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Dragon Bat Adapted From Cabin In The Woods film 2012 for Hostile, Cepheus Atom, & The Cepheus Engine rpg.

Swords & Stitchery - Mon, 07/12/2021 - 06:11
 The dragon bat species is a monster summoned to our world from another Earth by occult means. The dragon bat is a fierce predator hybtid of dragon & bat as a sorta of sorcerous chimera. Originally created by an alternative Earth order of Aztec sorcerous priest. The dragon bat species is summoned to our time space continuum by a ritual involving blood sacrifice & a relic dragon bat tooth. The Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

1521

Looking For Group - Mon, 07/12/2021 - 04:00

The post 1521 appeared first on Looking For Group.

Categories: Web Comics

The Floating God's Corpse - Using Cepheus Engine Rpg & Stars With Number rpg Together - Session Report #3

Swords & Stitchery - Sun, 07/11/2021 - 23:07
 There are times when you blunder into another friend's OSR game when things become apparent. DM Steve has been running a hacked Cepheus Engine Rpg mixed in with Stars Without Number rpg. Steve ditched the entire Stars Without Number space system & back mixed in Cepheus Engine. All of this is based on this thread on Rpg Pub here especially on Baulderstone's comment from 2018 "I'm familiar with Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Real Time Play vs. Variable Timekeeping

Jeffro's Space Gaming Blog - Sun, 07/11/2021 - 19:08

My pal Bdubs1776 has given us the world’s ONLY breakdown comparing and contrasting 1:1 Timekeeping with the conventional approach to rpgs. Here’s his conclusion:

Jeffrogaxian Time Keeping is superior because it makes downtime easier for a DM (and PCs) to manage well, it allows competing PC parties, and it allows Patron play with major wargames etc going concurrently with normal dnd session play. Variable Time Keeping has no clear advantage on anything that makes a good ttrpg campaign.

The list of benefits for running real time is immense and we are even uncovering more things it opens up each and every day in our campaigns.

Just as one more example, we have been running only 11 days past after turning on the Trollopulous campaign with 10 independent patrons operating in sessionless gaming where each faction player makes decisions in isolation and with a tremendous fog of war factor. The two large-scale campaign events we have had so far are each the result of a half dozen independent decisions of individual patron and player characters. The flavor of these events is hyper-specific campaign and are far wilder than anything I would arbitrarily decide would happen for the campaign.

You really can’t make this stuff up. You can’t even fake this sort of thing with random tables. The behavior of even a simple model of a fantasy world is infinitely more complex than anything a single Dungeon Master can conceive of no matter how imaginative he thinks he might be!

What’s the cost, though? Mostly the time I would waste consuming social media and blogs is now redirected into this surprisingly powerful culture generation activity. I plot out the week’s events on one or two sheets of notebook paper. Each morning I send private messages to any patron or PC that would get a report back on an action. Something happens every day. Something newsworthy happens more often than you would think.

Now, very large and very weird miniatures battles can happen. I run things at 1:10 scale with mass scale groups being assumed to have average hit points and doing average damage on hits. Other than that, combat is run with all AD&D rules on. These are theater of the mind battles informed by how things would play out if we had miniatures armies. The details of these battles is a secret, however. The exact nature of the outcome is something that can be revealed only by its survivors.

I had feared that these wars would cause me to have to alter the 1:1 timekeeping somehow in a similar way that people are tempted to freeze time when a session ends and people are still in a dungeon. So far that has not been the case. When I fell behind implementing orders due to one of these, I was rescued by the long real time requirements of some of the orders. Game time and distance constraints meant I could initiate two day old instructions without upsetting the cascade of events the game was producing. When a single day’s battle involving someone in Australia was finished five days after it was supposed to be over, travel times were so great for what the surviving characters wanted to do that we didn’t lose anything by starting the relevant journeys on the day the would have “actually” been initiated.

That’s the amazing thing about this type of gaming. YOU HAVE TIME TO DO IT. You can even run this game with people that cannot coordinate their schedules well enough to attend the same game sessions. And face it, that is one to the top complaints of role-players. If you’re an adult that can only fit in one two hour game session a week, you can still benefit from a modest 1:1 patron game going on in the background creating a living fantasy world.

