Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Friday, July 18, 2014

What about Dungeon Crawl Classics?

This week I started deciding what podcasts to download with my new RSSRadio app. One of the firsts shows to make the cut was Gamerstable RPG podcast, episode 163. The episode revolved around the O.S.R. And while I just loved all the cool bits of information and got excited every time they mentioned Dungeon World, what really caught my ear was how high of a recommendation they gave Dungeon Crawl Classics (DCC).


I've considered giving DCC a shot ever since I started playing Dungeon World and saw the cool (somewhat similar) art on the cover.


The guys over at Gamerstable mentioned that DCC is it's own rule set and that it is by no means "lite." So for me that pretty much disqualifies it as a playable game. However, they also said that there is just a great amount of adventure hooks within the book. These hooks tend to fit remarkably well into a game set up with the "old school" mindset, like Dungeon World, and are exactly the type of things I like to get my hands on.


So now I've got to get a few questions answered, if you have any questions about DCC, share them here and I'll try to get them answered. I'll be doing my own research and if enough people (lets say 20) show interest, then I'll post my findings here. In the mean time here's the link for those interested in buying a hard copy of DCC:


Happy hunting!




Tuesday, July 15, 2014

Have you seen this book?

Howdy yall,
I was just doing some browsing through the interwebs and saw this little beauty:

and became very curious.

Have any of you read this?

Does it offer any unique perspectives?

Will it help me as a GM/player?

Would you recommend buying it?

Thanks for your input!



Friday, July 11, 2014

David Guyll and a Sundered World.

So +David Guyll  and I had a pretty good conversation via hangout chat. I asked him if I might ask him some questions over email and then share them here. Not only did he say yes, but his answers are sure to entertain and inform! I decided not to edit David's responses, cause lets be honest, we're all looking for something to read whilst in the John. So the more the better. David, thank you so much! Readers, enjoy!




What is your favorite memory of role-playing?
Heh, do I have to pick just one? Well...I would say that it would be a toss up between a scene from two separate Sundered World sessions, back when I regularly ran Dungeons & Dragons (4th Edition, of course).

The first would be when the characters traveled to a corpse star looking for a weapon that could slay a formion king (corpse stars are made of cold iron, which is a big no-no for fey critters). They travel to a star, land on it, and find an entire city made of cold iron. They wander through the city, and despite finding naked people covered in whispering mouths and flying brains with tentacles decide to keep going.

Eventually they find a temple that is channeling some kind of psychic signal off into the sky, and figure that it is probably important, so why not look there? They go inside, then head underground, find a pool with an aboleth, one of them gets a psychic shard imbedded in their mind that starts to make them mutate and hallucinate, and it is only after that that they decide it is a bad idea to be there.

They flee, get out of the temple, are chased by people that are full of clusters of tentacles, and finally make it outside the city. While they are looking for their ship (it was completely dark everywhere, plus time and space are more guidelines near corpse stars) they are found by a kind of mutated, tentacle cluster wearing a human flesh suit that could manipulate its body into metal (basically a lot of stuff I ended up using for the DW battlemind).

They managed to kill the creature, a fortress-sized star wurm shows up, the shaman dies for a bit, they get swallowed and blow it up from the inside, and just barely manage to get off the rock.

What I liked about it was how scared they were of being in the city and of the things they found, as well as how dynamic and tense the fight was at the end, namely the back and forth between the bladesinger and the tentacle cluster thing. It was a clear indication of the stuff you could do with 4th Edition, especially if you gave things minor and immediate actions.

I know people criticize 4th Edition for having characters that seemingly “cannot die”, but none of them felt safe because they knew I did not stick to the default encounter difficulty: you want to venture to a corpse star full of ancient, eldritch horrors with unknowable powers and agendas? I do not care if you are only 5th-level: you get aboleths, mind flayers, people covered in mouths, mutations, and giant worms that eat you.

They never went back to one, not even when they made it to paragon tier.

The second and probably most favorite moment would be when the same characters (yes, all of them miraculously survived for some ten more levels) went to a multi-tiered city built around the exploded essence of a sun god.

