Game Directory
All Games
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Avernus Rising
- D&D 5e
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Spheres of the Multiverse: A Planar Gestalt Spheres Game
Hello everyone and welcome to Spheres of the Multiverse, a gestalt planar game designed from the ground up for those kindred spirits who love the Spheres of Power, Spheres of Might, Spheres of Champions, and Spheres of Guile subsystems for First Edition Pathfinder.
Players in this game will assume the role of Gatewalkers- individuals from across the multiverse who possess the mysterious and seemingly innate ability to create portals that allow them to traverse the planes- and are employed by the Realmwardens of the planar hub city known as the Nexus. The Realmwardens that the party will be working for are a loosely-organized multiplanar organization of no small renown that began as an adventurer's guild and its members take on both paid requests from across the many worlds, as well as the occasional private contract from the organization itself that involve safeguarding the stability of the planes.
This game will be episodic in nature and the party will be able to choose which contracts to take on from a list that will be updated after each adventure; this means that you, the players, will have a great deal of control over both what planes you visit and what stories you explore. I have labored to ensure that there is a lot of variety in both environments, enemies, stories, themes, and tones between each of the contracts and players can expect everything from traditional high fantasy to grimdark sci-fi horror and everything in between. A baker's dozen contracts will be available for the party to choose from at the game's outset and this will at least double as the game continues; a list will be included in the subforum that details a few of each so that everyone can get a feel for what options will be available for both early and late game adventuring.
*Currently under construction, but most of the pertinent information for creating a character is complete.
- Pathfinder 1e
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Coppervale 5e
Coppervale is the core of a campaign setting that's still under construction, with plenty of holes in the map for players to fill in with their own backstories. The centerpiece of the setting is the eponymous Coppervale, a valley where a mysterious ancient civilization was wiped out in a magical cataclysm a millennium ago, leaving behind an array of tantalizing mysteries and baffling curses that current-day peoples cannot penetrate.
The wild magic fallout from that disaster receded enough in the past century or two to allow settlers to move in nearby. Most of these settlers are refugees seeking to escape wars or oppressive feudal governments in the "Civilized Kingdoms" to the west. But they've inevitably fallen back into their old habits, and the feudalism and corruption have found their way into this refuge. The settlements have organized themselves into County Hawksbeth, named for the mountains at the edge of the Coppervale, ruled by an enigmatic Countess who owes nominal fealty to a feudal king in the West; but this is mainly a facade that lets the locals pretend that they're not living in a lawless frontier.
The Coppervale itself is a place of magical ruins and magical monsters, still occasionally scoured by pulses of wild magic. Adventurers flock to County Hawksbeth from all over the world to win fame and glory through discovery and exploration, to test their mettle against the magical beasts of this exotic place, or to simply enjoy the freedom of the frontier, and of frontier justice. Also thrown into the mix is the forest of Twillburrow, a place of fairies and elves that borders with and overlaps County Hawksbeth, and adds a further source of danger and intrigue for the settles.
The technology level is low (late medieval, early Renaissance), but "little magic" is very common: cantrips and magical trinkets can be found everywhere. Powerful spellcasters, magical items and artifacts are rare wonders usually associated with the realms of fairies and angels, and the mysterious "Valian" civilization that was lost a millennium ago. Thus, the Coppervale setting juxtaposes the parochial world of a medieval frontier with the frightening world of ancient wonders and powers.
- D&D 5e
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Adventure Shop Tycoon
Welcome to the world of Tans'tafel, a setting that's been in the back of my head since 2008. The setting is very much based around the mid 1700s real world map, but with some significant changes. A High Fantasy world where people can be born with strange hair, and develop strange abilities at a young age, Powerful Elites keep the peace between nations via threat of MAD with mutual defense pacts reducing the risk of alpha strikes to take one country's elites out. "There be monsters" is an absolute truth in Tans'tafel, with some species originating from other planes or Dungeons Breaks loosing breeding populations into the wild.
In The Old World the codification and sharing of magical traditions several centuries before the current setting caused a magical revolution. As the growth of magic through shared knowledge occurred the people of the Old World began to explore across the oceans as well. The people of the New World (not the term they use) were vaguely accepting of the newcomers, but they made it clear to the newcomers that they too had high level Elites who could wipe out large settlements if pushed. The newcomers themselves could not afford to keep their own high level Elites, as the nations back in the Old World relied on them to keep the peace between them.
- Pathfinder 1e
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Dragonlance: Shadow of the Dragon Queen
The world has ended, and it's ending again.
Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the people of Krynn survived, but the world isn't what it was. Those nations that remain linger in the shadows of their ancestors' wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.- D&D 5e
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The Wild Lands
The Green is the plane of growing things. Like a great twisting growing tree, it stretches out through the cosmos connecting to anywhere that life flourishes, sinking its tendrils into all life giving lands. The Green sustains life, and is in return sustained by life. But what could cause the Green, or at least portions of it, to recoil in fear? To recoil so jarringly that it tears lands away from their worlds, depositing them on new ones?
Welcome to Orona - a large, wild continent on a new world. Players will play characters from one group or another that have recently been uprooted and transplanted to a new world. Some of these groups are large provinces, once part of massive empires, and some mere villages, but they all find themselves in a new world recovering from the upheaval that took them here; rebuilding, healing, and exploring.
