Showing posts with label Pen and Paper RPG's. Show all posts
Showing posts with label Pen and Paper RPG's. 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!




Saturday, October 26, 2013

Hillfolk

As some of you may know, I like Indie games. Something about creativity and innovation hold a special place in my heart when it comes to the games we play.

I mean really, how many games do we need that have a GM establish a difficulty, set the difficulty rating then have a player role some dice and add a modifier?

Hillfolk is an example of one those innovative and creative approaches to RPG's that just makes me smile.

In Hillfolk you use what is called The DramaSystem to establish scenes and resolve them in interesting and engaging ways.

The DramaSystem was created by Robin D. Laws and so far I have only played out the character creation, but if the rest of the game is only half as engaging as that then it will be twice as engaging as the norm for RPG's.

The reason? It's all about the connections. Sure you have some strong points, there are even attributes to choose from that resemble our favorites from games like D&D, but in the end the player gets engaged by connecting to other players and to the situations at hand.



Check it out for yourself HERE

On a whim I spent $30 to preorder this game, I got the PDF right away and so far I have not been disappointed.

Happy Hunting!

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

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.


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!

Sunday, August 25, 2013

A game I respect.

I've come to find that I may not be the most consistent blog writer. However, so long as people are getting connected, to me or each other, I'm a happy camper. So, I think I'd like to invite you all to see some of the amazing articles/writers, games, music, and people I've come across.

I'll add more as they come, but for now, lets start at the top with +Dungeon World.



If you consider yourself a gamer, especially one who loves fantasy settings then you must get Dungeon World. It won the Ennies award for best game design (I think...Fact checkers, get on that please.), has a community on G+ with over 2,000 members, and is just a lot of fun to play.

I could rave about this game all day long, but I'll save your eyes the trouble and give you just three things that make Dungeon World different from anything else out there.

1. The GM doesn't roll. You heard me right. The GM gets to focus on all the cool stuff like describing the smell of the dungeon and deciding what that nasty looking goblin wants and why he's going to stab you to get it.

2. Players are rewarded for describing their character doing awesome things. "You're going to jump off that table and kick the orc in the face?!...Awesome!!!" There are no situational modifiers, complex charts, or need for some miraculous roll. If it fits the fiction, you can try it. This makes for awesome combat scenes! Ever want to hold open the jaws of a dragon as you slash at its eyes with an axe? Play Dungeon World.

3. It feels very natural. You add to the story, then a complication is thrown at you, you add a little more to the story and a twist is thrown in, you add a little more and then someone else chimes in. It feels like a conversation among friends...which is exactly what it is!

So that's all I've got for now.

Subscribe if you want to hear more awesome things about more awesome things. I'd love to hear some feedback if you have any questions or requests.

In the mean time,
Happy Hunting!

-Matt