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Home of the Quantum Ogre, Agency, Theory, and Fun-Chttp://www.blogger.com/profile/02331863932906631618noreply@blogger.comBlogger1121125
Updated: 13 hours 29 min ago

On Waves and Travel

Wed, 09/05/2018 - 06:35
Oh, doesn't fall always breed new campaigns? It certainly seems that way to me.
But I'm not talking about the adventure I'm playtesting, or even the game I'm going to be running for family, I'm talking about old, regular, Dungeons & Dragons that happens on a Friday, pretty much every day of the year, excepting football times? I'm not sure, my friends are reprehensible people.

They are in the water and they would sink to the bottom, but those clever bastards build a boat. So they aren't sinking to the bottom. I know, I checked. They are sailing south in mystara, somewhere around 1500 miles. It's hard to tell. It is literally difficult to read the maps.

How do we handle a wave crawl?

I'm a big fan of outlined procedures, so this is the place I'm going to do it. I mean, when I run the wave crawl, I'm going to open up this web page to do it!

"The sea is an awesome place, the home of terrible monsters, the source of unpredictable currents and strange mists, and the scene of terrible storms that can smash the strongest ship to splinters. Perhaps the most deadly of the sea's hazards, however, is the lack of landmarks. Once out of sight of land there is little to steer by. A small mistake in navigation or a sudden storm can drive a ship hopelessly off course until a familiar shore is signed. Only the braves and most hardy adventurers dare challenge the sea!" -Expert Set, page X63

Morning Bells
[  ] Navigation Check: The acting navigator rolls his Navigation skill, +2 for Astrolabe, +1 for Spyglass, and +1 for Maps. (With appropriate training, this grants about an 8% chance of some drift per day)

[  ] Then we roll on the Water Movement Modification Chart from X64, reprinted here for my convenience.

Dice RollEffect2Becalmed. No movement except by oar. Oared movement reduced to 1/3 normal amount to take into account rower fatigue.3Extreme light breeze or beating before normal winds. All movement reduced to 1/3 normal rate4Light Breeze or Quarter reaching before normal winds. All movement reduced to 1/2 normal rate.5Moderate breeze or broad reaching before normal winds. All movement reduced to 2/3 normal.6-8Normal winds. Normal movement.9Strong breeze. Normal movement plus 1/3 extra movement.10High winds. Normal movement plus 1/2 extra movement.11Extreme High Winds. Double Normal Movement*12Gale. Eighty percent of a galley sinking. Triple normal movement in a random direction*** 20% chance of galley shipping water, 10% chance for all other ships. Any ship which ships water will have its speed reduced by 1/3 until it can dock and make repairs.
** Roll 1d6: 1 = current direction, 2 = 60 degrees starboard, 3 = 120 degrees starboard, etc.

High Sun
[  ] Check for encounters at Morning, Evening, and Night by rolling on the following table, cribbed from CDD-Encounters References by B. Scot Hoover for uncharted seas:
None Land Natural Encounter Uncharted 01-79 80-81 82-98 99-00
If land is indicated, I use Chris Tamm's d100 Islands and possibly his d100 castaways tables.

I use the following table for natural marine features (adapted from CDD-Encounters by B. Scot Hoover)

1. Seaweed
2. Sudden storm
3. Dragon turtle
4. Dolphin pod
5. School of fish
6. Whirlpool
7. Maelstrom/Hurricane
8. Birds!
9. Water Elementals race the ship
10. Floatsam!
11. Green glow on the horizon.
12. Lightning storm
13. Kraken. You rolled a 13. What did you expect?
14. Fog. Pea Soup.
15. Corpses of fish and other deep horrors lie on the surface of the water
16. Ball Lightning, maybe will-o-the-wisp, possibly bad mushrooms
17. Whales
18. Sea monster
19. Ghost ship
20. Chris Mcdowell's d10 Odd Ocean Encounters

TAPS  [  ] Each night, perform a morale check. This check is penalized by 1 for each week it has been since they have seen land, and penalized an additional 1 per day without food. If the check fails check out the camp events on Evelyn's Hireling events table.

When other ships are indicated, I prefer Zak's "Who's on That Passing Ship?" table. down towards the bottom.
If you're looking for a salt water horror, I use Chris Tamm's D100 Deep Water Horrors. Or, if you need fishlike beastment civilizations, check out The Trouble with Beastmen: Wet & Wild.
Frequently you need some junk that washes up on a beach. This table from Death and Axes will generate 100 crazy pieces of washed up flotsam.

Did I miss anything?

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Categories: Tabletop Gaming Blogs

On Gygax Design III

Thu, 08/30/2018 - 22:07
There are like 12,000 terrible modules and adventures.

This hobby is almost 50 years old at this point. There have been literally thousands and thousands of adventures written and are available.

Why are we always playing the same ones? Why do people always fall back on Keep on the Borderlands, Forgotten City, Ghost towers, Horror Tombs,  and Giants in their lairs, leading to drow?

I mean, Modern cinema isn't obsessed with the movies that came out in the 70's. You don't see Deer Hunter being played and replayed over by viewers. (The fact that a significant portion of my readers were not alive when that movie came out, much less have even heard of it. In hindsight maybe it shouldn't have won best picture of 1979 versus Grease and Superman, which you know, weren't even nominated).

It's a joke, surely. But it's not.

We keep replaying the same old old modules because they are good and other adventures are not.

The old masters, Gygax, Jennell, and others—they knew how to write an adventure. Everyone else copied the form, not understanding the intent, and produced jumbled linear messes that are boring and dumb; literally not fun to play. How many good adventures can you name? What percentage is that of 12,000?

In part one we looked at how Gygax presented Keep on the Borderlands in just a page so that Dungeon Masters understood the excitement and wonder that was about to occur. You can't read his introduction without getting hype!

In part two, we looked at how the sequels just presented jumbles of random, useless, and most importantly inaccessible information. More importantly, we saw how Gygax used the physical layout to generate tension in the keep with player desire, a deliberate tactic used to create the tension that emergent play develops from.

The Journey to the Keep

You know how if you want to go on a theme park ride, there's a big sign? You just walk up to it and ride? That can be fun, but it's not an adventure.

You have to find the adventure. Finding the adventure location isn't something that delays play. Eliminating it to "speed things up" is missing the point. The adventure location exists among a living world. Travelling there, through the fantasy realm, to the threshold of chaos cannot be removed simply to get to the combat fasters.

Let's look at these wilderness encounters:

A madman hermit(thief) with a pet lion who wants to attack the party but is friendly first.
A mut pit with a roof and a hole, which lizard men come out one at a time to fight players, until only the women and children are left in the mud hole.
A group of bandits with their eye on the keep and any adventurers
Two spiders who guard the corpse of an ancient elf.

