View Profile: gamerprinter - Morrus' Unofficial Tabletop RPG News
  • darjr's Avatar
    Friday, 12th July, 2019, 01:55 AM
    Wait, thatís an interesting idea. What ideas or rules unique to PF2 does anyone see a D&D implementing or appropriating? Anyone?
    154 replies | 10575 view(s)
    1 XP
  • darjr's Avatar
    Thursday, 11th July, 2019, 05:52 PM
    Thatís too bad. I really liked the band.
    117 replies | 6453 view(s)
    0 XP
  • darjr's Avatar
    Thursday, 11th July, 2019, 04:04 PM
    I dunno if this thread covers it, but one of the reasons I liked PF1 was itís broad compatibility with 3.5 and 3.0. Not only adventures and monsters but even splatbooks and classes. In fact it was MORE important at the time. I looked at other games but it was among the best for backwards compatibility. PF2 in the playtest was far from that kind of ideal, as far as I could tell. And I havenít...
    117 replies | 6453 view(s)
    2 XP
  • darjr's Avatar
    Wednesday, 10th July, 2019, 11:16 PM
    Who? The internet has some really dumb obscure corners. That the hate comes back to bite him? I donít appreciate the vitriol, but he fought with that sword. Wait!? Is this a corner Iím standing in?
    46 replies | 2358 view(s)
    1 XP
  • darjr's Avatar
    Tuesday, 9th July, 2019, 05:06 PM
    And climbing fast! Still!
    117 replies | 4412 view(s)
    1 XP
  • darjr's Avatar
    Tuesday, 9th July, 2019, 04:09 PM
    These numbers are incredible, I wish camel camel camel was reporting sales rank again.
    117 replies | 4412 view(s)
    1 XP
  • darjr's Avatar
    Tuesday, 9th July, 2019, 04:05 PM
    As far as paid DMs Devon Chulick did a shirt AMA for our local group.
    117 replies | 4412 view(s)
    0 XP
  • darjr's Avatar
    Monday, 8th July, 2019, 07:11 AM
    What I'd love to see is the living 15 year plan. I think that it's changed some since the next playtest, but I think many of the things that were in it have come to pass. Also I'd love to know the things that have come to pass that were not in it.
    38 replies | 2160 view(s)
    1 XP
  • darjr's Avatar
    Monday, 8th July, 2019, 07:07 AM
    I do notice a marked difference during the "playtest" period of pf2 vs Next. At least anecdotally and from what I can see from others. I for one was excited for the next playtest and anticipated every drop. There was a TON more traffic, mostly positive or hopeful or constructive in it's criticism. Sure there were a lot of things I didn't like and things I loved that were nixed or modified to far...
    117 replies | 6453 view(s)
    2 XP
  • Mark CMG's Avatar
    Saturday, 29th June, 2019, 05:04 PM
    Gamer and designer Lee Garvin passed away.
    203 replies | 16012 view(s)
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About gamerprinter

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January 16, 1963 (56)
About gamerprinter
Professional game cartographer and small RPG publisher.
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Saturday, 14th April, 2018

  • 09:10 PM - Lanefan mentioned gamerprinter in post Can anyone point me to an excellent, visual, article on dungeon design? (or the lost images of a certain enworld thread xD)
    I often have strict linear dungeons because thatís what makes sense. I donít design a dungeon to be interesting as a place for gamers to explore. It exists for a reason. For example, most tombs are a simple linear design ( and often use maps of actual tombs). Sometimes there are a couple of choices, but for the most part they are just simple tombs. Thatís not to say you canít Jaquay it. But in that case itís usually because of natural causes (erosion, weather, earthquakes, etc) or creatures such as burrowing monsters, or prior expeditions that have altered the dungeon. I also try to design as if living breathing people actually once lived there...but even then it's not that hard to come up with reasons for loops and interweaving: trap bypasses, secret exits, servants hallways vs. nobles hallways/stairs, etc. A good example of this - and not to pick on gamerprinter but if he will insist on graciously putting his maps on here for us to analyze... :) - is in the map in post 9 there would logically be a secret door right by the entrance at area 1, going north into the laboratory (area 11), so the owner or inhabitant of the place wouldn't have to go through the whole dungeon in order to go outside or return to his quarters. One of the advantages of this approach is I can do what I always do and design it for an appropriate level. That might be a much higher level that the PCs, but either the dangers have been lessened or defeated, or original dangers are intact and the evidence of other original dangers alerts them to when they are getting in over their head. Usually they are smart enough to take the hint... If there is a dungeon holding great treasure, I expect that to hold up to setting integrity. Why hasnít this great treasure been plundered in 3000 years? Itís usually because it is unknown, or so dangerous that even the highest level adven...

