Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, July 26, 2012

New Dragon Storm Magic Sets Available to order Now.

The new Summer releases are available to order.

Valarian Set 310. Leaders and other cards.
Link to Universal sets orders, scroll down.

Witchcraft 800, with Anchor.

Witchcraft 801.

Wizard 802, with Anchor.

Wizard 803.

Shaman 804, with Anchor.

Shaman 805.

Link to the Magic Sets Orders.

Link to Downloads page to look over the new sets. You can Proxy these from the samples if you need more time. As I get the sets reformatted to make both standard and large cards I will be posting the new sets for download.

Link to the Individual card order page if you want multiples of an individual card. With the new layouts we are doing it will be easier to make individual cards. Therefore we have lowered the price to $6.99 for nine identical cards.

The DS Convention cards are available for order. Both the 2012 and 2011 sets may be ordered.
Link to the Special Cards order page.

Have fun, place your orders, and enjoy playing.
Mark


Monday, August 29, 2011

Elethay 2.0 added to Betas

The Elethay cards have been around for a while so all they needed was tweaking to put them into the 2.0 Earth magics.

In general we called all earth/physical world driven magics Witchcraft, because Witchcraft is the best known of those magics. This has caused some confusion and we wanted to clarify those issues in 2.0.

Witchcraft, Nightwitch (Coven), Elethay, Jikadell, Elementalism and Reaver are all stand alone magics. Only the Shrouds and Warlock are dependent on Witchcraft as a foundation. Obviously an experienced character can wind up with several of these.

Elethay now has an Anchor to represent the training and to give characters access to the Elethay cards. We made this a very inexpensive Anchor so it would be easily compatible with Classic cards.

This also meant a rewrite of the Universal Elethay cards as well. None of those cards now include the actual use of Elethay cards, but they qualify to learn them. We lowered the CP of the Elethay Acolyte so after buying the Elethay Anchor, it still costs 4 CP. The Elethay Priestess got four extra HP to compensate for having to add the Anchor. That also means the Classic cards are nicely compatible with 2.0.

The Elethay Extras sheet has the new Background and the Universals for this, plus it has the "ninth" card from the existing cards. It is a small start on another set, but with peoples submitted ideas and our own, there will eventually be another set.

As for the spells themselves, we tweaked them to fix some of the common complaints about the classic versions, but they stayed pretty much the same.

The old Elethay Guide is there as well. It has been touched up, but is not completely updated. No real sense in doing that until we get the cards finalized. It does give a good sense of playing an Elethay.

You can download and read the Elethay cards for yourself.

Mark

Thursday, July 28, 2011

Updating the Web site

After the great DS Con and Origins release of 2.0 it is time to clean up the web market and make it easier to order. I have put up a new front page and rewritten the market pages. (Yes, Sue has promised me a new logo, but she is really busy with art commissions and assignments.) You can take a look here.

I am afraid that the Free Stuff and Conventions pages will have to wait until we get back from GenCon to get spiffed up.

Right now the Player Set page is really long. The next step there is to have another layer that will break the Player Sets down and make them easier to find what you want.

The Werewolf has moved to a final Beta status, and the pdf's are now in the market being prepped for printing. I have tweaked the cards based on the excellent comments I have gotten from people. I saw several people using the new werewolf at DS con. Everyone should take one last look at them to be sure they are alright. I also touched up the Get to Know your Werewolf PDF to account for the changes.

The Valarian's got a new PDF of the powers that be. Not much in the way of changes there. I put it up as a sheet of cards that people will really not need many of. I am "thinking" about the next Valarian PDF set. Who knows when it will appear.

The Warrior has moved into the Market. It, and the Scout, are in a Final Beta status as well. That means they need everyone to take a last look and check them out for us.

I added two new sets of basic items to the market. (405 and 406). The items in 405 actually got numbered and entered into my Card List, so they are very close to publishing and I ran a few sheets to test the print system. 406 should get the same treatment soon.

Let me see, what else. Oh ya, on the Starter page are a couple of sets of Training cards to help teach new people. These are the result of suggestions from Demo GM's looking for a way to get the basic rules into the hands of the newbs.

I have printed and done a few sets here to get the sold out cards ready to ship with web orders.

OK, I am done here. I need to get to work. I am going to try to hit skype a little more often for those that have questions, or comments on the new PDF's.

