Frugal GM has told us of a city map generator and it’s free (I initially thought he wrote it which is why the title of the blog is still that way).
Wait what? What is it?
The Roleplaying City Map Generator comfortably creates maps of any kind of settlement, such as villages, medieval towns, or 20th century big cities, in few minutes requiring only a couple of mouse clicks. You define the values of various city parameters, either manually or via pre-defined or own templates – The Roleplaying City Map Generator randomly creates realistic maps which can be printed or exported as image also as matrix or section.
Ok, but what does it look like?
How did I not know of this? Godlike. Awesome. Praise be.
Why? Because a quick shot map of a city is far better than just using words. Players can get a feel, even if that feel proves rough, this is so much more awesome than using generic stuff.
i.e. Stuff all the things in that thing noaw!!!! Bags of Holding were fantastic little toys in the game world, not only because it meant we had somewhere to put the wheelbarrows pull of gold coins, but also because we could threaten to stuff NPCs into them.
Or stuff the portable hole into the bag of holding and tear time-space in half with a divide by zero error.
It makes me miss the silly and irreverent way we played roleplaying games. We were not critically interested in story, or character progression, or continuity; it was all about silly fun. Even better when other players were the butt of a joke.
Another I remember well was one character wishing that another character had never owned anything in his life. Ever. (boom, wish granted) The game world re-wrote itself instantaneously so that the wish was true. All the gear was borrowed, all the meals were charity, all the achievements were all on someone’s stolen nickle.
That would cause hell to the mental state of the poor character who now has nothing to their name, must have borrowed or stolen all they have. It sucked for the player but oh how we laughed. What bastards.
Not so much picking 10 systems, that is easy. But 10 books is hard. Consider too that I’d also say none, as I am getting happier every season with using digital versions of RPG books.
I feel like the guys in the film High Fidelity – top 10 songs to ……
Ars 5e core book.
DeathWatch core book.
An ArM5e source book, but I cannot choose which as yet. Probably the Bestiary.
Ars 4e Grimoire, as it contains a stack of stuff that was great for its time, but failing that then probably the Ars 4e core book.
DnD 4e DMG. To be frank I think I’ll be able to buy a copy of any edition cheaply, so keeping a 3.x or any of the expansion books is probably a waste.
DnD 4e PHB.
Shadowrun core book. I have an edition from the late 90s and am keeping it for the flavour.
Cthulhu core rules.
GURPS core rules (I don’t care what edition).
Rifts core rules. Many folks hate Rifts, and in some part I understand that the system is a bit janky. That said it contains as much lore and fluff to make 10 great games in every book.
Vampire core rules almost made it except it would have been only because of the fun history, not the actual value of the system. Heroes Unlimited is darn good too, but there are many hero systems out there that can compete. I have an old Earthdawn copy somewhere, and a copy of Rus too – both read but never played.
It’s been a very slow period in tabletop gaming around my house. With the dnd regulars pausing while we have lives, families, and wonderful distractions – the gaming posts here have dried up proportionally too. It is hard to write about something when the creativity button is not getting pressed.
The dice are a great source of direct inspiration.
It got me thinking … that perhaps a side project is needed to tinker with. Create something odd, off side, or some such, so that I can keep my hand in as a tabletop gamer, and also to keep the creative part of my brain flowing.
I did find some old stuff that I could publish here as a view of what has come before:
old NPCs and setting material from my last Ars Magica game I was trying to run. Now that the game is really dead, perhaps that might be sharable.
a draft of a Death Watch based rpg game. It was the skeleton plot for an adhoc game, might be useful for somebody.
the new character I’m pondering for another play-by-post game of Ars running on the Atlas Games forums. This is a little harder, as the character is unfinished, and I have some thoughts on directions, and contradictions with core rules. Hmm, perhaps that in itself.
Ok, now that I write it, I’ll scatter some punctuation into those things and post them – Ironboundtome ain’t dead yet.
Its no secret that I’m a huge fan of Ars Magica and also of computer games, and now an agreement between Atlas Games and Black Chicken Studios is seeking to combine those two wonderful hobbies.
Black Chicken Studios, working under license from Atlas Games, is delighted to present a new simulation role-playing game for the PC. After 25 years and 5 editions, Ars Magica will at long last be paid tribute in a single-player, turn-based video game.
Authentic to the original, this is a faithful, beautiful, and accurate depiction of covenant gameplay and the RPG’s legendary magic system during a dangerous century in the Stonehenge Tribunal. With your help, we’ll bring Ars Magica: Years of Conquest and its tapestry of wars, intrigue, invasion and, above all, magic to life!
The Fear the Boot community spawned a sub-podcast called Kicked in the Dice Bags. Its a darn good show. Episode 38 had an interesting discussion (well lots of them) on “why a new dnd”, and it moved into the theme of separating setting from mechanics. ie. Would it have been better to publish many large detailed settings, and so on. Have a listen. Continue reading →
I had a thought about the debate on DnD Next, and how the version wars are puttering along. What would happen if the same mechanic ruleset was released by somebody else? Is it disliked because of a fear of change, or an inclination of disinterest?
Pathfinder took a variation and made it popular. Could be that they fixed a lot of frustration, and did so without the yoke of owning the product. The same action by the owner might not have been as popular when Pathfinder was released. We now see Pathfinder further tweaking their rules, and getting a mixed bag of acceptance feedback. Coincidence?
DnD 4e went to a new place mechanically with the highly tactical play, and I think it would have been hailed as an innovation if it wasn’t meant to replace older versions of the dnd brand. Meaning as a new game it was very clever and innovative, as dnd a segment of the community hated it.
The same things feels true about 5e – that a third party could release the “Next” rule-set as an indie mod, and probably get a better reaction than dnd’s publishers. Why? Less extremes to worry about. You’d get everyone who wants to test it happily trying, and all the core rules fans ignoring it. The edition war would not start because it would not be an official edition.
If you hold that position as plausible, then it is kind of sad. A new rule-set should be evaluated without that prejudice. Like it or hate it, it should be given the opportunity to be played properly. An rpg is not removing the rulebooks from our shelves, so that if an old edition is a favourite, then it can continue to be played.