Today Dec 25th only Lulu is offering 30% discount coupon code 25DEC. These are some items "off the beaten path" that you should take opportunity to acquire with this discount. I've bought (the paperbacks) and recommend all the following. (prices sans discount)
Engines & Empire $9.99 - Intriguing mixture of Victorian, fantasty, steampunk based on D&D Rules Compendium). Interesting rules to lift and use elsewhere. (Free PDF)
Backswords & Bucklers $7.74 - S&W Whitebox based Elizabethan fantasy adventure. Inspired by works such as Michael Moorcock’s Gloriana and Sir Walter Scott’s Kennilworth. Neat! (Free PDF)
Oubliette 1-4 Compilation $12,37 - 148 pages of Labyrinth Lord goodness.
And of course the latest Fight On! #13 and Knockspell #6.
Sunday, December 25, 2011
Tuesday, December 20, 2011
Sunday, December 4, 2011
The 2nd Annual Three Castles Award
[Posted on behalf of Michael Badolato]
The 2nd Annual Three Castles Award is still accepting submissions through the end of the year (December 31st) for next year's award, to be given out at the 4th annual North Texas RPG Con. If you published a RPG adventure, setting, rulebook or sourcebook between October 1st 2010 and October 1st 2011 you are eligible. The focus of the award is on design, and last year's nominees (LoTFP Boxed Set, Stonehell Dungeon, Dungeon Alphabet, Majestic Wilderlands and B/X Companion) and initial winner (Michael Curtis' Dungeon Alphabet) exemplifies the type of excellence in small press products we want to publicize with the award. The NTRPG Con makes nothing off the award; on the contrary, we will NEVER break even considering the amount Doug paid for the absolutely beautiful statuette award given to the winner!
This is a designer award, not a publisher award, although the publisher is welcome to submit anything they wish for one of their authors. The only way this award will one day be able to boast an impressive run of quality winners is if the VERY BEST items are submitted every year, and that is up to the writers/designers themselves. So please, if you have neglected submitting your item so far, take the time to visit the site (ntrpgcon.com), go to the 3CastlesAward tab, fill out the required paperwork and send in three copies of your product for the initial selection process. Every year the judges are shuffled, and this year they are going to be Dennis Sustare, Rob Kuntz, Sandy Peterson, Dave "Zeb" Cook, and Steve Marsh....a group with an impressive list of skins on the wall in terms of products and ideas in the industry.
Share this with as many RPG designers as you can, and if you know of someone with an impressive RPG product release in the last year, encourage them to send in a submission for the award. Besides obviously promoting our convention, we really want to promote the industry and some of the great products out there that may be overlooked by gamers who only pay attention to the biggest companies releases each year.
Wednesday, November 9, 2011
Jeff Dee, Recreating His Lost TSR Art
Jeff Dee has kickstarter project to recreate all of his TSR art starting with Egyptian Mythos from Deities & Demigods.
I'm trying to contribute at the sweet "get all 13 signed prints" level of $200 but Amazon Payments is being troublesome.
Kick ass!
Check out this original / recreation of Elric. Right side being sweet example of the new recreations Jeff Dee aims to make.
Monday, October 31, 2011
Surprise Suxors
DMing lately I've realized I don't like surprise... rules. They are (to lessor or greater extent depending on system) a confusing exception to combat sequence. Esp in OSRIC! Surprise has the same, bad "swingy" characteristics of criticals (unfun to be surprised, an anti-climatically "win" button to surprise). Worst of all, asking for a surprise check eliminates any actual surprise! [Don't generally wanna roll dice in secret for players. A mechanic that requires me to, is a bad mechanic].
I'm not against surprise. But, it doesn't have an effect on play often enough to deserve it's own specialized mechanic and it should not be a part of every combat. Surprise should be uncommon and special. Not, "ho-hum we rolled for surprise". Instead, "Holy fuck where did that come from!" Certain creatures that attack from ambush, should roll for surprise. Or, just give them the initial attack automatically.
My just formulated rule of thumb; If ambusher is something like jaguar, piecer, mimic combat will start with their "free" attack. Then roll for initiative. If it's just some schmuck orcs with bows hiding in the woods I'll give them first initiative. Which, I guess is a surprise rule. So, I must alter my initial statement to "I don't like existing, complex surprise rules. I like mine." Which is really no surprise ;)
Still, describing how a stalagtite has fallen from ceiling, knocking down Sir Roderick and piercing his shoulder is much more fun/dramatic/tension building than annoucing "roll for surprise".
Saturday, October 29, 2011
Publishers & Products
This is an Epic post of Publishers & Products, also where to get them online. Epic amount of work, epic amount of usefulness, and shows breadth and depth of hobby's commercial side.
