Showing posts with label Dungeon Crawl Classics. Show all posts
Showing posts with label Dungeon Crawl Classics. Show all posts
Friday, July 21, 2017
Battle For The Purple Islands
I've come full circle. My very first Kickstarter campaign was for The Islands of Purple-Haunted Putrescence. I've covered a lot of ground since then, and now it's time to return to those dreaded islands purple.
This project wasn't on my mind at all. I didn't plan for it. In fact, I made quite a few plans going into 2018 that had nothing to do with the purple islands. But inspiration struck when I noticed a new exhibit in an art museum near my work.
I went in, looked around, saw some cool stuff and then found this little room - an entrance covered with a black velvet curtain showing this weird art film. Strange words, bizarre imagery, and dark ambient tones reverberating in the void.
But it was that first moment walking into the room, before I knew what was ahead. For a couple seconds I was completely enveloped in blackness. The fear and thrilling joy of anticipation awakened my senses. What would I encounter beyond?
Upon leaving the art museum, I knew that I wasn't done with those islands - not by a long shot.
So, if you're down for some more purple action, back this project. It's going to be fucking awesome!
And it will include stats for both conventional OSR/O5R and the OSR outsider 4th Wave type stuff that I've been doing with Crimson Dragon Slayer and Alpha Blue.
Got a question? Please ask!
VS
Thursday, June 15, 2017
Printed out the first S'rulyan Vault map
I shall be buried with this giant bastard of an old school dungeon map. Let this blog post serve as my final will and testament.
For those curious, after my 25% off coupon from FedEx Office, this 46" x 36" color printed and laminated sheet cost me about $90. Yeah, I didn't have to go that big (see that diminutive blue thing on the right - that's a full-size set of Chessex dice). No, I didn't have to laminate it. Sure, it's a pretty penny, but this is my "forever dungeon."
The thing I love most about it? The little cracks drawn into the dungeon floor.
It'll take up the majority of damn near any gaming table you set it on. The thing is beautiful! +MonkeyBlood Design (Glynn Seal) did an amazing job. This Saturday afternoon, I finally get a chance to try it out.
You see, my lame hand-drawn map of Dwimmermount sucked and even though the rooms and corridors are different shapes and configurations, I'll make it work for the monthly old school D&D dungeoncrawl.
I'm putting the whip to Glynn in order to make The S'rulyan Vault II even more badass, so definitely swing on by and back this Kickstarter.
Thanks,
VS
Labels:
5e,
AD&D,
Dungeon Crawl Classics,
Dwimmermount,
Labyrinth Lord,
megadungeon,
O5R,
old school D&D,
OSR,
Swords & Wizardry,
The S'rulyan Vault,
the S'rulyan Vault II,
Venger Satanis
Thursday, June 8, 2017
The S'rulyan Vault II
It's not the Kickstarter project I planned on (Gamma Turquoise KS happening spring, 2018), but it's the one I'm doing right now. I'll be moving sometime in December, and didn't want the time, energy, and stress of that to affect what I can do for my wonderful backers (Love you guys!).
Plus, it's just fucking time for more dungeoning, am I right? Glynn's already got his dungeon thinking cap on and will get me some preliminary sketches next week. I want this mega-map (each quadrant is like it's own dungeon - put them together and it becomes a mega-map) to be different - older, deeper, and stranger... also more dense.
And I've got some exciting ideas for the PDF of random tables and whatnot that will accompany the map files. I want to help GMs quickly and easily make "normal" dungeons more exotic and special, allowing you to run an awesomely non-standard dungeoncrawl on the fly - without any more than a few minutes of preparation!
I set The S'rulyan Vault II Kickstarter for 15 days, so there's about 2 weeks left. If this is something you might want, please help us make it a reality with your generous support! Be sure to get the word out - share this news with your gaming friends.
Thanks,
VS
Sunday, May 28, 2017
O5R Dwimmermount Campaign
I finally started a new fantasy RPG camapign - old school D&D; although, I'll be using modified Sword & Wizardry rules and the mercurial magic random table from Dungeon Crawl Classics.
One of the players was reading an extra S&W book on hand and was shocked to see that it was just like Dungeons & Dragons from the 80's. How could they do that, he asked? I told him about the open gaming license of WotC D&D, the OSR, etc.
Despite the hefty price tag $75, I've decided to run Dwimmermount based on everything I've read about it on Grognardia by +James Maliszewski. But it will most assuredly be my Dwimmermount - I'm changing things up here and there.
