Showing posts with label Dungeons & Dragons. Show all posts
Showing posts with label Dungeons & Dragons. Show all posts

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?

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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!

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


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


Monday, August 7, 2017

#RPGaDay 2017 (part I of III)


Whether or not these lists have value in today's RPG blog-o-sphere, I'm going to answer as many as I can over the course of three days.

Why three days?  I don't want to tie up my precious blogging space with random questions for each day of this month (and I'm a bit late to the party).

#1:  What published RPG do I wish I was playing right now?

Assuming this is going to be a one-shot and assuming that I'll be playing as a player (rather than my usual position as GM), I'd love to play one of my own RPGs (Crimson Dragon Slayer, Alpha Blue, or The Outer Presence).  To this day, I've never been a player in the aforementioned RPGs.  I'm sure it'll happen soon, though.

But if that wasn't a possibility, then something fun, oddball, and awesomely ridiculous like Encounter Critical.

#2:  What is an RPG you would like to see published?

Hasn't everything been published already?  Just to see how far I could get (didn't really expect much), I contacted ABC to see what they wanted for the license to make an official RPG for Lost.  They never emailed me back, unfortunately.  So, I guess Lost might be my answer.

#3:  How do you find out about new RPGs?

Through blogs and the occasional forum thread.  DriveThruRPG makes it easy to see what's new or what one might like based on similar purchases.

#4:  Which RPG have you played the most since August, 2016?

I think that would have to be Alpha Blue.  I've been running a lot of demos on Roll20 and ran 3 or 4 sessions at Gary Con IX.  Plus, the odd home game.

#5:  Which RPG cover best captures the spirit of the game?

Which game?  My favorite cover is the Tom Moldvay magenta box with Erol Otus art.  A close second is the AD&D Player's Handbook.  I've seen a lot of cool answers that other people have given, and agree with many of them - 2nd edition Paranoia, 3rd edition Call of Cthulhu, Warhammer Fantasy Roleplay 1st edition...

#6:  You can game everyday for a week.  Describe what you'd do!

I'd either have to envision this as the mother of all RPG conventions or traveling back in time - before a career, wife, and 5 kids.

While I like hopping from one game to another, sampling this and that, there's something deeply satisfying about sticking to a particular game for consecutive days/nights.  I have fond memories playing Vampire: the Masquerade, D&D, WEG D6 Star Wars, and Call of Cthulhu day after day or night after night in the summer with friends in the early 90's.

So, I'd probably run something simple and spontaneous where I never seem to lack for ideas - Alpha Blue.  It's my sleazy go-to baby for when I don't have anything prepared.

If I had to choose something that I didn't write, it would probably be Masks of Nyarlathotep.  If I worked at it, I think we could get through the whole thing in 7 days, assuming 5 - 6 hours per day.

BTW, just saw the PDF for the Masks of Nyarlathotep Companion.  Awesome cover!  Sure, it's over 700 pages (hmm... they can't all be winners with that much content, am I right?) but $47.50 for the PDF?  Damn, that's expensive.  I mean, it's more than double the cost of the actual Masks of Nyarlathotep campaign!  Doesn't that kind of price gouging encourage gamers to pirate the digital content?
_______

Ok, the next 9 or 10 questions tomorrow and the final installment on Wednesday!

VS

p.s.  Only 3 days left to back the Battle For The Purple Islands Kickstarter.




Thursday, June 1, 2017

D&D on iZombie


Yes, another another mainstream TV show has featured Dungeons & Dragons!  The episode is titled "Twenty-Sided, Die."

For those who don't know anything about izombie, here's the gist: zombies are real and Liv Moore is one of them.  After she eats a brain, she gets visions from that person's life.  Usually, this helps her police detective friend with solving his homicide cases.

How does this episode measure-up against other episodes showcasing D&D?

The Good:  we get to see two different RPG sessions in progress.  Each had their own flair while presenting the usual trappings of character sheets, dice, DM screen, and other visual elements like miniatures and dungeon tiles.

