Tuesday, April 23, 2019

Green and Verdant: My Debut Three Hexes

Before I begin, I should explain what the Three Hexes are. I got the idea from Chicago Wiz, who makes (usually) weekly Three Hexes posts. Here is his first post for the idea. A Three Hexes map is a small hex map (usually with 24-mile hexes) which has four hexes of note. One of the hexes, “Hex 0,” is the homebase hex, the location of the (probably frontier) town/village where the PCs resupply and use as their place of respite. The mentioned three other hexes are locations for the PCs to travel to and explore. They are sites with adventure possibilities. Sometimes these sites are wildernesses, full of separate lairs of the various monsters that inhabit the hex. Other times the sites are complete, planned dungeons that is either pulled from something else (a module or something from Dungeon Magazine) or is made from scratch. Sometimes all these hexes are related, and usually that’s for the best. In that case the area helps make for itself a campaign and setting built around a unified idea. A great example of this is Chicago Wiz’s “The World Clock.” Other times the three sites aren’t linked at all, and are, in fact, some areas that the party can visit if they so desire, in the style of a very small hex crawl. Examples include the first two that Chicago Wiz provides in that first post (linked above) and “The Haunted Seas of the Greybeard.” One can even make two 3-Hex Maps, as Chicago Wiz did with the very first of his Three Hexes maps that I’d seen: “Negative Mirror.”
Introduction of the concept finished, I’ll move onto introducing what I’ll be doing with the Three Hexes framework. Well… I may make some Three Hexes maps occasionally. I don’t have the same goal of Chicago Wiz right now of reaching 52 campaign starters. That’s too ambitious for me. Rather, I might wind up making a Three Hexes map whenever the inspiration strikes me. It did when I made this map.
I recently got Hex Kit 2.0, which is what I used to make this map. I decided to test the software by making a map a la Chicago Wiz. So I made this map, not really considering what may be in these hexes beforehand beyond “faeries here, town there, hill there, and swamp here.” Afterward, I began considering what might be taking place in this region.


Campaign Long ago there was a terrible conflict between the lords of the forest and a sorcerer-king, Ajamar. The sorcerer-king began cutting away at the forest, attempting to deprive the forest-lords their power and their home. A particularly brutal Fey Lord, Torthwgyn, believed malicious by even the other fey, came forward in leading the resistance against this sorcerer-king. Under Torthwgyn’s leadership, the Fey Lords were able to expand the boundaries of their forest even further than before the conflict had begun. Ajamar was slain, buried in a crypt in a hillside by his devoted servants, and forgotten. Without the enemy to unite them, the Fey Lords broke with Torthwgyn, and Torthwgyn was expelled from the feywood to rule over his own section, which he has corrupted into a malevolent swamp.

Today, the forest is full of fey-touched creatures, monsters and animals, which stalk its grounds. The forest grows, but markedly slower than it had generations before. Elders in the growing village in the wood have noticed that strange events seem to be on the rise. Cold winds blow down from the Bare Hills, and those who venture into them looking for the crypt of Ajamar rarely return. Stranger creatures are found further west, where reign the Terrible Fey Lords.
Hex 0 (3.3) Theorinporth Theorinporth is a pleasant, small community. The village grows crops and trades lumber for what else it needs. Though the village has a small lumbering trade, it is carefully done, for fear of retaliation by the fey. This concern has developed some controversy, however, as younger lumberers buck against tradition and a small group of them are convinced that nothing will happen if the village increases its lumbering. Peric, a prominent young lumberjack, strongly believes this, and has been coordinating with the other villagers to begin logging more actively in the forest.
Hex 1 (1.2) The Woods with Eyes Anyone who passes near the feywood gets the sensation of being watched, of never being alone, of something directly behind them (especially when ‘alone’). The Fey Lords live here and make it their home. They rarely go beyond into the rest of the forest, though they claim it as theirs. Fey’s guardians watch those who enter the feywood and may lead adventuring parties or intruders to their individual masters (incidentally getting the party helplessly lost) to be toyed with, punished, aided, or disposed of. The attitudes of the fey range from beneficial to malevolent to both. Nearly all of the fey will want something from an adventuring party, usually to torment them in some contract. Each fey has their own estate, which bends space (and sometimes time). A fey’s estate may hold many acres, though only be contained by a rabbit’s hole within a tree.
The Fey Lords have become worried by the developments in the Bare Hills. Most of them, having betrayed Torthwgyn, don’t believe another alliance with him would be feasible. The affair had also sown more distrust among the fey, further endangering hopes of an alliance among the fey. The Fey Lords are vulnerable outside of their forest. Sending along a group of adventurers might readily appear as an easy, low-risk solution (if they die, it’s no real loss to any faerie, except one they owe something to).

