Selling off my collection for charity.

Hey gang,
I am clearing out my closet and selling off a lot of my gaming and book collection with the majority of the money going to charity.  The charities I am supporting are the American Cancer Society, Canine Assistance (a group that trains dogs for disabled people) and a local animal shelter which rescues animals from other shelters before they are put down.

Please check out my auctions and bid if you see something you like.  They are all starting at a penny and I have some rare out of print items up for auction. Tell a friend

Norwegian d10s with pips

Someone recently sent me a link to a site for a Norwegian RPG that is used in schools, and while looking at the pictures on the site (I don't know how to read Norwegian), I noticed the dice that seem to go along with the game.

They're d10s with pips that appear to have only four different faces - blank, and 1, 2, or 3 pips.

I'd love to know how they're used in the system. Is anyone here familiar with these dice (or fluent in Norwegian)?

Dice : Green

How Many Dice Are Too Many To Roll?

So the concept of dice pools has been hanging over my head in recent weeks, in part because I'm now playing in a short Shadowrun campaign, and a few months ago I was doing a short demo game (which failed to materialize) of 'Hollow Earth Expeditions'. Both are Dice pool based game mechanics.

Anyway, I really like the dice pool system used in HEX as it is the simplest I've seen, dice are rolled and all you have to note is if they come up odd or even. Even dice count as 'hits' towards success, Odd dice don't. Which dice you use is up to the GM or player, since the number of sides is immaterial to the results.

But, I've noticed in playing shadowrun that the number of dice one may comfortably roll at once could be a problem in a large pool game. It's not impossible to have 10, 15, 20 or more dice being rolled and checked at once.

I've seen this in other non-pool games as being a problem, such as Hero, but that's because you have to total the dice in many cases, and in some cases do so two different ways.

So, the question is, when does it become too many dice for the average player to want to deal with? What does the line best get drawn? And what scales are best for dice pools because of this?

What do you feel is best for you? What would drive you away as a player or GM (or does anything) when it comes to dice pools?

[Cross Posted to some GMing and Game design communities as well as in my own LJ]
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wire mother

Article On Attractive Dice And Dice Superstitions

"I'm still a little ambivelent about my eight d12s. They're a tad too clunky to be truly pretty dice. And d100s are right out. I don't understand what possible attraction a huge thing that looks as if it could double for a golf ball can hold for any reasonable person.

You can't stack a d100 in a tower, that's for sure."

"I just noticed that I've been insisting on referring to my dice as marbleized explicitly. Upon examination of my dice, I've been reassured, that yes, none of them have lost their marbleizing, and thus it is unnecessary for me to pretend that I have any others. My marbleized dice set me aside from true gamers, whose treasured scarlet red plastic polyhedrons are slowly rubbing away to nubbins, but I see nothing wrong with having been somewhat late in beginning my collection. I have no ugly dice, nostalgia-imbued or not.

Well, okay, I have some ugly dice. The d12, bought in desperation, that bears a color and visual texture disturbingly similar to my cat's vomit, isn't something I let most other people see. The purple d12 with the oversized numbers and the too-uniform glossiness isn't the most attractive, either. Of course, those two dice blend in with the rest of the d12s, which are ugly just by virtue of being, well, d12s."

"If dice are random, then it doesn't hurt to be superstitious. If dice are not random, then treating them properly is vital.

Better safe than sorry."

Dice Jewelry

I just found out my partner didn't get our Artist Alley table at Animazement, so I've got tons of stuff I was prepping for the con that needs to go! Still in the process of getting it all listed. I have more than twice what is up; if you're interested in something specific, ping me and we can talk.