Thursday, 12th April, 2018

  • 03:28 AM - Lanefan mentioned gamerprinter in post Can anyone point me to an excellent, visual, article on dungeon design? (or the lost images of a certain enworld thread xD)
    gamerprinter - at first glance that's a pretty-looking map but on second look the dungeon it's depicting is very linear. The only loop is provided by area 3, giving a bypass to the trap at area 2; unless I'm misreading and the gatehouse (area 4) is a second entrance to the dungeon. Either way, areas 5 and onward are a straight line other than one two-room dead-end offshoot (areas 10-11). This is great if the design intent is to funnel the PCs through the encounters in a mostly-predictable order - tournament dungeons are almost always designed this way for just this reason - but for non-tournament use linear layouts like this aren't often much fun to play through as ultimately the only meaningful choice is to press on or turn back. That said, there's limits to how intricate you can make a 13-area dungeon. :)

Saturday, 16th September, 2017

Saturday, 17th December, 2016

  • 03:08 PM - JeffB mentioned gamerprinter in post Broken Rules in Pathfinder
    That was a fantastic and very detailed interview. I had pretty much lost interest in SF, despite my excitement at the announcement due to the worry it might be nearly as heavy as PF and just stuck in space. But the details about the universe/worlds and attitude toward to rules is refreshing. Thanks for the link gamerprinter

Wednesday, 29th July, 2015

  • 01:37 AM - EzekielRaiden mentioned gamerprinter in post Are Drow considered "Fey".....? Why or why not?
    ..." that is ........"unreasonable"...... Well, it helps if you don't cut out the extremely critical second half of that sentence, where I specifically talk about it changing from table to table. Yes, I allowed for variations from edition to edition (or even between different systems entirely), but the main point was that two different DMs can both "run D&D" while having vastly different cosmological, "biological," and theological elements in their games. There's also a wide variety of well-loved campaign settings, each with its own particular spin on things. Consider Dark Sun, where Halflings are, or at least may be, the only "original/native" species of Athas, and there are insectoids as well as atypical hybrids like mul. When it is perfectly, 100% accurate to say "I am playing D&D" to describe playing in Oerth, Krynn, Mystara, Athas, Toril, Azeroth, Iomandra, Planescape, Ravenloft, the world of Nerath, and the innumerable homebrew worlds/campaign settings DMs come up with (such as @gamerprinter's setting-in-development)...coupled with the fact that D&D has always re-molded mythology, history, fantasy, and sci-fi to fit its own tastes (one level of Castle Greyhawk had Martian white apes!) just seems silly to expect anything remotely like "universal" or even "consensus" definitions for anything. Heck, in some settings, humans are what you get when an elf and an orc have a kid! And that's still just as D&D as Greyhawk or Blackmoor or Khorvaire or Nentir Vale. Do you mean "humanoidish".....? IIRC, I've taken great pains to specifically NOT use the word "humanoid", but instead use "humanoidish". The question was asked as intended. When you responded to statements about the term "humanoid," you made it clear that Gnomes qualify as "humanoidish" because they have a roughly human body plan but do not necessarily conform to the proportions of real-world humans. Thus, unless there are additional requirements you did not state, "humanoidish" was sufficiently well-defined for me...

