Thursday, August 23, 2012
Errata Update
Added:
(Werewolf 218) Wolf Tracking. Added Fox form.
The page is here:
Labels:
Dragon Storm,
dragonstorm,
Fantasy,
Mark Ellis Harmon,
player,
RPG,
Susan Van Camp
Wednesday, August 22, 2012
New DS Quill Stories
If you have not caught the DS related stories being written for the web (and Role-playing points), it is time you did.
Felupe's Prayer is the newest story. Go read it.
Mark
Labels:
Dragon Storm,
Fantasy,
gaming,
Mark Ellis Harmon,
RPG,
Susan Van Camp
Saturday, August 11, 2012
Beta Updates. New DSQuill update!
New GM Beta updates. Go here.
Revised Armor sheet. Go Here.
On the DS Quill: A speculative essay regarding necromancy.
OK, short one.
Nite all!
Labels:
Dragon Storm,
dragonstorm,
Fantasy,
Gamemaster,
gaming,
Mark Ellis Harmon,
RPG,
Susan Van Camp
Thursday, August 2, 2012
Item Armor Set #1 enters final Beta
We have posted the Final Beta of the First 2.0 Armor sets. You can get the Talking Sheet and the Set here. Take a good look and send in your comments, if you want to be heard. Thanks.
As always, if you have card ideas you want to send in, we will take a look.
Added Set 406 to the Edited Errata page. No Changes, just new format.
We have added a Specials page to the Product section. I put up two different Individual cards. The idea is to get people used to the idea. We also got some Classic DS Booster Displays back for selling. We put the up at special prices. We will see if they go.
That should cover todays updates. Now I need to get back to working on the Awareness set. Making steady progress. We are matching it up to be a companion to the Stealth set.
Mark
As always, if you have card ideas you want to send in, we will take a look.
Added Set 406 to the Edited Errata page. No Changes, just new format.
We have added a Specials page to the Product section. I put up two different Individual cards. The idea is to get people used to the idea. We also got some Classic DS Booster Displays back for selling. We put the up at special prices. We will see if they go.
That should cover todays updates. Now I need to get back to working on the Awareness set. Making steady progress. We are matching it up to be a companion to the Stealth set.
Mark
Labels:
Dragon Storm,
Fantasy,
Mark Ellis Harmon,
player,
RPG,
Susan Van Camp
Wednesday, August 1, 2012
Guild Site and Beta Sites move into dragonstorm.com
I have moved the basic data from the Guild Sites and the Beta site into the regular Dragon Storm site.
You may need to refresh the webpage to get the new headings.
Later today the Guild, Beta and Familiar Place Sites will disappear. Such is life.
Ann did send me an updated Clan Guild Character list. You can see it here.
Due to the issues we are facing here there will be more contractions in the future.
Mark
You may need to refresh the webpage to get the new headings.
Later today the Guild, Beta and Familiar Place Sites will disappear. Such is life.
Ann did send me an updated Clan Guild Character list. You can see it here.
Due to the issues we are facing here there will be more contractions in the future.
Mark
Labels:
Dragon Storm,
Fantasy,
Gamemaster,
Mark Ellis Harmon,
RPG,
Susan Van Camp
Monday, July 30, 2012
The DS Quill Gets more stories
A few days ago I mentioned the DS Quill blog.
Players write Dragon Storm related stories, earn role-playing points, and get read by everyone.
Well, today there are several additions. If you get involved with the Skype gaming, you may see some of these characters in action.
This is the link to the DS Quill.
If you are interested in playing DS on skype. Here is the link to the information on the web page. It is a little outdated, but the link is good.
Mark
Players write Dragon Storm related stories, earn role-playing points, and get read by everyone.
Well, today there are several additions. If you get involved with the Skype gaming, you may see some of these characters in action.
This is the link to the DS Quill.
If you are interested in playing DS on skype. Here is the link to the information on the web page. It is a little outdated, but the link is good.
Mark
Labels:
Dragon Storm,
Fantasy,
Mark Ellis Harmon,
player,
RPG,
Susan Van Camp
Saturday, July 28, 2012
Talking Stealth in the DS RPG.
You can find the Pre-Order page here.
You can find the download page for the new Stealth Beta and the Talking Stealth article here.
You can find the comment form here.
Talking Stealth. by Mark Ellis Harmon and Susan Van Camp
Stealth is a basic skill that compliments other skills and gives the GM and Players a way to expand the abilities of their characters.
When building out a character Stealth skills plays a role in thievery, scouting, hunting, assassinations and a number of additional background concepts. To allow starting characters the ability to sneak around hamlets as they grew up we put a very low CP on the Stealth Anchor.
