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Everything posted by Bisikoff

  1. I think a number of cyberpunk frames and adventure seeds would work. Outside of the usual tropes, maybe try something on a more positive note - a team of 3 - 5 could cover an emergency rescue / ambulance team or maybe a courier group. Something where you can show off the setting a bit and give them a little tour.
  2. Just a note, joining some other comments. I pulled out my Worlds of Android book this morning to flip through it a bit before heading off for coffee (and further SotB read), and without a doubt, Worlds of Android is still highly useful in conjunction with the new book.
  3. I grabbed a copy at my local game store, along with a copy of the Undercity novella, which had a few RPG-related items. Definitely enjoying the Shadow of the Beanstalk art and material, and glad I had grabbed the earlier World of Android. . Very happy to see this out.
  4. Great topic and tool for GMs. Ok, here's some of my tried-and-true recommendations for L5R sessions. These do go back a few years; my original article dates to 1998, with charming references to buying CDs: Shakuhachi – The Japanese Flute (Kohachiro Miyata, shakuhachi). Five tracks of the Japanese Flute running approx. 30 minutes. Highly recommended. This CD features solo Japanese flute – the music is deeply contemplative, and sadly haunting. The alternating piercing and quiet notes of the flute evoke thoughts of far off misty Nippon. I used to use this to start my L5R sessions, allowing for five minutes of meditation on character before play begins. Best of Kodo (Kodo). Eight tracks of Japanese drumming running about 60 minutes in length. The drumming is very martial in flavor and makes good backdrop to more exciting events and/or combat scenes. Another favorite for L5R and other Far Eastern-styled games; my players enjoy these tracks especially, finding that it enhances the tension and mood of action scenes. Koto Music of Japan (Zumi-Kai Original Instrumental Group). Five tracks of koto music running approx. 45 minutes length. This album consists soley of the high pitched strings of the koto; the atmosphere it creates, like the selections listed above, is instant. Recommended as another way to bring “traditional” Rokugani atmosphere to the table. Chinese Bamboo Flute Music. Approximately 45 minutes of traditional Chinese bamboo flute pieces in nice tracks. Various tunes (all, like the above Koto music, in public domain), many suitable for “theme song” type music; one track especially reminded many of an Asian “western” theme song. The Chinese flute has a very different sound than the Japanese flute – the tunes come across as more fitting for action or village scenes, or again, session introduction or theme song moments. Buddhist Chants & Peace Music: Music for Reflection and Relaxation for the Far East. Two tracks of Eastern monk chants running for 73.51 minutes (!). Excellent music to play during temple, monestary or monk encounters. The two tracks (Hanshan Temple and Bow to Avalokites Bodhisattva) are uplifting and very easy on the ear; good for putting folks at ease (and general relaxing as well). Note, however, that this track is not suitable for “evil” temple complexes and the like. Mandala (Kitaro). Meditative, mysterious and eastern styled guitar and music of a sort categorized as “new age”. Some tracks suggest the movements of wind or water, kami and wide open spaces, others seem to echo of the Void and a few have the “big” sound of various temple or danger scenes. A variety of enjoyable tracks; generally uplifting music. Good soundtrack for play, but this is not traditional music.
  5. For those so interested, I'll throw my own L5R (mainly) oriented blog into the mix: The House of the Jade Lantern at www.jadelantern.com. It's a series of articles, campaign / session notes, GM advice / experience, and related. The earliest post goes back to 1998 - Gempukku Ceremony; I launched the first iteration of the site shortly after L5R 1st edition launched. I'm hoping to generate new content as I read and hopefully run the new edition. There's a variety of NPCs and some notes on music and handouts that might be of interest to GMs. Thanks!
  6. I hope to run it. I ran Star Wars d6 the prior year at the local game store - little interest, but the few players that played had a blast.
  7. I've got them both, including my original rules copy from pretty much the week, if not the day, it was released. Bought it at old War & Pieces in West Hartford, CT (now long closed). Got my preorder at the FLGS for pickup on Thursday.
  8. Fate Core will do nicely. The Fate version of Interface Zero is coming out shortly, which might give you some Fate-specific chrome to incorporate.
  9. I've got a ton of various cyberpunk rpgs, but just flipping through Interface Zero 2.0 would put it as the closest out-of-the-box match to the Worlds of Android setting. Beautiful book - Worlds of Android, that is. Amazingly well done.
  10. I've been thinking about the options to link the adventure as well. The location from the Beginner Box might do well to follow after the adventure from the Core Book and GM Kit. The Core Book adventure provides a similar resource as that in the Box, but it's less ... stable. I think the Box adventure would need some refit, but it would set up the PCs to do some investigation coming out of the Core Book and GM Kit to search out a location or temple that they could base from ... (the Box set resources).
  11. I think that may be a result of the intended purpose of each. I think the Beginner Box is meant to demo and get newer players going faster, and lightsabers are a big part of "Jedi satisfaction", and a quick payoff. The Core Book and adventures are tailored more to a campaign, where players will tolerate a bit more of a slow burn to get / build their lightsabers. They'll be using custom PCs, vs. the pregens, I'd think.
  12. I picked up the Core Book and GM Kit / Screen at the flgs during lunch today.
  13. I'm on my fourth set, having gotten an extra set with Edge of the Empire, and then each Beginner Box. My solution when I picked up the Force and Destiny box yesterday was to add a Rebellion-branded dice bag for them all.
