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Messages - doc_cthulhu

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1
brainstorming & development / Re: Eldritch Sigils
« on: March 21, 2017, 10:01:31 AM »
Went through fixing the things you noticed and found a other errors as well. I'll update the document once I have written something about the Beyond.

Right now I'm considering including only questions about the Beyond.

This idea of the game sparked to me while reading the Chariot of the Gods? by Erich von Däniken (after watching Ancient Aliens). I got intrigued by all the question marks in it. You might say this game was our way to answer those questions.

2
brainstorming & development / Re: Eldritch Sigils
« on: March 19, 2017, 06:15:33 AM »
Thank you so much for your input! Yes, it definitely needs editing and I'm extremely glad to have an outside view since doing projects like these leaves you blindsighted for things you need to make clearer. That and English not being my first language are some of the major issues here. :D

 - There are bound to be some conflicts with terminology since it has changed during our playtest and my working files are a total mess. That doesn't mean they should be there so thanks for  pointing out the data conflict. It should read just "data" since "datalink" is a remnant of wip files for the game to be set in 2099.
- The concept of Beyond and Veil will definitely be more fleshed out as well as the "state of the world" and other background material. It will be suggestive only though as this game is not about strict world guide.
- Crews were initially a permanent part of the HQ but we are currently thinking about restraining their use. Most likely it will be handled with different Associations have different starting crews.
- Resist Damage was originally left out and we haven't played with it in a while but one playtesting group insisted that PCs should not die via single roll. I added it as a late edit and I might have overlooked the wording on it since its format comes from an earlier draft.
- Using Sigils & Suffering Harm: you are right once again. Thanks!
- Straining Scales: :D Now this is what I meant. Having used different eras for the game is bound to leave problems I just didn't bother to double check...
- Healing Characters & Curing Tells: Thanks, I'll make sure to fix these.
- Facilities are currently a kind of placeholder. The idea here is that each Facility gets a separate page giving narrative information about them. I'm currently thinking about including three different descriptions for each Facility that the players could choose from.
- Progress Tracker is/was an earlier version of the Tech Trees but I felt like it should still be included for a different kind of "adventure map". Once again I might have overlooked fixing it for the current state of Gather Clues and the thematics of the game.

I'd like to include you in the thanks-sections, so which name should I use?

3
brainstorming & development / Eldritch Sigils
« on: March 12, 2017, 10:08:41 AM »
The Second Millennium is Ending. Either the world or itself. Nobody can be sure. The people grow restless. Nobody can be trusted. Drug lords run the streets as the cops are more interested whitening their own nose. Even the government is about to get us.

All around you people are living the end of days in bright neon lights. If you look really close you see it; punk rockers feeding on the feelings of their fans, strange lights on the night sky, new kind of drugs that will open your mind for unseen vistas.

The very fabric of reality unraveling. The Veil is being ripped apart.

What lies Beyond the Veil?  Another dimension like ours? Hell? Purgatory? Something slightly twisted or constant chaos?

Those that reach to the Beyond are ever changed by it. And something is trying to break through...


Eldritch Sigils is a game about a cell of agents working against to prevent the Beyond from Bleeding into their world. It is an investigation game set in the 90s in the style of X-Files, The Fringe and Stranger Things. Other major influences include XCOM, Half Life as well as Conspiracy X and Delta Green.

Most important influence as an Apocalypse World hack have been the Regiment by John Harper & Paul Riddle, Dungeon World by Sage LaTorra & Adam Koebel and tremulus by Sean Preston.

After a few years of development and playtesting I believe this beast is finally ready to be released. It has evolved quite a few (some might say too many) times. It uses a dice pool and skill mechanics - mainly because our gaming group felt more comfortable with them. This meant changes in other aspects of the game as well but all in all I'm extremely happy with how they have worked in our games.

Rules can be found HERE (link to pdf in Google Drive)
Playbooks HERE (link to pdf in Google Drive)
Facebook, Twitter, Blog

(And to prevent threadamancy, here is the original thread at this forum.)

4
The Regiment / Re: The Winter War
« on: August 26, 2016, 04:10:08 AM »
I'm currently planning on writing a oneshot about Talvisota and would really like to use the elements presented here. Is Siguson still active or does someone know how to contact him/her?

5
brainstorming & development / Re: Wayward Sons
« on: January 04, 2016, 04:01:47 PM »
An updated version of the rules is due this week. Hopefully. It includes an additional playbook, refined rules, added options for existing playbooks, and more stuff for GM to use.

6
brainstorming & development / Re: Wayward Sons
« on: November 27, 2015, 11:31:28 AM »
We have had quite a few visitors at our blog via this topic recently. For those interested, the latest minigame "Season of the Witch" can be found at Eldritch Sigils Facebook page: https://www.facebook.com/EldritchSigils/

7
brainstorming & development / Re: Wayward Sons
« on: August 03, 2015, 10:33:08 AM »
Back from oblivion! We are currently wrapping up last campaign with this system and will delve into the colonial times in the next one. The first draft of the set just went online. I would really appreciate any and all commenting, criticism and ideas!

https://drive.google.com/open?id=0B-It2FNr27LlLTdUb01oQlhFVmc

8
other lumpley games / What does it mean to say "yes"?
« on: May 18, 2015, 10:33:27 AM »
I went to Ropecon with Ville Halonen last weekend and got to play in Steve Segedy's and Jason Morningstar's games. Ville raised an interesting point at our blog and opened the discussion about "what does it mean to say yes"?

http://blog.guildredemund.net/2015/05/18/what-does-it-mean-to-say-yes/

9
brainstorming & development / Re: Wayward Sons
« on: March 20, 2015, 09:24:30 AM »
Today I talk about how we have used the Legacy Tokens to seal in events in our campaign world - ie. how the players have had their say in the events their characters take part:

http://blog.guildredemund.net/2015/03/20/permission-to-change-the-world/

10
brainstorming & development / Re: Wayward Sons
« on: March 15, 2015, 11:55:25 AM »
After a couple of sessions of playtesting most parts seem to be working. Some minor alteration is needed though.

Here is my feelings of the first session we had: http://blog.guildredemund.net/2015/03/15/door-of-shadows-creating-the-campaign-setup/

11
brainstorming & development / Re: Holy Shit, Let's Be Dinosaurs
« on: January 10, 2015, 03:34:21 PM »
This is like the definition of why I like The Engine. You get an idea and execute it. It easy and your players get the hang of it in a second.

12
brainstorming & development / Re: Wayward Sons
« on: December 09, 2014, 01:37:51 PM »
So after a long hiatus and testing other hacks and systems I'm back working on this hack. There are a lot of changes, the most visible being the fact that this hack uses skills, dice pool and chips. A lot of whacky stuff but that's just what our group likes. Here's what I've come up with for now: LINK (pdf)

13
The Regiment / Re: The Regiment // Enemy Unknown
« on: November 27, 2014, 07:02:26 AM »
The first version of this hack can be downloaded HERE.

All comments are criticism come in handy. This is not as much a hack as it is a different kind of mission but if our group is interested I might be working on this further on (emphasis on the Intel was such a neat approach that I'm already thinking how I could include a tech tree to a campaign frame).

14
The Regiment / Re: Colonial Marines: Gunner
« on: November 27, 2014, 12:57:41 AM »
Thanks! I'll most likely upload it today or after the Mondays actual play.

15
The Regiment / Re: Colonial Marines: Gunner
« on: November 25, 2014, 07:30:08 AM »
Your moves seem to correspond my needs for the XCOM hack I'm making. Do you mind me borrowing stuff? With credits to you naturally.

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