Thursday, December 14, 2017

Human-as-class

So I took part in an interesting thread on the DCC G+ group today.  It's one of those perennial OSR discussions about "race-as-class," which is all fine and dandy, but Von Ether half-jokingly raised the idea of "human-as-class"...and that gave me a bunch of ideas.

Basically, humans tend to be the individualistic and practical explorers in a lot of sci-fi...you know, Space Americans. Other races are assigned these far more specialized and homogenized cultures that represent only small facets of our lifestyle. I'm talking about lazy Star Trek tropes like the eternally-warlike Klingons and coldly rational Vulcans.


Watch out for Space Americans, man

The same is often true of various demi-human races in fantasy settings, to an extent.  So not only are these mythological entities scrubbed clean of mystery by allowing players to run them, but they are further constrained by unimaginative stereotypes.  Dwarves are grumpy, greedy, industrious and proud.  Elves are elegant and aloof, often advanced but in decline. These lazy cliches have had all the life stamped out of them since Tolkien.

But what if humans were the strange and threatening aliens who belong to a heavily-stereotyped culture?  I proposed two possibilities in the thread: humans-as-orcs and humans-as-elves.

Friday, November 17, 2017

My own private Anomaly

I've mentioned here before how I've adapted Patrick Wetmore's brilliant Anomalous Subsurface Environment for my house campaign.  Or rather, I'm mentioned that I've adapted it, if not how.  Which is mostly fair, since I didn't start out with any major changes besides the stats and mechanics.  After all, I had a rationale to explain that the party traveled to the Land of One-Thousand Towers from their homeworld, allowing the two settings to be almost entirely distinct.  In other words, there was no need to figure out how to integrate ASE into my home setting.


I dig the metal bard in the lower right corner wailing on his ax

Given that I've been moving to a somewhat more ad hoc approach to GMing (perhaps better described as just-in-time design i.e. desperate brainstorming the night before and not a moment earlier), it makes sense that I didn't bother to think about things in great detail.  I'm into a more organic approach to world building, although I'm careful to avoid the pitfalls of illusionism.  Suffice to say, my approach was to just start with straight-up ASE and let it evolve from there.

And evolve it has.  At this point, some of the heretofore unimagined backstory is starting to coalesce.  I now know a lot more about what makes this world tick.  I know why wizards are all insane, and why their magical tools don't work after they are killed.  I know what happened to the ancient civilization that discovered/created the ASE.  Heck, I even know what the ASE is.  

At least, now I know all these things in the context of my own campaign.  And I'd like to share it with you.  It all started to come together when I tried to imagine a reason that my players might venture forth from Denethix to visit a distant village by the name of Carrowmere...

Saturday, November 11, 2017

Playing with mechanics

I'm currently in the midst of collecting ideas for a third edition of my personal RPG heartbreaker, Empress.  I don't know if there's much point talking about editions or versions, because homebrew rulesets like these are always in constant motion.  However, it's still a good idea to formalize these into something like "releases," if only for the sanity of the players at my table.  "How does initiative work, this week?" can be a rather pointed question.


This mechanic is all good

Anyway, the ongoing process as well as the process of formalization has me thinking about mechanics.  So here are a few of those thoughts!

Friday, September 29, 2017

Review follow-ups: Blades in the Dark (the back half) and Life and Death, Zarth Edition (for the Crypts and Things system)

I've been trying to make a dent in my backlog of quality RPG content without purchasing more.  So far, it's an exercise in willpower, but the alternative is the pathetic existence of a digital hoarder.  My role-playing backlog is the equivalent of a crawlspace full of unread issues of National Geographic.  It's nowhere near as messy, but I have nothing to show for it.


He probably actually read these

Anyway, I just caught up on two interesting projects that, for different reasons, return me to past reviews.  I recently completed my entire read-through of John Harper's Blades in the Dark; when I wrote my pre-review, I had only completed a read-through of the mechanics.  

I still haven't played the damn thing, but who knows when that will happen?  I want to review the rest of the text while we're still alive.

