Tabletop Gaming Feeds

DC Adventures - 5 Bucks a Book - PDF

Tenkar's Tavern - Tue, 12/06/2016 - 04:11


It looks like Green Ronin's license for DC Adventures is coming to an end. The four titles in the series can be snagged for 5 bucks each in PDF through the end of the month.

If you know Mutants & Masterminds, you already know the system.

I own the books in PDF because I'm a DC Junkie, but I've never played it nor read the rules with the expectation that I would run it, so I can't give that kind of feedback.

BTW, the Quickstart is free if you want to peek before considering buying.

Remember, all purchases using The Tavern's OBS affiliate links puts 5% of your purchase price into The Tavern's coffers. Don't leave that money on the table for the greedy corps! Tip your barman!  ;)

Categories: Tabletop Gaming Blogs

There's a 1st Print - Woodgrain - Original Dungeons & Dragons Boxed Set for Sale on Ebay - Brother, Can I Have $5k?

Tenkar's Tavern - Mon, 12/05/2016 - 23:59

Woodgrain Dungeons & Dragons boxed sets don't pop up for sale to often. Sadly, I don't usually pay much attention, as the prices are quickly out of my range. This is by far out of my price range but the story behind this box is a good one:
Statement from the owner: This set is in Very Fine condition with one small stain on the front label and very minor scuffing on the corners of the box. Note that the Reference Sheets are not stapled, but loose sheets folded together. This was the original condition. It was acquired by the present owner in an interesting way. In 1974 I worked in a project offering supplemental educational materials to four school districts in Northwestern Wisconsin. I met Bill, an elementary school librarian, who was very excited about working with his students using role playing games. He had a friend in Minneapolis whom he had met through their shared interest in war gaming. This friend, “Lance,” was involved with creating a new project, a fantasy-style wargame in a box that could be played by anyone. My librarian friend was working with a sixth-grade class to create a book based on playing the game. Included in this set is a copy of the booklet that his students created using the game.  Bill also used a 20-sided die that he had hand-colored to differentiate scoring. Adding to the charm of this set, the die is included, as is a hand-written note from Bill, the librarian, explaining the use of the die. He added that there was currently a shortage of these dice, but they were available in England. He was going to England for a vacation, and would be bringing some back with him.

As I type this it is currently sitting at a bid of $5,600 on eBay.

Probably not a bad price, all things considered, but I'll have to be satisfied with my 2 OCE White Boxes ;)

Categories: Tabletop Gaming Blogs

Call of Cthulhu Actual Play: The Scuttling

19th Level - Mon, 12/05/2016 - 23:27


Based on the adventure "The Scuttling" by Todd A. Woods and Kevin A. Ross from Chaosium's Sacraments of Evil

Friday March 15, 1889

Ascott, Morton, and Pound are hired by railroad tycoon by Nigel Stander to acquire a 16th century bust of Lady Jane Grey from Misters Weiman and DeMarco in New York City, with Ascott to work as his agent. Agent suspected his brother wanted to get him out of the city for a few months but a trip to America seemed entertaining. Mister Morton saw a potential story and Pound accompanied him to make sure he stayed alive.

Sunday, March 17, 1889

The characters travel to Liverpool and depart on the Christabel under Captain Dan Holley. There is some confusion when the Gustav Ericsson is in her berth but they make it aboard eventually. It is a long journey as the Christabel is an older ship without steam engines.

The crew tries to scare their passengers with tails of monsters (i.e. squid).

Monday, April 15, 1889

The Christabel glides into New York harbor, seeing the newly assembled and still shiny Statue of Liberty in the harbor. After some confusion about currency exchange, the characters acquire lodging.

Tuesday, April 16, 1889

The bust of Lady Jane Grey is determined to be authentic and purchased at the previously agreed upon price, despite Weiman and DeMarco's attempt at dishonesty.

Thursday, April 18, 1889

The Christabel begins its return voyage to Liverpool.

Tuesday, April 23, 1889

An undersea earthquake raises a mud bank to the surface which the Christabel runs aground upon. The characters are able to walk on the bank and collect some fossils that date to the Silurian Age, 400 million years ago.

Friday, April 26 - Saturday, May 11, 1889

A number of mysterious deaths occur. Eventually they discover the ship has become infested by prehistoric eurypterids, a cross between scorpion and lobster. Seeing the scope of the infestation, including a nine foot long mother, they scuttle the ship. Realizing they will be considered insane, they falsify the log to indicate an out of control fire burning the ship down to the waterline (which is indeed how they scuttle it). The survivors board a longboat, though the bust is left behind (while the mud bank is the likely source,  there is a lot of suspicion at the bust as well...)

Tuesday, May 14, 1889

The Christabel survivors are picked up by the Gustav Ericsson, en route for Greenland...
Categories: Tabletop Gaming Blogs

Wherefore Art Thou Buckaroo Banzai the RPG?

Tenkar's Tavern - Mon, 12/05/2016 - 20:12

Before there was the fiasco know as Far West, Adament Entertainment (Gareth Sharka) grabbed the RPG license for Buckaroo Banzai.

What were the excuses for the preorders getting fucked on this one? Con Crud? Flaky artist? Incompetent publisher? Do tell...

Tip of the hat to one of The Taverners for sharing the above pics in The Tavern's Facebook Community.

Now, to be fair, this was due AFTER the Far West Kickstarter, even though it started shaking down marks prior to the Far West fiasco.

Anyone have an estimate of how much Kickstarter / Preorder monies this "Icon of the Gaming Community" bilked folks out of?


Categories: Tabletop Gaming Blogs

Barrel Rider Games is Running a 25% Off Sale on PDFs 'Till the End o The Year - White Star, White Box, oh My!

