Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Saturday, April 5, 2025

Immersion in Roleplaying Games - the Ultimate Metric

 

One of my favorite topics is being talked about right now.  It's in the air, can you feel it?  We've been dancing around the issue for decades.  Just when it seems like the hobby has reached a consensus, new theories crop up, alternative paradigms.  I've been discussing it back and forth with folks since writing How To Game Master Like A Fucking Boss.  

The ultimate yardstick for gauging an RPG's merit and the experiences it yields - immersion.  

Unrelated interjection: I'm pleased as punch to announce that Sandy Petersen will be this year's Guest of Honor at VENGER CON IV: Post-Modern Apocalypse - it's very own blog post coming soon.

This all started when I was watching this YouTube video on a channel called Family Table Top.  I was happy to see he called out "fun" as a false metric for judging RPGs and the experience of playing them.  Fun is vague - how can you determine how much fun was had?  Fun is limiting - fun doesn't account for all the things that go into roleplaying, what we put in, and most importantly, what we get out of it.  And fun doesn't take into account what RPGs are for, their purpose, what gives that medium its meaning, relative to other pastimes that are exclusively meant to provide some form of entertainment. 

The vlogger was talking about connection, seeing that as the chief goal of RPGs.  Connection between all participants (since he roleplays with his kids, wife, and ex-wife).  I thought that was interesting, and understandable considering the context.  

I told him that I could see immersion as a connection between those playing an RPG and their characters, the world, and overall narrative, but as he was using the word "connection," we seemed to be at different places.  

In response to his comment, I asked if he could basically roleplay in a holodeck powered by a sophisticated A.I., would he do it?  I certainly would.  I can't say if that would completely replace my home gaming group as I like those guys, I like what we do at the table.  I like the shared imagination and collaborative effort we all put in.  The social connection aspect is not lost on me.  

However, if it was a choice between gaming around a table and actually putting myself in Cha'alt for several hours, I'd absolutely jump at the chance to make that my reality, rather than simulating it using boxed text, dice, random tables, and silly voices.

And if that's the case for others, as I assume it would be, social connection (as awesome as it is) must take a backseat to immersion.  If anyone wants to disagree or build a case against, please comment below.

Elsewhere, he asked how I get my players to connect to Cha'alt... and vice-versa.  Below is my reply...

  • I start by treating Cha'alt like it's a real world.  Things are happening all around the players, big and small, fast and slow, perilous and whimsical.  Even if the PCs weren't there, stuff would be going on.
  • I use aesthetic keys or watchwords to keep Cha'alt consistent and cohesive.  You should all know them by heart at this point... eldritch, gonzo, science-fantasy, post-apocalypse, humor, sleaze, pop-culture, and grindhouse exploitation.
  • As the GM, I try to respond to the PCs as if there were an overarching narrative or meta-plot moving people and events in a certain direction like the current of a river, while still giving players as much agency as possible.  There are forces at work, and those forces have their own agendas, usually contrary to whatever the adventurers have in mind.

That's probably as good an answer as I can give on how I approach my Cha'alt campaign setting, using the living world and living story as my guiding lights, simultaneously mindful that the PCs are the stars of the show.

Later, on X, I got into a discussion about immersion and what makes an RPG more immersive than another.  This is subjective, clearly, because my definition of an immersive game is rules-light, a "rule of cool" freewheeling vibe, and the occasional use of storygame mechanics.  A lot of gamers who also value immersion want something totally different in their RPG.

The final question I want to address is the following - why would immersion be the ultimate metric for determining the value of RPGs if half (I'm just pulling that share of the pie out of thin air) the fun comes from out-of-character and "character adjacent" banter around the table?  

For starters, immersion, like various parts of the roleplaying experience requires breaks.  In fact, I believe immersion benefits from stepping outside of the game in order to observe what's happing from an exterior position (a bit like thinking outside the box).  For instance, when you're busy swimming, you have a different perspective of the ocean than standing on the beach.  In order to fully understand the ocean, you need to experience it from at least two sides - the more "sides," the better your understanding. 

Secondly, (this is something that I'm writing about now in a new book focused on the player, rather than GM) everyone around the table can be in-character while not actually speaking in-character.  It's probably easier to think of it as a running interior monolog spoken aloud or stream-of-consciousness conversation happening parallel to what's actually happening in the game.  Like when a player is talking from his the point of view of his character, even though his character isn't saying those things - we still know it's the character being expressed and not the player... which is key.

Even when the GM is off-handedly musing about the geo-political zones in S'kbah, he might not be speaking as the narrator... yet, he, too, is, nevertheless, speaking in-character as it pertains to the campaign setting - which is absolutely part of the game.

Third, immersion doesn't just have to be for the character, world, and story (I'm assuming that genre-emulation is swallowed by world and story in equal measure, but I suppose there are some who want to see that as a separate classification) - we can also be immersed in the game itself, the act of playing and all its parts.  If we can be immersed in the game, that means everything, all around us, the totality is part of the roleplaying GAME experience.  Picking up dice and rolling them is part of the game, making a Monty Python reference is part of the game, the GM asking a player how his character knows the Wacha'ati tribe's native language - that's also part of the game. 

Not everyone is going to care about the same things.  Take religion, for example, some folks are going to focus more on the sacraments, others following the commandments, reading the bible, going to church, walking the narrow path, proselytizing to others, etc.  It's all Christianity.  I think it would be disingenuous to think that all Christians value all aspects of their religion a 10 out of 10 all the time, but it's all still Christianity.  Similarly, even the subjectively "less special" parts of RPGs are still aspects of the whole, and worthy of immersion, if one were so inclined.  

On the other tentacle, doesn't the separation of immersion beg the question - is there a hierarchy?  Sure, all are important, but are some immersive aspects more... essential than others?  Going back to religion, is thou shalt not murder primary in comparison with honor thy mother and father?  What about learning the stations of the cross compared to not committing adultery?  Stratification seems only natural.  However, I will leave it to you, dear reader, to decide for yourself which aspect of immersion is higher or lower on your personal list.