  14. I saw a few copies on the shelf yesterday during lunch at one of my local game stores, Black Diamond Games in Concord , Ca. I did treat myself to a copy.
  15. Having lived in the Netherlands, I agree: it is a fun and pretty unique country. Someone get them some zombie apoc book stat!
  16. It's not a rule term - I just mean it as common use ... your glasses correct your vision. As long as you have them, you're fine. Mouthymerc said it better, I think. Also: consider getting a second pair and a good case (or budget to save for the same), regardless of zombie apoc or not.
  17. Not yet - it just came out. I mentioned it at RPGnet the other day, and most folks hadn't heard of it. Both retailers I spoke to (who run top tier stores) had never heard of it prior to "just now". Likewise, FFG seems to have missed hyping it really in favor of Star Wars and such. I did see some banners showing up at RPGnet (advertising).
  18. That would probably work. As a GM, I'd probably just have them auto-cancel out ... as long as you have your glasses. It's a "corrected situation" to me until something comes up to change it. More importantly: do you carry a backup set? In what sort of case?
  19. So, I'm not meaning to make that much of a judgement on the dice system. I have the Star Wars system and plenty of the dice, and I don't disagree that it's catchy and not a big deal. But I do find a / the plain d6 pool is simpler and more accessible. Regular d6's are cheaper and generally already in most gamers kits, and the Star Wars custom dice do take a little getting used to. Not years, months or whatever ... but I do think the d6 system is a little easier by comparison vs. the custom dice. I do think the custom dice gives options for a richer results, special options, and stuff - hands down. I think it's nifty that they can produce such dice so easily these days. I'd love to see an article for the new game perhaps talking about importing Star Wars dice as an "advanced option", etc.
  20. I think having 1 hit - 1 kill zombies makes good sense. While I usually let the Players know which enemies are the minions, for the genre, I could see not making it clear.
  21. Ditto on a GM screen - I'd love to see a four panel, hard-cover style (like FFG has been producing). I think having each panel show the cover artwork would be hip (so, all four games shown). RE: System. I have mixed feelings. I think the system proper is pretty nifty - very light, which means accessible. I'm glad they went with d6 and not custom dice (out of preference, or certainly utility for me). Having only 3 pages of chargen, and not much more for the rest of the system works for me. Likewise, I like that the bulk of the book (and presumably the series) is devoted to the various scenarios - which raises the usability for other rpg systems as well. I think AFMBE offers deeper support for a GM interested in creating their own materials and worlds - both out of the core book, and given the wide range of source material already available. I'm ok on the Unisystem rules - I just wrapped up a Conspiracy X (2nd ed) game using them, and they are perfectly functional. I might have preferred using a customized ruleset from TEOTW: ZA (note: awful acronym. AFMBE wins here.). I think AFMBE offers a typical GM more typical gamer stuffs - to put it crudely. That's probably the biggest gap is that PCs - even if not fictionalized versions of the player groups - aren't going to have much to draw on. Your "top tier" PC is going to be military, LEO, or hardcore EDC / prep'er ... no one's sporting super powers, psychics, etc. Which is perfectly in-genre, but is going to feel limiting to some folks. As a result, there's minimal support in the rules for adding that sort of crunch - one can add positive dice as advantages / equipment, of course. I personally think playing fictionalized versions of players is an awful default, and have some experience over 35 years to reach that preference. I'm quite glad there's alternate paragraphs covering it in a few places. The brevity of the chargen system works to its advantage here. I think the game's clear and stylish presentation, light-weight rules system, and multiple starting and late-game scenarios are its strongest features. In full disclosure, I have writing credits in the AFMBE supplement, One of the Living (which covers extended campaigning) ... and as a first professional (i.e., paying) gig.
  22. I didn't notice or read it that way. Page 18, 2nd paragraph is where it first starts talking about assembling a dice pool: "For every task you attempt, you always start with a dice pool comprising a single positive die. You and the GM then add a number of positive and negative dice ... " Maybe you're misreading or misremembering that paragraph to say start by adding a single positive die? Or, if you could point to that reference that's tripping you up, that could help.
  23. Looking at page 18, I don't think you get a number of dice equal to your Characteristic. A Test starts with a single positive die, and the number you're shooting for is equal to or less than the Characteristic value of X. Positive Features, and various stuff can add positive dice. Characteristics don't (unless I'm missing something or a reference).
  24. Hmmm. Doesn't seem to say. I think your positive die is for the stat. I don't see any notes for negative dice in specific. I could see two ways of doing this: 1) essentially, one die and one roll - you either make it (and live) or don't (and die); 2) add negative dice for each trauma. Since the line's complete, that would be three negative dice (to a single positive), which seems overly difficult. Option one strikes me as a final "Save vs. Death". Bear in mind I only picked up the rules a few hours ago, and just skimming them a bit.
  25. 2) What do the letters under the Trauma section of the character sheet refer to? The "1D, 1W, 1M?" I saw nothing under the Trauma section in the rulebook for what they would represent. This one seems to refer to the Severity Codes of 1 (one Day), 2 (One Week) and 3 (One Month). The explanation and mention to the character sheet is on p 33, first column, first few paragraphs.
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