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First Comics News - Wed, 07/10/2024 - 17:40
PORTLAND, Ore. 07/10/2024 — The forthcoming August launch The Power Fantasy by bestselling, award winning writer Kieron Gillen (The Wicked + The Divine, Die, forthcoming We Called Them Giants) and creative powerhouse…
Categories: Comic Book Blogs


First Comics News - Wed, 07/10/2024 - 17:37
  Prolific creative pair brings magic and curses to Dark Horse Comics MILWAUKIE, Ore., (July 10, 2024)— Iolanda Zanfardino and Elisa Romboli, the duo behind A Thing Called Truth, Alice in…
Categories: Comic Book Blogs

SDCC 2024: Paramount+’s The Lodge Returns to San Diego with ‘Star Trek,’ ‘SpongeBob SquarePants,’ ‘Criminal Minds,’ and More for the Ultimate Fan Experience

First Comics News - Wed, 07/10/2024 - 16:56
Paramount+ is bringing The Lodge back to San Diego Comic-Con for a second year with more titles, iconic franchise celebrations, and immersive activations than ever before! Located at the Gaslamp’s…
Categories: Comic Book Blogs

DSTLRY Inks Exclusive Deal with Diamond, Joins Deluxe Publishers Tier

First Comics News - Wed, 07/10/2024 - 16:54
(BALTIMORE, MD) — (July 10, 2024) — Diamond Comic Distributors, the world’s largest distributor of comics, graphic novels, and pop culture merchandise, is pleased to announce an expanded partnership with…
Categories: Comic Book Blogs

The Lodge Is Returning To SDCC

First Comics News - Wed, 07/10/2024 - 16:15
Paramount+ is bringing The Lodge back to San Diego Comic-Con for a second year with more titles, iconic franchise celebrations, and immersive activations than ever before! Located at the Gaslamp’s…
Categories: Comic Book Blogs

Everything In World War Two & Your Mother - The Free Marvel Super Heroes rpg Netbook Adventure 'In The Shadows of Evil'- Middle East Madness Session Report 2

Swords & Stitchery - Wed, 07/10/2024 - 16:15
 So if you've been following our World War II campaign 'In The Shadows of Evil' which is a free netbook adventure. We really dug in as we took a hook flight to Egypt aboard a very nosey passenger plane that had been hauling troops only a few hours earlier. The flight smelled of cigs, desperation, and uncertainty of very young soldiers. We accompanied by Dr. Henry Jones & events were Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Celebrate 25 Years of SpongeBob SquarePants At SDCC

First Comics News - Wed, 07/10/2024 - 15:43
Nickelodeon is commemorating 25 years of SpongeBob SquarePants with an immersive larger-than-life tribute to the original pilot episode, that sparked the global pop culture phenomenon, at Comic-Con International: San Diego 2024.  Its…
Categories: Comic Book Blogs

Your First Look at Michael Walsh’s Universal Monsters: Frankenstein #1

First Comics News - Wed, 07/10/2024 - 15:24
The First Chapter of the Four-Part Limited Series Launches August 2024 LOS ANGELES, CALIF. (July 9, 2024) — Skybound Entertainment and Image Comics, in partnership with Universal Products & Experiences,…
Categories: Comic Book Blogs

SDCC 2024: SECTAURS #1 – Dennis Culver & Ramon Bachs Command the Next Stunning Chapter of the Nacelleverse in October!

First Comics News - Wed, 07/10/2024 - 15:21
In Partnership with The Nacelle Company, Oni Press’ All-Star Line of Toy-Inspired Epics Grows with New Sword-Swinging Series in the Wake of BIKER MICE FROM MARS and ROBOFORCE SECTAURS #1-3…
Categories: Comic Book Blogs


First Comics News - Wed, 07/10/2024 - 15:18
  A behind-the-scenes look at the award-winning digital card game MILWAUKIE, Ore., (July 9, 2024)— In collaboration with Marvel Games, Nuverse, and Second Dinner, Dark Horse Books presents The Art of…
Categories: Comic Book Blogs


First Comics News - Wed, 07/10/2024 - 15:16
  A new look at the smash-hit animated series! MILWAUKIE, Ore., (July 9, 2024)— Dark Horse Books and Amazon MGM Studios present The Art of The Legend of Vox Machina, a…
Categories: Comic Book Blogs

Are You Waiting for Permission?