One of the player’s characters (goliath shaman) had been searching for objects that the World Serpent’s essence had been stored in, and when they arrived at the city he was surprised to find that he could feel one nearby. He followed the sensation to a cathedral that was used to contain objects and entities deemed to risky to destroy, or that could not be destroyed. You know, unholy weapons, urns containing demon lords, copies of FATAL, etc.

They tried going underground into the storage vaults but were stopped by an angel, which one of the characters (a human warlord) knew from previous, well, “encounters”. Both he and the bladesinger manage to distract the angel long enough for the shaman to get past and into the vaults.

While the angel is looking for the shaman, the warlord starts giving this holier-than-thou speech about how the angel knows that the fragment is bad, and who is he to judge and so on and so forth. I keep cutting back to the shaman while he finds the door, forces it open, and gets inside the chamber. As he starts to astrally project so that his soul can speak with the fragment, the warlord finishes his speech and the angel replies with something like “How do you know it is good?”

The warlord players stops and looks at the shaman player, who just shrugs as the last few fragments he has found were friendly enough. This time, the spirit form of the fragment is black, covered in spikes, and breathing a cloud of toxic gas. It glares at him, thanks him for bringing the rest of his essence, and that once he devours the shaman’s soul will be able to finally break free of its prison.

I just love this moment because it was the dialogue that just perfectly fell into place. Like, I knew that the shaman would find this fragment, which would represent the World Serpent’s destructive aspect and would have to fight it, but having the whole thing be preceded by this lengthy speech about fearing what you don’t understand, and what is truly good, and how angels have a +5 holy stick up their ass? You would have sworn it was scripted by Joss Whedon.

If you were a traditional fantasy monster, what would you be?
Assuming we are talking “D&D” traditional and If I got a choice, like if a wizard appeared and told me that I had to choose a monster to get transformed into right now, that her polymorph spell would not fuck up, with no time to research my decision, I would go with a mind flayer because they are awesome-looking. The red dragon being a close second because I like their look the most out of all the other dragons, and are also pretty badass.

What is it about Dungeon World that has you focusing your creative juices there? Why not let D&D handle a D&D setting?
The only edition of Dungeons & Dragons I like is 4th (I am totally willing to get into those reasons another time), and unfortunately the market for that is pretty dry.

I ended up settling on Dungeon World partially because it is a popular game, partially because when I started running it I realized that it was very similar to how I was running Sundered World in the first place: have the players declare an action, then figure out what they roll, and if they are trying to avoid something I would often have them describe how they were trying to avoid it and making a roll. Dungeon World is not a perfect fit, but it has been easy enough to develop for so anything I do not like (namely cleric and wizard spells) I have been able to remove and replace.

If the Kickstarter goes well, I plan on running a separate one for FATE since I also enjoy that system quite a bit.

What are the three most exciting elements that you think A Sundered World will add to the gaming/Dungeon World circle?
Almost everything about it: I cannot think of just three things. I guess in a general sense I can  distill it down to three broad categories: the setting, inhabitants, and classes.

The setting’s high concept is very different from the “norm”, and could be roughly described as similar to a kind of stylized “fantasy space”, with floating islands, corpses of dead gods, impossibly large skeletons of ancient beasts, and rotting husks of alien beings drifting about. People can get about by willing themselves to fly or riding on ships that either catch astral winds or use magical engines, there is no sun to track the passage of time, plants and animals are born from dead gods, primordials, or powerful spirits.

Oh, and everyone can fly.

As for what lives there, some of it might sounds familiar at first, but there are some key fictional and functional differences.

Like, you have humans, but they do not have a long history: most of them sprang from the blood of slain gods, fully formed with instinctive knowledge and inclinations (humans born from a god of war knew how to make and wield weapons, and were more prone to violence). Dwarves are probably the closest to their traditional roots, though they are made of metal and stone, and slowly “return” to stone as they get older. Elves are about halfling sized, and look different depending on which Court they belong to: some have icy flesh, others have antlers and other bestial qualities, and still others look more like trees.