As for Life and Death, Zarth Edition, which is a recent conversion of one of the author's (Newt Newport) older adventures to his most recent rule-set i.e. Crypts and Things. I previously reviewed C&T very favorably, and this new adventure is worthy of the system.

First up: Blades in the Dark, part II:

Monday, September 25, 2017

Concepts in game mechanics

Any serious GM is always going to have a few ideas about gaming stewing at once, and inevitably some of the ideas will relate to game mechanics.  So let's talk about a few of those.


Super-simple die systems

I'm always obsessed with the idea of simple mechanics.  When I can identify some mechanics that reduce complexity without sacrificing simulation, I'm happy.  I'm also trying to find ways to make the hobby more accessible.  One way that role-playing games can be a huge turnoff to a lot people is the complexity factor.


Rolling the old D2

Reading Blades in the Dark (see my pre-review) has helped me figure out some of the final details on a super-simple die mechanic. The idea is that it boils down to a single D6 roll.

Thursday, September 14, 2017

Pre-review: Blades in the Dark

It's time for another one of my half-cocked opinionspre-reviews, and the subject of this one is that fresh-faced new hepcat, Blades in the Dark.  It was written by a fine fellow named John Harper and published by...a company?  It's hard to tell, because DriveThruRPG swears this was published by One Seven, while you can find the damn thing on the Evil Hat website (and not the One Seven site). The PDF sez it's an "Evil Hat Publication" but it is "In association with One Seven."  Well, it should know who made it.  Guess that clears it up.


Not a very subtle assassin, gotta say

Anyway, I'm supposed to hate this sort of thing, because I've declared myself an OSR nerd and this game is wading far into the storygame side of the pool.  You have players narrating flashbacks!  But as I'm sure my longtime readers know, I cleave to no orthodoxy, so instead I find myself quietly intrigued.  Well, not that quietly...after all, I wrote this.

Oh, what is Blades in the Dark, anyway?  It's a role-playing game where the players are members of a gang of ne'er-do-wells in a Steampunk world with gritty low magic.  You know, Dunwall from Dishonored.  This is Dishonored: The RPG in all but name.  I mean, the name of this city is Duskwall.  That's the opposite of trying to hide your influences.

Sunday, September 10, 2017

A new DCC class: The Murderhobo

The idea behind this class is to take an obnoxious concept - a backstabbing jack-of-all-trades powergamer - and make it something fun and balanced. Functionally, the murderhobo is a bit of a twist on a magician/thief dual-class. From the thief, he only has stealth and backstabbing, and from the magician, he only has a small stock of first-level spells.  On the surface, this sounds pretty lousy.


Especially arson...there's always arson...

However, there are a few twists that I get a kick out of.

Saturday, September 9, 2017

Empress session report - My Beautiful Sociopaths

I am, of course, referring to my players, the crew that refers to themselves as the "Murderhobros."  But before we catch up with them, I just want to let you know that you're in for a special edition of "What Did I Learn?"  Today I'm going to go big and list my Principles of Gamemastering.  This is eternally a work-in-progress, which is how it should be for us all.  Life lessons, people!

So anyway, where did we last leave our winsome charmers?

All credit to Gus L. - check out his awesome blog, Dungeon of Signs

Ah yes...they had just received a massive text dump of plot hooks, courtesy of the GM with two thumbs (i.e. "This guy!").  And they were very curious about the effects of their sabotage on the Pie Cult.

Saturday, August 26, 2017

More mini-reviews! The Pirates of Drinax, A Field Guide To Hot Springs Island and Enter The Dagon

It's been a while, hasn't it?  Of course, I'm keeping busy.  I haven't had much actual gaming lately, but (correction: I wrote that part of the sentence before Gen Con, so it is no longer true) there's been plenty of writing.  And as the title of this post suggests, I keep up a steady diet of OSR reading.

Well, is definitely arguable whether or not Traveller is considered proper OSR, and some people even argue against DCC's inclusion.  Oh well!  Who fucking cares?

