Quantcast
Channel: Jerreth Esq.
Viewing all 139 articles
Browse latest View live

Torchbearer AP - Part 4: Almost Left Four Dead

$
0
0
Things went rapidly from good, to bad, to worse in our latest Torchbearer game and we saw how much punishment our delvers can bounce back from. It's hard to tell if I'm being too nice or too cruel to my players... Perhaps Both?

Our last session ended with the eerie rising of four undead creatures, one of which was intelligent enough to utter a raspy command to his decayed companions: "Kill these intruders so I might feast upon their flesh!" We now resume that thrilling cliffhanger!

After a insightful prologue by Fraser, Exhausted was removed from Morris, making the party condition-free for the trials ahead; gods know they needed it.


Dramatis Personæ:
  • Fraser ... Morris the Mirthful [Human Magician] An anarchistic arcanist with a big mouth and several opinions.
  • Jason ... Rebo Pepper [Halfling Burgler] A quiet and pleasant little person who seeks loot to feed his love of food.
  • Riley S ... Hrolf Rosensloff [Human Warrior] - A fighter of such short stature he's often mistaken for a dwarf. Absent.
  • Stephen ... Joseph [Human Cleric] - A jaded ex-felon who found religion in gaol and became a cleric. Absent, soon to become NPC.
  • Scotty ... Falgaff Bitterleaf [Elven Ranger] - A curious, knowledge-loving Elf who's a bit of a loner.

Adventure Phase

7. [resuming from last session] Out of the four pine coffins sitting atop stone biers, clumsily rose three corpse-like creatures, and an unnaturally graceful ghoulish monster which was more fluid in movement than its compatriots. Morris, Rebo, and Flagaff drew their weapons in preparation for a Kill Conflict, when the sound of clanging metal became from behind them. Turning suddenly revealed that Hrolf had completely disappeared and all that remained was his sword, lying on the floor of the passageway. Falgaff led his companions into the fray, jockeying for position whilst the Ghoul directed his zombified underlings to do likewise; Falgaff was able to provide an opening but the gait of the corpse-beings was faster than he anticipated and he was forced to hold them off up close with his bow stave, disarming him of its use. Morris was able to take out two zombies with a blast of Eldritch Darts, before they could gain ground. Keen-eyed shots from Rebo took down the pair on Falgaff. Drawing his dagger, the Elf Ranger then rushed the Ghoul and stabbed at it repeatedly, whilst it slashed its claws at him. Morris greatly succeed on a cast of Eldritch Darts that blew away the Ghoul, winning the Conflict for our heroes! The minor compromise was that Falgaff became Angry that his new bow had been damaged in the fight and was inoperable until he could fix it.
8. The lantern carried by Morris was refilled with oil after it had burnt out. Led by Falgaff, the group made a Scout Test to thoroughly search the room for anything of interest; success noticed each coffin had a false bottom inside of it, but each open-able panel appeared to be connected to a trigger of sorts. Stomachs grumbled as Hunger and Thirst set in.
9. After debating how to open one of the compartments/bypass said trigger, Falgaff elected his Curious Trait was to be a detriment; his desire to trigger any trap and willingness to take any effects head-on for the sake of knowledge was used against his Dungeoneer Test; a hissing noise was heard from the resulting failure, and the whole bottom of the coffin was filled with a thick, noxious purple haze that overflowed the casket and spilled on to the stone floor. Upon touching the bodies of the slain undead creatures, the trio saw to their horror the corpses began reanimate!
10. The group opted a Flee Conflict from the undead, unsure if this necromatic smoke had not only reanimated them but made them stronger in the process! Though the stupid and slow-moving zombies were simple to avoid and outpace, our adventures found the Ghoul incredibly fast: Whilst directing his companions to the corridor beyond the doorway Rebo was maintaining against zombies, the ghoul dove over his short stature and threw the halfling from behind into the mob with such force he bowled over Morris, along with all the zombies, knocking them all out of the conflict. Before Falgaff had time to react to the development, the Ghoul slammed the door hard enough to jam it, and leapt to the other passageway, cutting off any escape route for our adventurers!
11. Backed into a corner and in dire straights, the group decided to fight a way free through a Kill Conflict! Again both sides maneuvered into position, each gaining a small measure of advantage. Morris then mistakenly decided to go on the defensive; although he managed to dodge the blows aimed at him, it gave little reprieve for him or his companions. Falgaff then met the rush of undead armed with not but his dagger; he and Rebo managed to take out three of the zombies before they fell to their blows. Alone, "wielding" Hrolf's sword in one hand and the lamp in the other, Morris opted for a desperate attack: he attempted to hold the one remaining zombie at bay at sword-point, whilst aiming and hurling the lantern at the Ghoul, using his incendiary-wise to full effect. What resulted was two-fold: the lone zombie was inadvertently killed by it skewering itself on the sword held by Morris, whilst the lantern struck home on the Ghoul, dousing it with burning oil and casting dim light throughout the chamber. In a final bout between the two remaining combatants, both had feinted: Morris tried to use the corpse with Hrolf's blade sticking through it as weapon/shield against the enraged and now flaming Ghoul, which managed to rake the mage across his chest with its filthy, paralytic claws. The last thing Morris saw before succumbing to darkness was the Ghoul clutching at the chest wound it had received from the sword...
Yup.
12. An indeterminate time later, Falgaff and Rebo awoke in total darkness, both Injured with a possible set of broken ribs and a deeply bruised left forearm respectively. The two made a Scavenge Test to grope for materials in the pitch black to make a light source (having no backup); Rebo succeeded in finding material to make a single torch, but doing so caused him to become greatly unnerved at the feeling that something was watching them in the dark, making him deeply Afraid. Our two adventurers were also Exhausted from starvation.
13. The makeshift torch was lit with the tinderbox and the two were able to see the aftermath of the conflict: the bodies of the undead lay strewn about, but the corpse of the Ghoul was nowhere to been seen. The body of Morris almost wasn't spotted, hidden underneath the zombie he had skewered. The pair dragged him to the middle of the chamber where Falgaff attempted a Healer Test upon him; a failure resulted in Falgaff being unable to bring the barely living mage to consciousness.
14. With little time and light left in their makeshift torch, the pair opted to drag Morris back to the dimly lit entrance of the Keep, where they could perhaps make camp and regroup. Before doing so Falgaff retrieved Hrolf's sword from the undead corpse and invested the triggered coffin: to his dismay it contained nothing but a simple white silken blindfold for use in casting Supernal Vision. He then brought all his talents to bare and succeeded on a Pathfinder Test to make their way back to the foyer. Once there, Falgaff risked following his Instinct and made a successful Survivalist Test to ensure a safer camp in an area of potential traffic.

Camp Phase - Minor Inconvenience: Rebo discovered a blow he had taken during one of the conflicts had dented his remaining oil flask and it had slowly leaked to empty.

  • With great patience and care, Falgaff slowly drip fed the last Healing Potion into Morris' mouth and grievous wounds: eventually removing the Injury condition Morris was suffering and awakening him. Morris still had a long recovery ahead of him (having every other condition from being left for dead) but it was a start.
  • The company alleviated their base need for sustenance by eating some rations and food conjured by the magic handbell, thus removing their gnawing Hunger and Thirst.
  • Falgaff spent one of his two checks recovering successfully from his Anger; in hindsight, a damaged bow is of little concern compared against their very lives.
  • Falgaff gave his one other check to Morris, who also removed his own Anger; he considered that he was very lucky to be alive.
  • Perhaps fuelled by his feverish state, Morris and company had an interesting 2nd-hand conversation with the spirit of Barrik residing within Falgaff's head: The magician hypothesized that since one is supposedly unable to make a gelatin dessert containing the fresh tropical fruit known as "pine-apple", one may be able to create a weaponized extract from it to use against the Gelatinous Cube that lay between the group and the unsearched areas of the Keep they wished to explore. When asked where and how they would acquire these "pine-apples", Morris projected that the magic handbell might be able to conjure some up...
???
  • After this very interesting conversation, the party reluctantly broke camp.

Adventure Phase

  1. Summoning all his will and forethought, Falgaff managed to pull off a successful Pathfinder Test and led the pathetic trio back to the village.

Town Phase - Morris reached 2nd level upon entering town; Rebo spent enough rewards to hit 2nd level but won't level up until their next visit. 


  • The first order of business once they were within the bounds of Torlynn was finding accommodation, and since the group had very little in the way of resources between them, they decided to swallow their collective pride and request (i.e. beg) for assistance from Gustovan the Burgomaster. After a long conversation and berating over the little amount of progress and the snide comments on his administration Morris had made to the public; the Burgomaster, whom claimed he still had the best interests of the townfolk at heart, agreed to set them up at his residence for a short time whilst they recuperated before heading back to the keep to solve the problem once and for all. Gustovan also made it clear that his patience in 'free-loading adventurers' had grown thin, and claimed that the next time he saw the group in his town they best have cleared the curse.
  • Settling into the granted lodging, Rebo, Morris, and Falgaff took full advantage of the free if sparse amenities and recovered their Afraid and Exhausted conditions. 
  • Before attempting to recover their more serious ills, the group sought ways to aid the removal of their afflictions: Morris with the help of Falgaff spent an entire day making a Scavenger Test to recover medicinal herbs for making into healing and sickness poultices respectively. Falgaff was dismayed when he realized that crafting said poultices was probably beyond his skill as a healer to make, so they remained as supplies for future use.
  • The group decided to seek divine aid in the removal of their respective Injuries and Sickness, and they met with Father Relmark of the local chapel of the Immortals. Having no coin for donation, they beesched the cleric for aid in their 'duty' to cleanse the Keep and land of Torlynn of this unnatural winter and managed to convince Relmark with a successful Persuade Test. Proclaiming that since they had no tribute to sacrifice to the Immortals that would be granting this boon, the trio would have to spend the remainder of their days in town fasting, cleansing themselves of sin. (This imposed on each PC a Hungry/Thrist condition that didn't interfere with order of recovery but that couldn't be removed until they left town. Rebo claimed it should be illegal keeping a halfling hungry.) A handsome tithe was also promised to the order upon return to Torlynn. In return, the cleric blessed the each party member with The Breath of the Burning Lord, granting a +1D to respective recovery tests. Miraculously Morris' fever broke, and Rebo's arm was healed to use, but alas the Immortals' gift was of no use to the Elf in healing his ribs; Falgaff was beginning to greatly dislike the proudly unrepentant spirit of Barrik that dwelt within his head, whom Falgaff blamed for the reason why the divine boon did not work on him.
  • With aid of Morris, Falgaff then turned to his own healer arts in a last ditch attempt to cure his Injury before having to resign to being crippled by it: an explosion of fate point-fueled 6s proved that his ribs weren't broken all along, they were just subluxated and he popped them back into place.
  • With a bit of free time and some "borrowed" tools, Morris distilled a lye solution from ashes in the Burgomaster's fireplace into the empty healing potion jar via an Alchemist Test for later use.
  • Morris then stood in the centre of the market place and made an impassioned speech via a Orator Test on the groups' noble cause with the intent to make the merchants more susceptible to the following Haggler Test. Both were successful, but the resulting Haggling Event rolled was disappointingly similar to the last: Hard Bargain or Thriftiness.
  • Rebo again took advantage of the two-for-one deal of Hard Bargain to buy lighting supplies but it turned out the only merchant who was willing to make said deal was the same dealer the group got into a argument with last time. Rebo eventually got a set of Torches with a free set of Candles, but was made Angry by the whole barter process.
  • The group finally decided they best return to Barrik's Keep to find Hrolf and end the cursed winter once and for all, or die trying. Rebo and Falgaff initially managed to pay their dues, but Morris had made one too many favours and was pulled aside by the town watch: they explained that several of the folk had made complaints on his 'parasitic behaviour', and the watch had been requested to bar him from future entry into the village unless he is able to pay his debts. Rebo and Falgaff had their own financial credibility lowered by association with this deadbeat.

Exiting Torlynn into the wilderness was where we concluded this session.


Character Condition Status
  • Falgaff Bitterleaf - Hungry and Thirsty.
  • Morris the Mirthful - Hungry and Thirsty.
  • Rebo Pepper - Hungry and Thirsty, Angry.
  • Hrolf Rosensloff - Angry, Afraid, and Exhausted [Absent]
  • Joseph - Exhausted [Absent]

Things I forgot: I realized after the last session I had been running Tapped Nature totally incorrectly; for some reason I thought you added your flat Nature rating to the result you rolled, but this made it way too easy for any PC to just auto-pass a Test. We now correctly add a number of dice to your pool equal to your current Nature rating.

The other thing I discovered we were forgetting was wise use: Initially I thought wises could be used to augment a Test in any appropriate situation for free, and only the Fate and Persona point rerolls cost anything. I must've totally glossed over the part that using a wise four times differently (in Pass & Failed Tests, in Deeper Understanding, and in Of Course!) granted a perk! This means that one can cycle out wises, or advance related skills; which adds another avenue for character advancement to our collective, pleasant surprise.

Until Next Time... ;{١


Free RPG Day 2014

$
0
0


Last Saturday 'twas that time of year again, the proverbial gift-mas in June: Free RPG Day. I hope you were able to make it two a participating FLGS and grab a few items to try something new or supplement your collection. I, myself managed to hit up two retailers before I had to go to work and got a handful of free products plus one that I'd paid for. Again I had to pick and choose between all the entries that garnered my interest:


Laminations of the Flame Princess - The Doom-Cave of the Crystal-Headed Children


First off we'll start off with the second-time winner in my humble opinion of Free RPG Day (if it was a contest), Laminations of the Flame Princess' brilliant entry: The Doom-Cave of the Crystal-Headed Children. Like their previous year's entry, the excellent production values were funded by a successful crowd-funding project.

Despite clocking in at a smaller page count (36-pages) compared to last years' massive near-100 page entry: Better Than Any Man, this year's entry is just as well-written. Whereas Better Than Any Man was more of a sandbox with an overarching, time-sensitive plot attached to it, Doom-Cave is more of a classic dungeon crawl with an excellent story, making it in my opinion more accessible to new LotFP players or other OSR gamers who'd like to drop Doom-Cave into a pre-existing game or give its parent system a try.

Again no quick-start rules, appropriately because a free no-art version of the LotFP rules is available online. The art might not be as stellar in comparison to Better, but the sketch-art in Doom-Cave is very thematic to the setting. Word of warning again to the squeamish, the content might be considered explicit to those with certain sensitivities.

I've yet to read thoroughly through Doom-Cave, but the a decent mix of good old grid dungeons, random tables, interesting encounters, and a good heaping dose of the weirdness that is LotFP makes me look forward to digesting this entry. Also last year's Better Than Any Man is available on PDF for pay-what-you want here.


Cosmic Patrol - Quick-Start Rules: The Continuance Contingency


Another small sampling of Cosmic Patrol by our friends at Catalyst Game Labs. About half of this 24-page folio is filled with quick-start rules, which I've already covered in my last Free RPG Day entry.

The remainder is filled with a couple pre-gen characters, example enemies, and a several mission briefs.

All in all, a decent, if sparse Free RPG Day 2014 entry.


Castles & Crusades - A Druid's Lament


I was fortunate enough a couple months ago to acquire a few of last years Free RPG Day entries (the advantages of living in a small capital city), namely Castles & Crusades, Deluxe Tunnels & Trolls, and Swords & Wizardry: A Pot of Broken Bones (& Halfling Broth), a preview pack, and Hall of Bones, respectively.

These free leftovers from my FLGS did help round out my collection and fulfil my desire for more 'old school' games during my hunt for material to possibly convert over to my ongoing Torchbearer game.

Personally, I found the T&T entry a little too hack'n'slash for my tastes, and the C&C one somewhat generic but decent. I did actually enjoy the S&W entry Hall of Bones though, I found it had a decent layout and simple but well-done delve.

Back to now, the entry this year, A Druid's Lament by C&C, I think was better than it's predecessor, though it does suffer from some weak writing. (I.e. it was written the Druid directs the party to a great tree, but one can only presume she does do because she knows that's where the forest spirit resumes? Also she's very loath to tell the story of what happened, but eventually does so anyway?)

Since C&C is stripped down version of d20, I'm not really a fan of it system-wise but this entry is a nice little side-trek that can be dropped into about any other fantasy game.


Mage: The Ascension - Introductory Quickstart Rules and Adventure Hooks


One of the entries with a higher page count, I picked up this Mage quickstart because it came to my attention last week I don't own any material by White Wolf (or it's new parent company, Onyx Path Publishing). Not that I really want anything by WW in my collection; (I sold a collection of Werewolf: The Apocalypse books that had come into my possession to a friend) despite playing a few WW games, I just have never felt the desire to own any of them.

Anyway, the main reason I grabbed Mage was because a couple friends who want to game with me a few weeks ago had little experience in RPGs beyond Mage and Pathfinder, so I grabbed it for a lark.


I had heard good things about Mage as far as the WoD line goes, and maybe once I sat down and read this booklet I might like what I see. If not, I'll give to someone who appreciates it more. That all said, the general layout and the art is top notch.


Dungeon Crawl Classics/Maximum Xcrawl - Elzemon and the Blood-Drinking Box/Dungeon Detonation 


23 pages of goodness from Goodman Games. Alas, only roughly four of these pages host a short but interesting mini-delve in DCC, the remainder cover a Maximum Xcrawl scenario.

What is Maximum Xcrawl you ask? Imagine if dungeon crawling was a modern competitive sport/game show akin to American Gladiators, Monday Night Combat, Smash TV, and/or Japanese Game Shows; for Pathfinder.

It's also worth mentioning that MX currently has a kickstarter to make a hardcover edition, so check it out if that's your thing. An amusing and interesting concept, though I don't know if I'd ever play/run it personally. Maybe if the fancy strikes or at a convention.


The Stuff I Didn't Get:


  • Pathfinder"Risen from the Sands Adventure" - I have enough Pathfinder/3.x material I can use right now.
  • Pathfinder Adventure Card Pack - No thanks.
  • ShadowRun/BattleTech Quick-Start Rules - I have little interest in either.
  • Q-Workshop/Chessex Modern Fudge/Commemorative Dice - Either/both would've been a nice little keepsake if they were available.
  • Valiant Universe RPG Quick-Start Rules - Never been a huge 'supers' fan, and I know even less about the Valiant Comics Universe than usual. This quick-start is available online on PDF here.
  • 13th Age"Make Your Own Luck" - This would've been my sixth item, had it not already been swiped at the second locale I visited; I'm curious to see if 13th Age lives up to the praise I've heard.
  • A Chooseomatic book "Time Travel Dinosaur -Mesozoic Mayhem" - It was interesting to see a free choose-your-own-adventure'ish book available. Apparently the creator had a kickstarter to cover the costs. All the power to him.
  • I didn't even get to see the rest of the single examples, either they were already snatched up and/or FLGS employees had first pick.


Lastly, I finally picked up a copy of Dungeon World. I know I might be a little late to the *Worlds systems, but better late than never. At least I've played a few. :)

Plus purchasing something during the event helps retailers know that Free RPG Day can be lucrative and encourage them to order in more games!

Thanks to all the publishers that made Free RPG Day exist! ;{١

Torchbearer AP - Part 5: Dratted Conflicts

$
0
0
This last Thursdays session of Torchbearer went by quick with a late start, a few conflicts, and a early end. Fun was had though. Once they knew that spending Fate and Persona points on wises also granted perks, my players were more eager to spend them aiding in leveling up. Our adventure in Barrik's Keep is nearing its end, but I still have a few surprises in store for our characters. >:)

Dramatis Personæ:
  • Fraser ... Morris the Mirthful [Human Magician] An anarchistic arcanist with a big mouth and several opinions. 
  • Jason ... Rebo Pepper [Halfling Burgler] A quiet and pleasant little person who seeks loot to feed his love of food. 
  • Riley S ... Hrolf Rosensloff [Human Warrior] - A fighter of such short stature he's often mistaken for a dwarf.
  • Scotty ... Falgaff Bitterleaf [Elven Ranger] - A curious, knowledge-loving Elf who's a bit of a loner. 

Jason preformed the prologue from last session and cleared away Rebo's Hunger/Thirst.

Adventure Phase

  1. Beginning just out of town, our trio of adventurers consisting of Morris, Rebo, and Falgaff, decided to brave the Keep again to find out what happened to their missing companion Hrolf and perhaps once and for all discover the source of the winter curse that has befell the region. Falgaff intended to lead their company, and once his and Morris' fast was broke with a couple draughts of water, he made a Pathfinder Test: Despite being now somewhat familiar with the area being traversed, having travelled it several times recently, his Loner trait caused Falgaff to blaze a trail faster than his companions could follow. He soon found himself alone in the wild whilst he heard the noise of a strident pack of creatures rapidly heading in his direction.

  2. Falgaff quickly made a Scout Test and his Elven nature for Hiding successfully hid him from a small pack of Ratlings, who after pausing and sniffing the air, rapidly headed off in the direction of his companions once they'd caught their scent. Falgaff cautiously followed them whilst remaining hidden.

  3. The pack's crashing through underbrush heralded their approach to Rebo and Morris, who then tried to quickly set up a tripwire using rope via a Hunter Test: Failure meant the pack was upon them before they could completely set it up and hide.

  4. A Drive Off Conflict ensued. Falgaff emerged from hiding and joined the fray, barraging the unsuspecting Ratlings with thrown stones, getting their attention and ire after they disarmed Rebo of his bow; In turn they pounced upon him, knocking him into a snow bank. Morris sprayed them with a flurry of Eldritch Darts, but the clever Ratlings scampered up trees, knocking clumps of snow down from the branches and hindering the Magician's aim. Armed with the dagger Morris had tossed him, Rebo ran over to the Elf and guarded his companion whilst he righted himself. Morris drove off two of the Ratlings. The sole Ratling tried to rally his cronies, but they remained hovering at a distance, unsure which way the battle may turn. This lone Ratling then hurled himself at Morris, who in turn sent it scurrying away from a grievous spray of Eldritch Darts. Victory for our group with only the minor compromise of Morris becoming Angry at the ordeal, but the whole conflict left our adventurers Hungry/Thirsty though.

    After a short trip our trio once again found themselves outside of Barrik's Keep. After some bickering with the spirit of Barrik residing in Falgaff's mind, the group decided to comb the area they were recently for any signs of Hrolf by candle light. With the original intent of bypassing the tower chamber of the lulling ice strands, the party came across Hrolf cowering behind his shield in the corner of the dining hall. To his chagrin, he claimed he had somehow gotten separated from the group, and in the pitch dark with no light his fears had prevented him from doing naught but curling up in the fetal position with his shield pulled over top of him like a child clutching a blanket for security. His rations kept him from starvation whilst he awaited rescue from his friends or death at the hands of giant spiders, ratlings, or worse.

    Reformed again, the party set out with intent to find the laboratory Barrik spoke of. Using the spirit as a guide with Falgaff as proxy, they entered into the familiar study complete with the blind/deaf armour golem. After some discussion they decided it would be best to leave the guardian construct alone for now, as trying to deprive it of the axe it carried or the enchanted plate that it was conjured from could be risky. They continued on through the parlour where they first found Blingo the Carpenter tied up and the enchanted skull of Barrik, and into the ballroom where the old chandeliers faintly reflected their candle light.

  5. Rebo lit one of the torches using the candle flame and it was seen that a pile of detritus seemed to squoosh slowly towards them: the Gelatinous Cube! As Barrik's spirit instructed them to the hallway across the room, a Flee Conflict ensued to avoid the ooze! Manoeuvring around the slow-moving jelly seemed an easy prospect at first, until running on the ballroom floor slick with refuse turned out to be disgustingly hazardous: Hrolf distracted the Cube by tossing garbage at it and successfully lured it toward him, except when he attempted to move out of its oncoming path he slipped and landed face first in a pile of muck. Falgaff saw his companion thrashing about in distress and ran over to help, and ended up being pulled down into the muck by the warrior. The same soon happened to Rebo, and with his friends wallowing about like terrified pigs in a sty, Morris gird his loins and hurled his jar of lye water at the Gelatinous Cube with all force and gusto (finally training himself properly in Scout): unfortunately the jar passed right through the Cube like a bullet through ballistic jelly and shattered against the opposite wall. Our heroes failed in their original mission to cross the room relatively unmolested; instead covered with refuse they fled down the corridor with the Cube squeezing its bulk through the narrow hall in slow, relentless pursuit after them.