Saturday, 4th July, 2015

  • 11:16 PM - ChimericDream mentioned gamerprinter in post Looking for tips for upcoming aquatic campaign
    Thanks arscott and gamerprinter. I had heard of Spelljammer, but never gotten to play in a campaign. I'll also take a look at the Cerulean Seas and Fire As She Bears books. I don't know how much underwater adventuring there will be, and I'll need to figure out how combat/adventuring changes when it's between rafts vs ships, but these will hopefully be a good start. I'll [-]greedily[/-] happily take any other suggestions people have. I am still at least a month or two from starting this campaign, since we are a fair way off from the end of the current one, so I have lots of time to write and plan.

Thursday, 21st May, 2015

Tuesday, 17th March, 2015

  • 02:24 PM - DMMike mentioned gamerprinter in post A Dungeon Map Every Day!
    I see a couple secret areas on that map. But, um, doesn't gamerprinter already do this, for those of us lucky enough to be ENworld members?

Wednesday, 28th January, 2015

  • 06:57 PM - Kinak mentioned gamerprinter in post What do I need (never played Pathfinder before)?
    Some of the details are different from 3.0 to 3.5 and from 3.5 to Pathfinder, but as long as you're willing to doublecheck things rather than relying on memory, you won't have any problems. As gamerprinter mentioned, there's much less encouragement to multi-class now. It's still possible, but classes have more abilities at mid/high levels, starting skill points work differently so people don't dip their first level in rogue, and the "favored class bonus" directly rewards you for sticking with the same class. The "don't multiclass away from spellcasters" thing is still in full effect, though. There are a few classes that directly mix spellcasting in with martial stuff, which are usually a better choice. They, naturally, end up pretty complex though. I honestly find myself referring to or the PRD way more often than printed books. As a player, I like to have a copy of whatever book my class is in, so probably Core Rulebook. But you don't even need that. Cheers! Kinak

Sunday, 21st December, 2014

  • 02:53 AM - Ranes mentioned gamerprinter in post Problem with Astral Plane = Backstage
    I can't speak to 2e in particular, because I spent so little time playing it, but I'm surprised at this. Like gamerprinter, my (3e, admittedly) games have often featured adventuring on the Astral Plane. You could use this to your advantage though. If players who prefer pre-3e D&D are unused to spending game time on the Astral Plane, because of that game's inbuilt assumption that it's backstage, you have more freedom (in the sense of less player expectation) to do with it what you want. I'd take that assumption you refer to and make it an invitation. Have fun!

Thursday, 16th October, 2014

  • 04:12 PM - Mercurius mentioned gamerprinter in post How many buildings in a medieval city?
    Thanks @Celebrim, that's quite helpful. Adding it all together, I think a range of something like 8-12 people per building, or roughly 10, works. If we want to include all possible structures, we could take half that. If it isn't perfectly accurate, it is close enough and manageable. This fits in with @gamerprinter's map, although he's clearly not including outhouses and chicken-shacks in that map! By your estimation, his map would better fit a city of 80-100,000.

Monday, 11th August, 2014

  • 03:59 PM - innerdude mentioned gamerprinter in post Low Fantasy RPG?
    The Burning Wheel, Savage Worlds and Gurps eludes me. I've read everything I could on them and although I see the value, I'm not really convinced. But Mouse Guard I will have to try one-day, hopefully as a player, not a DM/GM. :) I own all three rules sets (Burning Wheel, Savage Worlds, GURPS), and have actively played GURPS and Savage. If none of those three are floating your boat, I'm not sure what to add at this point. Savage Worlds would fantastically emulate what @gamerprinter talked about if you used the Beasts and Barbarians campaign setting. But Savage Worlds is admittedly (and purposefully) not extremely "crunch heavy." It's definitely rules-medium, or a step down in terms of rules complexity from D&D 3.x / PF, and probably a step and a half down in complexity from GURPS. Savage is perfect if you're interested in fast combats, with some fun, streamlined tactical gameplay (though not nearly as in-depth as D&D 3 or 4). Out of combat it supports a more "free-wheeling," improvisational style where your players can "go off the rails" in terms of trying fun stuff in-game. If this is what you're looking for, Savage Worlds is the perfect fit. And frankly, in spite of there being meta-game and gamist artifacts poking up all over the place, it actually feels more "simulationist" in play than D&D. But if you're looking for "hard," detailed, crunchy combats using multiple subsystems, it's definitely not the right fit. GURPS takes hard, detailed, crunchy combat to t...

