I've played many games in many more game systems. There are a few that have stood out for various reasons:
I love the Hero System due to it's toolkit like design.
I love Basic Roleplaying and a few others due to the fact that they use a percentile system, which just sits better with me.
However, alas, both of these things are very different from each other.
Thanks to a few people on /r/rpg on Reddit and myself, we've come up with a working way to make the Hero System use a 1d100 instead of 3d6.
I'll start posting designed stuff up that uses this. I have my first game coming up to make sure it works!
Ahh, I remember Demon Singer fondly. It's pretty apparent what my inspirations were for this setting: Shin Megami Tensei, Dresden Files, Japanese Folklore, old detective movies and who knows what else.
The characters were people who had some sort of connection to the paranormal due to an interaction with the spirit world. Music, in the sense that it can effect people played a major part of it. For some reason, the random collection of words, "The song of Azathoth changes all" stuck with me and may have even been the defining moment of the idea for this setting. Some people were touched or communicated with daemons, others had haunted bloodlines. Some, for whatever reason, just naturally attracted a daemon. These daemons would interact with the character's "deimon" and take on a new form, that of a demon, formed by the character's being into a new shape. These people would create a unique song that formed the bond between daemon and human.
Before we go any further, I'd like to mention that in regards to this universe, a demon isn't the red skinned, horned beings from Hell you probably initially think of. I was using the Greek definition, which essentially is "A lesser deity between men and gods".
In this manner, anything from faeries, angels, devils, spirits could technically be a daemon and interact with the player.
Character creation was a two step process: First, they made their human characters, and then they would make the major demon(s) they formed. Players could decide whether they would focus on a single demon (more character points, but single flavor) or multiple demons (less character points, multiple flavors).
My first campaign was with a group of three people, one of them being a friend of mine. I told him that I'd run a game for him at some point, and his friends came along for the ride. I'll give you a run down of the characters:
Chadwick Denton: His demon was build like a football player with a helmet full of balefire. Represented strength, youth and revenge. The character lost his older brother due to a spinal injury suffered while playing football. Chadwick himself could communicate with the dead.
Earl Gray: His preferred demon was, a giant eggplant with a human face on it who had control over ice and could summon minor demonlings in the form of walrus people. This demon, who's name was "Eggy" also had a tendency to steal things and vomit them up later. The player imagined him talking as though he was a stereotypical african american police officer from the 70's. Earl's character dabbled with the occult, initially as a hobby. (No, I never found out why he wanted an eggplant demon or the explanation for the walruses)
Simon Scrooge: Simon had three demons, all of which took the form of flying voodoo masks. They were amusingly named, Huey, Duey and Louie. The three of them represented extreme personalities: Huey was aggressive, Duey was intellectual and Louie loved the ladies.
The first campaign was essentially a detective story involving cultists stealing things from the college the players went to. Chadwick died in a battle scene as one of the cultists managed to score two critical hits in a row.
I decided at that point to impliment a mechanic where they players, upon death, had a certain number of "strikes". Once all the strikes were gone, they themselves would lose themselves and become a daemon and part of the spirit world. Some entity, looking very much like the grim reaper, held a "contract" for the character.
The second campaign ran a little bit longer, and had quite a semi post-apocalyptic feel to it, from what I remember.
Demon Singer was an interesting concept I may develop more one day. I originally had a different image in my head that had to do with music and charming demons, but that was nearly absent in the final version.
To get back in the game, so to speak, I'm going to discuss some of the game worlds I've created over the years. Some of them ended up being nothing more than single shot games, some never got to be played. A few ended up in campaigns, and even fewer ended up reaching the status of having several campaigns being run in them.
I know it would seem like I haven't updated in forever, but I have been working on things.
How about the plane of Luan Apach, home of the canyon dwelling shortfolk known as the Canyon Hanta?
There's also the plane of Sylvigoth, a colony plane that is out of the way and unfortunately, as of the Fourth Age, controlled by the Vampire Counts.
I was spending some time trying to find a way to put custom maps into the Google Maps API, which I was able to do through a lovely site that is the evolution of an earlier one.
I alerted my good friend and fellow gaming blogger Stargazer of the site, which he promptly also blogged about, letting more people know of this wonderful tool.
You can find what I have done with those below:
I've started working on the Zd10 wiki, the first article being about one of the Planes in my Trigate: Fourth Age setting.
You can check that out here: Luan Apach, Home of the Canyon Hanta.
For some time now, I've been working on a game setting in which to experiment with the FATE system, made famous by Spirit of the Century and more recently, the Dresden Files RPG by Evil Hat Productions. I've always had several ideas for science-fiction settings, but it wasn't until I started working on my Grimm Landless collection of pulp stories that the ideas behind Lost to the Stars came to a head.
Lost to the Stars can list several things as major inspirations. The most obvious of these, in my opinion, are Mass Effect, Flash Gordon, Buck Rogers, Star Trek, Battlestar Galactica, Star Control 2: The Ur-Quan Masters, Weird Worlds and a bunch more.
In further posts, I'll describe the world of Lost to the Stars in further depth, including write-ups of the history building up to the present, planets, ships, and even detailed three-dimensional maps thanks to AstroSynthesis by the good folks over at NBOS Software.
So keep your eyes open for a world with ray guns, jet packs, lost human cultures, aliens, blocky robots, women in distress and of course... adventure!