April 12, 2012

City - Crasfon


Crasfon

1: Tollbooth
2: The Golden Cup Inn
3: The Firehearth Tavern
4: Thieves - 60% encounter w/thief
5: Market area - 50% encounter w/thief
6: Garrison
7: Jail
8: Garrison weapon shop
9: General store
10: Town Hall
11: The Wizard's Lair (M-U Guild)
12: Blacksmith & Stables
13: Alchemist
14: Library
15: Slums - 60% encounter w/thief
16: Cobbler
17: Carpenter
18: Seamstress
19: Housing
20: Bank - 10% encounter w/thief
21: Chapel, Hospital
22: Fight training - 10gp day
23: Jeweler
24: School
25: House of Pleasure
26: Warehouse - 60% encounter w/thief
27: Money Changer - 40% encounter w/thief
28: Stock, hangings, etc
29: Theatre
30: Grain storage bins
31: Farmers Co-op

April 11, 2012

City - Braccus


Braccus

1: Tollbooth
2: The Cup and Plate Tavern
3: The Dragon Inn
4: Fountain
5: Thieves - 50% encounter w/thief
6: Market area - 10% encounter w/thief
7: Garrison
8: Jail
9: General store
10: Town Hall
11: Wizard's Apprentice (M-U Guild)
12: Blacksmith & Stables
13: Alchemist
14: Library
15: Orphanage
16: Slums - 60% encounter w/thief
17: Seamstress
18: Cobbler
19: Carpenter
20: Housing
21: Bank - 10% encounter w/thief
22: Chapel, Hospital
23: Fight training - 5gp day
24: Jeweler
25: Baker
26: Butcher
27: House of Pleasure
28: School
29: Theatre
30: Carriage service
31: Mortuary
32: Employment office
33: Stock, hangings, etc
34: Warehouse - 30% encounter w/thief

April 10, 2012

City - Alcartol

Today marks the beginning of a short series of city maps I did up about 20+ years ago. The maps have been scanned but you should be able to click on them for a larger and clearer picture. They might be of use if you need a town on the fly or as groundwork for your own work. This should run Tuesday-Thursday for the next 5 weeks.

Alcartol

1: Tollbooth
2: The Golden Unicorn Inn
3: The Green Horn Tavern
4: The Sharper Tavern - 20% encounter w/thief
5: Thieves - 20% encounter w/thief
6: Market area - 50% encounter w/thief
7: Garrison
8: Garrison weapon shop
9: Jail
10: General store
11: Town Hall
12: Servants of the Orb (M-U Guild)
13: Blacksmith & Stables
14: Alchemist
15: Sage
16: Slums - 20% encounter w/thief
17: Carpenter
18: Cobbler
19: Seamstress
20: Housing
21: Bank
22: Chapel, Hospital
23: Fight training - 5gp day
24: Jeweler
25: School
26: Stock, hangings, etc
27: Mortuary
28: House of Pleasure
29: Warehouse - 25% encounter w/thief
30: Farmers Co-op
31: Grain storage bins
32: Orphanage
33: Butcher
34: Baker
35: Pawn Shop

April 6, 2012

5E Friday

-The more I hear from WotC, and their polls/blogs/articles, the more I think they really have no system yet. I have to wonder what exactly the "playtesters" back in December were testing. I had assumed that they had the majority of the system in place and they were just fine tuning it. Now I think I was wrong in that initial assessment. After their first announcement back in January (now 3 months ago) there has been no concrete information released as far as mechanics; just a bunch of "we're thinking about doing it this way...or that way...or another way we haven't even discussed yet."

It almost seems like they are hesitant to release any solid "final" information. I sort of don't blame them. Once they do release a "final" system mechanic, such as the magic-user system of learning/memorizing spells (vancian or other), every blog/forum poster that either hates WotC or the system mechanic will leap down their throats with negative words. I worry that WotC is has become too "gun-shy" to make any formal declarations.

