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Showing posts from June, 2019

THE RULES

PROJECT INFINITY: CHARACTERS AND MECHANICS Characters can come from any of the alternate Earths. THE MECHANICS Ability Scores are 3d6 - in any order Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma, Medical App, Technology App, Science App Characters may increase 1 ability score by 1 point every 3 levels. Score Modifier 1 -5 2 -4 3-4 -3 5–6 -2 7–8 -1 9–11 +0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20–21 +5 22–23 +6 24–25 +7 26–27 +8 28–29 +9 30 +10 Ability Checks are used for most attempted actions. Roll a 20 plus ability score bonus, plus skill bonus, over the difficulty score. Non Difficulty 1 Easy Difficulty 5 Average difficulty 10 Difficult Difficulty 15 Extreme Difficulty 20 Impossible Difficulty 25 No Way 40 Situational modifiers may be added to difficulty rating. Healing : Under normal circumstances, 25% of hitpoints lost are healed for each 4 h

The Setting - PROJECT INFINITY

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Project Infinity is a dimension hopping game of exploration and adventure set on alternate Earths. In a reality almost identical to our own, a group of scientists has been working on a system to weaken the boundaries between universes, now they have succeeded. Project Infinity is a privately funded operation, whose main base is located on Île du Port, one of the Kerguelen Islands in the southern Indian Ocean, also know as the Desolation Islands. The French Government has a presence at the base. The only way onto or off of the island is by 6 day boat trip. While the Infinity Project is not secret, no one seems to care much about it. It gets little or no publicity and is generally unknown to the population at large. The organization financing the project is called The Infinity Foundation, and little is known about it. The base itself is powered by an advanced fusion reactor. The base is stark, but still comfortable. There is a surprisingly large storage area with en

Deciding on Rules

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There are two important considerations when beginning the design of a new campaign. One is as important as the other, and they are actually intertwined, so they both come first. They are Rules set and Genre. Genre is far more than just the setting. Medieval fantasy, futuristic sci-fi, wild west, modern day action are all common RPG genres, but within that is actually the style of the game. Is your medieval fantasy all chivalrous knights and elegant wizards vying for power, or is it gritty dungeon delvers looking for fast treasure and enough magic firepower to turn armies to ashes.   Could it be modern with super heroes or spies or ghost hunting secret agents. The style of the campaign is really a combination of what you want and what your players want. But that tone determines the best rules set to use. And there are a lot of choices. For a moody atmospheric game that is more into character interaction, White Wolf created World of Darkness. It's great for a game with super pow

Where we Begin ...

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Back in 1977 I was a teenage electronics geek. I had my ham radio license, a bedroom filled with electronics gear, an after school job at a two way radio company. I was on my way to becoming a radio engineer. Then a friend said, “hey, you know over at Bob's Comics they play this game called dragons or something. You'd like it.” He had seen an article in the paper. This is the article: ISo, I went on a Saturday morning to have a look at a Dungeons and Dragons game, and my world was never the same again. Now, 40 years later, I work in entertainment. I make movies, television shows, web series, and I take photos at events, where there are people who make movies, television shows and web series. And I still play Dungeons and Dragons and all the – well, most of the – fantastic variants that have sprung from it.  There have been elements from other games and systems that I have really liked, and taken for my own. This has created a mish mosh of rules, but in th