High Adventure Games

Meaty Gaming Goodness from the creators of Aega Mythea, HAGIS, and Shadows of Reality

Archive for the ‘RPG Design’ Category

Aega Mythea Dev Backonline!

Posted by Adaen of Bridgewater on February 9, 2011

I’m back to working on my game…very rough draft of text is in the making. The concepts are all in my head. Just need to get them into type!

~AoB

Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there was an age undreamed of. And onto this, Conan, destined to wear the jeweled crown of Aquilonia upon a troubled brow. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure! – R. E. Howard

Introduction

Welcome, dear travelers! You have wandered far from the days of ordinary life into the age of myths, the Aega Mythea (ā-ˈēg-ə mitḣ-ˈā-ə). A place in time when great heroes did great deeds…things to be remembered in ages to come. You, no doubt, have come to claim your piece of glory; to fullful your fate or to be master of your own destiny…Still unclear what I’m talking about? Let me explain…No, there is too much. Let me sum up.

Aega Mythea is a pen and paper role-playing game set in the mythic past; a time of swords and sorcery when deeds were done boldly, magic was a potent force, and heroes were larger than life. There’s a long history of pen and paper or table-top role-playing games which I will ignore other than to refer those unfamiliar with such games here (http://en.wikipedia.org/wiki/Role-playing_game_(pen_and_paper). Suffice it to say, that I have played many of these games and enjoyed nearly all of them. So why create another one? Why not create it? Aega Mythea is the distillation of my gaming history, taking the best of what I liked and embodying it in an integrated form with a singular goal of steering play stylistically toward what is most important to the players.

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Under the Dying Sun

Posted by Adaen of Bridgewater on November 10, 2010

I’ve recently signed up to playtest Under the Dying Sun by the Fiendish Doctor Samsara in a play-by-post game….Here’s my first character. Here’s our OOC Thread on RPG.net.

 

Dea-láidir of the Pit

Trueman Slayer

STR: 10
DEX: 8
CON: 10
INT: 2
WIS: 6
CHA: 4
Sword Specialization

Dea-láidir was born in the breeding pit of Heseian the Unholy on the longest night of year, under a moonless sky. Because he was born strong and healthy, he was trained and conditioned, literally from birth to be a fighter in the gladiatorial arena.

When he came of age, he fought as a gladiator with great success. A sword in his hands came to be feared as he cut and carved his way to some reknown in the arena. As he was what may be termed “born in captivity”, he knows little of the ways of the world and is somewhat dim-witted. The concept of gaining his freedom by any means other than dying never occurred to him. But as the gods willed it; that was not to be his fate. During a brief uprising among the gladiators, one of his compatriots told him to “follow me”. So Dea-láidir did and in the process managed to escape…

Equipment:

Starting “Coins” 40

Bone Daggers x3 -27
Food for 3 Days -6

Total Remaining 7 coins

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Aega Mythea – HAGIS Element – The TriDie (via High Adventure Games)

Posted by Adaen of Bridgewater on June 6, 2010

I’ve previously posted about the TriDie (aka mid20, roll 3d20 and take the mid result) and it will feature front and center in the Aega Mythea mashup! In fact, no other dice will be needed.

~AoB

HAGIS Element - The TriDie In getting back to developing and describing HAGIS, let’s talk about the main mechanic randomizer…the TriDie. Torben Mogensen, esteemed RPG Mathematician of DoomTM,has been discussing this very mechanic in his recent article on RPG.net. Torben (and Woodelf….where, o where art thou, Woodelf?) were the first to propose this mechanic to me on the Yahoo RPG Create board.       Let me explain….no, there’s no time….Let me sum up. Rather than te … Read More

via High Adventure Games

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RPG Design Patterns (via High Adventure Games)

Posted by Adaen of Bridgewater on June 5, 2010

As I’ve mentioned (see my post below from…jeeze over 3 years ago), I’m a big fan of John Kirk’s RPG Design Patterns. Its a work that describes aspects of mechanics, etc. that are implemented indifferent games, as well as the pros and cons of each. Well, some months ago (Sept 2009), he released a new version of the work available on his download page (here). You may be interested in his most excellent Legendary Quest (cool mythic gaming) and Gnostigmata (with which I’m unfamiliar, but looks cool at first glance) while you’re there. If you’re really into it, you might contribute to the Elements of Design wiki that went up in February 2010.

RPG Design Patterns I highly recommend this book by John Kirk for those table-top RPG designers, Gamemasters, and even players who want to understand how the nuts and bolts of the varying design elements can make a game work (or not work) in supporting design goals. Design Patterns of Successful Role-playing Games Even if one disagrees with any of the specifics contained within, it definitely can serve as fodder for thought. It has greatly influenced some of the dec … Read More

via High Adventure Games

Anyway, his use of terminology and such largely makes sense to me so I try to use it in my own design endeavors. I also deeply consider his thoughts on the merits/shortcomings of each element before using…whether I completely agree or not, it is instructive to follow his logic. I’ve added this note as a reference for my Aega Mythea game (a Atlantean Trilogy + Castles & Crusades + HAGIS mashup). I’ll be putting up some specifics about how I see that working in bits and pieces.

~AoB

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