WotC almost has to release the final design all at once. If they release bits of design slowly they run the risk of alienating potential customers over those individual parts. For instance, if they release the magic-user system there are sure to be some who hate the implementation. And they will dismiss 5E. Same for whatever they decide with the healing, class, race, ability, save or death, etc systems. If they release these final systems one at a time they will lose another set of potential customers each time.

If they release the final design all at once, then potential customers might say "well I don't like what they did with save or death, but I do like a lot of the other things they did for 5E; I'll give it a look when it hits print form". A complete system will allow potential customers to judge 5E on its overall design rather than dismiss it over singular designs.

However, whatever buzz and potential excitement their initial announcement of 5E had is quickly evaporating away. They need to start making some decisions on design or risk becoming a non-event.

April 3, 2012

What is Next?

What is the next "break-out" system? By this I mean what new rule set will captivate the creative juices of a vast majority of the rpg community. I mean a system that revitalizes a portion of the rpg community and sets itself apart as a leader.

I would have to say Pathfinder was the last "big" thing (and it is still going strong). It pushed itself from a side project (trying to maintain their adventure/module business) into a leader within the rpg scene. Some of the best designers now put out Pathfinder material and it is a "go-to" commodity for new designers.

Before Pathfinder I would have to say it was Mutants and Masterminds. M&M revitalized a genre and brought it to the forefront of creativity and enthusiasm in a way we hadn't seen in some time. It became the "go-to" system for superheroes. If you wanted to run a super-hero campaign the first thing you checked out was M&M.

For awhile I really thought Savage Worlds would be "it". It is a solid system and initially had a lot of enthusiasm going for it. While it is still going strong, it seems to have fallen away from the spotlight. Material is still being produced but without much of the fanfare as in the past. Maybe this has something to do with the fact not many products actually hit the shelves; most is print-on-demand or pdfs. Thus if you aren't looking for them specifically, you will not know they are out there.

I think the AGE system from Green Ronin has the potential to be the next big thing, that is if Green Ronin wants it to be. The system gets the buzz that it is solid and creative. It is agile enough to handle a variety of play styles and genres. However, there is not really anything coming out of Green Ronin to push the system in a non-Dragon Age direction. They have stated that they have some other ideas coming out for the AGE system, but first they want to finish Dragon Age. And at the glacial pace they set for that (they are a relatively small company) it could be some time before we see anything of the sort.
Personally, I would like to see Green Ronin put out something similar to an OGL allowing independent designers to create works outside of Green Ronin. Green Ronin is simply too small to produce everything the AGE system is capable of providing. I think the AGE system could be the next "big thing" but it will require Green Ronin to actively work toward this concept and open it up to the rpg community.

4E lost their opportunity to be the next magnet for the rpg community of designers with its restrictive GSL and barriers of integration into "core" 4E, namely through a Character Builder incapable of allowing for third party content to be imported.Will 5E correct this mistake? Will 5E be the next big thing designers and third party publishers will get behind? I think the potential certainly exists for this, but as with 4E, this will all come down to how WotC handles the OGL/GSL and how difficult it will be for a consumer to integrate third party material into their own campaigns. Unlike other systems, D&D and 5E will have a built in fan base simply because it is D&D. In this case it is less about the system drawing people in and more about how WotC handles the situation; it is completely in the hands of WotC how this all plays out.

What about other future releases?

Will the DCC (Dungeon Crawl Classics) be the next big thing the rpg community supports? Already there are a number of companies producing material for the system and it is not even released yet. There is definitely an enthusiasm surrounding it, but I suspect it is too much of a niche system to become wide-spread. Maybe I'll be wrong on that count.

Will a new OSR product capture the imaginations of designers everywhere? Maybe, there certainly is a lot of really good stuff out there, but I suspect the OSR community is too fragmented (beyond their love for old-school game play) to actually get behind a single new product.

So what will the next big thing be?