And to the legion of gaming pundits out there that claim that Gygax didn’t actually play this way and that the real “old school” back in the bad old days didn’t actually play this way, check this out:

You will probably not be able to sit down and play the entirety of Dark Tower in one sitting. It may be
suggested that you allow real time between play sessions equal (on a I /I basis) to the time between
adventures in the game world.

Paul Jaquays wrote that in the opening pages of Dark Tower, his 1979 AD&D adventure. In doing so he would join Gary Gygax, M. A. R. Barker, and James Ward in endorsing this extraordinary style of gaming. But the important thing isn’t that this is the historically correct way to play rpgs. The important thing is how players respond to it.

Exciting. Feels so cool, been waiting in apprehension each day. How could anyone NOT play 1:1 time?!

That’s what one of my players told me when a very time intensive action successfully concluded in the context of an extremely volatile environment. Of course, they have no idea how how close they actually cut it. If you haven’t tried this type of gaming, you are missing out. And what’s worse is you literally can’t imagine what you are missing out on.

Categories: Tabletop Gaming Blogs

Doctor Who Spin-Off Lady Christina Returns

Blogtor Who - Sun, 07/11/2021 - 16:20

It’s a family affair for Michelle Ryan’s Lady Christina in her second series of adventures from Big Finish Out now, this trio of brand-new full cast audio adventures for Lady Christina finds the popular Doctor Who aristocratic adventurer catching up with her father Lord Alfred (William Gaminara) and great-aunt Lady Eugenia (Siân Phillips), whilst uncovering […]

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Categories: Doctor Who Feeds

From the Sacred Scrolls: Go Ape in 5e

Sorcerer's Skull - Sun, 07/11/2021 - 14:30
This post first appeared in 2016...
As presented in the original films, the apes are fairly un-ape-like in characteristics (because of course, they are played by people in masks, but that’s beside the point). Taking what we see on screen and what we are told of ape history as true, we may assume they have been genetically modified/selectively bred to something closer to a australopithecine morphology. They don’t possess the long upper limbs and associated strength, relatively stronger jaws, or opposable great toes of modern apes.

Ability score increase. +1 to any two abilities of their choice.
Speed. The apes of POTA are more bipedal than extant apes, but their foot structure still doesn't appear to be as optimized for upright walking as a humans, and they tend to have a stooped posture. Base walking speed is 25.
Grounded. For whatever reason, apes are less susceptible to illusions and mind control. They have an advantage on saving throws to resist such attacks or attempts at subterfuge.
Keen Nose. Proficiency in smell-related Perception checks.

Subraces/Subspecies:

Chimpanzee
Ability score increase. +1 Intelligence.
Studious. Gain proficiency in either one Intelligence or Wisdom skill, or a tool proficiency.

Gorilla
Ability score increase. +1 Strength.
Menacing. Gain Intimidation proficiency.

Orangutan
Ability score increase. +1 Charisma.
Knowledge Keeper. Gain proficiency in one Intelligence skill.

