Showing posts with label 5th edition. Show all posts
Showing posts with label 5th edition. Show all posts

Thursday, October 17, 2019

Cha'alt Ascended


Like many of you, I'm comfortable with OSR.  Not just because I'll be turning 45 next month.  Rather, early D&D seemed to have a magic that 3rd and 4th editions forgot. 

I don't want PCs running around like super heroes or demigods, optimized up the wazoo.  Things should be fairly simple, one might even say basic.  And yet... tiny details from those apostate editions creep in. 

As much as I've tried to fight it, I think something additional for PCs is a good idea, whether that's the occasional feat, set of skills, class options, or merely special abilities.  So, after putting it off for years, I finally came up with a list of 63 "old school feats" that I'll be using in my own Crimson Dragon Slayer D20 games while running Cha'alt

Crimson Dragon Slayer D20 [FREE PDF] is my own hack (that's what the kids call self-published house-rules now, right?) of old school 5th edition D&D.

What else is in Cha'alt Ascended?  A short optional rule for sorcerers and, my favorite, a d20 random table of prior events that are both memorable and life changing... well, perspective changing might be more accurate for some of them. 

A number of these feats and backgrounds are tied to the eldritch, gonzo, science-fantasy, post-apocalyptic world of Cha'alt.  They'll go hand-in-tentacle with my FREE PDF of pre-gens, Cha'alt Pre-Generated.  But everything in Cha'alt Ascended is fairly system and campaign neutral for maximum usability. 

If you enjoy it, please rate and/or review it on DriveThruRPG... or elsewhere! 

VS

p.s. I still have plenty of limited edition, gorgeous full-color, off-set printed, hardcover Cha'alt books.  Get yours today!!!

Saturday, October 12, 2019

Cha'alt Hardcovers Arrive

Cha'alt: Fuchsia Malaise kickstarter!!!

The day long awaited finally came!  Yesterday, 10/11 (do you see the significance!?!) over 2,000 hardcover books were delivered to my house.

Apparently, with off-set printing it's common to get a few more than your original order.  So, I have a lot.  And they're amazing!

Yesterday was also a super-busy day at work, and some of the time our internet was down.  That's why the announcement is coming this morning.

What is Cha'alt?  An eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting and megadungeon for pretty much any version of D&D, including its many OSR offspring.

Many gamers have come out of the woodwork to praise the Cha'alt PDF.  Soon, they'll have a chance to hold the hardcover in their hands... or tentacles.  All 216 pages.


I've got a lot of packages to stuff in order to fulfill my Kickstarter obligations, but if you want to get on the list for one of these babies, you can order now.  I take paypal.  My address is: Venger.Satanis@yahoo.com

At the moment, it's $60 if you order one book; $110 for two; and $140 for three.

If you live in the United States, I'm not going to charge extra for shipping.  But if you live outside the U.S., I'm charging an additional $30 (plus $20 per additional book. Thankfully, easyship.com saved my ass).

All books will be signed and numbered by me.

Send me an email with your street address after sending payment.

Last but not least, a gargantuan and slimy purple "Thank You" to everyone who helped make Cha'alt possible.  From the backers who took a chance on it to gold ENnie award winning layout and cartographer Glynn Seal of MonkeyBlood Design to Prince of Nothing who consulted to all the guys who helped edit and proofread the damned thing.

Tremendous work went into making this book, and we should all be proud of it.  Cha'alt!

Enjoy,

VS


p.s. Oops, forgot a key note... if you've purchased the PDF already, then deduct that amount from the purchase price.  Additionally, if you purchase a hardcover, you get the PDF for free.

Thursday, June 20, 2019

Map of Cha'alt


Last but not least, Glynn completed the Cha'alt map.

This right here is the official KS update.  I'll be showing you more soon enough...

Enjoy,

VS

Wednesday, March 20, 2019

D&D 5e on Roll20


I've been running my Cha'alt campaign on Roll20 during lunch hours and slow times at work.

Sometimes, I label or tag these playtest sessions Swords & Wizardry, sometimes old school D&D, or just D&D 5e... because close enough, right?

Well, a lot of drop-in gamers feel entitled to the official by-the-book, rules-as-written version of 5th edition.  Some have even dropped out as soon as they discovered that we weren't using character sheets for a one-hour game or that skill checks would be replaced by actual roleplaying.

While I can't totally blame them (I like what I like and have certain expectations, too), I feel they're missing out on a new (to them) D&D experience.

So, this blog post serves two purposes.  The first is to give GMs a glimpse at what I've been using for my Roll20 Cha'alt campaign.  The second is to alert potential players as to my interpretation of 5e via old school lens.