Explicitly, each of these create tension within the game world. This tension drives emergent play. Each is described in a way that makes them easy to represent by the Dungeon Master. All the relevant information is accessible to the players.

I'm not saying it's perfect. There's useless text in there (how many gold and silver pieces each of the different bandit types are carrying.)

But each of the different encounters creates a new tension in the world. Each is memorable and easy to represent. Each inspires other thoughts, questions, and adventure. Each is an event that can go many different ways on how the players approach.

How did "2.2d4 Dire Boars" become a standard?

The Caves

This being a learning module isn't relevant to our discussion, but it does provide some interesting insights into presentation. Gygax cautions at the very front: "Add whatever you feel is appropriate to the description of what they see, but be careful not to give anything away or mislead them." This is a concrete example of how he viewed the Dungeon Master as impartial arbiter of the game.

His description of discovering the caves is short and is entirely devoted to explaining the space in a way that allows us to visualize it, and, of course, setting the tone:
The sunlight is dim, the air dank, there is an oppressive feeling here—as if something evil is watching and waiting to pounce upon you. There are bare, dead trees here and there, and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on the ravine floor, you can see bits of gleaming ivory and white - closer inspection reveals that these are bones and skulls of men, animals, and other thing,. . .You know that you have certainly discovered the Caves Of Chaos.Here's another thing that's explicit in the module. "With this knowledge, they might be able to set tribes to fighting one another, and then the adventurers can take advantage of the weakened state of the feuding humanoids." In this adventure, indeed in most of his adventures Gygax assume that there will be multiple forces, often in equilibrium that the players will disturb or can leverage as they explore. It's this dynamic response that creates emergent adventure and dramatic scenes.

 On the next article, we'll take a look at they keys for the caves themselves. . .

I'd love to keep writing, but I need help to continue. I'm almost making ends meet, and Your support could mean the difference between success and failure! Make a difference today!

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On the August Release

Fri, 08/24/2018 - 12:30
Welcome to the increasingly inaccurately named weekly release. Here's what's been on my radar:

Have you seen Disenchantment?

I watched it. It's possibly the most concrete and consistent portrayal of a fantasy realm I've ever seen. I think it'll probably end up being one of the great works of fantasy. They know where they are going; the world is pre-seeded with relationships, magic, cults, curses and mystery. It has a similar discovery of the realm feel to it, like from Adventure Time or Dungeons and Dragons where the sometimes drastic consequences of events each week carry forward in a tale about a dysfunctional princess.

Bart SimpsonI've also seen people who were like "I dunno man, it didn't make me laugh like the Simpson's did." Well, shit. As someone who saw the premiere of the Simpsons on the Tracy Ullman show the first time they were shown to the world, I can tell you expecting any animation, especially a matt groening one, to have cast chemistry in the first eight episodes has unrealistic expectations.

Look at the cohesiveness of this moving painting of a magical otherworld. As the season carried on, it's clear that what they really want to do is a fantasy epic, and it's a good start. Everything you are seeing is setting up for a payoff and setting the rules of the world. It was surprisingly enchanting.

I mean the words "Cartoon, Fantasy, Matt Groening", how is that not in my wheelhouse? It's 10 episodes on Netflix and premiered about a week ago. There's 10 more finished episodes. And hopefully 26 seasons.


New ReleasesOn the Shoulders of Giants
He's 15 years old! He is a published role playing game author! He's got a book coming out from Lamentations of the Flame Princess! Chance Phillips wrote On the Shoulders of Giants! It's got great art by Scrap Princess. There are dead gods! New Classes that twist the rules of how the game is played. It's preeety much a guidebook for living on the corpses of giant gods. That's totally a thing that happens in Dungeons & Dragons by the way.

Way more frequently then you would expect it to, actually.

Art Trading Market
As an artist, seeing Mr. Shields set up a market for clip art that's favorable to creators, both people looking to make art available and writers looking for the right art. I know it's just starting, but I'm looking at the cut drive through makes and I'm pretty glad there's people taking steps to provide services, like affordable art, to the people who make the games we play. It's great to see Jestock art at its launch, and I look forward to seeing what happens with it.

Lamentations of the Flame Princess 
Lamentations has put out .pdfs of GTFO, OSR2, and SB, that's Going Through Forbidden Otherworlds, Obscene Serpent Religion 2, and She Bleeds. If you can't afford the shipping across the ocean, the .pdfs are now available. They all look interesting—OSR 2 is a sequel to the book by Rafael Chandler called Obscene Serpent Religion which isn't an adventure. OSR2 is an adventure and has cartography from ennie winning artist Glynn Seal, and brilliant art from twitch streamer Journeyman1020! That's the one I couldn't say no to.

Jennel Rides Again
Man, some days are just good days. I woke up to this, and the phrase "A new adventurer from writer Jennell Jaquays" was in my feed. The way to design dungeons is literally called Jaquaying the dungeon. Caverns of Thracia was one of the greatest dungeons ever created.

This was just like Christmas. It's strange suddenly being an adult, talking regularly with people who weren't alive during the 80's, or sometimes even the 90's, but for us we lived and learned from the old masters. They were alive and they touched our lives. And for one of them to step forward and gift us with more, I could not ask for anything greater.

I haven't read The Dragon's Secret because it's coming in hard copy via mail. I'll let you know all about it when I get it, I'm sure! It's so rare that something happens that makes me this excited, but I have to admit, it's happening more and more often.

Weird Coastal Wizards
I'm saying here I'm not intending to throw shade, but I'm writing still, so maybe I do. Wizards decided to release two new settings for fifth edition. Is it Greyhawk? SpellJammer? Athas?

No. It's Ravinica, forthcoming. And Oh, also Eberron, but it's not a whole setting guide because that . . . already exists for another edition of the game. And this is the best part!

These official releases are .pdf only!

So yeah, that's just a mixed bag. I understand they'd like to tap into their magic playerbase and get some cross synergy going there. And I applaud not just rewriting a bunch of old stuff with new minor system changes. Any Dungeon Master who's played both 3rd edition or Pathfinder and 5th edition Dungeons and Dragons can make whatever conversions he needs easily, with the updated information in the Eberron guide. But, .pdf only? That seems like an odd play. If you've got any insight into this situation, I'd love to hear it.
Personal NewsIf you'd like to chat about anything D&D related, I'm usually in my virtual office from Tuesday-Friday from Noonish to after-five on Twitch. If you had a question, you could come ask or hang out and listen to music and watch art. I post about it on the social medias. It's a lot of fun, cool people, good times. AgonarchArtist on Twitch!