Then you have the elemental cthon, machine-like kytherans (like, machine machine, not the warforged combintion of metal, stone, wood, blood, souls, etc), kobolds actually inline with their mythological counterparts (ie, spirit creatures), cambions (half-fiends analogous to tieflings, but evoke a specific sin), devas as disempowered angelic beings, and a kind of thought-based entity that wraps a body made of astral matter around it.

For monsters you have nightmarish creatures that slither in from the dark edges of the astral, elementals that emerge from the Maelstrom, dragon’s as the embodiments of violent emotions, angels looking to continue the work of the god they were allied with, protect mortals, or do whatever it takes to restore them.

The classes have been a lot of fun. Well, except for the shaman. That has been the hardest one to get “right”. A lot of them at least conceptually draw from 4th Edition flavor, like the warlock and battlemind, but seen through the lens of Dungeon World: for example you have the invoker, which possesses a shard of divinity from a god, the battlemind, which can transform her body and limbs into weapons and armor, and the new wizard draws upon elemental building blocks to perform magic (no pseudo-Vancian stuff).

Altogether you have some pretty crazy building blocks to work with, but all of it can be used outside of the setting (you just have to reskin what some of the moves do). I think it better supports more “gonzo” stories, and will give people some good examples on alternative ways of handling class design and resource management, as well as locations, monsters, and magic items.

What do you need in order for A Sundered World to succeed?
Well it is going to get published one way or another, even if that means I have to draw everything myself (which, for the sake of my ego, is something that I am not sure should be interpreted as an incentive).

If you mean a successful Kickstarter, I am going to make the plain-content pdf freely available so everyone can look at it and see if they like it before pitching in. This is similar to how Jason Lutes handled his Servants of the Cinder Queen Kickstarter, which I appreciated because I have been burned by several Kickstarters that make a bunch of claims about how unique, evocative, awesome, fantastic, etc the final product is going to be, but when you finally get it in your hands are like...eh, it is alright.

In that regard I just need to get enough people to spread the word, hope that everyone else thinks it is as awesome as I do (or at least the majority), and keep spreading the word. I am also going to take that time to further tweak and polish it based on feedback (backer or no), so brutal honesty and constructive criticism would be welcome.

What’s “the dream”? (personally, professionally, whatever)
Well since I was a kid one of my dreams has been to make fun things for other people, but I have been doing that for a very long time, even if I have not been charging for them.

Sooo, since right now I don’t make nearly as much off of what I have written as I do freelancing, I guess my current dream is to get enough content out there that I can step away from that to an extent, focus more on writing, and keep making fun, awesome things.

Monday, September 30, 2013

Adventure idea (Day Seven!!!)

The Twelfth Patrol
To conclude the adventure week (which took almost two weeks to finish :) lets take a patrol around the local villages.

There is an association amongst 12 villages that have pooled their resources in order to encourage able bodied individuals to step up and protect the lands against the resurgence of The Darkbreed by joining the Patrol. Kalmer Snavel is the chief organizer of the Patrol.

How are you involved with this association?

Who has a family member in one of the villages? How close are you to them? When was the last time you heard from them?

Which one of you has joined the Patrol? What rank have you been given? What did you do to earn that rank?

What disquieting rumors have you heard of Kalmer? What did Kalmer do for you that makes the rumors hard to believe?


In this straightforward adventure expect to fight a monstrous evil amongst the confines of small towns, dilapidated bridges, and harsh rocky terrain. In addition, be ready for the underlying tones of corruption and greed within a good cause.

Happy Hunting!



Thursday, September 26, 2013

Adventure Idea (Day Five)


Seems like the questions first approach was well received. So here we go again:

How did the King of Abolone hear of your aptitude in mediation?
What was your last encounter with Hill Giants? How did it end?
In Abalone one can expect hot days and extremely cold nights, what makes you well suited for this climate?
What is it that made the Hill Giants so rich?

After the King calls for the aid of the character skilled in mediation, bonds to that character should be enough to have the characters traveling to Abalone to settle a dispute between the Hill Giants and the king. If not, the thought of riches held by the Hill Giants should be enough to get everybody on board.