  6. Ducking into the nearest doorway and closing the wooden door behind them, the group entered a storage room of some sorts filled from floor to ceiling with rotten wooden boxes, most of which were empty/crushed beneath others. A single door graced the opposite wall. The spirit of Barrik related that this room once stored magical reagents for his experiments. Though the remaining containers were mostly filled with eclectic items (such as a box of withered butterfly wings, or a handful of glass beads), Morris made a Scavenger Test to quickly scrounge for any useful Alchemical materials whilst the Gelatinous slowly dissolved the door they entered by: his roll resulted him in becoming Exhausted by the strenuous and frantic search, but he did find some basic supplies. The group quickly proceeded through the other door which Barrik had informed them was the entrance to his laboratory just as Falgaff lit a new candle with the dying torch embers.

  7. In the dim light of our adventures saw that the chamber was filled with various scientific apparatus, all coated in a shimmering layer of ice. A large throne rested atop a pedestal in the corner of the room, both seemingly carved from a single solid block of ice. A freezing aura of cold wafted from the pedestal, and set within the ice was the slender shape of a silver sword. But the most noticeable thing in the room was the lanky, humanoid figure with the fur and face of a rat that reclined upon the throne. In its hand it held a crude sceptre fashioned from bone, whilst a crown of similar manufacture sat on its head. When it's beady black eyes regarded them, a feeling of revulsion welled up within our comrades.


    Hrolf strode up and as bold as brass demanded it address itself; with a harsh chitter it proclaimed itself as Keshute, Lord of the Keep and soon to be Lord of the region of Torlynn! It explained it came to this land about two years past with its Ratling followers, and that using its own clever skill with the alchemical devices of Barrik's abandoned Keep fashioned the ice throne upon which it sat, using a magical sword from a hapless group of Elven adventurers (Falgaff's original party) as the primary catalyst. This in turn created the accursed winter which has driven the vast majority of the local folk to abandoning Torlynn, leaving it near ripe for conquest by it and its minions (which appeared from hiding behind frozen tables to back up their leader when the adventures challenged its claim). Keshute claimed it would accept the group's surrender now, in return for their lives in eternal servitude. Hrolf proclaimed that a quick, merciful death at his sword was the best they would offer!

    Because the party's tactical intent was to drive the Ratlings and their leader into the storage room and possibly into the awaiting Gelatinous Cube, I ruled this was a Drive Off Conflict**. Keshute boldly led its minions into battle, using the bone sceptre it wielded to create shocking magic against Hrolf; a good shot from Rebo's bow knocked the sceptre from Keshute's grasp. Time was spent with both sides jockeying for the upper-hand against the other, Hrolf expertly defending off the attacking swarm, taking only but a single blow upon his helm until Keshute tactically made a fatal error: it threw its force completely against the "unarmed" magician, who proved the Wererat incorrect when he unleashed a veritable torrent of Eldritch Darts so powerful all the Ratlings were driven to flight down the storage room, right into the transparent Gelatinous Cube! Pinned between these powerful humanoids and the ooze that was engulfing its squealing minions, Keshute opted to take its chances with the Cube: it gathered speed and dove into the cube with the intention of gliding through, but soon lost momentum and began writhing in agony, its body slowly dissolving along with the (magical?) bone crown it wore. A total victory for our adventurers!

    Thus ended the short reign of Keshute...
  8. Having dealt with Keshute and the Ratling minions, the party took to investigating the frozen laboratory and the icy throne. Using the spirit of Barrik and the silken blindfold he had recovered from one of the coffins a few days ago to aid him, Falgaff cast Supernal Vision and began to identify the frozen throne with the sword within via an Arcanist* Test: Success determined the basket-hilted blade was indeed magically generating the ice, along with foul climate in the region. Falgaff also recognized the magical sword was named "Keleb" and it belonged to the leader of the previous expedition he was apart of: Elladin Silvercrest's company. Bellies began to grumble as the post-combat rush cleared away and the first lit candle burnt out.

  9. A quick glance over the bone sceptre Keshute had dropped revealed its nature with a Arcanist* Test: when wielded in certain conflicts the sceptre could unleash a paralysing shock per charge; it had five charges remaining on it. The group determined the sceptre would be useful, but also rightly so no merchant would buy the ugly object from them if they wanted to barter it.

    Bone Sceptre 
    This would resemble a rod of office if it wasn't fashioned out of a yellowed femur capped with tin and infrequently unleashed bursts of sparks.
    Level: 2
    Effect: Paralysing Shock: +2D to a Maneuver action in Kill/Capture/Drive Off conflicts per charge use.
    Functions normally as a club, a basic melee weapon that has no benefits/penalties nor special abilities.
    Charges: 1d6+2. 
    Inventory: Hands/ Carried 1 or Weapon/Belt 1. 
    Type: Magical Weapon.

    A faint magical aura led the group into an adjoining room, which was a cell strewn with the bones of animals and men. Sturdy chains were attached to three metal rings on each wall and were attached on the opposite end to manacles fastened around legs of three elves, whom were frozen solid and appeared dead. Falgaff immediately recognised them as his previous companions; Elladin, Caithana, and Trakas; and quietly began muttering a few words of mourning in Elven. Rebo proclaimed that their state was very similar to that of Morris' and Hrolf's when they were bitten by the White Widow, so there is a chance they might be alive. Studying the ice carefully they surmised that the freezing venom from the giant spider puts its prey into a state of suspended animation, preserving them for fresh consumption for later...

With fresh answers as well as new questions, we ended the session here.

Character Condition Status

  • Falgaff Bitterleaf - Hungry and Thirsty.
  • Morris the Mirthful - Hungry/Thirsty, Angry, and Exhausted.
  • Rebo Pepper - Hungry/Thirsty, and Angry.
  • Hrolf Rosensloff - Hungry/Thirsty, Afraid, and Exhausted

Things I Forgot:
*I should've had Scotty roll for Falgaff casting Supernal Vision to determine the duration of the spell; I probably assumed it was autocast like Eldritch Darts. Also I had him test Arcanist instead of Loremaster to identify magical auras, as I misread the spell entry. Nothing major though, I'll just try to remember to have him test at least an Ob 3 Arcanist for the spell duration next session.

Also in all the excitement of conflicts people would forget dim lighting and condition penalties. This is something I still find tough to track since I like to run games somewhat loose and cinematic.

**Though the final conflict with Keshute could've been run as a Kill conflict (since driving your enemy off of a cliff face does have a more murderous intent than simply driving them away), I decided the players collectively had a Good Idea using the pursuing Gelatinous Cube to their advantage and driving the somewhat dim-witted Ratlings and their master into it would be easier than outright slaying them. :)

Until Next Time... ;{١

Vanguard Training

$
0
0
I've taken my first steps into a larger world. ;)

For the past couple months, on Thursdays opposite of my Torchbearer game, I've been training of sorts: For what you may ask? Every Thursday afternoon a bunch of local Victorians who LARP up island in Duncan at a venue called Medieval Chaos, meet in a nearby park for weapon and fitness training. Medieval Chaos technically considers itself a HARP (Heavy Action Role-Playing) game; it features full-contact combat (strictly non-combatants are also welcome) with magic and spellcasting. I won't go into the full details of MC because I'm just learning the ropes, but I suggest you check out their handbooks on PDF for more in-depth information.

Such a stunning array of arms to choose from!
The group, of over a dozen or so players, are a friendly bunch, if a little exclusive to their hobby. Initially, I did not possess my own foam weapon but several people bring extras and are gracious enough to let newcomers (peasants) borrow them.

Last Thursdays' TB session was called off due to low attendance so I'd been granted the opportunity to attend Vanguard Training, as it has been dubbed, three times in a row this month. And I must say, I'm hooked!

I've been trying to stay physically fit a bit more now that I'm fully healed from my surgeries and the weather's pleasant (if sometimes a bit too hot); I got a pair of runners a few months ago and have been jogging home from work (since I normally walked I figured running would get me home sooner and I get more exercise to boot).

Last Thursday's session was all about shields; primers on types and their usage, and how to fight with/against them. So far I find them a bit too heavy to use; I prefer to stay nimbler in melee.
My buddy Ash is on the left presenting his tower shield.

Vanguard training combines several things that are important to me: exercise, socializing, and imagination. The atmosphere has been non-competitive despite the versus nature of combat, which is also big plus for me. I enjoy it so much I finally went out yesterday and got myself a weapon that I had been eyeing for a few weeks:

The manufacturer calls it The Dentist; others call it a 'problem-solver'. I can't wait to try it out next week.
The nice thing is I can also use it potentially for cosplay, zombie walks, and/or beating annoying gamers over the head.

I'd love to participate in actual MC to get the full experience, but alas my work schedule right now prevents me from making it to their regular Saturday games. Right now I'll just have to be content with taking my lumps at Vanguard.

To the Pain! ;{١

Summer/Cold

$
0
0
So for the past couple weeks my Thursday group and I had been unable to play our regularly scheduled Torchbearer game because of attendance issues, myself included at times. Last Thursday for instance, I went on a last minute jaunt up-island to Tofino with a couple of co-workers (one who's also a player in our TB game). The weather was awesome though the trip was far too short/rushed/unplanned for my tastes.

A panorama I took of beautiful Long Beach
During a stopoff at the Coombs Country Market (the renowned 'Goats on the Roof' locale) we picked up a bunch of cheap slingshots, and a huge used-bookstore had a bunch of RPG material I grabbed for the collection, one of which (not shown) may surprise a certain fellow gamer once I show it to them...


The weeks before I had mentioned I was attending Vanguard Training, though I missed my chance last week to try out my new weapon by going on the trip instead. Alas. 

So at the beginning of this week I was all stoked that we were finally going to be able play Torchbearer this Thursday despite being down a player, and then the old adage decided to kick in and last night at work I began exhibiting symptoms of the common summer cold that's making its rounds locally. Bugger.

Earlier today whilst taking a break from sleeping it off I had to cancel our later TB game to my chagrin. And I shouldn't attend Vanguard either in this unwell state, so that leaves me little choice but sit on my duff and watch stuff of Netflix; just how I wanted to spend my sunny weekend. :\ Hopefully next month we'll get back into the final act of our Torchbearer game.

Hopefully I can shake off most of this cold by tomorrow, as my father and step-mother are visiting tomorrow on their trip to Pender Island, and my Friday evening group is starting up a Fate-powered multi-verse game; I'm playing a stereotypical mash-up of an 80's inspired Conan and Hercules. I look forward to hamming it up and seeing a long-time player of ours GM for the first time. It promises much entertainment.

There's also an X-Wing Miniatures summer tournament Saturday at an FLGS I'd like to attend if fit enough.

Anyway, I need to get back to recovering from this sickness: an Ob 3 Will test (with a +1D for cold supplies; fluids, cough syrup, ginger, lozenges, spicy food, etc.). If this doesn't work I might have to see a doctor for an Ob 4 Healer test, or considering sweating it out...

Torchbearer AP - Part 6: Chilly Reception

$
0
0
After a few weeks of hiatus, we're back with the latest session of The Quest for the Silver Sword in Torchbearer. As the PCs start nearing the end of their quest, the faecal matter begins to strike the oscillating unit!


Dramatis Personæ:
  • Fraser ... Morris the Mirthful [Human Magician] An anarchistic arcanist with a big mouth and several opinions. 
  • Jason ... Rebo Pepper [Halfling Burgler] A quiet and pleasant little person who seeks loot to feed his love of food. 
  • Riley S ... Hrolf Rosensloff [Human Warrior] - A fighter of such short stature he's often mistaken for a dwarf. (Absent)
  • Scotty ... Falgaff Bitterleaf [Elven Ranger] - A curious, knowledge-loving Elf who's a bit of a loner. 

Fraser performed a prologue of the previous session, cleared away Morris'Hunger/Thirst, and we began where we left off. Also retroactively we had Scotty make an Arcanist Test for his casting of Supernal Vision from last session; his failure resulted in Falgaff becoming Angry at the incessant commentary on magic by the spirit of Barrik dwelling in his head.


Adventure Phase

10. After the harrowing turn of events with the cubical ooze and the proclaimed rat-king, along with the discovery the previous expedition's frozen fate, our group of delvers decided to hunker down, start a fire and attempt to recover. Falgaff's instinct drove him to make a Survivalist Test to try and make a suitable camp site within the frosty alchemical laboratory and the adjoining cell: he failed to find a location both free of chilling drafts and of suitable ventilation for an indoor fire. (Setting up a future Twist.) The group decided to drag a small furnace used for firing a crucible over to the icebound elves and set it up as a potential heat source. (I rolled for Camp Events: A monster was drawn to the commotion of their camp!) 
Whilst his companions were setting up the furnace, Falgaff noticed several slender, pale-looking branches slowly grow out from of a previously unseen passageway near the northern ceiling of the cell. He quickly deduced that they were the legs of the White Widow, the giant arachnid his companions spoke of and the perceived cause of his first party's frozen state! They intended to seal the giant spider off in the cell once they had quickly hauled the rigid prisoners into the laboratory proper with a Labourer Test led by Morris; he who, forgetting to take into account the manacles that bound the ice-encased captive to the wall, heaved the statue-like elf toward the exit only to have the length of chain become taught, causing him to slip upon the frost-covered flagstones and land sprawled upon the floor, pinned underneath the frozen elf! 


11. The White Widow rapidly descended upon them. Rebo and Falgaff drew their weapons and steeled their nerves with the intent to do away with the giant spider for good, whilst Morris attempted to extradite himself. (The sudden disappearance of Hrolf had led our companions to believe that he was overtaken with fear at the appearance of the dreaded arachnid and he had fled.) A Kill Conflict ensued! Despite their still unavailed Hunger/Thirst, Rebo led the charge against the spider, matching his teams' resolve and mettle against the spiders' own formidable might.
Morris successful squirmed out from beneath the frigid elf as the White Widow disarmed Rebo of his bow with a spray of icy stands from its hindquarters. Rebo then boldly charged nearly into the waiting maw of the creature, raining blow after blow from the bone sceptre he wielded as a club upon the 'head' of the spider; the carapace lessened the damage of some of the strikes but did not entirely protect the relatively exposed eyes. In turn the Widow knocked Rebo out of the melee with a quick bite from its poisoned fangs. The elven ranger attempted to trick the spider and jump over it as it struck at him; the monster responded with its own clumsy attempt at trickery and Falgaff dealt a series of wounds to its hindquarters with his dagger. Morris dragged Rebo closer to the warmth of the furnace they had managed to set up and revived the halfling with a series of slaps and strong words of encouragement, whilst the Widow retreated briefly to the ceiling to recover its own ichor-dripping wounds. The revived Rebo deftly knocked an arrow into his bow and loosed it directly into the sternum of the Widow as it ineffectually tried to ambush him, dealing it a grievous wound and cracking its protective chitin. Falgaff landed the final blow against the beast, driving the protruding arrow deeper into the Widow's midsection and into its brain, killing it soundly. 
Victory! The Widow's venom was not quite enough to freeze Rebo to his core, but he was in turn made Exhausted by it. Without missing a beat, the spartan Morris suggested they eat their recent kill.



Camp Phase

Falgaff succeeded this time on his instinctual Survival Test to butcher the giant spider and setting up what remained for camp, but was made Exhausted by doing so. Unfortunately the camp suffered from the chilly air and the heat generated by the alchemical furnace gave off little beyond its internal workings due to its design; thus any rest to recover from Exhaustion was more made difficult. Following his own instinct, Rebo passed a somewhat difficult Cook Test to make the giant spider's remains edible for the group and they all recovered any Hunger/Thirstiness they had by consuming the somewhat exotic fare. 
  • Well fed, all three then took a moment and recovered from their respective Anger; in the end, only Falgaff was unsuccessful dealing with his vexation. 
  • Falgaff then proceeded to attempt to repair his cracked bow with aid from Morris' alchemical skill and 'supplies' scavenged from the White Widow: a successful Armorer Test by the beginner craftsman allowed Falgaff to fix his bow, which now has a few arachnid parts incorporated into it.
  • During this time, Morris, being very wise in the way of incendiaries, worked the forge's heat to slowly and carefully thaw the frozen elven leader by the name of Elladin Silvercrest. With a Healer Test aided by a lent cloak and Falgaff's skill, he successfully revived Elladin from his icy stasis.


Adventure Phase

1. A brief verbal exchange brought the sickly elf up to a rudimentary knowledge of recent affairs, and when asked if he was the owner of a silver blade he replied to his chagrin that he was after quickly checking his person. When the group inquired to the nature of the sword, Elladin told them of its ability to freeze whatever it struck, and that it was a magical family heirloom that had been in the Silvercrest family for generations. When told that the blade lay within the frozen ice throne in yonder room, Elladin quickly stood to make for the throne but collapsed to the floor, too weak to stand.
Artwork copyright Daniel Xildaen Côté
Artwork copyright Daniel Xildaen Côté of Elfwood
The Silver Sword “Keleb” 
This silver-filigree longsword freezes whatever it strikes. An heirloom that has been in the elven Silvercrest family for hundreds of years, handed down to those worthy to wield it. Those considered unworthy finds the weapon constantly slipping from his or her grasp.
Level: 4
Effect: +1D to Attack in Kill/Capture/Drive Off conflicts in addition to normal Sword benefits. Additionally, when sword's name, "Keleb", is spoken aloud by the rightful owner, the sword immediately flies into his/her hand if they are in the vicinity. (This weapon cannot be disarmed from the result of a Maneuver Action or lost via most Twists.) 
Inventory: Hands/carried 1 or belt/weapon 1.
Type: Magical Weapon
.
With the support of Falgaff, Elladin wearily made his way to the icy throne. The group related that they had tried to free the sword before but were unable to melt or damage the ice. Elladin concurred with them, saying that he sensed a deep spell was at work, but perhaps the magic of his elven forebearers might be stronger than the dweomer wrought. With his outstretched hand, Elladin called for his sword by name: "Keleb". At first, nothing happened; then a faint cracking noise was heard. Fractures began to web out through the ice from the blade as Elladin's eyes flashed with concentration and sweat began to bead on his pale brow. He seemed almost drawn towards the throne by some unseen force and Falgaff had to brace himself against his fellow elf to keep him from collapsing forward. 
Suddenly, with great tumult, the throne burst into icy shards that were dashed across the floor of the laboratory as the sword deftly flew into Elladin's hand. Their cries of celebration were rapidly cut short by the wild look with in Elladin's eyes: the scattered pieces of ice began to flow like water back to the location where the throne once sat and began forming into a new icy shape. Frantically, Elladin related that whilst summoning his sword, he briefly touched minds with an entity within the ice throne, and the removal of the blade had caused it great pain. He rapidly surmised that it was reforming into a more mobile, combative shape to recover the blade by force and they must make haste to flee from it, for he believed the might of it far exceeded their collective ability to slay it! 
But flee to where they madly discussed? The main passageway from the laboratory was wholly blocked off by the gelatinous cube, still busily digesting the corpses of a host of ratlings and their leader Keshute, along with a variety of wooden crates and their contents that once filled the adjacent supply room. The only possible exit seemed via the aperture the White Widow had gained ingress into the cellroom through. As the flowing ice began to slowly take upon a giant humanoid shape, Falgaff quickly drew out his grappling hook and rope, cast a line over the lip of the ledge some eight feet from the floor, and once the hook had found suitable purchase, he rapidly ascended into the two-foot tall passage with a successful Dungeoneering Test
2. The group believed that Elladin, by proxy of his sword, would be the immediate target of the ice creature's wrath, and they surmised that it may ignore the leaders' frozen comrades, thus they'd be safe for recovery another time. With the assistance of his friends below, Falgaff strained his muscles during a Health Test to haul the weak Elladin by rope up into the cramped chamber with him, but whilst doing so, he saw that this icy doom was nearly upon them and he became deeply Afraid...

And thus the session ended on a cliffhanger!

Character Condition Status

  • Falgaff Bitterleaf - Angry, Afraid, and Exhausted.
  • Morris the Mirthful - Exhausted.
  • Rebo Pepper - Exhausted.
  • Hrolf Rosensloff - Hungry/Thirsty, Afraid, and Exhausted. And Missing?

Things I Forgot
I almost forgot to use armour to the monsters' advantage again but I remembered this time! Though we did forget about light sources, and I think my players might've forgotten about their PC's being Exhausted, but you can't win them all. We came back to this game after a few weeks off so we're bound to forget some things.

Until Next Time... ;{١

Torchbearer AP - Part 7: Of Ice, Bone, and Fur

$
0
0
We're back with another instalment of our recent Torchbearer game! Things become even more dire for our adventurers, and they become faced with making a difficult choice in their near future.


Dramatis Personæ:
  • Fraser ... Morris the Mirthful [Human Magician] An anarchistic arcanist with a big mouth and several opinions. 
  • Jason ... Rebo Pepper [Halfling Burgler] A quiet and pleasant little person who seeks loot to feed his love of food. 
  • Scotty ... Falgaff Bitterleaf [Elven Ranger] - A curious, knowledge-loving Elf who's a bit of a loner.
  • Riley S ... Hrolf Rosensloff [Human Warrior] - A fighter of such short stature he's often mistaken for a dwarf. (Absent)

Scotty, with the aid of his fellow players, recapped the previous session and removed Falgaff's Anger. We then jumped into where we left off...

Adventure Phase




3. Beginning with a Flee conflict! Our group thought that discretion was the better part of valour, and attempted to take flight from the icy being slowly but relentlessly advancing upon them. Falgaff unleashed a hail of arrows upon the ponderous frozen hulk from his vantage point on high as it approached his allies, successfully harrying it. Rebo attempted to use the distraction to his advantage and began to climb up the affixed rope as the ice creature tried to impede his progress whilst simultaneously taking cover from bow shot behind the frozen elves: Rebo scaled about half way up the wall. Using the voluminous sleeves of his robe, Morris attempted to sweep the various alchemical reagents lining the shelves of the chamber at the monster and possibly into the still-warm crucible; unfortunately even his knowledge of volatile mixtures did not avail him and he was slammed into the wall with a mighty blow from a glacial fist, knocking him out. 
Falgaff began to haul up the suspended halfling but their gelid opponent took hold of the rope and began pulling it with such force the grappling hook it was attached to lost its mooring and swiftly caught the elf from behind, pulling him down into the chamber below with his short companion. Sprawled upon the floor, our delvers watched in a daze as the creature ignored them and began to ascend the wall, it's great hands gaining purchase by freezing fast to the surface. Elladin let out a feeble cry and fled down the passage, the rimy denizen in slow pursuit. Anger washed over the already Exhausted fellowship at their seeming impotence.
4. After catching their breath, Morris pondered upon the nature of their frozen foe with a Lore Master Test; the time and energy spent doing so made him Hungry/Thirsty, which he promptly alleviated with some rations. Originally thinking they had encountered an elemental of some sort, the purposeful construction of said being made Morris determine it was a golem fashioned from ice, and that it drew its frigid power from the sliver blade now in Elladin's possession, which was why it had single-mindedly pursued the elf after soundly defeating them. The group speculated if they could disenchant the sword, perhaps they can undo the magic that bound the golem. The group's single torch sputtered out and the trio became beset with Hunger/Thirst
5. By the light of a freshly lit candle, the group briefly glanced around laboratory looking for any notes or clues to the methods used by the late Keshute in crafting the icy construct; alas only old yellowed papers written by the hand of Barrik were found. The party did notice that the room was warming slightly and the all-pervasive ice was beginning to thaw; they mulled over the implications. The beginnings of a plan were forming that relied upon Rebo making a Scavenger Test for a piece metal of suitable length; he successfully found a coil of heavily rusted chain.
6. With their fetter attained, a series of clever events (Good Idea) were set into motion: the grappling hook was attached to the end of the chain, then several bits of once-living matter were festooned on the hook as a sort of bait. The baited hook was then gently cast into the nearby gelatinous cube, which absorbed the regularly inedible object for its tasty bait, and after a few tries the group managed to retrieve the undigested crown that was once upon Keshute's head from the inside of the quivering mass! 
The party quickly deduced that the item must be magical given that the parts decorated with bone had not been dissolved much by the corrosive ooze in comparison with the rodent-like skeletons of its latest victims. To aid his Lore Master Test in identifying this crude object, Falgaff cast Supernal Vision and dove deep into his knowledge of elven lore to unlock the secrets of the headpiece; although not directly connected with the ice golem as they had hoped, he was able to ascertain the nature of the helm:

Crown of Bone 
This helm of iron is crested with grotesque parts of bone and what appear to be large horns or fangs. A mild sense of invulnerability washes over those who don it and radiates out to close allies.
Level: 2
Effect: +1D to disposition of any Kill conflict in which the wearer is a participant. Additionally the crown grants +1D to Defend actions in Kill/Drive Off conflicts per charge use. The crown ceases granting a disposition bonus once no charges remain.
The crown can also be used as a regular helmet can by reducing an attacking opponent's successful or tied Attack or Feint action by -1s, though doing so damages the crown and destroys any remaining magical dweomer; the crown might be repaired and used again as a normal helmet, but the dweomer inside cannot be restored without complex magic. 
Charges: 1d3+2. 
Inventory: Head/ Worn 1
Type: Magical Armour.

