Back here I posted about the Softrope soundscape program (which I've also used successfully as a live theatre soundboard program). A couple of days ago, I stumbled across something else as well.
It's called Syrinscape, and at first glance it seems really spiffy. They have two programs, actually: one devoted to fantasy gaming, and one to sci-fi/post-modern. It looks fairly polished, and uses algorithms to make the different soundscapes sound more organic rather than like a looping tape. It is already programmed to fade in and fade out certain effects like background music and rainstorms when toggled. Not bad.
But there are a couple of issues:
1) It is entirely self-contained. You cannot add in your own sounds or music files to plug into different soundscapes, so you are limited to what is packaged with the program. Now, in total that may not be terribly restricting, as there is a fair variety of sounds available, but...
2) The majority of the prepackaged soundscapes are unlocked through either a subscription service (which, to its credit, permanently unlocks any new 'scapes released while the subscription is active) or by purchasing them directly. Without one or the other, you are limited to two 'scapes in either the fantasy or sci-fi program.
3) I personally would have preferred they not split the 'scapes into fantasy and sci-fi. Doing so requires that anyone wanting to be fully prepped for, say, Shadowrun has to have both programs up and running, since the Shadowrun setting incorporates both post-modern weaponry and magic.
It seems almost like the Syrinscape creator saw Softrope and thought, "Hey, I could put together sound packages and charge people for the convenience of not having to find sounds and put together their own." And that's not a bad thought, but most gamers I know don't tend to have much expendable income, myself included.
The one aspect of Syrinscape, though, that could really sell the product is something that Softrope doesn't have and, judging by their website that doesn't look like it's changed since I first wrote about them, likely never will: mobile support. Syrinscape is available in both the iTunes app store and on Google Play for Androids, and is intended for tablet use (you can use it on a smartphone, too, but it isn't optimized for it). Being able to take your soundboard with you on a tablet is a nice feature, making it a lot more mobile and less visually distracting than a laptop.
Is that worth $6.50-10.00 per month? For me, not really. I don't tend to have more than one actual tabletop game every three months. I'd be more likely to spend $5-10 getting a Roll20 membership, which would let me use their site on a mobile device as well. It's possible I might decide to pick up a sound pack here and there, but at $4 each or $20 for a six-pack, it still seems a bit pricey. I'll stick with my Softrope.
Zingers of Mass Destruction
Friday, February 13, 2015
Another Soundscape Option
Labels:
Roll20,
RPGs,
Shadowrun,
Softrope,
soundscapes,
Syrinscape
Thursday, September 4, 2014
Continuing on Magic and Race
So after I dropped the last idea into my online bucket, I went ahead and made a brief write-up for it:
"Certain types of magic are traditional to (and generally guarded by) certain races:
Dwarves are regarded as the masters of Gem Magic, while Elves have long been the keepers of Crystal Resonance. This has lead to a feud between the two races, as the Dwarves begrudge the harvesting of quartz and other appropriate crystals for what they view as a "perversion" of Gem Magic, while the Elves say that Gem Magic was an attempt by the Dwarves to steal the knowledge of Crystal Resonance.
Halflings use Sorcery, though other races often refer to it derogatorily as Witchcraft. It is a simplistic magic, but with no less potential to be powerful.
Gnomes, with their analytical minds and love for categorizing, developed Occultism, which relies upon hidden knowledge derived from both arcane formulas and religious texts and ceremonies (which are often formulas disguised as dogma and doctrine).
Humans, with their short lifespans and overwhelming drive for power and knowledge, have not developed their own form of magic, instead learning whatever form they prefer (or can get their hands on).
It is possible to learn more than one type of magic, though finding willing teachers may be difficult."
"Certain types of magic are traditional to (and generally guarded by) certain races:
Dwarves are regarded as the masters of Gem Magic, while Elves have long been the keepers of Crystal Resonance. This has lead to a feud between the two races, as the Dwarves begrudge the harvesting of quartz and other appropriate crystals for what they view as a "perversion" of Gem Magic, while the Elves say that Gem Magic was an attempt by the Dwarves to steal the knowledge of Crystal Resonance.
Halflings use Sorcery, though other races often refer to it derogatorily as Witchcraft. It is a simplistic magic, but with no less potential to be powerful.