Let's face it, Roll20 isn't real roleplaying.  As Yoda would say, controversial do you find my words? Well, virtual gaming is a Hell of a lot different than the face-to-face variety.  So, without further ado...

House-Rules


  • Instead of little modifiers, I use Advantage (roll 2d20 and take the highest) when circumstances are favorable and Disadvantage (roll 2d20 and take the lowest) when their unfavorable.
  • No character sheets!  
  • Come prepared with a NAME, RACE, CLASS, ALIGNMENT, and SOMETHING NOTEWORTHY ABOUT YOUR CHARACTER.  That's it.
  • Whatever race you pick, you can have only one racial ability that helps your character (infra-vision, resistance to charm spells, superior hearing, whatever).
  • The 4 basic classes only - Fighter, Wizard, Cleric, and Thief.
  • Fighters can add their level to their to-hit roll and damage. Everyone else, you just roll a d20 and hope you roll your opponent's Armor Class or better. 
  • Damage is per weapon - simple weapons like dagger, sling, club, quarterstaff, whip, and a sharp rock all do 1d4.  Medium weapons like short sword, spear, spiked club, rapier, axe, mace, and all bows do 1d6.  Large weapons like greataxe, warhammer, trident, halberd, and all types of longswords do 1d10 damage.
  • Wizards are restricted to simple weapons or they're at a Disadvantage.  Clerics and thieves can use simple and medium weapons, but are at a disadvantage when trying to use large weapons.  Fighters can use any weapon they want without penalty.  
  • I'm still considering high-tech weapons like machines guns and lasers.
  • Natural 20 on an attack roll is a critical hit, resulting in double damage!
  • Alignment!  There are 4 to pick from.  If you choose Law, then you believe in order, justice, community, and most likely worship the New Gods, namely the Lords of Light. Those who choose Chaos believe in natural selection, revenge, and individualism up to and including self-deification. They are more likely to honor the Old Gods, such as K'tulu, Yog-Soggoth, and Uba-Sa'athla. Those of a Neutral alignment try to balance Law and Chaos within themselves and recognize both the Old Gods and the New Gods.  Unaligned means that you don't give a damn about Law, Chaos, or the Gods; you have your own unique philosophy or passion that guides you through the world.
  • Everyone gets 10 HP per level.
  • If you reach zero HP, up to negative your level, you're simply unconscious and will recover soon.  Once you go past that (-5 HP if your character is 4th level), you're character is dead.  Create another one and I'll try to get your new PC back in the game ASAP.
  • All HP refresh after a full 8 hours of rest (interruptions are fine, just make it up by sleeping-in a little longer). 
  • Levels only go up to 10.  At 10th level, the PC is at his adventuring peak.
  • Characters gain a level after every other adventure.
  • Wizards and clerics can use virtually any spell in the Player's Handbook that's equal to their character's level.
  • Every time you cast a spell, you take that spell's level worth of damage. For example, a 3rd level fireball drains the wizard of 3 HP each time it's cast.
  • Certain magic items, such as wands, only wizards can use.
  • Clerics are drained of vitality (HP) the same as wizards when casting - including healing!
  • A 1st level clerical spell can heal 1d6 HP; however, this "divine energy" can instead be used to harm demons, undead, and Lovecraftian abominations [clerical healing/harming goes up to 1d8 at 3rd level and 2d6 at 7th level].
  • Thieves can do all the usual thief abilities.  If it's simple like listening or checking for traps, it can be done easily without rolling, as long as, it's described.  Harder thief tasks should be rolled (see Skill Checks below), after the player describes what his PC is doing.  
  • Thieves gain advantage on their attack as many times per day as their level, as long as, the PC's sneaking, hiding, surprising, backstabbing, or looking for weak points is described.
  • At 5th and 10th level, PCs get to pick a feature, special ability, or feat (kool powerz) that relates to their class. Either something they pull from a book or make up on their own.
  • Armor Class starts at 10 and goes up to a maximum of 20.  Wizards cannot wear armor.  Thieves can add their level to AC if not wearing armor.  Leather is +2, shield is +2, helm is +1, chainmail is +4, scalemail is +5, platemail is +6.
  • Saving throws are determined by subtracting a character's level (or monster's HD) from 20.  You need that number or better on a d20 to save.  Natural 20 means you're completely unaffected.
  • Epic Feats of Awesome can be attempted instead of your standard attack.  Subtract your level from 30 and you need that number or better on a d30 to succeed.  The result is whatever the player described.
  • A short rest is somewhere between 45-60 minutes.  You get one of those per day, and it recharges your HP at Xd6, where "X" is your character's level.
  • One round is approximately one minute of game-time.  Combat is abstract, not granular.  So, when it's your PC's action, he can move, talk, and take one action (in any order).
  • Instead of rolling initiative, whichever side would logically strike first goes and then the opposition goes. If there's no clear victor, a tie goes to the PCs.
  • Instead of making a "skill check," just describe what your PC is doing.  Perception and interaction (among other things) will be roleplayed!  If there's a chance of failure, the GM will let you know when to roll.  You need to get a 15 or better on a d20, adding your level to the roll if you're attempting something related to the PC's class.