7. Our adventurers reached consensus that the best course of action apparent to them was to traverse the passageway Elladin and the ice golem had disappeared down, and try to discover the fate of either. Before the group set off Morris' instinct triggered and he successfully made a Survivalist Test to collect enough potable melt-water from the thawing laboratory to fill each of their skins. 
Back at the chamber, Falgaff spearheaded a Dungeoneer Test for them to ascend the wall and traverse the low passage. He cast his grappling hook (now reattached to the rope) a few times before it gained purchase some distance down the passage. The ranger placed his full weight upon the cord and began to ascend when the rope suddenly snapped mid-line and he tumbled to the floor. Though the fall did not harm the elf in anyway, the loss of climbing gear was a setback for group. 
8. Morris and Rebo together hauled a large item from the laboratory for them to stand upon and pull themselves up the edge of the passage, whilst a wary Falgaff looked on. The resulting Labourer Test made both participants Hungry/Thirsty from the effort, which they then cleared it away drinking a cold draught from their respective skins; they did manage to move a suitably large crate to the foot of the wall and clamber up into the passage just as the lone candle they dimly saw by burned out. The grind relentlessly pressed upon the trio, setting their their stomachs a-grumble with more Hunger/Thirst, which was availed eating their dwindling ration supply by the light a newly lit torch.
9. Upon reaching the opposite end of the squat corridor, by torchlight the group beheld a room which gave the impression that it was once a cloakroom of sorts from the piles of decayed cloth that had fallen to the floor from old racks. A faint scratching noise filled the room, though they were unable to determine the source. A passage exited the room below and to the right of them. Rebo decided to take point and gingerly lowered himself into the room, briefly pausing to retrieve the fallen grappling hook. A Scout Test was made versus whatever was nearby to notice his presence: but the little man seemed to draw no attention to himself and he determined that the scratching noises came intermittently from each of the four piles of debris lining the corners of the chamber. Rebo briefly spied through the portal and saw with a mixture of delight and relief that it opened into the familiar foyer with light pouring from the doorway to the outside. Silently, Rebo made his way back to the base of the wall and signalled for his companions to join him quietly. Morris heeded not the halfling's recommendation and landed loudly upon the stone floor, alerting four giant rats dwelling within their nests of debris.


10. Fuelled by territorial instinct to protect their nests, the giant rats began aggressively posturing. Perhaps driven by a combination of desperation, madness, and/or hunger, Morris, bolstered by the magic with bone crown Falgaff wore, led his companions into a Kill Conflict, with intent to slay these giant rodents and make rations from their flesh. 
Rebo bent his bow and grazed the largest of the pack. Falgaff used his high ground to his advantage, and aided his allies and impeded the rats. Morris, torch in one hand and the other coursing with eldritch power, blasted the swarm driving toward him, gaining a perk for his clever usage of the highly flammable piles of old clothing, roasting one rodent before it viciously scratched his exposed legs. Falgaff attempted to distract the rodents by use of echoes and noise mimicry; he managed to slay one as they came to investigate the noise before the swarm descend upon him, making his bow useless in the resulting scuffle. Rebo jockeyed for position but the enraged swarm overwhelmed him. Trying not to hit his downed companion, Morris littered the area about him with bolts of energy; alas even tapping into his nature did not aid him in hitting a single member of the swarm, who briefly dove into their hovels to regain a bit of strength.
Leaping to the floor below, Falgaff rushed to Rebo's side in an attempt to revive him but the rats pressed their attack on the new target: both sides briefly met a stalemate when Falgaff's skill in combat, (though bolstered by his considerable might, but impeded by his Exhausted state,) equalled the tenacity of the rats. Falgaff used his trait as a loner to draw the pack away from his allies and take harm upon himself. Morris unleashed another torrent of darts at his foes as they quickly turned upon him; just like before an impasse was reached with nether side gaining the upper hand, until Morris killed a single foe following a contest of the magicians' will versus the primal nature of the gigantic rat. The elven ranger continued to harry the two that remain with Rebo's bow, whilst Morris managed to take out another rat before a leap by the other tackled him to the floor. Desperately, Falgaff tried to fool the remaining beast, but his bluff was called as it launched itself into whirlwind of gnashing teeth and whirling claws toward his face...
Defeated at the paws of the lone rat, our battered companions fled as quickly as they could out of the cloakroom, dragging themselves into the foyer. They suffered greatly for their misjudgement: Injuries upon their flesh, as well as a Sickness beginning to set in, both wrought by filthy tooth and claw of the huge rodents. They could not be more Exhausted than they already were, and if any of them weren't already Afraid and Angry at their weakness, they were now. Their throats were parched with Hunger/Thrist; their clothes were rent, soiled, and threadbare from the ordeals they had encountered; any remaining coin kept in pockets was lost, and no doubt their appearance as leprous vagrants would harm their reputation with even the closest members of their respective social circles. The only tiny bit prospect felt was that they had slain the majority of the giant rodents, and Morris had dragged one of their dead behind him when they fled, so they shall not remain hungry for long.
Feebly, Falgaff searched about for some measure of safety that they might cling to and gain respite from the dire threats of the keep: the ice golem was loose, and possibly the ghoul they had encountered days ago. His instinct bade him to make a Survival Test to secure a safe campsite, but the resulting failure meant that to lighten their collective burden for traversing the wild and gain distance from the Keep, each one of them had to drop an item: Falgaff dropped the grappling hook the halfling had returned to him; Morris left his dagger; and Rebo discarded a sack.
Before collapsing from weariness, the group set down in the wilderness.

Camp Phase

Luck was now with our tired party if it wasn't before, a safe camp result was rolled. Instinct kicked in for Rebo and he masterfully made a Cook Test to feed them all on the giant rat carcass, aided by a merry tune he whistled which eased their hearts. After they had supped, they collectively had two checks between each of them, and spent them thusly:
  • All three tried to quell their Anger; Morris succeeded in doing so, but the halfling and elf continued to carry a chips upon their shoulders.
  • The Magician then tried to come to grips with the situation and overcome being Afraid; Morris was able to steel his nerves.
Unable to come to terms with their Anger, Rebo and Falgaff were at a loss for what to do with their remaining free time in camp so they rested lightly though their ire kept them from recovering further; their checks remain currently unspent. Our survivors also reflected upon the resent turn of events: the temperature was significantly warmer outside, a light rain was falling instead of snow, and the once ice-locked land was beginning to rapidly thaw (prudent Morris took the opportunity to refill their waterskins with the runoff).
Had they done it? Had they removed the curse of winter that had plagued the lands of Torlynn for many a season? Their optimism was tempered with wary consul: They had separated the magical freezing sword from the heart of the ice throne, which in turn became a golem seeking the blade with vengeance. This hope might be fleeting, for if the golem recovers the sword, the curse may again fall upon the land.
The party faces a hard decision ahead: do they do the craven thing and head back to town and accept false accolades, perhaps preparing themselves for the final assault on the Keep or perhaps just fleeing the lands of Torlynn altogether; or do they do the noble thing and plunge back into the Keep, and attempt to rescue Elladin and his sword as well as find out what happened to their missing companion Hrolf, from an icy doom that may await them both?



Thus ended the session.


Character Condition Status

  • Falgaff Bitterleaf - Angry, Afraid, Exhausted, Injured, and Sick.
  • Morris the Mirthful - Exhausted, Injured, and Sick.
  • Rebo Pepper - Angry, Afraid, Exhausted, Injured, and Sick.
  • Hrolf Rosensloff - Hungry/Thirsty, Afraid, and Exhausted. Missing, possibly Dead.

Things I Forgot
During the Flee Conflict I incorrectly applied the ice golem's Might difference to its successful and tied actions, meaning the PC's should have had a better chance fleeing from such a creature. I'm happy with the result though, I think it made for a more interesting story.

During our Camp Phases I think I might've been misinterpreting the recovery rules; I know that you have to recover conditions in order from lesser to greatest, but I surmised that if you failed to remove a lesser condition your could still attempt to clear away the following condition, as long as you have enough checks to do so. Reading the entry again now seems to say that once you fail a recovery test, you can essentially no longer attempt any further recovery tests until the next time you camp. Correct..? For this reason Rebo and Falgaff have retroactively each been given check back, as they originally spent it trying to recover Afraid after they failed to clear their Anger.

Until Next Time... ;{١

#RPGaDay Entries

$
0
0
This August I participated in +Autocratik's #RPGaDay event that was making its way around the interwebs this month, and instead of answering each entry with a blog post, I just replied on the social media sites I frequent. But I've complied all 31 entries here for ease of future reference:




Day 1: First RPG Played



The first RPG I 'played', like many grognards, was Dungeons & Dragons Basic (1st Edition a.k.a Holmes Basic); played is used loosely in this sense as it was more so coming across the boxed set at my Dads', being amazed by the concepts within, and later trying to figure it out with a bunch of uninterested friends from highschool, all way back in the day.

I still have the tattered box on my shelf. Ahh memories..



Day 2: First RPG GM'ed


Related to yesterdays entry, I immediately assumed the role of DM of our first 'game'; the introductory module that came in the D&D Holmes Basic boxed set: B2 The Keep on the Borderlands. This particular set didn't come with dice, just a print out of numerical chits one was supposed to randomly draw. Suffice to say the group soon lost interest since we had no idea what we were supposed to do. I just goes to show that back in those days you needed someone familiar with the hobby to show you the ropes.

But obviously that setback didn't deter my interest in RPGs at all.



Day 3: First RPG Purchased


I'm fairly certain the first RPG I actually purchased with my own money was Dungeons & Dragons 3rd edition, specifically the Player's Handbook. This was when the hobby began to take off for me; some highschool friends were getting into it with me (they actually got me the Dungeon Master's Guide for my birthday that year), and I met some people who were also passionate about gaming and became best friends with them.

Despite this personal revolution so to speak, I was pretty D&D/d20-system insular for a many years, only getting to play one other RPG (new-WoD) a few times. I'd amassed a decent array of 3.x splat-books that I still have to this day. I think that's why I took the news of a 4th edition pretty hard; I had already given WotC a fair share of my earnings at the time, so I refused to lay down any more cash for a new edition. With my bubble burst, I began to consider other RPGs.

I was still somewhat devoted to 3.5, and never went to Pathfinder as the majority of d20 gamers did despite hearing it was essentially a '3.75' edition with some of the flaws fixed (I've played Pathfinder a few times, know most of the differences, but I've never actually bought the corebook). Also I found that the Star Wars: Saga Edition d20 Role Playing Game is my one of my favourite incarnations of the d20-system; reasonably light with a decent amount of crunch. It wasn't until I really experienced other RPGs I began to really see the inherent flaws in the d20-system by comparison.

3.x edition will always be important to my gamer development, and hold a special place in my heart, but as always the times they are a changing. With a new 5th edition D&D is arriving that seems to getting closer to its roots, and tons of brilliant systems already out there, perhaps a golden age is upon us.



Day 4: Most Recent RPG Purchase


Today I'm not going to include any recent 2nd-hand purchases in this entry nor bought PDFs, only things I've picked up from a brick-and-mortar FLGS:

My most recent RPG purchase was on June 21st a.k.a Free RPG Day, and was Dungeon World (Have I really gone that long without buying an RPG?). I had gotten the chance to play DW once before finally adding it to my collection, but I've played tremulus a couple times and they're both based upon the Apocalypse World Engine, so I'd like to think I'm somewhat familiar with the core mechanics.

With simple rules, low-prep, complete collaborative world building, and cinematic fantasy action; what more could one ask for? One can easily see why DW has grown quite popular and is one of the contenders WotC'sD&D 5e has to deal with. Also with playbook use, this makes a Dungeon World true pick up-n-play RPG, something fairly rare in this hobby. Can't wait to try this one out.



Day 5: Most Old School RPG Owned


In literal terms, one could easily determine the old school-ness of an RPG by its age a.k.a the date of its printing. In this case it would be a toss up between the aforementioned D&D Holmes Basic edition I own (complete game) circa 1979, or the AD&D 1st editionMonster Manual (book) circa 1978, in terms of age.

But the era something was printed in shouldn't be the only factor that determines whether or not an RPG is 'old school'. Old school can be a mindset, a play-style, afeeling as it were.

In my opinion, I believe that Torchbearer by Burning Wheel HQ. is a modern old school RPG. Created by the designers as a love letter to Basic D&D, it focuses on the classic dungeon crawl, but with fresh new perspective. Though a bit heavy on the rules compared to many OSR contemporaries, Torchbearer makes the now somewhat tedious prospect of dungeon crawling much more compelling by brilliant mechanics.




Day 6: Favourite RPG I Never Get To Play


This is a tough query to answer when you have an RPG collection as big as mine, have played as many as I have, and/or the recent season has limited your gaming to maybe five times a month at the most between two games. One could easily say any RPG I'm not currently playing right now could potentially be a favourite that I never get to play.

I'm not saying that every game on my shelf is hence a favourite, but out of the vast collection there are many I would count as such. I've limited the parameters to something I've actually ran/played before, and not within the past two years. The conclusion I've arrived at is: Spirit of the Century.

For those uninitiated, Spirit of the Century (or SotC) is a pulp RPG, and by pulp I'm referring to the serialized adventures of the early 20th century and their modern echoes: Doc Savage, The Shadow, The Rocketeer, Tintin, Indiana Jones, Hellboy/BPRD, etc. I like my action just how I like my orange juice, with PULP.

A little background: When I first moved to Victoria and managed to find a group of gamers, the first game we played was a pulp-style scenario our GM was running using the FUDGE system (the precursor system FATE is based off of, which is coincidentally the system Spirit of the Century uses). Our group only lasted a session or two before it broke up, but a few years later I ordered in a copy of SotC from an FLGS and it's been a favourite ever since I read and run it.

All my friends who played in my SotC games say they really enjoy it, so why don't I play it more often? I'm not sure. I want to, but it seems other games take priority, especially ones I haven't tried at all. Keeping up with the Jones' in my own way I suppose.

Spirit of the Century was my first introduction to FATE; although the system is now immensely popular with the recent Fate Core release, SotC still leaves me with an itch for two-fisted action!



Day 7: Most "intellectual" RPG Owned


Today's query seems to have a lot of fellow gamers participating scratching their heads over what could be considered "intellectual" as far as RPGs go and coming up with some pretty interesting and/or amusing answers. The answer for myself came rather quick and easy, perhaps because it leapt to mind before I even considered it: Hillfolk: A Game of Iron Age Drama.

In terms of "intellectual"Hillfolk was one of those few games that made me think more deeply than ever about roleplaying and narrative theory than any other RPG I've currently read up to this point. It's not a game that requires a degree to figure out any complex mechanics, nor is it pretentious telling you the 'correct' way to play. But it IS different than most other RPGs out there. And that's why I consider it the most "intellectual" RPG I own in my opinion.

I won't go into further details here, as I've already typed them out a while ago in a blog post about Hillfolk; it's available for viewing here if one is so inclined: [Link]




Day 8: Favourite Character


As many gamers are aware, answering this question goes against an unspoken rule, because nobody wants to hear you prattle on about a character in a personal game your unfamiliar with, so I'll try to keep this short.

As the majority of the time I GM games, my characters are mostly NPCs and although I do like to add personality to each one that my players deem important, I can't say that one is my all time favourite, and since they're NPCs I don't really get attached to them that much. They're all fun to play, that's one reason why I like to GM games; why play one character when you can play many?

Regardless, I'm sure this question is more aimed at the player side of things so I'll try to answer it as such. I'll narrow it down to two of my most recent PCs:

First is probably Edward Dunsmuir, a time-displaced turn-of-the-century Egyptologist in modern-day Victoria, from The Dresden Files RPG. Edward is/was the longest character I've played consistently by far. He enjoys his friends' company, tea, reading, and looking dapper. He has the ability to speak with ghosts and practices ectomancy (a spiritualist), is a scholar in many occult fields, and always a gentleman first. Despite his reserved nature he tends to be a magnet for weird happenings. He was recently placed under arrest by a warden by the white council under the charges of breaking several laws of magic, punishable by death. His companions believe he was set up, but the current situation is unresolved...

Second is Jabez, a grizzled, stubborn American Civil War veteran-turned-Mormon. Along with his companions, Jabez kept the peace and the true faith by patrolling the State of Deseret (pre-Utah) as God's Watchdogs (commonly referred to as Dogs) during a few sessions of the indie RPG, Dogs in the Vineyard. Jabez was a hoot to play.



Day 9: Favourite Die / Dice Set


I'll keep this quick and short, because the only thing that can be more boring than character gushing is dice gushing. I have three sets of dice I'm fond of:

First is a dark violet-white/gold set that I've had nearly as long as I've played RPGs. They're sentimental for that reason, plus they're my favourite colour. No sure on the make, probably Chessex or some combination there of.


Second is a metal-black 'steampunk' solid steel dice set by Q-Workshop, given to me by a co-worker who found them whilst packing to move and was unsure what they were. A set like this goes for nearly as much as an RPG book and I got them as a gift! Talk about lucky! They've a nice hefty feel in my pocket and because they're so weighty, I don't really have to worry about a die or two 'jumping' out of my pocket when active. On the downside they can leave marks in certain bare surfaces.

Third is a 'ancient' beige-black set of 4dF a.k.a four FUDGE/FATE dice. Also by Q-Workshop. Skookum.



Day 10: Favourite tie-in novel / game fiction


I'm not a huge fan of tie-in novels and game fiction for RPGs beyond what is presented in the actual game. I've read a few Forgotten Realms books in my day; they were entertaining but I don't have them now because they're not really worth keeping in my opinion.

And most of what I consider decent fiction is already from an existing non-game-based intellectual property, like J.R.R. Tolkien for The One Ring, and MERP; H.P. Lovecraft for Call of Cthulhu, Trail of Cthulhu, tremulus, etc; the TV series for Doctor Who; Robert E. Howard for Conan and Solomon Kane; and anything Star Wars for any SWRPG. So I won't count them.

RPGs are a way of collectively creating your own story in a given setting, so why would you want to read fiction that someone else has written instead of crafting your own?

Regardless I'd have to say my answer to today's question is The Amber Monolith, a short story set in the far future of world Numenera. Short but evocative, it sets the tone for Numenera quite well. I suggest checking it out if you're interested in this setting. Plus it's free to browse or download here: [Link]



Addendum: Though I kinda pooh-pooh'd the Forgotten Realms books, as an admittance of a guilty pleasure, will say I do enjoy the cliché-filled, semi-biographical Ravenloft novel: I, Strahd. My tastes are not that refined. :)





Day 11: Weirdest RPG Owned


Hoo boy. Here we go. My pick for today is a game that isn't intentionally weird per say, at least not in the way games like Gamma World or Laminations of the Flame Princess could be considered weird. No, this is a peculiar game that freely came into my possession and I can basically sum up with a phrase:

Flowery Genital People.

Welcome to Wraeththu: From Enchantment to Fulfilment.

The premise is you play as androgynous, hermaphroditic beings called Wraeththu on a post-apocalyptic earth that abduct and transform humans into themselves; like vampires but even creepier. Oh, did I mention they can only transform males? And they also ejaculate acid? And that this is based of off an actual series of novels? (Mind you I've heard the novels are much better than this RPG tripe.)

The concept is as bizarre as it sounds, and the game itself is very poorly written; full of bad writing that spans 400+ pages of wasted paper. I pity the trees that gave up their lives for this.

But what about these flowery genitals I spoke of? The book goes into needless depth of the sexuality of the wraeththu. See that faded image underneath the dagger on the front cover? That is a graphical representation of the penile part of wraeththu genitals. I really wish I was joking.

Why do I have this game, knowing that'll never play it because of the very strange content, terrible writing, and horrible mechanics? (Though the wraeththu do have possibility as bizarre predatory antagonists in any other game.) It's an RPG oddity for sure, and I might be keeping it in my collection because its infamy makes it somewhat rare/interesting...? Or at least that's what I tell myself to sleep soundly at night.

If you're interested in further info on this level of weirdness (hopefully not), look it up on the web; there are at least a dozen in-depth reviews going over this "unique" RPG with a fine-toothed nit comb.

* sigh * There are many highs to this hobby, and some really weird lows. Like life, you gotta take the highs with the lows.



Day 12: Old RPG I Still Play / Read


I'm going to go with Call of Cthulhu. Though I haven't actually run the game in years, along with the fiction of H.P. Lovecraft, this has had profound influence on me, inside and outside of gaming. I still read the material from time to time when the 'weird' mood strikes me.

The core system for CoC has changed very little I'm told between 2nd and 6th edition (the edition I currently read/play), so I count it as an old RPG in this case. Thus the rules are beginning to show their age; the impending 7th edition claims to be updating a few things for the times, but we'll see how much changes there are.

Despite some misgivings about the system (I feel that there are now simpler, more streamlined systems that wouldn't get in the way of the narrative as much; I'm looking at you Dread), you can't beat the writing of Chaosium's flagship line. Though many products are a miss, most tend do well to capturing the tonality and themes of Lovecraft's body of work.

Plus this is the game that wrought us such fan-favourite gems as Masks of Nyarlathotep, Delta Green, and Beyond the Mountains of Madness. Currently, over half of the top 10 RPG items on RPG Geek are Call of Cthulhu-related. This just further represents its popularity in the minds and hearts of gamers.



Day 13: Most Memorable Character Death


This is going to be split between two; comedy and tragedy essentially, neither of which are any of my own PC/NPCs' deaths, though I was privy to them: the death of Tim during a Ravenloft game, and Zogg's death from my old room-mates' campaign; both in D&D 3.5E.

Tim the Scribe gets a vote because his end was a series of critical failures that began with a pit trap that led directly into the River Ivlis. This was further compounded by another PC (whom we just introduced to our group and whose character the party had just met) diving into the water in a vain attempt to save him: he too rolled poorly and they both ending up drowning in the river.

What made this memorable was the hilarious string of horrible rolls and the fact that Tim was too stubborn to drop any weight to gain buoyancy so he and his would-be rescuer might have a better chance of surviving. Tim actually was given a lease on life from the reaper (at a cost) via a houserule, but his drowned companion's own good-natured player decided to roll up a new character.

(This also further cemented my belief the two most deadly things in nearly any RPG is respectively drowning and falling. Two excellent ways to quickly bring about character death.)

My second vote is more tragic: my good friend's PC named Zogg, whom he modelled after Ludo from Labyrinth. Zogg was eventually slain in combat by a critical dealing Umber Hulk, and his body was petrified into a monument by the citizens of a small underground community we had sort of became the residential protectors of. A loss felt deeply inside and outside character.

Zogg's affinity for stone allowed him to return from death later on, shattering out of his statue-like form with much gusto in our final bid to take on the campaign's BBEG.

We never did have that climatic battle. Regardless of his final fate, I do miss the big lug.



Day 14: Best Convention Purchase


This purchase wasn't exactly from a game convention, instead it was from a recent bi-annual hobby and toy fair held here in Victoria, hosted by local Cherry Bomb Toys.

The previous time I had attended the fair, I had picked up AD&D module I4: Oasis of the White Palm. I was hoping I'd be as lucky this year.