My table had 5 players, all of them opting to begin play with 4 zero level characters. That means 20 PCs began in Muntberg, chatted with some possible hirelings, one hedonistic cleric making plans for a debauched celebration upon his return, and then made their way - with "crank master" Karn, Muntberg's drawbridge operator, along for the ride. One of the PCs actually convinced Karn to pay him 2 gold pieces in order to join the adventuring party.
They met some orcs with a metal detector, disabled a laser eye above the double iron door entrance to Dwimmermount, and many were burned in a second altercation with even more orcs who used alchemist's fire . Oh yeah, one thief was dissolved from the inside by a green slime that fell from the ceiling. And another's life was drained from him at the touch of a shrieking phantom coming through the wall.
Out of 20 PCs and 3 NPCs who set out on this journey, the party ended the session with 9 PCs and 2 NPCs. So, pretty much 50%. Here is the list of survivors...
- Nopers, Fighter, Dwarf
- Daycy, Fighter, Human
- Iron Fist, Fighter, Dwarf
- Cheye, Magic-User, Human
- Mabnezer, Druid, Half-Elf
- Dormud, Cleric, Dwarf
- Sir-Yut, Ranger, Human
- Kalbana, Cleric, Human
- George, Druid, Human
_______
- Sage, Magic-User, Human
- Poncenbee, Figher, Human
It was fun to get back to old school D&D again and I enjoyed running something that I've never ran before. I haven't used experience points to track levels in years, so that's a conscious decision I wanted to make.
I also wanted to keep advantage/disadvantage and inspiration (with modifications) from 5e. Whenever a spell is cast for the first time, I have the player roll on Dungeon Crawl Classics' mercurial magic table to see how that spell will affect the world whenever it's cast by that particular magic-user.
Here's my favorite line of the session, in regards to interrogation: "Nothing good in orc is ever said."
Someone picked up a magic sword that not only yielded a +1 bonus to hit and damage foes, but also protected its wielder from harm once per day (up to 5 points of non-magical damage). I intend all magic swords to be sentient with a personality all their own. I'm rolling now (as I type this) on the tables in The Islands of Purple-Haunted Putrescence...
(22) Foreign Speaking and (5) A sorcerer named Zar'toro created the sword; he wove spells into its steel, making sure it would be able to face the coming war between Law and Chaos. Which makes sense, because after the sword was picked up I rolled its alignment as Neutral. Now, should it speak French, Latin, or something else...
I plan to follow-up with session #2 in June. I honestly can't wait - wish like Hell I could swing a weekly game, but with a sleep-deprived wife and 5 kids... it just ain't in the cards.
VS
Wednesday, May 25, 2016
Vault's open - come on in!
The S'rulyan Vault is officially here.
As I was explaining to someone only an hour ago, this product is mostly about the maps. It's big, it took a long time to make, and costs are what they are. The dungeon even comes in two different colors - old school blue/white and a golden brown parchment hue.
The PDF is meant to be the icing on the cake. That doesn't mean I'm not extremely proud of the PDF, though. I am. I think it turned out really well and I'm excited to hear feedback from gamers who use my guidelines and random tables in their dungeon.
But yeah, this isn't a fully formed mega-dungeon with fleshed out encounters. The meat and potatoes of it is up to the GM. I merely provided the salad, appetizer, bread, and dessert. The actual entree itself is not included.
So, keep in mind that you're mostly paying for the large, high-resolution map files that can be blown up to 34" x 44" at a professional print shop.
The PDF is 20 pages of neat stuff that will add depth to the dungeoncrawl that YOU create, whether that's mostly on-the-fly or with a few hours of campaign prep depends on what kind of GM you are.
If you have any questions, please let me know!
VS
Saturday, June 13, 2015
Simulation One-Eleven
My friend +Oli Palmer is running his weird-as-fucking-hell The Islands of Purple-Haunted Putrescence campaign with session reports on his blog. As a special favor, he asked me if I would do a short video for when the PCs get to the end and find a room with a large screen where the creator personally congratulates, curses, or confuses them.
It seemed just the kind of surreal, over-the-top, meta thing that the purple islands call out for. I purposely made it brief and open-ended so that individual Game Masters could tailor the experience to their liking. If you ever use this, GMs, I definitely want to read about it.
Anyway, hope you enjoy!
VS
Wednesday, March 11, 2015
Story Map
My friend +Vb Wyrde has a really cool post about story maps here. Personally, I think it's an awesome idea. I've seen something like that before - probably multiple places - though nothing specifically comes to mind.
I'm also fond of the "story dungeon map" found in the DCC game and other books. Not exactly the same thing, though it comes from the same place - wanting the map to become part of the adventure rather than the utilitarian marking of places you've been, would like to go, and desperately want to avoid.
