Log in

No account? Create an account
D&D 3E
Art work and some Questions for everyone 
23rd-Oct-2005 01:01 am
Ok so we have the web page thing worked out. Things we still need.

Maps: Some have sent me email but we are still accepting submissions. You will get full credit (and pay) for any material we use.

Art: We need art badly. We had two people working on this a while back. One joined the Marines and the other now spends his time yodeling in the park and doing acid (I wish I was kidding). Fantasy art (no anime styles please) with lots of detail, especially on the characters.

Spriksie: Please contact me about the art you posted.

For the rest of you
I was wondering what people like in their games? What do you like (fighting, role play, so on) and is there anything you feel current games (and game worlds) are missing?

I have heard several comments over the pricing of modern games. We have an idea already as to what we are going to change for our books (pretty cheap actually) and I wanted to know what you would consider is a fair price for game? (use the players 3.5 book as a guideline).
23rd-Oct-2005 05:39 am (UTC)
Heh. I have a job. A good paying job. For something quality, up to $100. I've only seen one sourcebook that good, and it wasn't that much. That game was called Nobilis. I think that a PHB is worth $20 in softback, and $30 in hardback.

I'm also a big fan of 1st edition. Books with colored art are worth less to me. I take that a sign that they are trying to cover up a lack of quality with shiny things.
23rd-Oct-2005 10:58 am (UTC)
The most important part of games for me is the NPC characters. This is what hold my games together, from the truely evil and sick, to the ditsey and insane. The best ones are always the nices ones who infultrate the group and turn out to be a dark lord of evil, or something like that. It might be good to include some interesting NPC's and not just the stat's, but the psychology and personality as well. Also, give some game ideas so that the NPC can realistically get involved with the party.
23rd-Oct-2005 10:59 am (UTC)
P.S. I can send you some examples of some of my favourite NPC's if you like.
23rd-Oct-2005 02:02 pm (UTC)
Yes please. I am always up to taking a look at what others are doing game wise.

You can either post a link here (if you have then online) or email me (krsv1@optonline.net).
23rd-Oct-2005 02:24 pm (UTC)
I agree with the way magic is handled, I was never happy with it at all. We have an alternate system which I think we are going to put up on the web page and an optional system. This system addresses a lot of the points you made here and will be easy enough to run in any game.

All the fantasy I have ever read (except the works of Robert E. Howard) has such a clearly defined sense of good and evil. I don’t agree with it because there are so many factors involved per individual but to keep things manageable I guess they had to come up with something like Alignment. We also had something for this as well which I will add to the optional rules section.

Oh and the price of game books are quiet out of control. To make life easy we are going to offer either a hard copy of the book or a (cheaper) e-book version. If someone can not afford the book they will at least be able to afford the e-book version. This way the game and all its materials are available to everyone.
23rd-Oct-2005 02:42 pm (UTC)
What do you like (fighting, role play, so on) and is there anything you feel current games (and game worlds) are missing?

Micro history. Is there adamantium or mithril? Where did it come from? Why are all of these magical items laying around everywhere; were there powerful wizards many years ago or are the wizards of today really careless? Were humans and orcs once one race?

Also, make something different. Is the favorite weapon of everyone everywhere still the longsword? If so, is it different. For example in my campaign I made the predominant sword a form of classical Broadsword with a basket hilt and one sided blade. But maybe the axe or the spear is the predominant weapon...Or maybe it's still the sword.

What are the population rates? Are there more humans/orcs than Elves/Dwarves? Are you using gnomes and halflings(I don't lol)?

What kind of climates do the various places in your world have? Are there certain mountain passes (read; trade routes) that are clogged with snow 4 months a year...6 months a year? Does this influence their style of building/dress?

Is the money system the same? If you're introducing a new kind of metal is there coinage made from it? Is there more gold than silver in your world? Do people find diamonds ugly and plain?

