There is some confusion about where some of my art and ideas come from.
Like most everyone I created a fantasy world in my mind an awful long time ago. From this world comes comics, creatures, stories and in 1996 I published my Dragon Storm CRPG.
What you see here is a sample character card from the game, a Tigrean who can shape shift into a dragon. Because I'm an artist I did the RPG on combinable cards rather than the more traditional Book based RPG. It gives me a chance to better "show" the aspects of the world. There is just snippets of the world scattered through out my works. I wanted to create a game and game world where others could add there own flavor and create there own variations. That makes the game difficult for some people to follow because it requires the players and GM's to add there own direction. It also means that most answers to technical questions is "That is up to the GM." This is especially tough on "rules lawyers" who want everything spelled out. It also means that there is only a small dedicated audience for DS, but it can't break out and be a big success. As long as it entertains people and brings in a small amount of cash, I will keep publishing it.
If you are interested in learning more, you can go to: http://www.dragonstorm.com and discover it for yourself.
Like most everyone I created a fantasy world in my mind an awful long time ago. From this world comes comics, creatures, stories and in 1996 I published my Dragon Storm CRPG.
What you see here is a sample character card from the game, a Tigrean who can shape shift into a dragon. Because I'm an artist I did the RPG on combinable cards rather than the more traditional Book based RPG. It gives me a chance to better "show" the aspects of the world. There is just snippets of the world scattered through out my works. I wanted to create a game and game world where others could add there own flavor and create there own variations. That makes the game difficult for some people to follow because it requires the players and GM's to add there own direction. It also means that most answers to technical questions is "That is up to the GM." This is especially tough on "rules lawyers" who want everything spelled out. It also means that there is only a small dedicated audience for DS, but it can't break out and be a big success. As long as it entertains people and brings in a small amount of cash, I will keep publishing it.
If you are interested in learning more, you can go to: http://www.dragonstorm.com and discover it for yourself.
Category Artwork (Traditional) / General Furry Art
Species Tiger
Size 273 x 380px
File Size 204.3 kB
Well, there's a lot op potential in DS, Obviously there's the furry fans who like the game because they can play their favorite species. The game can also take an 'eco-warrior' approach, focusing on the stormriders fighting to dispel the Storms and defeat the necromancers who are creating the storms that pollute the land. It can also be spun as a 'coming of age' story, with the new shifters dealing with all the changes running through their bodies, as well as the changing attitudes of other people towards them as they change from 'kids' into either 'monsters' or 'warriors' depending on whether a particular village is unter the control of a necro or the stormriders.
Somebody e-mailed me and asked where to find the Dragon Storm "stuff".
The best thing to do is to go to the free stuff and download the rules and enough items to try the game. And here is the secret hidden location for this: http://www.dragonstorm.com/market/m.....l#gmdemosheets
The best thing to do is to go to the free stuff and download the rules and enough items to try the game. And here is the secret hidden location for this: http://www.dragonstorm.com/market/m.....l#gmdemosheets
I hope this doesn't come across the wrong way, as I've always appreciated your art and found Dragon Storm to be an interesting approach.
I found two main factors to be a turn-off that kept me from seriously getting into the game.
First was the collectable aspect. While it's possible to improvise around, there's a definite feeling that if a character is to have a certain item/ability, you need to own the card for it. That made random packaging annoying, though it was allieviated some by the singles and specific theme packs that were available on the web site.
Second, there seemed to be a distinct drop in production quality at some point. I was used to cards looking a certain way, then I ordered a few individually only to get cards that appeared lower quality. At the time, I thought "these don't look any better than what I could print out of a cheap deskjet and laminate real quick."
I don't know if that's useful information in any way, but it's one gamer's perspective from several years ago.
I found two main factors to be a turn-off that kept me from seriously getting into the game.
First was the collectable aspect. While it's possible to improvise around, there's a definite feeling that if a character is to have a certain item/ability, you need to own the card for it. That made random packaging annoying, though it was allieviated some by the singles and specific theme packs that were available on the web site.
Second, there seemed to be a distinct drop in production quality at some point. I was used to cards looking a certain way, then I ordered a few individually only to get cards that appeared lower quality. At the time, I thought "these don't look any better than what I could print out of a cheap deskjet and laminate real quick."
I don't know if that's useful information in any way, but it's one gamer's perspective from several years ago.
We don't have much choice on the, as it turns out, expensive and time consuming, laminated cards. We just never got enough market to continue doing the original cards. At the same time we have enough "hard core" followers that we can't disappoint them and quite, so we go on as best we can. The truth is, we are still selling the cards we printed, and paid for, in 1996. *sigh* We are a cottage industry and have to live with it.
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