Monday 23 May 2011

...Errata, Erata, I love you Eratta...

...You're only a fay say day away   


As you are by now aware I have started a little publishing venture, and proof reading has kept me away from blogging.  Today, was the first time I have had to publish an errata notice and this got me thinking.

I don't know of any other publishing genre which has so many errata which slip through the net.  Fiction certainly doesn't, magazines and newspapers print retractions, but that's a content matter and not typos or other cockups.   Do we the buyers seem to accept these errata more readily because we see ourselves as RPG fans first and consumers second?  Do we appreciate the publisher's hard work that goes into even the smallest $1 PDF download, rather than wail on their poor proofreading skills?  I'd like to think we're a better kind of people and we know how much love goes into the games we buy.

BTW if you've bought RGP001 - ITEM CARDS Set 1: Adventurer's Gear the errata have been corrected and you can download them in the FREE Item Card Sampler.

Mea Culpa, Mea Culpa, Mea Maxima Culpa...

Tuesday 17 May 2011

MOVIEWATCH: The Adventures of Tintin - The Secret of the Unicorn

Probably the most eagerly awaited movie of the year (well in my house anyway!!), only 7 more months to wait...

Saturday 14 May 2011

Grimtooth's Most Useless Machine Trap

I stumbled upon this video of the Angriest Most Useless Machine. 



For those of you not initiated in the ways of Most Useless Machines, it's a device whose only function is to turn itself off.  Each time you turn it on a finger pops out and immediately turns itself off.

Which got me thinking, perhaps Grimtooth might have invented something similar for one of his trap catalogues?  Something like this perhaps:

The trap consists of a 100ft long, 10ft x 10ft corridor, at it's far end is a featurelss door with no handle.  Protruding from the wall beside the door is a lever with a sign above it which reads "OPEN" and one below it which reads "CLOSE".  Behind the wall sits an ogre, troll or other dim but dangerous creature who has been told to guard this door and stop anyone trying opening it by flipping the lever to CLOSE.

How to play it

The first time a player flips the lever roll 5d6, the resulting number is the PATIENCE of the guarding Ogre, make a note of this number.  Each time a player flips the lever to the OPEN position the Ogre flips it back to CLOSE and reduce the Ogre's PATIENCE by 1.  When the Ogre's PATIENCE is reduced to 0 it opens the door from his side snaps off the lever and bashes the PC with it before returning through the door and closing it.

Player's Solution

Go back the way you came.

Other RPG Uses

Unmodified, the machine would make a perfect Alpha Complex experimental robot...

"Listen up troubleshooters... The Computer, in its infamous wisdom, has granted you temporary security clearance to escort the experimental bot U-SLUS-MASH1N to R&D sector, please make sure that it gets there in one piece... "

Tuesday 10 May 2011

Roleplay Geek Publishing - New Product - Paper Minis Set 1 - Animals

RPG is proud to announce the first in a new line of Paper Miniatures with the release of RGP004 - Paper Minis - Set 1: Animals.

Do your PCs ever forget that they're on horseback? Do you need some mundane animals to populate that village scene? Do you want ink friendly disposable miniatures?  Then this is the product for you!!

Paper Minis Set 1: Animals includes over 112 paper miniatures depicting the 28 animals featured in our sister product RGP003 Item Cards - Set 3: Animals.  Each animal is based in 4 colours, 1 for each of your PCs, plus another 6 bonus animals, that's 136 miniatures in total all for the pocket money price of $1 dollar!!.

Animals featured include; Bear, Bull, 2 Types of Camels (Bactrian and Dromedary), Carrier Pigeon, Cart Horse, Cat, Cow, Dog, Donkey, Eagle, Elephant, Goat, Horse, Lion, Llama, Mule, Musk Ox, Ostrich, Pony, Reindeer, Rhinocerous, Tiger, 2 Types of Warhorse (Light and Heavy), Water Buffalo, Wolf and Zebra plus bonus animals; Ducks, Goose, Pig, Sheep, Boar and Chicken.