One snippet of post (System Equivalence)
One snippet of post (System Equivalence)
Game Master Philosophy
Another from Roleplaying Tips Weekly Blog/Newsletter http://www.roleplayingtips.com/issues/txt/530.txt
What's your philosophy of running a tabletop game?
It varies by type of campaign. Although after writing this out I seem to be converging ToEE towards style I preper.
OSRIC ToEE
1. What sort of environment does your story take place in? Is everything random? Semi-random? Carefully planned?
World of Greyhawk before 2nd edition stupidness. Magic is common but not a technology replacement.
Mostly player triggered semi-random consequences. There are some events that I roll randomly to see if one happens. But mostly world reacts to players. For instance they wiped most of Lareth's minons but went back to town before dealing with him. Instead of sticking around for obviously powerful party to return, Lareth being 18INT/18WIS decided it was time for strategic retreat and moved into the Temple Proper. Player inaction also triggers events.
2. Does your environment support the characters, challenge the characters, or both?
Challenge players. There are many, many factions. Some strictly for or against characters. The rest will ignore, help, hinder party based on what that faction learns about what PC's are doing. There is opportunity for much support, mostly ignored by players even when waving it infront of them.
3. Do character actions have a meaningful impact on the environment?
They could.
4. Does the environment have any laws that differ from the laws of our universe?
Of course, this is fantasy! There is magic, gods & demons that exist, etc. Things that may trip up players but their characters would know or rules issues (many new players), I warn them about. For instance Paladin's detect evil ability requires vocal/somatic and thus is clearly visible and considered rude to do on people.
5. Are your characters regular joes or heroic types?
Above avg joes & semi heroic abilities (cause AD&D expects some level of munchkinism). ToEE campaign is LG so "heros" in that sense. But, death and failure are very possible. There is no guaranteed happy or heroic ending.
6. Are the dice weighted in the characters' favor or is the universe unforgiving?
Worse than unforgiving. If players rely on dice/mechanics over wit and strategy they will fail.
7. Should the characters trust the GM? If not, why not?
Not as NPC / Monster, obviously.
Yes for rules (although I make tons of mistakes etc. Overall I strive to be fair. Also, never penalize players for my mistake)
For rest, in a way no and yes. I challenge *players* (which is the yes part. DM role is to challenge, otherwise might as well do collaborative storytelling or play computer RPG) One way to challenge is subtly using psychology against them. For instance if they know they are in a race to get through area. I will give them every opportunity, temptation even, to dawdle. Just by providing a word or two extra description on something will often lead players mistakingly believing that something to be vastly important and waste inordinate amount of effort on nothing.
Labyrinth Lord / OD&D mashup Gold & Glory
1. What sort of environment does your story take place in? Is everything random? Semi-random? Carefully planned?
Exploration based sandbox. Crazy mashup of Science Fantasy, Steam, Post-Apocalypse, and anything else that catches my fancy. The world is unknown (to characters) everything must be discovered. There's tons of stuff placed on map ala JG Wilderlands or Carcosa (btw some of that in there also). Many, many random tables for fleshing out, filling in blanks.
Despite that I consider it carefully planned, lots of (learnable) internal logic.
2. Does your environment support the characters, challenge the characters, or both?
Indifferent and Uncaring. There are few if any self-less "good" NPCs/Monsters. Everyone has their own goals and agenda, just like in real life.
3. Do character actions have a meaningful impact on the environment?
They could. But, only if characters do something meaningful.
4. Does the environment have any laws that differ from the laws of our universe?
More so than most campaigns. The Wilderness and Dungeons are "Mythic", they don't follow any rules. Goblins don't have ecology, they are in this room to eat you!
5. Are your characters regular joes or heroic types?
Outcasts and "failures" of society. If they had skills (say blacksmithing) or even ability to settle down make a farm & family. They sure as hell would be doing that rather than risking death and worse poking around in dungeons.
6. Are the dice weighted in the characters' favor or is the universe unforgiving?
Random. You lose control over your fate if you leave it up to dice. It's almost always better to anything other than dice rolling. (better to trick dragon out of treasure than fight for it) No skills, descriptive adjudication.
7. Should the characters trust the GM? If not, why not?
They should (but probably don't) trust that I'm not out to kill them. They shouldn't (but probably do) trust that I'm gonna only provide challenges they can handle, that I'll lead them along a path of success, that campaign world exists to provide them regular, safely acquired, parcels of treasure and experience.
What's your philosophy of running a tabletop game?
It varies by type of campaign. Although after writing this out I seem to be converging ToEE towards style I preper.
OSRIC ToEE
1. What sort of environment does your story take place in? Is everything random? Semi-random? Carefully planned?
World of Greyhawk before 2nd edition stupidness. Magic is common but not a technology replacement.