Stalwart Age: Some Actual Play and Notes

The Splintered Realm - Sun, 07/11/2021 - 12:31
Yesterday, much to my surprise (and joy) my daughter asked if she could 'try out' my game. After picking myself up off the floor, I had her roll up a random character - and it was RANDOM. But, we made it work. Her character ended up being called Harmony Hex; she has a life tap, time travel, gadgeteer, dimension shift, martial arts, charm, and air supply. It was a little difficult to tie it all together, but eventually we figured it out. She is a high school student who is into physics and engineering (hence the gadgeteer) and who has been studying martial arts, who got in the way during Oberion's last caper, when he was carrying around chaotic pixie dust variants and she was a bystander who got covered in pixie dust that gave her random fay powers. 
We went through the starter adventure (got through the first two scenarios), but I added Gila the Monster right away, and she charmed him and made him her sidekick; so she is running around with a 7' lizard dude. Okay. She decided he lives in the pool behind her house. Yep. That tracks. And then she got the pager and started to go on adventures; she decided she would use her dimension shift power to simply get rid of villains; she will fight for a round of two, but if it's not going well, she just opens a portal into another realm and boop - there goes my problem. She ended up casting the robot rat into a variation of Candy Land, and dropped Gloam the Shadow Bandit (appropriately enough) into the Shadow Lands. She had used a gadget to get into the jewelry store (neutralizing all security for 1 turn), so when a glass case holding jewelry was shattered (when Gila botched an attack), it didn't set off any alarms. We thought about her trying a stunt to use time travel to reset the glass case to before it was broken (basically replacing it in time with the one from ten minutes earlier), but she failed the INT check I required her to make to figure it out.
A few design choices were important here, and I am happy how the game design supported the adventure:
1. The locations are presented in broad strokes. That is really, really helpful. I know the CRs of an environment, and a few important details, and can make up the rest on the fly. It was (for me) the perfect balance; I knew what the CR was of foiling the security system (so I didn't have to hand wave it), but there was no 'one best way' through anything. She made her way into the rat lair by charming one of the rats and having him lead her through obstacles. Great. This reinforced the approach I plan to take going forward, which is locations with some notes and CRs, a few key events or triggers, and then let slip the dogs of war.
2. The rules for powers are open ended. She could use dimension shift to drop enemies into alternate realities, and she could use time travel to try and reset a jewelry counter (or at least think about trying it), to a previous state. The rules encourage 'try it' as the default setting, and that paid off here. I never found myself saying something to the effect of "well, your power cannot really do that..." Her powers could do what she wanted them to do, in ways I didn't anticipate, and the system fully supported it.
3. The law of unintended consequences is already kicking in. If we play again (she's 13 - there are no guarantees), I know that she is already on the radar of the Keeper of the Mystic Veil. I mean, his name tells you his job - and she is wantonly tearing through that veil willy-nilly. I think at the least she's going to get a visit from Eldritch pretty soon who's going to want to have some words with her about great power and great responsibility... and we'll see how that goes :) She decided to be neutral and not heroic at the outset, so (again) no guarantees... I also know that Gloaming the Shadow Bandit, who is now in the Shadow Lands, may not come back the same as he went in. I see an arch enemy being born... 

Hunter II From 'Hunter II: Goblin' from Eerie magazine issue No. 68 (September 1975) Published by Warren Publishing Adapted for The Astonishing Swordsmen & Sorcerers of Hyperborea rpg

Swords & Stitchery - Sun, 07/11/2021 - 07:27
 Hunter II's introduction came for me at least came in 'Hunter II: Goblin' from Eerie magazine issue No. 68 (September 1975) from Warren Publishing. Hunter II isn't Hunter I aka Damian Hunter which we've covered previously on this blog right here.  Hunter II takes up the mantle of Hunter but is actually a young fully human warrior named Karas. Karas faces down a new, artificially bred race of Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The New England Bouys & The Tablet of Destiny - The Corman Incident - Session Two

Swords & Stitchery - Sun, 07/11/2021 - 05:55
Tonight's Hostile/Cepheus Engine hybrid game picks right up from last week's game session here. Here's the new Hostile rpg rule book cover & the setting book cover as well. Can't wait to get my hands on these from Zozer Games! According to Paul Elliot in the Cepheus Engine Facebook group; "The rulebook and setting book will be separate purchases, but if you already have the 2017 Hostile book, youNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Doctor Who: After the Daleks – Coming Soon

Blogtor Who - Sat, 07/10/2021 - 19:40

Whatever happened to Susan Foreman? The Early Adventures explore the aftermath of The Dalek Invasion of Earth this August Doctor Who – The Early Adventures: After the Daleks arrives from Big Finish Productions this August. The new full cast audio drama explores what happens in the aftermath of 1964 television episode The Dalek Invasion of […]

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Dragon #46 retrospective on Enworld

Zenopus Archives - Sat, 07/10/2021 - 17:03


Dragon Reflections, by M.T. Black, is a regular column on Enworld that offers retrospectives of Dragon magazine in chronological order. This week they've reached issue #46, which among other content includes Holmes' second published Boinger and Zereth story, "The Sorcerer's Jewel":


