28 March 2020

Without Map Or Compass

In the original Legend of Zelda the Map and Compass are indispensable for surviving dungeons and reaching the boss. The map shows you the layout of the dungeon and the compass positions you in it.

In the pilgrimage of the Christian life, I think the map would be the teachings of Our Blessed Lord and saviour, preserved in the Sacred Scripture and Sacred Tradition of the Catholic Church that He founded- this constitutes the way to Eternal Life.

The compass I think would be the interior life, the daily life of prayer composed of mental prayer, examination of conscience and perhaps above all, the sacrament of confession. Through these powerful means we can discern where we are headed, how we stand with regards to that map, whether we are near the end of the dungeon, close to completing it, or perhaps down a dead end.

How tragic for the worldlings and for the followers of false religions, they have neither map nor compass- where will they end up? They can send Link a thousand times round the dungeon but without map or compass they have little chance of coming out alive.

Praise be Our God and Saviour Jesus Christ for providing us with the Map and Compass in His One True Church.

Riot Zone (TurboGrafx-CD)

Riot Zone title screen
Developer:Westone|Release Date:1993 (1992 in Japan)|Systems:TurboGrafx-CD, Arcade (kind of)

This week on Super Adventures we're going to the Riot Zone, on the TurboGrafx-CD / PC Engine CD-ROM².

Though it's also known by another name, as it started life as an coin-op called Riot City. The licensing agreement that developer Westone had with original publisher Sega said they owned the rights to the game, but not the characters, bosses or names, so when they ported it to Hudson Soft's console they had to give it a makeover and a new title. It's a bit weird they didn't just port it to Sega's Mega Drive / Genesis instead and save themselves the work, but I suppose they must have had their reasons.

The game never got a European release in either form, but the console version did reach America, so there'll be nice English cutscenes for me to completely understand. Well I'll be able to read the text at least.

Read on »

Downlod Prince Of Percea The Sand Of Time Free














यहाँ सारे  गेम फ्री में मिलते है पासवर्ड भी आसान है


MINUMUM REQIRMENTS FOR THIS ram 2gb harddisk 1tbprocesorr intel pentuniuwindow7.8.10.xp(plese downlod winrar software to downlod this game)(plese downlod direct x setup for working this this game)(plese also dosable antvirus for working this game)

Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy AdvancePlayStation 2GameCubeXbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
DOWNLOD FROM HERE
NO ANY PART AVLABLE DIRECT SETUP DOWNLOADplese also downlod win rar softawre and direc x


how to fix problem in this game
  1. no stsrting game besuse you could not download direct x 9.0
  2. you cond not downlod winrar sofawre
  3. you have not downlod in internet downlod manager
  4. you have low processor
  5. you have low ram 
  6. you have not odisable antivirus
 media fire
downlod from here thanq























23 March 2020

Anyone Want To Go To GDC???





So you're a student with limited funds, your University can't send you, or you just want to lend a hand. Whatever the reason, you may still be able to attend this premiere event by becoming a Conference Associate. Are you willing to earn your attendance (and a little extra money) by doing about 25 hours of on-site work? Apply to be a Conference Associate (CA)!

Click here for more information about becoming a GDC CA!

If you still have questions after visiting that link, you can contact our CA Manager, Ian MacKenzie, at camanager@calounge.com.

20 March 2020

Retro-Stupid Is The New Purple


Before the featured video, I'd like to share this blog post from Jeff's Gameblog.  It's his three-fold model of RPGs.  Essentially, there are only 3 categories - retro, pretentious, and stupid.  And he's right, of course. 

Coincidentally, purple is the stupidest (veering towards retro) color in Jeff's model.  ;)

Without further ado, here's the RPG Pundit reviewing Cha'alt...



If you enjoyed that, there's my current Kickstarter campaign to fund Cha'alt: Fuchsia Malaise

If you want to order the fancy hardcover Cha'alt direct from me, this link has details.

VS

19 March 2020

(205) Download Limbo Full Game Full Version For Pc

(205 MB) Download Limbo Full Game Full Version For Pc



Screenshot



System Requirements of Limbo

  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 2GHz processor
  • RAM: 512MB.
  • Hard Disk Space: 185MB.








