Last night and today was Pre Cana, the ritual Catholic test of stamina / prior to marriage class. The future Mrs. Tenkar and I survived (which wasn't easy, as Rachel's broken foot and sprained opposite ankle really hampered mobility, but I digress).
Last night's history lesson was fairly convoluted... I'm sure the priest knew where he was going but I didn't (and I was a history major).
Today, the couple that gave the class were very nice, although the wife's accent was heavy enough that I drifted off to gaming thoughts when she read or spoke. Probably not what the big guy upstairs wanted from me, but the other option was breaking out the iPad, and we were told that was verboten right from the start... sigh.
In any case, I was wondering if an Illusionist class could be built for the Swords and Wizardry rules within the OGL. I know there were reasons the class was kept out, which boiled down to not being able to stay true to the original D&D class within the bounds of the OGL, but just like the Bard class, there has to be a viable and acceptable variant out there, even if I have to write it myself.
Then I bounced to the question of "what exactly would make Tunnels & Trolls more acceptable as a traditional group RPG?" Would it be a setting? Sandbox or detailed local setting? Maybe an adventure path.
I got my certificate AND I did some gaming brainstorming. Not too bad a day ;)
Overpriced Disadvantages in DF: Lecherousness - I've blogged before about Underpriced GURPS Disadvantages. Here is one that I think needs a little worsening to bring up the point value. *Lecherousness: ...
7 hours ago