Jeffro's Space Gaming Blog - Wed, 07/10/2024 - 13:01

I know how you guys are. You look at all the players that are all completely whipped up over the excitement they get out of Braunstein play and you think to yourself, “gosh, that sounds cool and all, but I don’t know how I am going to pErSuAdE my players to get on board with this.” But that’s the neat part. You don’t have to. You can get people to help you create the Braunstein play dynamics that so consistently generate the feel of unpredictable NPC’s, volatile diplomatic balances, and an outright living tapestry of uneasy alliances and rivalries… and they don’t even know how or why it works to help make it happen.

Jon lays out your first play in his latest video: it all begins the moment you ask somebody, “hey…. there is this Baronial estate on this far future world. What do you think the guy that runs it would do in this situation?” If you have time for one watercooler conversation, then you are good to go. That’s all you need! You can follow this up with, “say… it’s been a few weeks in the game world now. Could you draw up a little map of what that estate looks like? I understand there is a starport that has been relocated to its grounds.”

Honestly, though, I get on just fine without any maps at all. Some people like that sort of thing, sure. But let’s be real here. The real value of Braunstein play emerges when players react to each others’ actions when they don’t quite have a full idea of what is going on. The web of dynamism comes from the reactions and the reactions to the reactions. And a cunning referee can get a sense of that across in a brief phone call where he briefly summarizes, say, what all the Baron would know of the other factions and characters that are in play in his vicinity.

The real intrigue, however, comes in via the diplomacy, the uneasy alliances, and the various prisoner’s dilemmas that develop over time. And to get that, you’re going to have to get the players to stop depending so much on the referee and instead start talking to each other. All it takes get a continuing Braunstein to heat up whatever rpg you are running is just one thing. Start a Direct Message group made up of the people you have been grooming into running these independent characters and factions. You say, “hey, I don’t have time to explain everything that is going on in the campaign to each of you individually. You all feel free to share rumors, make plans, and negotiate with each other however you like. Just send me an email by this Friday with instructions for what you group will be doing next week and I will let you know what shakes out of it.”

That’s where the real fun begins! Anybody can do this. Your players don’t even need to be all that special to make it work, either. All they need is someone in their life that quits waiting for someone to give them permission to run the campaign of their dreams.

Why shouldn’t it be you?

Categories: Tabletop Gaming Blogs

The Chambers of Ohebis

Ten Foot Pole - Wed, 07/10/2024 - 11:11
By Rob Arcangeli
Gallant Knight Games
OSR/Riches & Ruins
Introductory Adventure

“Magical rings, a golden fleece, mystical lamps and dragon eggs. Someone is always after something to make their dreams come true and you are no different. As a group of adventurers, treasure hunters or grave robbers (delete as appropriate) you will, with the aid of dice, miniatures and imagination, delve deep into a dark dungeon in a quest, brought to life by your Referee, to find that object or pile of treasure that will let you retire in peace until the end of your days. That or it can be sold to pick up your last tavern bill…”

This sixteen page adventure features six linear rooms in a small “wizards home” dungeon. A substantial portion is commentary from the designer to the DM, with the rest being uninteresting descriptions, stabbing, and not much else in the way of interactivity.

It’s always a good sign when there’s no map. But I get ahead of myself. There’s no intro here, or background, just a three paragraph eread aloud that says you’re standing in front of a door on a hillside, the home to the wizard Ohebis, which no one has seen in awhile and is presumed dead. Get a looting partners And THEN there’s no map. Just an entry for “Front door” and then “entry hallway” and then “room one” and so on, up to room four. I guess I’ve never understood why people try to describe the dungeon instead of using words. I guess I’m going to bitch anyway about the lack of exploration options, so, providing a map would just set me off more. But it seems so low effort. The lack of a map, the linearity … it just screams that this is not something to spend time with, that someone didn’t really put much thought in to.

