Category Archives: RPGs

Anchor Podcast For Follow Me, And Die!

A few days ago I shared on various social media that I had started a podcast on Anchor. I put up an episode 0 to try things out. I added a link to my Anchor podcast on my Social page.

I’ve made a list of topics for short episodes to record. I haven’t decided if I will do one episode a week, or more frequently.

Anchor has an app that allows others with that app to “phone in” to a podcast, and that call in can be shared in a future episode. If you want to hear me talk about a specific topic, let me know. I can do more detail on a topic already covered, or touch on a topic new to the podcast.

This is just another place holder on the blog for anyone searching for it. I also put a link along the left side under my affiliate links. Give a listen and a comment.

Origins 2018

Origins is one of the oldest gaming conventions. This was the first time I had ever attended. It is very big and a long distance from end to end. I spent a lot of time in open gaming, which was furthest from anything else.

I had toyed with the idea of going the last few years, and this year, I took the plunge last minute and was able to attend Friday and Saturday.

I met up face to face with several people from online. It was good to chat with some, and a quick “Hey!” from others. My last minute plans led to no coordination of meet ups.

I mostly wandered the venue and checked out the vendor hall. I played in two sessions of a Basic D&D game using the module Horror On The Hill. Our DM, Kelly Davis, tweaked it a bit to add some backstory and NPCs. We were too poor back in the day to buy modules, so most of them are new to me. I’m not sure how long they played before I stepped in to play a dwarf. In the two sessions that I played, we did about seven hours. Jason Hobbes kept coming by to harass us. It was fun playing with a lot of OSR grognards. The cool thing about the module is that we didn’t finish, and our DM offered to run it on Roll20, so we are working to coordinate a mutual time. This will be the first time I have played on Roll20 with anyone I have met face to face.

Before the final session I arrived in time to see Jason Hobbes wrap up the DCC game he was playing. I got sidetracked and didn’t make it there in time to join in. It was a lot of fun to watch, and lots of laughs.

The size of the con and the location make a strong argument for getting a hotel room on site, or using a driving service/taxi to get there from a more distant hotel.

I learned something to add to my pre-con checklist. There was a parade on Saturday, and I was forced to enter a parking garage and park other than where I had planned, and had a lot of unexpected walking to do to get to the con. So next time I go to a con, I will research other events on that city’s calendar to verify what might hinder travel to and from the con.

I also suggested to Origins that they let new people know about the parade that happens the same weekend almost every year. I think Google Maps should mention such things. Most cities this size have websites with calendars, and newspapers with events sections.

Origins does have its own app, GAMA, that has partial maps of the venue and the ability to search for the events in the catalog. I found it took a bit of digging to locate the search function. The maps did not clearly list the open gaming area. Overall the app was not as intuitive as I would like. There is a notes feature, but only works for events you attach the notes to, such as those you are interested in or signed up for.

Of the two books they passed out with registration, one mentioned Open Gaming, but the other didn’t. All areas should be mentioned in one book that includes all maps of the venue. Searching for open gaming in the app was no help. Open gaming seemed to be too far out, and the water jugs were dry.

The distance between open gaming and wider food choice was extreme. Snacks and a water bottle are a must.

Overall, I liked the con and will probably attend next year. It’s only a 4 1/2 hour drive from where I live, and is mostly interstate. It’s the first con that I’ve done open gaming that wasn’t the night before the con started.

Stream of Many Eyes – WotC Previews New Story

After last year’s Stream of Annihilation that previewed Tomb of Annihilation, it was clear that WotC has embraced streaming of live play D&D. This weekend, WotC is repeating the streaming idea with many of the same streamers as last year, and many new faces.

Streaming Streams Everywhere

There are far too many streaming games for me to watch. Many are on Pacific time, which is a big difference for Easter time, three hours. They tend to start at 7 PM my time or later, and many run 3 or 4 hour sessions. While I enjoy watching some live play, and seeing how other DMs do things, I can’t watch a lot of streaming shows. There are so many streaming shows that there are more shows than one person could watch. I know a lot of streamers, and have tried to watch all of them, just to see what they’re doing. Personally, I’d much rather play or run a game than watch a game. With “everyone” starting their own stream, since Twitch and other platforms make it so easy, there is a glut of material. Those hoping to make it big need a high quality presentation and present their story and play in a way that stands out.