Thanks to Lee and Tim for their comments about DS Con. Sue and I had a great time as well, and I agree with your kind words for the GM's, Mark R and everyone who came to play.

Thursday, June 2, 2011

2.0 Book Pre-Orders! Guild Clan Update.

The Dragon Storm 2.0 RPG Book has gone to the Printer. We will be picking the books up on the way to Origins/Anthrocon. We will have the Pre-Orders with us at the Cons. Let us know if you want to pick yours up at AnthroCon from Sue. The official shipping day will be the Wednesday after Origins/AnthroCon.

You can go here and order the book right now. Pre-Order price is $20.00. They will be $25.00 at the Cons.

Ann just sent me a Guild Clan update, and I posted it. You can go to the Guild Clan Roster by following this link.

Now that Susan's 2.0 rules are done I can get to work on the many details that need to be done and put in place for the Cons.

Wednesday, May 25, 2011

Pre Convention Postings continue

We are starting with the Gamemaster and the Dragon in our Second Edition Book and cards, but that does not mean we are forgetting about the other shifter races. To prove that I am posting our Beta Werewolf material on the Downloads page for people to take a look at. Plus, I am going to post the Get to Know your Werewolf notes right here.

Get to Know your Werewolf.

©Susan Van Camp and Mark Ellis Harmon

 

Werewolf Design Notes:

These notes are based on the Beta cards and are not yet finalized.

 

Werewolf Forms that could be "Adopted" by other shifter races:

Dog Form, Fox Form, Wolf Form, Human Form.

 

Werewolf Senses:

The Werewolf cards focus on the sense of Smell. For Sight, sound and touch skills the Werewolf can learn the Perception Anchor and add those. The Perception Anchor bonus of +2 would apply to Distinguish Scent and Keen Nose.

 

Werewolf Form Enhances:

Note that these may only be used when the Werewolf has activated his/her werewolf senses by shifting into any form, including human. A bit odd, that human inclusion, but we are dealing with werewolves.

These Enhances do not have to be played when the werewolf first shifts, they may be combined at a later time. It increases their flexibility. Watch the timing duration of these when you activate them. Leap Away and Regenerate only last about five minutes ( C ). That means ten rounds. In regenerating after a combat that amounts to 10d6 healing.

 

Werewolf Role-Playing cards:

Distinguish Scent, Keen Nose, Distinguish Scent, Werewolf Hunt, Canine Empathy, Wolf Stalking and Sense Location all have serious role-playing potential.

This means we expect that the players will want to use any, or all, of these in creative ways during adventures. We endorse stretching the rules, and even ignoring the rules to play unique uses. The GM will, of course, determine the results, difficulty and uses using the 3.4 GM ability.

 

Howl of Rage:

Howl of Rage cards are tied to the forms of the Werewolf. You can always use smaller Howls, but not the larger. That really does mean that a Prime Werewolf can do all three in a round, if they have enough "things" to perform them.

The Classic Howl of Rage is still a valid card. We will not be creating special rules to deal with specific cards. We expect players to use their cards within the spirit of the game as a fun role-playing game. Carrying the Classic Howl and two of the new Howls will be common for higher CP characters.

 

Werewolf Slashes:

These cards are tied to the size of forms. We expect players to be able to play any of these to support other cards like Channel Healing, no matter what form they are in. These qualify as STR Enhancing cards.

 

Summon Cards:

Gamemasters will need to work with players on these cards. Some players will want to be able to Summon all three and use three Boon slots to do so. Other players will want to carry just the most powerful Summoned Wolf available. GM's are encouraged to use 3.4 to allow characters to drop the earlier Boons and have just one, if that fits the character's personality.

Note that a Summoned creature uses two IUK per round. That means that they get a Movement and an Action each round and the character summoning them has eight "things" they can do in a round. They are most commonly seen when the character is playing Solo, or in a small party, or when the character needs the extra attack.

 

What are "Special Items" mentioned on forms?

Players have an interesting way of claiming to use ropes, saddle bags, belt pouches and belts to create gear for their dogs. We left this vague so that players and GM's would feel free to improvise. Good place to use a homemade proxy.

 

Classic cards and the Werewolf:

Taking a quick scan of the cards it looks like only Slash and Fangs of the Wolf are Enhances and everything else requires a "thing" to activate them. As far as (IUK) requirements of Classic cards, we leave that in the hands of the players and GM. Do what feels right and fair.