Hex 2 (1.3) The Sunken Forest This swamp is the domain of Torthwgyn. It is full of monsters, fey-touched mutant abominations and monstrous humanoids (mostly goblins and gremlins) who’ve pledged fealty to Torthwgyn (under threat of extinction), and one or two loyal faeries. He slowly builds his forces in preparation for making war against Theorinporth (regardless of how many or few trees they cut), the Fey Lords who’d betrayed him, and to guard himself against the rising threat in the Bare Hills. He only suspects what’s risen in the Bare Hills; he doesn’t know for sure and can’t scry the area. Torthwgyn cares nothing for the Faeries or their dominion over the forest. He desires to extend his own control over the river, the forest, and beyond. His betrayal has increased his brutality and only strengthened his hunger for power and mischief.
Hex 3 (3.1) The Bare Hills The hills are dead. Nothing grows here, except the cold, except the hunger and the rage. In his crypt Ajamar has risen as a mummy, woken by reckless adventurers who’d disturbed his rest. Here he has begun to continue his work, in the crypt built by the loyal servants and commanders who didn’t perish in the final battle. His loyal commanders who’d died in battle with him attend him as wights. The soldiers and long-forgotten dead rise as skeletons and set about collecting the dead. The last remaining goblin tribe (the rest have been wiped out by the newly risen Ajamar) have sworn obedience to Ajamar, though its leader, the bugbear Zerdok, and many goblins resent Ajamar and the position he has been put in. The couple small orcs tribes in the Bare Hills may also be under Ajamar’s control. Those who defy him in life serve him in death. Ajamar is ambivalent to the fate of Theorinporth, but he expects them to side with him against the Fey Lords, alive and willing or as undead minions.

I participated in the Pamphlet Dungeon Jam and decided to make The Crypt of Ajamar. You can find that listed among the many great Pamphlet Dungeons in the Jam and also here. I also made another version of the map which, instead of 24-mile hexes (which is what I was assuming but you could use whatever you want), I decided measured 8-mile hexes. I made it because I really like the idea of having some wilderness exploration.
If you would like the .map files for any of these, just let me know and I will try and figure out a way of providing them.


Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.
Michael Shorten has not endorsed this in any way. I’m just crediting his work, the framework for this content.
The content built with the Three Hexes framework is licensed under a Creative Commons Attribution 4.0 International License.

Thursday, April 18, 2019

Beacon d20 Resources

I decided that I would take what I have on my resources page and just copy/paste it here. I'm not sure that it is necessary for there to be a page for Beacon Resources when I could just have it be a blog post. I'm not even certain that anyone plays Beacon d20, anyway. The blogger that created it has stopped posting to their blog and I don't really hear or see people talking about playing the game. If you think that it'd make resources for the game easier to find or some other reason, post a comment and I'll consider putting the page back up.

Tuesday, April 2, 2019

Skumdun: Kobold Vampire of Yrth

I made a kobold vampire because the foe would be both easier for 100-pt characters starting out in the world of Yrth, and also because it's a hilarious concept. It's part minor threat, and part comic relief.

Thursday, March 28, 2019

Choice D&D Retroclones

This is, clearly, just a list of retroclones. It's not like the (somewhat out-dated) list of retroclones on the Taxidermic Owlbear, in that it is a comprehensive list of games. It is, rather a list of my own preferred retroclones. These aren't including, of course, games like The Black Hack, Knave, or the Goblin Laws of Gaming, since those are all hacks or mini-systems.

