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Gencon 2015

Gen Con 2015 – Debriefing


Back from Gen Con and fully decompressed. This year was an odd year for my Nexus games. It was the first year I ran with the Death Gate stuff removed and using all my own creations. It felt odd to not say “Based on the works of Margaret Weis and Tracy Hickman”. Better or worse, these were all my own doing.

Night 1

Slave Ship

This year we had fire. Last year no fire magickas. No fire meant no real action for almost 3 hours. This year, 8th person to act set the control ropes on fire.

No one tried to put them out.

No one.

Turn 4 they broke, sending the ship on an uncontrolled course that caused 19 people to reflex every single turn. It just got worse from there. Long story short (too late) After woken Ancients, Exploding water casks, All the barrel roles, Flipped ships, resurrected magickas, a slave who had a panic attack every time they saw ice, and they saw it a lot, about 50% of the crew survived. It was a great event of fun and chaos.

Night Two.

Darkmore

Here I would normally give a synopsis of the all the craziness but I can’t. We split into two groups and mine was the tame one. Too many Pathfinder purists who didn’t get the system. Not their fault at all just not what they expected so they didn’t know how to change what they knew. The final battle while fun was mired with complaining and further statements of just not getting it. Now this is on me, my game is about chaos and balance and the fight between the two. This seemingly random environment causes havoc with game players who need a constant number to hit and a constant way to get there. My best friend hates my system because his magic doesn’t work all the time and he thinks it should.

While good gaming sessions make me feel good and I’m always happy when they go well, a “not as good” session teaches me so much more. I’ve come to realize that my strength is as a storyteller. A spinner of yarns as it were. So while a d20 system can cater to the story, it isn’t the main focus of d20. The interactions are. How many +1’s and skill bonuses can I add to my roll. While this is good for hack, slash, and burn game play. I think Nexus is not about that.

So…. I have begun researching alternate systems. I was doing game demos for Margaret Weis this weekend as well and while showing people the Cortex+ system in Firefly I was able to see how it could be used with my magic system (Let’s be honest, it is the reason that most people play). I know Cortex Plus pretty well and think it might be my best option. I also played my first Fate based game this weekend and I enjoyed it, though it doesn’t cater to my magic like Cortex+ can. Cam Banks is making a game which is a combination of the two and is open source and I would love to see how I might be able to use that.

Exciting developments in the game I started in 1993 as a way to play Death Gate in 2nd edition D&D.

Stay Tuned

Ta

J

The Heralds. Bringers of Balance


The Herald’s, being a secret and closed organization (All things that yield positive results), refuse to discuss their origins. Legend has it, however, that they were founded by a group of human monks who worshiped the Magicka’s ability to Bring Forth the Possibilities. They believed that these Magicka were deities who could bring Balance to the world.

All that changed after Perfection.

The remnants of those monks banded together with their faith reformed and redefined. They knew what brought True Balance

Death. (Queue dramatic eyebrows)

We were all Balanced, all equal,  in death. Only males are allowed to enter the order, as women bring life and therefore upset the Balance.

Over the years, the Heralds have changed from the worshipers of the
True Balance

to the bringers of it.

Herald Description

Magicka – Reality is what you make it.


The Magicka are the most respected and feared group of people on Hybris. They control the world around them by tapping into the power of the possibilities.
These masters of the alternate realities follow one of the four elemental disciplines; Earth (Terra), Fire (Sol), Air (Vadra), Water (Vatten). Each Magicka’s mentality is vastly different depending on their discipline.

Vatten Magicka: Usually are pacifists, specializing in healing and life restoration. These are the most revered but also the most feared of the Magicka. For they can’t create life, they can only move it.

Vadra Magicka: Masters of the mind. They are most often the advisers to power. They practice their art with the manipulation of the people and what people need. You see what they want you to see.

Terra Magicka: Are one with the land and beast. Unable to see the Wave without physical connection these magicka are the toughest and most virile of the magicka. Usually employed as trainers and tamers of dragons, they have an almost symbiotic relationship with the natural world and the creatures it contains.

Sol Magicka:. Blinded by the power of raw evocation, these Magicka are the most reviled. They have no thought of the consequences of their Magick and the chaos it can cause.  They are impatient to the subtle requirements of the other disciplines. They are masters of destruction and are highly aware of it.

Majicka Description

Goog’ell’s New Job


So as a result of my different direction I have updated the story of Into the Nexus. This is just a first telling from the journals of Goog’ell. A rebellious monk of the order of Heralds.

Hybris, A history

It is a small snippet of the world you will be entering playing Into the Nexus.

Ta ta for now

J

 

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