Oh, yeah, but there is a lot of DM advice. “Draw out the entrance and place the figures on the map.” I guess you’re just drawing a square? And there’s a decent amount of commentary like this. I mean, A LOT. “Just another room to keep the players on edge!” it tells us. There’s only six fucking rooms! What kind of edge are they supposed to be on? The first two rooms both have spring traps, again, just to keep the party on edge. Uh. Ok. Sure, it also points out that its a hint that there could be a trap further in. I DO like foreshadowing danger to the party and prompting them, through methods like this, to ask questions. And then when they fuck themselves over then its their own fault. But, man, there’s just A LOT of commentary that doesn’t really serve much of a purpose at all. 

You get a straightforward combat orr two. A trap. And that’s about it. There’s no real interactivity here. There’s no wonder. The text is images of words, not words, so I can’t copy/paste in any examples, but, seriously, the first combat room has read-aloud that has the figures turning toward the party and ending with “To Arms!” Seriously. 

There’s just nothing here. A Couple of encounters. That’s it. No evocative read-aloud. It’s just a waste of space. An introductory adventure should be exciting and full of wonder. Hooking the players with the majesty of a lifetime of experiences to come. This is more like the worst of those kiddie adventures T$R produced.

This is $1 at DriveThru. The preview is six pages and provides a good overview ofwhat you will be facing as a DM.


Categories: Tabletop Gaming Blogs

Wednesday Comics: A Bigger Comic Book Implosion

Sorcerer's Skull - Wed, 07/10/2024 - 11:00

In 2018, TwoMorrows released Comic Book Implosion by Keith Dallas and John Wells, which was an oral history of the DC's 1978 plan for an "Explosion" that ended in failure: The DC Implosion. I talked about the book here.
This year, Dallas and Wells are back with an expanded edition, this one with color. I haven't read it yet, but Amazon tells me it has "additional coverage of lost 1970s DC projects like Ninja the Invisible and an adaptation of “The Wiz,” Jim Starlin’s unaltered cover art for Batman Family #21."
I'm eager to check it out.

Kickstarter - Tome of Essential Horrors 2 (OSE)

Tenkar's Tavern - Wed, 07/10/2024 - 00:35

Frog God Games and Necromancer Games are back with a new book for Old-School Essentials containing over 100 new monsters.

Before The Year That Shall Not Be Named, I often worked at the Frog God Games table at various conventions. Frog God also published my Swords & Wizardry Light Rules. There was a period when The Tenkar's Tavern Discord hosted Frog God Games' Official Discord presence. I'm also friends with many of the owners at Frog God. So yes, there are some connections ;)

Tome of Essential Horrors 2 for OSE is Frog God Games/Necromancer Games' latest Kickstarter. Tome of Essential Horrors 2 is 15 bucks in PDF and 48 bucks in print plus PDF (POD for International Backers or Standard Hardcover: Offset printed A5 hardcover version that will be printed on an offset printer overseas, meaning it is traditionally printed). Both of these come with PDF stretch goals. Shipping is not included with the print versions. If you want the stretch goals in print, you need to back for the foil cover Deluxe Edition. Damn, very tempting...

Tome of Essential Horrors 2 is a 150-plus-page hardcover book containing monsters (most in gorgeous black-and-white art) with fully designed stat blocks for you to pluck out and use in your own OSE game. Each entry is designed with Advanced Fantasy Old-School Essentials in mind, but totally compatible with both Classic Fantasy and Advanced Fantasy OSE, plus any and all classic “BX” versions of the world’s most popular roleplaying game.


