Posts

Alignment

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  Alignment Good morning. Its been awhile. January and February were extremely busy months as #zinequest3 launched. I kickstarted a small story telling game during that time, and the last few months have been spent getting it all finished and dealing with fulfillment. That's why its been quiet around here as of late. More on that game later.  For the past couple weeks or so however, I've been back at work with RedHack. And I feel I've got a lot accomplished. The game feels like its starting to come into its own as I'm getting a playtest document together. I hope to be able to show previews of that in the next few weeks. Anyways, what am I rambling for? Today we're going to talk about how Alignment works in RedHack.  Where I Started D&D 3.0 was the first table top role-playing game I played, but I didn't get into very deep and don't remember anything to do with alignment when we played it the couple times that we did. My first broad interaction with align

Camp: Rest & Recovery

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  I've always found Camp as an interesting part of table top roleplaying games, especially when it is mechanized and serves a practical, strategic purpose. I love strategizing and conspiring about the next thing with fellow players, and camp is a great place to do so.  Camp also allows players brief periods of downtown sprinkled into an adventuring environment. Breaks for the characters can be breaks for the players as well. Camp can also be woven into so many other cogs within the game as well. Today I want to talk about how RedHack handles camp. These are the current iteration of the Camp rules. Looking to the Source Material Basic Dungeons & Dragons (1980-81) - The basic set of Dungeons and Dragons released by TSR in 1981 and edited by Tom Moldvay, included a small section on ‘resting’ while on adventure    “RESTING: After moving for 5 turns, the party must rest for 1 turn. One turn in 6 (one each hour of the adventure) must be spent resting. If characters do not rest, they

The Halfling

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Today, let's look at the current version of the Halfling class. Halfling Halflings are small folk distantly related to their larger human cousins. They are a good natured and hopeful bunch capable of uncanny luck and grand bravery. When these shy folk stray away from home it's with a song in their heart and a spring in their step. But all adventures eventually lead back home. Halfling Starting HP: 2d6 (+CON)    HP /Lvl: d6 Saving Throws Terror and Luck Skills Cook 2/6, Luck Wearer (+1 Initiative, +2 to-hit with thrown weapons/slings), Sneak 2/6, Parley +2, Sleight of Hand 2/6. Allowed Weapons Any except crossbow, two-handed sword, and polearm Allowed Armor Leather and Chainmail Halfling Experience Conditions Share some pipeweed with an old friend. Inspire bravery in the face of overwhelming odds. Help a companion through food, cheer, or song. Shoulder someone else’s burden. Be swept off on a great adventure. Secretly burgle something, and take it back home with you. Hit Point

REDHACK - a character driven roleplaying game

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The world around us has fallen. Ancient ruins, reminders of a past that no-one remembers, dot the fractured landscape. Civilization clings to survival with shaking claws, as the chaotic wild encroaches upon it. Civilization creates a foothold, a light in the darkness. But every time the light is snuffed out and darkness crawls forth again from the depths, and pushes back civilization. So it has been for as long as anyone can remember.  What is RedHack? This game is a nod to games that came before it; the classics, the fantasy heartbreakers, the retro-clones, the indie revolution. This is all of that. RedHack is a game that requires at least 3 players to play. It’s best with 5, maybe 6.  Most of the players in this game take on the roles of characters who venture out on dangerous quests seeking gold and glory. It's about fighting monsters and getting loot. It's about trying to make it out alive. One of the players takes on the role of the Game Master (GM) who adjudicates the rul