The Bad:  this episode showed the annoying things that go into D&D (not all games, thankfully).  I'm talking about rolling to see if your character can successfully climb onto a horse and other easy and/or stupidly inconsequential things.  A line of dialog also alluded to character creation taking... I think it was two hours!  I've been out of the 3rd, 4th, and Pathfinder editions for many years (huzzah!) so can't quite remember the average time it takes for a table of 4 or 5 to generate characters, but I doubt it's that long.  Still, anything longer than an hour is bullshit as far as I'm concerned.  Did the writer(s) not have access to 5th edition?

The Ugly:  oh, the stereotypes!  Indeed, gamers are nerds and geeks.  All the guys wanted to get with the girl player.  There was a goth/vampire type, socially-awkward artist, girl into fantasy and cosplay, and a big, burly bearded dude.  The more I think about it, their portrayal wasn't half bad.  But when Liv ate the DM's brain, she was narrating scenes like it was a D&D encounter and rolling d20s to see if she... [shakes dice] follows the detective outside.  I get it. The series shows us victims' inner lives through Liv's external mannerisms, interests, and various idiosyncrasies.  The whole dice rolling in public thing just seemed a bit too heavy handed.

Interesting Bits:  I enjoyed the flashback game where the DM rolled all the characters' saves in secret behind his screen and they all failed... and died.  The players were yelling at the DM, calling bullshit, etc. While I'm all for GM's final arbitration, that seemed messed up - especially since those characters were really high level.

Detective Babineau just could not get over his surprise that actual adults played D&D... until he sat down and played for himself.  Then, he got so into it that everyone had to keep playing, even after Liv had her vision (which means they didn't have to continue the game).  And he was talking about his character after the game and wanting to play again - which are hallmarks of falling in love with RPGs.

So, a little hokey at times, but overall a worthy addition to the pop-cultural plethora of D&D.  Just when you think the hobby is dead it shows up in the damnedest places.  But do all these little appearances help people discover or re-discover the joy of roleplaying games?  Seriously, does anyone know?  I'd love to read some stories about people suddenly playing (again) because they saw D&D on Big Bang Theory, House of Lies, or wherever!

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...

  1. Nopers, Fighter, Dwarf
  2. Daycy, Fighter, Human
  3. Iron Fist, Fighter, Dwarf
  4. Cheye, Magic-User, Human
  5. Mabnezer, Druid, Half-Elf
  6. Dormud, Cleric, Dwarf
  7. Sir-Yut, Ranger, Human
  8. Kalbana, Cleric, Human
  9. George, Druid, Human
_______
  1. Sage, Magic-User, Human
  2. 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


Thursday, May 25, 2017

The Sound They Make


I frequently go back to the OSR well of wisdom that is Grognardia.  Sure, there are posts about stuff that means nothing to me and a few posts where I very much disagree with +James Maliszewski (to be expected as individuals and individualists vary), but more often than not I'm rewarded with a look back at vintage OSR.

In this blog post, I wanted to highlight a Grognardia blog post from October 30th, 2012 that I just discovered.  About halfway down, James describes an account from someone who attended Games Fair '83...

It's also reported that Gygax "horrified a few of the purists with one remark," namely that "a good referee only rolls the dice for the sound they make. He just decides what happens!" While that comment might have been surprising in 1983, it's pretty well known nowadays that Gary had a lot more of the "storytelling" style as a referee than many old schoolers would themselves countenance in their own games.

If you'll remember my fairly recent post about rule zero, Gygax's statement is about as zero-ish as it gets.  His advice does not hail from the halls of traditional play-styles nor story-gaming, in my view.  It is old school itself - that indefinable quality of roleplaying that's as primordial as it is inspirational, where the game runs on pure imagination and flows of its own accord, influenced by the player-characters and directed by the Game Master.

Dice are awesome and they have many uses - no one is disputing that.  However, it is the GM who ultimately makes the call, navigating the current, and slyly exercising his will.  As with dice rolled, players should have their input, too - just not at the expense of the singular presence in charge of the game.

While many still disagree, I believe the evidence suggests what master Game Masters have known all along - trust your instincts; don't be badgered into making an "authorized" ruling.  You are the rule of law!  To put it another way, use the force...