Anyways, Wyrde's example reminded me of the painting in the hatch on Lost. Just finished the 2nd season and about to start on the 3rd tonight. Still really enjoying it all over again, by the way. Since he hasn't seen the show, I'm including the image for everyone to see. It's an interesting, colorful mural that really opens up your imagination.
So, I want to know if you've ever made something like this or thought about it. If so, how did it go? If not, do you think you might one day? What's stopping you?
I'll be mentioning the art of story mapping in my upcoming book, How to Game Master like a Fucking Boss. Your feedback is appreciated!
Thanks,
VS
p.s. In a way, this sort of ties in with my idea of doing a vision board for your campaign. Although, I think a Story Map would be easier and more useful.
Sunday, December 14, 2014
Revelry on Amazon.com
Just found the Amazon/CreateSpace proof in my mailbox. Guess it came yesterday without my knowing. Usually, they leave large and/or awkward packages upon my front door or in the garage. Luckily, it wasn't damaged by shoving it in and then back out of the mailbox.
Anyway, the proof looks awesome! I just approved it. That means a softcover is immediately available on CreateSpace and it'll be 3 - 5 days before Revelry in Torth shows up on amazon.
Now that I know Amazon is covered, I'm 99% sure DriveThru's print version files will also be OK. However, I'd feel like a real jackass if I approved that shit before actually seeing the proof and then found out that DriveThru somehow mishandled it or there was an error created by Lightning Source's interpretation of the files. So, probably another week on that.
Still waiting on reviews. All I've been able to find is a 5 star "Nice job, Venger!" on DriveThru and a longer, so-so review over here. I considered writing a tit for tat rebuttal of his analysis, but realized that probably wouldn't be very productive. Not that Merric doesn't have valid points, just that his expectations are probably a bit off in regards to my style, how I write, how I GM, etc. And what he said about my short short story seemed kind of mean-spirited.
My work is somewhere between my personal adventure notes (before, during, and after sessions) and what a big RPG company usually puts out, like Wizards of the Coast or Pathfinder. Those expecting more of the latter will most likely be disappointed. As mentioned in Liberation and Purple, I've put 85% of what's required to successfully run a mini-campaign on an aesthetically pleasing platter (you should see the horrendous scribbles from my actual session notes!), it's for individual GMs to add their personal 15%. The combination is what makes it magical.
VS
Sunday, December 7, 2014
Revelry in Torth PDF
Despite my attempts to schedule the PDF release of Revelry in Torth a few days from now, DriveThru thought fit to put it up for sale ahead of time. Who knows, maybe I forgot how to use a calender? Anyways, it's live now.
Ed and I are still working on the print files for Amazon/CreateSpace and DriveThruRPG. Will post about those when they're squared away.
Thanks again to all the Kickstarter backers who supported this project. I hope everyone finds many things to enjoy. Happy gaming!
VS
Monday, November 10, 2014
My Gamehole Con II Experience (part 1)
I was going to blog about my entire GameHole Con experience in one post but that would get too lengthy. So, here's my Friday night write-up.
For me, gaming conventions are not a vacation, nor are they just another weekend full of roleplaying in my responsibility-free life. No, I have a growing family. Therefore, a certain amount of convincing, pleading, horse-trading, and general spousal complaining surrounds any two consecutive days I'm not around the house for extended periods of time. So, cons are something of a luxury item to me - not in terms of money but time.
Anyways, Friday night I played in a Dungeon Crawl Classics that +Michael Curtis was running. It was a playtest session for The Third Phantasmagoria (no idea if that's what it'll eventually be called). He did a great job, standing there, towering over his GM screen as he described a plethora of weird dreamlands type stuff.
He had a good selection of pre-gens. I've run DCC many times but have never played. As such, my version of it has always been a hybrid between DCC rules-as-written and a stripped down, house-ruled version of basic and advanced D&D. But that mercurial magic system is one of my favorite things. So, when the PCs were presented, I jumped at the chance to play a wizard. Unfortunately, Michael doesn't use the mercurial table for one-shot con games. Oops.
I played a purple-robed wizard from a noble house named Pompei (yeah, just one "i") whose patron was Sezrekan. Finally having a chance to play, I remembered the little descriptor selections from Dungeon World a player could choose upon character creation. Stuff like "wild hair", "haunted eyes", "thin body", etc. DW only gives a paltry handful of options per class and race, which is a shame because I think every RPG could do with those. Sure, players can come up with their own but in the heat of the moment, many don't take the time to do it or feel self-conscious (especially in front of strangers) about taking their character's appearance and mannerisms seriously. After all, this is a wargame with bits of roleplaying (So you can actually feel the war cutting into your hands and singing your eyebrows!), not some kind of sword & sorcery drama club. Personally, I prefer the latter.