Sunday, 13th July, 2014

  • 09:24 PM - Quickleaf mentioned gamerprinter in post Making the 5E Starter Set Come Alive for New Players
    ... enhance the experience. I'm thinking of playing thematic music and maybe printing high-quality copies of Mike Schley's Starter Set maps. I had a brief though of serving beef jerky and dried fruit, in an effort to approximate the rations enjoyed by characters in-game, but perhaps we will stick with pizza and beer/soda. Are you doing anything like this? If so, I'd be interested to hear about it. Hi Jake, welcome to ENWorld! I recommend checking out for ambient mood music suitable for D&D. Benjamin is a great guy and is active on these boards. While the basic setup is free and works on computer and tablet, to really getting much out of it you'll need to spend a couple bucks on sound sets. Fortunately most of them have previews. As for printing maps, if it's bigger than whatever printer you use can handle, there is a program called PosteRazor (IIRC) that will chop up an image file into printable bits. Alternately, if you want something really big and fancy, gamerprinter has a whole site devoted to printing for gamers. Cheers!

Sunday, 1st June, 2014

Wednesday, 16th April, 2014

Sunday, 6th April, 2014

  • 04:08 AM - DrunkonDuty mentioned gamerprinter in post What's a good fantasy mapping program?
    gamerprinter You've convinced me to give Xara a try. :-) Now I'm not a graphic designer but I am a video editor and I do do some work with titles and such forth. And as far as I can see vector graphics is the only way to go.* So I was surprised when I got CC3 and discovered it isn't vector graphic. *I do vaguely recall being taught 20 years ago that there are reasons to use non-vector graphics, I just can't remember them.

Thursday, 13th March, 2014

  • 05:32 PM - Li Shenron mentioned gamerprinter in post Give a shout out to Legend of the 5 Rings.
    gamerprinter 日本語も分かりますか? :) I've played both incarnations of the game and prefer the original roll keep system over d20 in that it can be a deadly game. Which if you're dealing with a game that focuses around one of the most deadliest swords in human history you want that. That's definitely the main shortcoming of using the d20 system...

Wednesday, 19th February, 2014

  • 11:07 PM - Quickleaf mentioned gamerprinter in post What is "middle fantasy"?
    Sword of Spirit I definitely agree that D&D's common parlance has muddied the waters around the pure literary definitions of High Fantasy and Low Fantasy. And perhaps as gamerprinter points out, "middle fantasy" doesn't really exist or is a reflection of a misunderstanding of the pure literary definitions of High/Low Fantasy. That's all true. I'm still curious about the middle ground between the literary definitions. The term high fantasy (also epic fantasy) generally refers to fantasy that depicts an epic struggle between good and evil in a fantasy world, whether independent of or parallel to ours. The moral concepts in such tales take on objective status, and are not relative to the one making the judgement. Low Fantasy is a sub-genre which stresses the grittier, grimmer, more unattractively realistic themes in a fantasy setting. It sometimes refers to stories that don't emphasise magic overtly, or stories that contain a cynical world view. If J. R. R. Tolkien's The Lord of the Rings exemplifies "High Fantasy,", then Low Fantasy is perhaps more easily viewed. This genre would perhaps deal more with drugs, prostitution, street crime, etc. Another view...