Monday 9 May 2011

FBI Tracking Device Torndown on ifixit

For those of you interested in modern conspiracy games, the guys at ifixit.com and wired have teamed up to teardown an alledged FBI GPS vehicle tracking device which has come into their possession. 

Now I'm not for one moment going to get all high and mighty debating the pros and cons of one nation state surveilling its own citizen's, I just think that it's fascinating from an RPG stance to see the sort of technology, which if the claims are true, is current issue.  Apart from the industrial strength casing for the battery pack it sure looks a little "Radioshack" to me...

Thursday 5 May 2011

Roleplay Geek Publishing - New Product - Item Cards Set 3 - Animals


Hot off the RGP press it's Item Cards Set 3 - Animals.

Does your party of PCs like to ride around the kingdom on the one warhorse that they forgot to tell you they bought in the last 2 shack village they passed through? Want some exotic transportation for that african safari you want to send them on? or do they just want to send a postcard back to mom? Well this is the product for you!!

Set 3 includes 112 cards depicting 28 animals each in 4 colours, 1 for each of your PCs. Animals featured:

Bear, Bull, 2 Types of Camels (Bactrian and Dromedary), Carrier Pigeon, Cart Horse, Cat, Cow, Dog, Donkey, Eagle, Elephant, Goat, Horse, Lion, Llama, Mule, Musk Ox, Ostrich, Pony, Reindeer, Rhinocerous, Tiger, 2 Types of Warhorse (Light and Heavy), Water Buffalo, Wolf and Zebra

As with all item cards it's at the low, low price of $1 dollar!! You can now also buy the entire set of item cards together and save 20%.

Friday 29 April 2011

Roleplay Geek Publishing - New Product - Item Cards Set 2 - Potions

Hot off the RGP press it's Item Cards Set 2 - Potions.

28 Potions in 3 Sizes (1, 2 & 3 Doses) and each potion has a blank 1 dose card, so you can surprise your players with the "Guess the mystery potion" game.

Like all the Item Card Series, Set 2 - Potions is priced at low, low price of 1 dollar.  Includes:
  • Aid
  • Blur
  • Cure Light Wounds
  • Cure Serious Wounds
  • Delay Poison
  • Fly
  • Gaseous Form
  • Haste
  • Protection from Evil/Good
  • Remove Blindness / Deafness
  • Water Breathing
  • Water Walk

and many more.

Thursday 28 April 2011

Roleplay Geek Publishing - New Product - Item Cards Set 1 - Adventurer's Gear

I know it's been a bit quiet here at Roleplay-Geek...

Coz I've been slaving away putting the finishing touches to the first of my item card PDF downloads which is now available on RPGNow/DriveThru RPG right now.

I've been playtesting these cards in my latest campaign and they've gone down a treat.  The first set contains 112, yes I'll say it again 112!! basic Adventurer's Gear item cards plus a full set of rules on how to use them in your game.  So show some RPG love for your players and buy a copy today, it's only a dollar!!

Thursday 21 April 2011

The Extraordinary Adventures of Adele Blanc-Sec

Luc Besson is one of my favourite directors and I eagerly await his latest film based on the mid 70s comic books by Jacques Tardi.  Can't wait for this one... and as hits UK screens this month, it looks like I won't have to.

Wednesday 6 April 2011

ThunderCats are on the Loose...

In a brand new series set to premiere some time in July 2011 on the Cartoon Network Here's a taste of what's in store in the recently released trailer .

Citymorphs #025 to #029

My apologies for the unplanned hiatus in citymorphing, unfortunately my proto career as a blogger does not yet pay the bills.  Here's four more tiles to satisfy.

 #025 - Canal 002

Another canal tile with a bendy bit in it.  Hopefully this will line up properly this time.  I will get round to fixing #006 Very Little Venice at some point in the near future.
 #026 - Slum 001

Not everyone in Morphia lives above the poverty line as demonstrated by this slum district.
#027 - Arena 001

Since the Colliseum was built this smaller arena has had to suffice with smaller scale entertainments such as public executions and beast fighting.
#028 - Arena 002

The owners of the Arena found that there are a few notable advantages to a smaller venue... It can be flooded and mock naval battles can be staged!!