Monday, March 25, 2019

ACKS, Autarch, & Ethical Role-Playing

Months ago I posted a review of the Adventurer Conqueror King System. Since then I’d occasionally have thoughts about it. It seems a little out of place with the rest of the blog. I don’t have any other reviews (besides The Black Hack and the GLOG).
More importantly, the reasoning behind the review's negative conclusion (in that, you should choose another system), seems abrupt in appearance. I don’t actually explain why Alexander Macris is a shitbag, which is certainly something you should do when you call someone a shitbag. The system I recommended to replace it, Basic Fantasy RPG, actually is not the ideal alternative. Finally, I should say that there are a lot of things about ACKS that I like. ACKS is not the worst system and some of its adventures are actually pretty good (see Courtney’s adventure or Dwimmermount, which also has a GURPS version!!). The primary figure within Autarch, nonetheless, by a really shitty person.
I’ll start this with an explanation of what Alexander Macris did to make him a shitty person. There are a number of different things but it boils down to two things. First, there was his involvement with gamergate on The Escapist, allowing it to flourish in its forum. More recently, there was his involvement with Milo Yiannopoulos. This out-shadows the involvement with gamergate, because this is not only a harassment of women encroaching into territory that has historically be reserved for men, but attacks people of color, queer and trans people, as well as women. Further, Yiannopoulos is a fascist – if this is news to you, consider his involvement with fascists and his propagation of fascist ideas. Alexander Macris was the CEO of Milo Inc., whose mission statement was “making the lives of journalists, professors, politicians, feminists, Black Lives Matter activists, and other professional victims a living hell.” Milo Inc. was founded after Yiannopoulos was fired from the fascist propaganda outlet Breitbart due to his remarks on pedophilia (so Macris worked with Yiannopoulos as CEO of his company knowing of these remarks). There have been claims that Macris is not racist; however, this claim is weak when it’s understood that he was CEO of an ideological company which cast activists protesting the proliferation of wrongful deaths/murders of black people by policemen as “professional victims.”
In the time since Yiannopoulos has fallen out of favor and gamergate has dwindled down to its phrenetic core of misogynists, Macris has attempted to downplay his involvement with gamergate. He’s attempted to cast himself as helpless in his involvement with Yiannopoulos and has tried to distance himself as much as he can. The record, nonetheless, remains. He was the will CEO of Milo Inc. He worked for it and went to court for the sake of Milo’s advertising. The stain will remain on Macris’ reputation until he … stops being a shitbag.
Now that that’s covered, we can move on to brighter things. As I said earlier, ACKS has some very neat features. Personally, I appreciate the Proficiency system it has. It also has a few novel and good combat systems (primarily the Cleave mechanic). If you have already bought ACKS, you should absolutely play it and use what material you've already bought. If, on the other hand, you haven't bought ACKS, don't support Autarch while a transphobic racist heads the company. If would like to get a B/X or (more accurately) BECMI game which has rules for domain-level roleplay, then get the Rules Cyclopedia clone Dark Dungeons (if it's just the adventuring, Lamentations of the Flame Princess, Labyrinth Lord, and Basic Fantasy can offer what you're looking for). It's not a strict clone, and many of the rules are cleaned up. Dark Dungeons has detailed rules for high-level play, building & maintaining strongholds, fiefdoms, mass combat. There are also some additional rules for skills in Dark Dungeons (essentially AD&D 2e Non-Weapon Proficiencies). Dark Dungeons is in the public domain (excluding some open game content) and is free to play (there is a PWYW option on DriveThru RPG, if you would like to support the author's labor of love).

Note: The title of this post gave me some pause. I had initially derived the phrase from "ethical consumption." "Ethics" sounds a little elitist, a little high and mighty. Declaring what's ethical sounds pretentious. But there's not really a better way to phrase it. Ethics is determining what's good or bad, what's right or wrong. Knowingly supporting a chauvinistic, transphobic, white supremacist is wrong, unethical.