 

Werwolf Background overview:

Werewolves have been recorded throughout written history, so they have been a known Mortal shifter for a long time.

Most werewolves are Human Werewolves, but everything is possible.

Throughout history Dragon Clans used Werewolves as a "police" force because they can speak and use items. The legends of Werewolf raids, and their visual similarity to wakana, make mortals "nervous" of them, at best.

Werewolves are best known as nasty melee fighters, getting up close and personal with their enemies. Werewolves can, like everyone else, be magic users, scribes and anything else, but they are known as warriors.

 

Werewolf Sizes:

Players will want to take these in to account when they hear the description of spaces available as the GM describes them. If you have any doubt about forms you can use, ask your GM, be sure to include your size in the request to help the GM decide.

Standard Werewolf. 6'3" to 6'9" tall. 200 to 250 lbs weight.

Greater Werewolf. 7'3" to 7'9" tall. 275 to 325 lbs weight. Great Avatar's add another foot in height to account for the wing tips.

Prime Werewolf. 8'3" to 8'9" tall. 350 to 400 lbs weight.

Tuesday, May 24, 2011

As we approach Second Edition a few hints at random

The new rules will have several appendixes, and below you will find two. This one is dear to everyone's hearts as it concerns using Classic cards in Second Edition and rules adjustments.

With Marcon coming up this weekend, I thought it best to start answering questions now.

Classic cards and Second Edition:

 

Classic cards are happily accepted in Second Edition. There are a few cards that will need to be watched, but they blend well.  Players are expected to use common sense and the spirit of Dragon Storm to play nicely. If a GM determines that you are abusing the game, being unfair to other players, or have no common sense, they will ask you to stop using some cards in their games.

 

1. Banned cards: Make it Independent.

 

2. Modified Cards:

Dispel Magic: Limit one per round.

Teleport: Limit One per round.

Dual Strike, Dual Action, Defend and Cast, Slice and Slide, etc.: May not be combined with any cards. They now stand alone.

 

3. Either Or Cards. Use Classic Anchors and cards or Second Edition Anchors, but not both. You can mix and match from the list. As an example you could use Classic Masteries and Second Edition Scouting.

Classic Cards Second Edition

Weapon Masteries or Warrior, Archer sets.

Perception or Perception Set

Scouting Anchor or Scouting set

Knowledge Cards or Philosopher set

Language Cards or Linguist Set

Familiar Cards or Companion Set

Bloodline Cards or Bloodline sets

Form Affinity Boon or Form Affinity Anchor

 

 

4. "Way Of" cards. A Character may acquire one different Way Of card at Lifeline 2, 4, 6, 8, 10, 12, 14, 16, and 18. These will eventually reappear in Second Edition.

 

5.  What is an Enhance card?
Enhance cards must be combined with an Action, Movement or Independent. They improve your contest number. They do not count as "things" when counting ten things.


When using Classic cards apply this test to see if a card is an Enhance:
Does the card stand on its own, or must it be played in combination with another card to work? If it stands alone it requires a "thing" to use it. An example is Good Moves. It stands alone, it costs a "thing" to play it. Those that can not stand alone, like Dragon Claws and Boosted Moves, are Enhancements and do not cost a "thing" to play.

While we may have opinions on these cards, the final judgement is between you and your GM and how you are using the card. If you need to contrive a sophisticated argument for a card to be an Enhance rather than a "thing", it is probably not an Enhance, it requires a "thing" to use it.

 

6. Dropping Bloodkin Cards:

We are dropping the Bloodkin cards and folding them into the other racial cards and Anchors. We do not think using Classic Bloodkin cards will affect game balance. Go ahead and use them.

 

7. New, more powerful Forms.

Second Edition shifter forms are more powerful than Classic Forms. We recommend that you change them over by buying the new forms or by making Proxies of the new forms.

 

8. Classic Character Cards.

Classic Character cards, including commissioned cards, are Second Edition ready, use them.

 

9. Storm Rider Guild Cards.

We accept them in Second Edition, but you are always limited by the ten "things" rule.

 

10. Grandfathering card changes.

Any Warden/GM will be glad to help you replace Classic cards with Second Edition cards. There is no time limit. There is also no requirement that you change, just play within the DS framework and you will be fine. You may only want to use the new cards with new characters.