Tuesday 5 April 2011

New Doctor Who T-Shirts at Forbidden Planet

In anticipation of the latest series of Doctor Who hitting UK screens on the 23rd of April, Forbidden Planet are selling a new range of T-Shirts styled after the familiar attire of the 4th, 5th, 6th and 7th Doctors.


4th Doctor - Tom Baker5th Doctor - Peter Davison
6th Doctor - Colin Baker7th Doctor - Sylvester McCoy

Not your usual fan shirt fare I think You'll agree.

Monday 4 April 2011

Games and 3D Printing: Thorn Dice

3D Printing is one technology I just can't wait to get my hands on.  The possibilities for gaming in general are pretty exciting particularly in the realm of P'n'P (Print 'n' Play) where you can print your own miniatures, scenery and other game components.

I spotted these Thorn Dice this morning courtesy of the guys over at Make Magazine.  Designed by Chuck Stover (aka ceramicwombat) and available to buy from shapeways, they look strangely lovecraftian.

Friday 1 April 2011

Legendary Locations: Strahov Library Philosophical Hall

360Cities have put together this amazing 40 gigapixel image of the Philosophical Hall inside the 18th Century Strahov Library in Prague.

Strahov Library, Prague
The image is so detailed that you can zoom in and read the titles on the spines of each book.  What a wonderful location for a Cthulhu Modern game.  The library is an old monastery which has many other interesting architectural features.

Thursday 31 March 2011

RMS Titanic

Less of a fully blown plot more of a plot outline suitable for a one or two session Steampunk or Alternate History game.

The PCs are a mix of passengers and crew aboard the RMS Titanic on it's maiden journey from Southampton to NewYork when it finds itself on a collision course with an iceberg.  The captain and crew give the iceberg a wide berth only to find some hours later that the iceberg is following them.

The iceberg is infact the cleverly disguised ocean going mothership of the twisted genius Fu Manchu who launches his attack on the Titanic in the guise of manned mini submarines.  These small submersibles are designed to punch a neat hole in the side of the ship and disgorge their contents, blood thirsty Malay pirates, into the bowels of the ship and take it over from the inside out.

The PCs must:
  • overcome the pirates
  • discover what Fu Manchu wants with the ship
  • ensure that it completes its journey.

Tuesday 29 March 2011

Monday Motivations #12

Been hectic at work the last couple of weeks so this is a little late: 

Article #12 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ASSASSIN

5. Family Business - Your childhood was a strange one, you were home schooled by both your parents in subjects as diverse as languages, preparation and application of poisons, mathematics, esoteric missile weapons.  You never questioned why you were being taught these skills.  On your 16th Birthday your father told you to go into town and deliver a letter to the baker insisting that you wore your best leather gloves.  Only moments after the baker read the letter his face turned purple and he keeled over stone dead.  You gingerly picked up the letter and to your amazement the postscript was written to you in your father's hand it read. "Happy Birthday Son, congratulations on completing your first job and welcome to the family business.  Now clean up any evidence that you poisoned the baker and come home..."



PALADIN

3. A Father's Secret - You were never close to your father and always saw him as an old an frail man, his body wracked by illness, old age and the rigours of farming life.  When he died during one particularly harsh winter you buried him as custom demands.  Being some twenty years old yourself and with no desire to continue trying to scratch a living from the soil you decided to sell the farm and move to the nearby town.  When you were sorting out the valuables from amongst his possessions you found a book, scrawled within it's pages in his familiar hand were journal entries describing the most fantastic adventures and acts of heroism you could imagine.  Was this really your father whose exploits you were reading about?  The final page was addressed to you and told you where to look for the sword and armour that your father had hidden and that his dying wish was that even though he had not schooled you in the ways of war, that you would take up the sword and shield and fight for truth, justice and honour...

MONK

4. True Wisdom from Experience - It is written in the teachings of one of the most venerable ancestors of your temple that one cannot be taught wisdom from a book and that the truly wise must learn from experience.  This tennet has been handed down to each and every monk of your order since and has formed one of the most important lessons that a novice must undertake... The life outside.  Stripped of the comforts of a daily routine and the wise words of his teachers a novice must journey outside the temple for a period of not less than 1 year and return to the temple to be tested by the abbot himself.  Some novices return and fail the test, fewer rise to join the ranks of the teachers, most are never seen or heard from again...