Fortunately I got to see how the spell-burn and mighty deed concepts worked. Very enlightening. Next time I run DCC, I'll try my best to incorporate them into the game. The deed die still seems a bit clunky to me. Why can't every character do out-of-the-ordinary maneuvers and stunts that are still within their class purview? You know, kind of like VSd6 (also included in The Islands of Purple-Haunted Putrescence) or this.
Michael took the time to describe this slumber world with the possibility for lucid dreaming. Though I watched a few attempts (which usually went very poorly), I'm sorry I didn't try it. After all, lucid dreaming - like manipulating shadow in The Chronicles of Amber - is something I'd really, really love to do in real life. For me, that's kind of what roleplaying is for.
Apparently, Pompei is a bit of an arrogant, anti-authoritarian asshole. The party encountered this really interesting and strange "creature" consisting of three mirrors (two small, one big) on the wall. It communicated with me when I investigated it (the rest of the party, aside from the thief) were cowering in a hallway just outside the chamber. After a few pleasantries, my wizard asked for a boon - some kind of aid, artifact, knowledge, or power. Pompei was asked what he was willing to give (I think) or else shot down by a condescending statement. Pompei tried yet again to make some kind of deal. "Perhaps I might serve you. Ask me to perform a service." Now, Pompei wasn't necessarily going to perform anything for this mirror entity, he was more interested in finding out what it wanted.
Well, the creature asked me to cut out one of my eyes. Fuck that, Pompei thought to himself! "I attempt to shatter the large mirror with my sword." I told the GM. I don't think Michael expected that. Long story short, I taught that entity a lesson and for my trouble caught a fair amount of broken glass shrapnel. The GM said there'd be a small chance that one of the shards got me in the eye. I smiled in agreement that such a delicious irony was worth rolling. Luckily, it missed and the rest was healed easily.
Cutting to the end, Pompei was sucked down into the floor by some kind of dungeon Sarlacc. He almost died except for luck and the quick actions of his comrades. I've never felt more like Boba Fett than that moment. So, I was actually ok with dying. I really didn't expect to survive that... but I did.
Finally, we entered a flaming dog skull chamber and there were wraiths and masked humanoids and I didn't think there was a chance in Hell our 1st level party would survive. Especially since we already lost our thief (expertly played by +Brendan LaSalle). Somehow, with elven sorcery, flashing blades, and my own spell-burn fueled magic missiles, we survived!
Michael signed a couple books for me and so did +Doug Kovacs who was lurking around our table. I got to talk to them both (albeit very little) outside the game and it was a real pleasure.
So, that was my Friday night. Tomorrow, I'll post about Saturday afternoon where I ran an uneven session of the Purple Islands (with map). Should be interesting if for no other reason than I wasn't thrilled with my performance.
VS
Wednesday, October 1, 2014
Old School... something or other
Funny, I was thinking of the topic for this blog post halfway through my vacation. Then I get back and read Tenkar's Tavern and RPGPundit's blog to find out they're talking about something similar. But let's not put the horse before the cart, guys.
For a few weeks (this was about three years ago), I was fuzzy on what it meant - not realizing that would be a hallmark of the OSR itself up until the present. I believe I kept calling it Old School Revolution. Then, a month or so later I guess someone clued me in to the word Renaissance. Intervening years have brought up Revival, Rules, Roleplaying, and probably a half-dozen others.
Maybe it's me. Yes, it could very easily just be me, but I can't get past the fact that we don't have a universally recognized name. I mean... it's the name. It's in the title, for godsakes!
Let's not even get into what the OSR movement means to an individual, let alone the world before we hammer down what the "R" refers to.
I assume there's at least a little bit of consensus out there in cyber-land. Most of us have come to the OSR later than when it was forged. At most, a small handful was there actively participating in its origin discussion.
I don't care if we go with their original intent or pick something else. It would be nice to have something to say when people ask - without being "corrected" by the blogger down the street. You know, an actual definition of what those letters represent.
On the other hand, it could simply remain a revolving door of "r" words. Nothing set in stone, subjective, flexible, do as thou wilt shall be the whole of the law. But if that's the way it's going to be, I think it would be great to have a consensus on that direction.
Obviously, we're not going to get 100% on anything. We're human, after all. Nevertheless, I believe it's time to look that "r" square in the eye, deal with it, and move on to greener pastures. Agree, disagree, just want to put in your two cents? I want to read what you have to say, so comment!