Mostly player triggered semi-random consequences. There are some events that I roll randomly to see if one happens. But mostly world reacts to players. For instance they wiped most of Lareth's minons but went back to town before dealing with him. Instead of sticking around for obviously powerful party to return, Lareth being 18INT/18WIS decided it was time for strategic retreat and moved into the Temple Proper. Player inaction also triggers events.
2. Does your environment support the characters, challenge the characters, or both?
Challenge players. There are many, many factions. Some strictly for or against characters. The rest will ignore, help, hinder party based on what that faction learns about what PC's are doing. There is opportunity for much support, mostly ignored by players even when waving it infront of them.
3. Do character actions have a meaningful impact on the environment?
They could.
4. Does the environment have any laws that differ from the laws of our universe?
Of course, this is fantasy! There is magic, gods & demons that exist, etc. Things that may trip up players but their characters would know or rules issues (many new players), I warn them about. For instance Paladin's detect evil ability requires vocal/somatic and thus is clearly visible and considered rude to do on people.
5. Are your characters regular joes or heroic types?
Above avg joes & semi heroic abilities (cause AD&D expects some level of munchkinism). ToEE campaign is LG so "heros" in that sense. But, death and failure are very possible. There is no guaranteed happy or heroic ending.
6. Are the dice weighted in the characters' favor or is the universe unforgiving?
Worse than unforgiving. If players rely on dice/mechanics over wit and strategy they will fail.
7. Should the characters trust the GM? If not, why not?
Not as NPC / Monster, obviously.
Yes for rules (although I make tons of mistakes etc. Overall I strive to be fair. Also, never penalize players for my mistake)
For rest, in a way no and yes. I challenge *players* (which is the yes part. DM role is to challenge, otherwise might as well do collaborative storytelling or play computer RPG) One way to challenge is subtly using psychology against them. For instance if they know they are in a race to get through area. I will give them every opportunity, temptation even, to dawdle. Just by providing a word or two extra description on something will often lead players mistakingly believing that something to be vastly important and waste inordinate amount of effort on nothing.
Labyrinth Lord / OD&D mashup Gold & Glory
1. What sort of environment does your story take place in? Is everything random? Semi-random? Carefully planned?
Exploration based sandbox. Crazy mashup of Science Fantasy, Steam, Post-Apocalypse, and anything else that catches my fancy. The world is unknown (to characters) everything must be discovered. There's tons of stuff placed on map ala JG Wilderlands or Carcosa (btw some of that in there also). Many, many random tables for fleshing out, filling in blanks.
Despite that I consider it carefully planned, lots of (learnable) internal logic.
2. Does your environment support the characters, challenge the characters, or both?
Indifferent and Uncaring. There are few if any self-less "good" NPCs/Monsters. Everyone has their own goals and agenda, just like in real life.
3. Do character actions have a meaningful impact on the environment?
They could. But, only if characters do something meaningful.
4. Does the environment have any laws that differ from the laws of our universe?
More so than most campaigns. The Wilderness and Dungeons are "Mythic", they don't follow any rules. Goblins don't have ecology, they are in this room to eat you!
5. Are your characters regular joes or heroic types?
Outcasts and "failures" of society. If they had skills (say blacksmithing) or even ability to settle down make a farm & family. They sure as hell would be doing that rather than risking death and worse poking around in dungeons.
6. Are the dice weighted in the characters' favor or is the universe unforgiving?
Random. You lose control over your fate if you leave it up to dice. It's almost always better to anything other than dice rolling. (better to trick dragon out of treasure than fight for it) No skills, descriptive adjudication.
7. Should the characters trust the GM? If not, why not?
They should (but probably don't) trust that I'm not out to kill them. They shouldn't (but probably do) trust that I'm gonna only provide challenges they can handle, that I'll lead them along a path of success, that campaign world exists to provide them regular, safely acquired, parcels of treasure and experience.
Friday, October 28, 2011
Three Minute Magic Items
Roleplaying Tips Weekly newsltter/blog posted great article http://www.roleplayingtips.com/gm-techniques/how-to-create-great-magic-items-in-just-three-minutes/ Here are a few items I just created. The best advice I can give is use a crazy random name generator (several are linked in above article). At least for me it spurs the imagination and leads to things I wouldn't have come up with otherwise.
Bloodstained Maul
Bloodstained Maul
Appearance - Large, two-handed, iron shod oak maul. Wood is weathered, gouged, and bloodstained. Iron shows rust where it's not caked with blood.
Benefit - On critical hit or killing blow the target's blood seeps into wood and down shaft along now visible pulsating veins. Invigorating wielder with healing or bonus hit points.
Drawback - Automatically contract any disease, lycanthropy, etc target had.
Lore - Prior to the Battle of the Mounds a lone Barbarian prayed for victory, his god responded with this maul.
Twist - Over time, develop insatiable thirst for blood.