After all, 40 years ago today the original Star Wars debuted in theaters across the country.  Happy Birthday Episode IV: A New Hope, and many happy returns!

VS

p.s.  I ran a quick one-shot of Alpha Blue today and will try to get a play report up in a day or two.


Saturday, December 24, 2016

Child's Play


About a year ago, I read little bits of this fantasy Choose Your Own Adventure book to my eldest daughter, Briella.  Though we both found it mildly intriguing, that particular book - though it came highly recommended - didn't really trip our triggers.

Over the last few weeks, I dropped hints that I was thinking about ordering another CYOA book.  One that I remember fondly from my youth - Zork.  I also was able to talk Briella and her sister into watching The Hobbit (animated version) - which they both enjoyed.

Briella is 5 and 1/2 now and really wanted me to find the CYOA book we already have.  I couldn't find it, but I told her that we could still make characters and play Dungeons & Dragons.  We looked over a few entries in the AD&D Monster Manual to get things going.

Eventually, Briella said yes and a bit later, so did her sister, Illyria, who is 4.  Hey, if I could teach them to play poker - which I did last week - then I could guide their imaginations to a sword & sorcery dungeoncrawl!

While the twin boys slept, our 18 month old, Trinity, needed to be watched (very closely).  So, we enlisted her help, too.

It seemed obvious to me that I'd have to simplify the rules.  More on that later...

Briella's character was named Nyla.  She's a human who can turn into a mermaid or fairy.  A magic-user wielding a wand named Lyra; the wand can turn into a sword with a poison blade.  Nyla can also become invisible and be very fast when she wants (I talked her down from "every power in the galaxy").  She wears a rainbow sparkly dress and her familiar is a pet ghost bunny who wears a little bell named Skippy.

Trinity played a pixie-fairy thief named Madison who carried a dagger.

Illyria's character was named Starry, a mermaid princess with diamond wings.  She had the magical power of transformation, and wore a short pink dress decorated with snow flakes.

Briella wanted me to explore the dungeon with her, so I not only DMed but played a human fighter named Jorr.  He wore all black and wielded a two-handed sword.

I told Briella that our characters were traveling through the forest.  I asked her why we might be traveling and she said to kill monsters.  Fair enough.

Just then we noticed a steel door barely noticeable through all the branches.  The door had ancient writing upon it - runes.  Jorr suggested we have the thief check the door for traps.  I rolled for Trinity and got a 1.  She didn't detect any traps, which was a pity because I had already decided that the door's runes were trapped.

Nyla volunteered Madison to open the door.  The pixie-fairy was blasted back 10' and took a point of damage.  Ok, time to share some rules...

Anytime a PC wants to do something within his power, he rolls a d6.  If the result is a 3 or higher, he succeeds.  If the result is a 1 or 2, he fails.  Enemies, NPCs, and monsters usually require a 5 or 6 to succeed - unless they are quite powerful.  Each successful hit is a point of damage and most low-level monsters and such only have a single hit point.  The PCs each have 3.

Jorr attempted to open the door and luckily the steel door was no longer full of juice.  Before our adventuring party lay the dungeon!

To the east and then south, there was a triangular room containing a green slime blocking the way to three alcoves in the far wall.  Perched upon the middle alcove was a demonic idol with ruby eyes.

Nyla used her wand / magic poisonous blade to destroy the green slime, and then we took the idol.  There was some talk of not taking it, just in case it was cursed.  But our party's greed won out.

Further to the east was a grand, hexagonal chamber where 6 priests in robes stood in front of a tremendous black hole in the far wall.  One of the priests blew into a horn.  I used the cardboard paper-towel roll to make the sound... and it was impressive.

Not knowing what was going on, Nyla asked one of the priests what they were doing.  Summoning Demogorgon, of course!  Since Demogorgon was one of the things we read about in the Monster Manual, Briella realized he was bad news - especially when the cultists (!) went on about using him to destroy the world.

Jorr and Starry missed the first round.  With 6 opponents and a few lucky rolls, it didn't take long for them to whittle Nyla's hit points down to zero.  She died, and the cultists soon followed.  It looked like Briella might cry, but she didn't.