WotC’s Streaming Method

What I like about WotC’s efforts using the streaming weekends to showcase their forthcoming products is that they show bits and pieces of introductory material, and how different DMs and players jump in. They also talk about related things with partners, or share the news about the upcoming book about some of the iconic art from the earliest days of D&D.

The Announcement

The new product coming in September is Dragon Heist, set in the city of Waterdeep in the Forgotten Realms. A dragon is a type of gold coin. It is a large amount of treasure that the bad guys seeking it will put to furthering their evil machinations, should they get it first.

There are four major NPCs the DM can choose to be the BBEG (Big Bad Evil Guy). Players can acquire a tavern, with downtime to deal with running it, built in to the story. I missed part of the description, but it will have rules for city adventures.

They mentioned that DMs can ignore the story and just use the setting. That’s how we do it old school. Use what you want/need, toss the rest. By toss, it could mean set aside for later use.

It has a modular and flexible design so the DM can move stuff around and replace major NPCs with your own without breaking things. The city is a character. Each DM makes it their own.

OSR Sentiment

There were several times that WotC D&D designers & editors flat out said the rules are optional, and that you only need to use what works for you and your group. This hearkens back to what Gary Gygax was saying before he was focused on running a business that needed to sell rules books. With city rules and an adventure setting that is modular, plus tables to help fill in gaps/get ideas. I am interested to see what this is when it is released, as I collect ideas from many systems to help inform and flesh out what I do in my own campaign.

If you want to run a city based campaign, or like city base campaigns, this might be for you.

NOTE: This is my 700th post! Wow!

UPDATE: I missed the announcement that Dragon Heist is for levels 1-5, and a second book, Dungeon of the Mad Mage, which is a megadungeon taking players to level 20. So far, there isn’t anything about it on the WotC site. Christopher Perkins tweeted about it.

First Published Atlas Honored in Today’s Google Doodle

Today’s Google Doodle honors Abraham Ortelius who published the first atlas, Theatrum Orbis Terrarum, on May 20, 1570. The Wikipedia article on the atlas says, “[T]his was the first time that the entirety of Western European knowledge of the world was brought together in one book.”

That line from Wikipedia reminded my of the first fantasy world that I bought, The Greyhawk Gazeteer [Affiliate Link], back in the 1980’s. Alas, it was one of the items lost in the water leak I have mentioned several times here on the blog. Technically, the product was called World of Greyhawk Fantasy Setting, and included a booklet called the Gazeteer. I and my group from back in the day always called it “the gazeteer,” as I do above, and “the map,” when referring to the iconic map by Darlene.

Unrealistic Standard

The details of the Greyhawk maps and gazeteer was held as a sort of standard on which to build one’s fantasy campaign world. It led to much work and little or no play to live up to that standard. I put loads of time into my original campaign world, more a European sized area, but only ran a few games in college. Then not again until a few months before I started this blog, when I got my sons and some of their friends playing. We played for a few years, and their adult responsibilities increased and left them with less time to game.

Simpler is Better

When I started with my sons, I used tips from all the OSR blogs I was reading, and focused on a single area with a town and seeded with a few dungeons and abandoned city.

A year ago, I created a new area of my campaign world. I went in large brush strokes on the geography of the area, as I wanted to be able to encounter any geography or geologic activity on one map. I roughly placed the nations of various character and monster species. Finally, I focused on the starting town, with the Inn, classed NPCs, and the nearest dungeon.

I did not even name the Kingdom until after play began, and the player’s haven’t asked for it yet. I built a town and city back towards “civilization,” when I set up a situation that invited the players to go that direction. TIP: Don’t slip and say something that invites players to go and do something you are not ready for. If you do, be prepared, and have quick generation tools so they can go there.

