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About Razjah

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About Razjah
I prefer story driven games, but will try any game out- who knows how cool it could be?
About Me:
I've played a few games: Shadow Run 5th, a bit of D&D 5th, Dresden Files (FATE), Pathfinder, D&D 3.5, D&D 4e, Savage Worlds, Feng Shui. I've also done short games or one-shots for: Vampire: the Requiem, Mutants and Masterminds 2e, Mouse Guard, Microlite 20.

Games I've run: 3.5, 4e, Pathfinder, Mouse Guard, Burning Wheel (revised), Iron Heroes (basically no magic 3.5), Savage Worlds.

I also play Magic: the Gathering, but I play multiplayer almost exclusively. I also really enjoy EDH or Commander, but at a casual-fun level. I think EDH is about stories from gaming, not winning.
Lakewood, New Jersey
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Mouse Guard/Torchbearer question, Are there any premade aids for these games? Goals, Beliefs...etc Tuesday, 14th November, 2017 02:50 AM


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Wednesday, 18th June, 2014

  • 06:28 PM - gamerprinter mentioned Razjah in post What kind of Map Symbols evoke Gothic Horror?
    @Razjah - thanks for your comment. As an aside, even though I am still working on creating more objects for the Gothic Horror map symbol set, that castle I used to inspire creating many of them, I've packaged into a gazetteer and map product with both full size large format versions, and sliced to letter size printable tiles of all six floors, the outbuildings and castle grounds map, and is now available at DTRPG as the Gothic Castle Map Set for $2.99 Check it out! 62219

Thursday, 16th May, 2013

  • 03:17 PM - I'm A Banana mentioned Razjah in post Playing With Fear
    Even so, rather than giving out bonus XP, I think I would again prefer a more immediate reward be given. In 3e/Eberron, this could take the form of an extra Action Point being granted. I think my personal favorite kind of reward for combating a fear is probably the "treasure" variation. XP and meta-points are nice, but I like the potential of tying the themes of the fear into the reward you get when you conquer it. That 4e fear, in addition to XP, might turn into the equivalent of a magic item that grants darkvision, or a radiant weapon, or somesuch, so that it's easy to remember that you've conquered your fear of the darkness, and the light now comes from within you. Perhaps Razjah 's character, if he were to conquer his fear, would get a form of damage resistance or healing that made combat less frightening for him! I love the potential of tying the reward thematically to the challenge that you must overcome.

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Wednesday, 20th September, 2017

  • 02:12 AM - Lanefan quoted Razjah in post Abandon Quest!
    Prepared storyline? Honestly, I don't prep storylines anymore. I prep situations and I know what will happen if the PCs don't intervene. When they do, the next prep is "how do [bad guys/monster/thing] react to this setback?" But that leads to another situation. I'm not writing a story; I'm setting up situations to see how the story unfolds once the players interact with it.I'll storyboard out a whole series of maybe a few dozen adventures in different paths - with some as standalones - at the start of a campaign, thinking "If everything goes exactly as I'd like it to, here's what I want to run" and knowing full well I'll be lucky to end up running half of it. As the campaign goes along and things happen and parties decide that different hooks or plots or stories are important than what I expected, I'll revisit and update this storyboard. I'm on version 11 (or 12?) in my current campaign. There's still some things on there that have been there since day 1 that the parties just aren't high...

Wednesday, 25th January, 2017

  • 06:53 AM - DMMike quoted Razjah in post Simple RPG
    You borrow from Mouse Guard and have a "mission" belief, a belief related to a party member, and then a goal that the PC wants. Or just play Mouse Guard. Good game for non-heroes.