It that vein, I'm currently playtesting modules, but I'd like to get an online game going on Twitch. Does that sound like something your interested in? Drop me a line on Twitter, over e-mail at campbell at oook dot cz, or via facebook or google. And holy crap! Discord. I'm Agonarch#0828

I'll be finishing up another project soon, and have several books that are near release! I've got a few blog posts lined up. It's exciting to wake up every day and have more work than there are hours to do it in.

I think I liked my last essay more than other people. You got something to say to me? Say it to my face on twitch! There are a group of awesome people making the world the way they want it to be by supporting me on Patreon to make more Dungeons AND Dragons.
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On the Physical Space

Wed, 08/08/2018 - 14:43
Module designers, can we talk?

It's not me, it's you.

This is 2018, not 2000. Why am I still seeing modules with flat spaces, square rooms, and two dimensional thinking. Captain Kirk taught  us long ago that future people think in three dimensions when they fly their space cars. Not in two dimensions like those clones from the 1990's!

In all seriousness, let's have a discussion about vertical spaces and how they can be useful in play. You know why? You don't, but I'm about to tell you.

Because not just any three dimensional space is good for gaming! Some add nothing, useless complexity for no purpose. Let's not do that! What do we want? Not that!

Three Dimensional Spaces in Play
The Cliff:

The cliff is fun because I have a neat critical hit table for crushing blows, and I calculate damage the way hardasses do, 1d6 cumulative per 10' feet. 20' would be 3d6, 30' 6d6. At 40' I just pick up all the d6's and grin.

Also, the angle of the cliff; that's what the thief's climb skill is for, to move across that terrain at full speed.

It's fun if the characters are above, they can survey a situation (sometimes called an encounter!) with a "Monster". That's what we call the things that live in the places our characters invade to rob. So they are usually doing monster things like boiling peasants, paying taxes, and bitching about that snippy biddy down the hall with the fire breathing dogs. I also usually like to have a very small loud annoying thing in the room.

If they are below, did you know trying to dodge thrown boulders is a fun game? We played it on a hill with my friends as children, and the hospital bills weren't even that bad! It's exciting. Especially if you are the one throwing boulders! If you're reading this, you probably are, and let's be honest. That's awesome. So do it.

The Vertical Corridor:

You remember that scene from Don Bluth and Rick Dyer's game, written by Rick Dyer and Drawn by Don Bluth Dragon's Lair (TM) Laserdisc video system? Where the platform fell and there were all the corridors—wait this one? Too late! SPIKES!

I like to roll lots of 'to hits' with my spikes. I make sure as I roll all the dice that I let the player know I feel really bad that—oh! six of them hit. That's just, that's not good Todd. That's not good at all.

I don't usually have a falling platform, although hanging discs, rope, and other accoutrements really help the space. Also monsters aren't dumb. Well, not all of them anyway. We're not speciest here. They know this is a really good place to fire arrows at adventurers!

So it's super enjoyable as they begin to try to deal with Todd's unfortunate situation, that I'm forced to let them know that from the darkness—*Clatter* "FOUR of the arrows hit, guys, four. That's so many. I'm sorry. Where are my d8's?"

Some of the levels overhang each other, because seriously, damnit why would anything in life be easy? Additionally, monsters are just made for this. Harpies, ropers and cave fishers, piercers, and fungus beds glore. It's like a ball pit for saves versus death!

The Action Playset:

We can talk about bad dimensional spaces here. Like, the "vertical wall" challenge. This was popular in mid-wave third edition Dungeons and Dragons 'dungeon punk' where the challenges and encounters were becoming more mechanical and build focused. "This fight takes place on a vertical wall/ship in battle/earthquake!"

That sounds awesome, right? All you have to do is have a normal combat, except anytime anyone has to do anything, they have a 50% chance of failing their balance check and losing their turn.

So it's like normal boring combat, except half the time you lose your turn. I mean, maybe that sounds fun to you because it's brutal or realistic or something. But if it does, fuck you, you know? I'm here to play D&D man. My father told me one of my early board games designs (from the 4th grade era) that losing 8 turns just because you landed on a space was bullshit and no good game would make someone lose 8 turns.

I showed him though. I built a Magic:the Gathering deck that gave me infinite turns. Richard Garfield is a millionaire. That, among other reasons, is why my father wasn't a game designer.

Which is why the concept of an action playset is important. There can't just be an area that has a negative property, unless it's in context to other alternate spaces. This plays out in a couple of different ways depending on the game mode you happen to be engaged in: exploration, role-playing, or combat.

One thing that's intimidating about Dungeons and Dragons for newcomers is that its structure has always been very fluid by design, to fit the personality of the person running the game. But because that varies from person to person, it's difficult to not only clearly identify the je ne sais quoi of the structure, but to clearly encapsulate that to provide conceptual understanding to another person.

But essentially, Dungeons & Dragons is played by sharing a conceptual space filled with unknown and possibly highly dangerous or rewarding outcomes. It's important for emergent play, play that arises beyond the simulation of the mechanical, that multiple outcomes are provided simultaneously. When exploring you enter a room, there are items of interest weird object A, basic-looking object B, suspicious detritus object C. When in combat, there's advantage area A, cover-filled area B, and independent mechanical feature area C. When interacting a non-player character has personality trait A+B, and interacts with the party and its retinue.

This combination is the perfect balance of 7-9 interesting interactions that people can track. You have an advantage because 4 of those are the players. And you wrote things down. Unless you didn't and you're trying to impromptu everything off the top of your head. Why this is a really just shite idea was, no bullshit hashed the f&*k out. At length. Have fun down that rabbit hole. I lived it.

So the action playset is just that. A tower with two platforms, stairs, and a gem powering a ritual at the top. A floating disk filled with wizards. Areas with alternating magma flows (or lava flows if you're engaged in outdoor exploration). A group of victims perilously under threat of death. Get the things together, put them in the bowl, and stir the shit out of that pot.

"Are you surrreeee you don't want to dig through the filthy trash?"

Well, I was, damnit.

Did you like this? Did you also know that I have a vested interest in continuing to afford shelter? There are a group of awesome people making the world the way they want it to be by supporting me on Patreon to make more Dungeons AND Dragons.
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On Medieval Law

Tue, 07/24/2018 - 12:00
I'm no medieval historian.

The idea of a town guard is a rather terrible case of presentism. The idea of a full time guard in towns, villages, and hamlets, much less jails is an anachronism. Yet medieval law can clearly be traced back to the Norman Conquest of 1066 CE. It would be the 1800's before the idea of a paid full-time security professional would have existed in the public's mind.

