Construction 3

The more I think about what to do with magic, the more complex things seem to get, so let’s try to streamline things down. I originally was thinking about having two skill wheels, one for traditional wizard-ish magic and one for divine energy. This struck me as fitting, if only because, well, most wizards . . . → Read More: Construction 3

Construction 2

So let’s talk skill wheels.

Originally I wanted to do skill trees, working from a generic skill up towards more specialized ones, with the specialized ones getting more skill points for each development point you put into it- but this was causing me headaches. If, as I was thinking, a character would get 5 . . . → Read More: Construction 2

Construction

Let’s just write what comes to mind. It’ll be a jumbled mess, but maybe it’ll get ideas across as to what I’m trying to accomplish.

Continue reading Construction

World 3 – Immortal Kobolds, Cross-Breeding Trolls

World 2 is underway, World 1 is just sort of meh. On to World 3, designed by staring at the artwork of Fredrik K T Andersson, and not simply because so many of his images involve a scarcity of clothing. Andersson’s art is going to be key to the world, but it won’t be . . . → Read More: World 3 – Immortal Kobolds, Cross-Breeding Trolls

World 2 – Important Player Information

Starting Area

The campaign will be starting in the Emir Isles, a handful of  islands that are host to a single town and a few scattered buildings among the forests. While the majority of the population is human, there’s a broad range of races represented in the isles, either in small families or larger . . . → Read More: World 2 – Important Player Information

World 2 – Overview

Forty-seven years ago, the world was rent asunder.

What precisely happened is unknown; all that is understood is that there was an inexplicable feeling of anticipation and nervousness, as if the world itself waited for something upon the tip of a needle. Then the feeling disappeared, replaced with a great emptiness. And into that . . . → Read More: World 2 – Overview

World 1 – Deities part 1

The gods of the world are universal- there is a single pantheon that is worshiped by all of the civilized races (and more than one uncivilized one). Each has a single area over which they are universally granted domain, but beyond that the details vary from one area or race to another, and is . . . → Read More: World 1 – Deities part 1

World 1- Cities

In this world, as with most of 4th edition, civilization is a bright spot in the darkness. There are great swathes of the world that lie untamed, filled with creatures that see other races as little more than food or playthings, and what areas are claimed from such threats are always in danger of . . . → Read More: World 1- Cities

Crimson Skies – Limiting The System

One of the first and most important things to realize is that Adventure! is a game system designed to encompass a lot more than just Dick Tracy or The Rocketeer-style heroes. There’s options in there for psychics and superhuman capabilities as well- and that doesn’t fit in with the Crimson Skies universe. To that . . . → Read More: Crimson Skies – Limiting The System

Crimson Skies – The (wholly unofficial, unlicensed, and for personal use only) RPG

I’ve been a fan of Crimson Skies since years ago when I wandered around a convention and found a table bearing a stack of posters, every one of them bearing the CGI image of a Fairchild Brigand- an aircraft as signature to the game as the Warhammer was to Battletech back before all the . . . → Read More: Crimson Skies – The (wholly unofficial, unlicensed, and for personal use only) RPG