Did I forget anything?  Probably.  FYI, I just updated this post.  Thanks for your suggestions!

This will make my job easier.  I don't want to have to dig through the book. I don't want players dictating results based on what's written down in some edition or other.  I don't want optimized PC superheroes tearing through anything encountered without fear of death or dismemberment - old school gaming is about desperate adventurers trying to survive in a world gone mad... hoping to attain glory, riches, and power!

There's a good chance I'll eventually turn this into a Crimson Dragon Slayer D20 cheat-sheet PDF for anyone interested in simplistic O5R D&D, either using Roll20 or in-person gaming.

Enjoy,

VS

p.s. Want to see the fruits of my labor?  Here you go!

Wednesday, January 30, 2019

Beneath Kra'adumek


TL;DR: There's something awesome waiting for you at the end of this post.  Ok, cue the violins...

The Cha'alt kickstarter was doing pretty well up until about 4 days ago. It's seriously stalled.  Though, I'm hopeful for a big push here at the end!

Besides wanting to see the campaign world, megadungeon, etc. manifest in the world, I have a looming shadow of a reason for wanting the KS to fund.

I'm sure my wife isn't going to let me take another pass at Cha'alt... and this failure may convince her that my niche within a niche hobby-business isn't worth the time, energy, aggravation, etc.  She's been making that argument for awhile now.

I'll always continue to roleplay and perhaps Zoltar Khan Delgado won't fade away, either.  But the Venger you know and love will most likely no longer exist.  Sad, I know.  So, let's, you know, not let that shit happen.  Ok?  Cool, cool, cool.

In the midst of this polar vortex (yep, that's going to be incorporated somewhere along the way), I'm doing what I can to try and promote Cha'alt.  But it's not easy when I'm at home with 5 kids all day (schools shut down + weekends).

Anyway, Glynn came up with an idea for raising awareness and generating interest in the kickstarter - release the one-shot scenario Beneath Kra'adumek into the wild.  This gives everyone a taste of what Cha'alt will be like.

As it happens, DriveThruRPG is down for routine maintenance.  Great timing, guys!  So, here are the files...

Color version

Black & White version

Map (numbered)

Map (unnumbered - player friendly)

Well, that's it.  Please consider backing the Cha'alt kickstarter which only has a few days left to go!

Sincerely,

VS

p.s. I was going to upload Beneath Kra'adumek onto DriveThru in order to reach more people, but I keep getting an error.  So, that's awesome!  Will try again later today.

Thursday, November 8, 2018

D&D 5e Survey


I have some burning questions for 5th edition gamers.  Hopefully, you guys can answer them.  It'll help me prepare for the Cha'alt kickstarter that will launch just before Thanksgiving...

1) Back in the day, when playing AD&D many gamers defaulted to the basic version of the game, similar to original D&D, rather than using all the extra mechanical bells and whistles contained within the AD&D rulebooks.

What I want to know is how many 5e gamers play their D&D in a simplified or old school / OSR way?

Specificly, would you consider full 5e stat-blocks to be essential in a 5e compatible product, or would providing the most important stuff be an option / acceptable?

2) Since official D&D 5e settings are few and far between, how much campaign setting material would you like to see in a published adventure?

3) How much guidance (or hand-holding, if you prefer) would be ideal, in your view?  A sentence here and there about the designer's intention or what's going on in general?  Paragraphs on setting things up before each chapter?  Or pages about how to run scenarios with boxed text and sidebars containing GM advice throughout the book?

____

Thanks for taking the time to answer this questionnaire!  Keep an eye on this blog for mentions of the upcoming Cha'alt news.

VS


Tuesday, September 25, 2018

Even Better Than A Survey


Mike Mearls sent off some tweets, and the rest is history... or argument.  Yeah, probably just a bunch of geeks arguing about D&D.  Good times!

