View Profile: ParanoydStyle - Morrus' Unofficial Tabletop RPG News
  • ParanoydStyle's Avatar
    Tuesday, 28th May, 2019, 06:44 AM
    IANAM but I feel pretty safe saying the answer to that is yes, as long as by "here" you mean the P, P, P, DMs G & KS A forum, which you must since that's where you posted this question.
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  • ParanoydStyle's Avatar
    Tuesday, 28th May, 2019, 12:28 AM
    It is with no real regret and only mild sadness that I announce the cancellation of Project Dragonrun. Between the announcement of Shadowrun 6th Edition (which I am going to give all possible benefit of the doubt because I WANT it to be good) and my discovery of other 5th Edition Cyberpunk offerings like Dragon Turtle Games' Carbon 2185 I think that Dragonrun would almost certainly be a...
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  • ParanoydStyle's Avatar
    Tuesday, 28th May, 2019, 12:22 AM
    I have nothing substantive to say, just that the very title of this thread and the most cursory glance at the original post makes me happy and reminds me why I liked to come here.
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About ParanoydStyle

Basic Information

Date of Birth
March 18, 1986 (33)
About ParanoydStyle
Introduction:
Expert GM Seeks Victims I Mean Players
About Me:
Hello! I'm Devon. I write things, make games, and write games! I was the co-founder of End Transmission LLC which published my RPGs SPLINTER, Phantasm(2010), Psionics, the DicePunk SRD, Systems Malfunction, and more (including sourcebooks and adventures for several game lines) before the company went sadly kaput. Most or all of those products are still available on DriveThru RPG. I have also written a whole bunch of stuff for Shadowrun 4th Edition, adventures, fluff, fiction, etcetera.

So here's the rub. It is a really hard to make a living out of D&D...but the RPG industry (and the temptation was there to use scare quotes around the word industry) is the only one I have any training in. Just getting and keeping a real job might be impossible for me because of my Crohn's Disease and mental healthy issues.

So, I'm going to be making RPG content and releasing it for free. Hopefully I'll keep up a steady stream of content that people will see and like. If I can make Patreon work, that would be great. I will probably launch another Kickstarter before too long as well. If you buy my games/fiction, especially if you buy them direct from me, you help enable me to keep making things up and giving them away for free, and that is, not that I'm biased a saintly action.

Follow me on the twitters! @ParanoydStyle is my old twitter with more than 3,000 followers, @GMRichSanchez is my new twitter with less than 3 followers. I mostly get drunk and have opinions but I occasionally post random RPG gaming thoughts too.
Location:
Not In America, But Under
Disable sharing sidebar?:
No
PayPal Email:
devon.oratz@gmail.com
Sex:
Male
Age Group:
31-40
Social Networking

If you can be contacted on social networks, feel free to mention it here.

Twitter:
GMRickSanchez
My Game Details

Details of games currently playing and games being sought.

Town:
Online
Country:
USA
Game Details:
I ran out of words. I don't have a "game" right now. I do have a neat introductory flier on my GMing style for 5E that I just whipped up, but I tried to paste the text in here and it got cut off less than halfway through.

So basically, watch this space. When I have a game to tell you about in detail, I'll put that info here.
More information:
https://ko-fi.com/W7W7RKTP
My Character:
"If you must" lol.

Signature


Hey! I'm Devon! I used to be a somebody: I used to write for Shadowrun 4E/20A for Catalyst Game Labs, and I also wrote some of the current edition of Shadowrun. Most importantly, I used to own End Transmission Games (Psionics, SPLINTER, etc) with Mikaela Barree, but there is sadly no such person anymore, and thus no such company. As a solo act, I'm an indie novelist. This is my first novel.

Now I've been releasing regular D&D 5th Edition content at Dragons In Dungeons, which I'm thinking of re-migrating back from Kofi to Patreon. I'm appropriately ashamed to admit that I blather about whatever crosses my mind--which is usually D&D or TTRPG related--as @GMRickSanchez on Twitter.

