The official blog for Fool's Moon Entertainment Inc.
Re: Tonight's stream...
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Voodoo Dolly here!
We had some connectivity issues crop up that weren't there in the test run, so we're going to have to cut tonight's stream short. :( We are so sorry. We're going to retool our setup and come back next week!
Q: Good morning, would you please introduce yourself for our audience? A: My name is Christopher LaHaise, CEO of Fool's Moon Entertainment; and incidentally the lead writer for most of the projects there. Q: How did you get started with Fool's Moon? A: A friend was interested in one of my game worlds, and helped start the company to see that game get published. Funny enough, it never did -- the project was just too big, so I wound up writing other projects instead. I still want to get back to it though, just need to break it down into smaller chunks. Q: What was the first game you got published? A: Technically , my first game to ever sell was a wrestling game I wrote in the 1980s and sold off to a friend for $10. I've considered writing a third edition of it some time, maybe when I stop trying to write every other game under the sun. However, my first actual published game was Fox Magic in the early 00s. Q: Tell us about Fox Magic, and what inspired you. A: Fox Magi...
I was thinking about Robotech this morning, and the old Robotech RPG by Palladium. In the anime, most enemy destroids go down in one, maybe two hits. If you play anything by Palladium you'll know nothing goes down in a single hit. A shot might do 2d6x10 mega damage (that's 2d6 x 1000 normal damage), but an enemy destroid might have 500, 600, 1500 MDC, and can tank two or three hits. Not really cinematic, that. And I was thinking, 'how would you make it cinematic, then'? Well, there's a few games that have a really good way of doing that, I think. Mob Rules In games like Godbound , or Outgunned , the entire 'mob' of bad guys have a single pool of hit points. Depending on how big and tough they are, they might have more attacks, do more damage, have extra special tricks, or whatever. And when the heroes attack, you can describe them gunning down 2, 3, 10 opponents in a row as the pool of hit points drops. In Godbound this is especially good...
I don't believe any given class should be inherently 'evil'. Sure, a majority of the people who take the class can be evil - I get that, but the class itself? Let me give you a pair of examples. 1) An Assassin. They only kill the corrupt and vile. They won't take a job to kill someone who doesn't deserve it, and they won't inflict 'collateral damage' (such as staff, guards, etc), unless it's in self-defence (and even then, prefers non-lethal methods). Their purpose is to ensure those who believe they're above justice face justice. They're doing the same thing hired adventurers might do, only with a lot less death involved. So, evil? 2) A Necromancer. They act as a go-between between the living and dead, act as a psychopomp, helping the dead find peace, eliminating undead, helping families grieve, and helping the ill or frail to pass on without pain. They're not raising undead, defiling graves, sucking the life force out of people, or an...
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