Ok, then... put that in your pipe and smoke it!

VS

p.s. Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  Want to join the Kort'thalis mailing list to stay up-to-date on what's going on in the skinematic Vengerverse?  This is it!!  Last but not least, I'm organizing a based-as-fuck RPG convention in Madison, WI this July.  Grab your weekend badge for VENGER CON IV: Post-Modern Apocalypse!!!

Saturday, June 15, 2024

Crimson Ability Scores Hack

 

All the trolling and discussion and whatnot on social media about ability scores [3d6 in order or die trying, hoss] got me thinking about them again.

While none of the Crimson Dragon Slayer iterations use ability scores (that I can remember), I still fondly recall a time when running other peoples' OSR retro-clones that did use them.  

So, this blog post contains game mechanics for incorporating ability scores in any OSR system, including the various Crimson Dragon Slayer editions.  Come up with a list of those six... Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.  Roll 3d6 for each - in order - and consult the table below...

If whatever you're rolling (most likely a skill-check, saving throw, attack, defense, or special maneuver) would benefit from a particular ability - all you have to do is make the claim and be ready to back that claim up with justification if the GM requires an explanation - then add the following to that d20 roll.  This modifier can be applied once per day per ability score.  For example, if a strength bonus has already been used to lift a heavy portcullis, another ability score could be implemented, if applicable, but utilizing strength again would have to wait until the next day or after a long rest.  

Attention, a point of Divine Favor can be spent to carry that beneficial modifier throughout the scene or encounter.

If the same d20 roll is penalized by a particular ability, the GM applies the negative modifier once per ability score per day.  If the modifier causes that PC to fail his attempted action, there's a 2 in 6 chance of being rewarded with a point of Divine Favor under the rubric that the Gods have a special providence for fools, drunkards, and weak-ass jabronis with suboptimal ability scores. 

  • 18 = d8
  • 16, 17 = d6
  • 14, 15 = d4
  • 8 through 13 = n/a
  • 6, 7 =  -d4
  • 4, 5 = -d6
  • 3 = -d8

Magic items, high-tech devices and priest blessings that enhance a particular ability score add d12, while those same things (magic, tech, or curses) that cripple a particular ability score subtract d12 from the d20 roll.

Yes, this means the priest class has a new ability.  Once per round, a priest can bless or curse a single aspect (ability score) of a humanoid they touch [if a priest touches an enemy combatant, that lasts one round per priest's level.  This blessing or curse goes beyond the normal range, which is why it's plus or minus d12.  Like other positive or negative ability score modifiers, this only affects an individual's particular ability score once per day; however, Divine Favor can extend either a bonus or penalty through the current scene / encounter (but not beyond the limit in rounds of a priest's level).

Even if these were official (which they're not because I'm workshopping them publicly so folks can poke 'em with sticks), they are optional rules.  Nevertheless, I would appreciate GMs playtesting this "Crimson Hack" and providing feedback.

Thanks,

VS

p.s.  VENGER CON III: Revenge of the OSR is just around the corner.  Info and weekend badges available right here.  If you want the hardcover Cha'alt trilogy for your RPG collection, the gorgeous, professionally printed, limited signed and numbered tomes can be found over yonder.


Friday, December 22, 2023

The Cha'alt Experience [Kickstarter]

 

It's been a little while since I've launched a Kickstarter campaign.  Well, now's the time to fund The Cha'alt Experience: Designing Worlds Like A Fucking Boss.

Here's the link.  It's already doing pretty well, but I hear that a bigger first day helps with the algorithm.  So, do what you can to pledge early, raise awareness, and spread that url around like manure.

So, what is it?  I've had such an amazing time creating Cha'alt (first as a world, then as a living, breathing, undulating campaign setting) that I wanted to share my experience, showing you what worked, what didn't, and how you can create your very own world... or simply adapt an existing world to you and your unique preferences.  

This is a subject I know well, so help me unleash my dark wisdom upon an unsuspecting universe and watch it tremble, quivering with involuntary glee!

If you have a question or comment, post something down below...

Thanks,

VS

p.s. Cha'alt hardcover books are part of the backer rewards, but now's the time to start thinking about VENGER CON III: Revenge of the OSR - info and weekend badges. 


Tuesday, October 31, 2023

Cha'alt X-Cards

 

Cha'alt X-Cards have arrived!!!

The idea happened, we playtested it, and now it's a thing on DriveThru (for FREE)...

Here's the PDF on DriveThruRPG.

As a friend on Facebook said, instead of "No spiders," it's more like "More sleaze, please!"

Imagine empowering players to make the game more awesome just by holding up a card - without disempowering the Game Master.  

This is a way of creating Cha'altian sessions that could all too easily revert back to vanilla D&D.  I know... I created Cha'alt and even my imagination sometimes falls back into the comfortable rut of standard fantasy tropes.

And remember, you don't have to use Cha'alt itself to benefit from those Cha'altian vibes.  Use Cha'alt X-Cards with Lamentations of the Flame Princess, Dungeon Crawl Classics, Neon Lords of the Toxic Wasteland, or any game that values eldritch, gonzo, science-fantasy, post-apocalypse, humor, sleaze, pop-culture, and grindhouse exploitation!

In my estimation, this is even bigger than forever improving D&D combat with Crimson Escalation... this is a concept that takes the hobby of roleplaying games in exciting and new directions.  

Fiction first... for real!

It's a free PDF, so I hope you give it a try.  I'm currently busy custom-making Cha'alt X-Cards for friends, fans, and supporters of my work.