Wednesday, March 6, 2019

Random Families

So there I was, making a hook for the beginning of a post-apocalyptic campaign. I needed some families to pose as the maguffin for the start. Rather than intricately detail all of the villagers that my players were frankly not going to give a shit about, I decided that I would randomly generate them. Below is my scheme for how I did that followed by the example families that I had generated.
First, roll the family size (a d8). If the result is 2, check to see if it's just a pairing of two people (two lovers). I had decided that the chances of a single parent might be high, since this was a post-apocalyptic setting. In retrospect, it probably should've been higher. Otherwise, it might be better to have the chance be higher or lower depending on the setting. Perhaps religious controls forbid divorce, but there's always the chance of death in childbirth, war, or freak accidents (how else would a PC's entire family be dead?).
A note on the ages of people: a couple might not have as great an age variance, depending on the mores of the setting. In this case, you can either add a d10 and subtract a d10 ([age]+d10-d10) to find the age of the second person or just decide. Determining the age of adults can vary, of course. It might be better to change what you roll, depending on what age you'd prefer. After finding the age of the parent(s), I would roll the age of each child, progressing down the chart below.
I determined that a group were siblings by the absence of children and determining that the two were not a romantic couple. They could also be cousins.
Family Size 1d8 (3-in-6 chance of a single parent, 2-in-6 chance pairing). Random Age: 10+5d8 adult, 5d3 --> 3d4 --> 2d6 --> d12 --> 1d10 --> 2d4 --> 1d8 --> 2d3 --> 1d6 --> 1d4 child. Sex m-1 f-2. 
Refugee Villagers
Costa Family: Two brothers, 18 and 15.
Derricks Family: Mother and son, 20 and 2.
Durante Family: Husband and wife, 44 and 43. Likely sterile.
Frost Family: husband and pregnant wife, 25 and 23.
Graves Family: Mother & 3 daughters, 24, 8, 6, 3. Father probably died -- that's a nice tragedy and makes for a fierce mother character.
Tasker Family: Two Sisters, 12 & 28.
Thomson Family: Paulo Thomson (scavenger & amateur doctor; 35-jaraĝa viro)
Wetzel Family: Mother (32), father (29), daughter (12), daughter (5), son (3)
Yamasaki Family: Hector (father, 45), Marion (mother, 36), Jonas (10-jaraĝa son), Tandra (6-jaraĝa daughter).

Example of generation process
I roll a d8 to determine family size and the result is 5. I roll a d6 to determine whether it is a single parent, and I get a 2 (so yes, since it's a 1-3 chance out of 6 for a single parent). Ouch, that's four kids for one parent. I roll for the age of the parent, and decide that it might be lower that 10+5d8 so as to provide that it's early in their life. Instead, I roll 18+2d6 and the sum is 26. Next I roll 5d3, 3d4, 2d6, and 1d12 for each of the children. I get, in order of the chart, 10, 10, 10, and 9. How bizarre. I'll say they had triplets (at the age of 16, my God; this is medieval fantasy, for sure) and somehow another one after that. Then, other partner dies to leave four children of more or less the same age to one very very young adult. How terrifying. This is some real life horror. Now I roll sex for each with a d2, starting with the eldest. I roll 2, 1, 2, 2, 2. I'll move that 1 to the 9-year-old. So one single mother with triplet girls and a younger 9-year-old boy.
Going through this process, you might see how I was developing some of the story of this family as I went. The absence of one of the parents I took to mean a tragic death, but it could easily have been abandonment or conscription (the father is still out serving in his lord's rabble). If you're fleshing out a village that's going to be seen quite a lot in your next campaign, this method might help you with that quite a bit.

Sunday, February 3, 2019

Irradiated, Infected, or Afraid Campaign Chronicle


Year: 2164
Moons: Luna
PCs: Charles Anthony Stein, Folgo, Lorenzo, Samantha Leclerc, Trevalyn Adler, Trogdar.

May

    24  Monday      -   The refugee villagers flee to Framingham.
    25  Tuesday      -  //1// Party clears out the house&barn of zombies. Trevalyn adopts two orphan children, Aidan and Adeline. The band moves to Worcester.  By late evening they reach it and the Party explores Worcester. They discover cannibals attack the Shitless Tough People Gang (STPG). They kill all of the cannibals and then meet the Shitless Tough People Gang, trading with them the machetes they just picked off of the ground to them for cartridge components. They invite the STPG to their camp. There, Hector Yamasaki, de facto leader of the refugee villagers, accepts the STPG into the refugee band. 
    26  Wednesday    -  //2// The PCs decide to conquer Worcester. The PCs go after the Cult of Flesh and Bone (CFB). On the way they encounter a Kilby Street Gang (KSG) checkpoint. PCs slaughter the poor CFB cannibals with grenades and greatswords. //3//Take the head to Maliki English, boss of the KSG. Trevalyn and Maliki agree to work together to bring in the Boston refugees and destroy the Worcester Kings.
    27  Thursday      )  CAS makes 5 bombs (giving 8 to Maliki English). CAS explodes himself and regenerates back to health over two days.
    28  Friday        ) 
    29  Saturday      ) CAS recovers in the evening.