5. The Watchers - It is said that History is written by the victor.  This is untrue, History is written by you and your fellow monks of the order of the all seeing eye.  Once you have completed your training you are despatched to all the corners of the known world to record the passing of events.  Whenever a battle is fought you account for the losses from each side and the amount of land given or taken, you and your brothers have witnessed momentous cosmic events, the birth of kings, the death of dynasties and the rise and fall of nations all with an impartial impassive eye...

DRUID

5. Side Effects - After that nasty business with the mayor's wife's skin turning purple there was little call for your remedies in your home town.  You decided that there was more money to be made on the open road, so you sold what little possessions you had to buy a small covered wagon and set yourself up as a doktor of physick selling your own remedies for common ailments as you pass through the towns and villages on your way to who knows where...


 

Tuesday 22 March 2011

No Monday Motivations this week

Sorry folks, but there's no new Monday Motivations this week as, in the words of the Fast Show's Jesse "I are mostly been having... a campaign arc breakthrough".  Once it's safe to spill the beans I will let the idea loose on this blog.

Saturday 19 March 2011

TLOD Campaign Report: The Teaser Trailer

Whilst running my current campaign game tonight I did something new and dropped in a teaser trailer. Whilst the PCs made their way back out of a forest after completing a mission they glimpsed a tower through a gap in the trees.  I made them struggle to hack through the jungle before being ultimately frightened off by a giant bear.

I hope that they appreciate the payback in a future session...

You can read about their exploits in my campaign site The Lands of Dual

Thursday 17 March 2011

Character Accents: Rastamouse "'im proper tuff"

UK readers will no doubt be aware of the mild furore that Rastamouse has been causing since he debuted on the BBC childrens channel CBeebies.  For those not acquainted, Rastamouse is a rastafarian mouse detective who along with his band "Da Easy Crew" solves minor crimes in mouseland.  The issue causing all this consternation  is should a public broadcaster (the BBC) be teaching impressionable under-fives Jamaican Patois.

I'm not going to concern myself with the wailings of the Daily Mail readership but draw your attention to this excellent resource which will help you to learn how to speak patois for those essential Jamaican character accents.

Wednesday 16 March 2011

Citymorphs #021 to #024

Another 4 Citymorphs this week, and the secret theme is revealed...

#021 - Hospital District

A tightly packed complex of hospitals clinics and spa nestled in some parkland make Morphia the envy of most of her neighbours.  Morphians benefit from the wide variety of treatments for most common ailments and not just battlefield injuries. 

#022 - Beverley's Hills

Some of the richest Morphian residents have chosen to set up their homes in this lush but stepped landscape which overlooks the town.  Thought to have been created by an enraged mage many hundreds of years ago is the real secret that it keeps the residents looking young beyond their years... 

#023 - Citywall Breach

Many years ago in the last great siege this section of wall was breached in a powerful explosion, fusing the remaining stones together.  Over the years the residents using this new shortcut have worn a path over the earthmound and through the breach establishing a thoroughfare. 

#024 - Market

I thought it was about time that I provided a marketplace for the inhabitants to buy and sell all of life's little essentials.  A wide variety of stalls occupy the dirt square with a fountain at it's centre.  Animal pens are to be found in the southeast corner of this tile and the borders are filled with an assortment of cannopied shops and restaurants.









And the secret theme?

If you arrange tiles #013 to #022 in order they spell out CITYMORPHS, see:









which I've also added to my T-Shirt Store.

Enjoy

Monday 14 March 2011

Monday Motivations #11

Article #11 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

WIZARD


5. Star Child - You do not remember much about your early childhood other than that your foster parents found you in a shallow ditch blasted in a corn field.  As you grew older and your powers manifested themselves they warned you to learn to hide that you were different lest others find out and turn against you.  When in your teens they succumbed to the ravages of old age there was nothing to stop you forging out into a new and strange world in search of answers...

