One of the first things I want to do for ONI PUNCHER is similar to what I did for Aim For The Head; namely, an introductory adventure to show people what I was thinking about when I made the rules.
One of the reasons, I think, that oD&D took off so strongly was that it was possible, through the adventures and modules and ramblings of the creators, to see exactly what the first DMs were getting at. You get a very good sense of what Gygax was like when you read what he produced. You get a very good sense of what Arneson was like when you read through his material, as well. It's not quite as good as having them sit down and play a game for you, but it's pretty close.
And so that's something that I plan on doing. I have a lot of ideas for a one-page module for Oni Puncher, as well as some nifty extra rules for it. I think you'll like it. It features a very dangerous Oni named Hideaki, a luminescent demon that's causing some serious problems among the westland farmers. Will you be able to defeat him, or will you yourself be defeated?
(That reminds me, I never included rules on how to lose in Oni Puncher, or how your Punchers might be defeated. I might have to add something in!)
Showing posts with label pdf. Show all posts
Showing posts with label pdf. Show all posts
16 June 2012
ONI PUNCHER: V1
Here's a sweet-ass PDF of ONI PUNCHER, the game of punching Oni in the face while being a badass samurai. It's a single page, and includes all of the basic rules of the game. Will there be more advanced rules? Will there be sample adventures, and lists of magic items or bad guys for you to use, or of NPC samurai and shamans and sorcerers for you to use?
There might be. Why do you ask: Isn't this game good enough for you? You haven't even played it yet. Don't be like that.
01 February 2011
Gaming Bonanza
I didn't find this out until yesterday, but apparently EN Publishing was having a $1 off sale on everything they published.
After raking through it, I found out that most of it was pretty poor. Far be it from me to knock other hobbyists' dreams, but who in the world is the target audience for Blackhammer Tech: Shape-Memory Polymers, or E.N. Arsenal: Hooked Hammer. I mean, really. They're both roughly 30 pages for ~5 bucks, aimed at people who play 3rd edition D&D or its derivatives who still have not quite gotten their fill of excessive rules. It's like they're imagining somebody saying, "Hey, you got any prestige classes I can multiclass into that focus on the Hooked Hammer?", and then having somebody go, "Yeah, man, I just bought this sweet PDF, you should check it out!"
I mean, that's not entirely fair, but look at this. The "hottest items" are "Tournaments, Fairs, and Taverns," which apparently are ways that you can roll dice with a tavern theme, whether you're rolling dice to pretend to play a card game, rolling dice to pretend to drink, or rolling dice to have a "battle of the wits!" Look, dice-rolling is cool and all, but there comes a point where you don't need to roll any more dice.
But I digress. Heavily. I meant to say that I managed to pick up 5 PDFs for the healthy price of $5. They are: The Elements of Magic by Matt Blakely, The Dark Art of Visceromancy, The Elements of Magic: Mythic Earth, The Fantastic Science: A Technologist's Sourcebook, and Wild Spellcraft. The only two I'm really expecting anything interesting out of is Mythic Earth and Visceromancy, but the rest of them were too deliciously-priced to pass up.
As you can see, I'm interested in getting some sort of new magic system, and, more importantly, looking for something to save from the rules-bogged 3rd edition morass and bringing the raw, beautiful gems into a more rules-light focus, where you can look at the ideas themselves without trying to figure out exactly the best build for your Wizard3/Necromancer7/Visceromancer2/GreyMage1 or whatever. There's nothing wrong with that sort of gaming, per se, and there's no reason you can't enjoy it. And with an almost identical reasoning, there's no reason I can't lament that good creative minds were wasting so much time creating so much for it when there's perfectly good systems with less baggage attached. After all, when you're trying to describe how, exactly, the Dread Lumpherant snatches up its victims, wouldn't you rather not have to worry about whether giving it a Swift action instead of a Standard action might warrant moving its Challenge Rating up 2 points since it can combo it's Fearful Grab attack with its Rend and give it 5 attacks a round? Sounds boring to me.
Before I forget, on a quick skim of the Elements of Magic, I just want to say that the art is awful. Absolutely awful. The whole book is garish, the inside peices are lame, uninspired, and fairly painful to look at. I can only hope it was done by an amateur; if they paid for it, they paid too much.
After raking through it, I found out that most of it was pretty poor. Far be it from me to knock other hobbyists' dreams, but who in the world is the target audience for Blackhammer Tech: Shape-Memory Polymers, or E.N. Arsenal: Hooked Hammer. I mean, really. They're both roughly 30 pages for ~5 bucks, aimed at people who play 3rd edition D&D or its derivatives who still have not quite gotten their fill of excessive rules. It's like they're imagining somebody saying, "Hey, you got any prestige classes I can multiclass into that focus on the Hooked Hammer?", and then having somebody go, "Yeah, man, I just bought this sweet PDF, you should check it out!"
I mean, that's not entirely fair, but look at this. The "hottest items" are "Tournaments, Fairs, and Taverns," which apparently are ways that you can roll dice with a tavern theme, whether you're rolling dice to pretend to play a card game, rolling dice to pretend to drink, or rolling dice to have a "battle of the wits!" Look, dice-rolling is cool and all, but there comes a point where you don't need to roll any more dice.
But I digress. Heavily. I meant to say that I managed to pick up 5 PDFs for the healthy price of $5. They are: The Elements of Magic by Matt Blakely, The Dark Art of Visceromancy, The Elements of Magic: Mythic Earth, The Fantastic Science: A Technologist's Sourcebook, and Wild Spellcraft. The only two I'm really expecting anything interesting out of is Mythic Earth and Visceromancy, but the rest of them were too deliciously-priced to pass up.
As you can see, I'm interested in getting some sort of new magic system, and, more importantly, looking for something to save from the rules-bogged 3rd edition morass and bringing the raw, beautiful gems into a more rules-light focus, where you can look at the ideas themselves without trying to figure out exactly the best build for your Wizard3/Necromancer7/Visceromancer2/GreyMage1 or whatever. There's nothing wrong with that sort of gaming, per se, and there's no reason you can't enjoy it. And with an almost identical reasoning, there's no reason I can't lament that good creative minds were wasting so much time creating so much for it when there's perfectly good systems with less baggage attached. After all, when you're trying to describe how, exactly, the Dread Lumpherant snatches up its victims, wouldn't you rather not have to worry about whether giving it a Swift action instead of a Standard action might warrant moving its Challenge Rating up 2 points since it can combo it's Fearful Grab attack with its Rend and give it 5 attacks a round? Sounds boring to me.
Before I forget, on a quick skim of the Elements of Magic, I just want to say that the art is awful. Absolutely awful. The whole book is garish, the inside peices are lame, uninspired, and fairly painful to look at. I can only hope it was done by an amateur; if they paid for it, they paid too much.
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