The survivors looted their bodies, finding 32 gold pieces and that magical horn of demon summoning.

The adventurers decided to leave the dungeon and go back to town in order to find a temple so that Nyla could be revived.  It only cost us 32 gold.

Upon our return to the dungeon, we explored west.  Unfortunately, Briella suddenly decided that she didn't want to continue.  Nyla's leaving was a sad loss to our band of adventurers, but we wished her farewell.

Our party came upon a circular room with a pool in its center.  The pool was filled with an iridescent water which Starry decided to fill in a glass container and take with us.

Walking south, we encountered a square room with 3 goblins guarding a treasure chest.  They were easily dispatched.  Our thief checked for traps on the chest and found it to be trapped indeed.  She disarmed it and we pocketed 930 pieces of gold.

A door to the east led to a long, rectangular room containing 4 skeletons with swords.  Jorr and Starry each took a point of damage before dispatching the undead.

The room seemed to be a dead-end... until our thief checked for secret doors and discovered a triangular room to the north.  It contained a marble statue of a beautiful woman - possibly Athena.

Starry wanted a closer look.  Examining the statue, she found a button at the statue's base.  She pushed it and the statue slid across the floor, revealing a spiral staircase leading downward.

We walked down and entered an octagonal chamber with a door at each cardinal direction.  Starry opened the door to the south only to discover the hallway led to a dead-end, and tripped a trap as she did. A red laser blast shot down the hall, striking Starry.  She was now down to 1 hit point.

At that point we had to call it a day and get on with our Christmas Eve activities.  It was a fun-filled hour of D&D (though, more like Crimson Dragon Slayer for children).

Though Briella frequently gets discouraged when things get hard, I find that she eventually gathers her willpower to fight another day, struggling against opposition until she's successful.  I'm confident that she'll be interested in playing again soon.

Thanks for reading,

VS

Wednesday, July 20, 2016

From Renaissance to Resurgence


I'm sure you've seen them...

Articles like this talking about celebrities playing fantasy roleplaying games, watching people play on youtube, listening to gamers talk about multi-classing or whatever on podcasts, the popularity of D&D's 5th edition, a new D&D movie in the works, $200,000+ Kickstarter for Mutant Crawl Classics, how nerd/geek/dork stuff is actually cool (again), and there's even a Trump D&D twitter account.

[Update] I just learned about something called HarmonQuest.  Check it out!

Ever so slowly, RPG content like Maze of the Blue Medusa * is (hopefully) breaking through the cultural barriers so that random people who might pick up Entertainment Weekly or Juxtapose might actually read about the RPG hobby and be tempted to try it out, and those watching Community, Silicon Valley, House of Lies, or Stranger Things can be exposed to tabletop gaming.

Lots of activity.  Things are happening.  But this is not the time to sit back and let people trickle down to our hobby.  Shouldn't we bring our beloved "elf games" to a future audience, grass-roots style - people who enjoy fantasy, science-fiction, and horror?  I say, strike while the iron is hot!

The renaissance worked, floodgates opened and everyone and their brother's wizard got into the indie spirit and did it themselves.  Now it's time to bask in the old school resurgence we find ourselves in, while simultaneously pushing that agenda forward until we achieve a third golden age!

How we bring roleplaying games to the masses is the question.  How do we make all of this awesomeness easier to find?  How do we make it so conspicuous that you can't help but be aware of roleplaying games?  For myself, I'm thinking of creating an outreach program of introductory seminars using Crimson Dragon Slayer 1.11.

Have an idea?  I'm open to suggestions and encourage all those reading this post to go ahead and suggest some things.

VS

*  In the past, I've insulted, ridiculed, and attacked +Zak Sabbath for a variety of petty reasons.  I privately apologized to him months ago, but not sure if I said anything publicly, so here goes.  Sorry for being a dick to you last year, Zak.  Congratulations on all your success!


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


Tuesday, April 26, 2016

The Huntsman: Winter's War


I'd seen the previews.  It looked like another live-action Disney fairy tale spin-off for teen girls and moms.