After a couple hours of fruitlessly scouring tables for any interesting RPG-related stuff, I was ready to leave when I discovered two boxes filled to their brims with old, mostly D&D material beneath a vendor's table. I had only the cash on hand for about a dozen items, so I carefully went through the boxes and picked out my choice ones; (there were several I had to leave behind but later picked up at the vendor's collectible toy store in town) mostly Basic D&D and AD&D 1e modules.


For the decent condition each module was in and the amount I paid for them, I think I made a pretty good deal.



Day 15: Favourite Convention Game


Another question where I'm going to split the answer into two parts: Favourite game I've GM'd and favourite game I've played in. (And I suppose one could go a third route by stating their preferred system/setting for convention play but I'm not going to go that far.)


Favourite Convention Game I've GM'd


This one goes to the first two times I'd ever GM'd at a convention, back during 2013's GottaCon Gaming Convention. During one slot I ran the Star Wars: Edge of the Empire Beginner Game to, I believe, a well-received table. The following day I ran the same adventure again impromptu for a group of gamers who were interested in trying out the latest SWRPG iteration. They also quite enjoyed themselves.

My first time experience boosted my confidence GM'ing games for strangers, and hooked me on running convention games in the future. I also got to showcase EotE's unique dice system that I was gaga for at the time and am still rather fond of.


Favourite Convention Game I've Played In

I've played in several memorable convention games, but the one that might stand out the most for me would be the Conan RPG I had the distinct pleasure of experiencing during the most recent GottaCon.

My buddy Ash is both a superb GM and lover of Conan, and the fact that he GM'd our session in his 'aquilonian' centurion kit that he'd been also wearing for most of the day was further testament to his dedication. His oratorian tone and demeanour enraptured his players into the epic tale we were together weaving. Each dice roll was kept interesting and the common issues I had with d20-systems faded away when adequately drenched with narrative and story. Our GM knew the setting and theme inside-out, and applied them perfectly.


The session was a blast, and I really hope he does another one next year.



Day 16: Game You Wished You Owned


If I play an RPG and enjoy it enough, I will go down to my FLGS and buy it, or order it in. Or I may just buy/order it without having played it if I think I'd enjoy it, even if it's highly unlikely I'd ever get to play it. I actually enjoy reading RPG books; seeing what makes them tick, how they're similar/different to others, absorbing their settings and themes, etc. Hence my collection has grown thus.

After a bit of thought, the game that I've wanted a physical copy of for the longest time but still don't own has to be Lamentations of the Flame Princess. The two Free RPG Day supplements with their stellar production values really sold me, along with the chance to try out the game proper at GottaCon this year (thanks again Jeff). This dark, gory, weird fantasy OSR game is right up my alley.

Originally, I've been too wussy about the cost to have a copy shipped here from it's native country of Finland, which is about $40 CAN, close to the cost of your average RPG here anyway.

But no longer! After a tiny bit more thought, I just went and ordered the book. After all, I own the two related Free RPG Day adventures and I've backed both designer Rafael Chandler's Lusus Naturae bestiary and No Salvation for Witches adventure. I thought it was high time I owned a copy of the actual associated system!



Day 17: Funniest Game You've Played


I enjoy making others laugh and I enjoy laughing, so it's to be expected the games I'm apart of tend to have at least a few humorous moments. So picking the funniest game in this case should to be geared towards an RPG that's comedic in its very nature. Again I'll split this answer between player/GM.


Funniest Game I've Played In:

A couple years ago I played in a first edition Paranoia game at GottaCon 2013 that loads of madcap fun, as any good Paranoia game should be. It was a late night slot, you had just spent the rest of the day gaming, so you became that silly tired that helped fuel the hilarity. Did our team of hapless troubleshooters accomplish anything? No! Did we laugh doing it? Hell yeah!

Eventually I'd like to run my own session or two of Paranoia for friends, and I also have a crazy dream of running a manic multi-table game at a convention...


Funniest Game I've GM'd:

My choice was also the only game I had a chance to fully GM at the most recent GottaCon: a little thing I called Benevolent Zodiac Delivery Force!

Because of my health concerns at the beginning of the year, I missed my chance to submit any events beforehand, but the awesome RPG coordinators gave me a table to run something during the con. I brought along something I had designed to be run using Fate Accelerated Edition, with a bit of homebrew ingenuity.


BZDF! was the basic setting I had designed around a mechanic I had developed for FAE; a group of individuals akin to the Power Rangers but based around Chinese Zodiac combat the wacky evils of the world whilst delivering food. There was flashy cooking in space, a rush through freezing Norway to deliver hot food to an infamous critic, and a battle with an army of fishbowl-wearing ghost-aliens and their giant mecha-mantis. And my custom mechanic uses the paper strips from within fortune cookies.

You can see how serious this game took itself.

As you may have guessed, the game was a hit; I certainly had many guffaws during it. I'm considering it a go-to for future con games I run, possibly on a Games-On-Demand roster.

For those inclined, an overview of the setting and my homebrew mechanic for BZDF! can be viewed on my blog here: [Link]

Feel free to give it a shot with your group; if you do, tell me how it went! I'd love to hear feedback!



Day 18: Favourite Game System


Okay, this may be the single most difficult question to answer for #RPGaDay, as I believe all RPG systems have their merits and flaws; some more so than others. I'm also a gamer who likes to select the right tool for the job so to speak; the system that best performs any heavy lifting in a given setting. Games where mechanics go smoothly hand-in-hand with set pieces are a big in my book. Like children I am told, it can be impossible to chose a favourite.

But I will list my go-to's for particular themes:

Action/Adventure - Any Fate derivative.
Gritty Fantasy - Torchbearer/Burning Wheel.
Heroic Fantasy - Dungeon World.
Tolkien-esque Fantasy - The One Ring.
Science Fantasy - Numenera or Star Wars: Edge of the Empire/Age of Rebellion.
Horror - Dread.
Group Storytelling - Fiasco.

That all said though, I think I'm going to have to go with Fate Core, and to a lesser extent its precursor Fate 3.0 used in Spirit of the Century and The Dresden Files RPG, and it's younger sibling Fate Accelerated Edition as my favourite all-round game system. As far as generic systems go, Fate Core has the potential to support a vast potential of settings without needing to reference any splatbook for rules, unlike most generic systems like the d20 System, GURPS, Savage Worlds, etc. Allow me list the other ways I dig Fate:


- It has simple rules for newbie and old guard players alike to easily grasp.
- Aspects are a brilliant mechanic. Pure genius.
- Small numbers for those not inclined to the maths like me.
- 4dF generates a gentle bell-curve result that supports the use of low numbers.
- All you need to know is neatly packed into 302 pages (or in the case of FAE, ~45 pages) of a highly portable A5-sized book.
- It's perfect for creative types who think 'gee, I have this great idea for a game but I don't what to run it in/have enough time to figure out the mechanics'.
-All of the rules are adjustable dials, allowing the GM to tweak the system to match their ideal setting.
-The PDF is pay-what-you-want. Can't argue with that price! 



Day 19: Favourite Published Adventure


Another tricky question as I have a bunch favourites. Well, potential favourites I've read and I'd like to eventually run, but haven't actually had the chance to do so. So I'll narrow it down to adventures I've actually ran, which then makes it obvious:

Ravenloft



Both in the original AD&DI6 module and the later Expedition to Castle Ravenloft for 3.5e are just dripping with gothic awesome (I'm excluding the campaign setting for 2e and just focusing on the land Barovia and its' famous castle.) I was borderline obsessed with this. So many hours spent replicating maps on large graph paper for minis, crafting props, and building custom playlists. At one point I wanted to craft a level by level miniature-scale replica of Castle Ravenloft out of cardboard, or in Minecraft...

You can view all my hardcore dedication to it here: [Link]

I have also learnt from running EtCR multiple times in 3.5e, it has some big drawbacks; both system-wise and having too much additional material. Next time, if I get the chance, I'll try a system more simple like an OSR retroclone with vanilla I6 to prevent complex mechanics and bloated material from getting in the way of the amazing atmosphere and terrifying themes of Ravenloft. The random Fortunes of Ravenloft allow some replayability, which is great when you consider most adventures have zero replayability once you complete them.


My other choice would be the Basic D&D adventure: Quest for the Silver Sword. Despite being a glorified dungeon crawl with a basic plot, it's been hella fun to convert and run for my Torchbearer group, proving that the system can take a simple premise and spin it into an epic tale. Also it proved to me that conversions are entirely possible, so no need to feel confined playing an adventure in the original system.

I've also been considering Ravenloft converted into Torchbearer. A truly frightful prospect...



Day 20: Will still play in 20 years time...


Oh jeeze, a brain-buster. What RPG will I still play in 20 years? Heck, I haven't even been playing RPGs for that length of time!

As you may have guessed, I'm not a single system guy like some gamers. I own and play a variety of RPGs; different settings, different systems. My tastes change weekly at the least, monthly at the most. It's kinda my curse; unless I'm obsessing on something, I tend to change gears fairly frequently. So your guess is as good as my own where exactly my gaming interests will be a score of years from now.

And it's not like I have a handful of games to choose from, no, I have dozens. And that's not including the ones I might yet play or own!

For the purposes of this question I'm going to go with the very foundation of this hobby: Dungeons & Dragons. With multitudes of official editions and a veritable plethora of retro-clones and offshoots to chose from (and not counting any future incarnations) I'm sure I'll still be playing D&D as I enjoy it in some form when I'm in my 50's, if I last that long that is.

D&D has had a long interesting run since it was first published about 40 years ago in 1974 as a war-gaming supplement, and it'll be interesting where D&D, and more so the RPG hobby in general, go within the next twenty years. It might not be the game we know now then by name, but it'll be the game we knew and loved in our own personal ways.

I guess what I'm trying to say is I don't really care if I'm playing something particular in two decades time, more importantly that I'm still playing RPGs at all; having fun with friends and family, that's what it's all about for me. Whether it's a simple game of cops 'n' robbers with nieces and nephews or some futuristic hyper-VR-assisted RPG with old friends, perhaps playing a module from before the majority of us were born with a system that came out two minutes into the future. With house rules of course.


I'll still be playing pretend twenty years from now regardless of what game it is, as long as those playing with me are having at least as much fun as we are now.

Ubi Amicitia, Ibi Victoria, gamers.



Day 21: Favourite Licensed RPG


Those who know the rabid fanboy inside me might have bet money that my answer for today, like many gamers, was purely going to be Star Wars; believing it'd be a sure thing. But after a bit of thought I think I'm going to go with something else (and because I hate to be so predictable):

The Mouse Guard Roleplaying Game is quite possibly my favourite licensed RPG. It introduced me to both the amazing setting within gorgeous graphic novels by David Petersen and a slimmer version of the Burning Wheel system. Though I don't own the boxed set (just the hardback rulebook), my buddy does; we played with it and I must say it's phenomenal. It was one of those RPGs that broke the mould for me both in terms of mechanics and setting potential.

You play as tiny mice in a world full of gigantic predators and huge catastrophes, trying to do what's best for your fellow rodents! Tell me that's not as heroic and epic as fighting a colossal dragon or saving the world from certain doom, and I'll call you a boldfaced liar. There's an revised version in the works that should improve some of the rough parts; I'm looking forward to it. Hopefully it'll contain new story material from the recent Black Axe story-arc as well.

Star Wars would be my first overall favourite RPG license if it's track record was completely spotless; but sadly the system WotC first produced after they took over the license from WEG was pretty awful until they got it right with Saga Edition. FFG's current SWRPG lines of Edge of the Empire, Age of Rebellion, and the upcoming Force & Destiny are poised to give the classic d6 system a run for its money in sheer brilliance, especially with the innovative dice mechanics. 



Day 22: Best Secondhand RPG Purchase


I think I've come across some nice second-hand RPG finds at thrift stores and whatnot. Today's choice is going to be something that I think I should have owned a long, long time ago: The Star Wars Roleplaying Game: Second Edition - Revised and Expanded.

This was THEStar Wars book I should've owned back when I was a fanboy in growing up in the nineties, when I lived and breathed the original trilogy and the expanded universe that had formed around it. It wasn't that I was completely ignorant of it; no, I was well aware of the game, I just never saw it anywhere locally to acquire it. I'm quite sure my interest in RPGs would've been kindled much sooner if I had owned a copy then. I've amassed Star Wars ephemera throughout the years; but this lone text eluded me.

It wasn't until last year I finally came across it in my favourite curio shop and promptly added it to my collection. In a way I think it kinda represents a part of my past I miss; a time before the prequels, when Star Wars wasn't quite ingrained in pop-culture as it is today.

Though I've never actually played the d6 system, the book itself represents to me a piece of nostalgia of my past; a time before life became so complicated. 



Day 23: Coolest Looking RPG Product / Book


Decisions, decisions...
Another tough one as I have many RPGs that are cool in their own ways, and I really enjoy games that break the mould to terms of design, art, or writing.

The 30th anniversary edition of Call of Cthulhu I had shown before has a very posh leather cover, which looks good paired with the fabric-covered hardback of Masks of Nyarlathoteop. Though unfortunately the art contained within both is decent B&W images; evocative, but nothing special.


Spiffiest art I think would go to my Legend of the Five Rings - 4th Edition Roleplaying Game and to Monte Cook'sNumenera. Both have some of the slickest art I've seen in any RPG product line; Numenera has some really good layout and cartography to boot.

The most cleverly written game I own has to be The Extraordinary Adventures of Baron Munchhausen (Gentleman's Edition). The entire book is written as if by the Baron himself (with occasional assistance from his publisher), and is rife with all the pomposity, exaggeration, and digression of an 18th century nobleman. The book itself is a hilarious read, and helps set the mood for a raconteur of 'true' flights of fancy.

Coolest non-book product would probably have to be the narrative dice used in FFG'sStar Wars RPG line. The non-binary results they generate are as innovative as they are awesome!

But if I must cast my vote for THE coolest looking product / book I own, it'll be The One Ring: Adventures over the Edge of the Wild, because it encompasses nearly all of these traits.

The whole product is a nice thick slipcase that contains an Adventurer's Book, Loremaster's Book, two sets of maps of the wilderlands (one for the players and GM respectively) and a set of customized dice with tengwar script on the d6s, and Gandalfs' cirth rune 'G' top of the d12 and the Eye of Sauron on the obverse.


The art in this line is just phenomenal, as to be expected when one of the illustrators is legendary John Howe. Designer Francesco Nepitello really dug deep into Tolkien's lore when he wrote this, and even though I've only had the chance to play it a few times, the system appears to be well intertwined with the setting of Middle-Earth, which is a huge plus for me. The whole package just looks amazing sitting upon my shelf. Top notch.



Day 24: Most Complicated RPG Owned


I enjoy a 'crunchy' system from time to time, but not that often. For example, the d20-system is complicated; Burning Wheel can be complicated; Eclipse Phase is complicated; same with The One Ring. I generally prefer lighter games, but complexity isn't necessarily a bad thing depending on your group. It's when a game is needlessly complicated it's a bad thing.

A friend of mine thought that I should go with my copy of GURPSVehicles as my answer to this question; as jam-packed as it is with high-level math, it's only a supplement to the core game and thus can be ignored.

Whereas Enforcers: A Super-Powered Science Fiction Role-Playing Game, is a stand-alone product that is supposedly playable on its own. I don't think it actually is, or rather I don't want to constantly stop play to tabulate formulas:

E.g. Velocity Damage = ({ CC x .33} - Object Weight) x 2

If that seems fairly tame, they only increase in complexity beyond that. (See the attached photo for another "fun" example.)


I think it's a good sign that an RPG might be 'too complicated' when a computer program can be utilized to aid character generation. Well, Enforcers was probably one of the first to make use of the burgeoning technology of 1987 by including several pages of listed code that you can input into any Lotus-compatible spreadsheet program for your 'convenience' during character sheet calculation. You know things are really bad when doing an hour or so of rudimentary coding can save you time in the long run.

The only reason I'm keeping this game is as a testament to how absurdly convoluted RPGs can get, and as a reminder that math has never been fun.



Day 25: Favourite RPG No One Else Wants To Play


This one is difficult; in my case, it's pretty much is the same as Day 6's question: Favourite RPG I Never Get To Play, which would again be: Spirit of the Century.

There's not a fine line in this instance of differentiating the two, and it's not a matter of having a game rejected by a playgroup, it's not having enough free time to have one rejected in the first place. And because I don't like to repeat items on this list, I have to come up with something new.

I think out of all my RPGs, the setting that may be the most difficult to pitch to players is Space: 1889. Think if the empires of the Victorian Era began establishing colonies on a Barsoom-like Mars. It's sort of a proto-steampunk setting with a dash of Edgar Rice Burroughs; which I totally dig.


As unique in concept as the setting is, the original system is just awful, so I'd have to run using another system. A while ago I picked up the Savage Worlds conversion Red Sands; I've flipped through it and it seems descent, so I have that option for a conversion.

Still, I may be surprised by a group who actually wants to play it, if it every gets the chance to be an option.



Day 26: Coolest Character Sheet


Yay! Let's talk about pieces of paper, because that's fun!

Don't mind me. Okay, current consensus seems to be split down the middle in between two common camps for 'coolest character sheet': ones that look spiffy, but might not be that functional for some; and those that are more utilitarian but spartan in design. Form vs. Function.

In the former (pun), we have the character sheet for Numenera. Just Gorgeous. And designed so you could fold it into thirds like a pamphlet. Now that's neat.


In the latter, we have the beautifully simple sheets used in Fate games, and the playbooks used in *World's games. The really nice thing about these is how tailored they are for immediate or convention play.

And this is common consensus that I also agree with, so there goes me being original. I've got nothing interesting to say.

Wait! Maybe the coolest character sheets are custom sheets! Like those designed by John Harper on his blog, The Mighty Atom: [Link]

Mr. Harper also made a sweet retro-inspired sheet/game for Dungeon World: [Link]

Or perhaps these incredible character sheets fashioned for AD&D by renowned artist Tony DiTerlizzi, that can be found here: [Link]

The coolest character sheet I actually possess is for Torchbearer; lightly embossed, detailed with gold ink, and printed on thick, textured cardstock. Very posh. My pal Larry was nice enough to grab one for me when he visited the Burning Wheel HQ. booth at PAX East this year.


Okay, I tried my best to make character sheets seem interesting. I'm done now.

P.S. Form-fillable PDF sheets are also handy.



Day 27: Game you'd like to see a new / improved edition of...


It seems that every game I think of that could benefit from a new edition is just about to release one or just has: D&D's 5th edition; Call of Cthulhu's 7th; The One Ring is coming out with a revised edition, and so is Mouse Guard.

For any other game where I enjoy the setting, but dislike the system, I'm apt to running it in a system I prefer.

Though it's a game I've mentioned before this month, I think Spirit of the Century could use an update using the new Fate Core rules; although billed as a pickup game, I think SotC is a little too heavy on rules and stunt selection to be something easy to play-on-the-fly. Fate Core took the system laid out in SotC and slimmed it down further into a lean, mean, pickup machine. In turn I think this forerunner deserves the same treatment.

The companion book Strange Tales of the Century, has rudimentary rules for converting SotC to Fate Core, reaching a happy medium between the amounts of aspects, stunts, and refresh in both; and renaming a few skills and actions.

This is all well and good but I think the price point for the book is way to high in this case for just a single chapter of info. (Personally I find most of the writing in STotC is a little too dry for my tastes; I was expecting more pulpy goodness, less historical reference.) It's easy for the system savy to come up with they're own conversions as the gap between both isn't that wide, but I think an officially updated edition would be nice.

I think what I'm really getting at is I believe Spirit of the Century should at least have an updated character sheet with adjusted stats for Fate Core users!

(Attached below are the listed concerns and suggestions I directed at Fred Hicks of Evil Hat Productions why using a Fate Core character sheet doesn't quite cut it for SotC characters converted using the suggestions on STotC:)

"It'd be fine if you're playing a SotC game using just the rules given in Fate Core, Fred Hicks, but the adaptation notes in STotC suggest that centurions should have seven aspects, five stunts, and five refresh; FC sheets have space for only five aspects, and it'd be a tight fit writing five stunts into the place provided. 
Additionally, it's suggested high action pulp characters should start with three stress instead of two, meaning that additional stress bonus' granted by skills may require another stress box. 
All these changes could be done by filling up blank space on the sheet I suppose, but IMHO that makes the sheet messy and defeats the point of using a printed character sheet in the first place. It makes things easier running adapted SotC at conventions and one-shot games. 
I'm also a fan of the PC background 'phases' used to fashion aspects in SotC (also used in Dresden Files). Since there are five 'phases' (Background, The Great War, Your Novel, and two Other Adventures) meant to generate two aspects each for a total of ten in original SotC, how about creating a single aspect from each to make five, add the High Concept and Trouble aspects, and boom: seven aspects for your Centurions.
And like High Concept and Trouble, place faded out text on the sheet for each phase as easy reminders during chargen?"

To any designers out there: Impress me of your skills by making a snazzy updated character sheet!

Please?



Day 28: Scariest Game You've Played


I can't recall ever being scared playing an RPG. Perhaps I've just never had the fortune of being in a game that actually made me, as person, feel fear; perhaps because most of the players I've gamed with tend to shy away from horror RPGs in general. Or in the back of my mind I still know it's a game.

I've played a few games where there'd been tense moments for sure, like Call of Cthulhu, but never anything I'd call scary.

That said, tension is the best way to simulate fear in a RPG, and the best game I've experienced that creates tension is Dread.

Some of you may know Dread as 'that game that uses jenga'. Yes, it does use the stacking block game as the core mechanic and that may seem silly at first but it uses this concept to brilliant effect: the best way to make players feel characters' fear is by putting the player themselves under tension. And what better way to do so than making them manipulate an increasingly challenging physical puzzle knowing that their PCs' lives are at stake should they cause the tower to fall? Good scary stores are all about mood and atmosphere, but the rules and mechanics of RPGs tend to disrupt that. Not so much with Dread.

I love Dread, it's innovative but beautifully simplistic, and my go to game for if I want to run anything horror related, regardless if the setting has any 'official' systems; I know I can tell a better story with Dread.



Day 29: Most Memorable Encounter


Like many gamers, I have too many to choose from. And I'm too tired today to pick one.

So I'm gonna cheat and say the Torchbearer session we had last night contained the most memorable encounter, because it's the most recent in my memory and I just finished committing the session to text.

Which encounter was it? Go ahead and guess...



Day 30: Rarest RPG Owned


A little story: Last month, when I was taking a trip up island to Tofino with a couple co-workers, we stopped at the Coombs Country Market (a.k.a Goats on the Roof) to grab some picnic supplies. We also browsed a local second-hand book store that happened to have a few boxes full of old RPG material; mostly old issues of Dragon and Pyramid magazine. There I picked up my copy of the Basic D&D Expert Rulebook by Frank Mentzer.

I also came upon a very notable find and what I believe is the rarest RPG I own; a spiral-bound xeroxed copy of Elemental Axes, a fantasy game written and designed circa 1999-2001 by my friend Eric. I planned on further inquiring about the details of his work when I was going see him face-to-face that following Friday, but unfortunately his work schedule had changed and he has been unable to make our Friday games since. Well the story's no longer secret now thanks to #RPGaDay.

It's kinda humorous too because he just called me out a week or so prior that I don't own a copy of Elemental Axes in my collection. Well now I do, albeit I don't know how legit it is.

I know and have seen that Elemental Axes has its 2nd-edition printing perfect-bound with more art and some added errata, which I should still acquire a copy of from a FLGS. I don't know if the 1st-edition/printing was spiral-bound, or if what I have is a draft or illegitimate copy. How many copies of either edition where produced during their print run? Both Elemental Axes' website and wikipage have gone defunct within the past month, so what's the story Eric?

Also, sign my copy!



Day 31: Favourite RPG Of All Time


Thirty days of entries and it has finally come to this. We've already seen my examples for all other kinds of favourites when it comes to RPGs and things related to them, now it's the big question, and quite frankly I don't know if I can, or rather if I want to answer it. This is like asking what's your favourite song of all time to a music aficionado, or a gourmet what's their favourite food of all time.

My tastes ebb and flow like a primordial ocean under the influence of several moons orbiting around a planet looping a binary star system; and how appropriate because my current top two favourite RPGs of all time fall under the same genre: Science Fantasy.

