Showing posts with label old school fantasy gaming. Show all posts
Showing posts with label old school fantasy gaming. Show all posts
Friday, June 20, 2014
Second Wind, Action Surge, and Being Super-Awesome at 1st Level
I've slept on it, given it time and plenty of thought. Something just doesn't sit right with me. Yeah, I'm bothered by a few little things.
Is this what we want out of our tabletop fantasy RPG? Is this what the Basic version of 5e will be like? All skills and proficiency bonuses and constant self-healing and action points?
I thought most of the 3rd and 4e D&D stuff was going to be relegated to the PHB and DMG, not the Starter Set and free Basic D&D rules online. So, why is all this newfangled, character optimization and life-saving extra padding coming at us with the pre-gen excerpt? Wasn't Basic supposed to be, you know, basic? The Advanced rules were going to be included n the PHB and DMG for those who wanted them.
How's a DM supposed to cross off a half-dozen things from the pre-gen character sheet before his players even sit down and still expect the game to be 5e D&D? Wasn't 5e supposedly influenced by the OSR? Wasn't 5e supposed to return us to that old school style of play from the 70's and 80's?
Is this just a simple misunderstanding, a betrayal, or some kind of unsatisfying compromise? Am I freaking out for no reason? Perhaps, but we've only seen the iceberg's tip. What's next?
Comments, questions, suggestions, complaints, thoughts...?
VS
Thursday, December 5, 2013
The Baleful Sorcerer of Tsathag'kha
If you've ever wanted to play a swarthy, silk-clad sorcerer from a Clark Ashton Smith or Robert E. Howard story, then look no further... The Baleful Sorcerer of Tsathag'kha is up on DriveThruRPG and RPGNow for FREE!!!
I wanted to thank everyone for purchasing Liberation of the Demon Slayer by making this new sorcerer class available to all those GMs and players searching for something a little different. And a special thanks (as mentioned at the front of this brief tome) goes out to all those who furnished me with helpful tips and good advice. I appreciated it.
Also, please post your feedback!
VS
p.s. If, for any reason, you'd like a larger file size of the cover image, shoot me an email. Specify PDF or JPG. Venger.Satanis@yahoo.com
Saturday, November 23, 2013
D&D Ouija or RPG Witch-Board
I made this a week or two ago with a bass wood frame from Michael's, wood burner, "fruit wood" stain, and some satin sealer/varnish. Oh yeah, last night I added some felt on the bottom (sticky on one side) so it wouldn't scratch my gaming table.
What the hell is it for? Injecting additional random weirdness into my old school fantasy roleplaying!
How does it work? Infrequently, the GM and players may roll in the dice tray full of infernal sigils. If dice of a certain denomination, color, or resulting number lands on a particular symbol, then crazy stuff happen.
There's a sigil for sorcery, secrets, bloodshed, fortune, ruin, etc. Kind of like Tarot cards... you never know exactly what you're going to get, if it's good or bad, or how that archetype/concept will be interpreted by the GM. Of course, characters will probably have a unique reaction depending on contextual factors like environment, personality, history, class, level, etc.
As the video shows, I've only used it once, but that was enough to know that the D&D Ouija (or RPG Witch-Board, if you prefer) is an absolute game changer. Folks on youtube have suggested using it for character creation as well.
Another picture...
Thanks for looking, reading, watching, and commenting. I appreciate your feedback!
VS
p.s. These aren't too hard to replicate, but if you want your own custom D&D Ouija, let me know. I make one for $70 plus shipping.
Thursday, September 19, 2013
Vord's Familiar ~ an introduction to Clear Meadows
Back to swords and sorcery!
For those of you who don't know, Liberation of the Demon Slayer is an old school fantasy adventure I'm self-publishing. PDF and print versions should be available shortly. Tentatively, I'll say the release date is 9/23/13. So, in anticipation of that, I'm offering a brief micro-adventure which can be used as an intro to the LotDS adventure.
This collection of scenes revolves around a Stygian Imp, also known as a Night Imp because they're dark as night, as well as, being nocturnal. This particular Stygian Imp, Mobo, is the familiar to a powerful Demon named Vord who lives far below the surface. A fortnight ago, Vord became enraged about some conflict within "his" dungeon, and threw Mobo across the room. Feeling hurt and dejected, Mobo escaped up to the surface. Now, the Imp is causing trouble in the town of Clear Meadows.
Mobo can become invisible 3 times / night; he's devious, crafty, and mischievous. There are several places in Clear Meadows where he's been and continues to cause trouble. Some of these places might be where starting zero-level PCs work or spend time. Giving them a specific role in Clear Meadows should give PCs a feeling of belonging, so they'll help the town during the tough times ahead. The GM might want to run this mini-scenario right after the hour or two (depending on what system you're using) of character creation.
The object of this micro-adventure is to discover why things are going wrong in the town by finding and confronting Vord's familiar. Initially, the townsfolk suspect an apprentice, patron, or employee who has a bone to pick. A PC or two might find themselves accused - giving them even more reason to unmask the real culprit. The piece ends with a particularly horrifying nightmare which foreshadows LotDS's multi-level dungeon.