ILLUSIONIST

3.  The Great Thespian - Your early years were an idyl spent playing with your brothers and sisters in the caravans of your parents travelling theatre.  Your schooling consisted of mimicking your favourite characters from the tragedies and comedies you saw your parents play night after night as you travelled from town to town.  As a teen you learned all the theatrical arts from actor to stage hand and honed your skills at night in supporting roles. 

Your parents recognized that somehow your performances, even in the smallest of parts would often bewitch and delight the audience, but they could never understand where this talent came from.  Until after a successful night playing in a sleepy village in the middle of nowhere a wizened old man asked to see your parents after the performance.  He said that your skill was the work of magic and as an illusionist of the first rank he could not allow your parents to waste your talent on the stage and proposed that he make you his apprentice. 

When several weeks later you had journeyed a thousand leagues from your homeland the illusionist disposed of his cunningly crafted disguise and revealed his true identity, he was infact the great thespian himself. You stood awestruck at the deception he had perpetrated on you and your parents and only narrowly avoided being skewered by his sword.  As he lunged and you parried, he explained how he could not allow a talent like yours to overshadow his own and had decided to ensure that you would never upstage him.  Sadly his talents did not extend to swordplay and his orations were cut short as you jabbed your rapier through his heart...
 
PALADIN

2. Dishonourable Conduct - Although you were happy being just a regular soldier in the Kings army, you never enjoyed the rough housing or esprit de corps as the officers called it.  Sometimes you thought your comrades were as bad as the enemy you were sent to into battle to kill.  All this changed for you when after a particularly bloodthirsty engagement you had to defend a young village girl from being sullied by one of your own sergeants.  You stood trial by courts martial for acts of insubordination, and were it not for the pleadings of the chaplain your neck would have long since been stretched by the hangman's noose.  Your punishment was commuted to life servitude in the order of paladins, a band of desperate men who, forced to give up their fate to the mercy of God, were despatched to the farthest reaches of the kingdom to despatch the Kings enemies no matter how suicidal the mission or overwhelming the odds.

DRUID

4. A Man in a Woman's World - You didn't realise it at the time, but all through your childhood your grandmother taught you the ways of the spirit world.  How to bend nature to do your bidding and when to bend to nature's will.  The skills and knowledge which have been passed down from mother to daughter since time began are not normally taught to boys but your grandmother insisted that as your parents only child you were to be taught these lessons lest the old ways be lost to future generations.  When the time came for her to pass into the spirit realm, the druids from the other nearby villages assembled to appoint her successor.  Their shock as you were presented to them was palpable, and even though you demonstrated your extensive knowledge of the rites and incantations your grandmother had so patiently taught you they would not accept you as one of their equals and cast you out as an abomination...

MONK

3.  Collectors of Truth - The training was arduous and the mortality rate high, but only the most proficient students of your order are selected to become collectors.  Their mission, to be despatched to the four corners of the world to accumulate knowledge in all it's forms and to return it to the monastery for recording and analysis by the multitude of scribes.  To survive the dangers of the outside world a collector must be wise beyond his years in order to identify Truth from Untruth, have the mental capacity to store the knowledge and possess the self preservation skills necessary to protect it on it's often perilous journey home...

Saturday 12 March 2011

UPDATE 2: RPG Google Mapping with MAPLib

I recently blogged my experiences with MAPLib 6 months on, wherein I postulated that if the map had placenames next to it's markers it might reach KILLER APP status.  Well, it looks like the guys at MAPLib were listening as lo and behold placenames now feature on my map and I didn't have to lift a finger to add them, awesome work guys.

I've been Dave'd...

For all of you out there following the Citymorph articles I've been posting, Dave Millar has kindly included my morphs in his Dave's Mapper Tool.  Admittedly citymorph's need a bit more fineagling than most but the results are very rewarding.  5 minutes spent rotating and swapping the odd tile here and there and hey presto!


A medieval urban sprawl is born...

Wednesday 9 March 2011

Citymorphs #017 to #020

4 more Citymorphs for you this week, have you spotted the secret theme yet...