 

11. Cards with changes between Classic and Second Edition.

A number of cards have moved from Universal into an Anchor, had stat changes or have new guides for use. We will not be doing card by card rules. In most cases just use the card you have. In the other cases, use your own sense of fair play. If the GM wants to read the card, hand it to her, she can apply 3.4 if she wants. You may want to bring chocolate to sooth the GM.

 

 

 

Overview of Rules changes between Classic and Second Edition.

 

1. Each player is limited to "ten" things per round.

Action and Movement may be performed without a card, however, all additional "things" require a card to be played to access them.

 

2. Terrible Two.

A natural roll of two on a 2d6 roll is always a failure. No, you can not get out of it.

 

3. Exploding Dice.

When rolling 2d6 a 10, 11 or 12 explodes. Roll again and add the result. Yes, the second roll may also explode. A Terrible Two stops exploding dice, but does not negate the result.

 

4. Characteristics may only be added to a single roll once.

You may only add STR, COR, SPD, or WIS once to a roll, no matter what the combined cards say.

 

5. We have defined Enhance cards.

Cards like Dragon Claws did not have their own term, they do now.

 

6. We dropped the term Ace.

Cards are now Enhance, Independent, Action or Anchor instead of being lumped together.

 

7. Magic Items and Terrible Two.

When a magic Item has a related Terrible Two it misfires. That means it drains and needs serious repair. Your GM will happily decide what you must do. In general a week in Od will do the job of repair.

Monday, May 23, 2011

Yes, there are some updates!

Susan and I will be in Columbus for Marcon next weekend. The last couple of Cons have been excellent for sales, but they have trimmed our art print supplies. I spent a long weekend getting prints and badges created for the show.

I have posted a series of PDF's on the Downloads page for Second Edition. You can check them out here. The actual changes between Classic are few, but significant. I am really excited about the new "stuff" we will be able to do with the changes in place.

The GM cards are getting a handy overhaul. Now you get to create your own landscapes in ways that could not be done before. This way you can create areas that really are chaotic, new and fantastical. You have more freedom in showing what those nasty Dragon Storms have done to the world. Speaking of Dragon Storms, there is a whole set of cards you can use to build your very own Dragon Storm. Don't forget to add a couple of warp features to the storm, gotta keep the players on their toes.

I did get the weekly Familiar Place posted.  It was rather late in the day, oh well. I got backed up here at the Secret Clanhold.

Now, I need to spend a few hours getting the final edit done on the rules, I will be able to do the layouts as soon as Sue finishes the cartoons for the book.

For now, Good Night and Good Gaming!

Saturday, May 7, 2011

Weekend Round Up

I am slowly recovering, but my work time is still limited.

I got an updated Second Edition FAQ on-line. It includes several questions about how to deal with Classic cards and Characters in Second Edition. You can read it here.

I have also updated the Classic Dragon Storm page. I added PDF's for the Dragon Storm and Kanchaka cards. These are made directly from the original press sheets, so they are awkward, but they are available. If you have other requests, be sure to let me know. I will do the best I can to put it together. Check out the growing Classic collection here.

Everything else I have been doing is mundane prep work for the Second Edition release and supporting Sue's Art business.

Good Night and Good Gaming!

Friday, April 29, 2011

Dragon Storm RPG Friday News

Later today we will be heading down to the Penguicon convention. Should be fun.

Item Set 401 is now available in the items section of the Market Place. There is also a link to the sets web page with the listing. The Pre-Orders have shipped.

That brings us down to two Item sets still on the Pre-Order page. Sets 402 and 403. Magic Items. We are focused on the item sets for the moment because they work for both Classic and Second edition.

The Pre-orders we are getting are extremely helpful in keeping the cash flow regulated. Thank You! More people placing Pre-Orders would be very good.

I have been fighting off the allergy attacks sent at me by the necromancers. Those pesky enemies have discovered a way of slowing my work to a crawl. It is keeping me away from the hours sitting at the computer. However, it has caused the mind to meander, and you can see the result on my daily blog. I posted two longish meandering talks on the blog this week.

Good Night and Good Gaming!

 

Monday, April 18, 2011

Monday Dragon Storm News and Round Up

It has been a very interesting week around here, so let us take a look.

We finished the web page for Magic Item Set 403. Powerful items that were in limited supply as NFS items. I then promptly posted the set for Pre-Orders. You can get to the page here. I am glad to say that at least one person found the link last night when I posted in to Twitter.