The List - January 2020

Last month I reviewed The List, but I think I have enough of an update that it's worth taking another look. I'm adding a new section for games I've recruited (or am recruiting) co-designers for:

Published Games:
Terra Prime (BGG)
Eminent Domain (BGG)
Eminent Domain: Escalation (BGG) (expansion)
Eminent Domain: Exotica (BGG) (expansion)
Eminent Domain: Oblivion (BGG) (expansion)
Eminent Domain: Microcosm (BGG)
Isle of Trains (BGG)
Crusaders: Thy Will Be Done (BGG)
Crusaders: Divine Influence (BGG) (expansion) [In manufacturing]
Dungeon Roll: Winter Heroes (BGG)
- Gold West: Bandits promo (BGG)
- Gold West: Trading Post promo (BGG)
- Yokohama: Achievements & Free Agents promo (BGG)
Brainfreeze

Finished But Unpublished Games:
Eminent Domain Origins [Ready to print]
- Crusaders: Crimson Knight (expansion) [Ready to print]
- Crusaders: Amber Knight (expansion) [Ready to print]
- Olympus on the Serengeti  (FKA Deities and Demigods) [Art starting]
Exhibit (BGG) [Unlikely to be published due to conflict]
Eminent Domain: Chaos Theory (dice game) [In line for art]
Dice Works (BGG)
Wizard's Tower (BGG)
- Isle of Trains: All Aboard (expansion)
Suburban Sprawl
Watch It Played [Abandoned]
Now Boarding [Abandoned]

Current Active Designs:
Alter Ego (BGG)
Apotheosis (Co-Design with Rick Holzgrafe)
All For One (BGG) (Co-Design with David Brain)
Riders of the Pony Express (BGG)
- Isle Of Trains: The Board Game (Co-Design with Dan Keltner)

Designs I'm Recruiting A Co-Designer For:
Well established designs that I could use help finishing:
Automatown [a designer has showed interest]
Odysseus: Winds of Fate (BGG) [a designer has showed interest]

Established designs that still need work:
Reading Railroad
Moctezuma's Revenge

Early stage designs that still need a lot of work:
Rondel Role Selection
Kilauea [a designer has showed interest]
Joan of Arc [a designer has showed interest]

Idea stage designs that sound promising:
Dynasty
-Scourge of the High Seas

Old Standbys - games which have been around, 1/2 done and untouched, for years:
8/7 Central
Hot & Fresh

Old Ideas that Haven't Gone Anywhere (Yet) - some of these have been getting stale as well:
Investigative/Tabloid Journalism
Red Colony
- Clash of the Kingpins
Time = Money
Dating Game
Ticket Please
- Cruise line game
The Untouchables
Day labor game based on craps

Misc and Really Old Stuff:
9-Ball
Blockade Runner
- Roman Emperors (my version of someone else's game)
- Admirals of the Spanish Main (my version of someone else's game)

Let's take a closer look at some of the updates:

Crusaders expansions:
Crusaders: Divine Influence (BGG) (expansion) [In manufacturing]
- Crusaders: Crimson Knight (expansion) [Ready to print]
- Crusaders: Amber Knight (expansion) [Ready to print]
The first expansion to Crusaders: Thy Will Be Done (BGGhas been printed, and is about to ship from the manufacturer. The 2nd/3rd expansions are almost identical to each other, they each add one additional player: a red player, and a yellow player. The retail version art is done for both of them, and they're expected to release in October, 2020. I'm not sure exactly how we will support those who got the Deluxified base game, we will either make Deluxified versions of these expansions, or we'll offer some kind of upgrade pack.

Isle of Trains: the Board Game:
The publisher of Isle of Trains told Dan and I that instead of (or possibly in addition to?) an expansion to the card game, they would like to do a bigger box board game that's like Isle of Trains. So Dan and I have been working on a re-design of the game given the new constraints. We've made a little progress so far, and Dan has a prototype under construction, it'll probably see play soon.

Odysseus: Winds of Fate (BGG):
A designer friend of mine in Seattle has expressed interest in coming on board as a co-designer. After so many years and iterations, I'm excited to see if he can help get this one across the finish line. He tells me he's got a prototype built and plans to give it a try soon!

Automatown:
A designer in Utah who had printed and played an earlier prototype of Automatown has expressed interest in coming on board as a co-designer. I'm excited to see this one move forward, because I'm sure it would have taken me a long time to get back to it. I got word that he'd played the latest version already, and has some specific changes he's going to try next!