Illuminated Medallion
Illuminated Medallion
Appearance - 4" circular gold medallion, inner recessed surface covered in intricate cloisonné
Benefit - 1/day after 1min concentration the cloisonné will alter to depict current view of known or nearby area e.g "other side of this door"
Drawback - There is 1 in 20 chance of user becoming trapped within cloisonne picture.
Lore - Created for Czarina Aneska who worried excessively over and wanted to keep eye on here many children.
Twist - When user becomes entrapped, previous victim is released.
Device of Lighting
Appearance - 2' dia copper/silver Tesla coil on 4' rosewood pedestal and stable iron base. Thick, stiff 15' cable attaches pedestal with matching 2' rosewood box. Attached to side of box is large hand crank. On top of it is large metal contact blade switch.
Benefit - After one round of cranking electricity crackles around the coil. After the second or any subsequent round of cranking the switch may be thrown releasing a Xd6 bolt of lighting where X is the square of the # rounds cranked. 2rnds 4d6, 3rnds 9d6, 6rnds 36d6. Bolts may fork to multiple targets, e.g. a 9d6 bolt may fork to 4 targets doing 2d6, 2d6, 2d6, 3d6 to them. Max range is unknown definitely further than the 15' cable.
Drawback - Big, clumsy. Overloads, friendly fire, rain, water/damp ground.
Lore - Bennie Frankinbottom, the infamous Gnome tinker is blamed for inventing this device. It is said to be the primary cause of Sultan Al-Dinsur's defeat at Bugbear Grove whose army was operating the device.
Twist - Those in full metal armor with helmets are insulated from damage (bolts pass harmlessly to ground)
Wednesday, August 17, 2011
South Texas Mini-Con August 20
[Ripped announcement this straight from Kutalik's Hill Canton's Blog. I plan to be there maybe not at 9am! Also, maybe run a game in the afternoon.]
The details are a little more firmed up for our August 20 day-long old school mini-con in New Braunfels, TX. The Con starts at 9am and runs to 8pm. Admission is free, free, free (donations welcome), just leave us a note here on the blog or drop me a line at kutalik at gmail dot com to save yourself a seat.
Site details can be found here. We are in breakout room 105 which is on the righthand side of the convention center.
Below is the tentative schedule. We are still willing to entertain proposals for one or two more games if you want to run a game.
Morning: 9-12:15
• Starfleet Wars (Mack H.)
• open gaming
Afternoon: 12:45-4
• Advanced Dungeons & Dragons, First Edition (Brad E.)
• When the Navy Walked (Don M)
• Red Sand Blue Sky (Ed/Two Hour Wargames)
• open gaming
Evening: 4:30-7:45
• Empire of the Petal Throne, Jakallan Underworld (Yours Truly)
• Surprise Special Guest Session
• open gaming
The details are a little more firmed up for our August 20 day-long old school mini-con in New Braunfels, TX. The Con starts at 9am and runs to 8pm. Admission is free, free, free (donations welcome), just leave us a note here on the blog or drop me a line at kutalik at gmail dot com to save yourself a seat.
Site details can be found here. We are in breakout room 105 which is on the righthand side of the convention center.
Below is the tentative schedule. We are still willing to entertain proposals for one or two more games if you want to run a game.
Morning: 9-12:15
• Starfleet Wars (Mack H.)
• open gaming
Afternoon: 12:45-4
• Advanced Dungeons & Dragons, First Edition (Brad E.)
• When the Navy Walked (Don M)
• Red Sand Blue Sky (Ed/Two Hour Wargames)
• open gaming
Evening: 4:30-7:45
• Empire of the Petal Throne, Jakallan Underworld (Yours Truly)
• Surprise Special Guest Session
• open gaming
Monday, August 15, 2011
Modules I Want to Run Before I Roll my Last d20
Got the idea for this list from John Four of roleplayingtips.com
Limiting this to published D&Dish modules of the non- darksun/dragonlance/spelljammer/hollowworld/etc variety. In a not too particular order:
I know almost nothing about the AD&D H, I, R, and parts of the UK series not mentioned above. Nor about D&D B, X series beyond the B2 & X1 that came with my boxsets back in the day. Any recommendations of must play modules from them?
Limiting this to published D&Dish modules of the non- darksun/dragonlance/spelljammer/hollowworld/etc variety. In a not too particular order:
- B2 Caves of Chaos [done many times to great success]
- T1-4 Temple of Elemental Evil [doing this right now, haven't got to the temple yet though]
- G1-3 Against the Giants [having looked over this (and decided to start T1-4 instead I'd rather do a Against the Giants flavored adventure(s) of my own creation. It just seems a little too "archaic"/bad old school, I don't like Q1, and not supper excited bout D1-2 at least as follow on's to G1-3. Drow bore me.]