How did they keep order?

In the spring, with the chill of winter still in the area, the shire reeve had a duty to gather a group of men coming of age and bind them to a Tithing. All those such were bound to their brothers. If one committed a crime, the others would pay for it. This is not the entirety of it. Each is bound to give a hue and cry. If a crime is committed and the criminal escapes, where members of the tithing could have stopped them or given chase, they can be punished as if they had committed the crime themselves.

So what were punishments? How were the guilty tried?

Humanity during this time frequently engaged in debates as to the value or worth of a person and how laws should be enforced. This discussion is the body of work that produced the common law principals. Even though there were no guards or jails, it is this system of judges that is involved in a crime.

"Modern" investigative techniques such as bullet forensics and lie detectors are nearly pseudo-science, so you can imagine what detective techniques were like for the investigators in 400 CE. Many cases ended up with a local "judge" deciding on the trustworthiness of two individuals. This position is likely both more and less formal then you imagine, considering the records. These were often just men of good character acting in interest of their own peace. This is a good motivation for suspicion of strangers, as they have no bonds to keep them from committing a crime.

Most crimes were fights and thefts, not complex heists. Often there were assaults and murders. In the community, these "crimes" were conflicts that the judges attempted to balance. These crimes can include gossiping or malingering, but Their goal was to "make the crime right" by having the criminal balance the loss from the crime or damage. This was the method via which disagreements were settled. Gossiping wasn't a crime to do, but that d**k Rafold has been telling lies about you. Take him to court! It was a tool used to balance disagreements.

But real crimes? Anti-community crimes? Bandrity, treason, sedition, mass murder, repeated theft, the records include a variety of punishments, trials by fire, bread, combat and water. But these were extremely rare. After being found guilty by a judge, the guilty for these crimes were often burned, hanged, or tortured, depending on the crime. These categories are quite broad and often include punishments custom made to fit the crime.

Here are more of my population procedures.

Town Guards

Most town guards consist of locals who have a vested interest in keeping the peace. If they see a crime being committed, They will raise a hue and cry. This will cause all the innocent lawful locals to give chase and attempt to restrain the players. These are 0-level unarmored and unencumbered men and women. They are either unarmed, or carrying a small hand weapon (1d4). The hue and cry will draw 2d6 local militia within a turn. Local militia are 1st-level fighters equipped with chain saps, swords, and crossbows.

In a city or metropolis, there will be a watch. These volunteers are often subsidised by the local lord. They frequently consist of both local military and veteran soldiers. The hue and cry will draw 1d4 1st-level fighters within a single round, in addition to the 0-level people responding to the crime. At the end of a turn 2d6 local militia show up as above, except they are accompanied by a 3rd level sergeant.

Mages and clerics are much too important to be a part of the watch or guard.

Crime

If someone is caught for a crime, consider the judgment! The judge could be swayed to reduce your punishment by spending money on an attorney or a bribe. These usually run 100-400 gold pieces each. Your charisma also influences the crime roll. However, strong evidence, previous criminal behavior and character witnesses will provide penalties for the opposing sides. The DM will set the total bonus considering all applicable factors.

There are three categories of crime:
Minor. Disturbing the peace, public drunkenness, or trespassing
Major. Assault, battery, kidnapping, theft, and vandalism.
Severe. Arson, heresy, murder, rape, robbery, sedition, treason.

Roll for the result
2 Severe Punishment (includes mild and normal punishment)
3-5 Punishment (includes mild punishments)
6-8 Mild Punishment
9-12 Freed.

Each type of crime has different punishment types.
Minor crimes have a mild punishment of a fine, a punishment of being placed in the stocks and a fine, and a severe punishment of being placed in the stocks and whipped. Major crimes have a mild punishment of being branded, a punishment of being tortured, and a severe punishment of being maimed, losing a hand, ear or tongue. Severe crimes have a mild punishment of torture and exile, a punishment of murder, and a severe punishment of a excruciating extended drawn-out execution.

YMMV.

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On the Hexplore

Mon, 07/23/2018 - 12:00
Discover the hidden wilderness game in Dungeons and Dragons!

It will bring the actual experience of discovery to your players faces. They will be excited to explore a strange fantasy world!

I'm announcing an 18 page tool to assist you with wilderness exploration, making it a breeze. It provides plenty of space for personalization, no matter what campaign you are running, from original dungeons and dragons all the way to fifth edition.

This contains a drawn 6-mile hex with a nefarious river fort, an inactive volcano with a secret jungle, a bards tower, a demon-haunted ruin, and a cavernous bandit hideout. It also contains three lairs and four landmarks, all illustrated. The document contains maps and encounters with space for your settings name and statistics. This helps you make your game exciting in a new way!

What are you waiting for! It's only 3.99$ in .pdf at rpg.now! Hurry and get it before I do something silly like raise the price! Buy here!
Does this sound exciting? Check out the rest of my also very exciting things! Or, you can aid the task of keeping me and my daughter meet our vices of 'sleeping indoors' and 'eating food' by supporting me on Patreon and get everything I do for free anyway.

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On Megadungeon #3

Wed, 07/18/2018 - 16:13
Finally, after two months of dealing with the horrible RPGnow print on demand, I present:

Megadungeon #3 in print and .pdf!

What is Megadungeon #3?


  • The classic old school renaissance megadungeon Numenhalla, the god halls! getting into print, one area at a time. 
  • This 58 page issue delves into the ancient Crypts of Hierax, crawling with the ancient dead.
  • Art from noted gaming luminaries, Luka Rejec (Cover), with the super-art wonder-powers of Todd Mcgowan, Ian Chagan, Sean McCoy, Evlyn Monroe, and Kent Miller! This baby can fit so many illustrations in it!
  • Writing by noted gamer Chris H. chronicling the wild days of the early gaming revolution, talking about Jason K's Dust setting!
  • The Cannite dungeon faction is introduced. Religious jackal-man anthropophages, they gain the memories of the dead by eating their corpses. 
  • Three new monsters, including Devil Dogs who are two-headed bipedal canine nightmares. They will drink your whisky, piss on your couch, fuck your girlfriend, eat out of your fridge, and then break the door on their way out! 
  • Eight more megadungeon non-player characters and two more dragons for characters to meet, including the sultry Demetria Obra, the betrayed Transikar, and Mavis Hobart, the malign caretakers of the Crypts of Hierax
  • Four megadungeons zones, mapped and keyed: The Organ Mine, The Crystal Wizard Crypt, The Witches Crypt, and the Non-Euclidean Intersections.
  • Articles on Hierax, the enigmatic god of death, interesting crypt looting tables, and secrets to restocking dungeons.
I had a nightmare last night that I ran out of money and I couldn't make it as an independent creator. 
Help vanquish nightmares brave hero! Purchase Megadungeon #3 in Print and .pdf now!Upgrade to superhero and grab Megadungeon #1 in Print and .pdf and Megadungeon #2 in Print and .pdfUpgrade even further to Lord and support me on Patreon and follow me on Twitch
There won't be a Summer issue of Megadungeon due to the cost to produce them. The next Megadungeon will be released in the fall. If you'd like to prevent this from happening again, support me on Patreon or tip me!
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On Classic Gaming the Second Week of July, 2018