VS
p.s. Yeah, I'm not sure why I chose that particular image to adorn this blog post. It came up in a google image search for "Old School Renaissance". The box is from 1981 and I remember owning it or a similar set with those little plastic figures. Ah, good times...
Sunday, September 14, 2014
[Kickstarter] Revelry in Torth
Yes, I'm at it again. Couldn't stay away. Here is the KS page.
Thanks for backing Revelry in Torth!
VS
p.s. Cover art by Carlos Valenzuela.
Thursday, September 11, 2014
The Second Wave of Draconic Magazine
Even though there aren't "issues" per se, I think readers will see a pattern. A flurry of activity followed by a lull week so that new content can be properly digested; crests and troughs.
That means wave #2 is crashing upon the rocks of tabletop fantasy roleplaying! Below is a list of recent articles...
- Q&A about noticing secret doors and skill checks.
- A new spell called Singing Spheres of Yogsoggoth.
- Trade-offs for investigative scenarios.
- A video review of The Islands of Purple-Haunted Putrescence.
- A new character class for ex-paladins who fall into a really, really bad crowd.
- A new monster called the Verge Fungoid.
- The 1st weekly advice column from Kodarr the barbarian!
- An article on becoming a better GM.
- A new magic item called the rainbow shadow cloak.
- An article on looking back at plain old failure.
- An amusing vignette about a chaotic halfling.
- And a suggestion about what to do with those expired character sheets.
Whew, that's quite a bit of new stuff in the last couple weeks. Thanks to +Shane Ward, +Shawn Hartnell, Savage GM, and +Grand DM for their help. The second wave wouldn't have been as strong without you guys.
If anyone else wants to submit an article or some artwork, please let me know. More content coming next week!
VS
Saturday, August 2, 2014
Frozen in Time with D&D
This time, the game was four hours long. Didn't feel like using an adventure I had published. Maybe something really old school, I thought. Perhaps even something I've never run before...
Rummaging around my desk for a suitable AD&D adventure, I came across a slim Dungeon Crawl Classics book called Frozen in Time. I started reading the introduction and was intrigued enough to keep going. That's a good sign.
Suitable for 1st level characters, science-fantasy, and big on exploration. This fit the bill.
Since I had given 5e a try RAW [rules as written] a couple weeks ago, I felt free enough to try it without so much of the dot-circling. Tried melding the provided backgrounds with my own tables from Liberation of the Demon Slayer. Successfully, I think.
A few of the players either knew the D&D rules already or had them printed out / on some kind of tablet device. So, at times it was difficult to rule one way while a couple of players were telling their neighbor the "real" ruling. But that's ok. It happens. Especially with a fresh group all set for a one-shot game that hasn't even been released yet. Sure, we have the basic version and stuff from the Starter box but let's face it - all the really good stuff has yet to come out.
Old school time! 3d6 in order. Sure, there were some sad sacks in the bunch, yet nothing catastrophic. I went over the pros and cons of making your own character. Hopefully, some kind of personal attachment was forged by all the dice rolling and picking of race, class, motivation, etc.
Anyways, after making characters without worry about skills, racial bonuses, which saving throws get to add the proficiency bonus, as well as, a lively discussion about proficiency bonuses and initiative... the adventurers climbed up that glacier. I'm not going to give away anything. Just know that Frozen in Time did an admirable job. Sure, I simplified one thing over here and added complexity to that other thing over there... that's just how I GM.
Since we were deep into DCC country, I used the mercurial magic system. Fiona was playing the sole wizard; an Elf, no less. When casting detect magic, six duplicates appeared for a round before vanishing again into the dimensional aether. One player imaginatively suggested that each doppelganger was testing a potential magic item in a different way so as to determine exactly what that item did (assuming it was magical). On the spot, I said "Yes!" and we went with it.
At the halfway mark, I let the characters hit 2nd level. We quickly rolled hit points, more tablet searching for feats and whatnot commenced, and I dolled out a couple more spells for the wizard and cleric. Man, that mercurial magic is like an instant awesome-ifier! Just that table alone and a party of two or three magic-users could be an adventure in itself.
Oddly, very few players used their inspiration to gain advantage on a role. Though, I still saw plenty of roleplaying take place. The session was a bit light on combat (two) and interaction (the barbarian at the beginning and some dude with amnesia at the end). I could have dropped more encounters in... probably needed a boss fight with some hot gypsies thrown in for good measure.
Alas, no session is perfect. There were a couple missed opportunities, besides the aforementioned. I should have had the rogue's cyber forearm do something useful by the end - maybe tie into the ship's computer [not really spoiling anything since that part I made up on the spot]?