Enjoy,

VS

p.s. Cha'alt hardcovers are here.  Details and weekend badges for VENGER CON III: Revenge of the OSR are here.  And if you want a tentacle-made set of Cha'alt X-Cards by yours truly, paper is $15 and wood is $20 + $5 for shipping for one or multiple sets:  Venger.Satanis@yahoo.com


Tuesday, October 17, 2023

Call of Cthulhu one-shot [session report]

 

Well, it finally happened.  I ran something other than Cha'alt for my face-to-face gaming group.

This time, especially considering the season, I decided to run Call of Cthulhu.  Except, it was my own rules-light, O5R hack of the game using Advanced Crimson Dragon Slayer as a model.

In a 3.5 hour game, I think each player rolled maybe 4 or 5 dice.  So, the system was virtually invisible, which is exactly what I wanted.

Instead of the usual character creation which can burn up to 30 or 40 minutes of game time, I opted for pre-gens.  After all, this was a one-shot (or was it?) and why bother the players with character generation if they're never going to play these characters again?

Last Gary Con, I decided to make my life easier by coming up with a one-page list of available characters - each having 3 or 4 sentences describing that character's concept (including name, class, race, background, etc.) along with relationship ties to both the setting and other PCs.  

I gave every player a sheet containing all the possible characters.  Since I made more than enough characters, there was not only a decent amount of choice, but if something happened to one of the PCs, it was assumed that the non-chosen PCs were sort of hanging around in the shadows and could be played in a pinch, so no one had to sit out for even a short period of the game.

Worked fantastic for Cha'alt at Gary Con, but I think it makes even more sense for something like Call of Cthulhu.  There was a 7-person investigative team that formed Two Jacks Detective Agency.  Some investigators were part-time consultants, so it makes sense for only a handful of agency personnel to tackle any particular assignment.

I had 4 players and each chose a pre-generated character with instruction to invent some little character detail on their own, that wasn't written down for them.  This gives players some creative control while allowing for customization and future roleplaying opportunities.

The PCs included (this is the truncated version)...

  • Jack Hawkins - Private eye and co-owner of Two Jacks Detective Agency + marksman 
  • Jack Princeton - Private eye and co-owner of Two Jacks Detective Agency + plays the piano
  • Billy "Knuckle Samich" Cannoli - Mob enforcer and hands on security + good cook
  • Finneus Smythe - University forensics professor and amateur parapsychologist + took boxing lessons from Billy


I started writing this homebrewed scenario the day after our last game and it took me until the morning of our actual session for me to say that it was "done."  Something like 6 pages of notes, descriptions, key NPCs, eventualities, clues, timeline, and so on.

It was literally double )in some cases triple) the amount of preparation that I'd spent on any session of the Cha'alt campaign, but that's the nature of the beast with RPGs like Call of Cthulhu.  If there's a way to "wing it" and still have a reliably satisfying investigative horror game, I don't know what that looks like.  If you do, teach me!

I might release my house-rule hack for Cthulhu as a free one or two-page PDF sometime down the road.  And since the adventure is already written, it's a no-brainer to self-publish the thing in the near future as a system neutral scenario.  Would go well with The Outer Presence of any Lovecraftian investigative horror RPG.

The scenario took place in 1929 Chicago.  It involved the mysterious disappearance of a retired shipping magnate.  I'm a huge fan of Masks of Nyarlathotep, so this adventure was reminiscent of that campaign.  I suppose if a group had already experienced the first session or two of Masks but not the rest and wanted to give it another try (sometimes, groups break up at inopportune moments), this could be a satisfying re-introduction.  

I won't go into too much detail, but I felt it went well and everyone seemed to have fun.  After the adventure was over, the players told me it was a success, so that was encouraging.  Shaking off the cobwebs, I suppose I still have the knack.

Towards the end of the session, things started to get weird.  That's when I should have asked for a sanity check or two, but in my slow descriptive build-up, I forgot to pull the trigger and only realized the missed opportunity when things were back to normal.

There were a few moments where we stopped to view what was happening through a Cha'alt lens... "Now, if this were Cha'alt, we'd just start lapping up the milky-green goo dripping off those tentacles," or some such.  Good times!

Predictably, there was a civil disagreement about what to do with the evil cultists at the end - hand them over to police or deal with them ourselves?  I remember that hotly contested dilemma from back in the day when I was running my Call of Cthulhu campaign almost 20 years ago.

In two weeks, I'm going to run something else in the horror vein... and could possibly continue the Cthulhu game with the same players + new people since I'll be hosting that meetup game at the local library, instead of my house.  I did that specifically to give some new meetup folks a chance to game with us.

If I did stay with my own take on Call of Cthulhu, I would write another scenario for the same cast of characters.  The revolving PCs inside a fledgling detective agency just worked too well to abandon the idea.

Ok, that's it.  Thanks for reading!

VS

p.s. Yeah, it's not until July, but my Madison, WI old-school RPG convention, VENGER CON III: Revenge of the OSR, is currently selling weekend badges!  Also, I still have Cha'alt hardcovers for sale - I need to sell a couple dozen more trilogies before kickstarting Book 4 of the Cha'alt trilogy.  So, order yours today. 


Thursday, September 14, 2023

Cha'alt X-Card Trilogy Deal

 

Ok, here's the deal.  I need to get more hardcover Cha'alt books sold before Kickstarting Book 4 of the trilogy in January.

I also want to get my Cha'alt X-Cards into the hands and tentacles of gamers like you.  What are Cha'alt X-Cards, you ask?  A set of 8 cards, each with a different descriptor that comprise the greatest campaign setting ever made... CHA'ALT.  

It's eldritch, gonzo, science-fantasy, post-apocalypse, sleaze, humor, pop-culture references, and exploitation / grindhouse (added later, after the initial pictures were taken).

At any point in the session, a player can grab a card from the middle of the table and raise it up, letting the GM know he should incorporate a bit (or perhaps a lot) more of whatever is on the card into the current encounter, scene, moment, whatever.