Gnomes, with their analytical minds and love for categorizing, developed Occultism, which relies upon hidden knowledge derived from both arcane formulas and religious texts and ceremonies (which are often formulas disguised as dogma and doctrine).
Humans, with their short lifespans and overwhelming drive for power and knowledge, have not developed their own form of magic, instead learning whatever form they prefer (or can get their hands on).
It is possible to learn more than one type of magic, though finding willing teachers may be difficult."
Labels:
Campaign Settings,
Dungeons and Dragons,
gaming,
Magic,
roleplay
Wednesday, September 3, 2014
Magic and Race
So I'm puttering about, as usual, with my various spreadsheets and text files, trying to determine how many or which magic systems I want to keep, like I do. I'm starting to separate things out by assigning which stat is used for casting, when suddenly a thought hits me: what if your character's race determined what sorts of magic you had access to?
So maybe humans have access to gem magic, which I figure is more or less universal, as well as some other type, probably based on the spell lists in various resource books. And maybe elves can use gem magic, as well as the free-form d6 based magic system I came up with. In the meanwhile, maybe dwarves can use gem magic, as well as something based on runes, and halflings get gem magic and... I don't know yet. But the idea just hit me about five minutes ago.
Whaddaya want for nothin'? A rubber biscuit?
So maybe humans have access to gem magic, which I figure is more or less universal, as well as some other type, probably based on the spell lists in various resource books. And maybe elves can use gem magic, as well as the free-form d6 based magic system I came up with. In the meanwhile, maybe dwarves can use gem magic, as well as something based on runes, and halflings get gem magic and... I don't know yet. But the idea just hit me about five minutes ago.
Whaddaya want for nothin'? A rubber biscuit?
Labels:
Blues Brothers,
Dungeons and Dragons,
Free,
gaming,
gemstones,
Magic
Tuesday, September 2, 2014
Demonwars: One More Thing
Something I'd intended to bring up last post, that strikes close to some of the problems I've been having with differentiating between races, is that the setting (at least in this book) doesn't have non-human PCs. Even the elves of the world, the Touel'alfar, are treated as a mysterious NPC faction that will occasionally take human children off to be trained as this game's version of the Ranger class, but is generally unseen unless they want to be seen. So you can play as an elf-trained human, but you're still human.
For the setting, this likely makes sense (again, I haven't read the books the setting is based on), but from a mechanical standpoint it also makes things less complicated and tricky, regarding balance between races and what sorts of differences they have: there are no different races for PCs, so there are no differences.
I don't know that I want to go that route, but there are times that solution seems tempting.
For the setting, this likely makes sense (again, I haven't read the books the setting is based on), but from a mechanical standpoint it also makes things less complicated and tricky, regarding balance between races and what sorts of differences they have: there are no different races for PCs, so there are no differences.
I don't know that I want to go that route, but there are times that solution seems tempting.
Labels:
Campaign Settings,
Demonwars,
Dungeons and Dragons,
gaming,
R. A. Salvatore,
races,
roleplay
Monday, September 1, 2014
Gem Magic
One of the several d20 books I have on my shelves is R.A. Salvatore's Demonwars Campaign Setting book. It's got a neat flavor to it, despite that I've never read the books its based on. Definitely a lower magic setting than traditional D&D, with most hybrid classes only being permitted if they drop their spellcasting abilities, and clerics/druids/wizards/sorcerers being replaced entirely with setting-appropriate casting types based on the indigenous magic system: specially imbued gemstones.
Woo, objectification.
Sexualized cover art aside, I really like the concept of gem magic and the way it has been implemented in this system. Enough that I would use it, perhaps slightly modified, in my own games, except that as it is I'm already struggling with too many options and magic systems. I had wanted to make this system less complicated, not more, and having multiple systems of magic and spellcasting does not fit with that goal.
Regarding the setting's system, essentially there are gemstones which are imbued with magic (as well as naturally occurring gemstones that are not imbued, and can't be used to cast spells). The type of stone determines what type of magic or effects it can produce in the hands of a skilled wielder. Certain feats permit wielding two or even three stones at once, combining them to produce new effects not possible with only one gemstone.
