Double Proficiency

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Our vintage Shadowrun campaign has come to an end. I know, happens.

Last we left off (at least here, on my blog), we were just getting ready for the big finale of Harlequin campaign – and we did it, it was awesome, glorious, amazing, climactic, and beautiful. A round of applause for the GM, it was just a fitting ending to a year-long campaign.

I got to punch a dragon into unconsciousness. It was everything I wished for.

And then we went for some downtime, as our campaign ended it November 2053, and we wanted to pick up in Spring 2055 – you know, 2055 in Chicago, all the Universal Brotherhood and bugs business.

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Hello!
So far, we’ve talked about the general idea behind PA, and the technologies that made everyday life in the Solar System so vastly different than it is today. I decided to make those vlogs with a bi-weekly theme, swapping lore related topics with closer looks on the gameplay and rules each time. So, our today’s video will cover the gameplay of Project Aphelion, to give you an idea of how will the game function.

Gameplay

Gameplay in Project Aphelion happens on multiple platforms, both during the session and between them. I’m designing it to be a perfect game for a long, immersive campaign using more than one format of play, but also to fit nicely for a play-by-post, convention setting, or even as a board game without any classic TTRPG elements and character-based play. I think the best way to describe PA is a roleplaying game mixed with a 4X strategy game and games like Europa Universalis or Risk. How is that going to work? Well, this is where the fun begins.

The game will “run” on three interconnected playing fields, with a varying degree of focus and importance depending on how you want to play the game.

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Escape rooms! Investigations! Cons! Reunions! Pure excellence!

Welcome back to the session recaps from our Shadowrun campaign! We’re playing 5E, a bit house-ruled, as our campaign is set in 2053 (in Chicago, for better or worse), and some of the things, like Matrix rules, had to be reworked. Our GM is the amazing Jakub from Project Aphelion whom you can follow in his GM glory on Twitter.


In the last episode, our intrepid band of criminals, described properly here, stole a rare flower from the middle on the Amazonian jungle, annoying Ehran the Scribe just a tiny bit more, and got back to Chicago, their hometown.

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Recon! Spirits! Mission Impossible! Indiana Jones! Death puppies! Chases! Certain doom!

Welcome back to the session recaps from our Shadowrun campaign! We’re playing 5E, a bit house-ruled, as our campaign is set in 2053 (in Chicago, for better or worse), and some of the things, like Matrix rules, had to be reworked. Our GM is the amazing Jakub from Project Aphelion whom you can follow in his GM glory on Twitter.


In the last episode, our intrepid band of criminals, described properly here, got themselves into the Amazonian jungle. We traveled, fought, and sneaked through the forest, finally arriving at the hidden plantation where our objective was waiting to be stolen.

Our names?
Ravael, the ice-slinging spell turret;
Vector, the fire-slinging summoner;
Topper, the bullet-slinging ex-stage illusionist;
Phase, the B&E phys adept, slinging… hmm… neurostun grenades and herself from the rope? (yours truly)

Our quest? To seek the black rose.

What is the airspeed velocity of an unladen swallow? Whatever it is, it’s definitely slower than a freaking. great. storm. spirit.

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Hello! I’m Jakub Wisz, the author of Stars in Our Sails and Project Aphelion, and this is the next development blog for the upcoming TTRPG Project Aphelion.

We covered the basics in the first vlog, so now we can get to the good stuff.
In this vlog, we’re gonna go over what makes the world spin – technology.
To make the Solar System of Project Aphelion as immersive and realistic as possible, I did more than just put people in spaceships and go talk with people with weird eyebrows. I went over every layer of society and tech and figured out how the major scientific and economic shift would influence the world in every aspect.

Human society in Project Aphelion survived a revolution that could be compared; I think only with the invention of internal combustion engine and flight – and I did my best to reflect that thoroughly and indiscriminately throughout the entire of Project Aphelion.

Trade, warfare, communication, culture, religion – everything changed when humanity took the first serious steps into space.

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Here’s first of the proper session recaps from our Shadowrun campaign that I mentioned in the previous post. We’re playing 5E, a bit house-ruled, as our campaign is set in 2053 (in Chicago, for better or worse), and some of the things, like Matrix rules, had to be reworked. Our GM is the amazing Jakub from Project Aphelion whom you can follow in his GM glory on Twitter.

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Hello! I’m Jakub Wisz, the author of “Stars In Our Sails” and Project Aphelion, and in this first blog, I’m going to explain what the hell even is that I’m writing. This post is an introduction to the world of Project Aphelion and the setting, so I’ll keep it short – I’ll write about the details later.

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Chicago, 2053, March. A group of fresh-from-the-oven shadowrunners just tries to make a living.

Chicago, 2053, October. Fought the dragons, sold 700 orcs to Dunkelzahn, pissed off Señor Oscuro, Chicago now under martial law, let’s just go to Amazonia to steal some rare flower and give Ehran the Scribe the middle finger – again.

Oh, I love Shadowrun.

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I’ve been toying with the idea of Fantasy RPG survival guide for a while – and here’s the first post in the series. What I’m trying to achieve is a comprehensive guide for players and GMs who’d like to solve those matters in a more involved way than just “roll Survival (DC 15)”. In this series we’ll be covering all topics from assembling the party, sharing the loot, small unit tactics, wilderness survival, fighting different types of enemies, surviving a siege, building fortifications, to establishing your own kingdom. Basically, everything your character/party/NPC might need to be successful in the weird worlds of fantasy.

 

You’ve just left the fighter’s collage. Your mentor has just told you to go find your own path. You’ve just been kicked out of the circus. Your village has just been raided by goblins. You’ve just picked up your trusty sword, bow, dagger, or spellbook, and made your first step on the path to glory.

Now what?

You’re a novice adventurer with little to no adventuring experience. Based on your background, you probably know a bit about combat, can chat up an innkeeper, can read and write, and have some more minor skills and a major destiny in front of you. In short, there’s hundreds of people just like you in this part of the kingdom alone, and in a year, half of them will be dead or retired.

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I love it when the project is done and the NDA no longer applies, as far as showing off is concerned. Since March, I was quietly working on Starport RPG: a tabletop roleplaying game for kids, annoying my friends with incessant oh, I’m working on such a cool thing now – can’t tell you, though, NDA. Well, no longer. The project is live and I’m delighted at how it turned up.

The details about my co-operation with Starport‘s author, Kevin Ferrone from Wider Path Gaming, are already a part of my portfolio, but I really feel like this project deserves more from me than just that.

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You see, I adore Arthur Rackham, I care deeply for Gustave Doré, I spent hours redrawing Aubrey Beardsley’s illustrations. But there’s one artist whose works I truly love. It’s Jan Marcin Szancer.

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