Hey Wulf,
I know you have dropped a few hints, and can't commit to anything until you see all the fine print, but are you open at least to writing for Pathfinder? I'd sure like to see the writing bug bite you for either 4e or Pathfinder (or both!).
Not to mention any further resources for Grim Tales (like the Magic compendium you talked about a while ago) that may still be rattling around your brain.
Ugh, looks like I can't rely on this forum to notify me by email. Glad I happened by.
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Originally Posted by Fenris
Hey Wulf,
I know you have dropped a few hints, and can't commit to anything until you see all the fine print, but are you open at least to writing for Pathfinder? I'd sure like to see the writing bug bite you for either 4e or Pathfinder (or both!).
I'm interested in Pathfinder, certainly. I won't know about 4e until I see it. I have a feeling that most of the mechanics for 4e are pretty much fixed, which is great if you're a head-in-the-clouds designer with no knack for mechanics.
But my forte is mechanics. I don't know if there's room for me to play in 4e.
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Not to mention any further resources for Grim Tales (like the Magic compendium you talked about a while ago) that may still be rattling around your brain.
I'm not exactly sure where my creative energy is taking me yet. However, a lot of the things that previously resided in a folder called "Grim Tales II" have been slowly but surely sliding over into a new "Trailblazer" folder.
I've had to take a harder look at why I wrote Grim Tales in the first place, and what my goals were. I am starting to feel that part of my motivation for Grim Tales was the problems with high level 3e. Grim Tales was a strong reaction in the opposite direction. Since the "Sweet Spot" thread a couple years ago, and a few other threads here and there, I am starting to think that what I really wanted was to fix 3e.
I was unhappy with 3e/D&D for a while; I strayed; but now I'm coming back to see if we can't work out our relationship instead.
From my standpoint, Wulf, I'm hoping to see a 4E take that is slightly less over the top than what some of the 4E previews have implied, and Bad Axe Games is one of the companies I'd trust to do such a thing. More "woohoo" and less "wahoo."
EDIT: And, yeah, email notifications are not working right now. We're aware of it and hopefully it will get resolved soon!
__________________ "I hurt Firewing." is not something a huge number of people can say. "He dropped a parking garage on me," on the other hand, a lot of people can say. -Kazan, my Champions GM.
Last edited by Kid Charlemagne; 20th May 2008 at 09:27 PM..
From my standpoint, Wulf, I'm hoping to see a 4E take that is slightly less over the top than what some of the 4E previews have implied, and Bad Axe Games is one of the companies I'd trust to do such a thing. More "woohoo" and less "wahoo."
EDIT: And, yeah, email notifications are not working right now. We're aware of it and hopefully it will get resolved soon!
If 4e had confined itself to basically just fixing 3e mechanics, it would not have "forked" the game in my brain.
I understand there are good reasons why they couldn't just do that.
At any rate now I am torn between a 3e that has the fluff I want but not all of the fixes, or a 4e that has all of the fixes I want plus a whole lot of other stuff I don't want.
I get where you're coming from - for me, I almost never used the fluff as it existed anyway, and in fact a lot of the fluff changes match up really closely to the changes I made for my own game.
__________________ "I hurt Firewing." is not something a huge number of people can say. "He dropped a parking garage on me," on the other hand, a lot of people can say. -Kazan, my Champions GM.
As I mentioned in the other forum/thread, Trailblazer will be a short, sweet supplement for tweaking your 3.5/Pathfinder game, written by me, with help from ENworlders, and published through Bad Axe Games.
The Magic Compendium mentioned above is part of some work I had for Grim Tales-- but as you can see upthread, I am distancing myself a bit from GT and focusing on 3.5/Pathfinder for a while.
As I mentioned in the other forum/thread, Trailblazer will be a short, sweet supplement for tweaking your 3.5/Pathfinder game, written by me, with help from ENworlders, and published through Bad Axe Games.
Thanks, Wulf. The last I heard of Trailblazer was that it was GT's successor.
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Originally Posted by Wulf Ratbane
The Magic Compendium mentioned above is part of some work I had for Grim Tales-- but as you can see upthread, I am distancing myself a bit from GT and focusing on 3.5/Pathfinder for a while.
My good friend and "free webmaster" Brad Kelley (www.coolgrafix.com) has informed me that some kind of Trailblazer update will be going up on the (long neglected) Bad Axe Games website sometime this weekend.
Thoughts of the Arch Chancellor - My weblog on EN World - containing game related material, like: house rules, design theories, reviews, play reports, adventure ideas
Secret Member of <Think we would just hide our secret with a spoiler tag, eh?>
Well, I have some free time to pull a PDF together-- now I have the task of figuring out exactly what I should preview!
Is there anything in particular folks would like to see? Would you prefer to read broad design philosophies (so you know what to expect from the whole); or perhaps some specific design solutions to specific problems; or both? If there are specific "fixes" you would like to see, what are your top three?
Is there any interest in reading some specific mechanics analysis and 'proofs'? Such things are table- and math- heavy, and though the math is not hard to follow, they're possibly a bit dry for the average gamer. But they do help to explain the how and why.
I don't have a particular length in mind for the preview, but if folks have a preference as to whether any of those pages should or should not be occupied by specifics or generalities, I'd like to know.
Well, I have some free time to pull a PDF together-- now I have the task of figuring out exactly what I should preview!
Is there anything in particular folks would like to see? Would you prefer to read broad design philosophies (so you know what to expect from the whole);
Yes. Especially with the classes and magic.
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Originally Posted by Wulf Ratbane
... or perhaps some specific design solutions to specific problems; or both? If there are specific "fixes" you would like to see, what are your top three?
How to make the DM's job easier. I like, for example, the ease in altering encounters in 4e (e.g., replace a monster with another or trap with similar xp costs).
Dealing with a problematic spell (e.g. Dispel Magic).
Ability modifiers from spells/magic items during combat with minimum of hassle.