Tenkar's Tavern - Mon, 12/05/2016 - 15:46


+James Spahn / Barrel Rider Games is running a 25% off sale on nearly all of their digital releases as a way of thanking the gaming community for all of the support they've shown James over the years and especially in the past few months. Even Kamikazi Bambis can't stand up to the power of community support ;)

White Star? 25% off

White Box? 25% off

Heroes Journey? Already PWYW

Labyrinth Lord releases? 25% off

Sale prices are good until the end of 2016.

Remember, all purchases using The Tavern's OBS affiliate links puts 5% of your purchase price into The Tavern's coffers. Don't leave that money on the table for the greedy corps! Tip your barman!  ;)

Categories: Tabletop Gaming Blogs

Misty Isles of the Eld

Ten Foot Pole - Mon, 12/05/2016 - 12:18


By Chris Kutalik, Robert Parker
Hydra Cooperative
Labyrinth Lord
Level 3-4

Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that’s brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions.

This is a 103 (digest) page sandbox/pointcrawl adventure on an island that bends towards the gonzo end of the spectrum. I tend to enjoy that sort of content, so, you need to be aware that I’m unusually inclined to like this. ANyway, about 60 pages have adventure contact/pointcrawl/complexes/wandering monster tables with the last forty pages being things like a bestiary, items descriptions, a kind of (lightweight) psionic system, and so on. There are four locations that quality as “dungeons”, or, rather, plces with lots of rooms to explore. It’s a pretty focused adventure, with a terser, but not terse, writing style that generally conveys a lot of information with a few words. The main adversary race is described as “Lawful Evil space elves with a taste for bizarre bureaucracy, biomancy, and (David) Bowie.” ANY idiot should be able to take that run. Which is exactly the level of aid an adventure resource should provide. This product is good, and reminds me that, for all the dreck, we truly live at a wonderful time for RPG material. It feels like a wonderful mashup of the Soulless from Mad Lands and Splugorth stuff from Rifts. Two great tastes that taste great together!

It’s an island! Full of mist! Once a fairy realm, the Eld have moved in, merging their plane with the island. Once ON the island it’s hard to get off again, thanks to the mists. On the island we find a great example of an alien environment taking over, with their brutalism architecture being imposed over the fairy-land. The party have a chance to correct that. As they explore and destroy/kill/get into trouble it’s likely that they will begin to push reality back towards the natural fantasy elements and away from the Eld-environment. This sort of real, positive feedback on the parties actions is not something a lot of adventures do but the parties I run seem to get a lot of … motivation? out of it. In general, letting the party see the consequences of their actions, in a real and tangible way, showing instead of telling, is a great way to reward the party in a non-traditional way.

It’s laid out in a pointcrawl style, for the party to wander over the isles, with giant sandworm type things forming ridges to make it harder to go around. Several of the locations (four?) are expanded upon in detail, with 18-30 or so rooms per. The entire setting has this vibe that this both stark and baroque. It’s clearly a “Fantastic Environment” and taking a ship through the mists is a pretty classical way to declare You Are Somewhere Else Now And The Normal Rules Don’t Apply.

The Eld, as an organized foe, have a variety of response levels to the parties incursions on their plans, with the response being pretty straightforwardly presented. More patrols. Locked doors. Calling for help, etc. It’s all to the point and makes sense for how an organized foe would respond … with the Eld personality twists thrown in. The NPC have great one-sentence summaries and then a few sentences more to expand upon them. This makes it easy to get their vibe, quickly, and improvise a great NPC interaction with them. Importantly, not everything is combat oriented and, even for those that are, their (terse) descriptions are focused on making that encounter memorable. It’s not just empty backstory garbage descriptions, but they are focused on the DM’s use of them. That’s EXACTLY what a NPC description should do, even if they are fodder for the parties swords.

Monsters and magic are both non-standard. Not knowing what to expect with a new monster is part of the fear/fun of encountering new things. New items abound, with the psionic/biomancy vibe. Stuff to play with. Stuff to experiment with and get in to trouble with. Stuff to exploit. There’s no gimping the party in this. In fact, I think it’s a great example of how to provide an environment in which you don’t NEED to gimp the party. It’s relatively low level, which of course helps a lot. In fact, MOST adventure which gimp the party should really be for a much lower level party … and then you wouldn’t need to gimp them!

Anyway, this is an excellent effort. Great environment, a lean towards the bio-gonzo, but not enough to turn off the people who hate Gamma World D&D adventures. A pretty decent terse writing style. Cause & effect for the party to witness along with a decent mix of encounter types beyond straight up combat. If you can tolerate the more gonzo-leaning product then this is a must buy. And even if you can’t stand gonzo I’d give one a try. Stylistically, it fills a nice niche between the originality of OD&D and wonkiness of gonzo.

Categories: Tabletop Gaming Blogs

Alchemical Dwarves

Sorcerer's Skull - Mon, 12/05/2016 - 12:00
The Dwarves of desert Country of Sang are not like the Dwarfs found elsewhere in the Land of Azurth or any other worlds. Most noticeable, they appear to be made of metal, one of the seven metals of antiquity, and they metals character informs that of the dwarf made from it. The dwarves of each metal are identical to each other, or very close to it.

Dwarves of Gold are the wise and just rulers.
Dwarves of Silver are the Priestesses, Keepers of Mysteries.
Dwarves of Mercury are the cunning mages and tricksters.
Dwarves of Copper are the healers and tenders of home and hearth.
Dwarves of Iron are the soldiers and warriors.
Dwarves of Tin are merchant, traders, and seneschals.
Dwarves of Lead are the labors and workers.


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