My wife bought us tickets weeks ago.  As soon as I found out, I suggested she take her mom, my mom, or one of her friends.  Nope, she wanted to go with me.  (Sigh), ok...

Well, I was totally wrong!  The Huntsman: Winter's War actually kicked a substantial amount of ass.  In the Venger Satanis tradition, it borrowed from the great films that came before, melted it down into raw elements, and built something new, yet old, and timeless.

I recognized elements of Star Wars, Lord of the Rings, Conan the Barbarian, Dungeons & Dragons, and of course Snow White and Frozen.

Halfway through the film, I leaned over to Danielle and whispered, "This is like a D&D game."  It was not only that good, but it emulated an above average session of fantasy roleplaying.

Yes, the film's point of view is primarily female-centric.  That's not a bad thing, just be aware going in.  And yes, it has a decidedly fairy tale feel.  But it's got a great story, too.  And interesting characters.

If you're a fan (or even a casual reader) of this blog, then chances are you'll find a number of things to enjoy.  Go see The Huntsman: Winter's War.  Before you ask... no, I haven't seen the first Huntsman movie.  So, really can't comment on what that one's like.

VS

p.s.  The S'rulyan Vault kickstarter is still going.  Check it out and back this project if you like what you see!


Friday, April 22, 2016

Purple Reign


In honor of the music icon Prince, I've decided to have a sale on The Islands of Purple-Haunted Putrescence for the next few days (both PDF and print).  If you'd like it on a slightly heavier, cream-colored paper, then I've also reduced the price over at CreateSpace (that's Amazon's print-on-demand service).

If you have a personal story or anecdote involving The Purple Islands, please feel free to share it in a comment below.

Let us celebrate the man, the myth, the legend... and the color purple!

VS

p.s.  I was going to end the sale on both Alpha Blue (CreateSpace) and Girls Gone Rogue (CreateSpace) yesterday, but under the circumstances, it seems fitting to keep the reduced price going.  Keep it weird and sexy, y'all.



Tuesday, April 19, 2016

House of Lies, D&D


I stopped watching the show at the beginning of last year but my wife continues to check out the premium cable series about corporate consultants and their caustic, self-destructive, masters of the universe bullshit + occasional nudity and sex.

However, she only had to say one little thing to get me to watch season 5, episode 2's "Game Theory".  And that was Dungeons & Dragons!

Yes, a good portion of this half-hour Showtime episode revolves around a 5e D&D game.  Doug (one of the main characters) is the Dungeon Master and a prospective new client is one of his players.  There's already a lot of ripping people a new one on House of Lies.  Pretty much everyone's a dick to each other all the time.  So, the teasing that Doug experiences for admitting (for the first time, I'm going to assume) that he not only plays D&D regularly but leads his own group, is actually fairly mild comparatively.

Doug's boss is brought into the game in order to snatch up the would-be client.

Overall, I feel that House of Lies did D&D justice.  It didn't look down on fantasy roleplaying games, nor did it make the game (or us) look stupid.  In fact, there was just the hint of gamer superiority subtly shown.  For instance, Doug scolded Marty (his boss) for rolling dice like it was a craps table, rather than a roleplaying game.

Some of the encounters were summarized, as in "Last week we encountered a tribe of orcs", but some of the gaming happens at the table, in real-time.

Both the 5e D&D Player's Handbook and Monster Manual were shown in Doug's hands, as well as, a large white dragon miniature.  Oh yeah, some Dwarven Forge stuff was shown, too.

I'm also going to assume that D&D won't be brought up again in later episodes.  Usually, when a series delves into fantasy roleplaying, it's an isolated capsule episode that doesn't spill over into the rest of the season or later in the series.  Although, Community did a second D&D episode a year or two after their first.  Actually, I think Big Bang Theory did, also (begging the question, why isn't there an entire season-wide arc based on RPGs?)

In my humble opinion, getting RPGs the recognition they deserve is an endeavor 7 times as worthwhile as complaining about this thing or that thing.  Support your gaming community while improving it.