- S3 [oh hell yes]
- Caverns of Thracia [old Judges Guild or new Necromancer's]
- Tengel Mannor [old Judges Guild]
- Hellpits of Nightfang [old Judges Guild]
- EX1 EX2 Dungeoland [these fascinated me when I first got them as a kid]
- UK2 Sentinel & UK3 Guantlet [ran parts of 1st one in larger campaign (players did not pick up glove and campaign went different direction)]
- I3-5 Desert Desolation [never looked at it, heard it was good]
- U1,U2,U3 [I did run sinister secret when young, vaguely want to do the series now that I actually know something about DMing]
- X1 Isle of Dread
- X2 Castle Amber
- JG1 Thieves of Fortress Badbbaskor [Goodman's]
- JG2 Citadel of Fire [Goodman's]
- JG3 Dark Tower [Goodman's]
- Ptolus [or Freeport, or Vornheim] some mega city.
- Stonehell Megadungeon
- Bottle City
- The Keep [Role Aides Fantasy vs Nazis!]
- City of Brass [I don't think any published ones can (or do) live up to what DMG cover made me imagine. So I'll proly have to roll my own...]
- Gygax's Necropolis
- The "mega" dungeon from Fight On!
- Anything from Gabor Lux's Fomalaut!
- Butt loads of 1page dungeons
Special mention: OA, Oriental Adventures some or all (haven't looked at more than a couple (mad monkey and haunted castle one)
Wednesday, August 10, 2011
Detroit - Great Postapocalyptic Inspiration
Modern Detroit is an abandoned, deteriorating wasteland. Perfect inspiration for Mutant future.
Many more pics at http://detroiturbex.com/content/neighborhoods/bwhousing/bwhousing.html
Many more pics at http://detroiturbex.com/content/neighborhoods/bwhousing/bwhousing.html
Sunday, July 31, 2011
Wednesday, July 27, 2011
Killer DM
Without really trying I've become a killer DM. Well I mean I do try to kill characters but only to make our games fun ;) What I mean specifically by "killer DM" is that characters are dieing too often and for arbitrary reasons. D&D is fun with threat of death, not so much when it's happening every other session. But arbitrariness is the real killer. Threats are fun challenges to avoid. Arbitrary death robs everyone of fun, DM included.
Looking back at last couple of G&G sessions I recognized the arbitrary death and I've spent some time thinking and discussing it with players. I'm firmly in the "provide a dangerous world with consummate rewards and let players suss out / make choices based on risk vs reward" camp of DMing. Here are somethings we've come up with.
First, to make rational choices players need to understand the situation they are in. Where risk is and were it isn't. Whether their choices end up being rational is up to them. But, if I haven't provided them the info (or at least ability to acquire it) I've failed as a DM. To this end I'm providing them with accurate wilderness map as discussed in previous post.
Also, mystery/suspense needs to be limited to nature of threat. The level of threat must be clear. "No one ever has returned from the Swamps of Almost Certain Peril". Definitely a deadly threat is in the swamps but is it the old crone living there or the castle of nubile maidens? This is very hard for me. By nature I'm a misleader, a trickster, a manipulator. I like to throw out 3-4 "hooks" and 2-3 red herrings. Then try my hardest to confuse the players... This doesn't seem to work so well in sandboxes. Players need to be able to "trust" the information they gather for choices to have meaning.
Players also need clear concept of how deadly an area is. [btw pretty much all wilderness is deadly to 1st/2nd level]. I'll have more obvious signs, slaughtered knights, skulls / bones of tough creatures that have been chewed on, big footprints piles of poop. More warnings from NPCs, [This tends to back fire cause when they hear about Snow,the giant albino wolverine, from the battle scared, shell shocked, sole survivor NPC. Player's rarely think "Holy Crap stay away from that", they think "hey, XP+loot+DM mentioned it so lets hunt Snow!"]. Also need to make it even more obvious where low-level dungeon is. So, players don't wander around dieing on "worthless" random encounters.
I'll start using a NPC "guide". Someone to demonstrate basic survival skills. Such as investigating through roleplay before charging after everything DM mentions, listen at the door first, shouldn't we look for traps, there's at least 20 of them and we are surrounded don't you think we should parlay instead of fighting to our deaths, hey this time instead of just charging in and everyone doing their own thing why don't try having a plan and working as a team, and the most important lesson of all, running the hell away (ideally before people start dieing/knocked out slowing down whoever remains conscious).
NPC will also help with another problem. 3-5 low-level characters is no where near enough, esp in wilderness where danger isn't channeled along corridors. Smaller groups are vulnerable to having no backup specialists (healer, caster, etc). When party flees there aren't enough bodies to provide rear-guard, carry the injured. So, either injured are abandoned (and die) or the whole party is slowed and TPK'd by merciless bad guys. There is saftey in numbers. 8+ characters is my new semi-enforced requirment for low level parties. Doesn't matter how they get there; running multiple PCs, hirelings, henchmen, pets, more DM controlled NPCs.