OSR puts some lovely ideas out there, but I get the feeling that the movement is slowly losing steam.  I see fewer new adventures and blog posts as time goes by.  If I use forums as a guide, I'd say the peak of OSR interest was probably around 2012-2013, and I got on this train a little late.  Not that I'm particularly dissuaded, but it's sort of disappointing to hear the air hissing out of the tire.

Maybe it doesn't really matter.  OSR has contributed something extremely valuable to tabletop role-playing, and even if the "true" OSR community is waning, you can see its influence ripple outwards.  The reprint of so many old titles and properties, as well as games like DCC that take a step forwards while being mindful of their roots...and the elephant in the room, 5e itself.  Anyone who bothers to look can see OSR fully embedded in D&D 5e's DNA.


OSR is all about pillaging lost treasures of the past

I got off-topic!  Let's talk about cool games!

Gen Con 2017 - Judging for DCC

As I mentioned a-ways back, I signed up for Goodman Games' offer to Judge (GM) four Dungeon Crawl Classics sessions at Gen Con 2017 in return for hotel and convention passes.  I just got back a few days ago, and this post isn't going to cover it all.  To do that, I have to put together a bunch more media resources.  In fact, I really have to first get back to some of the people that I met at the convention.


Saw the cards, didn't see the Quinns...too bad, since I'm a fan

Summary: A great experience!

Friday, August 11, 2017

Report on the so-called "sick rock" mineral

Let me start with a little background about my weekly campaign.  As I've mentioned before, I'm running my adaptation of Anomalous Subsurface Environment, the great OSR megadungeon affectionately known as "ASE."  The best part of it is that my players haven't set foot in so much as the gatehouse, as they are continually deflected from their quest by their own misadventures.


Just another day in ASE

That quest is to retrieve a certain quantity of raw protonium ore for their patron, an old and clever dragon.  They know that they can find this in a place called Mount Rendon, and to gain entrance to this mountain they must obtain a small quantity of what is known as "sick rock" i.e. uranium.

Towards the end of a fun little picaresque journey from their portal to Denethix, the party got its hands on this very material in the traditional way (i.e. they beat-up some lion men).  ASE provides a nice little lair dungeon to make this happen, so I ran that and the PCs won the prize.

But then they lost it.  It wasn't really their fault.  Well, actually, they sort of panicked and let it be known that they had found the wizard's lost sick rock. After being thanked and rewarded, the authorities took custody of the stuff and sent the PCs on their way.  So now what?

Sunday, July 16, 2017

Empress rules

Here's the ever-evolving document that represents the Empress rules:


Empress rules!

It's about time, right?

Wednesday, July 12, 2017

Empress - magic rules, revised

Hey gang!  One of the things I've been doing lately has been tweaking the Empress rules for spell casting.  I didn't change that much, but here's a list of what was added:

  • There are now only five spell levels.
  • Casting spells now have a price, which is equal to four times the spell level minus the caster level, with a minimum value of twice the spell level.
  • The price of a spell is proportional to the cost paid by the magician.  As before, the exact nature of the cost depends on the type of magician - time for sorcerers, physical energy for mystics.
  • The precise costs of spells has been tightened up.
  • Any spell parameters that scale, like duration, damage or range, scale based on the caster's level plus the appropriate ability modifier (Spirit for mystics, Mind for sorcerers).
  • There's a spell list!  This is the biggest change; rather than leaning on the SRD or the Lamentations list, I decided to write my own from scratch.  It really wasn't too hard, since I resolved to keep the descriptions short and sweet.

One thing you may notice about my spell list is that few of them have combat applications.  My conception of magicians is that they are not medieval superheroes, firing beams out of their fingers and flying around like a robed Captain Marvel.  Using magic in combat should be quite possible, but it should be indirect and require some creativity.  When it comes to giving and taking damage, fighters should be kings of the battlefield at all levels.

Summon Answer!