Join a crew of chartered explorers. Explore the wilderness. Find resources, fearsome beasts, treasure, and fame! Defend and support fledgling settlements, and build relationships with the people there.
- Pathfinder 2e
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Agents of Everwatch: Devil at the Dreaming Place
Part one of the Pathfinder 2nd edition Agents of Edgewatch adventure path. It takes place during the city of Absolom’s centennial celebration, the Radiant Festival. You are, in this part, new members of the city guard. Tourists are going missing, and it is up to you to figure out what’s happening in your city. I’d like everyone to start with a fresh-faced, wet behind the ears, level 1 character.
- Pathfinder 2e
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- D&D 5e
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Under the Tusken Suns
A specifically requested Saga game focused on the small-team survival in the harsh and unforgiving environment of Tattooine during the time of the Rebellion, around the setting of Empire Strikes Back.
- Star Wars Saga Edition
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- Pathfinder 1e
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1-20 Campaign. Starting with The Lost City
Details
5 players. Anything official is allowed when it comes to character creation. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
No punches will be pulled.
Level 1.
Flavour
Your group of adventurers joined a desert caravan only to become lost in the desert. Caught in powerful sandstorms, leaving only shifting dunes. To the East you went.
Days passed. Your mounts died and you soon drank the last of your water. The end of the desert was not in sight. And then...
- D&D 5e
- closes May 30
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- Pathfinder 1e
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Dungeons of Drakkenheim
Nearly 700 years ago, the realm of Westemar suddenly cloistered itself from the outside world. Impossibly high mountains erupted from the earth, a raging storm of ice and thunder began to swirl endlessly around the peaks, and anyone foolish enough to find a way through was met only with an early end. The people of the outside world were suddenly cut off from the mighty civilization and the arcane magic that it once allowed to flow freely. Millions perished in the resulting famines, wars, and pestilence they were suddenly unable to contend with. But they endured, and soon rebuilt without the aid of the magic, though never reaching their own former glory.
Then suddenly, the endless storm dissipated and pockets of the ranges receded back into the earth, bridging the Westemar and the it's arcane knowledge to the rest of the world once again. In time, Westemar and the other realms managed to strike an accord of mutual benefit and a new age of prosperity began on the continent, with the city of Drakkenheim as the centerpiece of commerce, knowledge and the arts.
That was before the purple fire rained down from the heavens and destroyed the mighty metropolis in a torrent of destruction, leaving behind a thick mist known as the Haze, weird crystals densely infused with arcane energies, and inhabitants that hardly resemble the bodies they were born with.
You have taken up a contract to escort someone to the town of Emberflame Village, and help them set up a base of operations. To what end, you didn't ask, for each of you have your own reasons to head to the village and try your luck at unlocking the mysteries of Drakkenheim. The journey to Emberflame is arduous but well traveled, though not entirely safe since the realm was thrown into chaos.
- D&D 5e
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Castlevania: Call of the Eclipse
Long ago, Nostradamus predicted the down fall of Dracula in the year 1999. The time is here and the castle has come. An army of the best the world has to offer has come to do all they can slay the Dark Lord for the last time.
You are one among these. In these despite times, none can discriminate against a potential ally. Lycanthropes and undead rub shoulders with priests and hunters of the dark. Any enemy of Dracula is an ally in this, The Demon Castle War.
Welcome to Call of the Eclipse! Thanks for checking it out.
This will be a Pathfinder 2e game with an Abomination Vaults structure, as you will venture into the legendary Castle Dracula to find the path to it's master and investigate the disappearance of Julius Belmont, who went in to slay the Dark Lord but has been missing for weeks. After such expeditions they will need to return to the military camp surrounding the castle to recover, resupply, and give what information they have found to the leaders.
The base camp surrounding the castle is not without it's in own concerns. Many people of many origins are crossing paths and while many wish to see the end of Dracula not all seem to agree about how this should be done. You may need to make choices that affect not only yourselves but the whole war.
- Pathfinder 2e
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Scion of Nyrlathotep
"But stories are like people, Atticus. Loving them doesn’t make them perfect. You try to cherish their virtues and overlook their flaws. The flaws are still there, though." - Lovecraft County
- Scion
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Journey to Camelot
Level 4. ~~ Setting: High Summer in a Mythical & Anachronistic Dark Age.
Each player shall concoct a portentous secret their character discovered about the Grail or the Questing Beast. You ride seeking Camelot.
Background:
For nigh twenty years a mysterious Questing Beast has been spreading chaos and ill omens, posing riddles and working magic. Arthur has reigned as king for decades, and many sons and nephews and even grandsons of his eldest knights have grown to manhood and have been dubbed knights themselves. Though undefeated in twelve battles and three wars, Arthur is now aged and sick, his sons by Gwenevere are dead, and the giants and dragons that had retreated from his kingdoms have begun to return.The knights of the Round Table are no longer as united nor exalted as they once were, when Arthur was still hale, and his kingdom greener and more plentiful. Young Sir Mordred feuds with Sir Erec, and Bagdemagus with Tor, and Sir Agravaine with his own brother Sir Gaheris, while Sir Tristan has at last reconciled with Sir Segwarides. The shores of both Lyonesse and Ys are slowly but inexorably sinking into the sea, all the unicorns seem to be vanishing, bandits grow bolder, and defiant vassal lords are very likely plotting rebellion. The years of peace are done. Archmagician Merlin has been missing for months; the last tournament at Camelot ended in a tragic accident when Sir Ganor was mortally wounded jousting fellow Round Table knight Sir Lancelot; Queen Gwenevere publicly admonishes her husband to banish from their court Morgana his half-sister; and year after year in vain venerable Sir Pellinore hunts the elusive Questing Beast.
