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  • Raddu's Avatar
    Friday, 7th December, 2018, 06:33 PM
    My latest D&D Adventurers League adventure is out. This one is an Eberron adventure! The Killing Blade is legal for D&D Adventurers League play for tier 2 characters (levels 5-10) and part of the Embers of the Last War storyline! As the embers of the Last War ignite across the City of Towers, House Deneith enlists the characters to uncover a terrorist base of operations and storm the...
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  • Raddu's Avatar
    Thursday, 6th December, 2018, 12:52 AM
    Have you thought about or played sci-fi using 5th edition? You can get everything you need for FREE to play 5e heroic science-fiction roleplaying with the Esper Genesis FREE Basic Rules and companion PDFs. Download the FREE rules from the Esper Genesis website.
    0 replies | 75 view(s)
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  • Raddu's Avatar
    Thursday, 6th December, 2018, 12:48 AM
    Have you thought about or played sci-fi using 5th edition? You can get everything you need for FREE to play 5e heroic science-fiction roleplaying with the Esper Genesis FREE Basic Rules and companion PDFs. Download the FREE rules from the Esper Genesis website.
    0 replies | 117 view(s)
    1 XP
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About Von Ether

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Pathfinder Adventure Path #138: Rise of New Thassilon Arriving in Late January 2019 Today 03:51 PM


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Wednesday, 14th November, 2018

Monday, 14th December, 2015

  • 12:28 PM - Connorsrpg mentioned Von Ether in post Why Aren't Designers Using The GUMSHOE System?
    Von Ether. Oh cheers, now worries. Misunderstanding now understood. ;) I certainly was not flaming either. I thought you meant 4E had easy creature stats and Cypher did not. I haven't seen an easier system, especially on the fly. But thanks for clarification. Yes, the 2 have taken some very different approaches.

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Saturday, 27th October, 2018

Friday, 26th October, 2018

  • 01:36 AM - Abstruse quoted Von Ether in post News Digest: D&D Previews and Schedule Change, Pathfinder Playtest Update, DreamWorks Announces RPG Film, Asmodee Sold, and more!
    Avoiding spoilers, the game does have a Secret of NIMH / gothic steampunk vibe in the later adventures. My guess is that Alexandre Aja is their answer to "We couldn't afford Del Toro." I thought Alfonso Cuarón was the go-to "We can't get Del Toro" director. But I guess that would change after Children of Men and Gravity... I like Aja and I loved Haut Tension when I saw it at a film festival before it got North American distribution...but he really is kind of straight horror. You'd think something like this, even if they're wanting to amp up the darkness aspects of the game, they'd want someone with a more early Tim Burton style that can match the whimsy and fairy tale with the creepy darkness. Or maybe this is Aja trying to step out of his comfort zone, or not and they're just hoping to get "whimsy fairy tale" just by being animated. Henry Selick would've been a good choice since he has animation experience, but he's probably busy with the TV series based on the Little Nightmares video game bes...

Thursday, 25th October, 2018

Thursday, 18th October, 2018

  • 12:55 AM - barasawa quoted Von Ether in post The New Savage Worlds Is Storming Kickstarter
    I know it's sacrilege but I wish SW had an option for HP. While I had no problem with Wild Card Wounds and Soak rolls, too many players couldn't seem to wrap their head around them. Worse yet, I think some of them were doing it on purpose because they thought SW "math" was wrong, i.e. too swingy for them. Otherwise, can't wait to get my hands on a copy. Savage Worlds grew out of the system used for the original Deadlands, which did use hit points. I agree that some people have trouble dealing with the shaken/wounds system, it's definitely a different way to deal with combat results. None of them are perfect, but HP allows you to whittle away at the opponent and eventually take them down even with small hits, S/W, not so much. If you want to fight godzilla, those rifles just will NOT do enough damage to even catch his attention. Another factor is if the opponents usual damage is high enough vs your character, you are on the fast train to coffinville. Sure you can spend bennies to TRY and...

Tuesday, 2nd October, 2018

  • 07:23 PM - Derren quoted Von Ether in post Mythological Figures: Queen Boudica (5E)
    I remember the scandal when WotC created Eberron rulers who weren't kings of combat (see what I did there.) The main complaint was "but what if my players what to just kill the royals?" It's a long standing tradition to D&D leaders of all types bigger bad asses because GMs are afraid that players can decide that a coup is as easy as just walking in and doing full murderhobo on a regent and take his stuff (kingdom.) This was long before video games, btw. So if it rolls that way for a king, how goes it for a general who may very well be the "end boss" of a fight? Yet why should you adhere to D&D murderhobo prevention when statting mythological (more or less) figures?

Tuesday, 4th September, 2018

  • 05:50 AM - pemerton quoted Von Ether in post Where Are All the Dungeon Masters?
    It has gotten to the point, where I need clarification of what type of story is unfolding.I mean a story in the literary sense - a series of fictional events which involve an initial situation, some rising action, and then a climax and resolution. A lot of RPGers, especially those whose experience is only of D&D or other games modelled on it, think that you can't get that unless the GM (i) writes it in advance, and (ii) uses various techniques (eg overt railroading; the "three clues" rule; "node-based" desgin; etc) to make sure the players play through it. This creates one perceived need for prep - creating the plot, and then writing up all its elements, working out the "hooks" and the "nodes" and the rest that will make it happen at the table. There are also mechanical aspects of D&D (and many similar games) - eg its reliance on maps for evaluating quite a bit of action declaration (not only in combat; most dungeon exploration play relies on maps also); the mechanical complexity of NPC...
  • 04:11 AM - pickin_grinnin quoted Von Ether in post Where Are All the Dungeon Masters?
    One of my complaints over the decades has been that we need people to be less attached to D&D as their only RPG to play. One of the reasons for DM burnout is because playing the same thing over and over again. If playgroups would be open to playing other RPGs, it would keep more GMs inspired. It's not the only way to get inspired, but can be after seeing how other games tackle different RP tasks. That is a big part of the reason why I don't end up GMing as much these days as I would like to. I burned out on D&D/Pathfinder style fantasy a while back. I don't mind running a campaign here and there, but I'm not interested in putting together or joining a group that ONLY does that. In past decades I didn't have trouble finding people who were open to trying new games, at least on occasion, but in the past 10 years or so it has grown increasingly difficult.