Magicians occupy a strange position in many parties.  It's clear that fighters should have a front line combat role.  Thieves are well-suited to all those non-combat adventuring activities.  But magic-users, in the traditional model, are basically able to do pretty much anything, but only a limited number of times. With a traditional magic-user, you can become a combat powerhouse (with your Fireballs and your Cloudkills), or the perfect burglar (with Invisibility and Knock).  It just doesn't seem fair to the other classes to have magic-users occasionally outshining them in their own specialties. 

So I try to find other things for magicians to do.  And I partly succeed.  But you're never going to have a magic system without an Invisibility spell.

Without further ado...

Tuesday, July 11, 2017

The Curse of Stupidity

I've seen a number of OSR blogs (rightly) complain of the utterly boring nature of D&D magic weapons.  Plenty of posts have been made offering (welcome) replacements for the tired-as-fuck sword +1.  Doot-dee-doo, OSR to the rescue!

So tired of these


But you know what's dumber than a +1 sword?  A fucking -1 sword.

Monday, July 10, 2017

Pre-review: The Dark of Hot Springs Island

Yes, there has been a drought of posts from yours truly.  A long dry season for posts on Artifacts and Relics, as it were.  Listen, when it comes to writing about games, my big priority is making headway on Blackrock.  And it's (surprise!) slow going.  I have to say, writing certain bits is a real drag.  But like some kind of mighty-thewed yawper, I heroically trudge forward.


This is like game writing

But life is not all OSR fantasy adventure setting authoring.  No!  I also read OSR fantasy adventure settings.  You see, I have many interests.

And so this post.  I recently picked up The Dark of Hot Springs Island, and have sort-of read it.  I've basically flipped through it a bunch.  I can't say I've read enough to write a review, but I am comfortable saying I've read enough to write a pre-review, or as some might say, "premature half-ass musings."  So please join me, if you will...

Sunday, June 11, 2017

Empress session report - The Murderhobros meet hard-punching lion-men

It's been a while since we had one of these.  Well, life gets in the way, which means that we missed a few sessions and I'm behind on reporting the ones that we had.  So let's catch up a bit.

We're at least three sessions behind, so I'm going to compress a bit of the older events.  Anyway, we left our lovable scoundrels having more or less disrupted the plan of Lord Python (an evil wrassler) to have some thugs drug the ales of the beloved Wolf Brothers (the good guys!) so as to impair them for the upcoming match.  


For all I know these guys really were called the Wolf Brothers

Things went well from there; the Wolf Brothers met and beat Lord Python the very next day, although he escaped the justice of the militia.  The PCs were celebrated for safekeeping the honor of Lugosi and the Wolf Brothers.  Radj was able to order dog barding at a bargain price.  Yay team!

Of course, things got messy again.

Thursday, June 8, 2017

Micro-reviews: Golden Eye of the Kobold King, King For a Day, Wonder & Wickedness

I was recently reflecting on the phrase "content is king" in conjunction with tabletop role-playing.  Perhaps you've heard it?  It was uttered by Bill Gates back in '96 to summarize his expectation that media content and its consumption would drive the expansion of the web.  It's one of those things that seems stupidly obvious to us now, but was somehow revelatory at the time.


Haunting


Thursday, May 25, 2017

Review: Index Card RPG Core Set

Have you heard of Drunkens & Dragons?  It's a great little channel hosted by "Hankerin Ferinale," who opines at great length about tabletop role-playing, while occasionally getting legitimately hammered.  


Living up to the name

"Hank" records a steady stream of excellent GM advice delivered in a highly entertaining patter.  I recommend his channel without reservation.

Anyway, earlier this year, he started putting out these gaming aids called Index Card RPG Vols. 1 & 2 for his Runehammer Games imprint.  These both consist of nice iconic doodles of fantasy RPG stock gameplay elements - things like treasure chests, animated skeletons, mysterious temples, centipedes, mimics, etc.  