The setting uses a mana-type system instead of spells-per-day, since you invoke the power of a stone through channeling that mana into/through it, and gem-wielding classes get 1d8 mana per level, with a bonus from their Con modifier. This still provides a limiter, which is what a spells/day system does, but there is also the secondary limiter of having any magic dependent upon having one of these special gemstones. There's no learning new spells each level, or scroll scribing giving a wizard a utilitarian edge. You either have the stone you need, or you don't - leveling just gives you more mana. Multiple gem wielders, though, can potentially share stones with each other, and I don't think there's any mention of stones breaking or losing their magical properties with use.
Combining it with any other magic system has the potential to make gem magic significantly under-powered, which means if I do want to use it, it may have to be the only magic system available. Alternatively, I could keep all these systems as options and leave it up to the players as to what gets used.
Labels:
Campaign Settings,
Demonwars,
Dungeons and Dragons,
gemstones,
Magic,
R. A. Salvatore,
roleplay,
RPGs
Saturday, August 23, 2014
Friday, February 21, 2014
Mental Balancing Act
Last post got me thinking about how Psionics could be balanced so as not to be too overpowering in comparison with other magic types.
The first limiter, of course, is that the "casting stat" for Psionics is a derived stat, so to have a comparable amount of power to draw on you need to have multiple base stats which are high enough to average to another high or moderately-high stat. With a system where there are only three base stats, admittedly, that is not necessarily as difficult as some, and yet it also means one low score can remove it as a viable option.
Something else to consider is what can affect, or is affected by, what.
Physical can affect physical things. That's... pretty much it.
Magic can affect physical things, and it can affect magical things. It can also bypass physical, depending on the spell.
Psionics can affect physical things (though this may or may not be more difficult), and it can affect mental/psionic things. It can easily (depending on the setting, nearly by default) bypass physical.
But magic does not (at least typically) affect psionics, and likewise psionics do not affect magic.
So where's the problem?
Generally, magic does physical damage. Even when it bypasses physical armor, it does physical damage or has some physical effect. Psionics do mental damage, the grand majority of the time. So a psionicist can easily bypass not only physical armor, but any form of resistance to physical damage, and is therefore even more effective against physical-based characters than a magically-trained character. In addition, since magic doesn't affect psionics, a psion can bypass magical defenses as well, and is only slightly deterred by the better mental stats of a spellcaster vs. a fighter.
On the other hand, a psion can't block a non-physical magic attack, either. Hmm.
Ok, so really, where's the problem?
Even if I permit a magic-user to affect psionics, and psions to affect magic (at an increased power cost for either) all I'm doing is making attack and defense types more accessible. Which would mean mages and psions could actually have a chance of resisting each other rather than being glass cannons.
Maybe it isn't as intrinsically overpowered as I thought.
The first limiter, of course, is that the "casting stat" for Psionics is a derived stat, so to have a comparable amount of power to draw on you need to have multiple base stats which are high enough to average to another high or moderately-high stat. With a system where there are only three base stats, admittedly, that is not necessarily as difficult as some, and yet it also means one low score can remove it as a viable option.
Something else to consider is what can affect, or is affected by, what.
Physical can affect physical things. That's... pretty much it.
Magic can affect physical things, and it can affect magical things. It can also bypass physical, depending on the spell.
Psionics can affect physical things (though this may or may not be more difficult), and it can affect mental/psionic things. It can easily (depending on the setting, nearly by default) bypass physical.
But magic does not (at least typically) affect psionics, and likewise psionics do not affect magic.
So where's the problem?
Generally, magic does physical damage. Even when it bypasses physical armor, it does physical damage or has some physical effect. Psionics do mental damage, the grand majority of the time. So a psionicist can easily bypass not only physical armor, but any form of resistance to physical damage, and is therefore even more effective against physical-based characters than a magically-trained character. In addition, since magic doesn't affect psionics, a psion can bypass magical defenses as well, and is only slightly deterred by the better mental stats of a spellcaster vs. a fighter.
On the other hand, a psion can't block a non-physical magic attack, either. Hmm.
Ok, so really, where's the problem?
Even if I permit a magic-user to affect psionics, and psions to affect magic (at an increased power cost for either) all I'm doing is making attack and defense types more accessible. Which would mean mages and psions could actually have a chance of resisting each other rather than being glass cannons.
Maybe it isn't as intrinsically overpowered as I thought.
Labels:
combat,
Dungeons and Dragons,
gaming,
Magic,
Power Levels,
Psionics
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