Fri, 07/13/2018 - 12:00
What a busy week. Those of you who join me for my chill Twitch streams know that I've been hard a work on an exciting project (explaining the dearth of posts so far this week) but rest assured, I've got plenty of stuff in store. This week's a doozy and time is moving pretty fast, so lets get right into business!

New releasesFaux Pas is out!

Disclosure, I'm a big fan of Nick's and he's been my friend for years. This is his first release that he's charged for. It has an audio recording of the module along with it. That's exciting.

"The first symptom is a popping sound from the belly. It can
happen at anytime, and the afflicted never feel it coming.
They’ll be having a friendly chat one moment, then pop, and
now they’re trying to kill people.
Thus begins Faux Pas, the first in a series of adventures from HOCUS publishing. . . .Faux Pas features the art of Anxy P., and layout from no less a figure than Christian Kessler (of Fever Swamp fame). I also got a lot of help throughout the process from Jarrett Crader (editor of numerous LotFP publications), and OSR luminary Evey Lockhart.
Faux Pas, A system neutral adventure. The players discover a town beset by a mysterious illness with symptoms worse than death. It breeds violence, madness, and mutation. It turns people into things that are no longer themselves.
The Inquisitor General has been warned. He’s on his way here. When he arrives he’ll burn every building to the ground and torture everyone living until they confess to the devil worship that obviously brought this evil into the world.
Will the players discover what’s really going on, and how to stop it, before the Inquisitor arrives? Or will they just loot the place and run away?"

Also, there's a couple of Kickstarters tearing things up.

NGR, Neoclassical Geek Revival has been tearing up some lists. Asking for about 600$, it's currently sitting at nearly 12,000$. It's got some pretty big draws. As well as being a classic retro-clone, it also collects all of Zzarchov's many very high-quality adventures together in a book for print. You can also have your choice of illustrated versions of the game from Alex Mayo, Chris Huth, and Dyson Logos. Really, it seems like a great deal, for a collection of good stuff, and giving work to a great group of people.

Then there's woodfall, a small setting that can be dropped in your setting. It's got a neat aesthetic and the little graphic of "Your setting" with a hole in it, with woodfall fitting right in.

Goblinoid games is also running a fully funded version of a new Advanced Labyrinth Lord guide. With the existences of Basic/Expert for sale, as well as B/X Essentials, I have the ruleset I like.
Hot takes of the weekGavin Norman made a huge announcement of a new partnership with Quality Beast! I'm pretty sure it means higher quality and faster releases from Necrotic Gnome. I don't know, we'll have to wait and see.

Patrick conducts another interview with one of the most creative minds in classic gaming. Ben L. talks about early proto-childhood gaming and how the memory affected his creativity today.

This Lamentations/Basic D&D conversion of Dark Sun rules has been making the rounds, and it's pretty impressive.

Drama at the Ennies, isn't there always? Did the wrong people get nominated? Is the Old School Renaissance a Voting Bloc? Rule changes about judges are coming. A publisher hires a bodyguard for Gencon. Big money is on the line for the winners. It looks like we're finally big enough, we're getting a taste of that civilization movin' in from out east.

This post is Patreon supported, and I'm almost halfway to covering rent!. support me or tip me!
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On Classic Gaming for the first week of July

Fri, 07/06/2018 - 12:00
Happy explosion day! I pity the dogs.

New ReleasesOn monday, the exciting B/X Essentials Monsters dropped. Back in the golden days, it was suggested to cut apart your books and organize them by section so that basic and expert weren't split apart. However, in spite of the brilliant design, this never happened. Now we have Gavin Norman stepping in and giving us a real companion to the creature catalogue! It's all of the basic/expert monsters in one document!

That said, it's currently .pdf only, until the odious and publisher unfriendly process of getting the print version to people finally finishes. It's terrible and I feel for anyone trying to provide print copies from any onebookshelf user. That said, it is coming (even if it's weeks out).

I'm very much looking forward to the combined addition as well as some of the expansion books.

That's not all, the new release from Glenn Seal has finally dropped; The Midderlands Expanded is out. I've just recently gotten it and haven't had time to dig too deeply. At first glance it's filled with page after page after page of evocative description and setting information. The original midderlands covers the center of this twisted version of the british isles, and this covers some of the surrounding area. I can't wait for my hardcovers to arrive! I'm not a fan of the green art, but the line art is excellent and right up my alley.

It comes with a pile of bonus material and I'm loving digging through it. Glenn is turning out good work here, I may post a more detailed review if there's some interest.

There's so much terrible stuff out there. It's important to remember, that this isn't a critique, it's a highlighting of exciting things that have released and happened this week. If I reviewed something, would I say what I don't like about it? Yeah. I'm just glad there are so many people putting their best out there, even if it's bad.

Like, really bad. Laughably terrible.

Braver men than I. Moving on.

Patrick, author of so many wonderful products, notably Deep Carbon Observatory and Veins in the Earth finally got the chance to interview Bryce Lynch, the most prolific reviewer of gaming products, with over 1,500 posts and upwards of 2000+ reviews. Needless to say it's a pretty wonderful discussion. Check it out here: Patrick Interviews Bryce.

Rumors
The biggest news of the week are the ENnie-Award Nominations and the resulting twitter drama about who meets the right qualifications to be the type of person who should be nominated for an award. Unsurprisingly, classic gaming is all up and down the list of nominees. Is it weird that Gnome Stew has like a repeating nomination? I've read the blog, and well, it isn't in my top five list of blogs. Is it really that beloved?

Remember. The ENnies are popularity contest, and classic gaming is paradoxically nearly the sole source of innovation in tabletop gaming. Since classic gaming has all the cool people, let's go win that popularity contest!

In all seriousness, there's a lot of new talent on that list, and a bunch of exciting stuff to check out.