EDIT: And the player who tapped the card gets a point of Divine Favor (or your metacurrency of choice) as a reward (incentivize the play you want to see more of).

So, that prisoner exchange the GM is describing suddenly becomes tinged with alienage and cosmic horror, assuming the eldritch card was tapped. Does that one convict tweaking-out have forbidden knowledge locked inside his subconscious - about to rip and tear its way out like a thousand screaming tentacles?

You see what I did there?  I just came up with that secret subplot just now, thanks to the Cha'alt X-Card prompt.  And players are encouraged to come up with their own inspirational ideas when they raise a particular card... subject to the GM's capricious whims, of course.

Anyways, I made myself a set of Cha'alt X-Cards and got to try them out.  They worked even better than expected, so now I want YOU to have your own set... and it gets even better - I'm going to handmake these 8-card sets so that you'll have custom Cha'alt X-Cards of your very own.  They'll be colorful and weird and probably low-fi art-punk as Hell.  I'm going to try a bunch of different things and let folks pick out their favorite (subject to availability).

The ones you see here on this blog post were the original prototypes.  I can and shall do better.  I'm hoping these will be cherished artifacts for years and years to come, used in various games (both Cha'alt and non-Cha'alt), and one day as ebay worthy as one of Banksy's public murals.

So, how do you get your set of 8 uniquely custom Cha'alt X-Cards?  Purchase the full trilogy of hardcover Cha'alt books at some point this month, in September, and then before the end of October, I'll mail out the Cha'alt X-Cards (you'll get the actual books days after your order).  I can't send them together because 1) I have to design and physically make them, which takes time... and 2) If I tried to send the cards along with the books, I'd lose the "media mail" discount on domestic shipping.

Speaking of which, this deal - a set of free Cha'alt X-Cards - is only good for those living in the USA.  For those living outside the USA, I can send you a set of Cha'alt X-Cards for an additional $20.

For the entire, professionally printed, gorgeous hardcover trilogy of books (that also come with the PDFs if you don't already have them), it's $130 domestic ($200 foreign).  Paypal me at: Venger.Satanis@yahoo.com

Got a question?  Just ask...

VS

p.s. I'm currently selling weekend badges for my midwest gaming convention VENGER CON III: Revenge of the OSR.  You should go, hoss!


Monday, June 27, 2022

Shaking The Cobwebs Loose

 

I think it had been at least 3 weeks since I'd sat behind the screen.  For me, that seems like an eternity without Game Mastering...

Which, now that I think about it, makes me wonder how long it's been since I was a player.  Wow, it's been years, maybe 4 or 5 years.  That seems incredible to me.

Even though I want to GM as much as I possibly can in about 3 weeks from now... VENGER CON, baby!  I still want to play.  Would love to experience Cha'alt from the other side of the screen.  Hopefully, I'll get that opportunity.

Anyway, last night's game was fantastic (as per usual).  5 players, which is ideal for a virtual table.  This time I expanded the session to TWO WHOLE HOURS!!!  I know, your mind must be absolutely blown.  I'll wait while you scrape up the more solid bits and scoop it back into your brain-hole.

The usual pondering Kort'thalis meta-sigil occurred.  Remember this?  And I listened to this and this.  I like some dark ambient in the background, no matter if it's live or virtual.

The session was new.  I went with a technique which suits me when it's just a casual online session.  I had a bunch of notes and then just winged-it the rest of the time.  A lot of people don't like text only, but in a virtual game, I prefer it.  Since people usually think out what they want to say before typing it out, I get a minute or two before players respond to what I've said.  That extra time is all I need to come up with 3 or 4 options, and then I just pick the best and go with it.

Eventually, I'll turn all these little scenarios into bite-sized, one-shot PDFs, and then include them in book 4 of the Cha'alt trilogy.  But that won't be until the 4th quarter of 2023 (at the earliest).

Anyway, subterranean temple the PCs spotted after wading into the final moments of a pitched battle between two opposing forces.  One dressed in blue, the other orange.

I can't say anymore, except that everyone but the cleric was knocked unconscious at one point, yet no one died (which is nice).  Also, I borrowed liberally from a 1985 American scifi TV show that never made it to the finale of season one.  It's called Otherworld.

Yes, I have "bad" taste in movies and television (not really, but that's what a lot of my haters say) and I haven't aged beyond 12 or 14 when it comes to what I think is cool (Ok, that's true.  You got me there).

I will, however, post noteworthy lines from the session, along with a bit of commentary...

  • "The rules are only a guideline, anyway." It's fine if players ask me, "Should I have died?" or "Don't I need to roll for that?" But don't be surprised when I let the game happen.  Flow stems from immersion, I find.  The more the game feels real, the more flexibility you have.  It's a GMing vibe I'm going to start calling PSYCHOCOSM.  Yes, I'm going to just start saying "psychocosm" in casual RPG conversations like people should know WTF I'm talking about.  Lol, hilarious!
  • "Greige is chartreuse for color-phobes." 
  • "Down the hatch." I don't know why, but that makes me laugh every time I read it.
  • "Real adventurers don't ask, they just do." Don't worry, this wasn't about sex. One PC asked another PC if he should go topside and investigate the dead body they found several minutes ago.  And I'm like, don't ask; go do it! The player said he did that for in-game / character reasons, which is fine... nevertheless, my point still stand.
  • "Baja Blast, clearly the true treasure."  You just had to be there, man.


Well, thanks for reading.  If you have any questions, just ask.  Hope to see many of you at VENGER CON.  It's so close now, I can almost taste it...

VS

p.s. If you haven't grabbed my latest Cha'alt one-shot adventure, it's available direct from me - only $3.  Details here.

Friday, May 27, 2022

The Verdict

 

I read DriveThruRPG's email yesterday and the upshot is that The Good Syma'arian one-shot Cha'alt adventure won't be allowed back onto their virtual shelves without several changes. 