This ENworld thread has just exploded with cutting barbs, jabs, thrusts, edition warring cloaked in design preferences, ignorance, nerd rage, ruining the hobby, and the OSR.  All the hits!

Basically, 5e is the modern equivalent of old school D&D.  Well, as much as they could get away with and still appease the masses (O5R).  Regardless of modern concessions, a few people still don't like it.  And of course, many grognards believe 5e didn't go far enough (into the past).

Reading that behemoth of a thread should give WotC all the understanding it needs to go forward and continue the legacy of Dungeons & Dragons.

It almost seems as if we're headed for a paradigm shift - gamers realizing that endless character optimization choices and rules for everything under the sun isn't real roleplaying, and those preferring endless crunch, micro-balance, and systems protecting players from GM decisions (right or wrong) is objectively less fun... and also not D&D.

So, how do you feel about this great 5e debate and what does it mean for D&D specifically and RPGs in general?

VS

p.s.  If readers want me to pull up specific posts/arguments and talk about them, say so in the comments!

Saturday, August 11, 2018

Inappropriate Characters - episode #5




Are social justice warriors slowly but surely ruining the hobby?

Whole lot of good stuff in this episode of our RPG talk show Inappropriate Characters.  Join the RPGpundit, Grim Jim Desboroughs, and I as we hash out the RPG related topics of the day! 

Let us know what you think about our show, and if you're enjoying these episodes, consider checking out our Patreon - I definitely need a decent microphone!

Enjoy,

VS

p.s.  4d6 drop the lowest and place the scores wherever you want is for children.  ;)


Tuesday, July 24, 2018

Cha'alt on Roll20: session 2


So, here's the listing if you want to play in session 2.

What happened in session 1?  Some exploration of a cave-system near the crimson rock of sacrifice, and the PCs were attacked by raiders and taken as slaves.

Dragged to the capstone of a shiny black pyramid, the PCs are forced to explore and loot the pyramid for their new masters.  The pyramid hasn't been seen in the wasteland for over a hundred years.  Does its reappearance bode well for the dome-city exiles and wasteland wanderers?  Hell no!

This is Cha'alt, campaign of sun-bleached death under magenta sky!!!

Elsewhere, I posted a little something about character classes.  Below, I'm providing information on available races... (BTW, this is a work-in-progress and subject to change.  A lot stuff I'm just throwing against the wall because I need to have something to show people.  Eventually, all will be integrated smoothly... but we're a long way off.)

Human The majority of city populations include humans.  Humans are ambitious, deceptive, and always seeking power.  Additional Hit-Points: 1d4

1st level... once per day, humans gain advantage on any roll they choose.

3rd level... once per day, humans can fight until they die - even if they'd normally be unconscious.

7th level... once per day, humans can take a secondary class that raises in level at the same time and rate as their original class.


Cockroach Men:  Also known as roach-men, these are smaller humanoid insects with impervious shells.  Unfortunately, they are frequently hunted for the natural shields growing out of their back. Additional Hit-Points: 2d4

1st level... roach-men are able to curl up into a defensive ball (roach-men cannot attack while in a defensive ball), which gives every opponent targeting them disadvantage on their attacks.

3rd level... roach-men get advantage on their saving throws where failure would lead to serious physical harm or death.

7th level... roach-men shells have matured to the point where they have damage resistance of 1d6 per attack.


V'symm:  Demons with dark red skin, an ancient race native to the desert.  They were tribal and sinister even before the apocalypse, splitting off from civilization to worship the Great Demons That Dwell Inside Cha'alt.  Additional Hit-Points: 1d6

1st level... once per day, v'symm are able to beguile one or more humanoids using their devilish charm.

3rd level... once per day, v'symm are able to cast a spell as if they were a sorcerer.  If they're already a sorcerer, this is an additional spell the character is able to cast per day.

7th level... once per day, v'symm gain advantage on a roll after they've shown favor or respect to the Great Demons That Dwell Inside Cha'alt.


Elf:  The majority of elves flocked to the cities after the Industrial Revolution hundreds of years ago.  However, pockets of feral and wild elves have always remained in the wilderness.  Now that everything beyond the dome-cities is wasteland, they survive by banding together in tribal communities.  Elves determine rank by pea-cocking around the tribe in an increasingly outlandish manner.  Additional Hit-Points: 1d6

1st level... once per day, elves can impress others with their garish appearance, brash demeanor, and outrageous behavior.

3rd level... once per day, elves gain advantage against an opponent when initiating ritual combat.

7th level...at this level, elves may call upon their tribe (or tribal ancestors if no other tribesman is around) to give assistance.