The other thing is Blogger and Comrade Beloch has engaged in a mission to improve our community. From organizing reviewers to posting public domain art to putting people in touch with each other, it's a real grassroots movement!
Do you want to make a meaningful contribution to the OSR? Something that will stand out from yet another blogger writing about yet another house rule that nobody will ever use? Something that will make the community better? According to yesterday's thread, here's how you can do that, sorted from least to most effort. Here's a link to the list.Here's a request for people to help with "Blogs on Tape";  It's good and exciting stuff. But now it's the weekend. There's Drawing Dungeons, today and Dungeons and Dragons after work. Hope you have a great weekend, and we will see you on Monday!

This post is Patreon supported, and I really want to be able to pay my rent next month. Almost there. support me or tip me!
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On the Terrible Tragedy of Adventures

Thu, 07/05/2018 - 12:00
Since I've begun my journey of self-employment, I've been investigating things out of a desire to stave off the pendulum of entropy. What keeps my bank account from degrading?

So this leads to some investigating into what sells and why. I've been producing these art-heavy designed modules in the form of Megadungeon. We're somewhere around 200 rooms in 3 issues? So that's easily 40 or 50 hours of play. The art is helpful and necessary, providing tools for the Dungeon Master to run the module quickly, enabling his own personal skill at running games. But it's not narrative. It's an adventure environment with lots of useable tools and widgets.

But the problem is, people aren't interested in modules to run. Gabor Lux says:
"People know and it is blatantly obvious that most of the adventures out there which are being published are not being thought to be played or run. They are reading materials. . . A lot of people just read it as sort of a fiction and maybe as a source of indirect inspiration to get the examples and ideas." He continues, "That's where a lot of adventures fail, . . . is that they are not written with games in mind but with reading material in mind. They are bits and pieces and cannon. You can never even run them because it's a railroad and it would fall apart in your hands, but people buy it for their shelves or for daydreaming about being gamers."This isn't difficult to tell. It's part of the insight I had while writing the Gygax module comparison. The modules are written so that the twists are hidden. That way the reader experiences surprise when it's revealed. As a tool, do I want such an important detail deep in the text?

And that's it really. I was eating with family and friends, and one said "I didn't enjoy it when I played D&D in the army." I perked up and immediately drilled down. "Why?" He said, "All they do is go from one fight to the next."

It's easy right? You're busy, no time to prep. Everyone wants to play, just follow though the dungeon, read the text and fight the fights. There. You played D&D.

Well.

There's no way all the adventures that are sold are played. I play D&D a couple of times a week and have campaigns that run 50-80 sessions with people I've known for years, but most people don't. You'd have to play a lot to get through all that. Dragon Queen and Tiamat took upwords of 50 weeks. Long past the publication date of the next two 5e releases.

Joseph Manola says on his blogAgainst the Wicked City:



 "Bryce often points out that the vast majority of adventure modules are written in a way which makes them almost useless for their supposed purpose of 'running a game in real-time at the table'. This is so obvious, and so trivially demonstrable, that its continued persistence strongly indicates that this is in fact not what most adventure modules are being used to do, and probably not even what most of their purchasers want them to do, even though it's exactly what most of their authors assert they are actually for."RPG books written like novels proliferate not only because many people have no idea how to write useable adventure modules, but because that's precisely how they will be read by a large segment of their target audience. For such readers, reading the book, and imagining what the experience of playing it at the table might be like, takes the place of actually playing the game.
Bryce the erudite reviewer at 10 foot pole who searches the sewers for diamonds says:
"No one wants the wrong thing. I would say that it's easy to go with the flow. Adventurer's League, show up on Wednesday night and play. WOTC pushes an adventure to the DM every week, almost no prep. And if you try and run something NOT Adventurers League, or D&D, or the most current version of D&D, then you face additional hurdles. I'm not sure that 'Apathy' is the right word, but a lot (a majority?) of folks are happy enough. I'm guessing that just enough of their sessions have just enough fun to keep them strung along, as they chase the high. It takes effort to seek out something different. It takes effort to get out of your comfort zone. When I'm at my best I want every thing in every day to always be awesome, and everything else isn't worth my time."It's a little bit like enlightenment. One commenter on a thread said, "Surely lengthy published adventures/campaigns have to be broadly railroad by design, however well disguised that is." Because he's never seen blue, it's not possible for blue to exist. Can you describe color to a blind man?

The problem with this is, Megadungeon, and other things that are designed as tools to be used at the table are both a lot more work then a linear series of fights and not nearly as fun or interesting to read. Great, gripping, narrative literature it ain't. It's a tool to hold in your hand so you can run a game.


The list of platinum items on DriveThruRPG isn't filled with art objects. The majority of the platinum sellers are some core books, but there's a lot of items from Raging Swan Press and other small-press blog post like releases. 2$ for guildhall urban dressing. 4$ for "What's this Exotic Mount Like, Anyway". All of these type of aids lacking covers, and almost art free, and contain about 1,000-3,000 words of content. That's what's selling.*

But because it's designed as a tool for play, and isn't as enjoyable to read, it's less appealing to the majority of people who buy modules. And really, if that's what they want, we should give it to them, right?**

*I am not casting any aspersions on Raging Swan Press. Bully on Craig for finding success.
** Obviously not, it is a labor of love, but I'm going to have to slow down the pace because it takes each issue quite a while to earn back the art costs from producing it.

Do you like Megadungeon? If you support me or tip me it will help me continue to produce it! Also, there's HD ready maps for Virtual Table Tops available on the Patreon!
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On the Explosion of Independence

Wed, 07/04/2018 - 12:00

Happy Independence Day!
Categories: Tabletop Gaming Blogs

On the Horror of the Critical hit

Tue, 07/03/2018 - 12:30
It needs to be common knowledge.

Critical misses and failures mean that the fighters and other combat focused characters suffer the most, turning them into the least consistent combatants. 
Why? A "critical miss" roll of 1 comes up a flat 5% of the time. Fighters make the most attacks. They will also then make the most critical failures. So the people who are best at fighting are those that critically fail at it most often. 
In nearly every edition of Dungeons and Dragons, the strength of fighters comes from their combat ability. Turning them into the least effective combatant quickly neutralizes their main trait and contributions. 
This is just a basic design consideration many Dungeon Masters may not consider. I come not only bearing knowledge of a problem, but also a solution. 
Any class that relies on fighting, for example, any class that gets an 'extra attack' does not fumble on a 1, but instead must roll again, fumbling only if the second roll comes up 1. This causes fighters to critically miss .25% of the time and other classes to critically miss 5% of the time. 
No muss, no fuss, and you're not twisting the balance of power towards spellcasters.
I provide insights like this for a meager living. It'd be great if you support me or tip me!
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On the Life and Death of Elisabeth Sladen

Mon, 07/02/2018 - 12:00
There was a towering man of obsidian, his face covered in black so dark you couldn't see where it ended and the suit began.