The Tavern
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DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar

Categories: Tabletop Gaming Blogs

Review & Commentary On Rogue World By Perry Brulotte For The Clement & Earth Sector Rpg's

Swords & Stitchery - Tue, 07/09/2024 - 23:35
 "A rogue planet is hurtling through Hub Subsector and a scientist wants your crew to take him to the planet to study it. Will such a mission even be possible? Will it end it failure? Or will your characters fall victim to the dangers on the Rogue World?" "Rogue World is a short adventure by Perry Brulotte which is designed to take your characters (or the included pre-generated Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

THE RED HOOK x DEAN HASPIEL is now on sale!

First Comics News - Tue, 07/09/2024 - 23:05
A meta-heroic / speculative memoir from Emmy and Ringo award winning creator Dean Haspiel! THE RED HOOK x DEAN HASPIEL is now available for purchase to anyone living in America.…
Categories: Comic Book Blogs

Encounter on Madriguera Session 1

Jeffro's Space Gaming Blog - Tue, 07/09/2024 - 17:37

Contrary to every other Travaller referee in the history of the game, I am generating my subsector map on a just in time basis. So far, I haven’t even given a hex number to the two worlds that have been introduced to the game so far. Here is what we had about 15 minutes into the first Discord session of the campaign:

  • Moonshine — Starport C, Scout Base, 8,000-mile Diameter, Standard/Tainted atmosphere, Hydrographics 90%, Population in the thousands, NO GOVERNMENT, Law Level 1, Tech Level 6. Non-industrial.
  • Madriguera — Starport D, Gass Giant, 4,000-mile Diameter, Thin Atmosphere, Hydrographics 10%, Population in the tens of billions, Charismatic Oligarchy, Law Level 9, Tech Level 6.
  • Traveller News Service Amber Alert — A transport transferring the most dangerous criminals in the subsector to the Gash has misjumped and could be practically anywhere. It is suspected that the misjump was engineered by one of the fugitives and that the freighter is now operated by criminals that have successfully altered the vessel’s transponder code. A Kinunir-class colonial cruiser has been tasked with finding and neutralizing this exceedingly dangerous group of criminal masterminds.

My idea was to roll up the world at the start of the session in order to prove that the game was entirely run Zero-Prep. My other idea was that all of the adventures produced for Traveller were wrong because the only way a person could run a legitimate campaign was by being able to create adventures out of whatever strangeness the dice and the players handed to him. My dream was that this session would prove that I could handle this so well, that I could actually just go to a convention and run Total Authentic Seat of My Pants Traveller and everything would be awesome.

I was wrong.

We didn’t have a name for this world during the game. We didn’t have anything. Players were so excited about how Moonshine popped into existence out of nothing that a couple of days before we had set up a discussion group for developing more worlds for the game, but I completely checked out the moment Planet Soylent Green entered that chat. Somebody else in the group independently suggested the same thing for the “Population A” planet we introduced during the session. Abductive reasoning is currently the hottest thing in tabletop gaming, but for some reason I take a dim view of anyone else framing but my own. So, we went into the game with nothing.

Fortunately, the players entered the game by bringing something to the table. This is not D&D. We decided to actually address the age old rpg question of “who are these people and why are they adventuring together.” With eight players all eager to conquer the galaxy, this was not an easy question. One player was a retired scout with a ship that couldn’t carry half as many people as were in the group. The cream of this party of randomly generated characters got skimmed to produce a fairly decent crew. Not only did Group A suddenly congeal out of the chaos, but also the question of who would actually be leaving on this starship was introduced into the scenario.