For more info, please visit

X-posted in several communities

(no subject)

May 23-25: Marcon 43 - Columbus, Ohio
Location: Hyatt Regency Hotel, 400 N. High St., Columbus, Ohio 43215
Marcon is a full spectrum convention, with something for everyone: Art, Children, Costuming, Fan, Filk, Film, Gaming, Literature, Media, and Science, with items and event that include an Art Show, a Masquerade, a Dealers Room, 2 48 hour video rooms, and the gaming is in 7000 square feet of its' own! 
For more info, contact: Marcon, PO Box 141414, Columbus, OH 43214

June 25-29: Origins Game Fair - Columbus, OH
Location: Greater Columbus Convention Center
Origins is a 24 hour game convention in Columbus, Ohio at the Greater Columbus Convention Center with Registration opening at 7 a.m. on the Wednesday June 25th, 2008 (games starting at 8 a.m.) running 'till 8 p.m. on the 29th. Registration is open from 7 a.m. to 10 p.m. Wednesday - Saturday (and 'till 4 p.m. on Sunday) and though game-playing is 24 hours a day, games tend to be between 8 a.m. and Midnight. The Exhibit Hall is open 10 a.m. to 6 p.m. on Thursday - Saturday and 10 a.m. to 4 p.m. on Sunday.
SJ Games Staff Attending: Ross Jepson, Mark Schmidt 
Twitchy ass


To anyone and everyone who was at Dreamation 2008, my car, a blue Saturn SL1 was broken into and robbed. If you saw anything please let me know. I am hoping to be able to recover the laptop, pretty much above all other things missing.
This occurred in Iselin, NJ at the Woodbridge Hilton.
Here's a list of what was taken:

My Gateway laptop with power cable
Portable Hard Drive
6x8 Intuos2 WACOM tablet with pen
microsoft optical mouse
512mb SD card
Black Attache
spare Motorola battery
19" LCD Envision Monitor

Garmin C330 GPS system w/ mounts & powersupply
DOOM Boardgame and expansion

Brown Travel Bag
Clothing (several pairs of jeans, t-shirts) Cybergen T-shirt, I-Con T-shirt
My signed copies of Cyberpunk 2020 and Cyberpunk v.3, spare copy of Cyberpunk V.3, Edgerunners Inc.
D&D Players Handbook v3.5, DM's guide, Monster Manual 1

Mandy's Red Travel Bag
Hair Products
Phone charger

I'm offering a 2000$ reward for the return of all goods stolen, especially the computer and external hard drive with data.
naked lunch

How Many Pages?

I'm crossposting this between a number of the game design communities and my journal so I can get a wide variety of response.

I'm trying to figure out how much is too much, and how much is too little, when putting together a roleplaying game from scratch.

My current roleplaying game project, which I've been agonizing over for this entire year, is combined System Mechanic and Setting.

This is not my first game, nor my last. I'm hoping to support the material in combination with an online wiki for the game (my previous project Zamani ended up as a combination of Wiki and a printed handout book for the players of about 60-70 pages which gave the basics for character generation and a Codex of World setting info, all of which duplicated information in the wiki. (And another 10 pages of handout that they received during the game based up expanded knowledge they found or created for the world.)

My current project, in regards to what will be printed, is likely to end up larger (I don't have a good grasp on how large as yet).

Looking at other recent published works out there, I see the recent Mongoose Edition of 'Michael Moorcock's Hawkmoon' which weighs in at 164 pages. This has received mixed reviews, with a lot of folks saying the world info is too sparse, the borders too large as are the fonts. (There is one supplemental book in print at about the same size).

The recent 2nd Edition of Earthdawn, from Living Room Games, which also is a combination of system and setting, weighs in at 352 pages. (They apparently have plans for a lot of supplemental books for setting).

The Dying Earth RPG, from Pelgrane Press, runs 192 pages for the basic book (but they're publishing a lot of supplemental material for it as seperate books).

So, my question is, how much is too much to start players off with when introducing them to a new mechanic and setting? Does the number of pages others have needed to explain themselves in this way work as a good measure? Do you think players will balk at a 100 page book? 150? 200? 250? 300? 350? Since the industry has, from the examples, gone into these directions and seem to work their books these days more as serial publications, adding a few hundred pages of stuff every month or two, is it unreasonable for a GM producing an original system/setting combo to do things simiilarly? Or is it better to have it all written and in hand at start?

What do you consider reasonable?

Does setting up a wiki for more in-depth material to look up on various elements, rather than putting everything in a printout at start (like I did with Zamani) sound like a reasonable method of information delivery/availability with immediate overwhelm?

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