    30  Sunday       [) CAS makes 6 bombs

June

     1  Tuesday      [)  CAS blows himself up.
     2  Wednesday    [)  End of downtime. Party sets up a trap to lure the cannibals and manages to slaughter ten of them (with help from two KSG members). Sold loot to Beverly.
     3  Thursday    +[) //4// PCs meet Lorenzo. Party leaves to kill the cannibals. The party kills the cannibals, while something quickly approaches (zombies attracted by the gunfire). //5// Charles is eaten by zombies and the party avenges him. 
     4  Friday      +[)  Samantha heal. Folgo begins working on a Katana

     7  Monday      (+)  Morning star Samantha heal
     8  Tuesday     (+)  Fireball Samantha heal
     9  Wednesday   (+)  Wanderers gather Samantha heal
    10  Thursday    (+)  Eclipse of Luna Samantha heal
    11  Friday      (]+  Aurora Samantha heal. Folgo finishes working on a katana and inscribes “(made from the bones of) Charles Anthony Stein”
    12  Saturday    (]+  Samantha doesn't heal.

    13  Sunday      (]+  Samantha rests
    14  Monday      (]  Samantha rests 
    15  Tuesday     (]   Samantha rests
    16  Wednesday   (]   Eclipse of Luna. Samantha rests
    17  Thursday    (]   Aurora. Samantha rests
    18  Friday      (    Shooting star. Samantha rests
    19  Saturday    (    Samantha finishes resting.

    20  Sunday      (   //6// Trevalyn throws two grenades to the wall of the Worcester Kings and leaves. The blasts attract zombies and zombies attackthe Worcester Kings. THe KSG attack the WKs while distracted by a horde of zombies. The KSG attacks the zombies in an attempt to clear the area and find the WKs lots of battle. Leader of the KSG, Maliki English, is killed by zombies after rushing alone into a building (poor impulsive fool). //7// Return with Jaime to the KSG hideout. Trevalyn becomes gang leader.
    21  Monday      (    Work on the radio in Maliki's room (Lorenzo fails by 4). 
    22  Tuesday      - //8// Trevalyn succeeds on contested speaking with Edgar. Lorenzo fixes the radio. Trevalyn calls into the OWRC.
    23  Wednesday    - Norbert arrives and delivers the letter. Samantha and Folgo leave for Westminster.
    25  Friday        ) Samantha and Folgo reach Westminster. Battle Pomeroy and his men and bring them to New Hampshire. The OWRC arrives to the site. Meeting with OGs, DeLeon takes charge of the settlement. 

    28  Monday        ) Folgo and Samantha reach New Hampshire with their captives. Folgo delivers the captives while Samantha stays away. Folgo and Samantha depart for Worcester.  

July

     2  Friday       [) Folgo and Samantha return to Worcester. The party solves a murder mystery. 
     3  Saturday    +[) Samantha forges a longsword. Sergeant DeLeon of the OWRC commands Trevalyn to seek out Faux-Flesh in the Worcester Polytechnic Institute

     4  Sunday      +[)  //9// The Party moves out to find the faux-flesh. On the walk to WPI, they encounter a three humans who inquire about the whereabouts of Charles Anthony Stein. Trevalyn informs them of his death. The distraught gangsters leave them to head back home.
The party reaches Goddard Hall of WPI and ivnestigate the surroundings. Outside, Samantha hears a humming and whirring from within the building. Entering the first floor of the building, Folgo smells ozone. Searching the first floor, they find the remnants of classrooms and offices and discover that the floors have been reinforced. The party moves up the stairwells to discover a heavily armed robot is guarding the only stairwell to the third floor. The party destroys the robot and on the third floor they discover a connection to a colony on Mars and find their faux-flesh.
Epilogue
The OWRC becomes a very powerful organization with the power that faux-flesh provides and begins spreading its hegemony throughout New England.