Monday, 30th September, 2013

  • 09:28 PM - Ahnehnois mentioned gamerprinter in post Which is a better class for a brand new player?
    gamerprinter That's an interesting perspective. Now that I think of it, I started D&D with a 2e psionicist IIRC (or maybe a cleric). I started 3e and built my first character for myself as a sorcerer. Maybe there's something to be said for challenging the dogma of fighters for beginners. The OP's campaign still makes a lot of sense for a ranger though.

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Tuesday, 12th February, 2019

  • 11:56 PM - MNblockhead quoted gamerprinter in post What Game Did You Leave D&D For?
    Hopscotch? Not that I ever played that, but since I started playing D&D in 1977, there was no such thing as a roleplaying game prior to D&D, so I didn't actually leave another game to play D&D, I played D&D when it was the only RPG in existence... :-\ I think you misread the question. But I do love the image of a gamer getting up from the table saying "enough of this! Let's go outside and play hopscotch!"

Friday, 11th January, 2019

  • 08:51 PM - Celebrim quoted gamerprinter in post Proper Burials & Undead Origins
    It's not my etymology, it's an Eastern European scholar who posted here, years ago, who also stated there are 100's of thousands (perhaps more) of Russian created documents that have never been tranlated from Russian (or other languages) to anything else - I know nothing personally about Serbo-Croat/Romanian anything (don't call it my etymology). I searched the boards for the original posts by the person I'm speaking but couldn't find it, but it's there someplace. I have to imagine that there are volumes and volumes of Eastern European/Russian history and folklore scientific and ethnic documentation that the west has never seen - never been translated. All that is probably true and I don't claim to be a scholar of languages, but "unburnt" doesn't sound like "vampire" in any of the languages you just mentioned, and my understanding has always been 'vampire' comes from the Old Slavonic term 'opiri' meaning 'witch' since it was believed that a witch that died would become a vampire. But, I'd be...
  • 07:55 PM - Celebrim quoted gamerprinter in post Proper Burials & Undead Origins
    I'm not sure of which thread on these boards, but about 4 or 5 years ago, a scholar from Romania participated in discussion on this same topic, and stated that the word "vampire" is derived from a Croat word (I think) "umpyr" which means "unburnt", meaning that corpses are supposed to be burnt, rather than simply buried according local religious believes to prevent them from rising from the grave as undead. So at least according to some eastern European beliefs how corpses are treated at burial is key to what makes someone a vampire. Your etymology sounds suspect. I've not wanted to really deal with vampires because the historical vampire is so very different of a creature from the Brom Stoker inspired sexual horror that has come to dominate our imagination. The historical Romanian terror was a disease spirit, and not the creature of rape and lust we've invented as more emblematic of our times. Also, the exact details varied across the Slavic world. In Romania for example, the vampire was...

Friday, 14th September, 2018

  • 03:37 PM - Mallus quoted gamerprinter in post Joke Names you've never used...but want to.
    The Priory of Psion for a psionic organization? The first place my mind went after reading this was: The Protocols of the Elders of Psion (a fake document used to justify decades of psionic persecution). "They control the banks. With their minds." "You know that's BS, right?" I do believe my next campaign needs a great big helping of conspiracy theory satire. Oh god... ΨAnon...