Monday, 23rd January, 2017

  • 09:50 AM - pemerton quoted Razjah in post Simple RPG
    is there an RPG that can emulate the feel of a very simple, 0 level adventure? <snip> I want to run an adventure based in a small village, where the biggest threats are goblins, and the heroes are everyday folks who know how to use maybe one weapon, or something to that effect. Magic should be extremely rare, and so should non-human races. <snip> I would like a rules system that can go to higher levels, while retaining it's quaint simplicity. I think the term is "zero to hero"? I could be wrong. The idea is the campaign would start with small problems in the village and surrounding environs, and eventually work it's way up to something bigger, like a quest for the king. Not a "save-the-world" quest, but a "save-the-kingdom/king's daughter/ something along those lines" quest. Burning Wheel with 3 lifepaths captures this really well. The knight? He's a squire who was *just* knighted. Like last week. The ranger? He's a village huntsman. BW looks complicated, but you can wait o...

Friday, 26th June, 2015

  • 02:36 PM - Umbran quoted Razjah in post Starting a new campaign
    How large is your group? At the moment, it is a group of 5. There is one additional player who seems to want to try to come when his work allows. My physical space would be awkwardly crowded at 7. I'd probably have to consider relocating play to the living room to handle that many, losing us the common table. FATE using the Dresden FIles stuff (new supplement came out for FATE Core, I think it's called Paranet Papers or something like that) can work very well for allowing a wide range of stuff, a combat system that doesn't mean "combat at the expense of everything else" and character growth and power increase. I have Dresden Files. It does have better character growth options than most other FATE-based games. However, one of my players says he isn't much of a fan of FATE. Not so bad that he won't play the Atomic Robo filler-arc I expect to run, but he *loves* Atomic Robo. FATE does have the benefit that it lends itself very well to *creative* combat. The narrative int...

Tuesday, 14th April, 2015

  • 01:23 AM - pemerton quoted Razjah in post Keeping a Group Together
    if enemies simply come in with no narrative reason why, I think this is cheating. In many systems (D&D is a great example) it is massively improbable to withdraw from combat- enemies can chase down the PCs and continue the fight or the PCs chase down an enemy and resume the fight. This means throwing in hidden reserves changes the players understanding of the risk involved. Again, with narrative explanation- it is a tactic. Without narrative explanation, I would find it cheating and belaboring a fight.Thanks for the reply. My players tend to manage their resources in combat on the assumption that something may turn up, because they know that that's the sort of GM that I am. (For the same sort of reason - namely, my known preference for undead as enemies - they favour radiant powers.) The last time I threw in a new monster purely on a whim (at least that I can recall) was this: I didn't use four beholders, only 2 - an eye tyrant (MV version) and an eye of flame advanced to 17th level...
  • 12:27 AM - pemerton quoted Razjah in post Keeping a Group Together
    I don't like fudging, I think it takes something away from the game. <snip> Think of this from a player's perspective: the players utilized strategy and excellent combat preparation to improve their chances of a success; by adding HP to the monster not only are you negating their efforts- you are denying them the ability to feel successful. Most players know the approximate average combat rounds for games. If a game has an average encounter last 5 rounds the PCs wreck their enemy in 2, that is amazing! Adding hp to extend the fight is not only cheating, it is deny the players (your friends most likely) a moment of triumph and glory. For what? You know that you added hp so you don't feel like you gave them a good fight.What's your view about adding new elements into a fight? In Marvel Heroic RP, this costs dice from the Doom Pool - so the GM has to pay to add enemies. In my 4e game, I sometimes plan waves of enemies in advance, and sometimes add them in as seems fun and sporting. T...

