DEEP SEKH

 

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EVERYTHING CAN BE EATEN

This is the developer's blog for the DEEP SEKH Campaign Setting. Herein you can find articles, characters and information related to the DEEP SEKH setting, as well as an ongoing history of all progress made towards the development of this unique and exciting game setting!

 

DEEP SEKH is a campaign setting originally created for the Dungeons & Dragons roleplaying game by Donald Hughes in late 2003. It was initially developed as an extraplanar city where all manner of bizarre creatures could be found (and killed), but eventually grew to become a multi-layered Plane of Infinite Battles!

 

Since its inception, DEEP SEKH has grown to involve more players and is now played at many conventions across several states throughout the year. It's the product of five years worth of blood, sweat, and tears on behalf of its designers and players, and includes the imagination and brilliance of the finest of gamers and roleplayers.

 

ORIGINAL DUNGEON

DEEP SEKH maintains that every path to power is readily available to all Player Characters and Non-Player Characters alike. Whether through negotiation, subterfuge, or violence, anyone and everyone can be a hero, a villain, or a victim. In the "Original Dungeon," all are created equal.

 

News and Announcements

Read older news and announcements in the Archived News section.

  • 2/26/2009 - Began updating the About DEEP SEKH page by revising and condensing the description of each Season. Finished revising descriptions of Seasons One through Four.
  • 2/26/2009 - Dundracon 33 was a fantastic success! Don and I had a blast and got some great feedback from our players. Look for more news about the development of the system as we prepare for our countdown to the next major release this Summer!
  • 2/2/2009 - Factions are back! Though they won't appear in the form they originally took, the factions of the DEEP SEKH Tournament are making a triumphant return! And this time, they'll be tied into the overarching plot! Each of the four factions will have a basic philosophy which members will prescribe to, though there won't be any restrictions to character selection. Once the cards start rolling out, a player will have three different types of allegiance to choose from -- "race" (Tribe), "class" (Cult), or faction. Faction will be a kind of stand-in for alignment, and the cards that come out will revolve around the characters, ends, and means of the varying tribes, cults, and factions of the setting. LOOK FORWARD TO IT! HA-HA!
  • 2/2/2009 - CONDITION RATING is dead. So are HIT POINTS. Some other mechanical things have changed. Now, damage is dealt directly to ABILITIES, and as they're damaged, the character's DEFENSES and SKILL are reduced, as well. It's NEAT. Anyway, with the advent of qualities and the scaling back of feats/talents, hopefully the changes to how damage/hit points are handled will make the game as complex as it needs to be. Looking forward to getting the cards done for Anime Expo this year, though in all likelihood, they'll be "Beta" cards, and we'll see the "real deal" next year. That's just how it seems to go. =P
  • 2/2/2009 - I'd had some grief over the apparent lack of choices that low-level characters had in the game when I limited character building to the talent-feat-talent approach. Now characters only got options ever even-numbered level. I got over said grief when I created QUALITIES, which, rather than *adding* options for characters, codified the options that were already available to them. The character sheet no longer looked as bare as it did when I dropped all the bonus feats and talents characters USED to get. Qualities are a cool new revelation, and fall under two basic categories -- CHARACTER and FACTION qualities. Character qualities are inherent to characters, and will stay the same from game to game. Faction qualities, however, are only present in DEEP SEKH games, which revolve around influence, and other games that make use of the same mechanics.
  • 2/2/2009 - This week will see another revision to the character sheet, to reflect the new changes in the system. Notably, the "attacks" box will be dropped, one of the skills has been renamed, there's a new entry in the "defenses" box, "defenses" will probably be moved over to the left-hand column to go with "abilities" and "skills," "feats and talents" will likely slide all the way to the right-hand side, "qualities" will fall in the middle column, and "condition" will be removed. That's sort of what I've got in mind, but I haven't even BEGUN to work on it, just plan it out, mostly.
  • 2/2/2009 - There's been a bunch of changes to the system, as is pretty normal for the Fall-to-Spring seasonal transition. The trend the last two years has been that Mikomicon usually sees the game system last and Dundracon sees the newest incarnation first. When it comes 'round to Anime Expo, the game is so radically different, it's like brand-new every year. Hopefully, once the system solidifies a bit more, there won't be so many changes between the seasons. But then, the game just wouldn't be the same. =P

 

Recent Updates

  • 1/12/2008 - Moved the brief, brief December News into the Archived News section.
  • 12/31/2008 - Updated and modified the About DEEP SEKH page. Expanded and revised the Season 7 description.
  • 12/31/2008 - Deleted several defunct pages, including Deities and Mythos, Game Setting, Rules of the Game, and Tournament Play. Many of these pages will return at a later time, but were already ridiculously out of date.

 

Please direct all of your questions, corrections, comments, concerns, and reprimands to deepsekh@hotmail.com. To ensure your message makes it through our abjurations, please include DEEP SEKH in the subject line. Transmuters are standing by.

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