Specifically, the child endangerment portions.  While I fully understand, after all, it's written in their rules, taking that stuff out dilutes the message.  Yes, it's wrong to harm, let alone murder, babies and kids.  That's one of the reasons I wrote the scenario!

I have no doubt that publicly available material on DTRPG of the same kind (without the overt "anti-abortion" and "anti-woke" sentiments exist.  If The Good Syma'arian is banned, shouldn't those other products be reported and removed, as well?  Time will tell... 

Real world harm will always be greater and therefore a bigger threat than anything happening in a fantasy roleplaying game.  Fancy euphemisms like "reproductive justice" and "women's healthcare" don't really describe smashing a fetus' skull while still in the womb so the brain can be vacuumed into a hospital sink.

Just because you'd rather not think of the sordid deals doesn't mean it's not real.  It is real.  It happens everyday, and disproportionally to black and hispanic babies.  If you really think that black lives matter, instead of perpetuating lies that racist cops are gunning unarmed non-white folks down in the street everyday, maybe think twice before celebrating the "pro-choice" movement?

The moral and spiritual decay in this country, perhaps all over the world, can be seen daily on the news and in our social media feeds.  It's sickening and disheartening.  I don't think the answer is to throw up our hands while we lurch towards a materialist, atheist, globalist Utopia that will only result in (economic) slavery for the bottom 99%.

So, I told OneBookShelf that I will be keeping The Good Syma'arian private.  If you want it, the PDF is free (just like before).  Email me with your DriveThruRPG associated email address, which I prefer, (make sure you opt-in to my customer emails where I frequently send out sale codes).  Reach me at Venger.Satanis@yahoo.com

Or, here's a link to the adventure on Google Drive if you'd really rather not go through DTRPG.  Your choice!

Enjoy,

VS

p.s. Tickets still available for this July's VENGER CON in Madison, WI.  This won't be like any other gaming convention you've been to in the last 20 or 30 years.  Just old-school, OSR, and traditional RPGs.  Together, we won't just have an awesome time... we'll lay the foundation for a new golden age! 



Saturday, May 14, 2022

The Good Syma'arian Suspended

 

Venger's banned again?!?

As many of you already know, my recently released one-shot Cha'alt adventure, The Good Syma'arian, was just temporarily suspended last night for "potentially offensive content".  

I'm a target for the radical-left, the woke, and SJWs throughout the RPG hobby because of my outspoken, moderately conservative political leanings.  To me, and many others, they are the offensive ones.  They spit on our liberty while cry-bullying their way to positions of influence, always trying to secure more of what they crave most... power and control.

I don't want any retaliation or jumping up and down on DriveThruRPG while they review my scenario.  After all, they have their own protocols they need to follow.  

I am confident that The Good Syma'arian will be reinstated by next weekend.  Sure, we have to take a seat while the pro-abortion bundle of PDFs gets to sail by.  But that's the culture we live in, and it may take years before justice (not social justice, but actual justice) returns.

A lot of people have asked me to verify what DriveThruRPG said, so I took a picture.  You can read it for yourselves.  It's all there in black and white.  

When there's news, I'll post about it here on the blog and over on my YouTube channel - please subscribe!

Thanks,

VS

p.s. In the meantime, why not buy some gorgeous hardcover Cha'alt books, and/or snag a ticket for this July's VENGER CON in Madison, WI. 


Tuesday, April 26, 2022

Kort'thalis Meta-Sigil

 

Before getting into more Cha'altified submissions, I'd like to blog about the Kort'thalis meta-sigil.

This magical symbol or glyph is a portal to Cha'alt... the eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting I created years ago.  Instead of physically transporting you to the world of fuchsia skies, it's a vehicle for your consciousness.

The very first painting of Kort'thalis, over a decade ago, looked like an eldritch and infernal key to another dimension.  This is the latest.

It's acrylic paint on high-grade gallery type canvas, approximately 24" tall x 18" wide, varnished for maximum protection.  There's an unexpected Erol Otus quality about it, if I do say so myself.  

For those using Cha'alt, either on its own or as a hybrid setting in conjunction with others, I suggest rendering your own and keeping a visual of the meta-sigil nearby while you're gaming (both GM and players).  Personally, I like to meditate on Kort'thalis for a minute or two before each session, and if I need an extra shot of inspiration, I'll glance at it while running the game.

All language is simply communicating through mutually agreed upon symbols.  When you see this symbol, it communicates the eldritch, gonzo, science-fantasy, post-apocalyptic qualities of Cha'alt, transporting you to its burning sand below a fuchsia sky, so those adventures can be lived by you, me, all of us.

This secret world that lives and breathes inside our collective imagination is objective reality, just harder to perceive... that is, until one spends sufficient time and energy in Cha'alt.  The more you engage with it, the realer it becomes.  Perhaps the everyday world will pale by comparison?

Roleplaying games are an outlet, an escape, a fun pastime with family and friends.  But it can be so much more, the chance to participate in the creation and continuation of a parallel universe that exists just outside of our own.

Yesterday morning, I had the painting right beside me while running Cha'alt for someone on Roll20 who'd never played D&D before.  Did it make a difference?  Well, I felt different.  With each session, I see the world of Cha'alt and everyone inhabiting it as incrementally more alive and real.

I'll have this and other paintings of the Kort'thalis meta-sigil on display at VENGER CON!!!  Tickets still available...

If you'd like to participate in one of my Roll20 demonstrations (90-minutes, text only, and usually 18+), either let me know or follow me on Twitter @VengerSatanis.

Have a great week, hoss!

VS

p.s. Disappointed in WotC's latest regurgitation of your beloved campaign setting?  Get hooked on Cha'alt!  And while you're at it, Crimson Dragon Slayer D20.  Don't believe me?  Check out the vast amount of 5-star Cha'alt reviews.