Work on introducing one or more people to the paper & pencil RPG hobby... soon!  Set up a game for co-workers, friends, neighbors, geek-friendly people in your city, or start a pop-up game somewhere in public and invite people to play who get close enough to see what you're doing.

It should go without saying, if you're going to do it, do it to the best of your ability.  Visual aids like this help (at a fraction of the cost of something like Dwarven Forge), but nothing attracts people to the game and keeps them playing like a skilled Game Master.

Maybe it's been awhile since you've GMed anything and you'd like a refresher.  Perhaps you've always considered your GMing to be lackluster...  For tips, tricks, and techniques that blends old school with millennial artistry, check out my own How to Game Master like a Fucking Boss on sale right now!

My wife still thinks that when guys my age die that games like D&D will die with us.  Let's prove her wrong by making the hobby of tabletop RPGs go viral.

Thanks,

VS


Monday, April 18, 2016

Dungeon Crawl like it's 1983!


Last night, whilst coming up with more random table fodder, Glynn Seal of +MonkeyBlood Design sent me some snapshots, or "oblique angle visuals" as he called them, to help promote The S'rulyan Vault.

Pretty damn cool, if I say so myself.  The blue and white old school look of this deluxe dungeon is classic.  Glynn is adding some of his personal touches like cracked tiles and a variety of little symbols for statues, altars, curtains, pools, stalagmites, fungi, tentacles, etc.  Plus, some of Glynn's custom icons for god-knows-what!  It's going to be a lot of fun to look at, let alone explore with your adventuring party.

Originally, the lighter parchment with black ink and darker parchment with black ink were going to be separate files.  I liked them both and asked Glynn if it was possible to do the lighter parchment for interior areas like rooms and corridors with the darker parchment hue for all exterior spaces.  Lo and behold, it's possible!

Also, the 5 - 7 (at minimum) page PDF will have a full color cover and interior black and white illustration by Kort'thalis Publishing's house artist Bojan Sucevic.  You can see a work-in-progress image of the cover on the right.

The PDF file will be updated periodically via DriveThruRPG when I come up with additional GM material for running a dungeon of this magnitude.  Who knows how extensive the final document will eventually become?

For those who haven't read the mega-dungeon's history, here it is.

Once The S'rulyan Vault kickstarter has reached its first stretch goal of $1,000, the parchment version of the mega-dungeon will be unlocked and available to all backers on June 1st.

That's it.  Have a great week!  Don't be shy about commenting, sharing, blogging, re-posting, and mentioning The S'rulyan Vault on social media.  That's how we'll get to 1K and beyond.  ;)

VS


Tuesday, April 5, 2016

The S'rulyan Vault


Here is my latest Kickstarter campaign.

I want to create a huge, old school "blue" map like all those late 70's and early 80's modules I ran or played as a kid.  Big enough to dominate my gaming table, where all the players (and myself) can quickly and easily understand where the party is and what's going on.

It'll also include a slew of random tables for spontaneously appointing and populating your new mega-dungeon.  Basically, that's it.

Check out the stretch goals for bonus stuff I'd love to add.  Also, be sure to spread the word around.  The more funding this project gets, the bigger and better The S'rulyan Vault is for everyone!

Thanks,

VS

p.s.  The picture on the right is a sketch by Glynn Seal of +MonkeyBlood Design.


Wednesday, March 9, 2016

Post Gary Con Analysis (part 1 of 2)


There are pros and cons to almost everything.

Rarely do we ever experience a cloud without some kind of silver lining (no matter how hidden, it's usually lurking somewhere) or a silver lining without a cloud - human nature being what it is, I think the vast majority of us would readily agree with that.

The good think about living so close to Lake Geneva, home of the Gary Con roleplaying game convention and birthplace of TSR's Dungeons & Dragons, is that I can drive there in about 90 minutes.  The bad thing is that it was easier for me to justify only going for a day and a half.  But then, it's better to go for a short time than none at all.