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Kickstarter promotion question? Tuesday, 28th May, 2019 06:44 AM

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Thursday, 6th June, 2019 11:15 PM
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Wednesday, 23rd January, 2019
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https://ko-fi.com/W7W7RKTP
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My Game Details
Town:
Online
Country:
USA
Game Details:
I ran out of words. I don't have a "game" right now. I do have a neat introductory flier on my GMing style for 5E that I just whipped up, but I tried to paste the text in here and it got cut off less than halfway through.

So basically, watch this space. When I have a game to tell you about in detail, I'll put that info here.
More information:
https://ko-fi.com/W7W7RKTP
My Character:
"If you must" lol.

Monday, 17th June, 2019


Tuesday, 23rd April, 2019


Monday, 8th April, 2019

  • 02:27 PM - Draegn mentioned ParanoydStyle in post Dragonrun
    ParanoydStyle The Dark Eye is a German fantasy game. Both The Dark Eye and Shadowrun were produced by FanPro when wizkids ran the show. Both use the point buy system. In my own game I have expanded the backgrounds. Backgrounds now are an improved life path system.

Thursday, 4th April, 2019

  • 06:49 PM - Celebrim mentioned ParanoydStyle in post Why the hate for complexity?
    Funny to watch the younger professionals fan boying over the older professionals, though I will second ParanoydStyle's comment and say that 3e D&D was and is my favorite RPG game system ever. D&D spells are in and of themselves what takes a D&D game from more rules medium to rules heavy (though the introduction of feats goes a long way toward that as well). By page count half of a given players guide will be spells in any edition of the game, and over the long run spells tend to cause the most bloat and the most opportunities for breaking the games balance. In 1e Haste was really good, but technically had to put up with it aging you by 2 years every time you cast it. If I had to make any criticism of the work the 3e team did, it was failing to appreciate how many spells in 1e were good, but had horrific side effects to balance them sometimes hidden away in the text of the DMG, or which were good but tactically suppressed because spells like Fireball and Lightning bolt were so over powered in 1e/2e. I think the team did an excellent job of balancing direct damage, which had been such a go to ...

Tuesday, 2nd April, 2019

  • 03:39 PM - Aldarc mentioned ParanoydStyle in post Keep On The Borderline
    My take on this is you haven't actually said a darn thing in this thread that is cogent. You are just thread crapping because you don't like that someone doesn't like a module you do like, and so you're more interested in being insulting to the participants than actually developing your own ideas.I sought to lift up a post that spoke well to what I regard as an appeal of KotB, and I did so. I then added how others have used KotB for other popular modes of play. You responded in a rant that sought to debate the merits of those terms. That is not a debate that I find particularly relevant for this thread. I doubt that ParanoydStyle was seeking for such things in this thread. But people have self-professedly used it for Sandbox or Story Now play regardless of whether you find this jargon meaningful or not. But discussing KotB seems more on-topic than debating jargon. I'm not sure I agree, simply because I've pulled modules out that have plenty of moving parts and adapted 'sandboxed' them (at least in a narrow-broad-narrow framework).Again, I believe that this is indicative of gamemastering preferences. Some have an easier time adding things. Some have an easier time altering/removing them.

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Thursday, 2nd May, 2019

  • 08:19 PM - Len quoted ParanoydStyle in post I have an issue with swarms
    I have no idea how low level parties survived encounters with swarms in 3.5. Torches and lanterns.
  • 08:35 AM - schneeland quoted ParanoydStyle in post Shadowrun Sixth Edition Announced!
    ... Shadowrun 5E had completely incoherent and contradictory design goals seriously exacerbated by a major lack of any kind of strong top-down direction or vision. Competing bad ideas included grognards frothing at the mouth to undo virtually everything 4E had accomplished, turning commlinks back to cyberdecks, etcetera etcetera. Call that the 'I Miss The 80s' faction. And yes, nostalgia was their sole design strategy. Well, something that recreates the 80s cyberpunk feeling would have been quite attractive to me, but if that was the goal for SR 5e, it was well-buried within that massive rules tome. I played a lot of Shadowrun until the end of 2nd edition and had planned to come back with 5th., but I didn't even start playing because all my motivation died away while reading the rules Probably the single strongest influence over the design of 5E was a man who unironically believed that it was not a priority for games to be fun. So I guess we can say the design succeeded here.
  • 02:49 AM - Retreater quoted ParanoydStyle in post Shadowrun Sixth Edition Announced!
    How and why would this stop you? Shadowrun and Shadowrun: Anarchy are designed to scratch two very different itches. The former is a very crunchy simulationist tactical RPG. The latter is a Story First storygame. I don't see how one precludes the other. I was mistakenly under the impression that Shadowrun 6e would take over Anarchy's spot, as I thought the point of Anarchy was a "rules lite" version of 5e. That's how it was sold to me at GenCon at the Catalyst booth. And the way it was run for us when we played it at Origins. We didn't do any of the "shifting narration" or "getting complication points" stuff that's present in many of these storygames. (I just don't understand the concept of that, anyway.)