Too soon, the glory of Camelot wanes, yet now arises tantalizing hope for redemption and revitalization, for visions of the Holy Grail are witnessed by many, foretelling of quests by the boldest and the purest of heart to seek the lost relics that heal entire kingdoms ...
Recruiting a group of friendly players, encouraging 2-5 posts per week per participant.
- Our game shall be one of wilderness adventure on the roads to Camelot, with lots of magic and mounted combat, crossings of perilous rivers and sea, visiting strange castles and villages, rescuing innocent captives, and occasionally facing a choice of whether or not to follow a short-cut through Faerie or another otherworldly passage. Instead of counting experience points, fifth level will be attained upon completion of this campaign, when your heroes finally reach Camelot and gain a royal audience to tell your tales.
~
- All are welcome! Now recruiting additional players to join our four active players and myself, your humble referee.
Player character instructions or considerations:
Players may invent and name entirely original characters, or else adopt for themselves any canonical characters living, except for Arthur, Gwenevere, Merlin, Bercilak, or Tom Thumb. Players are invited to roleplay, for example, Morgana le Fay or Mabon the Enchanter as the apprentice magic-user, Taliesin the chief of bards or the precocious page boy Tom Malory, Viviane Nymue or Celise Seraide of the Lake, or knights such as Lancelot, Lionel, Kay, Gawain, Galahad, Galehodin, Tristan, Dinadan, Sagramore, Palamedes, Moriaen, or Mordred.
If inventing an original character, knights and squires are supposed to all be men, though it is certainly possible for a woman to be knighted: disguised as a man perhaps, like Avenable the Roman seneschal or crown princess Melora did, or else openly. The woman Bradamante is counted among twelve paladins of the young Frankish king Charlemagne, Clorinda is a female knight and champion of the Saracens, Sir Artegall of the Round Table is betrothed to the warrior maiden Britomart, and at least three Amazons dwell in Britain. Conversely, mistresses of the lakes and grail maidens with one or two exceptions are exclusively female characters, while singers and magicians may be either gender. Bercilak only accepts males as his squires, but another ranger player option could be the enigmatic and alluring Green Lady, who is wife to the Green Knight, or else a courageous damsel in her service or training. Another example may be found in the ranger woman Belphoebe, a monster-slaying huntress from Faerie, who loved then hated Timias the squire to Arthur.
Ordinary humans predominate of course, but the knights of the Round Table also included the half-giant Galeholt, half-fey Gingalain, dwarf Eiddilig, wee little Tom Thumb, and the werewolves Gorlagon, Marrok and Melion. Magicians often are tiefling-born, including grandchildren and great-grandchildren of the incubus that sired Merlin, and some grail maidens were born in Celestial, Heavenly, or Edenlike realms. Daughters of naiads and of sirens frequently join Arthur and his knights and companions too.
Your characters might have already fought ahorse alongside one another, feasted in fellowship, witnessed wonders of magic, and adventured on one quest or many. Mayhap you already won some honor or notoriety in the court of Arthur, and you likely have garnished some reputation that proceeds you. You know full well the perils of the journey before you: lions, griffons, serpents, wyverns, ogres, pixies, ghosts, enchantresses, enemy knights or other adversaries could challenge you, but you are prepared, right well armed and horsed, and should not lack for food nor supplies, with gold and silver plenty to spend.
Iron-shod warhorses & more: your party and each player character have steeds and/or beasts of burden. Choose!
Each player chooses either a warhorse or a draft horse, and also chooses either a riding horse or a mule. Steeds should be named, and their color described.
- Knights of the Round Table also receive one set of barding: half-plate, hide, or studded leather, plus a caparison of colorful cloth.
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A green squire or ranger of the Green Knight or Green Lady may opt to be accompanied by a green horse: identical to a warhorse with a magic Barkskin transmutation.
- A damsel of the Lake has amphibious steeds: ordinary in all other ways except perhaps for an unusual color, and they are able to breathe both air and water.
- Your party also has a pair of male donkeys hitched to transport your tents and miscellaneous equipment, but these have riding saddles too if ever needed.
Wondrous Magic! Each player chooses magic treasure & more perhaps...
Each player chooses one common magic item plus one that is uncommon, or else alternatively chooses a single rare Cursed item, such as a Shield of Missile Attraction, a Berserker Axe, or one of the storied Broken Swords (Found or clove by Sir Bors the Exile, Sir Galahad, Sir Gawain, Sir Mordred, Sir Percival, Sir Tristan, the Grail Templar Eliazar, or the coven of wicked witches in Gloucester, all Broken Swords are holy or arcane blades that can be mended, but the curse sunders them again after 1d4 hits. More famed than all those is the nigh unrepairable Sword of the Stone that Arthur ceremonially drew and wielded until sundered forevermore by the might of Pellinore and eldritch power of the Questing Beast: any player characters may opt to have collected some of its incomplete shards in place of another magical item.)