I posted the web page for the Universal Set 302. I am not in a big hurry to rush these to the printer. Since the old cards work for Classic and Second Edition and there is still a supply of DS and Kanchaka Universals around, why hurry?

I also posted the web page for the Universal Set 303. Like the previous set, while we still have the DS and Kanchaka Boosters, there is no hurry.

The Weekly Familiar Place web comic installment has been posted.

I am happy to mention that we are still getting player card submissions. You can check them out here. If you want your ideas to be read by us and other players, you can go here and submit your card idea.

We had a good show on saturday at the Flint Comix Con. It was held downtown Flint and was fun, we even got to teach a few people about DS.

That is it for today, Good Luck and Good Gaming.

 

Thursday, April 14, 2011

A Little Slow in Posting Updates

I will be getting on track for updates next week. It has been a very full week here, but not much to direct you to.

I posted the web page for Set 301, Channel 01. It includes the Guidelines, notes, sheet PDF, but no individual pics yet. The art is almost done, Sue has sent me two of the three pieces and just one to go. When I get the rest of the art I will post pics and replace the PDF.

We will be assembling and prepping a number of sets for second edition, as we get them done I will post them for proxy use. As fast as the old cash flow allows we will send them off to the printer for the actual cards.

The taxes are almost finished, and once that is behind me I can get more sets worked on.

Sue has also sent me the Second Edition rules to go through and begin layout work on. As with everything, this will take a longer time than I would like. My first time through took about twelve hours. I thought I would be able to do the whole thing in a day or two. The truth is it will be a week or two to get through it all. sigh, that life for you.

I can say it looks really good. Once I get through it I will be doing a full FAQ on Classic to Second Edition card usage. We have identified one Classic card that breaks Second Edition, several that will need to be used thoughtfully, and that is about it. Common Sense will have to be applied to Classic cards to determine if they are an Enhancement or use a "thing", but that is something you and your GM can judge in seconds, especially since the GM is always right in DS.

The Enhancement test is: Does the card stand on its own, or must it be played in combination with another card to work? If it stands alone it requires a "thing" to use it. An example is Good Moves. It stands alone, it costs a "thing" to play it. Those that can not stand alone, like Dragon Claws, are Enhancements and do not cost a "thing" to play.

The banned card is Make it Independent. It absolutely screws up what we want to do with making big "Ka-Boom" cards for high CP characters and Cast.

Thoughtful cards I am not ready to go into yet. You will have to be patient.

This also means that we can slowly release the Second Edition cards over time. By now everyone knows that the original DS and Kanchaka cards are dwindling and we can not reprint them, so we need new cards to sell. We believe we have a 1 to 2 year supply of the older cards, therefore we have 1 to 2 years to get Second Edition fully operational.

And one more note on the rules. +WIS bonus does not have a ceiling, but you can only add it once to a single contest roll. The add only once applies to all Stats.

Now, back to work.

 

Wednesday, April 6, 2011

Wednesday Dragon Storm Update.

Prepping for FCN, taxes and a gut disagreement are slowing things down, but we do have a few new things since Monday.

Started getting the finals done on some of the GM cards. Set 600, GM Storm creation cards, has its own web page, PDF, Guideline and more. I better do the Channel set next, players need some anti-storm weapons at hand.

In this set you can see the Dragon Storm way being expanded. Like characters and cast the storms can now be assembled and role-played by creative GM's. Plus, you have more playable Storm information than ever before.

I just talked to the Printer and Set 401 DS, magic potions will be hitting the press in the next few days. That means we have 10-14? days before it arrives here and the Pre-Order deal drops and it goes to individual sales. You can see the Pre-Order page here. I also increased the initial order, thanks for the Pre-Orders, they really help.

I asked players for Feature ideas, and I am happy to say we have gotten some excellent ideas. I have been posting them on a regular basis, go look. I am focused on the Features at the moment, but all sorts of ideas can go in the hopper. If you want your thoughts on cards available for Sue and I to pick over, you should submit them.

It is also time for me to remind everyone that Dragon Storm Con is July 22nd to 24th. You really should go check it out and sign up. If you want the special Con cards, but you can not attend, get a supporting membership and get the cards. I am not sure how we will make these available later, but we will find a way. We are not going to make them exclusive, but they will not be easy to get either.