  • [Fluid] Baron Percy von Slingsby. Ex-Scout 7957CC, Age 34, 4 terms, credits 30k (+Blade, Scout ship), Pilot 3, Jack-o-trades 2, vacc suit 1, shotgun 1, mechanical 1, electronics 1.
  • [Trash] Zebulon “Zeb” Beignet, Rank: Colonel , Branch: Army, UPP: 4D73C5, Age: 34, CR: 17,645, Electronics-1, Computer-1, Leadership-1, Gambling, Rifle-1, Revolver-1, SMG-3
  • [HG] Former Lieutenant Olga Carter C769B9 Leader-2 Air/Raft-1, rifle-1,smg-1 20,000cr age 26
  • [Dunder] Vance Rāmo — 586898 Grav Belt, Vacc Suit, Streetwise, Electronic, Navigation, Automatic Rifle + CR55k … 8,840

Dunder came in as “Zalegander Jascelles Lamison”. This really irritated me. How many times can you come into a game as the sample character from the rule book? Late in the game he was dubbed “Lame-o” by his peers. This got translated into Engrish by a samurai player. Now I am appending “Vance” to the collectively devised name to make it less obviously stupid. The Blacklodge Games people are watching. If something that can break immersion enters the campaign, I am finished!

And a side note here. This campaign has previously established standard text format for character descriptions. I guess it isn’t the end of the world that nobody quite follows it. But notice how terrible Dunder’s writeup is. I have no idea what is age, service, or number of terms is. Pathetic! This guy really wants his lame-o character to die!

At any rate, Baron Percy von Slingsby entered the campaign with a tight group. Vance Rāmo brought Navigation-1 to the table. Olga Carter could pilot the Air/Raft… which based on E. C. Tubb’s Eye of the Zodiac absolutely required a skilled person at the controls. Zeb meanwhile could program the computer and spray SMG fire like nobody else. This is the perfect adventuring group. It is absolutely remarkable. It’s too bad the players didn’t use the standard text format to write up their characters because anyone playing Traveller could print that block of text out and drop it into their own campaigns as a top tier NPC party to encounter.

Alas, as far as my game is concerned, it is already gone. This stupid party elected to go out searching for a patron alone mostly unarmed in order to comply with the local law level restrictions. (Zeb elected to bring an SMG concealed by his trench coat. I think he needed to roll a 10 or better to avoid getting hassled by the cops for this, but I didn’t know what I was doing yet.) Their first encounter with 13 ambushing brigands. The players maybe could have gotten a throw of 10+ to avoid, but I didn’t know what I was doing yet. There was no surprise and these hooligans had jumped them with autopistols at close range. We debated this for a while, but I finally concluded that gangs do not observe law level restrictions, though they were in this case liable to follow the tech level limitations. Per book three, the assailants all were assigned the same attributes: 4-7-4.

The party elected to run except for Zeb who fell back while spraying SMG fire. Full automatic fire gave him two attacks against one figure followed by two “group hits” spillover fire attacks each at a -3 penalty. This resulted in one kill and one combatant unconscious. However, Zeb was dropped. Much to my dismay, the party elected to fight on. Percy returned to pick up the SMG while the rest of the party did things that were completely futile. They were all dropped by autopistol fire except Percy who (insanely) elected to fight on. He no doubt dropped a couple more assailants, but due to his taking the combined attacks of this small army, he ate three autopistol hits and was completely obliterated.

As a referee I could not understand why the players wanted to all go down like this, but there was some kind of social dynamic thing involved. People that don’t know each other in these games who expect to be playing for more than a few sessions have a duty to stick by each other lest they get abandoned by the group later. This utterly stupid outcome was perhaps inevitable, though Percy could maybe have gotten out with his skin intact had he begged for mercy. But the baron was just too danged proud.

This was a disaster. Everything was in shambles. Worst of all we were two hours into the session and half of the players had not even had a chance to make any significant play decisions. Enter party B:

