rockwood: (Default)
This series of articles, the first of which is here, covers unofficial or personally-owned (maybe, if I get around to buying a license) material I'm writing for Cortex RPG games, including new sub-systems, optional rules, and similar.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of these ideas, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar.

This particular article includes some Bundles, a feature fully introduced in the Cortex Role Playing Game System which debuted at GenCon '08 in a special 'Convention Edition.' Essentially, Bundles are packages of Traits put together because they represent one overall 'thing,' be it a character's species, a blessing, a curse, or another effect that is too complex to be summed up by a single Asset or Complication. The Bundle has a value that can be positive (making you buy it like an Asset), d0 (making it free, as long as you're allowed to take it), or negative (giving you back points like a Complication). There's a bit more too it than that, but that's enough to make the Bundles below understandable.

The Bundles here use the new Traits from the Cortex Core Rulebook, so those who want to use them will have to either wing it or buy the book (shameless plug: buy the book! It's awesome!), since fully reproducing the descriptions of those Traits would be a violation of copyright.

Also: these Bundles are from two Sci-Fi universes I want to roleplay in using the Cortex system, though they may already have their own RPGs....I'll probably do more Sci-Fi Bundles in the future, but these struck me immediately as amusing examples :-)


As always, comments and questions are welcome (about these, about Bundles in general, and so on). Also, if anyone wants me to write up something specific as a Bundle, or wants rules for a particular ability or character, feel free to ask!

Blessed be,
~Nathan
rockwood: (Tome)
This series of articles, the first of which is here, covers unofficial or personally-owned (maybe, if I get around to buying a license) material I'm writing for Cortex RPG games, including new sub-systems, optional rules, and similar.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of these ideas, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar. SPECIAL NOTE: This particular post also contains material I intend to use in a work of fiction, which is separate from the Cortex-specific rules. The same disclaimer applies, but there's a higher chance that this will wind up being somehow related to a published product. If you don't want to risk 'giving' me an idea that I might profit from, please don't comment, modify and repost, or otherwise communicate your ideas to me. I put this up here so it can help inspire other people, but that doesn't mean I'm not also seeking inspiration and, someday, some monetary appreciation :-)

This article consists of a very, very rough first-draft (partial first draft, even) of an alchemy system for the Cortex RPG. While I hope the system might be usable in most fantasy settings, I'm designing it for the world of a novel I'm working on. The genre is closer to 'steampunk' than it is to traditional 'sword & sworcery' fantasy. It's grittier, the technological level is closer to 1875 than 1600, and it's darker. In this case, the term 'deathpunk' might be appropriate....



Now, that's all a first draft, as I said. Not all the potions and elixers are fully described, the system could do with some playtesting, and it's generally up in the air at the moment. I hope to post a polished version someday (or publish one), but we'll see. Other possible topics for future articles along this line include the other Lesser Necromantic Art, that of Mesmerism, and Necromancy itself, both of which are involved in the novel I'm working on (well, when I'm not goofing off doing game design).

This is pretty specific stuff, but I hope someone finds a use for it, or can adapt it to their game in the meantime. I appreciate any comments, questions, or criticisms you might have, since I'm sure this is far from perfect! Thanks for reading.

Blessed be,
~Nathan
rockwood: (Tome)
This series of articles, the first of which can be found here, will cover my own new, unofficial ideas for Cortex RPG games, optional rules, and similar.

This article is a small collection of new Traits for the Demon Hunters Role Playing Game. Two of them, notably Who Gave Him Sugar? and Sniffin' It Out, were first invented by [profile] leeflower, so I can't really claim credit for those ideas; I just wrote them up and balanced their die costs.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of the ideas from these articles, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar.

Read on for the Traits!

Well, it's only 4 Traits, but I hope they prove useful! They aren't in any way official, but they occured to me as ones that I probably would've put in the DH rulebook if I'd thought of them before... thoughts? Comments? Suggestions?

Blessed be,
~Nathan
rockwood: (Default)
This is the fourth in a series of fairly lengthy articles, the first of which can be found here.

This article will deal with some of the differences in the combat systems of the Serenity RPG and the Cortex engine; specifically, the rules regarding multiple actions.

DISCLAIMER: I'm not the owner of Serenity, the Serenity RPG, or the Cortex System. While I wrote a good portion of the later Cortex books (BSG, Demon Hunters, and the generic Core Book included), I'm just a freelancer. The opinions expressed in these articles are my own. When it comes to the design philosophy I discuss, I try to present what I understand to be the 'general consensus' of the Cortex developers and the design goals of the owners, Margaret Weis Productions.