Saturday, February 2, 2019

NPC Sheet

NPCs

[Name]

[Role] Race: 
Appearance: [Distinguishing Features & Appearance];
Personality & Mannerism:
Reacts PC, reaction (result #); &c.
History:
Voice: 
Languages: 
Boons: 
Goals Immediate:  Short-term:  Long-term: 
Allies: 
Enemies:
Quests/Rumors: 
Subplots: 
Notes: 
Statistics
ST DX IQ HT
thr sw Basic Lift HP Will Per FP
SM Speed Move Dodge Parry Block
Traits
Skills
Armor
Encumbrance: n lbs, [level] (n) 

Sunday, January 27, 2019

Cepheus Engine Generic Career Table

I lament that there are no career and life events for Cepheus Engine. So I looked over the various career events from Mongoose Traveller 1e (MgT) and made a generic one. It's very basic right now. It's tough to get specific like MgT did when you're using the same table for space Marines, colonists and scientists.  Since I've got another method for career events that I'm going to detail in an upcoming post, this event table is not likely going to be developed further. I didn't want to let it rot, though, so I humbly present it to you now, knowing full well what it is:

Roll 2d6
2: Disaster! Roll on the mishap table but you're not ejected from the career.
3: Gain a rival; Roll on the Basic Training table and gain an Enemy; or choose a result from the Basic Training table and gain 1d3 Enemies.
4: Gain one Rival or roll on the Specialist table and gain 1d3 Rivals.
5: Roll on the Specialist table and gain a Contact.
6: Gain a skill from the first three results on the Specialist table at level 1.
7: Roll on the Life Event Table.
8: Gain a skill from the first last results on the Specialist table at level 1.
9: Roll on the Personal Development table and gain an Ally.
10: Roll on the Advanced Education skill table for your career.
11: You do exceedingly well. Recieve a +4 DM to your next Advancement roll or a +2 DM to your next Survival roll.
12: You are automatically promoted (or, in a career without rank, choose a result from Personal Development, Specialist, or Advanced Education tables and increase said characteristic or skill).

Saturday, January 26, 2019

Adventure Outline Notes

I've decided that instead of just sharing the Google Doc for the Adventure Outline like I did, I would also just put it into a post. If you're familiar with the AD&D 1e Dungeon Master's Design Kit, then a lot of this will also look familiar. A lot of how I organize information for my encounters is written in this form or similarly. Sometimes, though, it's only one or two sentences describing a scene.

Definitions

These definitions are primarily for the encounter "sheets" detailed below.
Combat Situation Just describe what kind of combat situation it is. Maybe it's already obvious, so just delete this prompt.
Description Describe shit.
Furnishings & Effects More in-depth description of the furnishings and environmental features and their possible mechanical effects.
Rewards Possible rewards that the PCs can claim, and under what circumstances they might claim them.
Synopsis The purpose of and expectations for the encounter.
Special Tactics/Tricks This is where one would note any of the unique abilities that a foe might have. So as to avoid looking back on a fallen foe and realizing they had an amazing power they would have used but you'd overlooked it during play, just check here for the information. The trick may range from a strange dragon's power to a very useful but oft-overlooked use of a weapon. So this is both "Special Trick" and "Special Item."
Tactics Here's where you write the tactics that foes would use, if they would have a plan for how to deal with something. If there's something worse than a plan, you could write "haphazardly fights and at the first sight of blood makes a disorganized retreat."
Warning Does the encounter foreshadow or provide a warning for something? If this encounter is a warning, mention that, as a note to yourself, here -- and then decide how the heroes may figure it out, too. Don't assume that the heroes will deduce that an attack is a warning just because you intended it that way -- figure out what all the clues are which would lead them to that conclusion, and then make sure the heroes notice the clues during or after the encounter.

Frontmatter

Theme: 
Adventure Background:
Adventure Synopsis
Objective/Goal:
Macguffin:
Plot:
Special limits:
Start: (To be tailored for entry into campaign.)

Events/Encounters

Combat Encounter

Warning: 
Synopsis:
Description:
Combat situation:
Cover/obstacles/hazards:
Creatures:
Special tactics/tricks:
Tactics: 
Activity/locations:
Special endgame conditions:
Rewards:

Empty Room

Warning:
Description:
Synopsis:
Furnishings: 
Creatures: 
Tricks/Puzzles: 
Discoveries: 

An empty room is an encountered area which can convey clues and information.