Saturday, March 19, 2022

Venger Satanis 4 Realz

 

Last night, I decided to make an important change in my life.  

Going forward, I'd like for everyone to address and refer to me as Venger Satanis 4 Realz.

Alternatively, I'd be happy with a shortened version if you're in a hurry, such as VS4Rz.

This is part brand management and part identification.  Starting today, I identify as Venger Satanis 4 Realz, so that's simply what you should call me.

Thanks for your support, everyone!

VS4Rz

p.s. Don't forget that VENGER CON is happening in Madison, WI this July (regardless of how many radical-leftists "REEeee" about it).  

Also, Cha'alt: Chartreuse Shadows has been on DriveThruRPG as a PDF for a couple weeks now.  Check it out if you like eldritch, gonzo, science-fantasy, post-apocalyptic campaign settings, adventures, and megadungeons with a humorous, sleazy, grindhouse/exploitation, pop-culture twist.

Friday, July 30, 2021

VENGER CON

 

It's something I've been thinking about for a few years and just kept putting it off, waiting for the right time...

Well, it's time.

Next year (2022) on Friday July 22nd, Saturday July 23rd, and Sunday July 24th will be the first ever Venger Con!

Here's the link with all the details.  It's my first time using the Tabletop Events platform, so if I made a mistake, let me know and I'll rectify it.  

It's going to focus on old school, OSR, and traditional RPGs - without politics or "safety tools".  My goal is to not only provide space for excellent gaming, but also to foster gaming excellence.  There will be morning workshops on how to do everything (such as GM, be a player, and write adventures) like a fucking boss.

I considered lowering the age requirement to 16, but for right now, it's 18+.  Each standard admission badge (100 max) is $100 and that's for the entire weekend.

The hotel is nice and conveniently located.  We have a large room, a medium-sized room that can be divided in half, and a smaller room for all of our gaming needs.  

There might be a handful of vendors and special guests, but primarily Venger Con is about gaming - getting the most out of our games, making incremental improvements, and showing the world just how awesome old-school gaming can be!

Thanks for checking it out, asking questions, commenting, and continuing to support me and my work.

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

p.s. I'll have several books available for purchase at the convention, but if you want your luxury Cha'alt and Cha'alt: Fuchsia Malaise hardcovers sooner than later, you can order them here!


Tuesday, June 25, 2019

Running It More Than Once


I recently re-watched Escape From L.A. and it dawned on me that it's the perfect example of running an adventure more than once.

The original, Escape From New York, focuses a lot of time on atmosphere.  It luxuriates in the dark, nihilistic tone, giving us a feel for the characters, the place.

The 2nd time doesn't fuck around.  It gets straight to the point.  It keeps things moving.  Very little screen time is lost between encounters.  As soon as one scene ends, the next setup begins.

But maybe the story moves too fast.  We get the essentials and then onto the next.  That keeps people engaged, but then you lose out on the world building.  The characters seem to be there for a specific scenario-required reason, not because they actually exist.

Escape From L.A. is also played tongue in cheek.  It's campy and ironic and cheesy on purpose.  I suppose the difference between Evil Dead and Evil Dead II is the same way.  The former is horror and the latter is more horror-comedy.

Now, I love humor.  Whenever I write or GM, there's always a little bit of the comedian in me.  However, not everything should be played for laughs or so gonzo that it's borderline ridiculous.  You've got to know when to pull back and get deadly serious, too.

Did it ever feel like Snake was in real danger in L.A.?  Not really.  Back in New York it seemed like there was no way Plissken could survive... but he did.  And that likelihood of imminent death made the story stronger, more realistic.

In both L.A. and Evil Dead II, the ending is better.  That's definitely an advantage to the remake.

So, which is better?  Well, I happen to think the first time around is more satisfying, even though the remake is more fun.

[Last Minute Edit: Holy crap, I just found out that Hollywood is rebooting Escape From New York... What?!?]

What does that say about the RPG experience?  What if "fun" isn't how we should be gauging our gaming enjoyment?  That's a blog post for another time.

How often do you run the same scenario multiple times?  The setup, pacing, mood, ending... how much does it change?  Did you change it on purpose or did it kind of organically shift because you were using another system, had different players, or the characters chose to go at it from a different angle?

VS

p.s. Also, there's an excellent lesson from Escape From L.A... when you state the rules of the game, don't go back on them without a good reason.  Otherwise, Utopia will mess up your shot!

Tuesday, April 30, 2019

Tentacled Dice Tower


Yeah, I know... it's not really a tower at all.  More like a tunnel or slide.
And not every die makes its way to the other side.  I feel like that's some kind of "tentacle initiation."  Such unfortunate rolls are simply sucked up into the void.

Hope you enjoy the video and like my clay sculptures.  I'll do more in the future.

Currently, I'm finishing up Cha'alt.  It's quite a beast and is taking up the majority of my free time.  Just about every room within The Black Pyramid has been written up (all 111 of them).  Now, I just have to make them even more awesome during the revision process!


Thanks,

VS

p.s. The Roll20 playtests have gone really well.  I appreciate everyone who comes back for more!

Thursday, January 3, 2019

We'll Always Be Alt-Right To Some


I was just reading this rpg.net article about 2018 and it looks like the OSR has a reputation.

We may as well face it, to both the near and far-left, everyone from the middle to the far-right is just a hop, skip, and a jump away from being a full-blown Nazi (unless they've already crossed over the line).

But they soften it a bit with their own Democrat dog-whistle.  They refer to us as Alt-Right because then we can all be lumped together... conservatives, Republicans, free-speech advocates, moderates, centrists, nationalists, anti-SJWs, and white supremacists. 

And since that last one is repugnant to about 90% of people, we can therefore all be discredited in one fell swoop.  Every one of us painted with the "racist" brush in order to de-platform us (yes, still banned on RPGnet for some reason) by crying "hate-speech" or "toxic straight white male privilege."