By keeping things simple and only building what is needed for each session, in time, one can build something worthy of a gazeteer and atlas. Trying to write one up from scratch is daunting and leaves little to no time to actually game.

DIY

While published worlds are cool and all, you have to do a lot of reading if you want to use all the names and lore of that world in your game. This leads to some being purists about the lore of the world, and players who know the lore may decide to challenge your interpretation, expression, or variance from what’s in the book.

While you can dish it out verbatim, if you wish, that is not a simple nor organic way to handle things. For me, a world where I set a few starting parameters, then let it grow and evolve as the players do things, is much more organic and alive in the minds of the players. It also becomes more alive for me, and much easier to run any situation the players discover.

I pay attention to what the players mention in their cross talk about interpretation of events in game. I give clues to invite them to go a certain direction. However, the players can choose to ignore the signs and clues that a BBEG is gathering strength. There are more places to explore and the lure of riches beyond bearing.

All I need is my game notes, list of names to use, dice, paper, and a pen or pencil, and I can run a game in that world. I know where it makes sense to place tombs, cairns, dungeons, lairs, and the hideouts for bad guys from the bandit raiders to the BBEG.

The more I think and write about my game world’s locations, and the more I describe them, the more they begin to take on three dimensions in my mind’s eye. These locations become more real for me, and I am better able to see the hiding places for thieves in dark alleys, and lurking monsters in the shadows.

My Own Gazeteer

While I have enough information that I could put out my own game world as a PDF, it is just a lifeless skeleton. Without the actual play of the group’s imaginations stepping into that world, it is nothing. Much like an atlas or gazeteer of the real world only contains descriptions, it is a far cry from actually going to those places and making one’s own memories.

If you just can’t seem to make your own world work, or have no desired to do so, there is nothing wrong with using a published setting. If you prefer to use published modules instead of writing your own adventures, you can link them together as locations in a published setting or your own world. As long as the players at the table are having fun and want to keep playing, you’re going it right!

Great Kingdom Lawsuit Resolved – Now What?

I had not been checking the court website with any regularity, and after I came in from moving the lawn, saw on Tenkar’s Tavern that the lawsuit has ended.  Tenkar explains that the “with prejudice” phrase means that the lawsuit is over and cannot be resumed.

My last post on this was March 30, 2018, and this court filing is dated April 16, 2018. Now over two weeks later and no response to my last direct email or Kickstarter message. I realize they have to work through the Kickstarter process to get things rolling.

I will be happy with either a documentary or a refund.

If and when I have any response to my queries, I will post another update.

Dragon Heresy – A Quick Review

+Doug Cole is running his long awaited Kickstarter for his 5e based RPG Dragon Heresy. Dragon Heresy is a Norse/Viking themed RPG. The Kickstarter is to get this starter set off the ground. It covers up to 5th level of play. As of this writing, the Kickstarter just hit the basic funding level, and is nearing double the base amount. There are three stretch goals, yet to be reached. More races, classes, and backgrounds; offset printing; and the big one – the production of the Deluxe Edition of Dragon Heresy, which is already written.

The Book of Foes

I received two PDFs of the working draft that is awaiting final edits. First I dug into The Book of Foes. This is basically the monster manual/bestiary. I really like the initial presentation that describes creatures as either obstacles or opposition. The section on How to Use This Book and Creature Behavior are great explanations that both new and experienced GMs can use to help get into the mind/motivation of creatures.

This covers the gamut from normal wildlife, monstrosities, elementals, fae, dragon kind, and undead. Every creature is described through the lenses of a northern/cold environment and a Norse flavor/mythology.  One finds an explanation for why these creatures make sense in this world.

Dragon Heresy Introductory Set

The second PDF is the Dragon Heresy Introductory Set. It goes into some of the same information as I already encountered in The Book of Foes. For example, vigor and wounds. Rather than a standard 5e system, Doug has added some complexity to make hit points more varied. Armor also negates some damage either by the nature of armor, or the ablative nature of wearing down an opponent’s armor. At a certain level of hit point loss, one begins to suffer wounds.