If you want to learn more, read on!



That's one of my favorite rule-system changes to the Cortex engine, so I'm especially looking forward to any feedback or criticism on this one. If you have any questions, feel free to ask them! Also, I'm running out of ideas for subjects to address in this series of articles, so suggestions are welcome on that front as well.

Blessed be,
~Nathan
rockwood: (Smile)
Tooting my own horn a bit, here---fair warning!
Much to my surprise, the little play-by-post I'm running (a Call of Cthulhu mystery/horror adventure, entitled "You Can't Take it With You")  at PbP House (link to their 'what is this?' FAQ) attracted the notice of the moderators, who named my game this month's "High-Caliber PbP" winner!

The post I wrote, and their explanation of why it was selected, can be found at the bottom of this index page. It doesn't come with a cash reward, but I decided to take them at their word about the bragging rights and post here in a celebratory fashion. Considering that the mods, players, and GMs at PbPHouse are generally pretty skilled writers, I'm quite pleased I wrote something they thought was deserving of the mention.

By the way, the top of that index page also includes a pretty good explanation of what the site is. I highly recommend the place to anyone interested in play-by-post roleplaying---it's a good way to get in some games despite having little time to organize one in real life, and the people there are a fun crowd.

Blessed be,
~Nathan
rockwood: (Default)
This is the third in a series of fairly lengthy articles, the first of which can be found here.

This article will deal with the differences in the way Plot Points and Advancement Points are handled between the Serenity RPG and the Cortex engine as it appears in later games.

DISCLAIMER: I'm not the owner of Serenity, the Serenity RPG, or the Cortex System. While I wrote a good portion of the later Cortex books (BSG, Demon Hunters, and the generic Core Book included), I'm just a freelancer. The opinions expressed in these articles are my own. When it comes to the design philosophy I discuss, I try to present what I understand to be the 'general consensus' of the Cortex developers and the design goals of the owners, Margaret Weis Productions.

If you're interested, read on!



Well, I hope that answers some questions or provokes some thoughts! Next time I'll look at combat (finally moving away from character creation!).

Looking forward to any comments, criticisms, or questions.

Blessed be,
~Nathan
rockwood: (Tome)
A new series of articles to break things up a bit. This series (which isn't likely to come out extremely regularly) will cover my own new, unofficial ideas for Cortex RPG games, optional rules, and similar.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of these ideas, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar.

This one offers a new system for character advancement, based upon the passing of time rather than the accumulation of Advancement Points. It can be used as a substitute for normal advancement, or simply to supplement the original system.


Hope you enjoyed it! Comments, criticism, and discussion are welcomed, as always; this will likely see revision sometime in the future.

Blessed be,
~Nathan
rockwood: (Default)
This is the second part of a series of fairly lengthy posts, the first of which can be found here.

This article will deal with the changes made to the Trait system between the Serenity RPG and the Cortex engine as it appears in later games.

DISCLAIMER: I'm not the owner of Serenity, the Serenity RPG, or the Cortex System. While I wrote a good portion of the later Cortex books (BSG, Demon Hunters, and the generic Core Book included), I'm just a freelancer. The opinions expressed in these articles are my own. When it comes to the design philosophy I discuss, I try to present what I understand to be the 'general consensus' of the Cortex developers and the design goals of the owners, Margaret Weis Productions.

I hope this proves useful to someone! Enjoy.



I hope my writing isn't so rambling as to lose your interest. If anyone is still paying attention, the next article will be on Plot Points and Advancement Points---the last article on character creation and advancement. After that, I'll look at combat and rule systems.

As before, comments, questions, and criticism is welcome---both regarding the game design, and the writing of the post. Thanks for reading!

Blessed be,
~Nathan
rockwood: (Smile)
By all that is holy (and most other things too)! IT HAS ARRIVED!

I just got an awesome surprise: a copy of the Demon Hunters RPG core book arrived by FedEx not an hour ago. It is oh, so shiny...

First, thanks to the folks at MWP for sending one my way so quickly. Second, thanks to MWP and Dead Gentlemen Productions for making this project so awesome! I have to say, as much as I love Serenity and BSG, Demon Hunters was the most fun to write.