I don't know what's going to happen in 2019, but I hope gamers can find some middle ground, move away from politics, and focus on improving our overall gaming experience.

VS


Friday, September 28, 2018

Roll20 Woke All Over Themselves


So, now Roll20 is dicking over gamers (their own customers, actually) because that's the woke thing to do. 

I mean, it just makes good business sense to shit on the people who support you, who make up your audience so that you can instead cater to a tiny but extremely vocal group of political extremists who want things done the SJW way.  Duh!




Personally, I think the CEO / co-founder / managing partner of Roll20, Nolan T. Jones, should step down from his position.  I don't think changing the reddit moderating staff is going to cut it.

Not just for banning that guy, but for being a racist piece of shit.  Apparently, white guys needn't apply regarding helping to promote or grow roleplaying games online.  I mean, it's similar to the Papa Johns thing, right? 

Thanks to Jeremy Hambly for the video and altering me to this unfortunate news. 

VS

Tuesday, July 3, 2018

It's The Adventures, Stupid


I've had this blog post on my mind for a while now...  It all started with a discussion on g+ about Labyrinth Lord.

How one of the first big retro-clones has been virtually eclipsed, why, and if it's possible for Labyrinth Lord to reclaim its former glory.

Well, what makes for a successful RPG?  I'm sure there are many factors that could and should be discussed by those interested in the answer.  But today, I'm going to focus on the primary reason: SUPPORT!!!

Support for that RPG keeps it going, makes it feel alive, engages players, and provides material for using that game now and in the future.  The ideal kind of support is adventures, the backbone of roleplaying.  Various supplements can't hurt, but a large number of scenarios is probably the best gauge for success when it comes to new RPGs.

Just look at your DCC, LotFP, and S&W.  They come out with adventures all the damn time.  If Labyrinth Lord wants to compete, it's got to have just as many high-profile scenarios coming out under the Labyrinth Lord name.  That's why it's so hard for the little guys to compete... any one-man shop is going to be hard-pressed to generate one adventure a month or more.  You need a team!

On that LL thread, I made the boastful statement that I could turn LL around if put on the payroll as brand manager, scenario connoisseur, or whatever to the tune of $50K a year.  Yeah, that seems like a lot, but the juice has to be worth the squeeze.

What's funny is that it's all compatible!  There's no earthly reason why you can't swap one system's adventure for another.  But perception matters with these kinds of things.  Brand awareness affects the market.  We're only human, after all.

I've tried to maintain a regular flow of adventures myself with the several RPGs for Kort'thalis Publishing, but in the end I only succeeded with Alpha Blue.  Crimson Dragon Slayer almost kept pace, but I think sci-fi more lenient than the over-saturated genre of fantasy.  Alas, I realized the full extent of this lesson too late.

Having said that, I'm going to make an announcement regarding Kort'thalis Publishing's RPG lines.  But first, I want to finish Alien Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free!  It'll be released before the end of July.

I've already mentioned elsewhere that I'm taking a break from RPG publishing once this last adventure is completed.  There are juicier fruits out there that I have to find.

VS


Wednesday, June 7, 2017

Reviewing How To Write Adventure Modules That Don't Suck (part 1)


In my considerable time involved in the roleplaying game hobby and industry, I've both received and given a lot of advice.

I picked up the Goodman Games 160 page, 25 author, hardcover book at Gary Con earlier this year.  There was so much to see and do, I didn't spend an overly long period of time standing around booths, perusing various books that caught my fancy.

So, I picked up How To Write Adventure Modules That Don't Suck without giving it too close a read.  Why bother, I thought, since the title alone summarized everything I wanted!

This blog post examines the first 30 pages of the book.  Hopefully, my analysis is both informative and entertaining... [part 2]

The cover is weird, but I love it - part English 101 journal notebook and part High School doodling of weird and funny fantasy characters and creatures.  The interior cover pages (I can't remember the correct terminology for that area right now), are colorful and badass!  There's also a black ribbon attached to the book's spine - which is cool.

The Autograph section is cute and fairly useful (assuming you go to RPG conventions).  The introduction by James M. Ward is serviceable. The interior pages are lined like actual notebook paper, which I thought was a nice touch - though, the essays, from what I've read so far, aren't edgy, gonzo, or filled with the awkward passion of an amateur adventure writer.  So, there's a bit of disconnect between how the pages look and how they read.

The first essay is about adventure context, fluff, and crunch.  It's mostly a blog post about what the author, Jobe Bittman, thinks about the dichotomy and that some adventures give the GM just enough info to run an adventure while others give the GM quite a bit more.  He prefers the former.  And then the essay is over.  It's followed by a one-page adventure that has virtually nothing to recommend it.  It's about deep-sea diving and finding a lost ship.  It's so short that there's not much besides the meager setup and the encounters themselves.  It's pretty much worthless, and not an example of non-sucky adventure writing.

The second essay is by Mike Breault and I'm going to quote the first sentence which should give you a clue to what it's about, "For my money, nothing kills a gaming session faster than a game master who isn't dedicated to engaging and entertaining his or her players."  That sense of predictability and slight boredom you got from reading that sentence?  It continues throughout.

The essay points out "The Four Types of Gamers":  achievers, explorers, socializers, and killers (which the author got from another dude in the video game business).  It basically boils down to the following - not all gamers want the same things and the GM should provide a variety of encounters to suit everyone's tastes.  Good advice, but so obvious that in 2017 it just seems more annoying than bland.

The accompanying adventure (do they all have one?  Holy shit, they do!  Oh man, I have a feeling this is going to suck...) is a trek through the forest with very little payoff, aside from finding a castle with a couple undead encounters.  It's not impressive in the least.