Wednesday, 8th April, 2015

  • 10:27 PM - Wicht quoted Razjah in post Why does ENWorld hate Burning Wheel?
    -Aragorn B1: I pledge everything, even my life, to ensuring Frodo reaches Mount Doom. -Aragorn B2: I am the true king of Gondor, I must claim the throne to win this war. -Frodo B1: I need Aragorn's skill and knowledge of the wilderness to reach Mount Doom. -Frodo B2: Samwise is my best friend, I must see that no harm comes to him. Things like that can help ensure the group stays together, cares about each other, and actually cooperates. Maybe not the best example, as that particular party split, then split again, so that there were two people in Mordor, two people in Gondor, one person riding with Rohan, and three others who went off on a side quest along the paths of the dead. ;)
  • 05:56 AM - pemerton quoted Razjah in post Why does ENWorld hate Burning Wheel?
    My one critique of Burning Wheel is that it does not work with larger groups. With more players the spotlight passes more, so you need to work a little bit more as a group (although BW doesn't seem to handle a traditional "party" as well as other games; but does a pvp or neutral group much better).I have been running with three, and hope to step that up to four or five in due course. Establishing Beliefs that link the PCs, and link them to a common backstory, seems fairly crucial to this.

Monday, 6th April, 2015

Sunday, 29th March, 2015

  • 07:19 AM - Ebon Shar quoted Razjah in post Why does ENWorld hate Burning Wheel?
    One on one doesn't have enough beliefs? Wow. The GM can constantly challenge you, and every roll you make is important to just your character. With more players the spotlight passes more, so you need to work a little bit more as a group (although BW doesn't seem to handle a traditional "party" as well as other games; but does a pvp or neutral group much better). Have you checked out the Si Juk actual play on the BW forums? Great example for one on one play. If BW is about the story and the situation, just keep pushing. Keep talking, making declarations and pursuing the PC's beliefs. Even better if they are partially opposing, people are inconsistent, the PCs can be too. Advice well received, Razjah. Thank you.

Saturday, 28th March, 2015

  • 05:42 PM - Ebon Shar quoted Razjah in post Why does ENWorld hate Burning Wheel?
    My one critique of Burning Wheel is that it does not work with larger groups. I am currently in a group with 6 players and a GM, we could not run a Burning Wheel game. Even Luke Crane says on the BW forums running a game that size is not playing BW, it's something else. True. Our first attempt was with 5 players and it was too much for the poor, frazzled DM. Three players is the sweet spot. I'm currently playing one on one with the DM and, while it's fun, it feels like there are not enough beliefs to help build the story.

Wednesday, 25th March, 2015

  • 03:35 AM - pemerton quoted Razjah in post Why does ENWorld hate Burning Wheel?
    I really enjoy the conversational tone of the books- to me it feels like Luke Crane is setting there explaining the game.They're the best-written RPG books I own. The only other book I can think of that talks even half-as-frankly about how the game is meant to be played, and to work in play, is Over the Edge.

Thursday, 5th February, 2015

  • 02:45 PM - Wednesday Boy quoted Razjah in post Human Interest Story at Battle of Hoth
    -Imperial defectors. Maybe the PCs are defending a section of Echo Base and find a small group of imperial troops throwing down their gear and wishing to join the rebellion. Can these troops be trusted? Are they spies or agents meant to infiltrate the rebellion? Can they be brought to a transport in time to be bound and brought to the rendezvous point? Great suggestion. I've found that a writing some minor adversarial or individual goals into the characters works well in a one-shot. In my experience they inject a little variability into what otherwise would be a straight forward plot. And players are usually okay with getting backstabbed, dying, failing, being a less cohesive group, etc. in one-shots since it only lasts for one shot.

Friday, 16th January, 2015

  • 11:25 PM - TarionzCousin quoted Razjah in post Back to the basics
    I envy you. My group is in love with kitchen sink stuff. Three GMs in the group share a setting including: Dragonlance Forgotten Realms Greyhawk Lord of the Rings Star Trek Star Wars Dark Sun Planescape Spelljammer In Nomine Three major worlds with travel between them using several different methods of planar travel, plus other stuff they felt like adding. All this in one game setting? I think this may be a record.