If you missed it, we posted the Second Edition Starter/Demo Human Dragon Character. Scroll down and you will find a basic character generation and rules you need sheet you can give to new people. This is the Link.

I have been posting links to new DS sheets and works in my twitter feed. You can see it to the left on the blog page. If you have a twitter account I should be watching, let me know about it.

Monday, April 4, 2011

Monday Dragon Storm Updates

I have gotten less done than usual today. My gut and I are having a disagreement, so I am taking it easy. Luckily I have the Tuesday and Thursday games set already and since we will be at a Con this weekend I will not need to prep a Saturday game. It does mean this will be a slow week.

I got the latest player submitted cards up on the beta blog. Good stuff! You should look at them.

The Monday Familiar Place web comic has been posted.

I spent the day doing mechanical tasks, catching up the second edition card list. I will be posting the initial list in the next couple of weeks. It is the list of the cards that have made it far enough through the creation, play, edit, re-edit and finalize stages.

I have also started sorting tax papers. *sigh*

Sunday, April 3, 2011

Sunday Morning DS Round Up

What has happened this week? First of all I have discovered why I am not getting full webpages up for the new DS card sets. It takes at least full days work to get each page ready to go. So that is just about all I have gotten done in the past week.

I moved the links to the newest web pages for sets to the top of the Downloads page. This is the link to the page.

The starting/demo character has pictures of all of the cards with notes by each. When you scroll down to the bottom of the page you will find the set PDF's for download.

I have also included a shortened Character Creation and Rules you need for new players. It prints out as a single page. I put this up in an RTF format so our Warden GM's can either print out a couple for reference, or modify it to suit your needs.

Sue created a new Character sheet layout based on the rules she is writing. She provided an example and I laid it out. When done I created a PDF of the Character sheet and put a link to it on the Starting Character web page. If you are looking for a good long/detailed character sheet there are a number of people who have created them. Glenn put one on the Dragon Storm Group on Facebook.

Each of the card sets also include a simplified Guideline RTF. I did them this way so that it would be easy for me to update the Guides to cover new questions as they come up. In some places I have even made reference to some of the changes that affect Classic cards. I really can't get too deep into that until Sue finishes the new rules.

On some of the sets I have added an experiment. There is a buy button for the PDF's. Let's see how that works.

You may have noted that I am doing updates on Twitter, and Facebook, as I complete tasks. Both are quick to do, so I am. If you need the Twitter or Facebook links, check on our links page.

I asked for Feature ideas earlier in the week and players responded, Thank You! These are the ones I got up. There are a couple more good ones I need to post, and you should see them Wednesday.

Now, links to the new set pages:

Card Set 100. Human Dragon Starter/Demo. Lot of info here.

Card Set 102. The rest of the Dragon Characters. We now have ten races. Yes, this process will be repeated for each shifter race.

Card Set 200. The first Dragon Abilities sheet. It looks like we have four total Dragon sets on the way through the pipes. The fifth set is partial.

Card Set 400. Magic Rings. Now in the Market for ordering. The new versions do not need another card with them to work. They now stand on there own.

Card Set 401. Magic Potions. We are going to be doing a lot more with items as we go along. This is the first potion set. You can pre-order these, they are in the market.

Card Set 402. Magic Items. Nine all new items. Not as powerful as the old NFS items, but good stuff. You can pre-order these in the market.

Over the next couple of weeks, we have a convention and taxes to deal with. That means getting more than a day or two for DS is going to be tough, but keep an eye on the twitter and here for updates.

 

 

Wednesday, March 30, 2011

Set 401, Magic Potions gets its page!

I am trying to play a little catch up here and get some of the web work done. I completed the Set 401 Magic Potions page. It has the card pictures, notes, PDF to download and the Guideline.

I have gone to a quick and easy RTF Guideline with numbered points. I had wanted to do something more elegant, but there is just not the time to do it. Let me know how those work for everyone.

Set 401 is already at the printer, and is available for Pre-ordering. Several people already have and I need to up our initial order on them. Go ahead, order five sets for yourself, unless you already have.

You have probably noticed that we are focusing on new Items for Second Edition. You, and we, still have the classic items, so there is no real sense in us hurrying to do more of those. All of the old items still work. The Magic items are the only ones that will even need a second thought on how they work.