The third and last essay I'm going to be talking about in this post is from Anne K. Brown.  Basically, she thinks that GMs should bore their players to death with voluminous descriptions about everything under the sun.  Ms. Brown literally takes a paragraph of flavor text and keeps telling her readers to elaborate until they've perfected their short story which can then be read aloud to players so that no actual adventuring gets in the way of story time!  I was literally screaming NOOOO! while reading the book last night because that's pretty much the opposite of my preferred style.  And I objectively believe her advice is going in the wrong direction.

Later, the essay switches to something more palatable - show, don't tell.  Again, super obvious.

But then, she talks about her stint at TSR and gives us a taste of freelancer submissions.  Ms. Brown points out two "miserable mistakes," two phrases that kept showing up over and over again - "impossibly huge" and "wicked-looking blade."  She slams these phrases for not being precise, because it makes people guess, rather than knowing exactly what the author meant.  But you know what?  It also forces the reader/listener to use their imagination, to create their own reference points, and deliberately vague phrasing is not only suggestive, but mythic.  What sounds better to you?  An impossibly huge dragon or a dragon that's 30' tall?

The essay ends with a plea for GMs to use all 5 senses.  Fair enough, but still within the realm of no-brainer.

The following adventure is for reals a short story, while Anne actually narrates what the PCs are saying and doing!  I shit you not!  Is this part of the reason why TSR began to suck so hard with the railroading and super-long flowery descriptions?  Jesus Christ!

Yeah, I need to stop here and take a break.  So far, this book is both boring and bad (from an advice standpoint).  Oh no!  I was just googling the title so I could find an image of the cover (all the ones I found were from the KS mock-up, which is actually far inferior to the actual cover that came to be) and saw that this was a Goodman Games Kickstarter!  And it made over $125,000.00!?!  Hopefully, I stumble over some worthwhile stuff the further I go...

Until the next installment, check out my own How To Game Master Like a Fucking Boss.  And if readers are interested, I'll do a series of blog posts delving into the fundamentals of adventure writing that doesn't suck - crafting a worthwhile scene!  So, please let me know in the comments if you'd like to see blog posts of that nature.

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

p.s.  Several gamers urged me to write my own forbidden tome on the art of crafting awesome scenarios - Here it is!!!




Tuesday, December 13, 2016

A Possible Pivot


I've been doing a lot of thinking lately, and what this blog post contains is just that - thoughts.  I'm thinking out loud, except that it's actually silent and in writing.  Nothing set in stone.

The Idea:  Instead of placing the vast majority of my attention on designing, writing, and publishing, I'd rather Game Master.

There are several good reasons for a change of focus.  Originally, I made Liberation of the Demon Slayer just to say that I had done it.  A small self-challenge before I turned 40.

The adventure was a way for me to prove to myself that D&D, and roleplaying games in general, were still worth pursuing.  After 3rd edition, 4th edition, and Pathfinder, I was pretty much ready to quit the hobby.

That's when I found the OSR and everything seemed to fall into place.  But I also made that adventure and the ones to follow because I thought it would be neat to see my creations in a professional-looking book, hold them in my hands and run them properly - instead of two dozen scraps of lore spread out over several notebooks, the back of envelopes, and post-its.

Even in those early days, the act of publishing and getting a manuscript ready for publication, was in aid of running a great game.  I haven't forgotten that.  Game Mastering is the key.  If there's no GM, it doesn't matter how many thousands of RPG books one has on the shelves - or how many one has produced - they are practically worthless until actually used; played.

I'd like to GM more because it's fun and I'm good at it.  But there's more to it than that.  The Game Master has a calling.  He answers the call.  He's needed to run the game.  I wrote How to Game Master like a Fucking Boss because there was a sense of urgency.  The art of GMing is essential to creation born out of shared imagination.

Assuming one is on the right track, the more you GM, the better GM you'll be.  I want to improve and keep improving - to the point where I can make some small living running games.  Yes, I'm talking about the ever-elusive dream of becoming a GM for hire.  You get paid (in one form or another) for running games.  But it's not just about the money... I'm in it for the glory, too, of course!

As I type this, I'm wondering something about myself.  Would I rather be known as a fantastic author or GM.  Both, obviously.  But if I had to choose one over the other... I don't know.  GMing is where the action is.  When you're at the table and behind the screen (so to speak, I usually don't use a GM screen), you're on the front lines.  That's where the war is being fought.  Our collective imagination versus reality.

As a side benefit, I'll be able to run all kinds of adventures and campaigns that I've been neglecting the last few years.  When you're writing and self-publishing your own RPG stuff, most of the time you're either play-testing stuff before it comes out or running the stuff you already published.  After all, those scenarios and game aids are like your children and if you have the chance to take your kid to Disney World or some other kid named Dwimmermount, Stonehell, Dark Albion, Maze of the Blue Medusa, and Anomalous Subsurface Environment, who are you going to choose?

Pivoting to professional Game Mastering (or even regular old GMing for fun, should the pro thng not turn out) will allow me to focus on presenting an awesome experience.  Making that a priority over showcasing stuff I came up with all on my own.

VS


Wednesday, September 28, 2016

Last call for Awesome!


If you didn't know, my final Kickstarter campaign until Summer of 2017 (at least) is winding down.

And guess what?  VS, your fucking boss of a hoss, is planning on over-delivering... again.

Yeah, not only are you lucky dogs getting three PDFs for $3, but they'll be double the promised length.


But that's not all!!!  Glynn Seal +MonkeyBlood Design (Glynn Seal) and I have a good relationship.  I tell him to make something awesome while shouting out random words like "Tentacles," "Veins," and "Vagina Whale!" then he turns around and makes it visually awesome.

Case in point, the eldritch fantasy adventure will have the red, the investigative horror will have the green, and the sleazy space opera will get blue.
of

Click on them to get the full effect!

So, thanks for backing.  Keep telling your gaming friends about this wondrous deal of insanity on acid meth!  Let's see if we can hit $2,000 in four days.

VS