Dark Elf:  Exiled from their surface cousins for worshiping slimy tentacled gods instead of the dragons.  For a time, they were hunted by various humanoid races who saw their nonconformity as proof of degeneracy.  While not inherently evil, dark elves are naturally sneaky and have learned to disguise their presence whenever possible.

Their skin color is violet-black.  Additionally, dark elf skin contains more water than any other race because of their subterranean existence... and also not being reptilian or insectoid.  Unfortunately, that means dark elves are sometimes hunted purely for hydration (Mmm... flesh water).

1st level... in near or total darkness, you become invisible to the naked eye.

3rd level... dark elves can creep about with unnatural quiet.

7th level... in dim light, you become invisible to the naked eye.



Lizard-Men:  These humanoid reptiles arose out of the apocalypse, but claim to have always been here... underground.  The apocalypse forced them out of their subterranean home, deep inside Cha'alt.  Now, they live in the desert, generally keeping to themselves, occasionally joining elf, human, and halfling tribes.  Additional Hit-Points: 1d10

1st level... once per day, lizard-men have advantage on traveling the wasteland survival roll.

3rd level... once per day, lizard-men get advantage on hazards encountered while exploring.

7th level... once per day, lizard-men are able to fight in total or near darkness with advantage.


Sand-Grog Brutish and muscular desert constructs created via sorcery, sand-grogs are both savage and intelligent beings of intelligence and culture.  While most often found in the desert, the occasionally live in cities, using their massive strength to do the job of 7 men.  Additional Hit-Points: 2d6

1st level... for as many times per day as their level, sand-grogs can perform a feat of amazing strength (if used in combat, this is the equivalent of double damage).

3rd level... once per day, sand-grogs are able to "melt" into a pillar of sand for as many minutes as their level.

7th level... once per day, sand-grogs can decide to "sand" part of their bodies just before a successful attack lands, effectively negating damage.

_________

Enjoy,

VS

Tuesday, July 17, 2018

Cha'alt on Roll20


I'm opening up Cha'alt to the world, at least those who frequent Roll20.

So, if you're interested in a 5e D&D game that's part cyberpunk, part mutant wasteland, part dungeoncrawl, here's the link.

These weekly sessions will only be about an hour long (Thursdays, 11:30 - 12:30pm central standard time) and text only (I'll be sitting at my desk in a fairly public space).  So, we'll dive in ASAP. 

Come with a character concept ahead of time.  check out these character classes!  Races can be any standard fantasy thing you want to come up with... as long as it's not too immersion-breaking, I'm fine with it.  Half centaur, half stalk of celery, and half nuclear bomb?  Umm... no.

If this turns out well, I will most likely blog about it... perhaps even self-publish the campaign as an adventure or setting book down the road.  So, signing up to play means you're cool with that.

VS


Monday, July 16, 2018

MotBM an OSR Dead-End?


Ok, this deserves a blog post all its own...

So, I and many others read this review of Maze of the Blue Medusa right over here.  There's been a lot of feedback, as well as, quite a bit of push-back from the OSR.

Now, if the reviewer was railing against commonly accepted OSR staples, I would wholeheartedly agree with their rebuttal.  However, I got the sense that the reviewer is himself an OSR gamer and was judging MotBM on its own self-proclaimed old school merits... and found it lacking.

Maybe I'm wrong, but I don't see the reviewer advocating for adventure paths.  He simply wants a megadungeon to have some logical cohesion along with something going on that relates to the PCs.  You know, an adventure!  That's not some newfangled modern 4th edition story-game nonsense.  On the contrary, it's the foundational bread and butter of RPG scenarios: there's something going on that draws the PCs in and makes some kind of sense as they involve themselves.

I don't know if this is quite right, not having read MotBM (though this is probably the 13th review I've read over the last year), but from the reviewer's perspective, it seems like a deconstructed megadungeon.  All the parts are there, but it tricks you into thinking it's fully assembled.

Just because an adventure (any adventure) says, "You can do what you want with it - make it your own!" that doesn't mean it's useful, what the customer wants, or is worth paying for.  Now, I think MotBM is worth buying and I intend on purchasing the 2nd edition yonder.  But my acquisition is not why the ordinary gamer wants it.  

I'm looking for inspiration, what worked, what didn't work, why it captured the 2017 imagination as hard as it did.  Why?  So I can surpass it, of course.  Hoping to publish my own megadungeon in 2019!

Anyways, when it comes down to it a gaming product should be gameable - especially when it's expensive, talked up to the nth degree, and was a work-in-progress by two accomplished gaming authors for 4 friggin' years (trying to verify that, but not finding a source - will keep trying)!