Kilauea:
Based on my blog post, a designer I'm not too familiar with has expressed interest in coming on board as a co-designer. I've sent him my descriptions of the game and the rules I had written... we'll see if he can do anything with that.

Joan of Arc [a designer has showed interest]
Another designer I'm not familiar with expressed interest in Joan of Arc. I need to revisit that one and see what info I can send him on it.

16 March 2020

Independence

I saw this today. I can't authenticate if this actually exists or if it's just a clever meme, but it struck me as important for a couple reasons.

As a lesser reason, I'm running a D&D campaign where the characters seek independence from a powerful empire. The stone reminded me there is a price to pay for such a lofty goal, and being a role playing gaming, that price needs be paid to accentuate the degree of risk and reward. Empires don't go softly into the night.

The main reason  is this struck me as something understood by small business owners. Declaring your independence from working for others is a glorious thing. However, the price to be paid for such a decision can be high. I know many who lost homes, spouses, or eventually declared bankruptcy. Many forgo higher income levels, shifting down in socioeconomic class, often at the expense of their family. Education for your kids will suffer if you live in a highly unequal state like California, where you home value is dramatically linked to education opportunities. An early death is not unlikely, if you look around, as the hours and the gamer lifestyle is not exactly healthy. We lose them young all the time.

Going back to the stone, I wonder how many founding fathers owned small businesses? It seemed like the kind of risk a small business owner would undertake, and of course be criticized later for being an elite who owned a business. That data is thankfully available. Merchant comes right after lawyer if you look at the list, with 30% of the 56 signers being sellers of stuff. These were men accustomed to taking risks. Some eventually paid the ultimate price, but as a small business owner, I understand the rather unique live free or die mindset. I'm thankful for these 56 who gave me the opportunity.

15 March 2020

Press Release - Golden Serpent TCG To Launch On Kickstarter 1/21/2020

Golden Serpent TCG to Launch on Kickstarter 1/21/2020
A new, living card game with a dark fantasy occult theme
Golden Serpent is a new battle card game that will have players using characters, relics, and spells to attack their opponent's leaders to win the game. Players familiar with Magic: the Gathering and Hearthstone will be able to pick the game up quickly and also be excited by new takes on the genre. The game offers a depth of strategy while not getting overly complicated. Much of the gameplay can be understood after grasping the core cool down mechanic, but with a wealth of card interactions there's ample fun to be had by the seasoned strategist and newbie alike. Players will also appreciate getting the full set of cards (90 unique cards, 288 cards total) in one box for the reasonable price of $35 on Kickstarter.

Golden Serpent is the debut game by designer Ricky Mallory. A player of TCGs for 20 years, Ricky has designed dozens of games for his friends and family to play, and now he's bringing all the lessons he's learned from their design, and 2 years of development to his first published game, Golden Serpent.
Golden Serpent stands out among TCGs for its complete removal of resource cards or counters, instead using a delayed purchase mechanic (called the cool down mechanic) that allows players to play any card in their hand from the first turn. Players will need to use strategy and find synergistic card combos to manage the cool down times of their cards and abilities, which range from 0-3 turns, to gain an edge over their opponents and make sure they don't leave themselves open to attack.

Each player can use up to 3 leaders per game, each of which lends unique abilities throughout the game that are unlocked as players level them up. Players are also able to take characters prisoner and use them to summon powerful god and demon cards to help them win.

Visit the Golden Serpent website below to read the full rulebook.

Game Details
Game Contents

288 Cards Total (90 unique cards)
4 Copies each of 30 character cards (120 cards)
4 Copies each of 21 spell cards (84 cards)
4 Copies each of 15 relic cards (60 cards)
1 Copy each of 12 leader cards (12 cards)
1 Copy each of 12 immortal cards (12 cards)
1 Rule booklet
https://www.kickstarter.com/projects/goldenserpent/golden-serpent-an-occult-card-game-of-gods-and-demons
Contact: Ricky Mallory (goldenserpenttcg@gmail.com)


Did you like this Press Release?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