Thursday, 15th January, 2015

  • 10:01 PM - gamerprinter quoted Razjah in post Back to the basics
    What I would really like to see is a thematic restriction... I don't find it worthwhile to play any other way, all my games are thematic, whether that means all Core, no Core, or all 3PP varies with the game. Heck when I run games in my published Kaidan setting of Japanese horror (PFRPG), I don't even allow the other Asian based classes and races from Paizo, only allowing the classes, archetypes and races already included in Kaidan - for example. I'd say for 15 years now, all my D&D/PF games are thematic games, which is probably why Golarion offers absolutely nothing interesting for me nor my group, let alone most of Paizo APs.

Wednesday, 14th January, 2015

  • 11:54 PM - Sword of Spirit quoted Razjah in post Looking for a visually immersive campaign management tool
    Here is a sample campaign from my group: (I wasn't in Season 2, but I think life got in the way to keep it short). Thanks for the sample! That did help demonstrate what it could do. As far as I know there is nothing that comes close to what you're looking for. How about with my revised list of must haves and deal-breakers? (In this post) I read the OP's requirements and criteria, and I think of the standard IT response: Better, faster, Cheaper. pick 2. You can't expect much if you want it absolutely free with no ads. Programming takes time which is money. Making it look good is more time. Making it easy to use takes more time. making it user customisable is even more time. Making it well designed internally so it can be expanded upon takes time. You get what you pay for. The free option was lowest on the desirable list because it wasn't very likely. I have a shorter list in this post. That would be OneNote 2003, check Amazon ...

Thursday, 31st July, 2014

  • 06:22 PM - dm4hire quoted Razjah in post Low Fantasy RPG?
    Torchbearer is a game by Burning Wheel HQ. It is a "love letter" to the old school dungeon crawls. But it would be able to help create a low fantasy world. I've looked over it and noticed it only goes to lvl 5 I believe. Is that the cap or is there plans to release more books for this game? If it is a one shot game that is awesome, but if not it would be nice to know if there are other books planned.
  • 05:27 PM - Mantriel quoted Razjah in post Low Fantasy RPG?
    Honestly, I think Burning Wheel is your best option. ... From the description you've provided it definitely sounds like it. Thank you. I know I was intrigued by Burning wheel when it first came out (I believe it was a pdf at first), I bought it and was really excited, but my gaming group wanted to play something else instead, so I never actually got to play with it (and since then I believe a couple of revisions/new editions came out), so I stopped following the Burning Wheel. I guess it's time to pick it up again. :)
  • 04:17 PM - Mantriel quoted Razjah in post Low Fantasy RPG?
    Savage Worlds already got the mention. Rules heavy games that are low fantasy: Black Company Campaign Setting by Green Ronin Iron Heroes (by Mike Mearls, published by Monte Cook) is a no-magic game, very easy to make it low fantasy Mouse Guard for mice based low fantasy Realm Guard- mouse guard hack to be ranges of the north in LotR Burning Wheel is pretty much built for low fantasy, and with the subsystems it is very rules heavy while still encouraging and rewarding role playing The Song of Ice and Fire game (I've heard the pocket edition is the best errata and has the best layout) Torchbearer Thank you! I know Iron Heroes and I had a (very) brief encounter with "The Burning Wheel" but the rest I know only from hearsay. I don't even know what Torchbearer is. I have to dig these out too, thank you. :)

Wednesday, 25th June, 2014

  • 09:24 AM - Blackbrrd quoted Razjah in post Laptops at the table..and recent research showing how bad it is in education..does it carry over to gaming?
    Does this actually work for you group? That must be awesome. For my group this idea fills me with both glee and dread. I can picture time and arguments being saved and more gaming happening. But I also picture a few people in my group who would make arbitrary decisions and if the problem happens again, it would be a new decision. Earlier we usually pulled up books and checked the rules during the game, but that's just slowing down the game. We ended up saying that it's ok to play with an ad-hoc ruling for a session just to keep the game moving*. We would check the rules afterwards so that the next time, we knew the actual rule. *This actually meant we had a TPK-looking situation a couple of sessions ago. The rule we would be looking for is at page 219 of PHB2. We probably wouldn't have found it anyway.

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