#017 - The Docks

The Bigger vessels need somewhere sheltered to do their running repairs out of mainstream river traffic.
A recent addition to the docks are the three large cranes which are singularly responsible for halving the stevedore labour force which would have been loading and loading the ships that berth here.  Needless to say the Stevedores Guild is mobilizing as we speak and there is likely to be an all out strike. 

#018 - The Keep

If the city walls should be breached the Morphian Lord has somewhere heavily fortified to retreat to.  However, in times of peace it has become little more than a museum in which to house many of the cities archives and is popular among the scholars of the university district.  Several enterprising market traders have therefore set up their stalls within its shadow to catch the passing students who are alway in need of parchment, writing instruments and ink. 

#019 - The Bath House District

Morphians like to keep clean so the municipal council invested heabily in it's public waterworks schemes.  The Great Bath House in the centre is fed continually with clean water and it disgorges it's waste into the river.  Only the richest can afford the luxuries of private bathing in these sumptuous surroundings.  Downstream are the ever popular public bathing steps where even the common man can bathe in full view of his peers.    

#020 - The Bastille

Morphians who fall foul of the law are incarcerated in this prison which rests on a pillar of bassalt giving its inmates commanding views over the city.  The Barracks block at the foot of the hill ensures that there is a ready supply of soldiers to keep any unrest among the prison population to an absolute minimum.

Monday 7 March 2011

Monday Motivations #10

Article #10 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

BARBARIAN


5.  Left Behind - Last year your tribe set out on a raiding voyage and all was right with the world.  You pillaged a handful of villages along the coast, and then took the river inland like you had done many times.  However, when you rounded the bend near a particularly fertile spot of the countryside, to your horror the townsfolk were lining the banks of the river.  They'd never done this before, usually they were compliant and played by the rules, you raided their villages for crops, livestock and the odd wife and afterwards they went about whatever it was that they had to do to make ready for your visit next year.  When they started firing wave after wave if flaming arrows at the boat, the chief had had enough and ordered you to turn the boat around.  The oarsmen stroked the water with a new sense of urgency but it was not enough to put you out of range of the villagers bows.  When an arrow stuck you in the back you staggered to the side of the boat, slipped on the blood of your childhood friend Boggart and tumbled overboard, banging your head on the side of the boat.  You came too some minutes later as you drifted downstream, luckily you hadn't drowned, but there was no sign of the boat and you were a long way from home in a strange land full of people who wanted to kill you... 

CLERIC

5.  Roll the bones - your god demands blood sacrifice every solstice to give thanks for the bounteous crop which will sustain it through the winter.  This year however when you performed the choosing ritual and cast the bones to select a goat to sacrifice you were horrified.  Instead of pointing to one of the assembled animals it indicated that this years sacrifice would be human and would be the chieftains daughter.  You hastily performed the ritual three more times and each time the bones indicated that the god wanted the chieftains daughter in payment for his favours...

MONK

2.  World Harmony - Your order shoulders the heavy burden of  maintaining a ritual without which the world would eventually stop.   Your brothers chant perpetually all day every day, this constant background tone vibrates through everything on the planet and keeps the world in a constant state of movement.  People of a good nature will vibrate in harmony those of an evil disposition will vibrate dissonantly.  Your job is to journey out into the unknown and detect these dissonants and either train them to resonate harmoniously or to despatch them...


ILLUSIONIST


1.  Inquisitor
- The king and his descendants have used your kind for hundreds of years to keep the kingdom free of dissent.  Your job is to travel from town to village to sniff out signs of rebellion using your powers of persuasion and mind reading.  "What happens after you write your report is not your concern" were the words of your old teacher, but you know that the people you report on are never seen or heard from again.  When you returned home some months ago, your father's mind was full of rebellious thoughts about the kingdom, you planted a masking which might last a year, but if another inquisitor were to read his mind he'd be able to tell that it was your spell...

2. The Puppeteer
- You can't remember when your powers awoke, you've always been able to suggest things to people and they've done what you asked.  As you got older the tasks you asked people to perform for you were a means to enrich yourself and ultimately brought you to the attentions of the local sheriff and his mind was not as easy to control as the others especially when he had his mage with him.  You read the guards intentions from some distance away, the night they came to arrest you and you've been on the run ever since...