- Characters able to craft magic items may choose additional treasures they could create, one common plus one uncommon.
- Grail maidens and minstrels both gain another additional magical treasure: one of the twelve lesser grails or magic chalices, such as the divine goblet of Saint Andrew or the unholy grail of Judas Iscariot, or one of the rare and wondrous Instruments of Bards, such as the Cli lyre or Canaith mandolin.
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Wizards and sorcerers in this setting can cast Cure Wounds spells, adding it to their spell-books for free or receiving it as an extra spell known
, and the apprentice magician additionally gains a Potion of Healing, Philter of Love, and Elixer of Health, as they do in the chronicles and other ancient books.
- No familiars at the start of play, but such creatures may be summoned later.
Colorful Shields & Shining Armor. Choose!
Any character with proficiency may bear a painted shield and keep a spare. Knights of the Round Table choose chain mail, plate or half plate armor, plus barding for one horse: either half-plate, hide or studded leather barding. All other characters choose leather armor, chain shirt, scale mail, or no armor, and no barding. Armors, especially helmets and shields, are often important not only for bodily protection, but also in identifying the wearer (or impersonating a previous owner) through heraldic decorations.
Arm thyself for combat! Choose your weapons.
Any early medieval hand weapons your character and horses can carry. Knights should be well armed with at least one lance, sword and dagger, and may wield other weaponry also, although the use of crossbows is generally considered unknightly.
Ammunition such as arrows you should have in plenty, and rarely are lost without being recovered, so no need to keep count.
Gear & Coin, including Garments, Accoutrements, Impedimenta, etcetera.
Your party is encamped in pavilion tents, and characters may dress in fine and expensive clothing, with two or three complete outfits each. You are amply well provisioned, with more than enough wine and mead, firewood and horse fodder, and also all the tools to hunt and cook game both large and small. There is an assortment of musical instruments, even a high harp, and other luxuries like large mirrors of polished bronze or even glass. For letters you have goosequills, squid ink and unbound pages of vellum. You might hitch your dray animals to carts or wagons in order to carry various other mundane and inexpensive equipment: listing everything is probably unnecessary. However, you should be allowed nothing that might be called unchivalrous or craven: no mechanical traps, no caltrops, no vials of poison, no manacles nor tools of torture, no scalding tar nor the like, neither incendiaries nor explosives, and no alchemy. Individually each character also possesses as much as two hundred gold bezants plus an equal number of silver pieces, or jewelry of the same value, probably stowed in sacks you lock inside chests of hardwood bound in lead and iron.
Religion? Magic of old gods fades from this world as the faith in the One God spreads, and angels do exist and so too do fiends, but Beyond is divine mystery...
While knights of the Round Table are predominantly Christian, several Saracens also have been honored with seats, such as Astlabor and his three sons as well as Feirefiz.
Merlin may have been the last Druid. The sacred relic called Holy Grail by Christians was also known to many heathens of old as the plentiful divine cauldron of Bran the Blessed.
Noble Language & vulgar tongues. Read & Choose!
Languages:
All characters speak Latin plus at least one vernacular language: Brythonic, Gaelic, Welsh, Orcadian, Hungarian, Saxon, French, Danish, Moorish, etc.
Exotic languages include Greek, Hebrew, Aramaic, Coptic, Ethiopian, Babylonian, Sindhi, Tartar, and Pictish.
Archetypes? Each player chooses: Knight of the Round Table, Former Apprentice of Merlin, Lady of the Lake, Grail Maiden, Green Guard, or Bardic Minstrel.
I request a specific party configuration of classes and archetypes, Level 4. Please no monks, no assassin rogues, & no artificers.
Knights of the Round Table of course include fighter-cavalieres and paladins, but also eldritch-knights as well as multiclass fighter-bards, barbarian-cavalieres and perhaps other classes, subclasses and multiclass combinations. Ideally our party will include two, three or even four player characters of this archetype.
Former apprentice of Merlin: our party would seem incomplete without one. Merlin is lost, fated to be trapped forevermore. Potentially he was a sorcerer, a wizard, a warlock, the last druid high priest, or a great bard who played the harp: that shall be determined by the player of this archetype choosing either sorcerer, wizard, warlock, druid, or bard (or a multiclass combination) for his or her character class.Grail Maiden or another charismatic or wise woman from the dragon-despoiled invisible castle of Corbenyc: no more than one may grace our party. She may be a cleric, or a celestial-patron warlock, a divine-soul or other sorcerer, or possibly a paladin or an enchanter-wizard or a multiclass combination.
Green Guard: a squire, ranger, warden, ovate, emissary, harbinger, handmaid or huntress who may or may not be associated with the Green Knight Bercilak or his Green Lady, but only one that was in their service should have an extraordinary green horse as described above. Ranger or wild-magic barbarian are appropriate for this archetype, and so are primeval druid, rune-knight fighter, or giant-soul sorcerer, multiclass, etc. No more than one player should represent the green archetype please.Lady of the Lake or another water-witch: she could be a human spellcaster or a fey of any allowed class. The player may submit a favorite aquatic or faery-like race from any publication, or instead create your own "homebrew" freshwater fey. You have dwelt within or at the boundary of a supernaturally peaceful Otherworld realm of enchanting mists and shadow magic, where Time itself may float and ripple. No more than one player character should represent this archetype please.