Doug’s last Kickstarter, The Lost Hall of Tyr, is a module in this setting. Some of the creatures and setting text are duplicated, but it just reflects the consistency of Doug’s presentation. Also his grappling rules, as presented in his first Kickstarter, Dungeon Grappling, have a place in this world. Both people and creatures/monsters have ways to grapple foes.

I reviewed his prior Kickstarters and backed both of them. I was going to pass on backing this Kickstarter, but I really like what I’ve seen in the PDFs Doug sent me. I like having the physical book to hold in my hands, so I’m going to chip in at the $50 level. Doug runs a top notch Kiskstarter and will give plenty of updates and deliver on time or early.

One of the tiers is $5 for a PDF of the combat rules for the standard three classes, wizard, cleric, and fighter for levels one and two. This lets you see his take on combat. He’s studied various martial arts, most recently re-constructed Viking fighting styles, which inform his take on grappling and combat in Dragon Heresy. If you are looking for a combined setting and rules for a Norse based RPG based on 5e, this is the one for you.

Marmalade Dog 23 – Kalamazoo’s Local Con 2018

Marmalade Dog 23 was a lot of fun. I signed up to run two games, Metamorphosis Alpha and Advanced Dungeons & Dragons.

Friday afternoon I signed up to play Red Box Basic, our DM didn’t show, so +Adam Muszkiewicz volunteered to run it, since I was scheduled to run Metamorphosis Alpha that evening. Adam looked up the module on his phone and ran it for us. That’s one cool thing about OSR rules, they are simple enough you can do stuff like that.

Adam Muszkiewicz fills in as DM
Adam Muszkiewicz fills in as DM

No one signed up for my Metamorphosis Alpha game, so I joined in a DCC game ran by Joel Davidson. It was his first time running DCC and he did a great job. We had a lot of fun, and only a couple 0 levels died.

Joel Davidson Running DCC
Joel Davidson Running DCC

Saturday morning, I played in +Del Tiegeler’s AS&SH game and had a blast. We made a wrong choice and missed a clue and had a TPK, all trapped in the tomb. I walked away with some art Del drew just for the session!

Del Teigeler's AS&SH Game
Del Teigeler’s AS&SH Game

I then ran AD&D, with a scenario from my Sunday Roll20 game. It was fun seeing how a different group of players approached the scenario and made different choices. I had two first time players and they both did great! One young couple is local, so perhaps we can do some gaming at the FLGS.

Players from my AD&D Game
Players from my AD&D Game

Friday evening, I played my card game with play testers one and two and they really liked the changes that came from play testing at Gary Con. I had a couple things happen that had not yet happened. It was just interesting to see them happen.

I got in another play test with play tester number one on Saturday evening, and had a couple things happen that hadn’t happened. One required a ruling, the other was just interesting.

I’ve now had 17 play tests, 15 with the current rules. I’m debating about some modifications to the rules to add in a bit more variety. I’m wondering if there’s a rule of thumb for the number of play tests a new card game needs. The two play tests at Marmalade Dog are the only ones I forgot to take pictures.

We won’t know when Marmalade Dog 24 will be until the schedule for next yet is set. It is dependent on the sports schedule. If it isn’t the same weekend as Gary Con, I’ll be there running games!

Levels For Terrain

Edward Kann posted a map of an area in his Blueholme game he started with his sons. (Check out his G+ profile, he has some serious talent for maps and adventure design.) He has mapped the contents of a 20 mile hex using graph paper for the scale of 1 square per mile. One can debate the changing of scale for accuracy between hexes and squares ad nauseum. Forget that noise. The cool thing is the map key has a section for a TERRAIN KEY with LEVELS for each type of terrain.

Edward Kann's map of the contents of a 20 mile hex at 1 mile per square.
Edward Kann’s map of the contents of a 20 mile hex at 1 mile per square.

My Plan For This.

I like this idea for levels for terrain. I’ll modify that for my own use with a keep, town, or city within so many miles. Say a keep with a 20 mile radius zone of control would negate bad/evil/monstrous encounters. (This is basically the West Marches approach.)