Here's what to expect if this idea gets fleshed out.
-A more respectable name for "The Hill Giants" :)
-A journey through the hot hills that could well end in a struggle for survival against a hungry, tenacious, and cunning Stone Cougar
-A special "move" for surviving at night in Abalone
-Navigating "Rock Mirages" where one might have to battle themselves to survive.
-A strange "Court" in which Hill Giants and men convene under the same roof. Under the table politics, backstabbing, and positioning enough to make any Game of Thrones fan giggle.


So what do you think? Would you want to see this one fleshed out?

Wednesday, September 25, 2013

Adventure Idea (Day Four)

When writing this adventure idea, I thought I'd start with the questions. What do you think?


"The Road through Winter"
How did you get involved with the Black-Eye Caravan?
What were you given to protect the man named Damian who claims to be a wizard?
What is the most dangerous predatory monster known to patrol the road from Greatwall to Redveil?
Who is the one person on the caravan that you care most about?

While escorting Damian expect for the season to be hostile, winter is seldom kind. There is a reward for the carcass of the predatory monster, so treasure seekers be alert. Finally, be sure that your most beloved person will need your protecting along this road.

Some fun things I would expect to include in this adventure are:
-Crossing the frozen Dark Lake with a "wizard" to protect.
-Convincing the wizard to complete the journey despite harsh weather (players don't get paid otherwise).
-Hunting(?) a predatory monster in the snow covered hills of Abalone in the middle of a storm.
-Saving a member of the caravan (the wizard, your beloved, a PC?) who got separated from the rest of the caravan.


Two things:
What do you think of the style in which this adventure was written?
What do you think of the adventure idea itself?

Thanks guys!

Happy hunting!
Matt

Saturday, September 21, 2013

The Death Bond Adventure! (Day 2)

What happens when a mad scientist and a savvy businessman experience an encounter with death and live to tell about it?
They may agreed to kill off an entire nation in return for their own lives. They may introduce an engineered plague to the nations capital by selling smuggling in a swarm of contaminated beetles. They may make a ton of money by selling a "cure" that only enthralls people into a sense of complacency. But this is only speculation.


Friday, September 20, 2013

Adventure Idea (Day One, but kinda late)

The first day of the Adventure a Day series snuck up on me. Here it is, even if it is a little late.

The Cult of Queensbury

The small town of Queensbury wouldn't be on the map were it not for their apple pie. This small town is quaint, welcoming...and dangerous. Ten years ago all manner of threats to the town; monsters, wizards, war, and even weather began to avoid this area like the plague. A cult comprised of the leaders of this community have banded together under the singular purpose of enslaving any threats to their god. Under the town runs a labyrinth filled with the creatures, mad wizards, bottled weather, and sleeping battlefields. There's no harm in a town doing what is needed against threats, is there? That all depends on how loosely you define a threat...
Questions for the players:
-Who is originally from Queensbury, when did you leave? What brought you back?
-One of your mentors has gone missing, who was he and what was his business in Queensbury?
- What did your Order send you to investigate in Queensbury?


+1 if you would like to see this made into a full adventure!

-Happy Hunting!

Wednesday, September 18, 2013

Adventure idea a day?

Hi all,

I was reading +Stephanie Bryant's blog post "The Family that Games Together" found here:http://www.mortaine.com/blog/2013/09/18/the-family-that-games-together/
and her reference to the one and five page dungeon got my juices flowing. Add to the juices the fact that I just finished my "Three Nouns" series and am looking for another way to contribute and Walaw! This post was born.

I'm not so awesome as to write an entire adventure in a day, who do you think I am! But I want to get started with something that may lead to and help get me some practice in building adventures.

So here it is: A week of adventure ideas, with at least one cool move, creature, steading, or what not, and with the Dungeon World Ruleset as the system of choice.



The adventure that gets the most comments will be fleshed out and written in full.

What do yall think?

Subscribe to be notified when I post each adventure idea.

Happy Hunting!

Tuesday, September 17, 2013

Three Nouns (Day Seven)

The conclusion of the three nouns series. It's been epic. It's been amazing. Let's be honest: It might have changed the course of history. 
We finish up with a few "things" that could add some flavor if dropped into your game.