Are their popular religions that don't worship anything (like buddhists. Don't think monk as in monk, think mantras, chanting, painting, rythmic activities but done as religion). Which religions get along, which don't? How do the general people feel? If everyone whispers a prayer to some god sometimes there will be temples in town; if however people secretly fear and resent gods there might be a temple in town, but it would be hated.

Just details details! If you have ever wondered in a game where something came from or how it ties in you should explain it in a campaign setting. If the PC's see a symbol on an ancient treasure it should relate to something!
23rd-Oct-2005 03:57 pm (UTC)
I like roleplaying type encounters, and battles where you don't necessarily know what's going on (or how to kill the badguy).

Mechanic-wise, I'm not a big fan of D&D's abstraction of the combat system. I understand the point of it (simplicity makes for faster, less complicated battles), but I'm more into knowing when you've been slashed in the leg and what effect that wound has than just "you lose 5 hp". I also want to be able to do manuevers during battle. I want to roll to the side and come up with a dagger drawn. Or I want to be able to parry an attack and then duck around and stab someone. There was one system that I played that had a mechanic that let you choose a ton of stuff you wanted to do in a round, but the more stuff you tried to do (or the more complex it was), the harder the check was to pull off. So if you want to jump over a table as you flip it over, duck behind it, and turn around and start shooting people, you could. Stuff that adds to more interesting story telling than just the nominal hack-n-slash, use a move action and a standard action stuff.

World-wise... I'm not sure. I put in any elements of a world that I'm interested in. I tend to like low-magic type games (where to see the guy throwing a fireball out of thin-air is amazing), which are based more on what the players choose to do rather than what special abilities/spells they have. But really, if you have a good system, whatever you're looking for in a world can follow.

I actually don't have a problem with $25 a book. That doesn't mean I'll buy them, but if I do feel like buying a book, I'm willing to spend that much on it. $30 is a little high (unless it's a thick, 250+ page book), and I don't think I'll ever spend $35 on a book. I have no problem with Wizards putting out their splat-books every month. I just don't buy them. I look through them for game mechanics (and maybe jot down a note on a piece of scratch paper if I'm interested), but in general I don't need them. I've bought the PHB and DMG (not the MM yet because the srd is online and I like making up monsters anyway). And then I bought Stormwrack because I'm really into ship-based games and I was happy enough with the mechanics they have for ship combat. Of course the book could have been much better, but it was worth the $25 I spent on it.
23rd-Oct-2005 04:04 pm (UTC)
What I'd like to see:

Error-free editing: Any product with significant errors is "too expensive" in my opinion. If I'm paying for it, I expect someone to have searched for language and mechanical errors. If the RPG.net review has a laundry list of stat-block errors, that can tip the scales for me.

Less crunch: There are hundreds of feats and prestige classes for D&D. Before adding more, consider if you really need them for the game.

GM Tips and design notes: What makes your product unique (or at least different? How does a GM impart that to the players? Were there any issues encountered in playtesting that GMs should know about?

Roleplaying notes are always useful; combat encounters are trivial to drop in. Knowing how NPCs react, general social values, etc can make a big difference.
23rd-Oct-2005 08:04 pm (UTC)
Number one item that most roleplay games screw up: A good reliable index, preferably with more than one way of looking something up so it's quick and easy to find during a session.
24th-Oct-2005 11:39 pm (UTC)
I have to do scans. Most of my stuff is black and white, and I've been bogged down with college essays because I'm at the midpoint of my semester right now (*cries*). I'll get those scans of other artwork over to you within the next couple of days, though.

I have a old website with some artwork of mine on it, but unfortunately, it reflects artwork that is a minimum of two years old and displays my affinity for anime. I like to think my eyes are a little more in proportion to the face now. I also can do complete realisms in charcoal, but those take forever.
24th-Oct-2005 11:47 pm (UTC)
Take your time with the scans we are not going to start text editing till middle of next month. When that is done we will look at the lay out so there is some time.
This page was loaded May 27th 2018, 5:33 am GMT.