First time around, it's difficult for a module to feel like home. There are growing pains. Fumbling. Discrepancies. Hunting for details. A halting narrative. Oh well, there's always next time.
All in all, everyone had fun. The 5th edition rules held up, just as customizable as they seemed during its maiden voyage. Obviously, having the PHB and DMG in hand will smooth out the rough edges. Frozen in Time could also do with some sanding; however, that's 99% of adventures, in my book. Without the GM's input, it's just words on a page.
VS
p.s. Here are some aftermath quotes from the players...
"Had a great time, great GM and group. Fun one shot I'd not seen before! You've inspired me to try to run some of my own!"
"You might be happy to know that I am now the proud owner of a fifth addition starter set. I had a great time. Thanks again for DMing [Venger]!"
"I went and bought some dice today. I am getting corrupted. :)"
Crawling Under a Broken Moon review of Purple
I was happy to see this. Always excited to read a new review, even if it's not particularly favorable. Luckily, though, it usually is.
VS
Saturday, June 28, 2014
13th Age review: Spectacle over Tedium
I've only had the book in my possession for a few days. Be warned, this is not a playtest but first impression review! If you want to know how it actually plays, read elsewhere.
If I've done my job, by the end of this review you'll see that 13th Age is filled with too many good ideas well implemented not to buy, even though you may have zero interest in actually running a 13th Age campaign.
Those who try to stay plugged-in to tabletop gamer culture via message boards, google communities, and blogs have probably seen "13th Age" bandied about for the last twelve months, just like you saw Dungeon World heralded around the echo-sphere twelve months before that. Is so much buzz warranted or has the hype-parade found a new flavor of the month? When it comes to streamlined, innovative fantasy roleplaying, I can tell you Rob Heinsoo and Jonathan Tweet have struck gold. 13th Age is legitimately awesome. Now let me tell you why...
If you've read other reviews, chances are you encountered the shuddersome combination of number and letter known as 4e. Yes, I'm an old school gamer with old school tastes. If there's any sure way of making me not want to play a certain RPG, all one has to do is describe it as being similar to 4th edition D&D. Yes, 13th Age has similarities to that, 3rd edition, and probably various RPGs from the last decade's d20 avalanche. Nevertheless, 13th Age is worth the OSR's time.
Let me explain the chief difference between 4e and 13th Age before we get any farther. 4e simplifies granular details of verisimilitude in order to make D&D mechanically efficient, which, as a side-effect, gives it the functionality of a video game. With 13th Age, mechanical efficiency feels like the hand waving of AD&D or 2nd edition (not rules as written but how many of us ended up playing) because of its constant emphasis on story, fun, and larger than life adventuring. While this may be more of an aesthetic difference than anything else, it matters. A lot. Like the Terminator with and without its coating of flesh.
The system of 13th Age hacks and slashes an important reminder into the forefront of our mind as we read every page: use whatever methods feel right so the game is enjoyable for everyone, rules be damned. Often, similar words are written in an RPG's introduction and never repeated, let alone infused into the core of its being. 13th Age is different. It wears customization and Do As Thou Wilt on its sleeve - to the point where it seems like all your wearing is one gigantic sleeve!
Ok, enough preamble. Here's a quote...
"The Elf Queen wears a crown of three parts: black amethyst and obsidian for the dark elves, green emerald and flowering plants for the wood elves, and diamond and force magic for the high elves. When the elves were truly unified, they referred to themselves as the three branches of the elves, but since the war with the dwarves it became customary to refer to themselves as the three Shards of the Crown." pg. 66
On pg. 56, there's an amazing description of coins. The Seven Cities mint their own coins with the symbol of the Emperor appearing on one side. There are platinum, gold, silver, and copper coins. The Blue Dragon (one of the major NPCs of the world) likes to mint his own coins from Drakkenhall... without any imperial artistry. Dwarven gold pieces are square with grooved edges, stacking like towers. "To start a fight with a dwarf in a tavern, knock over the tower one of them has stacked beside their ale. Sometimes that takes some doing; dwarven coins seem to want to stay stacked instead of falling over. It's not unheard of to find ancient dwarven treasure troves where the coins are still stacked into perfect towers. Elves joke that it's not the fact that dragons steal dwarven gold that bothers the dwarves so much, but the fact that the dwarves' towers get knocked down and scattered throughout the hoard." There's a whole lot going on in just the currency. Little details that paint a picture in the reader's mind.
Speaking of NPCs, 13th Age has something called Icons built into the rules and narrative framework. Icons are the movers and shakers of the Dragon Empire, they are what's happening in the world. Want to know why an event, scheme, or conflict is taking place? Look to Icons' strengths, weaknesses, ambitions, servants, alliances, betrayals, alignments, etc. It's about relationships. So, not only does the realm seem inhabited and interesting, the PCs get Icon points to distribute as they like during character creation. This allows each player to influence the game world and his role within it.
