Just the newest versions of some things I'm working on. Improvements and polishing to come.
Tower of Wyrd Ruin
Monday, August 28, 2023
Tuesday, May 30, 2023
Friday, April 21, 2023
Here's is an anointed character sheet I created for my players. I thought it might be helpful for people trying to learn the NGR system. In the example, the character has their quiver of arrows in their backpack. This is a horrible idea but the encumbrance system is so strict that it had no where else to go.
The red is just information for clarity. The red directly above the Attributes is the name of the damage track that is already on the sheet (provided for clarity). The blue is also more information but stuff that I would consider writing in. At the least it is here for you to refer to. The blue below each Attribute is a damage track (or is it tract) that is not listed on the character sheet. The blue in the "Hits" box (bottom right) are even more damage tracts and are in line with their appropriate Attribute. The blue "Hits" are generally more temporary than the ones already on the sheet.
Monday, April 3, 2023
NGR Conflict example initiative chart
Here's how I've been considering tracking initiative in Neoclassical Geek Revival. It helps keep track of initiative order and interruptions. I tested it with the 'Conflict' play example provided by the game designer. It goes along with this play example:
https://www.patreon.com/posts/ngr-play-example-26069697
So a discrepancy I noticed when charting this out were: Thaugo takes an extra action in the second round. The untaken actions in the third round are because the conflict is basically over when Thaugo brains the Princess.
Sunday, April 2, 2023
Making a character in Neoclassical Geek Revival RPG
Characters in NGR are put together
using ‘pie’ pieces. Generally, you get
three pieces to put into the five classes.
Warrior, Rogue, Mystic, Fool, and Bard.
Three in a single class, mix and match, or spread out. An Arch-mage would be M/M/M. A ‘Spellblade’ might be W/W/M. A dashing scoundrel might be R/F/B.
Each class has six powers and a
personal ‘item’. Each class is connected
to a specific bonus. If you dump your
pie into one class, you get all six powers of that class and a fatty bonus to
one area. A 2/1 pie split, say R/R/B,
will get you three powers in Rogue, one power in Bard, Medium bonus in Rogue
and small bonus in Bard. A 1/1/1 split
will get one power per class and a small bonus in each class. Feels like a ‘power’ imbalance with six
powers with a W/W/W vs three powers for a W/R/M. The difference is made up with class ‘items’.
At the end of each session you can
roll to gain or increase you class item.
Only one class type, only one opportunity to get an item. Three class types you get three separate
opportunities to increase three different class items. An Arch-mage only gets to role for their one
class item if they did cool wizardy shit during the session. The dashing scoundrel can get/increase three
items for three different types of activities.
Pretty cool.
Each class bonus is important. Each class power is pretty potent and also informative to the world and style of play.
NGR Conflict Primer and newest character sheet
Just the newest versions of some things I'm working on. Improvements and polishing to come. Conflict Primer Character Sheet
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Making a character in NGR The game designer really has your back as a player. As a consumer, he’s just not that into yo...
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Here's how I've been considering tracking initiative in Neoclassical Geek Revival. It helps keep track of initiative order and int...
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Just the newest versions of some things I'm working on. Improvements and polishing to come. Conflict Primer Character Sheet