The slippers of Drazul: These seem to be fashioned from rabbit fur and are incredibly comfortable. By borrowing magic from The Void these unique footwear make the wearer almost completely undetectable. If you are having a conversation with the wearer or the wearer is actively trying to be seen by you then you can see hear and smell the individual without effort. Otherwise, it is almost as if the wearer does not exist. Nobody is quite sure what happened to Drazul. The Void id a tricky thing to mess with.


Crown of the Minotaur Kings: The Minotaur civilizations were all but destroyed in the Mad-Kings efforts to protect his realm from the "monster blight," but there are a few of them still out there. What's more, there is still evidence of what they had attained. The Crown of the Minotaur Kings is a heavy link of steel decorated with jade, opal, diamonds and a symbol of a compass, an axe, and a hammer. Few humans can don the massive piece of metal but those who do find one of three boons granted to them, though no-one has figured out why each boon presents itself. First, the wearer my find that they cannot lose their way, they always no wear North is and they get a sickening feeling if they move in a way that will not get them where they want to go. Second, the wearer might find that nothing pleases them more than combat now. In addition, they are not even phased if they run their head into another, while the other is often knocked back several feet. Finally, they may find that they have become annoyed with inconsistencies in things they create and their attention to detail has increased to a maddening degree in regards to anything they create with their own hands.

The Hand Axe of Boshen'rahl: Bosh was a dwarven sorcerer who found comfort in the icy cliffs of Cahluzen. Despised by his clansmen and driven to distrust humanity Bosh became a hermit in the ice. Sightings of Bosh seem to indicate that he was capable of traversing the cold wilds with little more than his axe. This has led scholars to believe that the axe grants little advantage in combat but otherwise makes the wielder capable of living for long periods without food so long as they are in very cold weather, the wielder is resistant to the cold, and can scale walls of ice as if there were always a handhold available. The whereabouts of this artifact is anybodies guess...but I would start in the ice, and try to find the coldest loneliest spot.

Happy Hunting,
-Matt


Sunday, September 15, 2013

Three Nouns (Day Six)

So coming up with short descriptions for pictures has become a new favorite hobby of mine :) Here's a couple I found today:

Path of Forgiveness:
Artist: Four Heavenly Kings
Long ago an ancient evil known as The Destroyer was unleashed upon the world due to the arrogance and naiveté of the civilized races. The people closest to the portal were a peaceful tribe of elves known as the Elishani. No race, beast, or monster had ever dared to kill an Elishani because they were too beautiful and their intentions too pure. When The Destroyer walked through the tribe he slaughtered everything that drew breath. After The Destroyer was vanquished the people of the world set representatives to walk what was called "The Path of Forgivness." These representatives placed walked, wept, placed tombstones covered with sacred runes, and came back changed. Each representative lived a long and sorrowful life, no blade was drawn against them, and they refused to draw blood. Today people seek "The Path" in hopes to live longer, prepare themselves for hostile territory, and contemplate their purpose in life. But few ever find The Path.



Barristan's Hall:

Artist: whatyoumaydo
To many, it is unclear wether Barristan's Hall is a real location or an allegory for some heavenly afterlife. Though it is not so grand as the Hall of Kings, to be invited to Baristan's Hall is to be honored. Only the most noble of knights and servants of the king are invited here to tell tale of their exploits. With hot food, the smell of roast, and the taste of mead this room invites trust and companionship. Here the king asks you to call him by his first name and he calls you by yours. So much pride and honor is tempered by the house cat pawing at your food, and the mongrel laying on your foot. "Welcome to Barritan's Hall soldier, we've heard of your deeds. Take a seat and know that you have done well."


Darkseed:

"Beware woodcutter. You think you can hack down the forest and there won't be any consequences? You think the forrest is all light and squirrels and birds? What if you are wrong? What if the forrest is a fickle and hatful woman who can't wait for someone to fall in her trap? What if you are wrong?"
The Darkseed are a breed of evil dryads that spring from trees that have been cut down. They can see in all directions, eat by sucking blood through their long fingers and tentacle mouths, and they are without mercy.