Dragon Reflections #46


Black covers the entire magazine, so doesn't say too much about Holmes' story, just that it is "pretty typical D&D-inspired fiction", but the first commenter offers this gem:

I would point the reader to Tales of Peril: The Complete Boinger and Zereth Stories of John Eric Holmes by Black Blade Publishing. Over the span of months, me and my D&D group read the entire collection out-loud together, on nights we weren't up for playing TTRPGs. More than "typical", I say the stories are "archetypal." It was so interesting to see how one of the authors of BD&D interpreted and portrayed how the class and race traits work in a story. The stories are zany and fun. We laughed out loud many a time. I recommend the book. (And I'm not sure, but I believe they're all autographed and numbered too.)

I followed up on this to comment that the Black Blade ordering page:

"hasn't been updated, but from communication with Allan and John (the folks behind Black Blade), I've heard that the first printing of Tales of Peril has sold out, and they are planning a reprint. If anyone who reads this is interested in a copy, if you email them at the address on that page they will add you to a list for notification when it has been reprinted."

I also commented that:

"One interesting bit in Holmes' story is a reference to "under Witch's Hill, where the old Suloise city is supposed to be buried". I believe this is only reference to specific setting material from the World of Greyhawk in the Boinger and Zereth stories. Given that the World of Greyhawk folio, which as noted above was also reviewed in this issue, mentions "A lost, ruined city of the Old Suloise is said to be hidden somewhere in the Suss forest" (page 26), and the Sea of Dust has buried Suel cities (also page 26), this suggests that Holmes had a copy of the new WoG folio, or at least had heard about the material from Gygax."


"The Sorcerer's Jewel" versus "The Sorceror's Jewel"

The title of contents spell the title of the story as "The Sorcerer's Jewel", but Kim Mohan's editorial on the same page, and the formal title above Jim Roslof's art on page 8 spell it "The Sorceror's Jewel": 



However, given that "sorceror" is a fairly common misspelling, and that the word is correctly spelled "sorcerer" throughout the actual story, I'd suggest "The Sorcerer's Jewel" as the correct spelling. Tales of Peril (2017) titles it as "The Sorcerer's Jewel", except where it reproduces the title as part of Jim Roslof's art. 

Furthermore, this wasn't even the original title of story; a few years back I briefly saw a typed manuscript for this story that was instead titled "The Apprentice Treasure Hunter", which appears to reference the character of Tarkan, pictured above between Boinger and Zereth. It's unclear whether Holmes was asked to change the title, or whether Dragon simply changed it themselves. Along these lines, it's also possible the use of Suloise (see above) was also an editorial change or suggestion.

Interestingly, "The Sorcerer's Jewel" is also the title of 1939 story by Robert Bloch. I've read this and it doesn't seem related in any way to Holmes' story.

Categories: Tabletop Gaming Blogs

[REVIEW] Bridgetown

Beyond Fomalhaut - Sat, 07/10/2021 - 16:34

BridgetownBridgetown (2021)

by Jonathan Hicks and Greg Saunders

Fire Ruby Designs

Low-level (not D&D) 

Warlock! is one of the games that have taken inspiration from the old-school movement, but gone off in an alternate direction to do their own thing. It is in the “B-OSR” tradition, drawing “from the early days of British gaming”, and using Fighting Fantasy as well as early WFRP as the basis for its rules. I do not own Warlock!, and this review is not really concerned with system analysis – it looks like a nice, slightly grimy take on adventurer fantasy – rather, what one of the game’s flagship modules has to offer.

Bridgetown describes the titular settlement, before delving into an adventure set therein. Bridgetown, shown on a wonderfully drawn cover by Yuri Perkowski Domingos, is a charismatic location, and the best thing about the module. A former trading settlement built on a massive stone bridge spanning a mighty river, Bridgetown had flourished, and then gone to the dogs as it lost its former prominence and got overtaken by the dregs of humanity and monsterkind. It is presently a big free-for all lawless territory, with a somewhat organised shantytown on one end controlled by “Mayor” Felicity Grendel, the most vicious brigand leader in town. It is an ideal adventuring environment to get into trouble in a small, compact maze of derelict buildings, get knifed in the back, or become involved in shady enterprises.