While stealth is a commonly needed skill, it has been associated with thievery in the minds of the general population in Elethay, Neutral and Jikadell dominated areas of the world. Some bandit gangs and barbarian tribes have made stealth a fundamental part of their way of life, and proudly use it. This has not helped stealth's reputation, but it does give a hint of where one may find a Mentor. Mentors in hamlets, villages and towns work diligently to keep their skills secret. When discovered they are labeled as thieves, no matter what the truth is. When the local constables go out to round up "the usual suspects" everyone known to possess Stealth is on the list.
As we designed these Stealth skill cards we tried to give a sense of what they are meant to do. We always design cards with "loose" rules to allow players and GM's to apply the skills in new and creative ways. We realize that this policy causes questions, but making specific rules reduces the role-playing possibilities. A few people will attempt to abuse the cards. As usual we rely on the players to use these skills in the spirit of the game and help other players understand that abuse reduces the games fun. As a last resort the GM can use rule 3.4 to control card use. Try not to make your GM resort to this.
There were several additional cards for Stealth in the early Beta stages. We rejected them for a number of reasons. Some did not fit the Grandilar background. A couple were just too mechanical and "felt" wrong. Others seemed to interfere with role-playing and the flow of the game.
The cards we dropped because they would be better when role-played were Sneak Attack and Set Ambush. The plans, actions and role-playing of the characters controls these actions better than a card does.
We dropped Combat Stealth because defining it was just too complex and the result was just rules mechanics. A player can use Ind's to use stealth in combat. From the players description of what they are doing the GM can determine how it affects combat by granting extra damage, DEF or any other MOD that seems appropriate.
When a terrible two occurs when using stealth skills the player can create and role-play their own characters difficulty, or they can just tell the GM and let her imagination go to work. Both ways can be highly entertaining for the group in general.
If the stealth user gets an exploding dice roll the skill may succeed without comment, or the GM may grant additional bonuses in the game.
Classic Compatibility. Classic Stealth and Thievery anchors do not work with 2.0 Stealth. There are also Deluxe Era cards like Pick Locks, Disarm Traps, Pick Pockets and Quick Fingers that do not combine with 2.0 Stealth cards.
As usual we will carefully read any comments on these cards that players and GM's send us through the forms on the webpage.
You can find the download page for the new Stealth Beta and the Talking Stealth article here.
You can find the comment form here.
Talking Stealth. by Mark Ellis Harmon and Susan Van Camp
Stealth is a basic skill that compliments other skills and gives the GM and Players a way to expand the abilities of their characters.
When building out a character Stealth skills plays a role in thievery, scouting, hunting, assassinations and a number of additional background concepts. To allow starting characters the ability to sneak around hamlets as they grew up we put a very low CP on the Stealth Anchor.
While stealth is a commonly needed skill, it has been associated with thievery in the minds of the general population in Elethay, Neutral and Jikadell dominated areas of the world. Some bandit gangs and barbarian tribes have made stealth a fundamental part of their way of life, and proudly use it. This has not helped stealth's reputation, but it does give a hint of where one may find a Mentor. Mentors in hamlets, villages and towns work diligently to keep their skills secret. When discovered they are labeled as thieves, no matter what the truth is. When the local constables go out to round up "the usual suspects" everyone known to possess Stealth is on the list.
As we designed these Stealth skill cards we tried to give a sense of what they are meant to do. We always design cards with "loose" rules to allow players and GM's to apply the skills in new and creative ways. We realize that this policy causes questions, but making specific rules reduces the role-playing possibilities. A few people will attempt to abuse the cards. As usual we rely on the players to use these skills in the spirit of the game and help other players understand that abuse reduces the games fun. As a last resort the GM can use rule 3.4 to control card use. Try not to make your GM resort to this.
There were several additional cards for Stealth in the early Beta stages. We rejected them for a number of reasons. Some did not fit the Grandilar background. A couple were just too mechanical and "felt" wrong. Others seemed to interfere with role-playing and the flow of the game.
The cards we dropped because they would be better when role-played were Sneak Attack and Set Ambush. The plans, actions and role-playing of the characters controls these actions better than a card does.
We dropped Combat Stealth because defining it was just too complex and the result was just rules mechanics. A player can use Ind's to use stealth in combat. From the players description of what they are doing the GM can determine how it affects combat by granting extra damage, DEF or any other MOD that seems appropriate.
When a terrible two occurs when using stealth skills the player can create and role-play their own characters difficulty, or they can just tell the GM and let her imagination go to work. Both ways can be highly entertaining for the group in general.
If the stealth user gets an exploding dice roll the skill may succeed without comment, or the GM may grant additional bonuses in the game.
Classic Compatibility. Classic Stealth and Thievery anchors do not work with 2.0 Stealth. There are also Deluxe Era cards like Pick Locks, Disarm Traps, Pick Pockets and Quick Fingers that do not combine with 2.0 Stealth cards.
As usual we will carefully read any comments on these cards that players and GM's send us through the forms on the webpage.
Labels:
Dragon Storm,
Fantasy,
Gamemaster,
Mark Ellis Harmon,
player,
RPG,
Susan Van Camp
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