However, wild animals would always be a possibility. Sick or wounded animals would be more likely to attack. Males of most species in mating season would be more likely to attack. Mothers protecting young would be more likely to attack. So lack of monsters does not mean “no danger.”

The deep forest being 3rd level is cool. I’ll add a dark wood more focused on the bad things in the forest. That is, a dark wood would have an encounter table focused on the bad/evil creatures found in forests.

For my purposes, I want a variation for the farms/structures. Have a special set of tables to determine if it is a farm or other structures, their condition – ruins, burnt out/smoldering, etc. And finally if occupied by farmers or otherwise the “correct” occupants or “something else.” Something else could be a hungry monster, goblin raiding party, house or barn fire, etc.  A large animal in mating season being belligerent, whether a wild animal or the bull got loose.

This is what I love about the OSR and sharing RPG ideas for any game online. All the different people with their unique take on how they do things spark ideas for how I can use and modify their ideas for my own use.

The Great Kingdom – Revived or Refunds?

In response to a comment on my big article about the legally troubled Great Kingdom Kickstarter. While the Kickstarter page still has the same message about a legal dispute, I found that there has been some movement in the legal front. The last online data about the case is from September 29, 2017. [Go here or use the link search as guest for Case: 505665 and Year: 2014.

I am not a lawyer, and from what I can see, it appears that the two parties were ordered to mediation to save the expense of a trial. They have had depositions and meetings to work out whatever deal they may have reached. I assume there is a settlement based on what the commenter said on my other article.

According to the comments, “. . . they had just cleared a legal hurdle and it should be released soon.” Also: “They are going to send out a survey to make sure if peoples addresses have changed (like mine has) what their new address is so they can get the kickstarter (sic) rewards shipped. This is progress.”

Since I am a backer of this Kickstarter, I also messaged them to get an official response from them. I asked if “it” is a film or refunds.

Here is their response:

NOTE: I’ll update this once I get it.

Alliterative A to Z Vancian Style Spell Names

I had trouble going to sleep last night, so I tried a creative exercise on Twitter to get my mind of the dumb things one thinks about when they can’t sleep.

As readers of my blog may know, I get on alliteration kicks, and don’t just do a few, I take up a challenge and do A to Z.

Looking at my Twitter time stamps, I did this in 20 minutes, due to slow typing on my phone. Challenge yourself to make a list in 26 minutes or less.

The cool thing about these types of spell names, they suggest more than one meaning, so you can have the came spell name for two different spells. One the true spell, and the other a mis-attributed spell, or perhaps the creator made two spells with the same name.

Thus, there are two mental exercises for the creation and description of such a list.

Alliterative spell names a la “Dying Earth” by Jack Vance.

  • Aurbon’s aggressive agony.
  • Balquar’s bubbling bruise.
  • Celeara’s cunning catastrophe.
  • Dolomar’s delightful destruction.
  • Edmund’s egregious ennervation.
  • Forlana’s felicitous falacy.
  • Grintok’s gruelling grounding.
  • Hakovar’s horrendous hallucination.
  • Inigo’s indigo interval.
  • Joanna’s jovial juxtaposition.
  • Kling’s kitten kerfuffle.
  • Lorelai’s larcenous lamentation.
  • Morwen’s marvellous mastication.
  • Norbert’s noteworthy nod.
  • Orwilla’s ordinal outcry.
  • Prilmak’s putrecent pugilism.
  • Quilvia’s questing query.
  • Rilma’s rising refuge.
  • Selene’s silent sobriquet.
  • Talon’s taking torment.
  • Ulvar’s undulating utterance.
  • Virgil’s vitreous veracity.
  • Wilmore’s wriggling wilderness.
  • Xenon’s xenophobic xenomorph.
  • Yalla’s yielding yell.
  • Zandar’s zippered zephyr.

Are there other alliterative lists you’d like to see me make? I can’t make any promises about Q, X, and Z. Hard C and K make it interesting too.