But the lighting was dim. The golden man told the obsidian man that when the time came, they let their people end, rather than be ruled by him. In the light, it was difficult to separate costume from actor. British, many of them unsurprisingly trained in the shakespearean manner, used their entire body as if they were on stage.

It cast a raw immediacy on the performance. The dimly lit cheap-foam background faded into the background, as the golden man sonorously intoned, "So now you are King, as was your wish. I salute you from the dead. Hail, Eldrad, King of nothing."
Oh the rage of Eldrad. The Doctor and Sarah stood meekly in the corner. "Is this my reward?!" he screeched, storming menacingly around the room, his figure looming over them. "I CREATED this world It is mine, mine by right!". He moved in the suit, his training making it look as if a mountain shook in anger.

The Doctor gives that childish smile to sarah, beloved companion, and quips about someone having done their work for them. Sarah coquettishly says "I wouldn't want to live down here, and I wouldn't want him as a leader."

Like a player that just gave a dungeon master a terrible idea, and suddenly finds himself the recipient of the dungeon master's rampant glee at his new love; Eldrad grins and looks at Sarah, "Yes, I shall be King. The Earth people. . . . I shall rule them! I shall be their god!"

A chase ensues, and the Doctors flawless plan is 'hide and trip him with my scarf into a bottomless pit.' I wonder if this is the kind of plan seven year old's come up with because they watch Dr. Who, or if all small children have such pure beliefs in good intentions.

Sarah leaves the Doctor almost immediately after. When I was a child, I had difficulties due to some personal afflictions that turned out not to be character flaws and poor willpower but an illness that improves with medication. Sitting on the cold brass floor of the TARDIS, handing the doctor one fisher price sci-fi power tool after another, she cried out "I'm sick of being cold and wet! I'm sick of being shot at, terrorized by bug-eyed monsters" I empathized with her. He was on an adventure, and being on an adventure is hard.

It is, right? We are all on an adventure right now, and someday it ends. I identified with her stress and fear. The Doctor continued as if he did not hear her. He was implacable. Nothing she could say or cry would ever move his stoic indifference. And Sarah said, You know what? Fuck this. I'm out.

That's the worst she could do to hurt the man who couldn't listen. That was the harshest thing she could think to do, was to say, I have to deny my true nature to you, because your indifference to my suffering is too much. The most extreme response becomes the only response. You have to get out. Don't you? For yourself, I think you do.

Rewatching it now, it's clear. Sarah is a young child throwing a tantrum. The Doctor is not a romantic interest (unless perhaps you have a serious Electra complex). He is an indifferent parent. An abusive parent.

But he does love Sarah.

He, of course, unaware of anything she has said, gets a call and has to go home. He can't take her to Gallifrey of course! She returns to the room, carrying a tennis racket and a suitcase in her right hand, and a jacket along with a potted plant in her left. A stuffy lies on the floor.

He then experiences a sharp pang of compunction over how he will break the news to her. He says, without turning to face her, "You're a good girl, sarah." And she yells back, no! It's too late now for any of that. I've got to go! It's because they always apologize. And they really do love you.

When he hears what she said, his face lights up and he turns around. "How did you know?" She flinched. He said, "I can't take you with me, you've got to go."

Her voice cracking she says, "Oh, come on. I can't miss Gallifrey." She can't figure out if he's doing this to hurt her. "Oh, you're playing one of your jokes on me, trying to get me to stay." I don't think he's playing jokes. Even though the subtext is heavy above, it's not that the Doctor is a missing stair or represents an abusive parent. He's a representation of the nature of the universe which generally gives a field completely empty of fucks about how we feel.

He tells her she's home. South Croydon. Hillview road. She awkwardly smiles, standing on the street, accompanied by a pink owl and potted plant. She looks around and sees she's not on Hillview road. She's not even in South Croydon.

So, Sarah is an undefined child. Elisabeth herself even said so, saying "Sarah Jane used to be a bit of a cardboard cut-out" So after raising her daughters, Elisabeth went back to Doctor Who. When her character meets him, years later, she doesn't recognize him. Instead of the doe-eyed ingenue, she's now a tough-as-nails investigator.

When it's time to go, and his identity has been revealed, she confronts him. First thanking him for taking him with her, and then implying that she's single because no one ever measured up. It seems like being taken about and having life-threatening adventures as a child might affect your relationships in your life. That damage done, it leaves Sarah, or Elisabeth Sladen, to fill the role of protector, her own life and happiness denied her, because of her time spent too close to the truths of the universe.

She tells him good-bye, and he makes light, saying "Aww, it's not goodbye.", She says, tears in her eyes, as she looks at him. "Just say it this time, please." and she walks away overwhelmed with the closure she's finally received. He leaves her K-9, their synthetic dog assistant. She's confused, because K-9 had been destroyed. She asks him how he's here. He tells her, he's new, he replaced the damaged and destroyed K-9, that he's a new, upgraded model. She says, finally with closure instead of pain, "He does that."

She returned and played the role for children, this time not as a careless adventurer, but as one who guided children, protecting them as they explored the unknown, with her faithful robotic dog companion.

You know, I had a dog named K-9 growing up. A dalmation. Beautiful dog, happy, impulsive. Dumb as a box of rocks, but wonderful. She would, while we were walking in the woods, run ahead as fast as she could on the shaded asphalt streets that twisted through the wild forest paths, realize we weren't there, and then turn around and bolt back to us, always impatient, always exhausted.

She took the role, not just on the show, but in life, as Sarah Jane, Sarah Jane who became a hero to children, Sarah Jane who survived the Doctor and surpassed him, Sarah Jane who survived the doctor twice, it made it all more devastating when she was struck by cancer in February of 2011 and died several months later. She is missed.

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On the month June in (classic) Gaming

Fri, 06/29/2018 - 14:00
What a hell of a month!

This month was complicated. I am currently in free-fall, falling back on only my faith in myself. It was productive in spite of itself. I had my sleep study and got a continuous positive air pressure machine which radically altered my life. I've drastically cut down on caffeine and have had very strange sleeping patterns.

Look. The study said I had 170 interruptions average an hour. The longest of which lasted 32 seconds. Even if every interruption lasted 1 second, that's nearly 3 minutes not breathing an hour. The fact that they last much longer than that. . . I had been going without sustained REM sleep for a long time now. I was living in the realm five minutes before bed, where exhausted set in from the very moment I woke up.