Which leads me to another great innovation: One Unique Thing. Unknowingly, I came up with pretty much the exact same idea during the last Purple playtest at Gary Con. I had each player invent something special that made his or her character different than all the other fighters and elves and former slaves, essentially combining the One Unique Thing with character background. 13th Age takes the idea one step further. It's not what makes your character stand out but what makes him a one of a kind piece of the campaign world. Instead of a neat idea for a one-off session, the One Unique Thing is a large part of character creation, as well as, defining the realm. Several pages are devoted to talking about the ins and outs, what worked and what didn't in the authors' home campaigns and convention playtests.
What else do I love?
- Initiative is a d20 + dex modifier + level.
- Damage is scaled progressively by level.
- Distance is a matter of engaged, nearby, and far away. No need to remember if the giant spider demon is 20' or 25' away.
- The escalation die heats up the battle after a few rounds while shortening lengthy combat.
- Want to rally (retrieve some lost hit points) in the middle of a fight? Come up with a reason. Dig deep... what makes you a hero?
- Flexible attacks allow some maneuvers to be decided after rolling.
- Plenty of sidebars with GM, player, and campaign advice ranging from the interesting anecdote to game-saving advice.
- Background points replace skill points which gives PCs more of a history and identity rather than a character sheet full of numbers.
What else is there to talk about? As rich as the setting is, there are plenty of holes. Perhaps too many if you like your realm's details filled in before you arrive to the Dragon Empire.
The layout is good. Overall, the book has a gorgeous feel and touch, while the art is... interesting. To me, it's no where near Dungeon Crawl Classics - the epitome of b/w fantasy RPG artwork. It's like DCC rolled a natural 20 and 13th Age rolled a 1. The Icons are well depicted. Some of the monochromatic illustrations are good, if few and far between. The little silhouette/symbol things in place of actual monsters? Really bad. Damn near unforgivable considering the high production values.
The introductory adventure at the book's end? It's fine for a beginner. It acclimates the GM to how Icons could work and showcases a few aspects of the setting. It's short and nothing stuck out as super-awesome.
Those aforementioned opponents of 4e might be dismayed at all the feats, special abilities, talents, powers, quick actions, swapping one thing for another as characters level, damage on a miss, effects triggered on a 16+ or natural 1 - 5, etc. Like I said, you might not want to run or play 13th Age but there are some great things to borrow from it. Is that reason enough for old school gamers to take a chance on 13th Age? Yes, I think so. The many upsides more than make up for the down.
I don't think I'll ever run a Vampire: the Masquerade chronicle without using the Icons system. I'll probably be adding character level and monster hit dice (not sure if monster HD in the book or not but that's the way I'm using it) to initiative until I die. Plus, I'm happy to see my own narrative, player agency, and hand-wavy spectacle over tedium tastes championed instead of the game simply being a combination of cool things from 3rd and 4th edition D&D.
I could just end the review here, but then I wouldn't have the opportunity to mention D&D 5e, would I? Did 13th Age inspire the upcoming 5th edition? How close will the two be? Did 13th Age take a slice or two out of the tabletop fantasy RPG market share before 5e was even released? Once it comes out, will 13th Age be superior to 5e? Will 5e's scenario tsunami put 13th Age rue the day it tangled with D&D? Will the majority of gamers try to use both to create their own ultimate tabletop fantasy RPG? Ah, so many questions. Oh, I'm not going to answer any of them. Asking them was enough. ;)
VS
Thursday, June 12, 2014
Purple in Print!
This is your first chance to obtain The Islands of Purple-Haunted Putrescence in softcover. It should be up on amazon and DriveThru in about 5 days, but it's available right now via CreateSpace (amazon's e-store and affiliate link for self-published authors).
As a special incentive, forward your CreateSpace order confirmation to me and I'll email you the PDF for free!
VS
Thursday, May 22, 2014
Purple Progress Report
For those who don't know, I've been working on a new OSR campaign setting and hex-crawl book with optional rules since December 2013. It wasn't supposed to be as lengthy as it's turned out to be. The more I wanted to include, the longer the book became, and with that, the greater my challenge.
Right now, Ed Wedig and I are about halfway through the layout phase of the book. It's a process of trial and error, getting things just right, making sure illustrations are correctly placed, realizing our mistakes or miscommunication and then going back to fix whatever needs fixing.