Role-play Encounter

Warning:
Synopsis:
Description:
Furnishings & Effects:
Characters (Name, race, description, motives, voice, tactics, weakness): (might as well reference an NPC Sheet if it’s elsewhere).
Name Description: Motives: Reacts: Voice:
Rewards:

"Reacts" means either the latest reaction given by the NPC to the party (or each of the PCs) or any particular modifiers to reactions that the NPC may have.

Saturday, January 19, 2019

2019

I figured that I would make a short post about how it's 2019.
Holy shit, it's 2019! I shouldn't be surprised that it's 2019. But I guess since I'm writing a blog and it's the start of a new year I should mention what my plans are for the new year. I don't have any plans for the new year. I really haven't had a plan for this blog aside from posting things that concern my preferred games.
I guess I could mention the games that I would really like to play this year. This will be almost like a promise to myself or something. I'd like to run a game of GLOG (the Goblin Laws of Gaming) or the Black Hack in a nice OSR campaign. Which one probably depends on how long I'd like to run the campaign and which kind of GLOG I'd like to run. There are a lot of GLOG varieties which each have their own delicious attractions. If I choose GLOG, I'll probably end up taking rules from different GLOG varieties. Naturally, I'll post those here and add yet another​ GLOG incarnation to the world.
I'd also like to try Traveller/Cepheus Engine. I'd like to delve into maybe a far future campaign a bit like the Third Imperium or something like that. I'm not sure I would actually go with the Third Imperium setting, though. If I go with Cepheus, I would houserule it so that players also rolled Events and Mishaps. It might just be on Event table for all the careers, Life Events, and generic Mishaps. If I feel lazy (let's be honest, what I mean to say is 'probably') I'll just go with either Mongoose Traveller 1e or 2e (depending on whether I want to use Tappy's houserules or have PCs be ex-cons). Now that I think about it, Tappy's Traveller houserules can be applied to Cepheus Engine. More on this later...
Somewhat related to the Black Hack and GLOG, in that it is a part of the OSR, I would like to play DCC RPG (Dungeon Crawl Classics). I would mostly like to run a group through a funnel, and then maybe progress the story a little bit. It's a very whacky game, from what I can tell, and I would love to explore it. I couldn't say how long i would want to live in it, though.
There's always Moment of Truth. I have been wanting to play Moment of Truth since it first came out. It's difficult, however, since it requires quite some work to get it started. There are no prices, no mention of any gear, no system for supernatural powers. It makes sense that there aren't any, and we get more than enough for a PWYW core rulebook. However, whenever I try working on something, my inspiration dries up a bit, I lose focus, and I wind up working on something else that's a bit easier and more concrete to finish. One thing that I have been working on, however, is a planetary romance/space opera alternate history. Mars has Martians, who are sort of a dying civilization of castes which have split off into more or less distinct species. Parts of Europe are anarchist, Trotsky runs the USSR, fascism is on the rise, computers can almost fit inside a room and rockets can take us to other planets. It's partially inspired by a GURPS setting and SM Stirling's The Courts of the Crimson Kings. I've started making some of the rules for the game, but I can also see this game being run in OpenD6 or Mini Six (or some other WEG/D6 system derivation).
I recently discovered HĆ¢rn, so I would like to either run a game set in HĆ¢rn either in GURPS (it wouldn't be hard, there are already guides available, and I'll share my notes for how I converted for the magic system if I choose GURPS) or in HĆ¢rnMaster Gold (from Kelestia Productions, because I heard it develops characters' backgrounds better which is always nice).
GURPS Banestorm competes with HĆ¢rn in its low-fantasy medieval setting. Maybe Banestorm is a bit crazier than HĆ¢rn. But. I've got a great idea for some Northern Barbarians, some nice sword and sandal vs sorcery ideas.
I would like to run GURPS Brakebills, where we use the Improvement through study to learn spells and develop a faux curriculum where the PCs, who are students at Brakebills or faux-Brakebills, can choose their courses and become the wizards that they want to be. Meanwhile, shenanigans and collegiate drama. Competitions about who can throw the better party. I’ve already got some nice ideas for things I can throw at the PCs. None of those things involve things that happened in the show (I haven't read the books, to my shame).
I have too many games I want to play on an endless number of unreachable somedays, it seems.

10-Room Dungeon Brainstorm: Tomb of the Honorable Order of Glory (& Possibly Justice)

I had started this 10-room dungeon back in March when I started a side campaign to a Traveller campaign that never made out of character ge...