I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Saturday, May 22, 2004

The Serpent Nations, Part 1

As mentioned earlier, here is the rough draft for the first of the Serpent Nations, Pheracis. A nation dominated by medusae, it's the first piece in the new D&D world I'm working on. Included is a full writeup of the nation in the Forgotten Realms Campaign Setting format, as well as some sample monsters created using existing templates and classes. Certainly, more could be added (feats, PrCs, organizations, deity writeups), but I'm just trying to lay groundwork for now.

The Serpent Nations consist of two realms - Pheracis and Sirican, though outsiders often fail to make the distinction. Pheracis is a tropical, fertile land where rivers and their tributaries slip across the earth. Sirican is where the rivers begin to the northwest - tall, young mountains and a somewhat more temperate climate seperate it physically as well as politically. Pheracis is known for its rich mines, though the underground races compete fiercely for their resources from below.

Find out more here: pheracis.htm

Oh, and anonymous posts should be okay to go, according to the settings. I know there's been at least one such post already, so let me know if any problems with the posting system continue.

Wednesday, May 19, 2004

Repairs, Part 1

The old posts have been fixed up to March 19th. I will continue this process slowly, but not at the expense of getting new posts up.

Tuesday, May 18, 2004

Ye Olde Planescope

Right now, I'm working on a more solid idea for a D&D setting. It's a extrapolation of the classic question, "what if the monsters took over?" I should have a piece of it - the Serpent Lands - up soon, detailing nations ruled by medusae and yuan-ti, respectively. I don't have a firm name for the setting yet; the working title is "Monster World", but that'll change for sure.

Since that's not done yet, I figure I might as well mirror my old Planescape page in the meantime. This was dedicated to the Planescape campaign I ran for about eighteen months, and though it's out of date by any standard, the content and design was fun to do. Nothing groundbreaking, and some of the material from it has already appeared here... but I figure it's worth putting up again.

You can see it here, either again or for the first time... the buttons aren't showing up properly, but hopefully I can clear that up soon.

Sunday, May 16, 2004

CCG Tales

Here's something a mite odd, so with it comes the explainin'.

CCGs have been trying to tell stories for awhile now, through flavor text in the cards themselves, in the rulebooks, etc. The first big game in that regard that I can think of was Legend of the Five Rings, but even Magic had inklings of a story from the beginning (even if it's never really been developed per se). But some of the better games, I think, tell a story in the playing. The various rules, cards, and in-game events lay out a story. Granted, you aren't likely to get Shakespeare this way, but you can get some fun, colorful synopses of a game.

I think Doomtown is one of the better ones in this regard, and so after getting to play it again via gEngine recently, I felt inspired to sit down and write up a more story-like summary of the game. It's mainly an exercise as to seeing how a CCG can represent a story, or at very least a series of events.

Doomtown Tales - Witch Hunt.txt