Here we hit one of the book’s structural issues. How do you present a complex environment like a semi-abandoned town/dungeon? You can go ahead and key some or all of it, or you can abstract it down to procedures and abstract systems like encounter tables and location stocking charts. Bridgetown does neither of these sensible things. The map it offers is definitely more indicative than representative (mediaeval architecture does not work that way with free-standing houses, especially not prime real estate on the limited extent of a bridge!), and no main landmarks are given until the included module. But neither are there functional tables. What we get instead are random, scattered idea seeds we can spin into adventures. Notes on Felicity Grendel and her new taxation schemes. A strange madman offering rumours and quests. A Thieves’ Guild operative. A random events chart. This is not bad, but it does not help with actually running a crawl into the bridge environment. You can of course fudge it, which I suppose is the standard new school approach, but it still leaves you thinking there could have been more here.

38 pages of the 60-page supplement are taken by the adventure, The Trader’s Entreaty. This is clearly the core of the supplement, since the rest consists of four very cursory mini-encounters added as an afterthought (5 pages). The setup is a standard get-the-macguffin plot: retrieve a previous family heirloom for a merchant, who believes it to be lost somewhere in Bridgetown. It is made interesting by a spell scroll that lets you “trace” an object’s passage from owner to owner, and location to location: thus, you are strung along via leads until you finally recover it.

As you might assume, this is a fairly linear affair, arranged into six scenes, each centred on a situation to solve before moving on to the next plot point. Throughout the adventure, we see the standard problems of post-old-school module writing that have plagued gaming for decades. Excessive boxed text that includes lengthy read-aloud NPC exposition, and occasionally assumptions of player actions (or non-action, such as multiple cases where the party gets into an ambush even though the places they are walking into are fairly obvious traps). It is longer than it needs to be, and more restrictive than it needs to be. There is a series of “incidents” to spice up moving between the scenes, from environmental hazards to “monsters attack!”, although there is no proper framework to use them beyond the wishy-washy “Do this as often as seems fun – keep the player characters on their toes!” The setpiece encounters leading to the macguffin are decent, with elements of gang warfare (mostly described as straightforward combats instead of more interesting situational challenges) and a few showy, high-budget locations like climbing on top of a derelict belltower while avoiding missile fire from a bunch of goblins camping out on top of a nearby tower. This is the strong suit of the module, although the solutions are always implied to be one particular thing, and there are no provisions for getting off the beaten track (e.g. by missing or misinterpreting a clue), or getting back on it. Then there is an utterly predictable boss fight with an endless stream of lesser enemies until the characters neutralise the big bad with the knockout power kung fu code appropriate response, and the inevitable conclusion where your idiotic Mr. Johnson commits suicide by going for a frankly suicidal double-cross. These fuckers never learn. (Just in case, the macguffin is cursed, so you don’t actually win anything by holding on to it.)

It is easy to talk about old-school orthodoxy in module design, or the rigidity of Mr. Bryce’s best practices when he guts another hopeful module. It is true that orthodoxies can be detrimental or limiting. However, they are in place for the lack of better alternatives in scenario design. (These do exist, and there is a particular methodology for investigative scenarios, but they are not used here.) It seems that games based on old-school principles, and even the newer clones themselves, understand the rules of old-school games very well, but pay comparatively little attention to the surrounding procedures and practices of play which are equally important. When people could still be assumed to have access to, and familiarity with the original rulesets of the past, this common wisdom was widely available, only requiring rediscovery. Today, for an increasing number of people, it is no longer self-evident. Without structure, the games devolve back into the morass of bad ideas that characterises adventure writing outside the old-school sphere. This is the main issue with Bridgetown: it works with excellent ideas and images, and the aesthetics are tops, but it shows weaknesses in translating them into a successful scenario structure. The art is in place, but the craft needs more work.

No playtesters are credited in this publication.

Rating: ** / *****

Categories: Tabletop Gaming Blogs

Stalwart Age Update for the Week of 7/10/21

The Splintered Realm - Sat, 07/10/2021 - 13:22


Here is your weekly update on all things Stalwart Age.