Tuesday, 14th August, 2018

  • 09:53 PM - Lord_Blacksteel quoted gamerprinter in post Gail Gygax Sued By Movie Producer
    I recall Neverwinter Nights, but that was a long time ago - playing D&D virtual tabletop is still the spirit of the game, playing as an MMO, you're just playing a video game, only being able to do what the game developers allow you to do. I'm not sold on D&D video game, but then I detest video games in general, hence why I play tabletop. D&D actually has two current MMORPGs as well - Neverwinter and Dungeons and Dragons Online, in addition to ongoing updates of the classics Baldur's Gate, Icewind Dale, Planescape, and their sequels. It's cool if you're not into them but they've been a successful thing for 20 or so years now just counting those.
  • 05:32 AM - Zarithar quoted gamerprinter in post Gail Gygax Sued By Movie Producer
    I don't know who owns what regarding the legacy of G.E.G., maybe it's the wife and she has a legal control of it. That said, making D&D movies and video games is mainstream, and D&D has never been mainstream (every D&D movie ever made was a bad movie). At least Gygaz Magazine was the truest form of positive legacy, even if there were ownship conflicts involved in it. Too bad, I'd much rather see an ongoing Gygax magazine, then to ever waste my time and money on a movie or video game, projects that are destined to fail. . Some of the best selling and most highly regarded CRPGs have used the D&D license. Little titles like Baldur's Gate, Planescape, Icewind Dale, Neverwinter Nights, Idle Champions of the Forgotten Realms, the famous "Gold Box" series from SSI and others. Explain to me again how D&D based video games are "destined to fail". I can't argue with you as far as movies have been concerned (so far), but your statement is an unfair, and nonfactual one.

Monday, 13th August, 2018

  • 10:29 PM - Dire Bare quoted gamerprinter in post Gail Gygax Sued By Movie Producer
    Soooo, What- no new movie. The last few were great, well maybe ok, well maybe direct to DVD ok. I know very little on her and the children and how that all shakes out, so I do not want to pass judgement. I hope it gets settled and he gets his statue after all. Also hope it does not get torn down in 100 years for devil worshiping or something. I don't know who owns what regarding the legacy of G.E.G., maybe it's the wife and she has a legal control of it. That said, making D&D movies and video games is mainstream, and D&D has never been mainstream (every D&D movie ever made was a bad movie). At least Gygaz Magazine was the truest form of positive legacy, even if there were ownship conflicts involved in it. Too bad, I'd much rather see an ongoing Gygax magazine, then to ever waste my time and money on a movie or video game, projects that are destined to fail. My only connection to Gygax Magazine, Ernie or one of the son's contacted me about giving them a quote on printing a boxed set e...

Wednesday, 18th April, 2018

  • 08:11 PM - WizarDru quoted gamerprinter in post Cultures in D&D/roleplaying: damned if you do, damned if you don't
    Actually the founding of Kaidan was based on real world events - the Genpei War (1180 - 1185 AD) was a fight between two legitimate emperors to the throne - one the former emperor who was facing a possible coup de grace, was suggested by his father-in-law, Taira no Kiyomori (last name first) to abdicate the throne. Sounds great! I'll have to check it out. Amusingly enough, when I ran a GURPS Japan game years ago, I used the prelude to the Genpei War as my setting, with the players eventually getting drawn into the conflict. It was very much about a mythical version of Japan, of course, where the party had to do things like escort eccentric Tea Masters to perform for Oni, deal with kappa, stay at haunted inns and help the ghosts trapped there and so on. This sounds like a very creative take.