What a weird hack. Sleep apnea kills, flooding your body with stress hormones every time you can't breath, causing arterial damage. This stress gives people heart attacks and the damage is cumulative. Some bright monkey built a weird box to fix this by blowing air into your face. If you're overweight, tired a lot, go see your doctor. Mine is quiet and completely covered by insurance. Last night I had only 14 interruptions an hour, and my average is now under 10. Your families and friends love you.

I only do a few Hearthstone arena runs a week, far to few to qualify for the leaderboard (which requires 30 runs or more).  But this month I played about 15 arenas, averaging 4.7 wins with a win percentage 68% (130ish wins, 75ish losses). Taverns of Time has been great fun. The above may not seem infinite, but with the improved quests, I've gotten a ton of gold this month. Here's the video of my 12-win arena run (and a quick "For the King" party wipe)

Speaking of "For the King" It's a hex-based rogue-lite where you take a team of three adventurers (with unlockable classes) and collect treasure, clear dungeons, and try to stop an ancient evil. It's a pretty fun and exciting implementation of a random hex-cralwish type game. First, It's Fun! Second, on the hard mode, it's very tense and every decision matters. You can see my quick party-wipe on the easiest level here in the above broadcast. After every win, you can spend lore to unlock more things, classes, items, events, etc.

But that's not what we are here for!
New ReleasesOh, man I'm excited about Mothership! "Mothership is a sci-fi horror roleplaying game where you and your crew try to survive in the most inhospitable environment in the universe: outer space! You'll excavate dangerous derelict spacecraft, explore strange unknown worlds, exterminate hostile alien life, and examine the horrors that encroach upon your every move" A space horror game from Sean McCoy, who I have to disclose, is a friend of mine. Still, I've seen the design of the character sheet, and it's brilliant. It's available as pay what you want on DrivethruRPG with a 4$ suggested price.

Look at that cover art! It's a great design, with a definite classic aesthetic. You're not playing heroes, you're playing men trapped in metal coffins surrounded by the void. It's also complete in less than 40 pages. And you can jump right in, character creation is on the record sheet. Go check it out!

There's also the new adventure Shadows of the Forgotten Kings, with art by Dyson Logos and Chris Huth, and written by Zzarchov Kowolski. "Caravans do not make it through anymore. A handful of tattered survivors have made it back to the city and reported being assaulted by wave after wave of panthers that would attack, retreat, and attack again in replenished numbers. The merchant houses want their lucrative route back. The villages need grain and supplies; their people cannot live forever scavenging fruit and huddling by their hearths in fear every night." Kowolski has a great talent at making visceral and very real feeling villagers and situations, so this is exciting. Gus, who we talked about leaving in our last rumors section has spent some time writing extensive reviews, and he has a good one of this adventure located here if you're interested in a solid breakdown.

The Beast is a strange product, a handwritten complete one page game about a gothic horror scenario, where you work for a reprehensible baron and there's a village attacked by a beast. You have to kill it for the baron that you hate. It's pay what you want with a suggested price of a dollar. I'd complain about it missing a list of gothic tropes or scenes, except for the fact that its free, one page long, and contains a beast generator that is very suggestive of scenes. You need to be familiar with horror tropes and I imagine anyone who's interested in this probably is. Seems like a great replacement for a night of gaming as a one shot for the right group.

There's a 7 page download that just collects the rules for polymorphing from Pathfinder. I'm used to editions where this is handled by a single paragraph.

Although I don't play his great high-powered immortal-style Godbound role playing game, any Kevin Crawford release is worth noting, so we have The Lexicon of the Throne, which contains just a whole lot of expansion content for Godbound.

Another download that looks like a passion project is the Thousand Year Sandglass. It's a set of expansion rules for labyrinth lord (B/X) for running Arabian Nights-style games. The writing seems solid. The author seems to have a real passion for the subject and it shows through in the material.

I'm going to say something about the Hidden Halls of Hazakor, which I almost just passed by. This thing here, man. Ok, it's an adventure module, written for children to run, with an expected age of 12. I, just. . . I ran Temple of Elemental Evil when I was 12.  I'm mentioning this because it's great. I mean, bully on Scott Fitzgerald Grey on putting this together. But here's the problem, who's this product for? If I were a 12 year old Dungeon Master, I wouldn't be looking for a module. You're twelve? Like, your job is to hang out and play? So mostly you have a lot of time to make adventures. And when you do go looking to buy an adventure, it's because it's one that someone you respected said was cool.

The issue with this is that it's for adults to buy for their children to run. Is that a problem? I dunno. Did you want to wear the pants your mother picked out for you when you were 12? Perhaps I'm overthinking it. I think a more useful tool would be adventures that teach adults how to run role-playing games for children.

There's some professional talent behind it, and it's certainly written for an average reader, someone who might not know the definition of summarize. It's very comprehensively and clearly written, a little cliched, but the dungeons aren't linear, and the advice that I saw mostly seems very solid. I'm not giving my opinion, because I'm not quite sure what it is yet.

Issue 4 of the unofficial Lamentations of the Flame Princess 'zine Black Dogs is out! "Issue IV contains: guidelines about social interactions with NPCs, instructions for designing NPCs, skills and experience house-rules, an adventure on a dangerous mountain pass with new creatures, and advice on setting up a campaign." It's good stuff. 3.00$ for the .pdf, or 6.50$ for a physical copy plus .pdf. Also Back to basiX #5 is available, a B/X fanzine.

Have we seen Times that Fry Men's Souls? It's an classic hexcrawl set in "Demented Colonial New York and New Jersey" It's 136 pages, and is extensively illustrated. 10$ in pdf only at RPGnow, but also 10$ in print from lulu. So I haven't gotten my copy yet, but it looks impressive!

For those of us in the hobby a long time, GURPS Classic: Wizards is finally available in .pdf from RPGnow, and it's an interesting reference for any referee about spellcasting archetypes, in addition to being invaluable for GURPS referees. 7.99$

Finally, Sacrebleu is pretty amazing. Great cover art, pay what you want with a .50 cent suggested price, it's about goblins with world war one rifles that you don't tell the players about and having the players being stuck on a tropical island with them. It's useful! It has ideas and creativity! It's exactly what we are always talking about wanting. The future is now!

As always, none of the above is sponsored. Products I purchased I purchased with my own money, and they are nothing more then things I happen to think are good. I don't talk about the things that are bad. If I've missed something, let me know.

Was that an awesome list? I'm still hustling just to make rent. It'd be great if you support me or tip me!
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