I'm sorry but at best I can narrow this choice down to two options; I just can't choose one over the other, but if I must, one may slightly beat out the other, but only slightly. And just because they're my favourite games doesn't mean they're without flaws; I'm just so much enamoured with them I accept such faults and am willing to see past them.

---

First:Numenera.


Numenera is brilliant. From system to setting the entire thing might be as close to a masterpiece one might get in this day and age. I've already gushed on my blog at length on how incredible I think this game is, so I'll paraphrase what I've said before:

To me, this game strikes a perfect balance between traditional RPGs and indie RPGs, making it easy for either player of to grasp the simple concepts and mechanics, and thus design, develop, and customise their characters how they'd like. The system really places the power in the hands of the players by making all the dice rolls player driven, and never keeping the game bogged down by counting mods or in the dark with hidden numbers.

I love the setting of The Ninth World, possibly more than the system itself; it's a blend of far future science-fantasy, a setting that has been little explored in RPGs, and it truly instils a sense of wonder in me. It doesn't have to conform to either fantasy or sci-fi tropes to explain-away anything; and that is liberating to both players and GM. There are very few RPGs I've heard of let alone seen that have such a unique setting as Numenera.

Additionally, the community that has sprung up online around this game is nothing short of amazing.

---

Second:Star Wars: Edge of the Empire.


Ever since I saw the first film over 25 years ago, I've been a devoted fanboy ever since. I can't help but not love Star Wars, and any RPG based upon it has me hooked. But the line being produced right now by FFG has me hook, line, and sinker. And what really has me is the narrative dice; they're just so innovative and full of possibilities.

I've cooled a bit from my initial craze now seeing how FFG is handling their Star Wars RPG line: some decent adventures, but most of the same old mechanics in Age of Rebellion and career splat-books that makes me wonder if the publisher isn't going to break much from the mould of previous SWRPG lines. Less rules minutiae and more new general mechanics I think are in order.

And that's where the dice come back into it: At the end of the day, I could throw all these extra rules and fluff out the window and still tell an epic story worthy of a galaxy far, far away with naught but a handful of these dice. Success, Failure. Advantage, Threat, Triumph, Despair. Light side, Dark side. All the elements of a great Star Wars tale are in the palm of your hand.




A big thanks to Dave Chapman of autocratik.com for coming up with #RPGaDay. It's been a blast posting my own thoughts, reading comments, and seeing what other enthusiasts have been submitting. I look forward to possibly doing this again next August.


Music To Roleplay To: Ambient-Mixer

$
0
0
Today on Music To Roleplay To, we look at another audio app that can be used in your games, this time focusing not so much on music but instead on background ambience:


My attention was recently brought to a site called Ambient-Mixer.com. The site is a compilation of user-submitted templates containing up to eight audio files mixed together to form an 'atmosphere'. The application is designed for a variety of uses: general ambient listening, background music for a short film, etc.; and for the mobile versions, an alarm clock and night timer. The applications for gaming have not been overlooked.

The nice thing about Ambient-Mixer is that there are figuratively tons of free, pre-compiled ambient templates to listen to; organized by category, recentness, popularity, and entirely searchable. (Doing a few quick test searches I pleasantly discovered users have complied a bunch of specific mixes tagged for RavenloftNumenera, and Star Wars games.)

You can view public atmospheres created by other users, which is handy if you dig their sound. That said the quality of mixes varies and thus so may your mileage; at least there is a wide selection and multiple genres to choose from!


You can also actively alter the mix you're listening to, changing the volume, cross-fade, frequency, etc. of tracks, which is convenient if you want to emphasize a particular sound or you need to mute one you find grating. I didn't have the time to make an account and create my own custom mix/save a template, so I didn't see that side of the coin.



One of the downsides of Ambient-Mixer, regardless of using it via desktop or mobile, is that it can take up to a few minutes for the mixer to download the necessary audio tracks; thus creating a period of dead air when searching for/swapping between atmospheres. Not really conducive for GM's like me who like to keep the game from being interrupted by fiddling with music. Also if you want to download an atmosphere as an MP3, the site charges you $5-16 USD based upon the length of the file.

The mobile version of Ambient-Mixer seems to also (at least with iOS devices) suffer from the inability to play sound when operating in the background or with the screen switched off (at least the screen blackens after a minute or so to minimize power loss); relegating your device purely to producing audio. Also the app has crashed once or twice on me, so I don't know how stable it actually is.


Additionally to note, all of my testing was done with the free mobile version of Ambient-Mixer; there's a full version about $4.99 USD for iOS devices and $4.73 USD for Android; the only difference from the 'Lite' version and full seems to be the ability to save atmospheres; when you already have access to all the other features combined with the currently stability of the app and its lacklustre interface doesn't make it seem worth the price.


All in all my impression is that Ambient-Mixer's major variety balances out its mild utility in gaming.


Keep On Listening! ;{١

Medieval Chaos - Impressions

$
0
0
Howdy everyone!

It's been a while since I posted any sort of entry here. Nearly all of my free time during the past few weeks has been occupied with roleplaying; and not of the tabletop variety as usual, but of the live action kind.

You see, I finally got to get out to Medieval Chaos with a few good friends and experience the whole thing. And it was just that, an experience. Months of attending weapon practice at Vanguard Training, viewing photos, and pouring over the Player's Handbook doesn't adequately prepare a new player for the sheer awesomeness that is MC.

For the past three weeks I've been able to attend MC each weekend (first three events are no-charge for newbs, then it's $10 each; $5 for members), and after three sessions, I feel I've acquired a good grasp of it. I'll try to briefly summarise each weekend:


September 19th-20th - First Weekend

Prior to the event on Saturday, the location was open to players to spend the night on the huge acreage of what is known as Dagger Deep. My buddy Ash, with permission from the property owners, would run a Book n' Dice Night at least once a month, where players would eat, drink, and occasionally play tabletop games, and some of them would then camp out under the stars.

I was totally for this for a couple reasons: First, I hadn't been camping in over half and decade and was seriously hankering to do so; second, it seemed like an excellent way to be introduced to the layout of the Deep before my character was brought in.

So I booked the date off work, bought a few camping supplies, and set to work developing my character and his gear (referred to as their 'kit'). On the day of, I caught a ride with a few friends up to North Cowichan, and they gave me a tour of the grounds before I pitched my tent.

Nobody ended up playing any games that night and mostly splintered off into groups to discuss various In-Character (IC) and Out-Of-Character (OOC) things, so I mingled with a few before I retired to my tent for the evening.

The next day, after I stowed my tent and gear, I changed into my character: Ref 'Kampi' Vandillsson, whom I'll detail in a later posts. I registered as a new player, signed the appropriate wavers, and then entered fully into the world of MC.


Kampi with two of his redeemers:
Sprig in the front, Kail behind.
Photo Credit Damian Lucas-Ray Joulie
IC, Kampi's introduction went brilliantly. The gist was he was found dead in the bush by a trio of adventurers, who then revived him, freed him of bonds, and brought him to the town proper. Kampi feels thrice oathbound to each of his redeemers, which I figured would be a good tie-in to MC.

OOC, I sort of ended up an unbridled peasant for most of the remainder of the day when the players I had been attached to had their own business to take care of as NPCs in the upcoming mission or whatnot; not seeing familiar faces had me wander a bit on my own with few to answer any IC/OOC queries I had. It made sense though IC that Kampi would be a bit overwhelmed with everything that had transpired, this wasn't a huge problem. Still it would've been nice to have a 'guide' of sorts.

The mission (the primary overarching story of the day, which usually involved the most combat) was mostly plot/roleplay-based, which Kampi had little part of beyond observing and later being slaughtered several times by raging zombies.


Kampi taking a moment to comb his facial 
hair and ponder recent events.

Photo Credit Damian Lucas-Ray Joulie 
At the beginning of post-mission, as it is called, saw me back at my ride waiting for my friends, when my friend David stopped by and asked me how my first day was. I told him my concerns and he understood them well. He informed me that Ash and his wife usually attended post-mission IC for a few hours, and he asked Sarah who just arrived (whose character Sprig was one of Kampi's trio and is the apprentice to David's character Relan) to escort me as Kampi about the Deep for any post-mission hijinks. Sarah apologised that she didn't realize initially it was my first day at MC as she recognised me from Vanguard so she thought I was accustomed to the ways. No harm, no foul. :)

This helped me grasp a bit better some of the nuances of MC, and I had some decent roleplay.

All in all, I'd say my first day at MC was both over-and-underwhelming for reasons. Still the experience as a whole was positive because I wanted to return the following weekend; and so I did.


September 27th - Second Weekend

The following Saturday brought me back to Deep. This time it was my friend Max from Vanguard's first time at MC, and being somewhat familiar with the ins-and-outs I kept him with me most of the game as we roamed the Deep for a glove I had lost OOC-and concurrently-IC, and had a good time interacting with each other and other characters.

Hog-Eye Johnny!
Sometime before conch (the signal used to summon all players to muster OOC at a site known as woodhenge for mission briefing) we met with the other players who were playing the opposing NPCs for the day and changed into our appropriate kits: Zombie Pirates! I also shared the 5L jug of non-alcholic grog I had made the evening before with our team to good reception.

Playing an NPC is a good role for a new player; it introduces the basics of combat, and one doesn't have to worry about being killed because you usually have various ways of returning from death. The downside to being a zombie is that you're somewhat limited roleplay and interaction-wise. Still much fun was had.

After mission Max and I then spent most of our time in the tavern conversing with other characters, acting drunk, and sharing the jug of cider Kampi had picked up escorting a caravan to Uberland (a.k.a Duncan). OOC I'd received so much positive feedback on my grog/cider recipe, which tasted like apple pie to many, and that I was told I should bring it in the future and sell it for daen (the in-game currency). This is something myself/Kampi is deeply considering doing in the future, as long as the profit meets/exceeds the costs of making and toting the jug around...

Verdict: A much better day at MC than my first. :)


October 3rd-4th - Third Weekend

This was an excellent weekend for me. Again I was able to attend Book n' Dice Night (which again, sadly, had no games which was a bit of a bummer for me; gaming in any form helps me break out of my introvert-shell, but no biggie. Camping was even more fun since there was no fire-ban this time, I got make a few changes to my gear, and try out a new sleeping cot I had picked up: it was worth the added weight comfort-wise though I'm still looking to lighten my kit as a whole since I don't have my own vehicle and need to port my gear to and from my rides.

The following day I helped haul and stack firewood for daen and good exercise, and then I had the opportunity to spend the whole day as Kampi having excellent interactions and RP with many characters pre-mission.

During mission I avoided most of the combat for IC reasons. I then attached myself to my buddy Ash's relatively new character (The Pict) when Kampi had the chance, and spent the remainder of most of the mission tagging along with him before the final confrontation between the PC forces of Dagger Deep and the invading NPC forces Northbrook. Kampi aided a bit during the final battle, but was slain when he was magically Held by a sneaky goblin and killed by a death knight. In the end, the forces of Northbrook where routed, and the denizens of the Deep victorious!

No photos of Kampi this day, he was too busy hiding in the bush, and with good reason too:
Look at the enemy force! Photo Credit John Marusiak
Post-mission had Kampi share a drink with his new comrade, and then the two roamed the lengths and breadths of the realm looking for trouble and in search of the members of the magic college of Illodia for several reasons.

After much walking and fruitless searching but excellent RP between Kampi and the Pict, Ash and I returned to late to Victoria utterly exhausted from the day. Best day at MC yet, and it looks promising for even better! :D


There's only a bunch of weekends remaining before MC shuts down for the season, only to reopen April next year; aside from the weekend coming up, I hope to attend as many as possible!

To The Pain!

Kampi's Edda: Concept, Development, and Kit

$
0
0
Today will be my first full entry of Kampi's Edda, a sort of design diary/character journal for my first live-action roleplay character in the fantasy realm of Medieval Chaos: Ref 'Kampi' Vandillsson, devotee of Wodinaz.



Character Concept

Based upon my initial read-through of the career trees and classes in the Players Handbook, I was originally going to make a Rogue character, but further consideration of my enjoyment of the combat we practised at Vanguard Training the past couple months meant that most Rogue characters aren't as martial compared to other classes, at least the concept I was going for (think Solomon Kane). One the other hand, I'm not a particularly good fighter and most of the Fighter classes held little interest for me mechanically. So after rethinking my interests I decided upon a Divine Caster, with long term plans of becoming a Cleric after being an Acolyte.

I think this may be the closest visual where I'd
like Kampi's concept to end up.
Acolytes (and their high guild offshoots, Paladin and Cleric) are the more martial of your Divine Casters, as opposed to the more magic-heavy Priests (and their offshoots Bishops and Cardinals).

I think tend to initially gravitate to rogue/thief-style classes in most fantasy RPGs, but I think I enjoy playing Clerics the most: Healing, Spellcasting, Heavy Armour, and all that delicious RP potential from having a dedicated Deity. Not so much Paladins, which tend to have way more restrictions and thus seem always similar to me. Clerics can be of any walks of life and have all sorts of philosophical viewpoints. Paladins tend to be archetypical, not so much with Clerics.

So Kampi, as he is commonly known as, is this at his core: a Viking warrior and true believer of the gods of his people. Thus he's heavily based upon Old Nordic culture and belief, with a bit of Celtic influence.

I even made his name reflect such: I based the first letter of each part of his name around my own acronym: RKV. Each component follows similar Old Norse word use: Ref means 'Fox'. Kampi is his nickname, which means 'Whiskers or Moustache'. Lastly, 'Vandill' (which is similar to my own surname Vandall) means 'Sword'. The suffix of '-sson' belongs to an Old Norse naming convention still used in Iceland: essentially the name of my father; ergo 'son of sword'.

You can see how much thought I put into this, and how forever lost I am.



Development References

Aside from seeing recently the wicked Vikings exhibit at the Royal BC Museum, and browsing the internet, there's a couple books I've read that further helped me get into the mindset of a Norsemen and build Kampi's backstory and beliefs:
  • Viking: The Norse Warrior's Unofficial Manual by John Haywood: This excellent book covers all the basics of the Viking Age and has been an invaluable resource developing Kampi.
  • GURPS Vikings, Second Edition by Graeme Davis: Although an RPG book, this title has a good collection of info on everyday life on vikings, not just gods and raiding we all know.
  • D&D's Legends & Lore and Deities and Demigods contains useful information for the construction of Kampi's beliefs in gods and cosmology.
  • Mythology by Philip Wilkinson & Neil Philip, and Mythologies of the World by Max S. Shapiro and Rhoda A. Hendricks help round my knowledge of Norse myth. I'm a big fan of mythology in general, and Kampi allows me to bring that interest into character.



Kit Overview

Here's a basic overview of the kit I've currently assembled for Kampi, from left to right, top to bottom:

  • Tasselled touque/chullo cap: I might opt for more appropriate headgear in the future, but for now I quite like this thrift-store find. I'm also considering a helmet for both IC/OOC protective reasons.
  • Large hooded hoodie: front pocket removed, beads added to drawstrings, and embellished with a few slash and stab marks sewn up with runes: The longer phrase says "May Eir keep this soul from Hel." stitched in elder furthark, and the three short marks are the names of Kampi's oathbound in younger (long branch) futhark. I might adorn the edge of the hood with more runic in the future.
  • Acrylic sweater: I wanted to do the whole Monty Python and the Holy Grail trick and find a used sweater in the ideal style and spray-paint it silver to make cheap faux chain mail. The Missus' came across this thrift find instead and I didn't even need to paint it! I turn it inside out because the inside knit pattern looks more mail-ish. Currently not apart of my kit until Kampi has an IC reason to have heavier armour.
  • Charcoal cloak: A simple 5'x5' piece of a very nice wool-based fabric. I wear it on cool nights post-mission Viking/Saxon-style with the opening over my weapon arm. I currently pin it with the Celtic penannular brooch I got for the Missus a few years back from Gaukler Medieval Wares. Am currently seeking my own brooch closer to the style/size I'd prefer. Another thing I love about this cloak is that it doubles as a pillow/blanket when I go camping. The Missus found some fox fur that we're going to eventually add as trim around the neckline.
  • Antler pendant: My much more talented, better-half carved a valknut into it, the holy symbol of Kampi's chief deity: Wodinaz.
  • Hard-leather vambraces and fingerless gloves: The bracers keep my forearms protected and were made by local artisan Labyrinth Leathercraft; they were also the last pair in my small arm-size so they were on sale. The gloves help me keep a better grip upon my weapons and protect my hands a tiny amount from strikes.

  • 'WorkmanUtilikilt: A birthday gift many years ago from a best friend. I was super excited when I realized it was perfect for my lower apparel needs; it allows for much mobility and customization. Main pockets are currently empty but I may start to keep Kampi's prayer/notebook in one (a small, brown leather-bound, hand-binded journal by another Victoria artisan, Spellbinding Books; for $19 a pretty sweet purchase for a custom journal). I keep my weapon slung in the adjustable tool loop on the right-side of the kilt.
  • Plain canvas messenger bag: I've had this bag for years, it's perfectly sized for porting around items I can't fit upon my person, such as:
    - Waterbottle.
    - Drinking Horn. Boiled and waxed for use. Decorated with 'gold' band.
    - Potions.
    - Various foodstuffs wrapped in parchment paper and tied up with twine.
    - Misc. Goods.
  • Bandoleer belt with leather pouches: The belt itself I picked up off of a VSE vendor a few years ago for steampunking. The two conjoined pouches are World War era from an military antiques place I also acquired years ago for steampunking; the single one I found in Mexico years ago; I keep a wrapped lighter in its external pocket and a small torchlight clipped to the belt for when I cast the Spark and Ray of Light spells respectively. The pouches contain naught but empty tins right now. I also hang a wooden mallet upon the belt (speaks of Kampi's background as a carpenter/woodcarver and has possible future use with the Repair Armour ability). I used to hang some rabbit fur from the belt to cover up the Utilikilt logo until the hide ripped. Seeking solution.
  • Sporran: Can't own a kilt proper without a sporran, even if it is a contemporary kilt. I acquired this sporran online the year after I graduated high-school, before I even had my Utilikilt and was rocking a kilt-skirt like a fool. The sporran currently contains a comb made of horn, a partially used tall candle, and small wooden bowl with lid (once held shaving soap); inside the bowl is a variety of sentimental/found items: dried orange peel, a sprig of long fur/whiskers, some fabric scraps, bone dice (2d6), a glass bead, and a squat beeswax candle.

  • Weapons; I currently own two: the first is a Calimacil two-handed studded club (known as The Dentist); it's length is a little too long to justify its use as a starter weapon for human peasants in MC, so currently I use a shorter Calimacil warhammer (Percefer) as my main. I'm planning on acquiring/making a staff/spear/polearm in the the future, and possibly a shield. I've been borrowing my friend's Epic Armoury 'Gobbo' latex shield for Vanguard Training, and it hangs easily from the left-side clip of my kilt. Also the nice thing about a shield is if I use the larger club as my main, I can tuck the smaller warhammer behind the shield grip for easy access if I become disarmed or an opponent gets in close and I need a shorter weapon. Right now I can't weild shields as a peasant/apprentice, so I'm debating if I want to get a Gobbo-style, the slightly larger Ironshod, or the full punch-grip Viking shield in the future.
  • Pair of foam shin/knee guards: I got them unused and cheap from a thrift store following particularly harsh training day at Vanguard had caused my right ankle to swell up from all the bruising I sustained upon my leg. Currently I don't use them, but I intend to when I get into heavier combat. Although bright red, they are hidden perfectly when I pull my kilt hose over-top or under pant legs as an NPC.
  • Kilt hose and woollen socks: I wear two pairs of socks, I helps fill out my boots and cushion my feet/shins a bit.
  • Shin-high, leather Demonia 'Gravel' boots: Steel-toed, good tread, and studded; this pair of heavy metal boots I've owned for a long time and are great for MC. The only downside is that because the way they're built they're not really that waterproof, but I'm seeing if I can rectify that.
As you can see, I'm attempting to keep Kampi's visual pallet limited to black, silver, greys, and browns. Grey is a colour/shade associated with Woden/Odin and thus Wodinaz, so I'd like to incorporate that as much as possible.

This all for this entry. Have any tips on developing one's character in a LARP? Leave your suggestions in the comments!

Kampi's Edda: Backstory

$
0
0
Last entry of Kampi's Edda, I went over a bit of the development and kit construction for my first Medieval Chaos LARP character, Ref 'Kampi' Vandillsson. Today I submit for parties interested, his backstory, as told from his lips:



"My tale is a long one, are you sure you want to hear it? Very well, I will tell it to you:
"My family was originally from a small village in the land Nordthheim, known as Hvitberg. I was the only son of Vandill, a carpenter by trade, and a young maiden named Deirdru, who was originally a thrall from the Keltlands before she was granted freedom. When I was young, my father Vandill was displaced and exiled by a warrior named Frann, who then married my mother. When I was about fourteen-fifteen winters old, the three of us packed our belongings, boarded a knarr, and sailed across the sea for many weeks to a Nordthfolk settlement in the Keltlands my people called Hængvik. There we dwelt somewhat peacefully with the local Keltfolk, and I even adopted some of their styles of dress and spoke in their tongue. 
"Frann was a member of the the local chieftain's hirdth, so at times he was away viking, but when he was able, Frann had taught me how to wield the three weapons used with shield by our people: the axe, the spear, and the sword. Unfortunately my training did not avail me when our village was beset by marauders late one night whilst Frann and most of the other fighting-men were away on journey. Our folk managed to drive off the horde, but whilst I was keeping our homestead from being set aflame by a group of marauders, one of their blades had slashed deep across my belly. 
"Such a wound was considered fatal by all but my dear mother refused to accept it as such. She knew some ancient runic charms and had secretly practised seidth, a form of sorcery that is taboo amongst the men of the Nordth. It was by her tender care and magics I was kept from dying an unworthy death by a helsótt and my soul from crossing into Helheim, the realm of the unworthy dead. 
"Many seasons later, I was selected by Bragi Wulfsson, our jarl who was going a viking, to be apart of his crew. I then experienced life outside my village, which was mostly by the trade of a carpenter up to that point. After a successful voyage, to honour me, my jarl presented me with a drinking horn made of auroch and banded with gold. The gods seemed to be smiling upon me for the time being, but perhaps the Norns had other plans… 
"The past few years became difficult for the settlement; spoils had grown in short-supply locally or were now too well-defended from our raids, and our folk where forced voyage further south to find new plunder. Recently, during such an expedition, our drakkar came upon a calm, fog-filled sea and we became hafvilla; lost I think is your word for it; for a nearly fortnight. Whispers drifted amongst the crew that we had entered into the realm of mists, Niflheim in my tongue. We made sacrifices to the gods of the weather and the sea: Ægir, Njordth, and Thonar; but perhaps we offended them because suddenly we where beset by a terrible storm. The sea swelled, bore a great maelstrom as you call it, and our drakkar was tossed and torn asunder by its fury.  

"I know not how long had passed floundering in the water before I had washed ashore onto this strange land. My fellow sailors must have been caught in the goddess Rán's net because it seemed that I alone survived the wreck. It was not long before I was set upon by crude folk whom meant to take me as a slave; without a weapon or shield to defend myself, I was quickly overtaken. 
"I was marched wrist-bound for several days through the wilderness. Upon the third night I saw my chance to escape; I had no desire to spend my remaining days as a thrall, and when my guard and I were alone together and he was distracted, with my bound hands I briskly drew his sheathed sword from the scabbard at his hip, struck him down, and fled into the woods. 
"His companions quickly pursued me into a moonless field before I had the chance to remove my bonds. Thrice I took a spear point to the gut but managed to wound the wielder on his forearm, buying me the chance to flee, but his comrade must have hefted an axe through the air in my wake, for I recollect a terrible blow to the back of my head. I faintly recall staggering for the tree line, and I collapsed beyond the edge of it as colour began to bleed from the world and my ears pounded with the sound of my struggling heart. Soon all was still. 
"That was the first time I died. I do not not know so much, but rather feel that my soul was waiting for something. To perhaps be recovered by the valkyrja if it was worthy enough to join the einherjar in Valhalla or Folkvangr, or to be collected by Hel herself to dwell in her underworld with the rest of the dishonoured. 
"But neither arrived, and by powers I do not fully understand, life was breathed back into my body and my soul returned. I started awake, blinded by sunlight, my joints screaming with a pain of stiffness. I could make out three silhouettes standing close to me, asking questions in a tongue I knew. My mind leaped to the thought that my captor's had discovered me and still desired me as their slave despite the trouble I had caused. I raised the sword I still gripped in my stiff, still-bound hands defensively, stumbling back further into the brush on weak legs before collapsing again. 
"Through my own bleary eyes and calm words from the group, I soon realized that they were not of the same party that had me as their prisoner: their dress was different and countenance much more pleasant. Two females and a male made this trio. The man removed my bonds after their assurances that their intention was non-violent and that slavery was punishable by death in this land. I quickly decided that these three were a sign from the gods, for three has a powerful magic within it; I am thrice oathbound to each of them and obligated by my honour to repay their mercy in anyway I can. 
"They led me to the local settlement called Dagger Deep, and there I continue my further adventures in this strange land…"

Skoal! 

