Saturday 12 May 2012

Rangers and Rangers

Goodman Games produced Expanded Spell-less Ranger, for Pathfinder. Aragorn, it cites, didn't cast spells. In the place of spells are more abilities, focused on stealth, movement, and healing, and Ranger talents, which are customisable options very similar to Rogue talents. A couple archetypes are offered, along with feats and talents.

I like the options presented, this looks like a great supplement, and a way to round out the "semi-Spell User" as a pure martial class. Since our group's ranger really isn't connected to the divine in any real way, I think I'll pitch this to her to see if she's like to give it a try. At 5th lvl the changes won't be too dramatic, and if she doesn't like it she can switch back before 6th lvl without irrevocably snapping anyone's suspenders of disbelief.

And now for something very different.

Talking to R. at the cafe, who is working on a Wasteland game using Keys from Lady Blackbird, and possibly Dogs in the Vineyard -- although the overall mechanic wasn't clear in the conversation. Some of his keys for a Vault Dweller really hit the nail on the head between evocative and 

Keys are a fascinating tool for a game. here's an example from John Ryan's Lady Blackbird hack:
 Key of the Loving Father You love your kids, Maddi Sue and Connor, more than anything else. Hit your key whenever you act to find, protect, or help your kids. Buyoff: Let Linda Leigh keep the kids.
Every time you hit your key you get a reward, normally dice in your pool or XP. Get tired of your Key, or want to resolve it? Go for the buy-off.

R. and I approach one problem from two very different directions. But while you'd figure that a "sandbox" game like Wasteland would be perfectly suited for an OSR style game, R. has come up with a "village by village" setting that doesn't require, or even allow, the GM to start trowelling on plot -- the story is coming from the players, the GM has relatively little input into it. And it seems to suit the Wasteland model very well.

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