Likewise, attending by myself was also a mixed bag.  I was unattached, unencumbered as it were, able to do what I wanted, when I wanted... however, it would have been nice to share the experience with a friend or two (even my wife).  Though, I did get a chance to talk with a few gaming buddies and acquaintances throughout the convention.  But +Tim Virnig better come with me next year!

For some reason, and I'm not entirely sure why, I opted to only run games instead of signing up ahead of time to both run and play them.  Maybe I wanted to focus on Game Mastering for my limited stay.  Perhaps I was hoping to GM an unscheduled session or two.  Possibly I figured there would be several unscheduled games I could drop into without having to decide months in advance.  Whatever the reasoning behind it, my destiny was to orchestrate the chaos.

It took me a little while to get my bearings.  I had almost two hours before running my first game.  So, I wandered the dealer's room.  Oddly, nothing jumped out at me that I had to have.  Exchanged pleasantries with someone manning the Black Blade Publishing booth who was interested in selling my books at the next con (probably Game Hole Con).  Also stopped by and said hi to +Jeff Talanian who created Astonishing Swordsmen & Sorcerers of Hyperborea.

Just after locating the table where I'd be running both my scheduled games (Saturday's game was actually the table next to Friday's), I ran into +Jason Bossert and +Meredith Spearman.  They played in my Purple Islands game at last years's Game Hole Con.  Jason is too funny, and they're both really nice.

The first session I ran on Friday afternoon was "The Scarlet Sorcerer's Sanctuary," a one-page zine that I intended to flesh out into a full scenario months ago.  Well, Alpha Blue and Girls Gone Rogue got in the way of that.  So, I had half an adventure and my other RPG books to help me improvise the rest.

I think it went well.  There wasn't as much Crimson Dragon Slayer type 80's references and humor because that wasn't written into the zine and that stuff is harder to improvise.  So, it seemed less like the Crimson Dragon Slayer I know and more like a fast and furious old school D&D game... which was fine.  Still, it's obvious that I should have prepped more.

I believe this is also where I unequivocally decided that no damage should be left behind!

Some of the things I write are open to interpretation.  Instead of being chock-full of description, advice, and things going on, occasionally there are tunnels or "passage ways" that allow (or force, depending on your view) the GM to come up with his own ideas, answers, explanations, etc. on the fly.  Well, I've never written anything with the number of passages contained in "The Scarlet Sorcerer's Sanctuary".  It was indeed a challenge.

The following is an anecdote from that session I relayed to +Julian Bernick over breakfast Saturday morning.  Thanks again, hoss!  I can't wait to game with you and everyone else at Game Hole Con this fall.

Anyways, there was this secret room containing three statues.  All three resembled elves turning into demons.  That was it.  In fact, I made up the elf/demon thing on the spot.  All the zine had was a secret room and three statues.

The players tried to interact with the statues by moving them and looking for secret compartments.  They didn't find any.  One player said aloud, "This is the most boring secret room we've ever found."  He said it in-character to another PC, but I still felt like the shittiest GM in the world at that moment.  Because he was right.  It seemed boring, stupid, and pointless.

My mind was spinning, trying to conjure a way to salvage that weak ass encounter and/or the remaining adventure.  Then another player had an idea.  You see, the room before the secret chamber contained a pool of blessed water.  "I'm going to carry some of the holy water in my helmet and pour it on one of the statues," he said.

"The statue begins to melt," I replied.  Soon enough, all three demonic statues were puddles, revealing spiral staircases down into the darkness.  I felt much better about it then and things continued.

The scenario ended with the scarlet sorcerer's treasure room.  For saving him, the scarlet-robed gnome granted the PCs two-thirds of his treasure.  He showed them his vault of goodies - three pedestals, each holding a large, fist-sized sphere, like a pearl.  One black, one white, and the last scarlet in hue.

As the PCs talked amongst themselves about which ones they should grab, I wrote-up a super quick d6 table to handle the outcome(s)...

What Happens When They Touch A Sphere?
  1. Death
  2. Return to the real world
  3. Summons a creature
  4. Thrown into a weird dimension
  5. Magic item (such as a ring of flying)
  6. 10,000 gold pieces

The beauty of coming up with a table is that it didn't matter which of the three spheres they touched.  If they took the black pearl, it would be just as random and fair as if they handled the other two.  