If the reviewer, and he's not alone - I've seen lots of feedback over the last 12 months - thinks it stops short of providing satisfactory gameable content, that's a flaw.  Thankfully, I don't believe MotBM's flaw is shared by the OSR.  If anything, MotBM strayed too far away from old school principles - and that's what bit it in the ass.  

But I'd love to read your thoughts, will gladly engage in discussion and hope to have my beliefs either verified or reduced to ash after I've read the damn thing (probably end of August).

VS

p.s.  Ever since I realized my interview with Patrick Stuart pictured not Patrick Stuart, I've felt a little bit bad about it (but not so bad that I actually did anything).  So, here he is pictured!  Also, here's a link to that post-MotBM interview.  For completion's sake, here's my post-MotBM interview with Zak S.

Saturday, July 14, 2018

Cha'alt: Session One


Last night was the official start of my new post-apocalyptic D&D campaign Cha'alt: Sun-Bleached Death Under Magenta Sky.

4 players, specific classes I came up with last week, a few house-rules, handful of scenario notes, and... that's it.  Nothing else.  I didn't have any rulebooks, charts, screens, supplements, or full-fledged adventure.  No music, weird lighting, artwork, or any theatrics, pyrotechnics, special effects, etc.

I was, admittedly, a little apprehensive about going that route, but it felt very refreshing.

The only thing I'm going to say about the session as of now is that three PCs came from the wasteland (wasters) and one came from the dome-city (domer).  After conducting their initial business, they were attacked by raiders and ran for their lives.  While being pursued, they found a place to hide... and explore.

Oh yeah, I can also tell you the party's dragon priest was almost swallowed by a giant sandworm.

I want to keep the rest under wraps because I intend to open the Cha'alt campaign world up to everyone - details coming soon!

However, I also want to share some system / game mechanics that I came up with to make my O5R game feel like D&D without sacrificing the range I've cultivated with VSd6.

Difficulty


Easy:  10
Moderate: 15
Hard: 20
Near Impossible: 25
_____

For simplicity's sake, assume the difficulty is Moderate unless the GM says otherwise.

In addition to a d20 roll, players add their character's level if the attempted action is relevant to his class.  If the GM is using ability scores (personally, I find them too fiddly for online games), relevant ability modifiers give a bonus of +1 for 15 and above; -1 for 7 and below.

For example, Harold's techno-mancer tried to imbue a disused subway car with power and force it to run over his enemies.  He rolled his d20 and got a 14, then added his level (they all started at 1st level) +1, and finally his intelligence (let's say his Int was a 16) modifier of +1 for a total of 16.  That means he was able to get the subway car up and running and moving in the right direction, but couldn't put as much force or direction into it as he wanted.

Result: it struck and wounded one or two of the oncoming attackers (it was dark).

I'm using this for pretty much everything, except standard combat maneuvers.  So... spells, special attacks, perception checks, saving throws, initiative, etc.  However, all rolling comes after the all-important roleplaying.  You can't just roll to check for traps without describing what you're doing first.

VS

p.s. Almost forget to mention, if a player gets 5 or more points above the target, he generally gets a little bonus, like a critical success.  If he gets 5 or more points below the target number, he's bound to get some kind of penalty or further loss, like a critical failure.

Tuesday, July 10, 2018

Cha'alt: Character Classes


So, a couple weeks ago was session -1, and yesterday we finally got to session zero.  Although, to be completely honest, it's more about having lunch with friends than pre-planning D&D.

Regardless, some campaign discussion happened.  For instance, here are the available character classes in Cha'alt: Sun-bleached death!

Basically, it's Shadowrun within the domed cities and Mad Max / Gamma World / Dark Sun everywhere else.