Finally, I've tweaked my version of the Death and Dismemberment Table. Now with "Less Deadly"(tm). Likely death only on results 5 or less. More "out of fight results" knocked out and stunned.
[d4max, d6max, etc means roll max value on that die type, roll at start of each time unit, round/day/week. My method of "tracking" durations without having to track rounds/whatever.]
Looking back at last couple of G&G sessions I recognized the arbitrary death and I've spent some time thinking and discussing it with players. I'm firmly in the "provide a dangerous world with consummate rewards and let players suss out / make choices based on risk vs reward" camp of DMing. Here are somethings we've come up with.
First, to make rational choices players need to understand the situation they are in. Where risk is and were it isn't. Whether their choices end up being rational is up to them. But, if I haven't provided them the info (or at least ability to acquire it) I've failed as a DM. To this end I'm providing them with accurate wilderness map as discussed in previous post.
Also, mystery/suspense needs to be limited to nature of threat. The level of threat must be clear. "No one ever has returned from the Swamps of Almost Certain Peril". Definitely a deadly threat is in the swamps but is it the old crone living there or the castle of nubile maidens? This is very hard for me. By nature I'm a misleader, a trickster, a manipulator. I like to throw out 3-4 "hooks" and 2-3 red herrings. Then try my hardest to confuse the players... This doesn't seem to work so well in sandboxes. Players need to be able to "trust" the information they gather for choices to have meaning.
Bite-ur-face |
I'll start using a NPC "guide". Someone to demonstrate basic survival skills. Such as investigating through roleplay before charging after everything DM mentions, listen at the door first, shouldn't we look for traps, there's at least 20 of them and we are surrounded don't you think we should parlay instead of fighting to our deaths, hey this time instead of just charging in and everyone doing their own thing why don't try having a plan and working as a team, and the most important lesson of all, running the hell away (ideally before people start dieing/knocked out slowing down whoever remains conscious).
NPC will also help with another problem. 3-5 low-level characters is no where near enough, esp in wilderness where danger isn't channeled along corridors. Smaller groups are vulnerable to having no backup specialists (healer, caster, etc). When party flees there aren't enough bodies to provide rear-guard, carry the injured. So, either injured are abandoned (and die) or the whole party is slowed and TPK'd by merciless bad guys. There is saftey in numbers. 8+ characters is my new semi-enforced requirment for low level parties. Doesn't matter how they get there; running multiple PCs, hirelings, henchmen, pets, more DM controlled NPCs.
Finally, I've tweaked my version of the Death and Dismemberment Table. Now with "Less Deadly"(tm). Likely death only on results 5 or less. More "out of fight results" knocked out and stunned.
When character reaches 0 hit points and every time they take damage when at 0 they must roll 2d6 +/- Con Modifier. Dwarves may reroll once, taking better result, except any natural 2 is always applied. 2d6 Death and Dismemberment Table ======================================== nat 2 "Instant Death" = Decapitation, red mist, or similar. You are dead. <=3 "Fatal Wound" = Death in d6max minutes. Knocked Out until death unless Save vs Death is made. Magical healing allows Save vs Death with bonus equal to lvl of spell cast. Success means Incapacitated 3d6max days. (magic used for this doesn't restore hp) 4-5 "Cleave" = Limb loss and bleed out (die) in d6max rounds. Knocked Out until death unless Save vs Death is made. Magical healing, a tourniquet, or cauterization allows Save vs Death with bonus equal to lvl of spell cast, if any. Success means Incapacitated 2d6max days. (magic used for this doesn't restore hp) 6-7 "Broken bone" = Incapacitated d6max days. Knocked Out d6max rounds unless Save vs Death is made. 8-9 "Brain bashed" = Knocked Out d6max rounds. 10-11 "Glancing head strike" = Stunned d4max rounds. >=12 "Lucky bastard" = No effect. nat 12 "Now I'm mad" = Surge of adrenaline returns d4 hit points per hit die. If you roll this more than once in a single combat consider yourself a Fanatic (treat as potion of super-heroism). Result 3-11 Lack of helm worsens result one level. 3-7 Optionally use die to determine hit location. 3-7 All result in loss of ability point. Any hit to head/helm will knock off/damage helm such that it does not protect from further hits.
[d4max, d6max, etc means roll max value on that die type, roll at start of each time unit, round/day/week. My method of "tracking" durations without having to track rounds/whatever.]
Tuesday, July 26, 2011
Read and RPG Book in Public Week
[To spread the word I straight copied The Escapist's Blog Post.]
What is Read an RPG Book in Public Week, you may ask? It's a thrice-yearly event, held during the weeks surrounding March 4th, July 27th, and October 1st, where roleplayers are encouraged to take their favorite roleplaying rulebooks, modules, supplements, and splatbooks with them when they leave the house and read them in public. The purpose is to make the hobby more visible, promote inquiry and conversation about the hobby, and maybe even attract some new players or bring back some of the lapsed ones.