2013 Retrospective

$
0
0
As per usual, my 2013 Retrospective is late again, with better reason this time I believe. I've spent a bit more time considering the past year as well, and have broadened out my choices. Hopefully it'll be less hodgepodge this year than the previous!

Now, without further ado I present...


Jerreth Esq's Choice Selections of 2013



System of the Year:

The Cypher System (Numenera)

Strikes the perfect balance between more traditional RPGs like d20 or Pathfinder and more indie freeform RPGs, making it easy for either player to grasp the simple concepts and mechanics; design, develop, and customise their characters how they'd like. The system really places the power in the hands of the players by making all the dice rolls player driven, never keeping the game bogged down in adding mods or in the dark with hidden DCs. Intrusions are used by the GM to guide the developing story by rewarding players. The Strange, also looks the utilise the Cypher System, making the two cross-compatible. This post further details my impressions.


System Runner-up:

Fate Core Edition

When it comes to being able to make a easy characters and setting truly customisable, you can't get much better than Fate Core. Just the Core book alone is more than enough for the GM and players to collaboratively develop the setting and characters they want to play, whilst the additional core line books provide additional extras to make characters and settings pop. Also the Fate rules are so balanced and modular, there's no worries about breaking the system via this customability. I have yet to write a proper post of my impressions of the Fate Core line as a whole, other than briefly touching upon it in this post.


System Honourable Mention:

Star Wars RPG (FFG)

I'm willing to admit (again), I'm a huge Star Wars Fanboy, so I was really able to get behind this system/setting pairing early in the year. But now I've cooled a bit seeing how FFG is handling their Star Wars RPG line: some decent adventures, but some of the same old mechanics with the Age of Rebellion Beta and career splat-books makes me wonder if the publisher aren't breaking much from the mould of WotC's Star Wars line. Less rules minutiae and more new general mechanics I think is the order. You can read more about what I had to say in impressions Part 1& Part 2.



Setting of the Year:

Numenera

I love the setting of Numenera, possibly more than the system itself; it's blend of far future science-fantasy is a setting that has been little explored in RPGs, and I truly instills a sense of wonder in me. It doesn't have to conform to either fantasy or sci-fi tropes to explain-away anything; and that is liberating to players and GM. The are very few RPGs I've heard of let alone seen that have such a unique setting as Numenera. Again, this post further details my impressions.



Setting Runner-up:

The One Ring: Adventures over the Edge of the Wild

I think represents the world and themes of Middle-Earth very well; though character creation and rules tend to be complex and at times confusing, the majority of all mechanics are based in the setting lore and not so generic as if you were trying to run The One Ring in a generic system like d20 or a basic Fate conversion. By far one of the nicest looking products I've come across this year, and have been gobbling up.



Setting Honourable Mention:

The Day After Ragnarok (FATE)

Kenneth Hite's pulpy, post-apocalyptic world is a mash-up that tickled my fancy so much when I was given a PDF with my Fate kickstarter bundle, I went I pre-ordered a print copy of it from Atomic Overmind Press (hopefully it'll arrive soon!). The setting itself is pretty unique, and the fact the team spent a bit of time making sure it can be inserted into a pre-existing Spirit of the Century game is also a huge plus in my book! The one thing worth mentioning aside from the broad but vague setting, is this book has random tables much more than any other Fate book I've seen. Finally, I'm still making slow progress on Strange Tales of the Century, but out of the two DAR seems a much better deal for perspective pulp GMs.




Adventure/Supplement of the Year:

The Devil's Spine (Numenera)

Whilst I may be beginning to sound like a broken record with my Numenera praise, The Devil's Spine is by far the best collection I had the fortune of reading over in 2013. Not only a collection of three adventures, each can be treated as treated as standalone or as part of a nonlinear mini-campaign, along with some additional material and setting that can easily be added to any existing campaign. The writing by Monte Cook is superb in every aspect, and it easily can be rated the top representation of the weird and wonderful world of Numenera.


Adventure/Supplement Runner-up:

Tales from the Wilderland (The One Ring)

If you're a fan on The One Ring RPG, and/or like stories set in Middle-Earth, then Tales from the Wilderland is worth checking out. A collection of seven adventures for ~$30 is an excellent deal I believe, especially if those stories can linked together to form a yearly campaign. Some might baulk at the linearity of some of the presented scenarios, but they all offer new themes and settings throughout the Wilderland that should keep your company interested and invested. If you're familiar with any other part of the line, you know Tales be nicely presented and art-filled.


Adventure/Supplement Honourable Mention:

Beyond the Rim (EotE)


Written by SWRPG legend Sterling Herhsey, I was totally into the hardcover mini-campaign that spans three episodes that touch upon a variety of planets, themes, etc. As to be expected it has a well-written, if a bit linear, overarching story. It would possibly be higher on my list if I hadn't come across something so jarring in the second act: (*Spoiler Alert*) I found the description of the "arboreal octopus" rather inconsistent with the image provided, not to mention this is Star Wars! Call it anything but what it is! Anything but would be better than "arboreal octopus", because I find that name so bad it is burned in my mind forever. It's early D&D monster bad!



Storytelling of the Year:

Fate Accelerated Edition (with Fortune Cookie Fate variant)

Although my variant was detailed in this first post of 2014, I got to actually ran it in late December, so I consider it a worthy contender for my retrospective. FAE showed its extreme flexibility that I was able to quickly and loosely throw together a theme (Benevolent Zodiac Delivery Force), my players were rapidly able to create characters within it, and we were quickly off enjoying ourselves in the fast-paced roleplaying that that group is wont to do, a while testing out my "Fortune Cookie" houserule idea. The fact that FAE was able easily support all of these without getting in the way cements it as a go-to system for those who want to focus on telling a good story above all else.


Storytelling Runner-up: 

Dread

I had the opportunity to play the innovative storytelling game Dread a few more times in 2013 and I absolutely love it. Dread has a amazing visceral resolution mechanic that you won't find in any other RPG, and the focus on character and the story are paramount in play. The one downside that might be seen is that Dread only really works for one-off sessions given its lethality, but this can be an oversight: who cares about growing characters when single sessions can be this intense! I'm willing to go far enough to suggest if you're a fan of the themes and setting of a horror scenario but not so much the system and mechanics, run it Dread and you will not be disappointed.


Storytelling Honourable Mention:

Hillfolk: DramaSystem 

First off, I want it known I placed Hillfolk in my third place Honourable Mention only because I have yet to actually run it. I read it and wrote my thoughts and impressions on this unique game back in November last year, so one can easily read my of it review if they wonder what it's all about, I highly recommend Hillfolk to players and GMs alike who place emphasis in their games on long-term narrative.




PDF of Year:

Vortex (Numenera)

Again with the Numenera praise! If The Devil's Spine is the must-have physical book, then Vortex is the must-have PDF. Around 18 pages Vortex is two-part sandbox adventure that showcases the truly weird and bizarre that the Ninth World has to offer players. The first in Monte Cook Games 'Glimers' PDF line and the GenCon 2013 launch scenario, I've had the chance to run Vortex a few times locally and at a convention, and always had a great time. The price of $5.99 might seem steep at first, but I think its worth every penny.


PDF Runner-up:

Dead Light (Call of Cthulhu)

Having backed the kickstarter for the upcoming revised 7th edition of Call of Cthulhu, I was pleasantly surprised when I recently received a download code for a free PDF copy of this scenario. Dead Light is a short adventure that can be easily inserted into an ongoing campaign puts the investigators in a survival-horror situation for a single night. The art and layout are good, if in the usual monochromatic pallet. Although written specifically for 7th edition, the scenario also contains a few pages dedicated to converting it for older editions, and allows Keepers who are on the fence on picking up the latest edition to see the changes made before they commit any money. This 36-page PDF is available to non-backers at $6.95 at the Chaosium webstore.


PDF Honourable Mention: 

In Strange Aeons - Lovecraftian Numenera

$2.99 at DriveThruRPG nets you 12 pages of Lovecraftian horribleness for Numenera: Monte talks a bit about the nature of cosmic horror and how it relates to the setting and themes of the Ninth World, and further supports this with a slew of new descriptors, NPC "skins", and several mind-bending mythos creatures of the known variety.

One possible oversight on behalf of the author was the yithians physically described are the commonly depicted of the "rugose cone" variety, with no mention of the Coleopterous race to be inhabited by them in the far future after mankind is gone. The far future and posthuman are subjective of course in the billion year history leading to the Ninth World, but it begs questions that further relate to the setting; did humankind die/leave Earth at one point for the Great Race to project themselves through time and space into the bodies of the "beetle folk" inhabiting one of the prior Eight Worlds, only for humankind to return; or is the possibility still yet in even farther into future that the doomed humans are finally extinct? Given the amount of consideration and writing I've given this already, we'll forgive Mr. Cook for keeping the page count lower by not opening that can of brainworms. GMs of course are welcome to take my musings for use in their games. :)

Nevertheless, I believe In Strange Aeons is a large boon for Numenera GMs that want to inject a little lovecraftian horror into their games.


Non-RPG Game of the Year:

Android: Netrunner

After playing Magic: The Gathering for many years, I eventually folded having growing tired of the various criticisms I had with it (like essentially paying to win). I was ready to swear off competitive card games, even after briefly dabbling in FFG's Star Wars LCG, when I was taken by Android: Netrunner. The details of such can be read here. Since then I've been collecting every Data Pack and Deluxe Expansion that has been released, and playing as much possible (which originally had been few a far between, but has been more frequent lately since a local meta meets every Tuesday at the boardgame cafe). I'm by far neither the best or worst player, but I enjoy the playing Netrunner without the frustration I felt in the past, because of the card format I know makes an equal playing field for everyone.


Non-RPG Game Runner-up:

Shadows Over Camelot

I really like this boardgame; I've stated before it has to be one of my top favourites. I've played it a few times now and it's still pretty fresh; last time we actually had a traitor in our midst, but still managed to win the day! I've also mentioned to my buddy who owns Shadows Over Camelot that there's an expansion called Merlin's Company that gives additional 7 knights and the wizard himself that now up to eight players can choose from, along with various additional cards and rules to add more depth to the game. I'm sure we'll be trying it out in in the future.


Non-RPG Game Honourable Mention:

Star Wars: X-Wing Miniatures Game

X-Wing is another one of those games (of the miniatures variety this time) that I currently collect more of than get the chance to play. Like Netrunner, none of my close friends really own it or play, but I do have a friend who really enjoy playing it as much as I do, so we meet and play every few months. I hope play will be more frequent as our FLGS now has a league on Saturdays that I plan on regularly attending next week, because I sorely need practise. Plus all the future expansions FFG is teasing makes the fanboy part of me drool.




Notable Events of 2013

Here's a brief overview of some of the notable events I attended the past year, and how they're looking in 2014. Feel free to skip it.

Wow, its a lot to think that almost a year ago was GottaCon V, where I ran my first convention RPG session. The next GottaCon (Feb 28th to Mar 2nd) is coming up fast and though I plan on attending and need to sort that out soon, because of recent events I probably will not have the opportunity to run any RPG events as much as I'd like to. (I'd like to run my Fortune Cookie FAE at a public forum to really test it out, plus I think it'd be heaps fun. And I still have my idea for an updated Spirit of the Century or Cosmic Patrol game that has some props/swag made using the Pulp-O-Mizer! I'd also like to run Numenera and/or Star Wars: Edge of the Empire with prizes as little Star Wars Lego things.)

The beginning of June 2013 was the fourth Victoria Steam Exposition for us local steampunks, which me and the Missus' had loads of fun volunteering at. We're eager at this time when and where the next VSE will be held; perhaps I'll actually run a game-related event or two this year, steampunk-themed of course.

Later in the month was Free RPG Day, you can read my account of it here if you missed it, and don't forget the Free RPG Day of 2014 is on June 21st! We all await to see what's available for grabs this year!

Mid-July of last year I got the honour of attending the 13th Annual Froth Barrel Tourney held in Nanaimo. I really hope to attend this year, and am curious the theme and system they'll be using.

August was the Day of Gaming at UVic, I ran a session of Escape from Mos Shuuta from the Star Wars: Edge of the Empire Beginner Game for a full group that went well. I missed my chance to try out Marvel Heroic Roleplaying, but I got played a bit of Netrunner instead and met some people. Hope this event gets run again in this year.

October I took some time off and visited old friends on a gaming holiday, after the Missus and I participated in the fun but wet 3rd annual Tweed Ride Victoria. On the holiday I got the chance to really put Numenera through its paces, along with the chance to run the EotE Free RPG Day adventure Shadows of a Black Sun/Under a Black Sun for the first time. It's also worth note that around this time believe I started fully developing symptoms pertaining to my VHL complications that gradually increased over the next few months. I was planning on attending the No Hunger Games event the following weekend, but I not feeling well and work prevented me from doing so.

Mid-November was Concentric at UVic, where I ran Numenera (I still intend on getting together with my players and finishing the second part of the Vortex) and played a few RPGs like Dungeon World and my friend's Call of Cthulhu/Dread hack, and leaving with a couple door prizes. I attended the Day of Boardgamers IV at Interactivity Board Game Cafe the following weekend and much fun was had. Tentatively rumours have begun to circulate of another Day of Boardgamers.



And that's my recap of 2013! Hope you enjoyed it as much as I did!


Cheers to 2014! ;{١

Kampi's Edda: First Days

$
0
0
Last entry of Kampi's Edda covered the backstory of my LARP character, Ref 'Kampi' Vandillsson. Today consists of a whole bunch of narrative covering his first week in the world of Medieval Chaos:



A few days following his arrival at Dagger Deep:
Kampi had been hired as a guard/porter for a small merchant caravan that was travelling south from Uberland via Dagger Deep to a place in the south called Helm's Deep. To his fortune, he had been hired on last minute to fill an opening, though he was fairly sure his payment was to be low due to his inexperience with the company; he still didn't fully understand the worth of trade in this land and accepted the only way to learn it was from the bottom up. Still, where he was from, low-work was handled by unpaid thralls, so at least he could afford to keep from starving to death. For the time being at least. 
He didn't talk much during the journey with his travelling companions, instead doing what he thought he did best: listening; both to the conversations within and the sounds outside. He partially hoped this vigilance would grant him a degree of professionalism and reliability with his peers, but it also allowed him time to ponder on the recent events in his life: 
During the past week alone Kampi had survived shipwreck, being stranded alone in a strange land, captured by slavers, slain fleeing from captors, and was returned to life and introduced to the local settlement of Dagger Deep, where he saw many different walks of life, some of whom he met. Before he had time to come to terms with what had transpired, creatures calling themselves valkyrja suddenly appeared in town with a retinue of supposedly dead warriors and demanded several named folk. Obviously not his concern, but the whole event fascinated him: it was said in the sagas of his people that the valkyrja mostly appeared to those whom were slain in battle, but here it was to mortals.

Kampi had been slain twice more that day when men who were once-dead-but-still-dead rose up against the living; perhaps the tales of the aptrganga were also true to some extent. Twice more Kampi had returned to the land of the living, a confusing and painful process that he sought to avoid in the future.
 
Kampi thought long and hard on what this all meant against his previous beliefs on death and the afterlife during the long, uneventful journey to Helm's Deep.



Upon cresting a hillock, Kampi's eyes widened with wonder as they fell upon the great city below him. He had heard tales of giant towns to the south, but had never seen them with his own eyes. He could scarcely believe the sheer size and splendour of Helm's Deep, and briefly forgot himself until the words of his employer drew him back in. As the company wove its way along the increasingly crowded road toward the huge gated entrance, Kampi's spirits lifted; A town this immense must have anything a man may need; he thought. He kept close to his company as it made its way through he gate and toward the market, lest he be swept away by the throngs of people.



The market was awash with crowds, and all sorts of sounds and smells, both familiar and strange, pervaded the air. Kampi forced himself to keep from distraction and his mind on the task at hand as he hauled the goods he'd been transporting for his elven employer into a tall building made of wood and stone. Once all the goods had been stored, he lined up last with his peers as their employer handed out payment along with his thanks.
 
When he reached Kampi he handed him half a dozen coins and spoke that his company would be leaving from this spot back to Uberland the morning following; he had proven his worth as a porter and was welcome to join them if he wished. Kampi thanked the elf-man as they all went their different ways. 
Resting his tired, sweaty muscles in a quiet corner of the market for a brief moment, Kampi carefully looked over his payment: one coin was made of gold, two of silver, and the rest copper. His stomach growled and he realized he had not eaten for over a day, when he consumed his last stale flatbread. He had some business he wished to take care of, but knew it was best to have a full stomach before undertaking any task, and what better way to find the value of this coin then by buying food? 
Kampi spent some time browsing various vendor stalls, and to his surprise discovered many of them served prepared food. Back home, one would acquire items to cook ones own meal, but it did make sense in this city since there was little room to set up a personal cooking fire anyway. But the mongers' asking prices did reflect the convenience of ready to eat food. 
At last Kampi could not abide his hunger any longer and settled on spiced boar meat served upon a slice of crusty bread for a silver coin. He filled his drinking horn with a thin ale costing one of his coppers and downed it in a single gulp; it tasted stale and bitter but it helped alleviate his thirst. 
Finding another quiet spot, he took a large bite of his fare and nearly spat it out! He was not used to such spice and briefly wished he hadn't downed his ale first. Once he managed to choke down his bite, he chuckled to himself: the whole thing reminded him of when Kail, one of the trio of warriors that had recovered him from his death a few days ago, had offered him an odd fruit covered with a thick, ochreous hide. He was not accustomed to such strong flavour at first, but found he liked it. 
That in turn reminded Kampi of one of the reasons he came to this town apart from employment. He quickly finished his food in smaller bites and found the spiced meat to be delicious; he could get used to such fare, if he could afford it this is. Kampi then struck off on his first task.



Kampi made his way through the dense mass of folk in search of a merchant who dealt in weapons. The crowd did not bother Kampi much, he was used to spending many a week sailing on a cramped drakkar, pressed against fellow crew-members. A twinge of sorrow plucked at his heart when he thought of his recent shipmates, lost to the sea when their drakkar capsized in a fierce maelstrom.
He prayed to his gods that he was not the only one of his folk who made it ashore alive, and that those who did not had brought gold with them so the sea goddess Rán would be pleased with their gift, grant them a place to rest in her hall, and perhaps a seat feasting at table of Ægir. 
Kampi turned his attention back to his task: as far as weapons, he had but the single sword he had taken from one of his slaver captors. Though not familiar design, Kampi new firsthand it was of decent make. But it was not his own through spoils of victory but more so of theft, and he considered that one of the reasons why he felt no attachment to it; it was not his by true right. Still, a weapon is a must amongst his people, regardless of profession.

He stepped into a building that looked promising.



After his eyes adjusted to the dim light, Kampi gazed upon the racks and shelves stacked with various tools of war, along with many other goods. There where many different types, makes, and designs; and several he did not recognize at first as a weapons. He narrowed his focus to the main weapons used with a shield by his people: axe, spear, and sword: 


Obviously a shield is of real use in combat when paired with a weapon; it may protect one from harm, but alone it cannot remove threats. The store had shields of many strange shapes, but few of the simple round design Kampi was familiar with. 
The axe was the poor man's sword: usually easier and cheaper to make than a sword because it used much less iron; the shop carried mostly long, two-handed designs or bizarre double-bitted varieties. These had the disadvantage that one could not use a shield effectively when wielding such a broad weapon. Of course one would have to have a shield to begin with... 
Kampi was hoping for a spear; a weapon that benefited from being shield-less by keeping you out of your opponents' reach in the first place. It was also the favoured of the chief god of his folk, Wodinaz. If a foe does manage get in close, then one could be in trouble, thus the trick was to keep them at bay. Sadly to his dismay, none of suitable length were to be found here; rightly so thought Kampi, they're relatively inexpensive. 
Finally the sword. Kampi already had a sword and there was no chance he could trade his current blade for a better one. Maybe for a smaller weapon like a seax or dagger, but he wasn't enthusiastic about losing the reach granted by the sword.

He had come here to exchange the bandit's blade for a cheaper weapon and get some coin for the trade; and after browsing the wares Kampi figured he might have to settle for smaller blade. But doing so might only jeopardize his livelihood, but also his future position as a caravan guard; no merchant worth his weight would hire a guard armed only with a knife. On the other hand, Kampi desperately needed money, and unless he was going to take up idle banditry or challenging the honourable to duels for death or profit, a sword would help little in a non-martial career. 
Kampi was just about to enquire with the merchant about a trade when something caught his eye: hanging from the wall on a thong of leather was something hafted like a handaxe, but it's head was more similar to a woodworker's hammer on one side and a miner's pick on the other.

Aye see dat yer interested in dis war hammer?” Said the portly shopkeep as he took the weapon down off its hook and extended it to Kampi. “Yes... I've heard of them, but never seen one.” Replied Kampi as he took the weapon and made a few light swings, testing its weight. It felt good, very good, similar to a handaxe he once had. 
“De 'ead 'n' spike punch drough armour.” Said the shopkeep. “Anyding from basic lead'er to maille to full plate. A piece may turn a blade edge, but it canneh stop de weight behind a decent blow from one of deese beauties. Break de bones undernead, or a least knock dey teed out!” The shopkeep grinned, showing a large gap in his mouth where his front teeth used to be. Kampi smiled and nodded. 
Something inside told Kampi to get this weapon. He wasn't sure if it was because of the similarity and weight to an axe, the somewhat merciful prospect of disabling rather than killing a foe outright, or the darker idea of causing undue suffering through shattered bone and ruptured gut rather than a relatively quick death by blade. 
It certainly would be just as effective wielded against lightly the armoured, as well as beings whom clad themselves in thick metal plate; Kampi had seen a both in this city and in Dagger Deep. The war hammer's reach was shorter than the sword he had acquired, but not by much; it measured about his arm minus his hand in length. The fates had led him here, so it must be ordained. Plus did not the mighty god Thonar wield a hammer in battle? 
Kampi spoke: “Yes. I like this... war hammer. I have this to trade for it.” He drew his sword and extended the hilt to the shopkeep, who took it, swung in experimentally, and then closely examined it. “Good weigh'. Nice make. Decen' condition.” Said the shopkeep who then scratched at his balding head with an pondering look upon his face before speaking again. “Yeah, I'll straight up 'rade you fur dis. We 'ave a deal?” 
“Hold a moment.” said Kampi. “That doesn't seem a fair trade for the amount of steel between the two. Granted I am turning in something previously owned, but I was hoping I'd get a little coin to return for this trade.” He motioned to several smaller blades on display. “Which of those do you consider of equal worth to trade this sword for?” 
The merchant strode over to the blades, considered a moment, selected one and handed it to Kampi. “Dis one.” he said. Kampi felt its weight; honestly not too light, nor too heavy. “How about this then: we place this blade upon one side of the balance over there. Upon the other, we'll place that loose war hammer head I see sitting upon that bench. The difference between the two is how much coin will be paid. Fair?” The shopkeep scratched his pate for a moment and then nodded in agreement.

Both parts were placed upon the balance; much to Kampi's relief the blade outweighed the head, but not by much. The merchant then began to add coins to the blade side until the balance was equal. “I dink de difference is nine and twenty coppers worth. Fair enough?” 
“Thank you good man, we have a deal. Make it twenty-seven for indulging me.” The portly gent counted out the coins, handed them over with the hammer, and thanked Kampi for the business. Kampi holstered his new weapon on his belt and smiling, strode back out into the market.




