rivetgeek.blogspot.com
Aggregate Cognizance: Reconnecting Is Harder Than It Sounds
http://rivetgeek.blogspot.com/2015/07/reconnecting-is-harder-than-it-sounds.html
Tuesday, July 7, 2015. Reconnecting Is Harder Than It Sounds. So, I've been kind of away for a while. Physically, mentally and in other ways. But I recently got the itch to reconnect with my life-long friend and hobby of roleplaying. So I started looking at my G feed again (which, honestly, is. This time, I’m not finding a whole lot to get my roleplaying engine revving. The Mekton Zero Kickstarter still hasn’t delivered. Neither has Exalted 3e. I logged into RPG.Net, skimmed t...Maybe I'll find some insp...
rivetgeek.blogspot.com
Aggregate Cognizance: Five Ways Roll20 Is a PITA
http://rivetgeek.blogspot.com/2014/05/five-ways-roll20-is-pita.html
Wednesday, May 14, 2014. Five Ways Roll20 Is a PITA. But, there's some warts that I've uncovered using Roll20. 5 Really, I Work In IT. So far, nearly every session has run into some kind of technical error. Mostly on my side, which is sad because I'm a certified PC technician and a fucking MCSE. Finding developers who aren't great on the hardware side isn't hard, and from the network issues, sound issues, and random random crashes I've had you'd think I was one of them. 4 Where Is That Setting Again?
rivetgeek.blogspot.com
Aggregate Cognizance: Mecha Games: Are The Mainstays Really Complicated?
http://rivetgeek.blogspot.com/2014/06/mecha-games-are-mainstays-really.html
Monday, June 30, 2014. Mecha Games: Are The Mainstays Really Complicated? So, something came up recently where someone called Mekton Zeta overly complicated. The word "crunchy" was used, as well as a bunch of hyperbole about having to calculate gigawatts to drive generators and such. In systems like Mekton Zeta or Silhouette there's going to be some domain knowledge or system mastery involved in making the right. They're really not that complex. GURPS Vehicles? That's complex. MegaTraveller? So aside fro...
walkninginshadows.blogspot.com
Walking In Shadows: Stars Without Number Session 3: Glaciers and Traitors
https://walkninginshadows.blogspot.com/2015/07/stars-without-number-session-3-glaciers.html
A blog wherein I discuss Games, Game Design, Physics Poems, and anything else that comes to mind. Thursday, July 23, 2015. Stars Without Number Session 3: Glaciers and Traitors. Our heroes begin the session in orbit over the planet Diego. System. They have a massive discussion on how to best approach the landing zone as it is in territory controlled by the Gou Yin Alliance. And they are working for the Glinka Organization. What could this mean? Tune in next time. Subscribe to: Post Comments (Atom). Those...
walkninginshadows.blogspot.com
Walking In Shadows: Trek to the Stars: a begining
https://walkninginshadows.blogspot.com/2015/03/trek-to-stars-begining.html
A blog wherein I discuss Games, Game Design, Physics Poems, and anything else that comes to mind. Wednesday, March 4, 2015. Trek to the Stars: a begining. In my last post. I asked around a bit and got back an answer of cyberpunk in a colonized Sol system. I dug parts of that, so I decided to use bits of it. I have already done my take on cyberpunk with the game Jadepunk. I am and have always been a fan of Star Trek. I love this show. The setting that got me to buy GURPS. It even got me to play GURPS, and...
walkninginshadows.blogspot.com
Walking In Shadows: Trek to the Stars part 10: An Interlude of Mechanical Endeavor
https://walkninginshadows.blogspot.com/2015/06/trek-to-stars-part-10-interlude-of.html
A blog wherein I discuss Games, Game Design, Physics Poems, and anything else that comes to mind. Monday, June 22, 2015. Trek to the Stars part 10: An Interlude of Mechanical Endeavor. Previously on Trek to the Stars:. Part 1: The Pitch. Part 2: Skill roll basics. Part 3: Potential Campaigns. Part 4: History in brief. Part 5: Keys and Secrets. Part 6: Timeline and Technologies. Part 7: More technologies. Part 8: Character Creation(rough). Part 9: Stress and Fallout. Trek to the Stars: Mechanical Interlude.
walkninginshadows.blogspot.com
Walking In Shadows: Trek to the Stars part 9: Damage Done
https://walkninginshadows.blogspot.com/2015/06/trek-to-stars-part-9-damage-done.html
A blog wherein I discuss Games, Game Design, Physics Poems, and anything else that comes to mind. Saturday, June 6, 2015. Trek to the Stars part 9: Damage Done. Part 1: The Pitch. Part 2: Skill roll basics. Part 3: Potential Campaigns. Part 4: History in brief. Part 5: Keys and Secrets. Part 6: Timeline and Technologies. Part 7: More technologies. Part 8: Character Creation(rough). Trek to the Stars. Subscribe to: Post Comments (Atom). Check This Stuff Out. Spirit of the [blank]. Ryan M. Danks. Dogs in t...
walkninginshadows.blogspot.com
Walking In Shadows: Trek to the Stars pt 6: The Inevitable Momentum of History
https://walkninginshadows.blogspot.com/2015/03/trek-to-stars-pt-6-inevitable-momentum.html
A blog wherein I discuss Games, Game Design, Physics Poems, and anything else that comes to mind. Monday, March 16, 2015. Trek to the Stars pt 6: The Inevitable Momentum of History. Part 1 Initial setting ideas and influences. Part 2 How skill rolls will work. Part 3 Campaign Frameworks. Part 4 History and Technology. Part 5 Discussion of Keys and Secrets. Timeline of the Future. A worldwide depression begins and runs for nearly a decade. The First diaspora begins. Comet Halley makes it rounds through th...
walkninginshadows.blogspot.com
Walking In Shadows: My Dad
https://walkninginshadows.blogspot.com/2015/06/my-dad.html
A blog wherein I discuss Games, Game Design, Physics Poems, and anything else that comes to mind. Sunday, June 21, 2015. Let me tell you about my dad. My dad is pretty darn impressive. He showed me what it meant to be a man-what true humility and hard work meant. What do I say about my father, though? I mean, how to begin, you know? I guess I should start at the beginning, then. I hear its a very good place to start. Like who was where at what time and what happened when, that sort of thing. Me? Have Wor...