As you have noticed, I've been a bit behind on posting. This is due to starting back at classes last week (or was it the week before? I can't even tell now) and trying to get used to it again. (I haven't been in classes for years...)
So, while I attempt to reach equilibrium with my schedules I'll be taking a short break -- might throw the occasional random post up, though.
Friday, August 31, 2012
Wednesday, August 22, 2012
VTT: Fork in the Road
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| Taking out security cameras |
Tuesday, August 21, 2012
Dungeon Blueprint: Labyrinth Lord
Busier week than I had planned for which means today's post is going more announcement-like. Last week I mentioned choosing a system to really focus on for examples, content, etc. and I have chosen one -- Labyrinth Lord. This is an OSR title with a free, no-art version of its rules in PDF as well as a very cheap art-included version also in PDF. My main reason for picking it is its relative simplicity. (Also, it works with their Mutant Future line and I love me some post-apocalyptic goodness.)
Next week I'll have some real content with a short, detailed level using either the base Labyrinth Lord or Mutant Future. (Probably MF.)
Next week I'll have some real content with a short, detailed level using either the base Labyrinth Lord or Mutant Future. (Probably MF.)
Thursday, August 16, 2012
Fiction: Editing Pt. 2
This week in Fiction sees a very light edit. Last week's Fiction piece was fairly short and not too terribly done, I think.
Also: Spent most of my night looking at typesetting sites and all kinds of stuff for the TeX/MiKTeX/LaTeX program(s), instead of editing. Oops.
Also: Spent most of my night looking at typesetting sites and all kinds of stuff for the TeX/MiKTeX/LaTeX program(s), instead of editing. Oops.
Wednesday, August 15, 2012
VTT: Heisting the Heisters
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| Setting up a fake drug deal to get inside. |
Tuesday, August 14, 2012
Dungeon Blueprint: Rhyme Time
Thursday, August 9, 2012
VTT: Time & Trouble
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| Drilling... |
"We've got a police assault incoming!" a voice crackles over the radio. Suddenly, the surrounding windows burst inward, spraying shards of glass all around, as a SWAT team swings in with guns blazing.
That's a fairly typical scene in PAYDAY: the Heist, a PC-based FPS game developed by OVERKILL Software and published by SOE. I've been going through it the past few days and have come up with some ideas that would work well with tabletop gaming (indeed, they're already apart of it). Enough to cover this week and the next two, in fact.
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