  • [Mandalf] Hamilton Lee Starque — Ex-navy Admiral 8A79AA Age 46, 7 Terms, Cr 150,000, Dagger-2, Auto rifle-1, Pilot-1, Jack of all Trades-1, Electronics-1, Engineering-1, Travellers’, Dagger
  • [Bdubs] Beat Takeshi – Former 2nd Officer: C66B48 . Age 38. 5 Terms with Merchants. CR 30,000. Bribery, Broadsword-2, Dagger-1, Vehicle (Car), Electronics, Gun (Rifle). Mysterious fighting man looking for men of honor to challenge to melee combat. Equip on person: 5 daggers, Broadsword, Rifle (20 ammo). Cloth armor.
  • [Gabe] John Evryman, jr. – Ex-Marine Lt., 577777, Age 38, 5 Terms, cr 100,000, Brawling 1, Cutlas 1, Dagger 2, Gambling 1, Mechanical 1, Revolver 1, High Passage, Low Passage, Travellers’ Aid
  • [Kes] Sir Samuel Harker. Ex-Army Draftee 96836B, Age 22, 1 term, credits 10k (+Education, Gun Cbt: Rifle), Respirator, Cloth Armor, Reflec Armor

I am told that the party split over a disagreement between the honor-bound Beat Takeshi and the extremely dishonourable (and stupid) Baron. Ironically, party B is now attempting to rescue the survivors of party A… even though Party A would not have done the same if the roles were reversed.

After pondering the meaning and intent behind the rules for skills like Bribery and Streetwise, it was determined that the players had contacted the leader of the brigands by dialing up the Baron’s communicator. In retrospect, the players could have gone out armed to the teeth with a chance of being stopped only on a roll of 9-. If they were stopped, Beat Taheshi’s Bribery-1 skill means that they could roll 8- in order to pay an ARBITRARY amount of credits to continue on. A non-commital reaction roll on the part of the leader of the brigands indicated that the players could pay yet another ARBITRARY amount of credits to get their associates back. However, these hapless player characters would be handed over stripped of their interesting high-tech gear. (Have to have SOME kind of consequences for ridiculous play.)

Who cares what the numbers are, this happy-go-lucky group of adventurers from all walks of life is burning through their funds at a prodigious rate. We now look at the encounter rules and realize that there is only a 1-in-3 chance that the players could even pick up a patron during a week of searching. Splitting the party in retrospect was maybe even the right move here.

We must have been two and a half hours into the session at this point just to deal with what seemed like a rather tedious bookkeeping issue. I was not particularly happy as a referee and worse, I was feeling completely uninspired. After informing the players that there were no chance for animal encounters unless the players were directly involved in wilderness travel, I rolled up encounters with a Mob, some Thugs, and some Soldiers for days 3, 4, and 5. Due to lack of time, the thugs and the soldiers never got dealt with, though the evasion rules mean that they wouldn’t necessarily have been that big of a deal anyway.

The mob, though– I knew exactly what that was without even thinking about it. They were chasing an attractive and very feminine alien creature that wore her hair wrapped up in a headscarf like some kind of gypsy women. The players naturally wanted to investigate and intervene. The party was informed that the creature was a Shambleau. Very dangerous! The mob agreed to let her live only if the party could be relied upon to transport it off-planet. Hamilton Lee Starque took charge of the creature and subsequently established that he was in fact every bit the gentleman. Olga Carter established that she was making an effort to befriend the alien.

The encounter tables would not relent during this session, however. The sixth day of adventuring brought on yet another group of Ambushing Brigands. If there was any doubt that the first group was absolutely in keeping with the nature of the place, this second batch established forever that that there was something to all this. Range was established as medium. The players mostly elected to close except for “Grav Man” who went to long range and “Grav Boy” who opted to flee. Everyone’s dice were hot and I ruled that the Shambleau went into close range on somebody and ripped their throat out. We took a lot of time to figure out that the people that were knocked unconscious in the first combat only had their “damaged” attributed brought back to halfway from their low point. Also, I reaffirmed for the new players that lowered attributes did not impact the weapon DM’s for required strength and dexterity.

Based on this battle, I have decided that I have calculated my last player to-hit target. Traveller players should have a matrix on their character sheet outlining the chance to hit that they have for every range/armor combination with each weapon that they are liable to use. The fact that no character sheet contains a space for this indicates that nobody has ever actually played the game. Going forward I want the players to just roll their own dice somehow and then post their specified target with the amount of damage done in the Discord chat for the session.