Content with his trade, Kampi pondered on his next course of action. The interaction netted him more coin to barter with but still left him with a decent weapon. He now moved on to his next task: working to fulfil one third of the trice-bound oaths to each of his redeemers. 
The vows he personally swore before his gods consisted of three parts: an oath of tribute, an oath of service, and an oath beholden to their longevity. Unfortunately his duty to his own base needs meant he was unable to fulfil the last two on account of not being present with his any of his redeemers. In fact, several times during his journey to Helm's Deep he had prayed to the Norns that they may see fit that none of his trio would fall to an ill fate during his absence; it would be a further great dishonour to himself if he wasn't present to aid those he already deeply owed in their time of need. 
But he would seize this opportunity to at least attain worthy tribute! Kampi pledged as he started to slowly walk the market, considering options. The gift of coin, though useful, lacked a personal connection, and expensive gifts may have value but no intimacy; not that Kampi could afford such luxuries at this time anyway. Practical presents were in order, but Kampi came upon a problem: at this time, he knew very little about those he was oath-bound to beyond their base profession and skill; their interests, trades, beliefs, loves, fears... 
Kampi felt shame at this but it deepened his resolve to learn more about his companions when he returned to Dagger Deep. For now, he would attain something worthy to fulfil his oath of tribute to each of them. But what? His eyes traced around the market square. He seemed to find himself back where the majority of costermongers had their carts set up, hawking their fruits and vegetables. 
As Kampi's gaze fell upon a barrow filled with caskets of golden-hued apples, a notion came upon him: In the sagas of his people, apples were commonly associated with youth, for the goddess Idthuna carried an magical eski made of ash wood. Within it contained apples blessed with granting youth (for the gods age like mortals, be it slowly by mortal standards), and relied on the apples of Idthuna to remain forever hale and youthful.  
Kampi couldn't keep from grinning like a fool; what nobler gift for his redeemers than a symbol for eternal youthfulness? He strode over to the cart, plucked three of the nicest apples he could find, and was about to hand over the requested coin to the monger when something caught his eye: sitting in a smaller basket were several small orbs he wouldn't have recognised before until very recently, when Kail had shown him the ochre-hide fruit he called an 'Or-An-Jeh'. 
Kail had said that it held mystical properties that kept mariners and the like from illness when on long journeys. Kampi surmised it might have something to do with the strong flavour or perhaps the bright colouring of its skin; in fact, Kampi kept the dried hide from the 'Oranjeh' they shared for good measure ever since.
Kampi scooped up the fruit and thought: For his gladiator friend, this is a more fitting gift than an apple. He returned one of the pomes back to where whence it came, paid the merchant, and tucked away the gifts in his bag, deeply satisfied with his acquisition.




The remaining part of the day saw Kampi inquire about future employment in Helm's Deep, but to little success. The trade he knew best, woodwork and carpentry, was, as nearly all artisans were, controlled by guilds. If you weren't a member of the appropriate guild in this town, there was little chance of finding legitimate work in your given trade; and illegitimate work runs several risks if one was to be discovered operating outside guild regulation.
Joining a guild was an option, but the process was long, time consuming, and certainly not conducive to those who desperately needed employment, like Kampi.
The fact that most of the streets Kampi had so far traversed in this city were lined with a liberal amount of beggars seeking alms might further lend credence to the power of guild rule. In partial jest, Kampi considered that he may be forced to do the same with his own bowl after a few weeks of unemployment would make him gaunt and filthy enough to benefit from charity, and thus run the risk of violating the unseen rules of a 'thieve's guild'. 
After little success in the artisan quarter, Kampi made his way to the harbour district also known as Water Gate, seeking a job in the second and third best trades he knew: seamanship (particularly as a ship's carpenter) and general labourer. 
The harbour's scents filled Kampi's nose before he reached the dockside, and the crying to gulls and the clamour of mariners and dockworkers filled the air. All shapes and sizes of craft of unrecognisable design filled the port, few similar to the shape of the knarr, byrding, karvesnekke, or drakkar of his homeland, but none of obvious Nordthfolk make. Kampi was dismayed by this; he had hoped to find a vessel with obvious ties to his people, but it was not to be. 

Still, resolved Kampi, a ship's a ship; the basic principles are the same and I'm more than willing to learn any innovations of craft and marinership
Unfortunately for Kampi, the remainder of the day was a fruitless as his time spent amongst the artisans: no work was to be found; not particularly because of guild rule, but all the captains he spoke with already had a full complement for their vessels and the port merchants had many a stevedore to shift goods. 
Exhausted, Kampi found a relatively quiet side-street when dusk fell, leaned himself beside a several wooden crates, took a moment to place his valuables underneath the stack (lest he be robbed during his slumber), and allowed a fitful sleep to take him.



The light of early dawn found Kampi as he awoke shivering. With numb hands he checked his person and hidden stash; nothing untoward seemed to happen to him that night. The sun made it difficult to tell the hour in this land, but to his best reckoning, Kampi felt he had an hour or so before the elf had said his caravan was to leave north for Uberland. 

 
Beating his limbs for warmth, Kampi stiffly stood. His impromptu bed did little to relieve his soreness and his stomach growled with hunger. The streets of the city where desolate at this hour, a stark contrast to the hustle and bustle the day before.

A few pedlars were hawking their wares and Kampi purchased some dried foodstuffs to break his fast and prepare for the journey ahead, along with a woollen cloak of good quality for his single gold coin; though this land was considerably warmer than he was used to, the nights were still chill and the season was turning towards winter.
Kampi lingered around muster point the elven merchant had mentioned, and was beginning to worry that he had missed the caravan when several folk he recognized approached with an empty wain. 
After exchanging brief pleasantries, their employer emerged from the building they had ported goods into. Following the directions he gave Kampi and the rest of his colleagues hauled goods from the structure into the wagon, and once it was full, shouldered their own load. 
From then on the company made their way out of the city of Helm's Deep and began the trek north. Kampi was pleased to hear they were to make a brief stopover in Dagger Deep for a few hours as their caravan was to pass though it to Uberland; there he hoped to see his redeemers, deliver their gifts, and aid them to the best of his ability. 
Despite all the hardships that happened recently, Kampi felt optimistic about his fate in this new world...

 Skoal!

Dread - Tower Hack & Homebrew

$
0
0

Happy All Hallow's Eve Everyone! 


I thought now would be an appropriate time to finally publish this draft for a homebrew/hack I've been working on and off for over a year for Dread. Hopefully I'm going to be running a few of these concept for the first time tonight. Enjoy!



Ever since I got the storytelling game Dread, read it, and later played it, I've been considering a way to hack it. Many months ago I acquired a jenga tower that suited my needs, both visually and practically.


I thought I was being so clever with this idea back when I conceived of it up a couple years ago, so you can imagine how disappointed when I saw a popular RPG webcomic had produced a strip containing a Dread variant with similar effect. Great minds think alike. :) I might've been beaten to the punch in this regard, but I'm still going to share my thoughts and ideas:



The Hack:


First, I marked each pieces with a symbol in with pencil.
Imprint each piece with a symbol of some sort. It could be a number, letter, character, sigil, glyph, or any combination of them. The average tower has 54 blocks, making up to 54 possible symbols. This each symbol corresponds with a result on a chart.

Making all of the results negative can make the players even less inclined to do pulls, so averaging the results between 27 positive and 27 negative (even or odd numbers); or having 18 positive, neutral, and negative (1-18, 19-36, 37-54) results can create a better risk-vs-reward dynamic.

If the GM doesn't want to or doesn't have enough material to fill all 54 options, just double or triple them up to 27 or 18 results respectively, and ignore any result that has been pulled before, or use the result above or below it. This option works best for increasing the chance that a more important results, such as clues, might be pulled.

Another way to divide the tower results is between more than one concept. Example: Even numbers are Regained Memories, and Odd numbers are Creepy Effects.

Also, even though 54, 27, and 18 aren't particularly nice round numbers, they can still be fudged for use with tables from other games by stretching or shrinking 54 to 55 or 50; 27 to 30 or 25; or 18 to 20 or 15 respectively. Just ignore results that are out of that range, or substitute your own or others' ideas.

Then I traced over the markings with a wood burning tool.
You can either imprint the symbol on both ends of each piece so the players can see the symbol options before they make an attempt; on the sides so most can be seen, but some will be hidden; or on the tops and bottoms, so the results will be mostly hidden.

Numbers 6 and 9 can easily be mistaken for the other one upside down. Optionally this can be intentionally vague and left up to interpretation; or the Host can choose between either of the results.

Numbers not your thing? The English alphabet has 26 letters, one shy of 27, half the number of pieces. The remaining pieces could be filled out with letters from other real (Greek, HebrewCyrillic, Runic, Egyptian hieroglyphics, etc.), undeciphered (Rongorongo, Vinča, etc.), blissymbolicsalchemical symbols, behenian fixed stars, or fictional alphabets or glyphs. This could lend an mysterious/occultic flair to the tower.

Also 54 is the exact number of cards in a deck of playing cards with the two jokers included, so you could potentially use this tower hack in many RPGs that use a deck, like Savage Worlds or Castle Falkenstein.

The Host can use the examples below to mix up their game a bit, but I do stress that they should not be used with every draw as doing so could spoil the tension of the game. Many results are red herrings that could distract players, but they could also be easily tied into the fiction with a little thought. Still, use them like spices when cooking: just a right amount to give flavour without being overpowering.

Chart Result Concepts:

  • Sanity Loss/Recovery
  • Uncover a Clue/Secret
  • Recall a Lost Memory
  • Creepy/Weird Effect
  • Time Progression, Countdown, or Event Cue
  • Physical/Mental detriment if negative, or removal of a detriment if positive

The assortment of symbols I made for my set. Some are vague, some are obvious in intent.
Here's a makeshift table I created that corresponds to my set. I might get around to filling in the blank results. Feel free to ignore results and send in Suggestions!

Pulled #Pulled SymbolWeird Twist
1'I' / Vertical BarNothing Seems to Happen...
2ChevronsVoices character(s) hear issue from the wrong individual(s); or from the wrong direction.
3Delta / Isosceles Triangle
4Diamond within a SquareImages (paintings, photosgraphs, statues, videos, etc.) appear distorted or unnatural.
5Lambda / 'V'
6AsterismSlowly the location gradually fills with a sort of fog or haze that limits sight, muffles noises, and may also be choking.
7AnkhSpecial: Whichever player drew the Ankh has their character immune one time from being removed from play if they knock down the tower. Do not return the Ankh peace to the tower after drawing it; the tower is rebuilt minus the Ankh piece, which is removed from the game.
8Star of LakshmiWithout reason the character(s) lapse into unconsciousness; upon awakening vaguely recall prophetic, precognitive, or delusional dreams.
9Eight-pointed AsteriskInsects, vermin, or strange lights are unnaturally attracted to one of the characters.
10'X'Special: The Host can declare any a single pull attempt by the owner of the 'X' an automatic failure. This declaration can happen only once to each player.
11SpiralIntense vertigo suddenly grips the character(s), who may vomit as a result.
12EyeThe character(s) experience disturbing visual hallucinations.
13SkullSpecial: Whichever player drew the Skull has their character removed from play instead the character belonging to whichever player next knocks down the tower.
14TrefoilSomething hazardous is to be found in this area.
15InfinityThe sound of a distant voice screaming echoes through the air; it sounds exactly like one of the characters.
16Alchemical Phlogiston
17Saturn/Lead
18SpiderThe character(s) develop an irrational phobia of something (e.g. dark, being alone, spiders, water, etc.)
19Rongorongo
20Stylized 'VV'Briefly everything appears artificial or two-dimensional to a character before reverting to normal.
21Wheel CrossCharacter(s) get an uncanny feeling that they're being constantly watched, even when alone.
22Strange Sigil
23Bullseye
24JupiterAll text becomes flipped, mirrored, or unintelligible gibberish.
25HourglassAny timekeeping pieces and/or electronic devices cease working and freeze indefinitely.
26Yellow SignColour appears to bleed out from the character(s) vision, sounds become distorted, and time itself seems to slow down for a long moment.
27'?'The character(s) suffer temporary amnesia, unable to recall a critical memory.
28Crux / '+'Special: The owner of '+' can declare any a single pull attempt by made by any character automatic success (negativing the need for the pull). This declaration can happen only once to each player.
29ThunderboltThe pressure, climate, or atmosphere rapidly changes, creating weather/climate phenomena
30'Eye of Fire'The next time a character sees their reflection, it is out of sync, that of another person, or someone/something momentarily appears behind them.
31Waves
32ArrowThe character discovers an object or item (perhaps bloody) on their person that they have no knowledge of.
33CrescentNo sources of illumination function well or at all in an area.
34Elder SignThe character(s) receives sudden aches and pains as a near subsonic/ultrasonic vibrations rhythmically grow then fade.
35SulphurA disturbing scent emanates the area; the source of which cannot be located.
36Wheel
37Room/ContainerA hidden item, object, or room is discovered, scrawled with a character's name.
38Dragon's EyeSpecial: Whichever player drew the Dragon's Eye secretly selects another player's character and privately informs the host of their decision; if the selecting player's character is removed from play, the selected character is removed from play instead of their own, likewise if the selected character is removed from play, the selecting player's character is removed from the play instead. If the tower was knocked down intentionally by either side, both characters are removed from play.
39Hash / '#'The character(s) begins to notice a surreal repetition in a seemingly random pattern in images, sounds, and/or events.
40HandFoot/hand prints or marks appear on surfaces, composed of water, blood, filth, ice, etc.
41MaskThe character(s) feel that someone close to them has been possessed/replaced with a nearly perfect double with malicious intent.
42KeyEvery container and/or exit has been inexplicably opened/closed and/or locked/unlocked in an area the character(s) enter/exit.
43ObelusSuddenly the characters are separated from each other when a darkness falls, doors seal shut, or a structure collapses.
44Crossed SwordsFeelings of deep animosity and/or resentment develop between characters, with or without justified reason.
45CometAn odd light appears in the distance that moves of its own accord, perhaps directed upon the character(s) ; possibly disappearing/reappearing.
47Pentacle/PentagramThe character(s) encounter a brief but disturbing out-of-body experience; or are seemly possessed by a maleficent force.
46OmegaA character finds blood on his or her clothes, with no obvious source.
48SemicircleA once accepted truth turns out to be the opposite.
49AtomBatteries and powered devices rapidly lose charge and low-tech devices stall/jam/break.
50FireThe character(s) breaks out a cold sweat despite the cool temperature; or they see their breath in the air despite it not being cold enough to do so.
51Teste MorteThe character discovers an well-known/loved item that belonged to themselves or another character; the character hasn't seen the item since they were young.
52ChaosUnnerving sounds echo through the air; all noise ceases; or communication devices generate static and/or unearthly voices/sounds.
53Labrys AxeAn item or weapon, appropriate or otherwise, is found in a bizarre location.
54Oroboros / EnsōThe character(s) experience déjà vu; or a witness a recent scene happening in reverse.



Setting Homebrew:


Concept: All of the characters in the story have amnesia, and can only remember a certain number of things from their past, but can uncover more details as the game progresses, both literally and figuratively piecing them together.

The game starts out as normal with the players filling out the questionnaires given to them by the Host. After reviewing the answers as satisfactory, the Host, using a pair of scissors, will cut each questionnaire width-wise into strips containing each question and its answer, hereafter to be referred to as 'memories'. He will do this with all of the questions except for a remainder, (one of which might be the Character's name).

Either randomly or systematically, the Host corresponds each of the 'memories' to a labelled piece of the tower. In game, whenever a player makes a pull, they are given the strip that corresponds to the result they pulled, thus recalling a bit about their background. This recalled memory might not even be one they answered on the questionnaire they filled out!

So to determine the remaining number of 'memories' that should be returned to the players at the beginning of the game, the Host has to do a bit of simple math. First he should take the total number of all the questions and multiply them the number of players. He should then subtract that number by a number that 54 is wholly divisible by: E.g. 1, 2, 3, 6, 9, 18, 27, or 54.

That difference is then divided by the number of players, and the result is the number of 'memories' each player begins the game with. To make sure the players have an even amount of starting 'memories', the total number of questions should be wholly divisible by the number of players.

The Host then divides 54 by the selected number, the quotient is the number of the tower pieces that are tied to each 'lost memory'.

Here's an example:
Let's say the game has 3 PC's. The Host decides to give them each a questionnaire of 12 questions for a total of 36 questions. She selects 27 has her number to subtract from 36: The result is 9, which is then divided by the number of players, which results in 3 'memories' returned to each player.

54 is then divided by 27, which is 2, so she decides every 2 pieces from the tower are tied to a 'lost memory'. To make this easier, she writes the corresponding number on the reverse of each 'lost memory' and keeps them nearby face down. As the players pull pieces that match coinciding 'lost memories', the Host hands it to them and they read it only after the pull is completed, successful or not.

Happy Haunting!


Homebrew Species: Sakiyan

$
0
0
Here's a little something I made a while back for an NPC Nemesis in the Star Wars EtoE game I was running. Inspired by the recent editions of the brilliant fan-created Unofficial Species Menagerie, I developed my own unofficial Sakiyan species homebrew for players and GMs to use in their games. I've provided a brief description of the Sakiyans for those unfamiliar with them; more in-depth information can be found in this article on wookiepedia


Sakiyans


Image via wookiepedia
Physiology: Sakiyans evolved from predatory animals into humanoids similar to humans but with much larger, hairless craniums and sharper facial features including pointed teeth. Their reflective skin ranges in tone from dark shades of jet black, purple, and red to lighter shades of grey, jade, and pink.

The head of a Sakiyan houses a brain nearly double the size of a humans' with highly developed centres devoted to sensory-input that rival those of the large-brained Bith.

Society: Sakiyan family structure is separated into clans, also known as prides. These in turn are organized into convoluted family-political units.

The Sakiyans have a highly developed sense of honour, with the two prominent forms being Monthræl (personal honour) and Yithræl (pride honour).

Along with honour, hunting is very deeply valued in Sakiyan society.

Homeworld: Sakiya (also known as Saki), near the centre of Hutt Space. The species has also established colonies on the planets Sakidopa, Sakiduba, and Sakifwanna. Despite being in the heart of Hutt territory, the Sakiyans are one of two species that have maintained independence against the Hutts, despite numerous attempted invasions.

Language: Sakiyans speak and write their native tongue, and most are also fluent in Huttese or Basic.

Life on the Fringe: Sakiyans believe they are predators in a galaxy of grass-eaters, and with heavily societal focus on honour and hunting most become bounty hunters, assassins, big-game hunters, scouts, or survivalists.


Racial Abilities


Brawn 2 | Agility 2 | Intellect 2 | Cunning 3 | Willpower 2 | Presence 1

  • Wound Threshold: 11 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 95 XP
  • Special Abilities: Sakiyans begin the game with one free rank in either Perception or Vigilance. They still may not train Perception or Vigilance above Rank 2 during character creation. They also start with a free rank in the Hunter talent.
  • Self-assured Predator: Sakiyans always treat Survival as being a career skill.

Obligation seeds: Dutybound and Family.


Feedback Appreciated! ;{١

Galactic Gazetteer: Aduba-3

$
0
0
Here's a Galactic Gazetteer I made on a planet one of my SWRPG groups visited years back. We still have fond memories of this dust-laden, backwater world of Aduba-3.

Some (BBY) adventure hooks I came up with:

  • a good old fashioned bar fight in Locru's Saloon (they don't take too kindly to cyborgs or 'borg lovers) 
  • Modirin Mining Concern (a Tenloss Syndicate front; they might have some jobs for those with less scruples)
  • a Sullustan mechanic (who can only speak Sullustese) and his shop (he's a master at jury-rigging and modding speeders and swoops); 
  • a visit to the House of a Higher Power run by a young Force-sensitive Verpine priest of the Sacred Way known as 'Pera'
  • exploring abandoned chromium mines with the also younger, more precocious 'Old One' and discovering a lost Sith laboratory complete with Sith-spawn and a gigantic, slumbering Behemoth from the World Below! (So that's how he knew about the beast...) My group wisely decided it'd be best to try and collapse the mine upon it to bury it (for now); they set a series of charges and then climbed with all haste out of the mine, just escaping in the knick of time as the whole structure collapsed.

There's plenty of other material that can be mined (forgive the pun) for adventures on Aduba-3. I tried to make the info usable in any version of the SWRPG; WEG's d6, WotC'sSaga Editon, or FFG's system used in EotE. Enjoy!



Aduba-3

Astrogation Data: Aduba system, Bheriz sector, Outer Rim Territories
Orbital Metrics: 343 days per year / 22 standard hours per day
Satellites: 1 moon
Government: anarchy
Population: estimated 3 million, mostly transient (Humans 69% , Rodian 3%, Jawa 2%, Ithorian 2%, Boltrunian 1%, Wroonian 1%, other 22%)
Languages: Basic
Climate: arid to temperate
Terrain: deserts, plains, steepe
Major Cities: Tun Aduba (captial), Onacra
Areas of Interest: abandoned chromium mines, Locru's Central Saloon, House for a Higher Power, Spacer's Hill
Major Exports: "chromium", contraband, foodstuffs
Major Imports: agricultural goods, contraband, technology
Trade Routes: Triellus Trade Route
Special Conditions: none
Background:Wookiepedia

WEG: Knowledge - Planetary Systems or Scholar | WotC: Knowledge (Galactic Lore) | FFG: [Hard: Outer Rim or Daunting: Lore]
Difficulty | DC | Success/Advantage/Triumph*

Difficult | 15 |  - Aduba-3 is a backwater world in the Rimward territories with very little to offer to spacers besides seclusion.


Very Difficult | 20 | ☼@ - The Galactic Republic discovered Aduba-3 circa 1,000 BBY, though the world was not colonized until 500 BBY as an agriworld, establishing farming villages for the harvest of maze-stalk and mizzlegritch moss.

Heroic | 25 | ☼@@ - During the Clone Wars, Aduba had been annexed by the Hutt Empire, though it would be claimed by the Galactic Empire after the war was soon forgotten. It became a powerful shadowport after its dealings with the Hutts, attracting all kinds of scum from across the galaxy looking to avoid those who pursued them.

Heroic (Scholar Only) | 30 | [Lore only] ╬ -Lying on the fringes of Sith Space during the New Sith Wars, the world was initially visited in 1,010 BBY by a Sith Lord of the Brotherhood of Darkness who used it as one of his testing grounds for Sith alchemy.



Knowledge - Cultures | Knowledge (Social Sciences) | [Hard: Education]
DC | Success/AdvantageResult

Difficult | 15 | ☼@ - The founding colonists were followers of the Sacred Way, although currently only a small percent of the farmers follow any of the religion's tenants. The two largest settlements are the seedy spaceport Tun-Aduba; the unofficial capital; and the small farming community of Onacra.




Knowledge - Business | Knowledge (Bureaucracy) | [Hard: Underworld]
DC | Success/AdvantageResult

Very Difficult | 20 | ☼@@ Greedy speculators from the Modirin Mining Concern came to the planet and caused a chromium rush by way of mine-seeding. When traders realized there was no fortune to be had on Aduba-3, it lost any appeal it might have had and began to disappear from star charts.

*Successes are represented with [], Advantages with [@], and Triumph with []

ARC Caster

$
0
0
Here's a little custom homebrew weapon for SWRPGs that I made a couple years or so ago, based off of the weapon the Phase Zero Dark Troopers wield in Star Wars: Battlefront 2. I originally avoided posting this since I hadn't had the chance to playtest it, but since I still don't know when that'll be I've decided to do it anyway. I've updated what I originally wrote for WotC'sSaga Edition to FFG'sEdge of the Empire and Age of Rebellion.





ARC Caster/DN Bolt Caster

Energy Weapon
SKILL: Ranged (Heavy) | DAMAGE: 7 | CRIT: 5 | RANGE: Short | ENCUM: 5 | HP: 1 | PRICE: (R) 1,500 | RARITY: 7 | SPECIAL: Blast 6, Disorient 3, Inaccurate 1, Limited Ammo 5, Prepare 1, Stun 5 (Droids/Cyborg only)

Modified E-11e 
Built by BlasTech, SoroSuub Corporation, and Merr-Sonn Munitions, Inc. ARC Casters are heavily modified E-11 blaster rifles that were utilized by Phase Zero Dark Troopers employed by the Imperial Army. 