A break and a fun idea/offer

I am taking a break from my Three Nouns series (I'll still have them posted by the end of the day) and am taking a moment to share a cool idea and something I'd like to offer.

+Carl Gerriets created the Character Creation Draft and I think it is amazing. Dungeon World has some amazing features but the least appealing to me is that fact that when you play "The Fighter" or any other class more than once they are essentially the same character with the same abilities. What the Draft does is eliminate that problem by allowing you to pick up different moves from different classes and name your new class.

I can't share the link here but if you type "Adventuring Company" into the search box of the Dungeon World Tavern G+ Community you should be able to find it. :)

Here's the offer. Post a picture here of a hero for which you would like to have a playable character sheet and I'll make the character using the draft system. I'll post the link to the doc and give a short breakdown of the character.

Happy Hunting!

Saturday, September 14, 2013

Three Nouns (day five)

Last night I went on a character creation stint, so I thought I'd introduce these three characters as my three nouns for today. Each of these is a fully payable character in +Dungeon World, provided your DM doesn't require core classes. Macavel is the only core class character. I have character sheets in the form of Google docs under each description


Macavel: A battlemage through and through. While Macavel or "Mac" has the capability to draw up powerful rituals he prefers to spend his time getting right into the conflict. He weaves his spells and exceptional strength into a dangerous offensive weapon.
https://docs.google.com/document/d/1c-pnC_jPlNrz0m75nCwD74z3J3eZNF6cOsvVCbzU8dg/edit?usp=sharing

Anastacio: Halflings are normally enjoyable, but very few of them are leaders of people. Anastacio is one of those few. While working as an adventurer in a party he is direct, clear, and effective. When he plays, he makes sure everyone is having a great time and has a tendency to give out nicknames due to party exploits.
https://docs.google.com/document/d/1w-oFLkvnIBzBXHfIvV0L4lM_UBms2WwX2rYqRn4gwH8/edit?usp=sharing

Dothomar: Tall for a dwarf, Dothomar is sometimes confused for a human. He was enslaved and put into the fighting pit. After long years of blood and violence Dothomar was freed by a "Wealthy kind soul" who saw that Dothomar took no pleasure in killing. Since being freed Dothomar has taken to the life of a miner, but sometimes his background comes in very handy and he would do anything to protect the little town he calls home.
https://docs.google.com/document/d/1M2hXiLAykR8AH-FYvmoOWRyyxcRIH3a010zhM0XSGYw/edit?usp=sharing

Here's a pic I made of the characters as a group. I'm no editor, but this was fun to make.

I was unable to find the original artists names for these picture. Sorry.


Friday, August 30, 2013

New players

In the world of online tabletop roleplaying, new players are fairly easy to come by, but what makes a new player a keeper?

I've had the pleasure of running some games with new gamers recently. Here is what makes a player "stick".

1. They fit in with the banter of the group. I know this might seem obvious, but there is a lot to be said for chemistry. It is so nice to see a player come in and start to joke with the other players in the way the other players like to joke. This honors the current way the players are doing things and gives the new player the chance to add a bit of their own flavor to the conversation.

2. Interest in other characters. The best players I've had so far have come in and instantly wanted to know who they might be working with. They ask specific questions that can be as simple as, "what class are you" or as detailed as "what has been your favorite exploit so far?"

3. Jiving with the GM. In newer games like #DungeonWorld and #Fate the GM's role is a little different than traditional games. The GM must be able to ask questions of his players and then be able to use the answers provided. Due to this difference, when a new player pays attention to the questions being asked and answers them with enthusiasm, it goes a long way.

So there you have it. My big three. I was tempted to include something like "basic understanding of the rules" or "knowledge of how to play an RPG" but in my experience those haven't necessarily been helpful. In fact they are just as likely to hinder the experience. With so many awesome games being published and enjoyed by so many, it's almost impossible to say "this is how you role play." I mean if you just look at the differences between D&D 4th edition, games like Fate or Dungeon World, and a game like Fiasco you'll see, there is no right way. Each has their merits and benefit to the gaming community.

So what about you? What do you see in a new player that makes you want to invite them not only to your next game but also to your next campaign?

Happy Hunting!