Minstrels and singers are bards of course but could be any characters with proficiency in Performance. Heralds, jongleurs, fortune-tellers, jesters, pages, sages, chroniclers, poets, minnesingers and knaves are all options or variations appropriate for this archetype, but actors, mummers, prostitutes and lawyers are strictly prohibited. Up to two different characters may be permitted to join our party. Travelling performers usually are welcomed wherever people gather, and most can boast of magic tricks and spells as well as songs and music-making: you are much more gifted than most.
- D&D 5e
- closes June 30
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Strength of Thousands
School's in session! The newest students at the venerable Magaambya school of magic must begin their academic careers with tests of their skill and resourcefulness. The heroes can learn much from their teachers and fellow students, but must beware of mysterious secrets and sinister plots. The rigors facing any Magaambya students are steep, but the heroes must also contend with strange infestations and supernatural intruders in the school's ancient halls. Education is far from easy at the oldest and most prestigious magic academy in the world!
This AP used the optional Free Archetype rules to allow player characters to have some magical abilities. Archetypes are limited to Druid and Wizard so if you wanted to play a Wizard you'd have to take the Druid archetype and vice versa. In addition I'm using the Gradual Ability Boosts optional rules
- Pathfinder 2e
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- D&D 5e
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- Pathfinder 1e
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Digimon GO!
When%20Pokemon%20GO!%20came%20out%20in%202016%2C%20one%20of%20the%20first%20things%20I%20thought%20to%20myself%20is%20that%20this%20concept%20would%20make%20so%20much%20more%20sense%20with%20Digimon%20than%20Pokemon.%20%22Evil%20Digimon%20are%20escaping%20into%20the%20real%20world%2C%20but%20all%20the%20real%20people%20can%20use%20their%20phones%20as%20Digivices%20and%20fight%20them%20off%22%20is%20an%20idea%20that%20the%20concept%20basically%20hands%20you%20for%20free.%0A%0AI%20brainstormed%20it%20for%20a%20while%2C%20but%20only%20really%20put%20thoughts%20to%20paper%20a%20couple%20years%20ago.%20I%20extrapolated%20on%20that%20concept%20into%20an%20alternate%20history%20where%20Digimon%20was%20more%20popular%20than%20Pokemon%2C%20and%20consequently%20Digimon%20Go!%20was%20the%20big%20hit%20game%20of%20the%20year.%20And%2C%20being%20Digimon%2C%20it%20only%20makes%20sense%20that%20the%20technology%20be%20expanded%20upon%20and%20happenstance%20make%20things%20a%20bit%20more%20than%20a%20game.%0A%0AThis%20game%20is%20going%20to%20be%20more%20heavily%20inspired%20by%20Digimon%20Tamers%20than%20any%20other%20flavor%20of%20Digimon%2C%20in%20that%20it's%20set%20in%20the%20real%20world%20instead%20of%20the%20digital%20world.%20Who%20knows%20what%20else%20you%20might%20discover%20at%20that%20point%3FWhen Pokemon GO! came out in 2016, one of the first things I thought to myself is that this concept would make so much more sense with Digimon than Pokemon. "Evil Digimon are escaping into the real world, but all the real people can use their phones as Digivices and fight them off" is an idea that the concept basically hands you for free.
I brainstormed it for a while, but only really put thoughts to paper a couple years ago. I extrapolated on that concept into an alternate history where Digimon was more popular than Pokemon, and consequently Digimon Go! was the big hit game of the year. And, being Digimon, it only makes sense that the technology be expanded upon and happenstance make things a bit more than a game.
This game is going to be more heavily inspired by Digimon Tamers than any other flavor of Digimon, in that it's set in the real world instead of the digital world. Who knows what else you might discover at that point?