Monday, 16th April, 2018

Saturday, 14th April, 2018

  • 08:48 PM - Lanefan quoted gamerprinter in post Can anyone point me to an excellent, visual, article on dungeon design? (or the lost images of a certain enworld thread xD)
    While my published Curse of the Golden Spear trilogy (for my Kaidan setting of Japanese Horror PFRPG) starts a bit linear - the PCs are escorting a merchant to delivery a gift to a powerful lord on some exotic land they take by boat, so it's getting from point A to point B. But the second and third modules start having ramifications if they do or don't do things, and the adventures are designed so the players could choose a different path and that's okay. Some things will get missed, but somethings you pick up and move to where the PCs are. Situations come up that create new incentives to do this and that like removing a seriously detrimental curse the party picks up, and the final goal is to get the hell out this insane exotic land. They have multiple options on how to do it. This sounds cool! So a linear adventure can be written in such a way that it doesn't feel linear. It's only a railroad, if the players can see the tracks - so just hide it well, they'll never know.Agreed. Problem is, ...
  • 08:58 AM - Lanefan quoted gamerprinter in post Can anyone point me to an excellent, visual, article on dungeon design? (or the lost images of a certain enworld thread xD)
    It was for the 2008 one page dungeon contest, so was designed to fit a concisely written a limited linear storyline. I'm not much into sandbox style play and that is reflected in most of my dungeons I guess. The limited space available for that contest is map and adventure on a single side of an 8.5 x 11 sheet of paper, fonts no smaller than 8 point. So there isn't a lot of room for nuance and exploration, and why this map is so linear! ;)Fair enough. :)
  • 08:54 AM - Afrodyte quoted gamerprinter in post Why Worldbuilding is Bad
    No offense, but though I'm not "paid to do it", the exercise of world building I don't see as even slightly frustrating - it's the thing about being a GM I love most of all. Of course I love game prep too, another activity that many seem to find frustrating, but I thoroughly enjoy it. It's stage setting, creating maps, working out puzzles like matching challenges by CR to the party's level and the way the players run their characters. I would do it, and have done it, without a group that might even play it, though playing it is always more fun and engaging that not doing it. While it's true I publish adventures, optional rules supplements, settings and even maps professionally and as my own small publisher now. You could say a lifetime of GMing and playing games lead me to eventually becoming a TTRPG publisher (mostly as 3PP for published game editions), but there was no guarantee I'd actually try - though I'm glad I did. And though I may write some kind of fiction like a short story or somethin...

Thursday, 12th April, 2018

  • 03:56 AM - Lanefan quoted gamerprinter in post What is *worldbuilding* for?
    I kind of mix the two starting at nation states and working both down and up from starting villages and getting as much nuance as possible - including origin myths, history, laws, culture, religion, economy, ecology, those concepts that help define the world, as well as maps of each level up to a world map. On reading this I realized this is how I've always done it too kind of without being aware of it - I start at about the nation-state level then work both outwards to the region/continent (though I don't usually bother much about the whole world) and inwards to the province/city/village level. Next time I do one, whenever that is, I'll have to think about mixing it up - start either from a very local level or from the world-as-a-whole level, and see what comes of it.

Saturday, 17th February, 2018

  • 08:11 PM - quoted gamerprinter in post Underwater Combat is Hard!
    I like Alluria Publishing Cerulean Seas campaign, though it's a setting, the main book is filled with interesting rules for undersea environments like water pressure levels, buoyancy, light zones, as well as classes, races, monsters, feats, spells, magic items, etc. However, yeah, 3D combat is a pain. I've seen people use poker chips of different color (say each blue chip equals 5' height, while red chip equals 20 feet or negatives) and you place the chips under your figurine to determine different levels of depth in water - not everyone is on the same "plane". Also Cerulean Seas has a tactic using javelins with gas filled bladders attached that you let go beneath your intended target for a unique underwater combat tactic. They have other books on areas like the abyssal (sea bottom environs), etc. Worth checking out, I think. I agree with this, after reading through Cerulean Seas it really does a good job of covering all the necessary physics in a way that is neither needlessly complicated nor o...

Monday, 12th February, 2018

  • 11:38 PM - Slit518 quoted gamerprinter in post Some questions on Starfinder
    Well I played every edition of D&D up to 3x, then went to Pathfinder, and now using Starfinder. I really like Starfinder. While Starfinder is derived from Pathfinder, it really isn't the same game - there are still feats and spells, but significantly less of each than Pathfinder. However character classes are completely different - now you have Theme (which provides specific skill bonuses, plus a modifier to one stat), Class which is similar to PF classes, but different too. Races including new and legacy have fewer racial bonuses/penalties, Archetypes are a completely different animal than Pathfinder archetypes. The system is more attuned to point buy rather than rolling your stats, and maximum stat at 1st level is 18. So the days of having a 30 STR is not even legal in Starfinder, the max stat is 22. Its far more streamlined than Pathfinder. So in some ways it's similar to PF, and others it's completely different. I really like the Starship rules, if you hand-wave the fact that there is no 3D com...