05 March 2020

20Mm Big CoC At The WHC Gavrus: Part 1


 I've been badgering Mark Freeth about CoC for about a year now, first of all to do it in 20mm, then of course its turned into 28mm. Meanwhile, The group of lads from Huntingdon who do an annual game to remember their sadly missed old friend Carlo were coming to Basingstoke.
Now I knew they had played CoC, and I also recall Carlo being partial to the game, so I thought it ideal to use them as guinea pigs for trying out Big CoC! They were more than happy to go along with it, so a format was put together. As the 28mm stuff is still being painted (nearly done though!) this weekend would have to be in 20mm
I thought that for 8 players, a Big CoC campaign of 4 games over the weekend from Friday night through to Sunday afternoon would work fine. I allowed for an extra scenario just in case things went a bit quick.
What to do?
An obvious choice was Normandy, I had all the kit required, and of course, Mark has his amazing collection of Mick Sewell buildings which were aching for a run out.
I only needed a reinforced company for both British and Germans, plus various AFV options, all of which we had.
 The scenario was to be the action at Gavrus on 29/30th June 1944, when the 2nd battalion Argyll and Sutherland Highlanders came under ferocious attack by the 10th SS 'Frundsberg' division.
The battle is reasonably well documented, particularly in Iain Dalglish's book "Operation Epsom: Over the Battlefield" which includes some fantastic aerial photographs of the area taken just days after the battle, these would substitute perfectly for maps.
I came up with 4/5 scenarios with games running into each other to replicate the fighting:
The first was a bit of a "what if" with infantry companies from each side recce-ing the village of Bougy about a mile South of Gavrus, the Germans supported by an armoured infantry platoon in half-tracks and the jocks by their carrier platoon. Both sides did recce Bougy, but I doubt they did it in such strength or necessarily at the same time, but I thought it would give a good introduction for the players, and set the tone for the weekend.
This was to be a fairly standard Patrol scenario as per the CoC rules, with each side receiving an additional 8 points of support to be drawn from a fairly limited selection
                                                           Main road at Gavrus


                                                          The British briefing:      
                                                        
                                                   Scenario 1:  BOUGY- BRITISH
This depicts the action between The 2nd Argylls and the 10th SS Frundsberg Division early in the morning of 29thJune 1944, around the village of Bougy. This is a patrol action as per the main CoC rules. National characteristics as per the main rules.
7 Patrol Markers will be placed along the respective baselines, resulting in 6 Jump off Points. Vehicles will enter via the Gavrus road.
The adjutant may either: Act as an off table senior leader for 1 platoon. OR for the entire company, in which case he will just add +1 to their deployment rolls
Casualties from scenario 1 will carry over to scenario 2.
British Infantry: 3 platoons, C Company 2nd Argylls, Regular, 5 command dice
 Each as follows:
HQ:
Lieutenant: Senior Leader armed with a pistol. 
Platoon Sargent: Senior Leader armed with SMG
PIAT Team: 2 men
2" Mortar Team: 2 men.
Sections 1 to 3:
Corporal: Junior Leader armed with SMG 
Bren Team: Bren LMG 3 crew
Rifle Team: 6 riflemen
SUPPORT OPTIONS:
List 1:  Medic, Adjutant(max 1),,
List 2:  PIAT Team: 2 men, 2" Mortar Team: 2 men.
List 3:  Sniper Team, Universal carrier Bren Team with Junior Leader.

List 4:  6 pdr Anti-tank gun with 5 crew and Junior Leader (max 1)

ELEMENTS, CARRIER PLATOON, 2ND ARGYLLS: , Regular, 5 command dice.
1 x Universal Carrier with driver, 2 man Bren team, and Senior Leader with pistol
Section 1:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man 2" mortar team, and 1 rifleman
Section 2:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man PIAT team, and 1 rifleman
Section 3:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man 2" mortar team, and 1 rifleman, OR 2 man PIAT team, and 1 rifleman
No Support may be allocated to the Carrier Platoon
Total support points.8
Each asset picked must be allocated to a specific platoon for the duration of scenario 1
                                                  Recce half-tracks move up( die-cast vehicles, AB crew)

                                                        The German briefing:


                                                   Scenario 1:  BOUGY -GERMAN
This depicts the action between The 2nd Argylls and The 10th SS Frundsberg Division early in the morning of 29thJune 1944, around the village of Bougy.  This is a patrol action as per the main CoC rules. National characteristics as per the main rules.
7 Patrol Markers will be placed along the respective baselines, resulting in 6 Jump off Points.
Vehicles will enter via the western road
The adjutant may either: Act as an off table senior leader for 1 platoon. OR for the entire company, in which case he will just add +1 to their deployment rolls.
Senior Leaders must be allocated to a specific platoon
Casualties from scenario 1 will carry over to scenario 2,
German Infantry: 3 platoons of the 1st Company 22nd Pzrgrenadier Regt, Regular, 5 command dice
 Each as follows:
HQ:
Obersharfurher: Senior Leader armed with a SMG. 
3 Panzerfaust 30.
Sections 1 to 3:
Scarfurher: Junior Leader armed with SMG 
M42 Team: MG42 LMG 3 crew, 1 Rifleman
M42 Team: MG42 LMG 3 crew, 1 Rifleman
SUPPORT OPTIONS:
List 1:  Medic, Adjutant (max 1), Panzerfaust 30
List 2: Senior Leader armed with a SMG.  Panzerschreck team with 2 crew
List 3:  Sniper Team, Panzergrenadier team: Junior Leader armed with SMG, 5 riflemen.
List 4:  Mg 42 MMG team and 5 crew
List 5: Sdkfz 250/8 with junior leader, 250/9 with junior leader


3rd Kompanie, 10thSS Panzer  Aufklarungs-Abteilung:  Superior Regular *, 5 command dice
1 x Sdkfz 251/10 + Obersharfurher: Senior Leader armed with a SMG.
 Panzerschreck team with 2 crew
3 x Infantry sectionseach:
1 x Sdkfz 251/1 Scarfurher: Junior Leader armed with SMG
M42 Team: MG42 LMG 3 crew, 1 Rifleman
M42 Team: MG42 LMG 3 crew, 1 Rifleman
*Superior regulars treat a single 6 on their command dice as a 5. Other rolls are unchanged.
No Support may be allocated to the Recce platoon
Total support points.8
 Each asset picked must be allocated to a specific platoon for the duration of scenario 1




                                             Cautious grenadiers (Elhiem and Adler figures)

Riders Of The Pony Express - Map Board Thoughts

I originally tried to use a thematic prototype board for Riders of the Pony Express:
















(I had drawn routes on this image)

But while iterating on the design, I quickly switched to a more schematic type of board:


A few iterations later, and that schematic turned into a bigger, more grid-like schematic:

I had originally wanted the routs to be asymmetric, so the board geography would be more interesting, but then I realized that that's what the hazard tiles are for! So I made the symmetric board shown above, with the "shortest" routes being the north-south and east-west ones, and the longest routes being the diagonal ones. The "cost" of the routes is supposed to represent the distance and danger of taking the route, and you pay it by advancing that number of spaces on the time track. At the end of the round, you collect a bonus based on your position on the time track - the farther you have gone, the less money (points) you receive as a bonus.

Hazard tiles will be placed in each of those red squares along the routes, which will add anywhere from +0 (tumbleweed) to +5 (mountain) to the route. These randomly placed hazards serve to make the board asymmetric, and to make certain towns easier to get to than others, or certain routes more expensive than others. This way, the board itself can be a simple grid, but the routes can be dynamic and interesting.

That's all well and good for testing a prototype, but when it comes to getting serious about the design, it would be great to figure out how to represent this schematic board in a more thematic way. In addition, the game is currently a bit fiddly to set up due to having to draw a bunch of hazard and items tiles, place them on the board, and then return some of them to the bag. One of my testers had the great idea of combining a few of the hazards onto single, bigger tiles, so that setup is easier, quicker, and less fiddly.

I wasn't sure how to do that at first, and I'd prefer to also make the board look less like a grid and more like an organic map. However, so far I've only managed to come up with this tessellation, which I think will work just like the schematic above, but with the hazards printed on them. Some of those hazard spaces could be empty, to be filled in later rounds as normal:
 This could work out OK, but I don't know if it attracts me as much as an organic-seeming geography. In any case, it could be a step in the right direction.

If the board were made up of tessellated tiles like this, then it might be good to keep the name of the towns fixed. To facilitate that, I was thinking that each tile could have a hole in it,  so the town would show through the holes. This could hep keep it both thematically more accurate, and also easier or players to remember which town is where!

So what do you think? Should I stick with this tessellated tile idea? Or find another way to improve the board for the game?