Locations
1 - 4 ...The Rampant Lion is the largest and most frequented tavern in Clear Meadows. Mobo likes removing chairs (while invisible) just before patrons sit down, urinating in the wine, and using a home-made slingshot to break full, foamy mugs of mead.
5 - 6 ...A nameless, three-man thieves' guild that occasionally takes on a street urchin or two. It's led by Staffol, a one-eyed thief of advanced years who wears an eye patch. Mobo has painted an exaggeratedly silly eye over Staffol's eye patch.
7 -8 ...The Pungent Pearl is a seafood shack on the edge of town. Mobo occasionally refreshes himself with messy night feedings of shrimp and other undersea crustaceans. He also likes to pour ice all over the floor.
9 - 11 ...Valstead the enigmatic wizard usually has a half dozen apprentices assisting him in his leaning, moss-covered citadel. Mobo might imbibe a polymorph into dragon potion when PCs are around. Just last night, he cut all the stars out of Valstead's periwinkle wizard robes.
12 - 14 ...The town guard. Mobo likes breaking spears in half, dulling blades, and greasing the stone steps leading up to the guard tower.
15 - 17 ...Lord Barok owns most of the fields in Clear Meadows. Of course, he needs a lot of farmers to till the soil and work the land. The Imp has dismantled the plow and continues to feed sleeping pills to the horses. His next jape will be spreading manure all over the barn cat named Sassie.
18 - 20 ...The clerics of Clear Meadows serve the town as best they can. Mobo can't resist adding a gelatin thickener to the holy water and discoloring the crotch area of a priest's white frock.
Eventually, the PCs will see a short, frail, night-black Demon prancing around the town, committing shenanigans, and generally being a nuisance. Capturing Mobo will prove difficult, as he is slippery and has invisibility at his disposal. When apprehended, the Imp tells the PCs that his name is Mobo, he's the familiar of a powerful Demon named Vord who lives somewhere beneath the town, and, yes, he's been causing all the mischief. The Stygian Imp doesn't know much at all about the Nether Realms, nor anything in particular about dungeoneering.
Before concluding the session, the GM tells the PCs about a dream they each have...
"You're walking through town until you come to a doorway. Going through it, you suddenly find yourself in the forest at night. Up ahead is a bonfire. Drawn to it, you walk up to the edge of a camp where cackling winged serpents fly above sinister robed humanoids. The robed humanoids hold meat cleavers above their heads, bringing them down, cutting into several torsos, legs, arms, and various gore-drenched body parts strewn before them. The spectacle sickens you. Before you can turn away from the grisly scene, the dark red visage of a Demon Lord appears in the midnight sky. He has a smug expression upon his face, arrogantly gesturing at something behind you. Still unable to move, you feel the sensation of worms - hundreds of them - crawling upon your legs and working their way up. The Demon disappears as it utters the following disembodied words, "M'zathrinah Vordes'torvik ak qxon fsirie e'visht."
Well, that's it. Thanks for reading. Can't wait for you guys to experience Liberation of the Demon Slayer. Soon...
VS
Monday, June 17, 2013
Modules wanted!
I just read an article / blog post / skyscraper-elevator-pitch for yet another OSR roleplaying game. Now is the age of power, darkness, sword and sorcery... of fantasy heartbreakers and option overload. We have almost too many choices out there. To name but a few...
Dungeon Crawl Classics, Swords & Wizardry, Labyrinth Lord, Monsters & Magic, Castles & Crusades, Microlite74, Adventures Dark & Deep, Astonishing Swordsmen & Sorcerers of Hyborea, Basic Fantasy Roleplaying, OSRIC, Dungeon World, Lamentations of the Flame Princess, etc. Believe me, I could've gone on and on.
Suffice it to say that DMs and players have a plethora of RPGs to explore. What sets these apart? Why play one over the other? I'm not going to get into that here and now. Perhaps that's a blog post for another time. This little piece is about something else...
What does each and every OSR RPG mentioned above need? Great adventures! Sure, a talented DM could write his own, week after week, campaign after campaign, gaming group after gaming group. But that DM could also just make up his own RPG. Most guys running the game are going to want an interesting module to either riff off, follow religiously, or something in-between.
I say that an old school renaissance war is already upon us, though we realize it not. Too many games for such a small niche hobby - the OSR community is really a niche within a niche. Yeah, a microcosm of fantasy roleplaying. That means (to my way of thinking) that strong scenarios are needed now more than ever. And, to go even further, the best modules will allow certain games to flourish as others fall by the wayside.
Yes, module-smiths are the new kingmakers! OSR RPG companies can either create their own adventures, hire people to do it for them, or simply do nothing and allow scenario writers to do their thing with all the open content and copyright-free goings on. It seems like a symbiotic relationship is forming between the companies creating games and those individuals who are creating adventures.
At the moment, t'were me, I'd much rather be an indie module publisher than a brand new OSR RPG publisher. But I'm sure that not everyone would agree. After all, it's still early days. Let the war rage on!
VS
p.s. Apparently, there are hundreds of OSR modules out there in cyber-land, and the number keeps growing. But so does the amount of game systems. I was giving it some thought last night. Maybe modules are like songs and RPGs are like record labels. If one of the two just stopped multiplying, which would we notice?
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