I've been a bit silent as of late because I had some surgery last week. (No worries, it was a minor procedure) The last week has been lost in a haze of pain and now a haze of painkillers. (Thanks, doc!) I even missed my Sunday game, which has not happened in....longer than I am presently able to recall.
I want to send out a belated thank you to Christian, of Destination Unknown. I received his 'zine in the mail right around the time I went under the knife. Small but mighty, the 'zine is essentially pure creativity and I appreciate the DIY aesthetic of it. I should show it to my wife, who used to be quite into 'zines via an old friend of hers. I think I actually forgot to tell her about it, but my mind was in other places. (And as soon as this pill kicks it, in will be right back in said places, so I'd better crank this blog entry out but quick.)
In return for the 'zine, Christian has asked for a donation, a trade (presumably another zine?) or a letter. I think I might write a letter...that's something I haven't done in years and years. Perhaps I'll send him some D&D material of my own. Christian, if you're reading this, do you have any particular preference when it comes to RPG content?
I've been in a steampunkity mood lately, and so while I've been confined to the couch, I've been reading GURPS Steampunk, which is the only GURPS book I still own. I eventually came to loathe GURPS, but I loved the Steampunk sourcebook for its' surfeit of wonderful ideas and imagery. (Also, it has a lot of good information on things Victorian) I will say, however, that there are plenty of instances in the book that remind me exactly why it is I have sworn off GURPS. I really don't need a formula for figuring out how many watts or joules my steam engine can produce, nor do I need formula and tables for the accuracy of artillery fire. I can see how there are certain stripes of gamers who are all about the meticulous and want their games to have hard science and plausible math behind them... I'd rather just get to the part with the saber duel atop the airship. (The airship being a huge damn McGuffin in any case) I don't need to know the acceleration of the time machine or how many cubic feet of fuel it needs to operate...just get in the damn thing and go shoot some dinosaurs, will you? (Remember to stay on the floating metal path, though...)
In my haze this last week, I have been contemplating Stars Without Number for a Shadowrun-esque game. It would be possible to do it "out of the box" using Polychrome, but I have elected the way of pain, and have decided that it needs to keep the fantasy elements. I've sketched a few things in my notebook (around the sketches of my RIFTS SWN conversion), but I'm a bit stuck on how to proceed with classes: I could go the original SWN route of Warrior (to cover all you badass street sammies), expert (to handle deckers, riggers, and sneaky types)Caster (in place of psychic, to handle mages and shamans) However, the truly masochistic part of me wants to start writing up classes that emulate some of the most common types of characters in the game: Street Samurai, Adept, Decker, Rigger, Mage, Shaman, Mercenary, etc. I also did a quick work-up of the races, which I will probably post later. I will also admit that this is heavily inspired by JB's posts about a B/X Shadowrun.
Well, that's all the stamina I have at the moment. I'm going to go lie down. I'll catch you all later this week. If anyone has posted anything especially cool, please email it to me or leave me a link in the comments; I will try to catch up on all the back reading I have to do around here but I can't make any promises.