%5Bfloatright%5D%5Bimg2%3D300%5Dhttps%3A%2F%2Fi.imgur.com%2FeO9tH1v.png%5B%2Fimg2%5D%5B%2Ffloatright%5D%5Bindent%5DThe%20year%20is%202049.%20Bandai-Namco%20has%20just%20celebrated%20the%2050th%20anniversary%20of%20the%20most%20successful%20multimedia%20franchise%20in%20the%20world.%20The%20original%20short%20film%20was%20re-released%20in%20theaters%20all%20around%20the%20world.%20The%20original%20Agumon%20balloon%20from%20the%20Macy's%20Thanksgiving%20Day%20Parade%20was%20brought%20out%20of%20retirement%20and%20hoisted%20above%20their%20corporate%20office%20in%20New%20York.%20And%2C%20most%20importantly%2C%20the%20re-launch%20of%20their%202016%20hit%20mobile%20game%20Digimon%20GO!%0A%0AThe%20game%20was%20released%20worldwide%20after%20a%20massive%20advertising%20campaign%2C%20demonstrating%20the%20advancement%20of%20their%20technology%20and%20the%20company's%20commitment%20to%20maintaing%20the%20spirit%20not%20only%20of%20the%20original%20game%2C%20but%20of%20the%20franchise%20as%20a%20whole.%20A%20love%20letter%20to%20all%20of%20Digimon's%20history%2C%20the%20good%2C%20bad%2C%20and%20even%20some%20of%20the%20messier%20parts.%20Advertisements%20showed%20Digimon%20escaping%20out%20of%20mobile%20devices%2C%20home%20appliances%2C%20electronic%20billboards%20and%20more%2C%20all%20causing%20havoc%20and%20chaos%20for%20people%20around%20the%20world.%20But%20the%20solution%2C%20ever%20present%2C%20is%20the%20Digidestined.%20As%20each%20and%20every%20person%20takes%20up%20their%20phones%2C%20they%20become%20the%20newest%20generation%20of%20Digidestined%2C%20and%20with%20their%20very%20own%20partner%20Digimon%2C%20fight%20back%20against%20the%20chaotic%20Strays%2C%20and%20against%20eachother%20in%20fierce%20territory%20battles.%5B%2Findent%5DThe year is 2049. Bandai-Namco has just celebrated the 50th anniversary of the most successful multimedia franchise in the world. The original short film was re-released in theaters all around the world. The original Agumon balloon from the Macy's Thanksgiving Day Parade was brought out of retirement and hoisted above their corporate office in New York. And, most importantly, the re-launch of their 2016 hit mobile game Digimon GO!
The game was released worldwide after a massive advertising campaign, demonstrating the advancement of their technology and the company's commitment to maintaing the spirit not only of the original game, but of the franchise as a whole. A love letter to all of Digimon's history, the good, bad, and even some of the messier parts. Advertisements showed Digimon escaping out of mobile devices, home appliances, electronic billboards and more, all causing havoc and chaos for people around the world. But the solution, ever present, is the Digidestined. As each and every person takes up their phones, they become the newest generation of Digidestined, and with their very own partner Digimon, fight back against the chaotic Strays, and against eachother in fierce territory battles.
%5Bfloatleft%5D%5Bimg2%3D300%5Dhttps%3A%2F%2Fi.imgur.com%2FufJZ4Fr.png%5B%2Fimg2%5D%5B%2Ffloatleft%5D%5Bindent%5DThis%20evolution%20on%20the%20Digimon%20medium%20is%20only%20due%20to%20the%20advancement%20of%20augmented%20reality%20technology%20over%20the%20past%20three%20decades.%20No%20longer%20a%20confusing%20hobby%20project%2C%20AR%20has%20become%20so%20ubiquitous%20in%20the%20world%20that%20it's%20hard%20to%20find%20anyone%20not%20using%20it%2C%20from%20the%20largest%20enterprises%20in%20the%20country%20to%20even%20the%20smallest%20mom%20and%20pop%20shops.%20Public%20transportation%20have%20virtual%20marquees%20that%20seem%20to%20float%20above%20the%20vehicles%3B%20Restaurants%20host%20virtual%20menus%20at%20every%20table%3B%20Even%20the%20cheapest%20mobile%20phones%20can%20provide%20a%20person%20with%20a%20full%20heads%20up%20display%3B%20And%20somehow%2C%20fashions%20shows%20have%20only%20gotten%20more%20confusing%20with%20the%20addition%20of%20virtual%20accessories%20and%20garments.%0A%0AAnd%20now%3F%20It's%20host%20to%20digital%20monsters.%0A%0AI%20hope%20you%20don't%20get%20tired%20of%20the%20prefix%20%22digi%22%20being%20arbitrarily%20attached%20to%20things%20because%20hoo-boy.%20It's%20everywhere.%5B%2Findent%5DThis evolution on the Digimon medium is only due to the advancement of augmented reality technology over the past three decades. No longer a confusing hobby project, AR has become so ubiquitous in the world that it's hard to find anyone not using it, from the largest enterprises in the country to even the smallest mom and pop shops. Public transportation have virtual marquees that seem to float above the vehicles; Restaurants host virtual menus at every table; Even the cheapest mobile phones can provide a person with a full heads up display; And somehow, fashions shows have only gotten more confusing with the addition of virtual accessories and garments.
And now? It's host to digital monsters.
I hope you don't get tired of the prefix "digi" being arbitrarily attached to things because hoo-boy. It's everywhere.- Mutants & Masterminds 3e
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Star ORE
I was going to do a fancy faux title crawl, but that would undermine the way I'm planning to run this game. So, dry, out-of-character introduction it is.
Hello, all. This is a game using StarORE, a microgame using the One Roll Engine, set in the Star Wars universe.
Haven't heard of it? Reasonable. It's old, and also tiny — at a mere 14 pages. I did say microgame. But it is also free, and you can check out its PDF o'er here.
So what is this, then? Well, obviously, I am running a game of StarORE. It will be play-by-post, and hosted entirely on Myth Weavers.
The game is set in-between the fall of the Old Republic and the start of the first movie, a time of tumult, tyranny, and also bold, go-getting heroism. The specifics of time, place, and story will be determined by what you, my prospective players, are interested in. A story of jedi apprentices dodging the Empire's extermination squads? Stormtroopers shaking off their conditioning to break free of the Empire and make their own path in life? A smuggler crew making ends meet at the edge of known space? It's all possible.
