Geo-political conflict causes Earth to lose contact with its moon colonies.
The characters can stop time because of science.
The party are looking for a lost island ruin. They discover that one man actually visited the ruins and can tell them exactly where it is - the only problem is that he's a scurvy pirate scallywag known for his drunken rages, but equally known for his detailed diary.
The characters are "time tourists", they travel back in time with "tethers" that let them observe, but not interact with the past, so they're in no real danger from disease, dinosaurs, Sir Guy, etc...
Another week, nephew, another lesson in the life of an adventurer. If there is one bit of advice I hope for you to take away from these letters of mine, let it be this - when an adventurer says that a road is “well-traveled and secure”, what he actually means is that the road is filled with scoundrels and bandits, but that said adventurer is secure in his abilities to best most of them.
Because I was asked, I've gone ahead and finished my games page
. Right now, only my three public games are on there, but I'll be updating the page as I add projects like Dynamo
to it. And, since I've already got the business license for the name, I've decided to go with Suburban Robot Games
as my publisher name. I'll be updating the PDF files for the games I've already put out, but that will probably wait until the magic section of the AARG Preflight Edition is done.
Anyway, check out my page if you haven't already seen my games. Comments and feedback welcome, you can hit me up here or on G+.
Suburban Robot Games
So that's it, NaGaDeMon is over and Dynamo went without getting the last few playtests in that I wanted to run. I've finished up the game document anyway, minus a few of the narrative items that I wanted to test out and don't feel comfortable including without making sure they work.
Here's the game document - includes character creation, combat, and the basic story structure. I'll come back to this at a later date and develop a more detailed GM page and some sample heroes / villains, but there's more than enough here to play a game, especially if you're already familiar with games like WuShu.
Download the PDF
The party are looking to make their fortune in the lucrative arena of dragon hunting. Notables in the kingdom pay handsomely to dine on dragon tongue and dragon eggs at their fetes, and a whole subculture of professional dragon hunters has sprung up, although the life expectancy in that line of work is short to say the least.
The characters are all employees at a mining colony at the furthest periphery of Humanity's galactic reach. One day, a message comes in from Earth - top priority.
Dynamo playtested extremely well last night. I ran the group through a pretty basic interrupted job / track down interrupters / uncover villainous plot adventure format and the system was more than adequate to the task. Early on there was some questioning about the points system - if I can dump all my points into my attack and defense stats, why wouldn't I? - but the reason for taking a secret identity became quickly apparent when the first combat ended and the party were stymied by their own almost total lack of skills for doing anything but fighting. I explained early on that, yes, you can make a fight beast, but that's all that character is going to be good for.
There was also some question about what actually counts as using your power and, since this was the first full play test, I decided to just let narrative lead and not play hard to the rules.
But once we got into the flow of players narrating their own portions of the story during combat, they started to see what the system is intended to do - let people tell super hero adventures without worrying about power levels or any of the stupid mechanics stuff super hero games entail.
There were more than a few comparisons to WuShu which, I'm not going to lie, was neither an insult nor an indictment. When I want to play a game where stuff goes crazy and the action is over the top, WuShu is my go-to system, so, yes, it's been an influence on the direction Dynamo has been going, particularly the combat.
My next task is to put together some sort of structure guide on cooperatively narrating the story. I want the GM to be able to set up the villain and then let the players build the story that gets them to the final climax. I need to take a look at how the more narrative games handle that kind of cooperation and then think about what I want out of a cooperative super hero narrative.