Wednesday, 1st May, 2019

  • 11:55 PM - Staffan quoted ParanoydStyle in post Shadowrun Sixth Edition Announced!
    I don't know what Genesys is, but nonetheless ding!ding!ding! we got a winner! You're absolutely right. Genesys is the generified (shut up spellcheck, that is a perfectly cromulent word) version of the system used in FFG's Star Wars RPGs. If Numenera was Star Wars, Genesys would be the Cypher System.
  • 11:46 PM - Abstruse quoted ParanoydStyle in post Shadowrun Sixth Edition Announced!
    9) "The action economy and initiative system are getting an overhaul to speed combat, reduce analysis paralysis, and to prevent faster characters from dominating every combat encounter." As written, this SOUNDS AWESOME. I just desperately hope it doesn't MEAN "we're switching over to a hard limit of one action per character per turn because that's how D&D5E does it and have you seen how much money they're making!?!?". I haven't seen the full system yet (I've got a review copy coming my way soon where I'll do a full breakdown), but the way it sounds is they're switching to a fixed initiative system like D&D's where you roll once at the start of combat then just go around like that. However, you will be able to move around that initiative order in various ways (spending Edge, use of gear/cyberware/spells, stuff like that). They've also streamlined actions down to two categories, Major and Minor (previously it was Complex, Simple, Free, and Movement I believe). You get one Major and two Minor actions ...
  • 12:35 AM - Bacon Bits quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    Generally, the buzz I've heard from players at my FLGS is that the Ranger is just ridiculously awful, period. It's not that bad. If you know how the class works, Hunter is extremely potent. The level 3 and level 11 abilities are all good. Particularly when you go ranged, and doubly so when Feats aren't available. With Feats, Fighters are able to keep up a little too well. The class itself has got four core problems: 1. Favored Terrain and Favored Enemy are the primary, defining abilities of the entire class, and they don't do anything. In the overwhelming majority of encounters and overland travel in the campaigns I've played in, they're functionally non-existent abilities. The DM often has to go out of their way to make them do something. Their benefit is that they eliminate penalties that usually get hand-waived away (Favored Terrain) or they grant benefits for rolls you essentially never need to know or for which you have to succeed (Favored Enemy, knowledge and tracking, respectively). ...
  • 12:18 AM - TwoSix quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    I was not completely honest and accurate in how I framed the question, I suppose. What I really meant to ask was "Does the D&D5E ENGINE require Sub-Classes to work or can it get by on just classes?" All the engine really requires to be playable are the 6 stats, the number of Hit Die/Hit Points, and a list of things the character is proficient with. Everything else is really just codifying progression, power levels, and setting flavor. They could have just as easily written every subclass as its own class, or combined classes into a core 4, or just had one "class" with a menu of feat options. Outside of theoretical constructions, though, the established 5e ecosystem is for class design that has room for at least 3 subclasses with distinct options for at least 4 different levels.