Over in the comics database, I have added two things: an archival entry for Doc's first meeting with Ro the Ravager (issue 77), and a prose adaptation of his more recent meeting Ro and his newer assistant (issue 254).

Meanwhile, in the character database, I have added a character profile for the Voice of Ro, for those times when you need a pretty powerful cosmic character to show up and lay the smack down.

FYI, this is the model for how I plan to build the game going forward. Every weekend, I plan to add 2-3 new things to the larger Stalwart Age database. I will endeavor to thematically tie these together; if you get a new Doc story, you probably get stats for one of the characters who appears in the story, or an adventure write up of the location from that story. I would like to move both the larger narrative and the game forward one step each week. I think, before long, there will be a pretty robust database at hand of both story and game material to draw upon. I already feel like the database is shaping up nicely, with 19 characters, 8 comics, and a bunch of resources there already. 

And remember, if you sign up as a patron, you get early access to all of this; I am already several weeks ahead with patrons, and they already have access to the next two Doc Stalwart comics and previews of two past issues that will be added to the database, along with other crazy goodness. Even a dollar a month will go a long way to keeping Stalwart Age content flowing. Thanks!

Stories from the Slough

Ten Foot Pole - Sat, 07/10/2021 - 11:11
By James Andrews & Kent Willmeth Dapper Rabbit Games OSR "Low to Mid Levels"

Welcome to the festering swamp. The odd bog. The Seeping Slough. A weird swamp hex-crawl adventure that will have players exploring a dangerous location that contains two dungeons, a village, several unique characters, monsters, and whimsical filth.

This eighty page hex crawl describes a nineteen hex swamp with two dungeons with about a dozen rooms each. A classic minimal hex crawl with a little weird and icky swamp thing going on, it lacks a more detailed summary as well as a motivation for exploring … as all hex crawls do. But, as a classic hex crawl in the same vein as Wilderlands … nicely done!

Hex crawls are their own thing and I’m not capable of reviewing them well … or that anyone else is either, their being so few examples of the genre. Their design is directly related to the way the DM and players will interact with things. Generally, this means that the appropriate level of detail for a hex crawl is quite a bit less than your typical adventure. Hexes tend to be zoomed out situations rather than encounters. You need enough (flavorful) information to present the situation that it will have the potential energy that will drive player action to interact with. The classic would be something like some weirdos have X and Y. By stringing the player actions together you get a kind of emergent play plot in a sandbox. This tends the tope version of sandbox … where the party may not have much motivation to explore beyond what they give their characters … perhaps a kind of gleeful desire to get ahead and poke at things with a stick. We’ll get to that in a bit.

You get nineteen hexes. Each is two miles wide. Each has a little table with six entries; if you append an hour searching the hex then the DM rolls on the table to see what you see. Monsters, situations, NPC’s. In addition, each hex has its own six entry wandering monster table. Each of the encounters and the wanderers gets about a paragraph to describe it, in a large font. This is supported by a “disease table”; the party rolls to catch a disease each night they stay in the swamp, a con check IIRC. Failing gives you a disease, twenty to roll from, and if it progresses too far then you get a mutation. The mutations are sometimes beneficial, sometimes harmful, and generall weird. Like you no longer have blood. Or your head falls off but you are still alive and can eat/drink/talk normally. So … weird … with a touch of the gonzo in it. That’s it. There’s a village in one hex and the two dungeons, one the lair of a witch and one the insides of a dead colossal creature. Now get out there and shake your asses and make it look good!

This suffers from the bane of all hex crawls … why? Why move from hex to hex? It is absolutely the case that it is up to the player to motivate their PC, but the DM, and thus designer, is not off the hook. There should be SOME pretext for moving about. If only “GOLD!” An inciting event, for example. But in this we only get, I think, a single throw-away sentence that the Witch could be the reason the reason for exploring the swamp. And without anything else it’s left solely up to the DM and players to solve this, the primary problem, with ALL hex crawls. 