Wednesday 2 March 2011

Citymorphs #013 to #016

Four more citymorphs to keep your appetite's whetted...

#013 - Parkland - 002

A small urban park surrounded by small buildings and some sort of barrack type building possibly a stables.  I leave the rest up to you. 

#014 - A River Runs Through It

More open spaces to keep the population healthy and happy.  A river runs through this one with a sort of tunnel affair.  On Sundays you just can't move for Anglers trying to land the big black pike that is rumoured to live in the river... 

#015 - Crematorium

Despite all the green spaces when you shuffle of the mortal coil your relatives won't wont you cluttering up the house so they bring your corpse here.  If you're rich enough they might bury you in one of the few grave plots that they've still got free, otherwise it's up the chimney like the rest of us. 

#016 - Temple District

The Gods like their worshippers to build big ostentatious Temples in their honour and big wide avenues along which to process.

Monday 28 February 2011

UPDATE: RPG Google mapping with MAPLib

In an earlier article I wrote about How to make your own Fantasy Googlemap with MapLib without needing to be a code monkey, which has consistently proved to be the most popular article on my blog despite the lack of comments.  I always intended to replace the rather uninspiring "test images" I used to centre the maps with a demo map of my own creation.  Well, life has a nasty habit of getting in he way and I've been too busy with my current C&C campaign and other projects like Citymorphs.

So here at last is my demo map which I am actively using in my campaign.



Observations after 6 Months Use

1. ZOOM - As you can see the map zoom isn't perfect, the placemarker images don't scale with the zoom which means when you're zoomed out fully (as above) they don't "geolocate" anymore.  This is annoying but not a total disaster.

2. PLACE MARKERS - I've used the bog standard icons for everything but the Capital Cities (which is a shared marker) for fear that if an owner left the shared marker would disappear from the library.

3. PLACE NAMES - When you hover over a marker it displays the name associated with it, which is nice.  However it would be really useful to be able to set a display variable for each marker which would display the name alongside the marker.

4. REGIONS - Although you can draw regions, turning them into hotspots in a client side image map fashion, there are no options for just adding text to the map.

5. LINKING - I've managed to link some of the pop-up descriptions back to my campaign blog for "Read more" links (Try clicking on the Capital icon for Sankahar City), but this requires a bit of HTML knowledge to ensur that your link target is set correctly.  The editing interface is a little clunky for my tastes, for example if you don't submit an edit whilst still in HTML view it interprets and displays your HTML.

6. UPDATING YOUR IMAGE - The most annoying feature is that once you've done all the work and added your place markers, if you ever need to update your map image, you can't.  This does seem like a massive oversight on the part of the developers and could ultimately limit its usability as a tool, not just for RPG mapping but any mapping.  Maps have a tendency to be revised, in the real world political boundaries are redrawn on a regular basis and with regime change comes country name changing.

7. COLLABORATIVE MAPPING - I've not really explored the collaborative mapping functions but from some of the other collaborative mapping projects which feature in the MapLib gallery it seems that other users are getting on fine with them. 

8. SHARING YOUR MAP - The sharing options are standard fare but irritatingly if you choose to grab the link to a static image it doesn't show any of the place markers at all!!.  Again this seems like an oversight on the developers side (unless there's some overarching Intellectual Property Rights issue I'm not aware of) and this is where in RPG terms the text display of names next to markers feature would make this a KILLER APP.

Aside from the two big issues I've listed above it's still worth checking it out and I hope that any of you who've read this will drop me a comment and a link to your own maps.

Happy MAPLibing y'all

Monday Motivations #9

Article #9 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

KNIGHT

Paladin by Katie De Sousa
3.  Lost Crusader - You were born into a noble family trained from birth to be a knight and to fight alongside other noble sons as a knight in the kings army.  The tales of honour, glory and valour which were taught to yiu as a child did not prepare you for the grim reality of war when as a young noble you were sent to fight in a foreign land on a holy crusade.  Your training didn't contain lessons on how to kill women and children, or how to burn down whole towns and villages as the army roamed agross the land like some savage beast.  Eventually the tides of war turned on the kings army, in one ferocious battle the defenders had the upper hand and the army was routed, you were lost far from home in a foreign land surrounded by a people that only days before you were trying to slaughter...