  • Dragon Priest: Dragons rule the world of Cha'alt and they are perceived as Gods by the inhabitance.  However, there are priests who worship other god-like beings too... such as, worm priests (yes, giant sandworms burrowing in the wasteland).  Focus: non-offensive spells, such as healing, protection, divination, flight, creating water, etc.  HD: 1d6 [max HP at 1st level]
  • Sorcerer: They wield the magic; this was a land of fantasy and technology before the apocalypse.  Focus: offensive spells; destructive sorcery such as fireball, lightning, acid arrow, magic missiles, etc.  HD: 1d4 [max HP at 1st level]
  • Urban Ranger: They live in the domed cities, detectives, investigators, blade-runners, and bounty hunters.  Metropolitan killers in nice slacks.  Focus: tracking, locating weaknesses of their prey, and surviving in city environments.  HD: 1d8 [max HP at 1st level]
  • Brutalizer: If you're going to live in the wastes, you either have to be a hunter or gatherer.  These are the hunters - they tussle with big game out in the radioactive ruins.  Focus: killing!  HD: 1d12 [max HP at 1st level]
  • Scavenger: Thieves of the wasteland, scavengers who search for necessities, tech, magic, and anything that can be used to survive.  They know how to get in and out of the ruins and sewers beneath the domed cities.  Focus: detecting and disarming traps, skulking around silently, getting into hard-to-reach places, hiding in what little shadow there is and striking death-blows.  HD: 1d10 [max HP at 1st level]
  • Techno-mancer: They plug into cyberspace in order to access the network, repository for all the available knowledge.  Focus: creating, repairing, operating, and maintaining machines, electronic equipment, and any kind of high-tech gear.  HD: 1d4 [max HP at 1st level]

For the dragon priest, sorcerer, and techno-mancer, magic (even techno-magic) is rather free form -player describes what he wants his character's spell to do and rolls a d20 (adjusted by modifiers).  The GM describes what happens.

Spells / day = character's level.  For example, a 3rd level character can cast 3 spells per day).  Additional spells may be cast at a cost of 1d4 HP per spell.

Next time I blog about Cha'alt, I'll talk about PC races!

VS


Saturday, May 26, 2018

The Division


There's a divide between what most gamers consider "old school" and "modern" approaches to RPGs, specifically D&D, but those categories are general enough to be somewhat universal.

It's not just traditional versus story game or experienced veteran versus youthful noob.  It's a matter of approach and perspective.  Designing adventures seems to be one of those areas where those things matter now more than they ever have.

The latest conflict is around a scenario entitled Mines, Claws & Princesses.  It's by some dude I've never heard of named Oswald.

While I'm not wild about the title and don't care at all for the cover art, renowned D&D adventure reviewer Bryce Lynch has said amazing things about it.  Even though I haven't read the module in question, I trust his judgement and plan on purchasing it soon.

And that would be the end of it (and hardly worth a blog post) if not for a counter-point review from some guy named Chris Kelly over at Wizard's Laboratory.  Chris takes points off for the adventure's unfinished nature, its mature themes (gratuitous violence, apparently), and lack of compelling story.

Pretty much everything that's wrong with scenarios put out from the 90's up to today's "adventure path" is placed on a pedestal by some of these gamers who see old school as a detriment and OSR as something that passed the RPG hobby by or a niche relegated to the back of the bus (standing room only).  I'm talking about overly-long, tedious, hand-holding, uninspired railroad drivel that keeps diamonds in the rough from getting noticed.

As an aside, I glanced at this preview over at ENworld today. The author is talking about the upcoming Solar Blades & Cosmic Spells RPG.  Angus seems to be explaining the nuts and bolts of old school roleplaying to an audience that's possibly unaware of gaming culture from the 70's and 80's.

I mean, it's just sad that so many people don't know what good Game Mastering is about, that so many players have to experience all those campaign worlds with blinders on... with fun on mute.

Personally, I view old school as the future of this hobby.  There wouldn't be a 5th edition without the OSR.  Those noob-friendly "training wheels" are actually GM straitjackets, preventing the proper flow.  And what is the proper flow, you ask?

The adventure designer inspires the GM with awesome ideas.  The GM takes those ideas, interprets them based on his own desires, adds in what seems appropriate at the time, and presents his version... his vision to the players.  The players respond as if they actually were the characters themselves.  The GM reacts to PC actions (or inaction).  

That's it.  That's what's supposed to happen.  Interrupting that sacred pattern with failed novelist backstory, tedious read-aloud text, and predetermined outcomes is ruining D&D!!!

Besides continuing to educate people, I'm not sure what else we can do.  Sure, we can keep running games from an old school perspective, initiate new blood into the OSR fold.  But what else?  Hmm...  write reviews?

VS

Tuesday, March 20, 2018

Something for The Players


There's now a softcover edition combining both Player's Handbook Like A Fucking Boss and Play Your Character Like A Fucking Boss.  It's an Amazon/CreateSpace print-on-demand book, so it's good quality (decided against going through the extra hassle of DriveThruRPG).

This has a wealth of awesome advice and options for RPG players - especially those who love fantasy!

Doesn't matter if you're all the way into old school (OSR), OSR curious and playing 5e, or totally new school, like Pathfinder.  There's something for everyone in these draconic pages.

