I mean classes as in "class-based roleplaying systems" rather than social classes :)

I'm all for social class. I'm against "every player must belong to one of the classes only, and they have the following rule enforced limits and advantages and must never change"


Task Resolution idea-

If you have stats 1-30, the players could be dealt cards each session - a card based mechanic similar to my Versailles game (which I'd like to rip large chunks out of to save time here).
(sorry just had to pimp my game there)

Difficulty of a task = 1-30 (or more) based on GM decision.
Player can play one or more cards which get added together and must meet or exceed the difficulty of the task.

The total amount that player can play is equal to the relevant stat+relevant skill (e.g. Stat of 12 and Skill of 17 means the player can play cards up to the total of 29)

Trilithon cards could be trump cards and add +10 to the task resolution and may allow the player to exceed their limit of stat+skill.


DocReason wrote:

Even the cloaked figures in the game lend towards character classes: Monks, Druids, Thieves, Ghosts (undead) and Aliens.

Just curious what people's thoughts are on this, and if it might be something Piazo would be interested in having associated with Stonehenge.

Being a longtime roleplayer and using many systems and even having written some (i.e. Game Chef) - I'm a big fan of NOT using classes (also a big fan of NOT using levels and NOT using "hit points"). It's never a good thing in roleplaying. It always leads to too much structure and not enough imagination (i.e. you may as well play a videogame).

However - what I propose instead is either archetypes or packages.

Have bunches of skills and skill sets - and then declare that a "Monk" type would have these skills at these levels, and a "Druid" would have these skills at these levels. I wouldn't force players to choose one of the archetypes, they could make up a mixture.

Being a bit of a fan of the Hero system as well - I'd like to see point-based generation. Special powers could be figured in as well.

Full Name

Chopslots Horsekiller

Race

Bugbear

vitals:
Init +4; Senses darkvision 60 ft.; Perception +5 AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 14 (1d12+1) Fort +5, Ref +2, Will +1

Classes/Levels

Barbarian / 1 Init-4 Perc-5 Move 40 [spoiler=skills]Acrobatics +2, Climb +4, Craft (weapons) 6, Escape Artist -2, Fly -2, Handle Animal 4, Know (nature) +5, Ride -2, Stealth +6, Survival +5, Swim +0 Languages Common, Draconic, Goblin, Orc[/spo

Gender

Male

Size

Medium

About Chopslot Horsekiller

Chopslot Horsekiller
Bugbear Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatclub +5 (1d10+6/x2) and
. . Greatsword +5 (2d6+6/19-20/x2)
Ranged Sling +3 (1d4+4/x2)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 13, Cha 11
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2
Traits Reactionary, Resilient, Stout
Skills Acrobatics +2, Climb +4, Craft (weapons) +6, Escape Artist -3, Fly -2, Handle Animal +4, Knowledge (nature) +6, Perception +5, Ride -2, Stealth +6, Survival +5, Swim +0; Racial Modifiers +4 Stealth
Languages Common, Draconic, Goblin, Orc
SQ fast movement +10
Other Gear Scale mail, Greatclub, Greatsword, Sling, Sling bullets (20), Backpack (empty), Blanket, Flint and steel, Rope, 5 GP, 3 SP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Chopslot never new his tribe they were destroyed when he was an infant. The ones responsible for their distruction took the bugbear cub and sold him to a carnival. It was put in an oddity part of the carnival for all the people to look at the wild bugbear cub. This lasted only a short time for as a bugbear grows it looses that baby cuteness and just becomes an ugly monster to those willing to pay to see it.

Thus started the second journey of Chopslot. This leg is where he became who he is today. The carnival sold the now two year old cub to Vankers Voldengrass. Vankers was not a nice person and his business was less than reputable. He ran a fight pit on the outskirts of Port Ice. This was the type of place where he would drop a couple of wild animals into a pit and only one was allowed to come out. He made his money on the betting. He took a little off the top from the bettors and pitted their money against each other. Chopslot was too young for the pit but he was given hard manual labor to begin with that made him strong, but he soon grew big enough. At the age of eight he was forced into the pit and given a sword much too bigh for him. His first opponent was an old horse. Now the goblinoids were notoriously scared of horses and dogs but Chopslot didn't know this fear because he didn't grow up in a tribe. Chopslot was told to kill the horse or be killed. Chopslot did just that though it wasn't easy for an eight year old bugbear to do he used that oversized sword and chopped the horse to bits and then began to eat the belly. This is how he got his name Chopslot Horsekiller, before he was just know as the bugbear. For ten years Chopslot was put into the pit and forced to fight all sorts of animals and monsters and given all sorts of weapons to use. He also learned to tap into his inner strength and anger that allowed him more strength and endurance, though this only lasted a short time.

Chopslot time in the pit was not good to him we was caged when not fighting and given only enough to eat to keep him alive and able to fight. One night he was able to escape though not because of his heroics but of the stupidity of a hired hand. The guy who put Chopslot back into his cage forgot to lock it. Now spending as much time around humans as he did he learned common and overheard that all the people that worked in the pit were going to go to Port Ice for the night to have some fun of their own. Chopslot knew they would be gone for a long time and he knew this was his chance for escape.

After Chopslot escaped he went south keeping in the forests. He was able to take several items from the pit to help him on his journey included in these items were a set of armor and a giant club. Chopslot liked the big swords better but he didn't have time to really look for one. In his journey south he met with a goblin chief who told him of his plan to settle the southern lands and become a king. This chief told him he needed a warrior like Chopslot to do this and if he did would set him up with a position in his kingdom. A position that would cause everyone to look up to him. Chopslot had spent his entire life being looked down on and here was a chance to be free and important and have a cause. Chopslot didn't need anymore convincing he was in and would do what ever it took to make goblin king.