On his channel, Hank explained in greater detail how he intended that these could be used.  The GM could print-and-cut these out and put them on the table to represent elements in play, using card proximity as a simple abstract way of depicting the gamespace.  Not really what you'd call an actual RPG, but this was of course a hint for what was to come.

The other shoe has dropped!  Hank's follow-up arrived in DriveThru the other day, going by the name of Index Card RPG Core Set.

So what do we have here?

Saturday, May 20, 2017

Blackrock!

I'll keep this post brief: I decided to change the name of my adventure setting, as well as the product as a whole.  They are one in the same: Blackrock!

My thousands of loyal readers may recall that Blackrock is the name of a suburb of Punjar in my monthly DCC campaign.  But I came up with that, so I feel justified in repurposing the name.  Not only that, but "Blackrock" is such a perfect name for this project.

A hot commodity?

For one reason, it's thematically appropriate, because the town was once the site of a human basalt mining settlement that was enslaved to giantfolk.  And since I'm now thinking beyond the bounds of the singular heist, calling it "The Cursed Sword" or "The Vault of Blades" just didn't seem appropriate anymore.  In light of that, "Blackrock" is a much better title for the project than "Hoblington."

That's all for now.  I'm still mulling over a candidate for review (there are so many...the addiction continues).

Thursday, May 18, 2017

Learning to crawl

I've always loved GMing.  When I was a kid in high school, I was enamored with the prospect of inventing my own imaginative and immersive worlds, and using them to fill my players with wonder.  These days, the emphasis has moved away from the idea of showing off my creativity, and towards a fascination with engaging my players.


There's a certain egotism to the practice of GMing

That isn't to say that I've entirely given up trying to come up with cool stuff. For instance, that DCC adventure I've been working on.  Well, one thing led to another, and the idea has snowballed into something a bit larger.  That doesn't sound good, does it?  An excess of ambition can kill a hobbyist project faster than anything.

Monday, May 1, 2017

For the last player to arrive at the table

Roll the accent with which you must speak for the amount of time you were late
  1. Woody Allen
  2. Foghorn Leghorn
  3. Deliverance redneck
  4. Queens, baby
  5. Millennial up-talker with vocal fry
  6. Hardcore Minnesotan
  7. Steve Irwin (everything is gorgeous)
  8. Prohibition gangster (see here...)
  9. Sly Stallone
  10. Werner Herzog
  11. Shatner
  12. The Macho Man
Be warned: with the wrong group of players, this will encourage lateness.

Wednesday, April 5, 2017

The world is my sandbox!

It's been a while since my last post, but that's mostly because I was away on vacation in Europe for two weeks, followed closely by a visit from my mom.  All of that was great, but quite exhausting, and not particularly conducive for writing about my great love for role-playing games.

That doesn't mean that I've been completely idle in the world of elfgames.  Far from it, my friends!  Let's see...so I didn't really do much related to gaming in Europe, although I did plow through Charles Stross' Laundry Files (well, at least the five main books).  I've enjoyed a couple of Stross' other novels (Accelerando and Glasshouse both managed to impress), and even when they have suffered from prioritizing "big ideas" over characters (something I've encountered more in British sci-fi, for some reason), they have been rife with gameable ideas.  

My favorite of the covers

The Laundry Files also has plenty of game-ready ideas (in fact, it's been covered (DriveThru)), and also manages to have some appealing characters and well-paced plotting.  It's certainly not meant to be taken as seriously as some of his other works, but not everything has to be high-art.  And we were talking about elfgames, right?

But that's not all.

Tuesday, March 14, 2017

Spells without levels

The title of this post reflects a recent design ambition of mine, which is to eliminate spell levels from OSR games without eliminating spells.  I have a few reasons for this.  First, as I've been recently discussing, I have an interest in sandbox play without character progression, and having spell levels starts to feel overly restrictive when characters don't even have levels.

Another thing I've noticed, however, is that the nature of spells and spell levels in OSR makes it difficult for such games to support multi-classing.  At first glance, it may sound like I'm talking about very unrelated things, so I'll explain a little more.  