To find out more about Read an RPG Book in Public Week, visit the official page at theescapist.com/readrpgsinpublic There, you'll find links to the Facebook and Flickr accounts and much more!
What is Read an RPG Book in Public Week, you may ask? It's a thrice-yearly event, held during the weeks surrounding March 4th, July 27th, and October 1st, where roleplayers are encouraged to take their favorite roleplaying rulebooks, modules, supplements, and splatbooks with them when they leave the house and read them in public. The purpose is to make the hobby more visible, promote inquiry and conversation about the hobby, and maybe even attract some new players or bring back some of the lapsed ones.
To find out more about Read an RPG Book in Public Week, visit the official page at theescapist.com/readrpgsinpublic There, you'll find links to the Facebook and Flickr accounts and much more!
Monday, July 25, 2011
T1-4 Temple of Elemental Evil Session #3
I've replaced the T1-4's moat house with modified Caves of Chaos featuring swamp, boglings, Cajun ogre, 20' tall Storks, a baby Dragon Turtle, and lately undead. (or at least that is what the players have encountered so far).
This session was at my house a nice group of six players. Next Sunday we're back at FLGS, King's Hobby. Couple player's reports/emails on group list below.
That, esp last line, warms my DM heart. Getting players to think and wonder about the world, characters, places I have created is my highest goal.
Crocogator Shield
Few have remembered the old ways, such as how to craft a sturdy shild from the back plates of a Giant Crocogator. It acts like a normal large shield and if prepared properly is surprisingly resilient to blows. Crocogator Shield's most amazing feature is providing +4 to saves vs most breath weapons.
btw it's a crocogator cause I kept switching back and forth from crocodile and aligator when describing it.
This session was at my house a nice group of six players. Next Sunday we're back at FLGS, King's Hobby. Couple player's reports/emails on group list below.
After the Death of my dear brother, Ander. I was visited by the visage of Saint Cuthbert of the Cudgel. He told me to join the band of adventurers that were mucking around in the swamps. Revenge against the chaotic forces that dwell in the caves and filth. Determined and enraged with the great spirit of Cuthbert. I set my sights on the swamp, though the party felt the need to chase their tails in the woods all day. We entered the swamp, and a provided a nice gift to Januc, he might be a gross looking Orge, but he heart and belly mean for the better. He was in danger with a large crocagater (Must be a swamp term for alligator). After to disposed of the beast and ate some food and rested. We planned to take out the Idol of the Boglings. This would not be an easy task, we had a Dragon Turtle to dispose of, which was causing the mass amount of fog in the swamps. We pulled up to the small island where the Idol stood, and our selfish, dimmed witted thief climbed up and popped out the humongous eye ruby. Which was the plan, but I don't trust thieves. The bogglings began to croak and the beast of the swamps drew near. Luckily we prepped and lit our circle of fire. Though it didnt really stop the bogglings, he proved to be most effective on the dragon turtle. We were able to defeat the best along with countless bogglings. We retreated, but one of the bogglings took the ruby right from my grasp. Kitty sent the surviving swamp dog [Angeline] after the boggling with a command in that filthy language of the orcs. When we arrived to town, wouldn't you know... that ugly dog had the ruby. Our journeys will take us to Verbonoc next to sell this ruby. Cuthbert will be most pleased with the offering that I have for the church.
-- What's his name, Acolyte of St. Cuthbert
Well, Januc is certainly more than he seems to be. When we were leaving the boggling camp after killing the [baby] dragon turtle, my character heard him chanting a spell (couldn't say what it was, nor whether arcane or divine). Not to mention the fact that apparently the shield [see below for stats] he made for my character, using the skin of that gator we helped him kill, is apparently magical. [It isn't] So he's not just your run-of-the mill ogre. In fact, he may not even be an ogre at all. We know of one other instance where a halfling is apparently becoming an ogre. That halfling/ogre (can't recall the name right now) is using his power to lead a band of human bandits [Jets as in the black gem]. It could be that Januc is actually some other race, and is using magic to take ogre form.
Or he could just be a magic-using ogre (which is also interesting). We also don't know what Ostler meant by the message he gave us to take to Januc. It was something like "We need more of them/that". Januc seemed impressed that Ostler would entrust us to carry that message, cryptic though it was. He never explained, though, and never gave us anything to take back to Ostler. Of course, we weren't really able to chat while retreating from the bogling hoard. Come to think of it, anyone think it strange that he volunteered to help us wipe out the boglings? Maybe he just wanted to get rid of the [baby] dragon turtle, as it would be a threat to all the swamp denizens, including him. But maybe he had another angle.
...do ogres typically speak orc? [yes] I've been wondering why the swamp dogs respond to commands in orc. Any ideas?