Tuesday, 30th April, 2019

  • 02:12 AM - Mike Myler quoted ParanoydStyle in post Mythological Figures: Saint George (5E)
    Um, actually that sounds quite a lot like how I handle divine magic in D&D. Generally speaking, Clerics and characters proficient in Arcana and/or Religion describe clerical spells as miracles, and never use the word "spells" to describe them. In 3.5 I had Elistan (D&D Joseph Smith) of Dragonlance fame experience a crisis of faith because he did not have a 5th level spell slot prepared to cast raise dead on an important character. He felt like Paladine had abandoned him: to me, this was a logical consequence of the character not knowing that he's a character in a game, let alone its rules. But...I...digress... St. Peter not having Dragon as a favored enemy just seems WRONG, WRONG, WRONG. St. Peter and the nameless Dragon (generally considered to be Satan) are both very interesting mythic figures for what they represent, and only become more interesting in a D&D context as Saints exist outside of monotheism and Dragons are more complicated and more nuanced than mere vessels of Satan. I've never no...
  • 12:14 AM - ad_hoc quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    Again, though...that may be how the "game" is designed but I think I just explained I was talking more about the ENGINE than the game. I don't see the difference. This question is nonsensical to me.

Monday, 29th April, 2019

  • 11:43 PM - pemerton quoted ParanoydStyle in post God Games (NOT D&D)
    It's a mode of a game about being murder-hobos where it happens that you hobo-murdered your way into becoming a god.That's not a very good description of the 4e game I was talking about.
  • 11:19 PM - Tony Vargas quoted ParanoydStyle in post God Games (NOT D&D)
    Hey, you guys ever play any RPGs where you play as a god or demigod or some kind of autonomous divine entity? (The angels in In Nomine would not count.) I was going to say no, but now that you mention it, I was in an odd Hero System game back in the day, where we were dark takes on divine archetypes. The ones I remember were: 'I' - a nigh-omnipotent alien thought-entity that accidently annihilates all life on earth, so re-creates it; a rogue angel that nurtured and hyper-evolved a surviving patch of slime pre-dating said annihilation into some Deep-One-like sentient carnivores; and a conceptual divinity that started as a harvest goddess and eventually became Death. I think there was a succubus and vampire in there, too, for some reason, and maybe an analog to Prometheus?
  • 10:49 PM - ad_hoc quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    What I really meant to ask was "Does the D&D5E ENGINE require Sub-Classes to work or can it get by on just classes?" This is how the game is designed. The real question here is whether a new class is warranted. The game is designed to allow for new subclasses, but the room for new classes is extremely limited. Generally, the buzz I've heard from players at my FLGS is that the Ranger is just ridiculously awful, period. Group think is a thing. While the Ranger is the least liked class, the majority of 5e players still like it just fine. Something has to be least popular, that doesn't mean it is bad.

Saturday, 27th April, 2019

  • 05:49 AM - Elfcrusher quoted ParanoydStyle in post [5E] Apparatus of Kwalish
    But the Apparatus of Kwalish is a "car" about as much as you are a rooster. Where I come from, if you go around calling a man a cock, you'd better be prepared to step outside.

Wednesday, 24th April, 2019

  • 12:43 AM - the Jester quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    ANYWAY: it strikes me that the more classes become available, the LESS NECESSARY sub-classes become, as the point of sub-classes was to allow for ample character differentiation in a game with relatively few classes. Thus: poll. Just because some guy on the Internet publishes a class doesn't mean I'm letting it into my game. In my opinion, to justify adding a full class, it has to have a strong, coherent identity that can't be properly created with existing options. It has to be a big concept, too- big enough to contain subclasses. If it isn't, it's better designed as a feat or subclass. Not every concept deserves or needs a full class.