Remember the old NFS items? We are just about ready to put the Second Edition versions of them up. I am hoping next week.

Sue has sent me a long list of commission printing to be done, and the kitchen is calling for a clean up crew, so I will be off DS for the night. In the morning it will be a long grocery run taking up time. I will be getting back to DS sometime tomorrow afternoon.

Good Night, and Good Gaming!

 

Magic Item Set 402 is available for Pre-Orders.

I have sent the set off to the printer, therefore we are taking Pre-Orders.

I have made a web page that has the pictures, guideline and PDF all on the page for you to look at, mull over, and then order.

Speaking of placing your Pre-Order, here is an ever so handy link to go do just that.

I want to mentiong the Dragon Storm 2011 Convention as well. We are working on the special cards to be included with the memberships. If you have not checked out the Con, or have not bought a membership yet, you should go to the page and do that.

Set 402 Algar's Buckler MI 219

Tuesday, March 29, 2011

The Feature Hunt

It looks like I need Eight Features to finish out another sheet. Look over the GM Features on the Download page.  If I am missing something from the past, post me a note here.

If you have a Feature you have enjoyed using, submit it as a card idea, and we will see what happens.

Monday, March 28, 2011

Monday, and more Dragon Storm!

I sit down at the computer to put up information in the blog about three times a week, yet I never know what I am going to do until I start typing. Everything here is the first rough draft of thoughts about the game and what we are doing.

The problem is I have a few hundred thoughts, cards, ideas, stories and scenarios bubbling around in the brain. For the cards I did a quick check to see where we are at. I have just over 1600 cards in the computer for DS and probably twice that many in notes. I am never sure which ones people are interested in, so I just make my best guess. I put some time into prepping for tomorrows game and that caused me to touch up the little Labyrinth cast members I have been using to test the players.  They are not much individually, but since the party is running over 600 CP, I can use a dozen of them and throw in some fun features. With the new Exploding dice these little monsters actually get to hurt the characters. Anyway, I added the cast 13 sheet to the downloads page. Scroll down to the new GM cards and check it out.

When I am prepping for a game I sometimes put cards for encounters in nine card sleeves for easy access. I have really got to get some more of the card holders from Tim, those work sweet for a GM. I put together a couple of the sheets in the computer and added them at the bottom of the GM cards on the download page.

Oh ya, I remember what I was here for, more new potions that are in the pipeline:

 

Great Medicinal Vale

The Strength and Speed Vales are two more that have longer durations. They work best if you know you are not going to be needing healing or recharge vales. As you recall drinking a potion cancels any operating potions.

Strength Vale

Speed Vale

On Wednesday I believe that I will be announcing new sets available for Pre-Order. So get ready to place orders. It should be the Magic Items we showed a couple of weeks ago (Algar's and Karvac's items) and the first two Basic Universal sets for Second Edition.

Thanks to you guys I am also going to have to increase the order for the Common Potion set #401 at the same time. It really helps us for you to order these as we send them off to the printer, Thanks!

Sunday, March 27, 2011

Sunday Updates

Sue and I went to Animarithon on Saturday at Bowling Green as an experiment. Anime Cons, even one day ones are well worth going to, but we are tired.

The new Cast GM cards we posted got Doug to send in his Goblin ideas. I posted them on the DS Beta Blog, go look.  Glad to see creative fun stuff from the players! Thanks.

I added a PDF of GM accessories cards. The new sheet is the Smiling GM cards we have been using, plus the Unknown Interference card. Scroll down to the GM PDF's for a look. I like giving these out during the game, it reminds me to give bonus experience for good role-playing.

Friday, March 25, 2011

Friday brings DS Potion talk

There is a new Potion rule in Second Edition that I should make you aware of.

 

Basically you can only have one Potion working at a time. This will not affect healing potions and the like because they work in a flash and are done. Some of the other potions you will be seeing here last for a longer time. The Chameleon Vale below works for a variable amount of time (V). However, if you were to drink a Healing Vale, the Chameleon Vale would instantly drain, poof, done. As with all character abilities and items it will be the players responsibility to keep track of their own goods.

 

Chameleon Vale

 

Great Vale of Healing

Great Curative Vale

We are preparing to head down to Bowling Green in the morning for a one day Anime Con. It is an experiment, just to see if it is worth it. I have been in contact with their game room person and I will have Demo space in the game room.