I'm hoping for a group of between 3 and 5 players, and aim to retain a steady posting rate. At least a couple posts per week, more (but smaller) when we're in combat.
When making your character (which you can do over here) I want you to pitch me who you want to play and what story you want them to be a part of. Is your idea only a slice of a wider story, or worthy of the main plot? Would you rather ride along on someone else's adventure? Regardless, that will just be the seed. I'm sure once we get going all kinds of craziness will happen.
If you have questions, you can ask them over here.
This'll be my first time running a game on the new site. Apologies if I do not know how everything works, I'm doing my best.
- Miscellaneous
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MW Fantasy Football
Yahoo! League Page
It's just about time for one of the most popular pen-and-paper fantasy games of all time!
This is a true classic pen-and-paper fantasy game, lovingly crafted into the world famous game we all know and love today. Dozens of similar games have been created as a result of the popularity of this game, but the original has only grown in popularity since its creation in 1963.
We're not talking about Dungeons & Dragons; that came around ten years later, as did the golden age of wargaming. No, this is the game where fantasy gaming meets the real world in real time, the game that invented a genre: Fantasy Football.
You, the players, will each draft a team of active players from the National Football League. As the NFL season progresses, your team earns points based on the actual production of the players on your fantasy team, earning wins and losses to determine which teams advance to the playoffs, and ultimately, one victor at the end of the year.
Are you up to the challenge?
We are looking for at least 10 managers, with room for up to 16. Many of the same managers play from year to year, but the teams are newly constructed each time and all are welcome to join. It will be a friendly but competitive game, running from the beginning of September to culminate in a championship matchup ending December 31. Close out the calendar year with a fantasy championship!- Live standard draft, with pre-ranked autodraft option
- Head-to-head matchups
- Single-elimination playoff bracket with week 17 championship
- Yahoo! scoring, 0.5 PPR, superflex
- $100 FAAB waiver budget ($0 bids allowed)
- Annual redraft (no keepers)
Interest piqued? Whether you are a fantast football veteran or a complete newbie, there is a lot of fun to be had in drafting and managing a team. Now, here are the rest of the
boringimportant details:League Structure
The league will be comprised of individual managers who each run one team. There will be an even number of teams, with at least eight but not more than sixteen.The game is played in weekly head-to-head matchups, wherein two teams earn points from their players which are added up into a weekly score. The team with the highest weekly score earns a win, and the other team earns a loss. It is possible for both teams to earn a tie, albeit unlikely because point totals may be fractional and are not rounded.
There will be a regular season of thirteen or fourteen games, after which a two- or three-week single elimination playoff bracket between the highest ranked teams will determine a final victor. The number of teams to enter the playoffs will be the greatest even number such that not more than half of the league enters the playoff bracket: for eight or ten teams, four teams will make the playoffs; for twelve or fourteen teams, six teams will make the playoffs, and for a sixteen-league team, eight teams will make the playoffs. In the case of a six-team playoff, the top two teams will earn a first-round playoff bye. The length of the regular season will be adjusted so that the championship matchup occurs in week 17 of the NFL season.
Team Composition
Each team will have room for players to earn points in the following positions:- 1 Quarterback
- 2 Wide Receivers
- 2 Running Backs
- 1 Tight End
- 1 W/R/T (or "Flex") that can be any Wide Receiver, Running Back, or Tight End
- 1 Q/W/R/T (or "Superflex") that can by any Quarterback, Wide Receiver, Running Back, or Tight End
- 1 Placekicker
- 1 Team Defense/Special teams
Teams will also have five bench spots that can hold players of any position but do not earn points for the week, and two IR spots that are only fillable by players that are currently on their NFL team's injured reserve or IR/designated list. If there are more than twelve teams in the league, that will be reduced to four bench positions and one IR.
Point Scoring
Players will earn points for their teams based on the following statistical categories:Offense Point Scoring
Category Fantasy Point Value Passing Yards 0.04 (25 yards per point) Passing Touchdowns 4 Interceptions Thrown -1 Rushing Yards 0.10 (10 yards per point) Rushing Touchdowns 6 Receptions 0.5 Receiving Yards 0.10 (10 yards per point) Receiving Touchdowns 6 Return Touchdowns 6 2-Point Conversions 2 Fumbles -1 Fumbles Lost -1 Offensive Fumble Return TD 6
Kicker Point Scoring
Category Fantasy Point Value Field Goals 0-39 Yards 3 Field Goals 40-49 Yards 4 Field Goals 50+ Yards 5 Point After Attempt Made 1 Point After Attempt Missed -1
Team Defense/Special Teams Point Scoring
Category Fantasy Point Value Sack 1 Interception 2 Fumble Recovery 2 Touchdown 6 Safety 2 Blocked Kick 2 Kickoff/Punt Return Touchdown 6 Points Allowed: 0 10 Points Allowed: 1-6 7 Points Allowed: 7-13 4 Points Allowed: 14-20 1 Points Allowed: 21-27 0 Points Allowed: 28-34 -1 Points Allowed: 35+ -4 Extra Point Returned 2
Draft
Managers will select their teams by means of a standard "snake" draft.