These weapons were so named for their ability to "arc" an electrical bolt from one target to another. Using a charge function, it would prepare a blast of electricity that when launched at a target fully charged, could affect up to four adjacent targets. This type of weapon was similar to the plasma disruptors (DN Bolt casters) originally used by dismounted clone pilots as a personal weapon. 

The powerful shock released is severely damaging to the wiring and systems of droids; additionally, since they aren't ion-based, ARC Casters are just as harmful to organics, though to a slightly lesser degree. 

An ARC Caster requires a power pack to operate; after 5 uses, the power pack must be replaced. Activating the Blast quality uses up half (round up) of the remaining Limited Ammo.

On a Despair ▼ result, the bolt arcs back to its wielder, dealing damage equal to the weapon's Blast rating.



DN Bolt Caster

2014 Retrospective

$
0
0
First off, Happy Holidays readers! I hope you've all enjoyed the festivities of the season, and look forward to a New Year!

This'll be the only post for December, and the last post of 2014. I didn't get too many chances to blog this year in comparison to the previous two; hopefully that'll change next year.

What with my VHL medical concerns and somewhat uncooperative work schedule, this past year I didn't have many opportunities to game as much as the previous years, giving me little to blog about and thinning my choices for this years' Retrospective. Hopefully next year I'll have more interesting things to post about, but without further ado, here is (on time for once):

Jerreth Esq's Choice Selections of 2014



Note: I apologize if the G+ name dropping is annoying to their respective owners, I was unsure if it pinged the account directly; I just wanted to give credit where credit's due and link to the relevant G+ account. Please contact me if this is an issue and I'll remove it.


RPG Pick of the Year 

During the #RPGaDay event back in August, I touched upon my then Favourite RPG of All time; a difficult question because I enjoy so many RPGs for so many different reasons. I did end up narrowing it down to two choices, which will remain my picks for this year despite being on my previous retrospective: Numenera& Star Wars: Edge of the Empire/Age of Rebellion.



For gamers who've yet to check out either of these lines, I recommend them both for similar and different reasons; both systems have fairly unique mechanics:

Numenera, by the illustrious +Monte Cook, has my vote for best system that uses a d20; excellent character construction and options, and phenomenal setting, to list a few reasons. A variety of books, products, and PDFs thoroughly round out the line without it getting bloated (So far). If the setting of Numenera is not your cup of tea, consider checking out The Strange; which uses the same Cypher System but allows the setting to be of any thing of your imagination. We also get to look forward to a release of the Cypher System itself in the near future.

I just heart this game so much, but I barely had the chance to play it this year; hopefully next year will afford more opportunity.


Edge of the Empire Age of Rebellion; both contain somewhat run-of-the-mill talent trees, skills, stats, and the same basic mechanics, but this is all takes back-seat framework to the narrative dice system itself which is downright brilliant in both design and execution; you could toss the talents and all that aside and easily run a dynamic game with the dice alone. Plus the setting(s) will appeal to any fanboys.

The downside is I can possibly foreseeing this line following what WotC did with D&D or FFG'sWarhammer 40K line by releasing too many additional products and making the line bloated (and costly for die-hard fans like me), but splitting the themes into separate sub-lines for fringers and outlaws (with the Obligation mechanic) for Edge of the Empire, rebels and warfare (with the Duty mechanic) for Age of Rebellion, and Jedi and the force (with the Morality mechanic) in the upcoming Force & Destiny, allows gamers to focus solely upon the line(s) that interests them and may limit this bloat.


Runner-Up

Dread

Brainchild of +Epidiah Ravachol, this game is approaching its 10th year anniversary and I think now it's finally starting to get the recognition it deserves (it's also slated to be featured on +Wil Wheaton's TableTop, so we can expect a huge upsurge in popularity). Last month I ran a few sessions of Dread playtesting a scenario from Call of Cthulhu I'm looking to run next year at GottaCon (I'll post the specific scenario and the custom questionnaires I generated following the convention).

I just love running Dread. You can make awful things happen to the characters but not really feel bad about it because the players have total control over the narrative via the tower. The host just tells a story, and aside from re-stacking a collapsed tower, all the power is in the players' hands whither or not their character survives, suffers, and/or dies.

Simply Brilliant.

Have you still not tried Dread? What're you doing reading this? Go play or get Dread!

I've made a beta mod/hack of Dread that one can read about [here].


Honourable Mention

Torchbearer

Aside from a few months recovery, the vast majority of the year I've been working evening shifts, which made it very difficult to schedule time to game. With the little free time to game I had, I lived and breathed Torchbearer for a good part of the year. I quite enjoyed the pseudo-old school approach that this loveletter to classic D&D by +Thor Olavsrud. I further invested in TB, purchasing another copy of the rule book and a couple Player's Decks. My group and I played a few months before I was distracted by something else (more on that later).

Being a game with a good amount of crunch also means one may tire of the strict rule minutiae and lack of freedom. We had a good bunch of sessions in Torchbearer, but I think my players may have had their fill; I know I have for the time being.

I'd recommend TB to GMs/Players that aren't put off by the interesting mechanics and strict timekeeping/inventory rules, that appreciate older-style fantasy RPGs, and/or fans of the Mouse Guard RPG.




Adventure/Supplement of the Year

Numenera - The Ninth World Bestiary

+Monte Cook+Bruce R Cordell, and the rest of the folks over at Monte Cook Games released one of the best bestiaries I've seen for any roleplaying game. The creature entries are unique, the stats are simple and easy to incorporate within Numenera, any other Cypher System games like The Strange, or even different RPGs. I recall myself and other Numenera fans going gaga over the two-page spread of size-comparison silhouettes when this first came out.

I only had the chance to use this a bit during an online game near the beginning of the year, but I look forward to the next time I can utilize the wonderful weirdness therein.


Runners-Up

Star Wars: Edge of the Empire - The Jewel of Yavin


This hardcover is so far my pick out of the available pre-written adventures for FFG's Star Wars RPG lines. Though the location is limited to Bespin's Cloud City, the adventure gives the PCs plenty of things to do between the three main acts that connect to the major heists.

Though not as galaxy-spanning as say Enter The Unknown, I think The Jewel of Yavin works a bit better as written given the somewhat limited locale.



    Age of Rebellion - Onslaught at Arda I


    Currently, we have little to directly compare in the AoR line against Onslaught At Arda I; it's a well-written adventure path that spans three different planets with an overarching investigation plot that makes for some very good RP potential, given that most military games can end up highly mission centric.




      Honourable Mention

      The One Ring - The Heart of the Wild

      Whereas Tales From Wilderland is a series of adventures that can be linked together, The Heart of the Wild is a gazetteer that focuses on the regions of the Vales of Anduin and the forest of Mirkwood, and all the notables characters, locations, and lore contained within. The remaining third of the book contains a bestiary of Tolkien-esque monsters.

      THotW is actually the companion volume to campaign book, The Darkening of Mirkwood (which I have yet to obtain), and is said to be required for use of TDoMAs to be expected with any The One Ring product, the art is both evocative and phenomenal.



      Physical Purchase(s) of the Year

      Dungeon World & Lamentations of the Flame Princess: Rules and Magic



      These are two games that I've picked up at a FLGS and ordered from Finland respectively this year that I've only had the chance to play once, and I hope to do more so the following year:

      The phenomenal Dungeon World, by +Sage LaTorra and +Adam Koebel; is tentatively on my Games-On-Demand roster for GottaCon, possibly aided by the Dungeon World/Labyrinth Lord modules by +Johnstone Metzger and the fellow Canucks over the water at Red Box Vancouver.  


      There's a least two 
      Lamentations of the Flame Princess games at the upcoming convention, both of which I'm currently signed up for. I finally ordered this book back in August; partially because I'd been meaning to for sometime and I have the two Free RPG Day adventures released for it, but also because I backed the eye-catchingly gruesome and awesome old-school bestiary Lusus Naturae, by +Rafael Chandler, art by the talented +Gennifer Bone. It's system compatible with LotFP, and is bound to arrive sometime in the new year.



      Runners-Up

      Classic D&D Modules

      For the collector in me, coming upon a box filled with old D&D modules in good condition for a decent price was an excellent find. I've also found a few other modules elsewhere, and there's still a several boxes of retro gaming material at the local collectible toy shop that I need to rummage through.

      I've glanced through most, and aside from The Quest for the Silver Sword adventure and Thunder Rift setting that I used as a basis for my Torchbearer game, I've yet to run any of these other modules, though I look forward to the possibility of doing so.



      Honourable Mentions

      LotFP Adventures

      Speaking of LotFP-compatible products, I've technically paid for printed copies of the following adventures, but they have yet to arrive as of writing this. Nonetheless, I'll wager they should be included on my list based upon the excellent things I've heard about the revised Death Frost Doom adventure, No Salvation For Witches (also by Chandler), and perhaps most of all, A Red & Pleasant Land, by +Zak Smith. 






      Electronic Purchase of the Year 

      Vornheim

      PDFs are certainly useful to us gamers, but I've always been more of a dead-tree kinda guy. PDFs are excellent for cross-referencing and planning a session, but I find it difficult to sit down and run a game using a PDF, let alone reading fully through it. I find it faster flipping through pages of a book than searching even a well-bookmarked PDF for the info I'm looking for. I enjoy the tactility, something that PDFs lack, and this entry only goes to prove this point:

      Vornheim: The Complete City Kit by +Zak Smith, is one of the few PDFs I purchased this year during its 48 hour pay-what-you-want-sale, primarily because it was recommended to me. Only until recently I've had the time to read through this lauded piece of work. There's plenty of reviews online that one can read to get the general gist of Vornheim, so I won't go into it. All I can say is I really like it. I like its unique, weird take on fantasy, its quirky layout, and I like the tools and concepts within. Beyond OSR games, I think Vornheim would fit perfectly in Numenera; they're both weird enough to mesh together.

      Currently Vornheim is out of print, but rumour has it that it might be available again come the new year. I totally want get a physical copy of this, especially because the book itself can be used as a game aid generating a variety of things. Now that's just cool. This has also made me doubly anxious for my copy of A Red & Pleasant Land...



      Runners-Up 

      TIE Fighter 

      I believe I've mentioned how I don't play video games much any more, but a recent article I read sorta hit the nail on the head, at least on how members of the video gamer culture may tend to suffer from social isolation whereas tabletop gaming tends brings people physically together, preventing that. That article can be read [here].

      Anyway, I just wanted to emphasise how I usually don't play video games, and when I do, it's usually replaying retro games from my childhood: such as Star Wars: TIE Fighter Special Edition on gog.com. This has to be one of my favourite games as a kid, and many times throughout the years I've gotten the urge to play it, so I'd install the game from the discs I still have, configure it in DOSBox, and play away until it'd inevitably crash.

      It's excellent that an optimized version for modern systems has been put up on gog.com, along with X-Wing and Knights of the Old Republic.


      The Last Door

      On the note of retro games and their pixel-y goodness, I want to plug a modern game that combines a pixel art with two other favourite things of mine: adventure games and Lovecraftian horror. The Last Door is a series of short episodic low-rez horror adventure games, that has been so successful thus far it's on a second season.

      Up to the current chapter, the game is entirely free to play (and thus also deserves mention under my Freebies of the Year below). If you chip in and donate you gain access to the most recent chapter, and if you donate above the current average you also get the stellar soundtrack for that episode by Carlos Viola. I, being a junkie for good gaming music, beat the average donation in order to gain access to those excellent albums for horror/investigation games.

      If you're a fan of adventure games, pixel art, atmospheric soundtracks, and/or Lovecraftian horror, I recommend you check out The Last Door.


      Honourable Mentions 

      Black Goat Games' products

      Local gamer, personal friend, and head cultist +Steven Saunders behind Black Goat Games has released a handful of interesting little nuggets of system-neutral, grimdark goodness throughout this year, together costing about as much as a decent cup of coffee. A few weeks ago BBG just released their latest micro-PDF instalment in the Ye Nerterological Abecedarium series: A is for Arjetkainen!

      This entry, along with a few others, can be snatched up on BBG' RPGNow page; and currently the other entries are on sale as Pay-What-You-Want items! Scoop 'em up and sprinkle them liberally into your dark fantasy RPGs.

      Torchbearer Sagas - The Wanderers

      If you're into Torchbearer and would like to explore options beyond the classes listed in the corebook, I'd highly suggest The Wanderers by Jared Sorensen. Six well-designed and unique classes for $6. Unfortunately it seems most of the referral pages links no longer work. You're best luck is contacting +Jared Sorensen directly and requesting it.





      RPG'ish Item of the Year

      Calimacil Weapons

      That thing that distracted me from my Torchbearer game? This is part of it. If you've been following me for the past several months you'll know that I'd been filling my RPG void with something as equally awesome: LARP. Specifically, Medieval Chaos, a HARP (heavy action role play) that's not your average boffer larp. Rather than attempt to explain the awesomeness of MC, I'll direct you to this skookum promo video:



      If that piqued your curiosity, check out the videos better explaining it all a bit more [here] and [here].

      Anyway, whilst I was first weapons training back in July at Vanguard and then when I fully dove into MC with my character Kampi in September (my initial impressions of which can be read [here]), I've acquired three foam weapons: Dentist, a studded club; Percefer, a warhammer; and Skaegi, a Danish-style axe. made by Canadian manufacturer Calimacil. These weapons look awesome and feel great. Well worth the hefty price. I foresee increasing my 'armoury' in the future.


      Runner-Up 

      Fate Tokens

      Oooo, shiny! This was one of the few kickstarters I backed this year that arrived before the year was out, and all the way from Australia no less! (I'm still waiting on a couple I backed from the year before; I'm looking at you Call of Cthulhu 7th edition and Horror on the Orient Express!)

      Either way the final product from folks down-under at Campaign Coins looks stellar; I have yet to make use of them, but I'm sure they'll do their job well and look good doing it.



      Honourable Mention 

      Hamlet's Hit Points

      I finally finished reading through the copy of +Robin Laws' book that I ordered in around half a year ago (my To Read stack is ceiling high, absorbed at my own pace, and I tend to switch books mid-read). A few notes:
      • One can easily see how this was the theory behind Hillfolk.
      • The book does a decent recounting of how primary drives of hope and fear function in narratives, regardless of type, using the three examples provided.
      • Con: Many of the narrative symbols don't match up with the related texts, thus making analysis confusing at times. Could've used a bit more editing in this regard.
      • How does this apply to RPGs? The book gives some example how specific narratives could be applied to a similar event/session, and the final chapter deals with application specifically. 



      Freebie of the Year

      Tabletop Audio

      The best free resource I've come across this whole year, regardless of the game/system you play, has to be Tabletop Audio.

      A while back I touched upon Tabletop Audio during one of my Music To Roleplay To segments and at the time the site had only 35 tracks; now it's nearly doubled that amount. Dark and Stormy makes for excellent ambience during Dread games. You can thank me for suggesting that one. ;)

      Additionally they've implemented savable playlists and a way to get around connectivity issue I originally saw as a drawback: savable audio files!

      And what's best of all, it's all FREE.

      That said, I strongly encourage you to become a patreon (like me) of these excellent folk who're providing you with top quality gaming audio for nothing at the cost of hosting and bandwidth. Support this excellent resource.


      Runner-Up 

      D&D 5e Basic Rules

      I have yet to delve into the whole 5e thing (I know, travesty and blasphemy), but I've heard many things about it, (most good, some 'controversial'). The fact the WotC released the Basic Rules for free on PDF before the corebooks started hitting the shelves meant they're actively taking steps toward healing wounds and drawing interests from a variety of diverse (some would say fractured or isolationist) groups of gamers.

      I've quickly glanced over the PDFs and am quite happy with the changes to the line. I'm sure that when I get around to picking up the books, I'll enjoy them, but right now I already have enough fantasy systems I don't get to play enough.


      Honourable Mentions 

      The Doom-Cave of the Crystal-Headed Children

      The second winner in a row of Free RPG Day (in my humble opinion) was the +James Raggi's LotFP's adventure: The Doom-Cave of the Crystal-Headed Children! Not as huge as the previous years' entry, TDCotCHC is still has the best content and production values out of all the entries.

      Unapologetically remorseless as ever, I hope I get the fortune someday of finding a playgroup interested/willing to take on this brutal dungeon crawl. The PDF of this adventure is available of [here] for pay-what-you-want.






      Bonus: Favourite Present

      It's generally rude place one's gift above others and normally I'd refrain from doing so, but the amazing leather helmet you see in the photos below was custom made for me by my incredibly talented better-half. She secretly laboured several days on it, and on Christmas Day we put the finishing touches upon it.


      Words cannot express how ecstatic I am on this wonderful gift! I finally have some protective headgear for MC, plus she also got me a little blowing horn. I can't wait till I use them next year upon the field of battle!



      Gaming Resolutions 

      My obvious choice for 2015 would be to play more RPGs in general, but here are a few selections in particular among those I haven't tried:


      • Any OSR game (1e, Astonishing Swordsmen & Sorcerers of Hyperborea, Labyrinth Lord, Sword & Wizardry, etc.) I've had an itch to play a simple OSR-style RPG, and it doesn't really matter which one because they're all basically similar at their core. I'm looking for that old school feel.

      • D&D 5e (or 13th Age) - Both are fairly recent games I haven't had the chance to try out; I'd be happy sampling either/both, but I'm not looking to add them to my bookshelf just yet.

      • Fate of the Norns by +Andrew Valkauskas - I've been dying to try FotN ever since I heard about it; the game is set in the fantastic worlds of Norse mythology, and uses runestones as its resolution mechanic. We tried to get the designer to fly from back East for GottaCon 2015, but it wasn't in the cards for this year. After I inquired, the company offered to send me material to run and support this game, but right now I have so many commitments already to the convention I'm unsure if I could give the game proper support it deserves. Hopefully I'll have the chance one way or another to try this game out.

      • Star Wars d6 - Despite being such a huge fan of both Star Wars and RPGs, you'd have think I would've played this one, but no. It wasn't until recently I came across a used-copy of the Second Edition Revised corebook that I ever had the chance to purchase this game. Though I'm sure the current SWRPG line has me cemented when it comes to roleplaying in a galaxy far, far away, I'm curious to experience the WEG version that still has diehard fans.

      • The Shab Al-Hiri Roach by +Jason Morningstar - My buddy +Larry Spiel lent me his copy and once I finished reading through it I was determined to play it at least once. It sounds like a delightful romp.


      Cheers to all! May your 2015 be filled with fun and gaming! ;{١

      Busy New Year

      $
      0
      0
      So what have I been up to so far in 2015?

      State of the Chap 
      • It's amazing to think that around this time last year I was coping with immense pain, mostly out of stubbornness and hoping the snail's-pace route I was taking through medical system would provide succour come March.
      • As of today, the 17th of January, it'll be exactly one year since I finally took action and checked myself into the hospital to deal with my VHL complications; it wasn't until 10 days following I had my dual surgeries on the 27th/28th, and a week following that I was finally discharged from the hospital. 
      • After a few months of somewhat speedy recovery, I've been in good health since. I'd been exercising during the warmer months, though not so much during the fall/winter. I've gained weight, but since I've always been a rail-thin guy, I'm happy to have the extra poundage. My hope is now I have mass to convert to muscle come when I get off my duff and begin exercising again.
      Anyway, enough about me specifically, here's what I've been up to since the beginning of the new year. It's been busy, and yet paradoxically, I took time to write this post:





      When I have time to, I've been consuming A Red & Pleasant Land, and hopefully after that the rest of LotFP stuff I received the first week of the new year, such as the revised Death Frost Doom and No Salvation For Witches. Good Impressions forthcoming. I'm also expecting a few other print items to arrive at my door in partial preparation for GottaCon.



      Second-hand Loot
      I organized a bunch of my old junk, and sold some to get more, smaller junk. I also sold my collection of Arkham Horror stuff to a friend. As much as I enjoy that game, I have neither the time or space for it anymore. I was glad to see it go to a good home.

      Amongst the items I acquired was an interesting minigame by TSR called SAGA - Age of Heroes. I like the pseudo-Viking Age theme of it and would like to give it a try but the cardboard chits are unpunched, and doing so might lessen it's collectable value. I also picked up the eighth book of the ridiculous Grimtooth's Traps series, and a couple of modules, one of which was a complete and better condition of Quest for the Silver Sword. Score.




      My best friends were to come over this weekend from Vancouver and we were looking to nerd it up hard, but unfortunately I've been unable to get the time off of work because of a busy promotion and limited staff. Hopefully I'll get the chance to see them next month for my own birthday or GottaCon.



      Speaking of GottaCon, I've been working on finalizing my schedule:


      Note: you might have to manually select the dates above because I can't figure it out to display specifically those days.

      Hopefully any future changes I make will be updated above. During the 2-6pm slot on Saturday and possibly Sunday, I might be running a couple Games-On-Demand sessions (I have yet to figure that all out; still trying to build a roster of games I'm comfortable running with little prep).

      I'll be running a late night Dread Cthulhu game, and Star Wars: Edge of the Empire game on Sunday; the remainder I'm planning on attending as a player. +Larry Spiel and I are still in the process of writing our dual-table EotE game, but I think the good majority of it is done.

      The folks behind the Fate of the Norns RPG were nice enough to send me some material and offer to assist teaching the game via Skype; but unfortunately I've been unable to secure a slot to run the game, let alone confidently grasp the mechanics of FotN. I honestly thought the Runic system was going to be easier to initially grok and less crunchy than it actually is. My enthusiasm for running a new game I'd never learned met unreasonable expectations. :(

      During most of the event I plan to dress up as my MC LARP character Kampi, both for larks and for some sweet in-game XP. On Sunday, if I have time to finish it, I might also cosplay a Scoundrel-type character from Star Wars.



      And speaking of Star Wars, I've finally introduced my long-time Friday gaming group to EotE via the Beginner Game; they're having tons of fun with it. I'm hoping to bring them through the Long Arm of the Hutt arc before diving into the full game, rolling up characters, etc.



      Additionally, I've been in contact with a FLGS on running their Rebellion Day material for Age of Rebellion. They received the game kits last summer but couldn't find the time/people to run the promo adventure. So tentatively I'm going to be running the game on the 31st of Jan. Better late than never!



        A local leather shop and supplier has gone out of business, so the Missus and I grabbed a roll veg tanned leather to fashion into another helmet and possibly a sheath for my new Calimacil Scramasax before they closed their doors. We got almost 12 feet square of leather, so we'll have plenty for future projects.


        The design we're following/aiming for is going to be similar to the Viking Spectacle-style helm constructed [here], but out of leather instead of steel. I'll try to keep posted on our progress. For a sheath, I'm thinking of something similar to this design [here], though I'm sure it won't look as stellar given my crafting skill, but I'm lucky to be working with my talented partner!


        A similar design we're aiming for.


        On Sunday the 25th of this month there is a free Live Action Apocalypse Role Playing Paintball (LAARPP) game that I'm considering attending. If so it should be fun, some friends and I are going as a beach-bum-themed raider band: the Zegema Beach Raiders. (Mostly a inside joke; bonus points if you get the reference.)



        Again on the topic of Star Wars, amongst all the things I've been organizing has been my still-too-large collection of SW memorabilia. Though I just sold off some of it, and I'm planning to sell more, I think a share of the items don't really have any resell value. So I was thinking that next month during the weekend before GottaCon is my birthday, and I might use all these things as decorations and prizes in a Star Wars-themed birthday party. I just need to find a venue as our place is way too small to entertain large groups.

        Incidentally, they could also make excellent table prizes for Rebellion Day/GottaCon games!



        Finally, on the topic of exercising again, I was hoping to get some weapon training for MC during the off season with another group in town since Vanguard is also closed for the season, but alas my work and personal schedule have been preventing so. But the Missus and I have been doing something to together just as awesome: Learning to Swing Dance! We just had our first lesson last Thursday, and practiced what we learnt the following eve at the drop-in dance, both by Red Hot Swing.

        Learning to dance has definitely made me conscious of just how uncoordinated I can be. Hopefully with practice and diligence I'll become at least a passable swing dancer. :)



        Anyhoo, that's me in a nutshell. What've you been up to so far this year?

        Cheers! ;{١

        Viewing all 139 articles
        Browse latest View live