Tuesday, 19th September, 2017

  • 12:14 AM - jimtillman quoted gamerprinter in post Paizo/Starfinder Round Up 9/10/17
    I just released this morning a FREE Starfinder compatible one-shot module called Rude Awakening - includes 17 page adventure and appendices, full scale printable maps, printable maps that are sliced for home printing, and a Zip file with JPGs of map and deck plan for virtual tabletop use. This use to be my game system agnostic entry to the 2016 One Page Dungeon Contest, which earned a Penultimate Winner's Circle Award, now fully converted to Starfinder. 88735 very cool checking it out now :)

Thursday, 14th September, 2017

  • 05:43 AM - Calithorne quoted gamerprinter in post Starfinder: First Impressions
    While Paizo's goal was to streamline Starfinder compared to Pathfinder, it wasn't trying to emulate 5e, though it certainly got some ideas from there. To each their own, I guess, since having played (and still playing) Pathfinder since Beta - I haven't yet got bogged down by higher level play. It's the sweet spot for me. Though I certainly like the streamlining they did do. It's simplied to me...? The main point in have player combat versus starship combat is pretty clear though, starships cannot target players or groups - so a fighter flying over an adventure party cannot wipe them out with missiles nor machine gun fire. They can shoot around them, but cannot target them. I don't think too many adventure parties would be happy, if the passing fighter overhead causes a TPK. So the rules explicitly prevents starships from doing that. Starships can only target other starships. If you combined player and starship combat, that would get confusing trying to separate the two - it has to be separate meth...

Friday, 1st September, 2017

  • 09:42 PM - Jester David quoted gamerprinter in post I just played Starfinder
    I think those changes are very much 4e and 5e like, being that it's not more like Pathfinder, makes them substantial changes - substantial for Paizo, not ground breaking new rules, just unexpected for a Paizo based game... They're "substantial changes" if your points of comparison are the 3.0, 3.5, and Pathfinder core books. But there are far more substantial changes in 3e's Unearthed Arcana, Pathfinder Unchained, or Star Wars Saga. I've run homegames I still considered "Pathfinder" with armour as DR, wound points, and inherent bonuses that had more substantive changes. There's so much they could have done, which they'd already toyed with and has seen some experimentation... to say nothing of additions they could have brought in from 4e, 5e, Fate, FFG's Star Wars, etc...

Thursday, 31st August, 2017

  • 05:48 PM - Reynard quoted gamerprinter in post Starfinder rockets to the top on Amazon!
    So while a convoluted method, I disagree with you suggesting it's terrible - I think it's the only advice that can be offered. "Terrible" was too absolute and negative a word to use; my apologies. My point was that without some experience with the actual system, blindly throwing together ship elements is not likely to very efficient. There are a lot of moving part and knowing how they operate together is important. The best way to do that, IMO, is through using the provided examples. Then, when you build your first ship you can say, "I didn't like how the standard ship did X; how do I fix it?" and interrogating the construction system to solve those problems specifically. That said, there is nothing inherently wrong with a trial-and-error method either. I just find such methods of learning new systems to produce results of uncertain utility.
  • 05:00 PM - Reynard quoted gamerprinter in post Starfinder rockets to the top on Amazon!
    Forget about Tier and the Power Core, at least at the start, but be reasonable in your choices. Pick a ship's frame, then choose thrusters, armor, computer (the nodes determine modifiers for the number of simultaneous things your computer is doing), drift engine (pick basic signal unless you pick a huge+ frame), expansion bays, security, sensors and shields, then pick your weapons (noting the set limitations determined by your ship frame choice). Then add up the PCU cost (power core units, many systems require an amount of PCU to operate - this will also determines which Power Core you need), and add up your Build Point cost, the latter will determine the Tier. If too high due to your choices, sacrifice for lesser rated versions of some of the systems until it fits your intended tier. If too low you get to upgrade some options. That's how you build a ship in Starfinder. With all due respect, this is terrible advice for someone who hasn't grocked the starship system in general. Picking things at ...

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