In a Live Standard Draft, every team selects one player per round until their roster is full. The draft order reverses each round, so the team that starts the first round will end the second, and the team that ends the first round will start the second.The draft will be conducted using Yahoo!'s live online system, which shows undrafted players sorted by position and ranked according to their own expert rankings. Each manager may also modify the player rankings or add their own, if desired. The draft will occur between the end of the NFL pre-season and the start of the regular season, at a date to be determined.
If a manager is unable to attend the live draft, the Yahoo! system will automatically draft a team based on their expert rankings or, if configured, the manager's own pre-draft rankings. The automated system will choose the best available player for each pick while ensuring that each team's starting roster is complete. If a manager missed part of the live draft or exceeds the two-minute time limit for a single pick, the automated system will also select the best available player for that team.
Trades
Managers are free to trade players with one another, at any point after the draft until before week 12 of the season. If an unequal number of players are traded, one team may need to drop one or more players to waivers in order to maintain a proper team size.Each manager is expected to make moves and conduct trades in good faith, for the betterment of his own team. Acting based on money, favors, promises of future trades or other actions, or anything other than the players involved is not allowed. Making trades that are not intended to benefit your own team are not allowed.
On the other hand, it is no one's job to adjudicate that each and every trade is completely fair and balanced in the eyes of public opinion and every other manager. A deal that may seem unfair, lop-sided, or ill-advised will not be vetoed, as long as both managers are acting in good faith for what they each believe to be the betterment of their own teams.
Rosters
Each team will earn points every week for the players that are in each position of their active roster, not including bench and injured reserve slots. Players may move freely between eligible positions on the team until the scheduled kickoff time of each player's NFL game, after which they will be locked until the week is accounted. Locked players may be dropped to waivers only if they are in a bench or IR position.
If a team exceeds the number of allowable players at any position, whether by acquiring players via trade, free agency, or waivers, or a player that is no longer eligible for injured reserve, that team will be unable to make any roster moves, trades, or waiver acquisitions until reducing their team to the proper size, with all ineligible players removed from IR positions (or any other position for which they may no longer be eligible).
Waivers
Players that are not on any fantasy team may be acquired throughout the season via free agency or the waiver wire. Players that are unowned and have not yet played in a game for the current week will be available as free agents, which anyone can acquire at any time for no cost. After the start of each players' NFL games every week, they will be moved to waivers until the following Tuesday. Players that are dropped by a team, and players that are not acquired during the draft, will be on waivers for two days.Each team will have a Free Agent Acquisition Budgets (FAAB) of $100 in virtual currency with which to sign players from waivers. At any point during the waiver period, a manager may select a player to sign along with a FAAB amount they wish to bid on that player. A bid of $0 is allowed. At the end of the waiver period, the team which had bid the greatest amount on each player will win the bid and pay that amount to acquire the player. Other bidding teams, if any, will pay nothing. In case of a tie, the winner will be decided by a continuous rolling priority list.
Have Fun!
Above all, the purpose of the league is to compete while having fun and vying for some bragging rights at the end of the year. Smack talk is part of the game and encouraged, but we are all friends and would like to remain that way after the season is over.If there are any omissions in the rules, defer to the standard operating rules of the Yahoo! fantasy league. If anything herein is misstated or not possible within the Yahoo! system, defer to that system's behavior and capabilities.
- Miscellaneous
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Ææa Adventurin'
THIS GAME WILL BE RUN BOTH HERE AND ON BADLR AS TWO SEPARATE, UNCONNECTED PARTIES. PLEASE READ THE NOTE IN HOUSERULES ON THIS.
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You are an adventurer, mercenary, or just a do-gooding vagabond looking for a job. Thus, one mild spring day, you entire the Abettor's Guild. A dream, a job, or a pragmatic outlook, you nevertheless confidently stride up to the newest announcement board and look over the scrolls and posters pinned onto it. You find three marked with green wax, the second lowest-rated jobs on the board. The highest rating that you can take.
Whether you're looking for money, advancement in the guild, or simply have an attachment to one of those job postings, you copy down the jobs' numbers and head for the nearest Guildhouse, eager to apply for assignment.
Will you take the one that sounds like a cushy escort mission? Are you suspicious that such an easy-sounding one is not marked as the lowest?
Will the nonchalant pleas of an old couple convince you? Or do you think they're worried over nothing?
Or will you choose the esoteric noble's task? Or is the secrecy too suspicious, especially given its rating?
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Ææa, or Aeaea, is a project I've been working on for longer than I care to admit. Ideas rattling around in the back of my head, campaign ideas that fit the setting, NPCs, all manner of things. It is a still-messy collection of things that I enjoy and want in games, ideas tied together more than loosely, and little tidbits here and there. It is a game world that I intend to be a game world.
For tone, I like to borrow the old Shadowrun parlance and say that I generally end up in Brown Business Suit, am definitely wearing a red tie and socks.
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Applications go here: OG BALDR
Application Houserules are here: OG BALDR
Further houserules are here: OG BALDR
Setting information can be found here: OG BALDR
Rules questions go here: OG BALDR PREGAME DISCORD
Setting questions go here: OG BALDR PREGAME DISCORD
The job postings themselves are here: OG BALDR- Pathfinder 1e
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- Pathfinder 1e