Anyway, six out of eight of the brigands were knocked unconscious during the first combat round. Beat Takeshi was the only player character to get shot and taken down. The brigands failed a morale check and started to run. Even without the other players on hand, I ruled that the Abominable Grav Man would easily be able to gun them down at his leisure. Now what? The debilitating number of random encounters had been dealt with. If the players did not successfully find a patron, I would cry as all of this was so boring I couldn’t stand it. I was embarrassed to be running this game and spending half of the session time sorting out rules questions that I wasn’t even sure I was doing right.

Fortunately, the patron die did come up as a positive. Everybody knows that the patron is the key to adventure in Traveller and I finally had one. I had no idea what they wanted, but I could immediately see what was going on here. The patron result was POLICE. The players firefights with AMBUSHING BRIGANDS had initially brought the players to the attention to the local authorities. The player characters would have been in deep trouble and probably jailed and fined… but it turns out there is a twist here. There is SOME KIND OF LOCAL TROUBLE afoot, and the players will now be DEPUTIZED to go take care of it. They will be awarded an ARIBTRARY AMOUT OF CASH if they are successful. No doubt enough money to BREAK EVEN after everything is paid for.

Ironically, this was precisely the course of action that Olga Carter was suggesting at the beginning of the game. Meanwhile, all of the Batman jokes in response to the emergence of Grav Man into the game meant that the players had all decided that Commissioner Gordon had just been instantiated into the campaign.

Exhausted, I bid everyone goodnight. In the morning, we hashed out how it was that I had been persuaded that control of the scout ship would somehow have been transferred to Hamilton Lee Starque. As a very irritated referee, I insisted that the ship was property of the scout service and that no one was taking command of it if I had anything to say about it.

Whew! That is a great deal to wade through. A few notes here:

  • I am out of town next Monday, so I will not be running then.
  • Player input into the game has been so consistently quixotic, I cannot delegate refereeing duties to anyone.
  • The next discord session will Monday night at 8PM on July 22nd.
  • Time will not be moving forward for the Madriguera next week. If we can play out two weeks of time when we resume, I would be happy with that, though.
  • I will be devising the adventure that last night’s session implies should exist here. However, this is not AD&D. The player characters are all stuck here due to being on the wrong side of the law. They get to play the adventure I work up whether they want to or not. They are stuck on this backwater planet until they satisfy the powers that be.
  • The table for the next session is closed. No new players will be admitted, and the player of the Baron may not even roll up a replacement character. He is out of play until this adventure is resolved.
  • If a player from last night’s session cannot make the next session, they can leave written orders to have their character operating independently during the upcoming game week.
  • We had too many players for a good session experience for all. Eight is really pushing it. If four players attend the next session we will resolve this adventure. If less than that show up then the session is canceled.
  • The surving characters on Moonshine are active in sessionless play and under the restrictions of strict 1:1 time. The first of their weekly orders are due on July 14th.

I know the game was kind of a slog, but I am really excited about this world now and I can’t stop thinking about it. I will take a lot of pleasure from rolling up NPC’s and constructing animal encounter tables and adventure scenarios in the days ahead!

Thanks for playing, y’all!

Categories: Tabletop Gaming Blogs

Crochet and Catch Up with Moogly - July 10, 2024

Moogly - Tue, 07/09/2024 - 14:30

We're already halfway through the year, and every week brings new excitement on Moogly! Let's sit together for another Crochet and Catch Up - complete with sneak peeks! Join us for this live, or catch up later with the video and links below! Disclaimer: This post may contain affiliate links. Live videos are unscripted, unedited,...

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The post Crochet and Catch Up with Moogly - July 10, 2024 appeared first on moogly. Please visit www.mooglyblog.com for this post. If you are viewing this on another site they have scraped the content from my website without permission. Thank you for your support.

Categories: Crochet Life


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