Wednesday, 29th August, 2018

Monday, 13th August, 2018

Sunday, 12th August, 2018

  • 07:08 AM - Egg Embry quoted Von Ether in post Introducing "Sengoku Punk" by Warsong 2E
    And I know just the thing for a Warsong GM to watch, Into the Badlands! That is spot on! :-)

Friday, 27th July, 2018

  • 06:19 PM - Abstruse quoted Von Ether in post News Digest: New D&D Books Leaked, Pathfinder Video Game Pre-Orders Open, Spiel des Jahres Winners, and more!
    But this is part of Hasbro's issue with D&D, which they saw as just part of the bundle to get to Magic, they haven't known what to do with it. Ideally, their holy grail has been how to make D&D evergreen, like a board game. No need for R&D or overhead, just print, stock and sell. While Hasbro suits thought the solution was 4e, I think the irony maybe lost on some that 5e's much slower production cycle (while the DMGuild keeps the hype going between the gaps) might be the answer. Hasbro's issue with Dungeons & Dragons is that the movie rights are tied up in litigation and conditional settlements. That's pretty much all Hasbro cares about the property. That and the fact that it's doing well on a percentage growth quarter-over-quarter and year-over-year which means it's great to brag about in shareholder's meetings. Otherwise, Hasbro doesn't give a damn about D&D because it makes no money. To give you an idea of the scale we're talking about, ICv2's best estimates of annual gross sales for D&D...
  • 07:08 AM - Paul Farquhar quoted Von Ether in post Watch These 4 Trailers for Ravnica
    Seems to be the case or something close to it. I wouldn't be surprised if a D&D designer ran Dragonheist through their own Ravnica or Eberron game first and then adapted it to Waterdeep only to make the higher ups happy. I believe Dragonheist prominently features Jarlaxle though, who is very much FR.

Friday, 8th June, 2018

  • 09:40 PM - Jay Verkuilen quoted Von Ether in post Jon Peterson posts Mordenkainen in 1974
    Huh. In a weird way, that makes Savage Worlds use of NPC allies very old school. You are even guided to split the NPC per player, not PC in a fight so every one has something to do if a PC is down. As I recall, SW was very much rooted in war-games. By the bye, I played in a long-running 2E game where there were many henchmen and hirelings. The main PCs were higher level (around 10th - 12th) mostly wizards, but there was a rotating cast of somewhat lower, say 5th - 7th, level NPCs. They were often a lot of fun to play, too. Some were characters that wouldn't necessarily be suitable for an entire game but were fun to explore for a while. The other fun thing was that if your main PC was out for some reason the game continued. This worked because the number of players was small (2-3, with a DM). In retrospect this is what the old Lake Geneva crowd did but we didn't know that at the time.

Saturday, 2nd June, 2018

Sunday, 27th May, 2018

Thursday, 24th May, 2018

Saturday, 12th May, 2018

  • 05:35 AM - Xavian Starsider quoted Von Ether in post Mythological Figures: Aladdin (5E)
    Seeing as how every kid in the 70s and 80s "knew" that phrase "Open Sesame" was what Aladdin said to open his cave of 40 thieves. Quite a few of us probably knew that from other cartoons (Looney Toons), I'll agree to disagree that he was much less known Sinbad. On that note, I think they were pretty close tie back then. Since Open Sesame comes from Ali Baba, not Aladdin, you may have unwittingly helped prove my point.

Wednesday, 28th March, 2018

  • 07:48 PM - delericho quoted Von Ether in post How Would You Design For Spelljammer?
    If you are world building for sake of world building, yes. And it's a classic trap many novice game designers and genre writers fall into, letting the world get away from them as they get lost in the weeds creating detail after detail. Many designers and authors do worlds in iteration, reigning things in and refocusing as they keep in mind that future mechanics or plot have an impact. It's one of the reasons I think that genre writer don't get the credit they deserve. They have to make a fun plot, engaging characters, great prose AND a new world. Yep. Agreed on all points.
  • 08:27 AM - delericho quoted Von Ether in post How Would You Design For Spelljammer?
    We can agree to disagree. For me, "mechanics should flow from the setting" imply exactly that. Design the setting first, narrow down what you want players to experience in that setting and how you want to them to experience it and figure how your rules accomplish that goal. That would be a bad idea - as bad as focusing purely on the mechanics. Any fundamentalist position will lead to a bad experience: if you work purely from mechanics first you'll get something that will probably work but that will be no fun to actually use; if you work purely from setting first you'll get something that may look nice but is unfocused and useless. It's a thermostat, not a light-switch. What's more, it's a thermostat with a fairly wide range of acceptable answers. My experience has been that it should be set over towards the setting-first end of the scale, but not to the exclusion of the other. You absolutely need both. The air currents around said "bastions" were dangerous high up and you had to find a...

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