4.  A Squire's Chance - You'd followed your knight across hill and dale, tundra and desert, forest and ocean since father entrusted you into his care.  The days are long and the work never ending with never a thank you nor a coin to spend of your own.  When you woke one morning to find him slumped over the table after a night's gambling and drinking in the local tavern you cursed that you would soon suffer one of his beatings if you had not completed your chores.  By noon he still had not stirred, so you went to check on him, he was still slumped over the table.  Gingerly you prodded him with your wooden practice sword and his lifeless body rolled off the bench and onto the floor.  His face was purple and his eyes had rolled up into his skull, there was no doubt about it he was dead.  Your years of hoping for a chance like this had finally paid off, and you swung your plan that you had rehearsed so many times into action.  You swapped your clothes with him, packed the armour and weapons and loaded the horses.  By nightfall you were 20 leagues away from your past and well on the road to fame and fortune as a true knight...

5. Country Justice -  The Prelate of your monastery bestowed the honour of Marschall upon you three summers ago.  Since then you have roamed the five counties tracking down bandits and thieves, defending villages from ravenous beasts which raid their homes for food and rooting out the odd band of goblins or tribe of kobolds who seem intent on setting up home in your peaceful homeland.  The lifestyle suits you, and you've never been happier than when you're riding out into the wilderness to pursue some vagabond or villain intent on meting out justice from the saddle at swordpoint...


PALADIN

1.  An Old Code - You were just a regular soldier in a regular army sent by your lord to burn the library of some town you can't even remember the name of.  The only difference between you and the rest of your company was that you could read.  You knew that setting fire to the library was a bad thing and that the gods would likely punish you for doing so, so you grabbed the first book you came across and stuffed it inside your breastplate.  Back at the barracks that night you opened up the book to read what you had saved from the flames.  It was the life account of a holy warrior who fought evil and injustice wherever he found it.  He was noble in thought, deed and word because he lived by a holy code.  The code which you committed to memory and which you have vowed you will live by from now on...

BARBARIAN

4.  Slave Child - You were not born into a barbarian tribe, you were enslaved into one.  You were born in a land far away, when your parents were killed in one of the tribe's pillaging raids, you were taken back to their land across the sea with the other loot.  You were given to one of the barren wives cast off by the chieftain to raise as her own and look after her in her old age.  Your new mother was outwardly grateful for the kindness shown to her by the chieftain, but as you found out later, secretly harboured revenge against her husband and his new wife.  As you grew up in your new home you were schooled alongside the other children by the best teachers the tribe had to offer in how to fight, track, hunt, fish, sail and survive in the barabarian way and by night your surrogate mother taught you about the world, where you came from and  that you had been sent to her by the gods as a weapon to strike down the Chieftain.  At age 15 you took the rite of passage to manhood and became a fully fledged member of the tribe and at age 17 you took part in your first raid during which you used the confusion of battle to your advantage, slew the chieftain and faked your own death in a burning house.  You have since put many leagues and years between you and your barabrian upbringing and embarked on a new quest to find your true family and true heritage...

Wednesday 23 February 2011

Citymorphs #009 to #012

A big thanks to Risus for the plugging Citymorphs in the Geomorph Roundup.  Here's four more:

#009 - Parkland

Too many orderly streets makes the morphians walk in straight lines, they need to feel the wind in their hair and wet grass under their toes.

#010 - Citywall Bastion

Every old city will have seen it's fair share of war and it's ruler may have built some sort of defensive wall for the people to hide behind.  Notice the groundworks to elevate this section and the set of stairs to get those archers up high.

#011 - Citywall Straight

A straight section of citywall this time.  When laying this tile make sure you've built the stairs and earthworks on the same side otherwise the siege will be over in minutes.

#012 - Citywall Gatehouse

The wall needed some way of keeping the riffraff out but allowing the townsfolk in, so here's a useful gatehouse.