Tuesday, 23rd April, 2019

  • 08:22 PM - Tony Vargas quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    ANYWAY: it strikes me that the more classes become available, the LESS NECESSARY sub-classes become, as the point of sub-classes was to allow for ample character differentiation in a game with relatively few classes. Thus: poll.Sub-classes make up for 5e's relative (to 3e & 4e, which is maybe not that fair a comparison) lack of player-side options, especially if the DM isn't using any optional rules. Heck, without optional MC rules, sub-classes backfill classic D&D character types like the elf fighter/magic-user (Eldritch Knight or Bladesinger). A sub-class is a package-concept that gets close to what you might have done with feats, multi-classing, PrCs, backgrounds, themes, PP/EDs, hybrids, gestalts, or whatevertheheckelse was (and still is, thanks PF) available at the height of D&D's player entitlement phase. The more you homebrew & 3pp in player side options, the less the few-sizes-fit-enough model of the sub-class matters. You can't get rid of it, per se, because it's integral to the 5e ...
  • 04:41 PM - Umbran quoted ParanoydStyle in post God Games (NOT D&D)
    Hey, you guys ever play any RPGs where you play as a god or demigod or some kind of autonomous divine entity? (The angels in In Nomine would not count.) Which are your favorite TTRPG "god games" and why? Tell me a little bit about them. Nobilis is a game in which you play the the personification of a concept/aspect of reality. You may be the Noble of Time, for example. Or Doors. Or Christmas. Within your sphere, your power is great, outside it... not so much. I think Wikipedia does a better job than I could at giving an overview of the system. https://en.wikipedia.org/wiki/Nobilis
  • 11:42 AM - Imaculata quoted ParanoydStyle in post What's your opinion on "Save or Die" effects?
    THE BIG BAD(s) i.e. the antagonist or antagonist(s) that are driving the story with their actions as much as or more than the players... THOSE are the guys I would fudge for, if I had to (unlikely). But not just boss fights. For this I use the rule: Don't introduce a villain, unless you are willing to have him die that very moment. I have two big bads in my campaign, neither of which have directly confronted the players yet. The trick to keeping those big bads alive, is to simply not have step them onto the stage until it is that time. But as soon as any bad guy steps forward, that means that he could die at the hands of the players. And that's fine. They are villains after all; their purpose is to lose. I will not however force them to lose, or force them to win. That is up to the players. But if they lose, I will not share a tear over it, nor shield them from harm.
  • 08:24 AM - pemerton quoted ParanoydStyle in post Is RPGing a *literary* endeavour?
    As a PC or a DM I can and do make up, on the fly, prose of a quality closer to those opening lines you quoted than your later examples, as well as other dialogue and descriptions which sound more like something you'd read in a novel. So yes, I freestyle novel quality prose to my table, which I realize puts me in the minority if not outright marks me as a freak. <snip> For what it's worth, I also usually make an effort to ensure that my dialogue when portraying a character is delivered as well as it would be by a professional actor, including body language, accents, etcetera. Of course I'm a retired veteran LARPer and LARP, at least any one worth playing, is a theatrical endeavor. What you describe here is certainly what I have in mind by referring to a "literary endeavour" or a "performance in the artistic sense". My view - which I think you disagre with?, though you also recognise that most RPGing won't live up to your aesthetic standards - is that this is inessential to RPGing in a way th...
  • 02:55 AM - Shiroiken quoted ParanoydStyle in post Do classes built for the 5E D&D *ENGINE* NEED sub-classes?
    So, a classplosion is happening for D&D 5E, and it's overwhelmingly third party. Actually it's been going on for quite a while but I'm just becoming aware of just how many homebrew 5E classes are floating around as I develop my own homebrew classes. ANYWAY: it strikes me that the more classes become available, the LESS NECESSARY sub-classes become, as the point of sub-classes was to allow for ample character differentiation in a game with relatively few classes. Thus: poll.There will probably only ever be 1, maybe 2, more non-setting specific classes released for 5E (some form of psion and maybe something completely new). They will probably make a few setting specific classes that could be transferred to other settings (such as the artificer for Eberron), but those are still going to be rare. Given the classplosion of 3E, and the resulting power creep, I strongly suspect that any new "class" they want to make will be done as a subclass if possible. Thus for 5E classes, sub-classes are necessar...

Monday, 22nd April, 2019

  • 06:12 PM - Mike Myler quoted ParanoydStyle in post EN5ider #267: Weapon Degradation
    I feel like degrading equipment sort of goes against the grain of 5E's design philosophy in general, which has been to create a game with no drawbacks for characters, only advantages. This is most immediately relevant in races, all of which conspicuously lost their ability score penalties but is evident in several other areas of the game. This feels consistent with the changes made in streamlining recent iterations of the Elder Scroll series of video-games, where between Oblivion and Skyrim the choice was made that instead of the game having the mechanic of needing to repair your weapon versus wear and tear, it would have a mechanic where you could improve your weapons by tempering them, which seems much more "5E" to me. Now, I am sure there are people playing 5E who would like a weapon degradation system without switching games, so yay for this article. But the idea seems better suited to almost any fantasy game but 5E. I have uncharitable feelings about the idea. Is it realistic? Probably. ...


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