This post isn't meant to be a review---I'm kinda a biased source there---but on a basic level, this book looks, reads, and plays in style. A very particular, half-slapstick, half-serious style, but style nonetheless. The humor is great, and is consistent with the Demon Hunters universe; the rules are presented smoothly and with the benefit of having already worked out the hiccups that occurred in both the Serenity and BSG books (if I do say so myself); the collection of Traits is a thing of beauty; the layout is excellent; and, of course, there's the DVD of the Brotherhood Training Video....

This video was previewed at GenCon '07, but now includes even more goodies on the DVD, ready for printing and use. And, honestly, the video itself is worth the cost of the book.

I really should go about some other business, so I'll wrap up this post with one of my favorite quotes from the DHRPG rulebook. This comes from the section on the Mystic Arts, regarding casting spells faster than normal ('Cheating the Universe,' on page 95):

Instead of casting that spell properly, you can Cheat, with a capital "C." Essentially, by forcing extraneous eldritch power into the arcane matrix of the ritual-construct, you increase the rate at which---aww, hell, think about it this way. There's a baby with some candy inside a locked room with a glass door, right? You want the candy. You can either pick the lock, which is tedious and time consuming (casting the spell as a ritual), or you can wrap your jacket around your hand and punch the glass in (Cheating and speeding things up). Sure, you get cut up a bit, and maybe the baby turns out to be a face-eating demonspawn in disguise (botching), but otherwise you have the candy. Mmm, delicious, analogical candy.
Seriously, check the book out! And if you want to chat with other folk about it, or ask any questions, you can either post here or go to the CortexSystemRPG forums for a different perspective.

Blessed be,
~Nathan
rockwood: (Tome)
One thing that I always get asked is how, exactly,  the Serenity RPG differs from the later editions of the Cortex system. So I thought I'd start off my jabbering here on LJ with a more in-depth discussion of those differences than I usually give.

In this series of articles, I'll cover not just the changes implemented between Serenity and the Cortex revisions, but also some of the motivations and the design philosophy that led to those changes. I'll also be happy to take questions on such things, but...

DISCLAIMER: I'm not the owner of Serenity, the Serenity RPG, or the Cortex System. While I wrote a good portion of the later Cortex books (BSG, Demon Hunters, and the generic Core Book included), I'm just a freelancer. The opinions expressed in these articles are my own. When it comes to the design philosophy I discuss, I try to present what I understand to be the 'general consensus' of the Cortex developers and the design goals of the owners, Margaret Weis Productions.

Warning, this is a long and detailed article. Hope you enjoy it!


Now, all that said, those aren't the only changes made to the way character generation and advancement work between Serenity and the later Cortex revisions. Next time (tomorrow, hopefully), I'll go over the changes to the Trait system. After that we'll look at Plot Points and Advancement Points, and then we'll be on to other aspects of the games.

Hope this little series of articles will prove helpful to some folk. Questions? Comments? Criticisms?

Blessed be,
~Nathan
rockwood: (Default)
Ok, well---after browsing around a bit, it seems there's enough gaming/Serenity interest to be drummed up to at least justify my blathering on those accounts. So I'll be posting a bit, soon, about the Cortex system's design and revisions, especially as related to gaming in the 'verse.

Also, I've got some schemes on the back burner; mostly for what to do with the system once the generic Cortex Corebook comes out. Since MWP has said that they'll most likely be letting third party publishers sell their own material with certain restrictions, I hope I can hop on that bandwagon pretty quick and get a sourcebook out. Some ideas are

--A game based on the novel I hope to write shortly (woot for easily achievable goals! /sarcasm), which would make it a pseudo-victorian fantasy mod I'm tentatively calling 'deathpunk.'

--A modern horror game based on the works of H. P. Lovecraft, primarily regarding a well-funded organization that has set itself up in the ruins of a burned out ghost town on the Massachusetts coast. They call themselves "The Innsmouth Project," and organize government investigations into supernatural happenings within the States. Of course, not all their operatives can avoid the...uncanny effects of The Call, but some casualties in the line of duty are to be expected.

More to come later, I'm sure. The problem with game design is that you just keep getting ideas which you have no time to implement... it can be excruciatingly frustrating. Just goes to show I really need that direct neural uplink. Scientists! Get on it!

Blessed be,
~Nathan

Profile

rockwood: (Default)
rockwood

September 2015

S M T W T F S
  12345
6789101112
13 141516171819
202122232425 26
27282930   

Most Popular Tags

Syndicate

RSS Atom

Style Credit

Expand Cut Tags

No cut tags