The rest of May will be a race to the finish line. Yet, I won't sacrifice quality. Worse case scenario (other than my untimely death or something) is we'll be a couple weeks late. However, at this stage I'm still confident that the kickstarter deadlines will be met. Thankfully, I built-in a month of cushion time just in case. Purple would be in your hands by now (or at least on your computers) if it was only 32 pages long. Hard to say exactly what the page count will come in at once it's all finished, but I think 111, ballpark.
Anyways, the color version of the map is finished. Alyssa Faden did an excellent job! So, here are a few zoomed-in snapshots around the purple islands to tide everyone over until the next update.
If you have a question about The Islands of Purple-Haunted Putrescence, feel free to ask.
One last thing... your support and enthusiasm are very much appreciated. No one should have to suffer through a six month slog without the awesome encouragement I've received from all quarters of the paper & pencil RPG community. Thanks, everyone!
VS
p.s. You can read the teaser flash fiction here.
Monday, May 19, 2014
Stealing from Doctor Who (Keys of Marinus)
There's free time (sweet, sweet free time) and there's work... or just stuff that one has to do. In the middle, there are grey areas where one has a certain amount of freedom. My limited liberty appears in the form of early morning TV/movies/DVD watching.
Our 18 month old gets up about an hour and a half earlier than anyone else in the family. Since my wife gets up in the middle of the night to breastfeed, I pick up the slack at the day's start. There's a lot I can't do when she's running around the living room - computer and reading are out (she's a grabber), but having an old-timey scifi show on in the background is doable.
Anyways, I was watching The Keys of Marinus this morning, and discovered there were several aspects which could be awesome in a science-fantasy RPG. The story itself is spread over 6 (nearly) half-hour episodes. For those who grew up in the 21st century, watching it from beginning to end might be tedious. It's a little slow even for me. It's also in black and white.
Without further ado, let me mention some cool stuff...
Eye-stalk brains in large glass domes! It's creepy, weird, mysterious, and gamers have seen it enough times to visualize it easily. Even though these things don't show up until a bit later, the picture is in color! That's why it's showcased at the top of the post.
Grotesque demon statue/idol with humanoid hands! Why isn't this in my living room? Oh yeah, I'm married. :( Now, you don't have to emphasize the fleshy arms that jut out of this sinister horror's sleeves. Just seeing this thing should make half the party crap their imaginary pants. In the Who episode, the statue grabbed people and then swiveled with a blank wall on the opposite side. So, GMs could use that feature if they were so inclined.
The 12-sided, glass, high-tech instrument which sets everything in motion. Cool idea - it's supposed to morally judge everyone and everything and guide the planet's population into making the right choices. Unfortunately, it could also fall into the wrong hands which could turn the whole world into the kind of hell where Sam Neill's eyes are sewn shut, his head's shaved, and his blood-drenched visage simply laughs into the darkness.
The keys themselves are micro-circuits. They look cool and it's something the adventurers can collect in order to save the day or control everyone's mind, depending on alignment.
There's a sea of acid, beach of glass, and ominous looking temple in the distance. Who wouldn't want to check that out? Want to navigate those acidic waters? Pictured are some one-man submersibles. Just to be on the safe side... WEAR A WET-SUIT WITHOUT ANY HOLES!!!
Last but definitely not least, there's an ice cave containing a block of ice surrounded by frozen knights. Within the block is one of the keys, although pretty much anything could be substituted - a magical ring, perhaps? When the ice is melted (the episode used a volcanic spring faucet), the knights come alive and start attacking everyone in sight.
Visual aids help both players and GMs. Hopefully, this blog post whets your appetite. I'll be posting more stolen Doctor Who elements in the months to come. If you find any of this useful, let me know. If you actually use some of this in a game, let me know. If you want me to feature a specific story (must be vintage Who!), let me know. Basically, I'm looking for some motherloving feedback, y'all! ;)
VS
Monday, May 12, 2014
Liger Zoids!
Where did it come from? How does this thing even exist? Who the fuck cares?
Yes, this is the perfect monster for your next dungeon or hex crawl. Unexpected, formidable, and the perfect balance between totally cool and ridiculously stupid. In a word... awesome!
Liger Zoids
Hit Dice: 15
Hit Points: 87
Armor Class: 20 [-1]
# of Attacks: 5
Attack Bonus: +10
Damage: 2d6 x 2 (claws), 3d8 (bite), 4d6 x 2 (plasmatic-photon phasers)
Special: It's a gigantic (unless you don't want it to be, GMs) mechanical tiger/lion hybrid programmed to mess shit up! Being a machine, it's immune to all the things that a mechanical liger should.
Treasure: Think of something badass and them multiply that by seven!
___
If you use it, let me know!
VS
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