Issue two with hex crawls is the nature of their encounters. You want situations more than static things. You’re looking to build connections between the various things going to drive the players, as the DM, and as the players to take advantage of and leverage. This is, I think, THE critical aspect of a good hex crawl. And this … well … in most cases it’s better just to keep travelling. 

There is a body hung up in a tree. It’s dead and you can loot it. There’s a big crocodile. You sleep under a giant flower, your blood turns yellow. A bunch of weeds with a wizards body at the bottom of it. Some of the encounters ARE linked to each otherl a body in a tree that some other dudes are looking for and their village welcomes you if you bring it home. And, there’s a little NPC mechanic where, when you meet the same NPC multiple times, their situation changes. One guy wants to kill the witch and the fourth/last time to run in to him he’s a zombie now … having met the witch and lost. So, you wander around through an Ed Greenwood museum and maybe get some loot. The number of encounters in which you can leverage towards achieving some other goal seem to be very small. And I don’t just mean intentional linkages, like the dead person in the tree and the grateful villagers. I mean Things Going On To Be leveraged. You want ongoing situations in one area and other situations and resources that the party, by way of wacky PC logic, will try to do something with. And that doesn’t seem to be very present here.

Individually, the encounters are interesting. Sure, I’d love to find a body with a glowing amulet under some reeds, or the lumberjacks who drink, wrestle and eat far too rare meat … (actually, bad example, you might be able to leverage those dudes … that’s a good place, but they NEED something, r rather, the adventure should probabally have them needing something.) Still, the locations are far too self-contained. Now, certainly, not everything needs to be linked, and there is a place in the world for statics, but you need a good mix and I just don’t think that this has it. 

Still, I’m fond of this. Housecats that won’t stay dead until you kill them 1d10-1 more times. “A half collapsed stone fountain depicting hunters chasing wolves, who in turn chase the same hunters. It trickles water slowly. Those who drink the water become youthful and healthy in the moonlight.” There’s a whimsy to the encounters, and they don’t feel like de rigeur D&D. I just … I don’t see them working together in order to be able to form a cohesive line for the party to follow, or force. Again, not in a plot way but in a emergent gameplay way. At least … I THINK that’s what hex crawls are about?

This is $6 at DriveThru. The preview is broken. I can haz sadz.

https://www.drivethrurpg.com/product/357751/Stories-from-the-Slough?1892600

BONUS FEATURE! – The Rad Hack

On my wishlist for a long, and you just know I LUV me some Gamma World! It’s got cute art and is … The Black Hack but with mutants and human supremacists. Meh. It’s not like Gamma World is the worlds most complex game, even 2e or 3e (Fuck you! I liked 3e! I think the chart worked better than it did in MSH!)  IF a certain GAVIN was listening he’d do an OSE but for Gamma World. That’s the main advantage of this: the simple and easy to reference rules. But, the charm of the setting is lost in the abridged rules, and, the cute art aint enough to get it back.

Categories: Tabletop Gaming Blogs

Doctor Who: The Secrets of Det-Sen to be Dedicated to Jackie Lane

Blogtor Who - Sat, 07/10/2021 - 10:44

A forthcoming Doctor Who: The Early Adventures release from Big Finish Productions will be dedicated to the memory of actress Jackie Lane Lane, who passed away on 23 June 2021 was known to Doctor Who fans as Dodo Chaplet, a companion of the First Doctor in the original television series. Lane remained a deeply private […]

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OSR Review & Commentary On 'The Invisible College" rpg By Kasimir Urbanski From Well of Urd Press

Swords & Stitchery - Sat, 07/10/2021 - 04:09
 "All of human history has been an occult war between those who would dominate humanity, and those who would liberate it. This war is still going on, hidden in plain sight."For my birthday I ordered Kasimir Urbanski's   "The Invisible College" rpg from Amazon. And boy I wish I had waited for the Drivethrurpg printing instead. This is a massive four hundred & thirty two page OSR occult rpg that Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Deal of the Week! Six Gun Sound.

Two Hour Wargames - Fri, 07/09/2021 - 19:57



Six Gun Sound. Take $10 off our normal price. Offer good through next Thursday.https://www.twohourwargames.com/sixgunsodeel.html
Categories: Tabletop Gaming Blogs

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