I actually don't remember how it all played out, except I know that a character played by +David Bresson touched one of the spheres (I think it was black) and rolled a "1".  That was the only character death of that game and my entire gaming weekend.  At least, it happened in the closing minutes of the session, so he didn't have to sit there and watch the rest of the party play without him or scramble to make a new character from scratch.

David Bresson was a good sport about it.  He approached me as I entered the Grand Geneva resort (which was very impressive, by the way).  David recognized me (having backed all my Kickstarter projects) and we talked for awhile about this and that.  I'm glad he had been there to welcome me.  BTW, I chatted with +Forrest Aguirre shortly after.

I'll conclude part 1 by saying that Friday night's dinner was unbelievably awesome.  The convention center contained three restaurants: a really fancy steak house, a fairly fancy buffet, and a super fancy pizza and pasta restaurant.  

I finally decided on the middle one because it seemed the most casual.  I lost count, but think I had four plates of prime rib, shrimp with cocktail sauce, garlic butter mashed potatoes, and chicken along with a mountain dew.  It was fantastic!  Felt a bit weird eating this big meal all alone, but it was nice to chill out and collect my thoughts, too.  See?  Pros and cons everywhere.

Part 2 is here.  Thanks for reading!

VS

p.s.  Gary Gygax shall be remembered as the co-creator of the first fantasy roleplaying game way back in 1974.  This was a great way to honor his memory!




Thursday, March 3, 2016

Gary Con and Beyond


Tomorrow morning, I'll be making my way to Lake Geneva for Gary Con.  Should get some great pictures and a few entertaining stories.  Looking forward to being there and running games!

Meanwhile, I created a new RPG Meetup for Sun Prairie.  Last Saturday was session two of a new once a month D&D 5th edition campaign.  I'm mixing Liberation of the Demon Slayer and The Islands of Purple-Haunted Putrescence because my creative energy is exhausted from finishing up Girls Gone Rogue.  But now that that's 99% complete, I'll be able to put more of myself into adventure writing.

Before I go, just wanted to give a dice-praising shout-out to a translucent d20 that was in a set of polyhedrons left over from my Alpha Blue kickstarter.  It honest-to-Cthulhu scored no less than 9 critical hits in last week's game.  Yes, nine times!  The party's cleric died and a couple other PCs almost tasted the big purple tentacle in the sky.

All hail Akahl, ye make players think twice before engaging in combat.  Akahl!  Akahl!  Akahl!

VS


Friday, November 20, 2015

Crimson Dragon Slayer: the commercials








I hope you get a little kick out of our promotional videos for the O5R, humorous, gonzo, science-fantasy RPG, Crimson Dragon Slayer.  This weekend, the PDF is on sale!

Thanks to my fellow actors, +Forrest Aguirre and +Jacob Nelson.  These productions wouldn't have been possible without Joshua Darlington.

Hope you enjoy them.  Feel free to share.  Go viral, my pretties.  Fly... be free!

VS



Wednesday, August 19, 2015

First Anniversary of new D&D


A year ago today the Dungeons & Dragons 5th edition Player's Handbook was released.  It isn't a lot of time, but still rather significant.

One year later, what are your thoughts on the new Dungeons & Dragons?  What's changed?  Do you currently consider it OSR?  If you were for it, are you still for it?  Against?  Are you loving it as much as you did last year?  More?  Less?  Have you still not tried playing it?  What about DMing?  Favorite adventure or supplement (does not have to be published by WotC - don't be afraid to mention one or more of my books!) to make your 5e campaign even better?  Has any fantasy RPG dethroned D&D in the last 12 months or giving it a run for its money?  What D&D thing are you looking forward to most in the year to come?  Got an entertaining, poignant, or interesting anecdote?

I'm looking forward to hearing your thoughts...

Thanks,

VS

p.s.  Artwork by Joey Labartunek.  I actually couldn't find any fan-made art of the new Player's Handbook on the internet.  That seems strange, but nothing googled out for me.  Wonder if that means anything...