After leaving the swamp, we saw what apparently were gnoll zombies emerge, and move towards us. We lured them back towards the swamp before giving them the slip, so they wouldn't head into Hommlet. Want a wild-ass guess? What if Januc is actually The Master? What if he doesn't mind us killing gnolls and xvarts and boglings because he's just going to animate them into an undead army? What if the undead soldiers were the "more of them" of Ostler's message?
Maybe I'm way off the mark, but there are a lot of questions out there. I think we need to do some investigation.
-- Bowie Ftr/Mu/Cl of Kord
That, esp last line, warms my DM heart. Getting players to think and wonder about the world, characters, places I have created is my highest goal.
Crocogator Shield
Few have remembered the old ways, such as how to craft a sturdy shild from the back plates of a Giant Crocogator. It acts like a normal large shield and if prepared properly is surprisingly resilient to blows. Crocogator Shield's most amazing feature is providing +4 to saves vs most breath weapons.
btw it's a crocogator cause I kept switching back and forth from crocodile and aligator when describing it.
Sunday, July 24, 2011
Friday, July 22, 2011
Austin is Great for Gamers
Austin is great for gamers. I'm guessing the combo of lots of computer game companies, lots of geeks cause of tech industry, and being best place in Texas ;) to live drives up the gamer to schlub ratio. The most gaming per capita I've seen having lived in Kansas City, San Francisco, and Seattle.
Lots of old school activity, lots of new school activity, lots of boardgame activity. Several great conventions in the area.l NTRPGCon, Owlcon are two I goto and love. Also, various minicons ABGB, oldschool in Austin. Lots of minis wargaming, centered around Great Hall Games. Big ASL group.
I maintain a Google map of Austin FLGS even though they keep going out of business there are still several to choose from.
Lots of old school activity, lots of new school activity, lots of boardgame activity. Several great conventions in the area.l NTRPGCon, Owlcon are two I goto and love. Also, various minicons ABGB, oldschool in Austin. Lots of minis wargaming, centered around Great Hall Games. Big ASL group.
D&D Meetup http://meetup.com/dnd-823/
RPG Meetup http://www.meetup.com/roleplayers-413/
I maintain a Google map of Austin FLGS even though they keep going out of business there are still several to choose from.
Thursday, July 21, 2011
Paint Night!
Not much painting got done. But my friend did assemble and base my Otherworlds Pig Faced Orc tribe. Even with voucher Otherworld minis are dear. But, man do they look great. I have vague plan to get all minis for B2 Caves of Chaos.
I'm working at painting other mini's to build up some painting skills before I uglify the great Otherworld sculpts. Painted some crappy no detail space ships from I think Buck Rogers game which I mounted on some stands from Heroscape, using "counting sticks" from teacher supply store. Doesn't really work well, mountings are fragile and kind of ugly. Much better to buy stands from that one online acrylic everything for games manf I can't remember right now. Glue mini-magnets (cheap off of Ebay) to stand and to space ship. Less likely to snap and you can quickly change stands (to represent elevation or ???, and so you don't need stand for every model). btw I glued magnets into all my minis stands. Now they (non-metal atl east) stick to my magnetic whiteboard and to my magnetic square grid mat and disks I got from Alea Tools.
Painted a golem thing, troll (pic below). And started on some actual spaceship minis (not pictured). Don't think I like painting spaceships. Straight lines are hard.
Pig-faced Orc Tribe! Also got tiny winy Kobold tribe, gluing tiny arms and shields is challenging to my sanity. |
Just to make you jealous, pic of rest of my Otherwold minis! Boglings, some gnolls, lizardmen, couple demons, undead, troll, owlbear, and two awesome Ogres! |
NTRPG Minotaur! |
I'm working at painting other mini's to build up some painting skills before I uglify the great Otherworld sculpts. Painted some crappy no detail space ships from I think Buck Rogers game which I mounted on some stands from Heroscape, using "counting sticks" from teacher supply store. Doesn't really work well, mountings are fragile and kind of ugly. Much better to buy stands from that one online acrylic everything for games manf I can't remember right now. Glue mini-magnets (cheap off of Ebay) to stand and to space ship. Less likely to snap and you can quickly change stands (to represent elevation or ???, and so you don't need stand for every model). btw I glued magnets into all my minis stands. Now they (non-metal atl east) stick to my magnetic whiteboard and to my magnetic square grid mat and disks I got from Alea Tools.
Painted a golem thing, troll (pic below). And started on some actual spaceship minis (not pictured). Don't think I like painting spaceships. Straight lines are hard.
Cheap plastic pieces from some game. White brow ridge is flash artifact. I painted these tonight! |
My friend has painting skills, he did this Tri-kreen rip off. |
These pictures look better than real thing... |
Monkey loves Banana! |
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