Thanks for purchasing, reviewing, and sharing this news with all gamers.  ;)

VS

Thursday, March 15, 2018

Blurring the Line Between Player and Character


Remember those old D&D advertisements? They attempted to put you right there in the action, as if you stepped inside one of the fantasy characters, exploring a dungeon or fighting a dragon.  "You are the wizard!"

The times when it felt like myself but also my character in the environment described by the GM, that's the essence of roleplaying. That's when I really connected with the game and immersed myself in another world.

Everything else is just hanging out with friends, rolling dice, and seeing what happens next - not a terrible thing, but not what I like best about RPGs, not what makes them special.  That uniqueness is best represented, in my view, by old school styles of play. 

I'm trying to make more videos, as well as, blogging.  Here's one I just made about this very subject...



Can you remember a time when it felt like you weren't sure where you ended and your character began?  Tell me about your experiences!

VS


Wednesday, March 14, 2018

Updated PDF: Player's Handbook Like A Fucking Boss


Some nice changes have been made to the PDF (both bloody parchment with evil red veins and the printer-friendly version), so wanted to blog about it!

A few of the previous illustrations weren't that well integrated into the layout, my fault on that.  And a new image was added, plus text from Draconic Magazine here.  So, the document is looking better than ever. 

If you've already purchased it, the updated PDFs are waiting for you (email notification should have automatically been sent out when the files were updated).  If you don't have it yet, I think it's well worth the price...

Aww Hell, let's put this motherfucker on sale!!!

VS


Thursday, March 8, 2018

Streaming Feelers

So, I'm sure the vast majority of you are aware of that epic Strongholds & Streaming kickstarter. With a couple days to go, it's up over 1.8 million dollars. 

Since my self-publishing efforts will be sidelined for at least a year, starting July 1st, (due to time and financial concerns) I've been thinking about streaming my own weekly games this summer.

I wouldn't be able to put too much energy into this (outside of running the actual game); otherwise the wife isn't going to let me pursue this, either.  However, I'm hoping with a minimum of additional fuss, I could provide an awesome stream of gaming for the viewing public.

Though, I would love to run my own games, especially Alpha Blue or Crimson Dragon Slayer, I've got to put financial needs above my own vanity.  Therefore, I'd be running Dungeons & Dragons - however, it'll be old school, using a wide variety of home-brewed and OSR/O5R content, as well as, adhering to a plethora of vintage aesthetics, play styles, and GMing techniques. 

Hopefully, this would do double or triple-duty - providing a fun, creative outlet for others to watch while teaching gamers how D&D 5e can be played in a more Basic D&D fashion.  Plus, a little extra financial security wouldn't hurt.

Let me know what you think!  If I can convince my wife (who has our family's best interests at heart) that streaming is where it's at, there might be a new KS next month...

Meanwhile, I've been making videos on my YouTube channel and trying to post more RPG related stuff on twitter @VengerSatanis in an effort to keep from going broke while not totally selling out to The Man.

Thanks for your continued support,

Venger As'Nas Satanis
High Priest of Kort'thalis Publishing


Monday, March 5, 2018

Obsidian Sphere Gaming Group: Episode One, "I Roll"




Well, I did it again.  Look, mom, only 1 take! I did a practice run first, though.  The wife is also trying to put the kebosh on my videos, so had to do this in the precious moments of free time between work and home.

In case you missed it, here is the pilot. Anyone whose triggers are tentacle rape and awful homemade "animation"... this is not for you!

Thanks for watching, hope you enjoyed it (at least a little bit) and will continue to check out Obsidian Sphere Gaming Group as the show (d)evolves.

VS

p.s. Yeah, I noticed that the title written on the card says "Black Sphere Gaming Group" and I also read it that way.  Just pretend that shit was on purpose!


Friday, March 2, 2018

Proper Procedure



Wasn't sure how to word the title.  "Procedural" can describe a host of play styles, so perhaps "modern procedure" is what I'm railing against? 

Basically, I enjoy roleplaying through a situation or interacting with the game world as if I were my character and actually present in that fantasy realm or starship or loathsome cult's temple.




I know that skill checks and insight rolls are popular nowadays, but there's something awesome about living through your character, carefully skulking down the dark hallway and feeling around with your ten-foot pole. 

Reducing a conversation, room search, or investigation of an unknown substance to a die roll just seems to trivialize the importance of such things.  How can one immerse themselves in a particular genre if everything boils down to rolled dice and modifiers?  Even attacking monsters should occasionally have some narrative component, right?

I'd like to hear about your own experiences with this.  Did something during a game either bother or excite you?  Did you experience one end of the spectrum and it caused a reaction?  Comment with a story!

VS