Simplifying Encumbrance

Ah, encumbrance. How I've loved to hate thee, but how I've found that thou art needed...

This is my simplified encumbrance approach. Many of you will recognize this as the approach from BX, but it's also the approach taken in Chainmail - encumbrance is based primarily on the armor worn, and then by what else the player is carrying.

To make it more simple, I've simplified that further into just number/type of weapons, amount of treasure or number of items in the pack.

This chart shows the progression of move rates, starting at what kind of armor they are wearing. Shield is included. Rates shift right as the PCs grow more encumbered and shift left as they grow less encumbered. (Note that I use the OD&D/AD&D rates of inches - roughly translated into tens of feet for folks using BX or retroclones.)

Unarmored  Leather/Chain  Platemail  Encumbered  Overencumbered
12"9"6"3"0"

With these move rates, I'm also assuming a small amount of equipment. A light weapon or two and a backpack with a few supplies and equipment (less than a dozen).

For each heavy weapon or every three light weapons, shift one rate to the right.

Heavy weapons include the pole arm, halberd, pike, two-handed sword, morning star, flail, and battle axe or similar. Light weapons include the spear, sword, mace, hand axe, and bow or similar.

For every 300 coins in treasure, shift to the right/heavier. (Alternatively, if they're carrying around sacks of gold - a small sack holds 50 gold, a large sack holds 150 gold).

I usually rule that more than a dozen items in the backpack/on the person requires a shift to the right. It's a rough guideline, if the items are large or bulky, it will be fewer items. If the items are small, I might allow double.

Strength counts! For AD&D, the damage bonus for Strength also counts how many shifts to the left (lighter) they get. For OD&D, Str 14 -16 shifts one left, 17 gives two shifts left, 18, three shifts left.

An example or two:

Kujo the Fighter is wearing chainmail and has a shield. He has a sword, and a backpack with a bedroll, 6 torches (I count the bunch as one item), a crowbar and ten days of iron rations (I'll count that as two items).  His move starts at 9". 

In town, Kujo buys a bow and a quiver of a dozen arrows. He's still at 9"

In the dungeon, Kujo recovers a halberd from a dead orc. He now moves at 6", with the heavy/bulky weapon. Later in the dungeon, he comes upon a treasure chest full of gold and silver coins. There's about 300 coins in that chest, so he's now moving at (a very slow) 3"! I hope Kujo makes it!

If Kujo has a Strength of 16, then for both OD&D and AD&D, he would start at 12" and after his dungeon adventures, be moving at a 6" rate. Go Kujo go! If Kujo had been at an 18 strength, he would have remained at 12" the entire time.

So the question comes up "What's a little vs a lot?" "Why do you rule that someone is carrying a lot."

In many times, it's the duck test - if it quacks like a duck, then I'm pretty sure they're carrying too much. Often, I'll ask the player... are you carrying a lot?  Many times, they'll own up to their own encumbrance. If it "feels" like a lot to me, I'll have the player convince me that they're not carrying a lot. To me, "a lot" is a good amount of equipment, bulky books, weeks of food, etc. If I could go either way, I'll go in favor of the player, but honestly, we all know when we're probably carrying too much.

What do you think?

04 March 2020

Uclan Games Design Christmas Party 2018.


The Games Design Christmas party was in full swing as a final celebration before the hols and following all the creative activity over the autumn term.

The photos speak for themselves to safely say that "A good time was had by all with prizes and lots of cake!

The Games Design staff would like to thanks everyone for joining in the merriment and a special thanks to Jim and Rhoda for running the event and the following students for their generous contributions towards the event.


Carla Brown (Year 1) for organising all the lovely food treats
Nicola Hynes (Year 2) for a smashing super chocolatey vegan yule log
Alex Keates, Lewis Wright , Dan Butler (Year 2) Luke Briggs, Sam Albanese (Year 3) for setting up the gaming and quiz questions
Dylan Swarbrick and Finley Tyler (Year 1) for setting up the Christmas lights
Dan Butler and Dominic Kay (Year 2) for the classic karaoke!






















Unboxing The Final Fantasy VII Remake Cloud Vs Sephiroth TCG Starter Set - IGN Games

Unboxing the Final Fantasy VII Remake Cloud vs Sephiroth TCG Starter Set

Your Ad Here
 

blogger templates 3 columns | Make Money Online