Don't make me choose, OSR!


Sunday, March 12, 2017

Concepts in sandbox play

So, in continuance of some of my earlier thoughts about sandbox play and how it relates to character progression, I've been slowly coming up with ideas for a very simple tabletop FRPG that is based on the idea of little-to-no appreciable improvement from "experience."  Let me discuss some of my initial thoughts.

Strategic advantages

One advantage of having a game like that with very human-scale characters is that you can take advantage of certain assumptions to simplify the game mechanics.  For instance, I don't have to worry about things being highly scalable.  Everything can be muted down to a similar level of power, where special abilities allow you to specialize, but don't end up abusing verisimilitude and game balance in the long term.

This means I don't have to provide really big ranges for power levels.  Things don't have to be super-granular.  This immediately calls a certain mechanic to my mind, one which I have enjoyed greatly in practice: the skill system for Lamentations of the Flame Princess.  What occurs to me is that, lacking character progression, character abilities and character skills can be much the same thing.

Wait, that's not how reflections work...

Friday, March 10, 2017

Empress session report - The Rise of the Murderhobros #4, part 2 of 2

It's hard to believe how much we accomplished in the fourth session.  I have a feeling that part two is going to be longer than part one.  I suppose that if I'm wrong, I'll just edit this sentence later.  If I'm right, I'll leave it there, and look pretty prescient.

Anyway, where were we?  Ah yes, the gang had just been roused by a commotion from outside the inn, and townsfolk were moving en masse in that direction.  Naturally, the party joined the surging crowd, and made their way towards the town's eastern gate.  They were greeted by an interesting sight.


This

Well, not quite that.  They were more lupine-themed, for one.  The self-styled Wolf Brothers, Howl and Growl, had arrived to challenge the town of the Lugosi to...A WRASSLE-OFF!

Monday, March 6, 2017

Empress session report - The Rise of the Murderhobros #4, part 1 of 2

This session, things really started to take off.  The Murderhobros Three were about to face off against a savage lion-man and a terrifying spheroid bear-bot-thing, which had just sprouted a spinning buzzsaw at the end of a small arm that extended from its chest.  That's how things started, and from there, the Gonzometer started beeping like crazy.

Note: This is what actually happened.
Everything else is in Duncan't head.

Sunday, March 5, 2017

Cool news for yours truly!

Hello loyal reader...s?  Anyone out there?  It doesn't matter at all.  This is a public record that I keep for private purposes.  It's sort of like yelling from the top of my lungs on an abandoned street.  I have no problem with this.

Anyway, like the subject says, a bit of good news for me: I'm going to by GMing at Gen Con 50!  Goodman Games was looking for a few people willing to Judge (that's DCC for "GM") a few slots, ideally four or more.  I signed up for the requisite four, so I could get a badge and hang with the crew.


Not my first choice of venues, but that's not why you go

Empress session report - The Rise of the Murderhobros #2-3

As we check in on our murderous trio, we're going to cover two sessions in one shot.  This is primarily because second of these was a pretty short one due to the intrusion of real-life demands on our participants.  That's fine; we're role-players, so we have to work around that stuff.  So without further ado...


And so it begins again...

Picking up where we left off, the crew was walking rapidly away from angry gang bosses and alarmed citizens in the town of Hoblington, making their way to meet Duncan's mysterious benefactor.  As the group approached the place, Duncan informed his compatriots that they were going to be going through a (hopefully) abandoned village to climb down a sea cliff.  There, they would find a cave wherein dwelled his employer, a dragon named Krakatoka.

Zab and Radj reacted to this announcement with a healthy dose of disbelief, and concern that their new friend wasn't right in the head.  Oh well, they reasoned; we've come this far, and hitched our wagon to this maniac.  Let's see where this leads...you never know, right?

Monday, February 20, 2017

DCC session report - Blackrock Manor #5

In this installment of Blackrock Manor, we return to our intrepid band of monster killers and treasure hunters, standing over the body of a slain construct of metal and glass in an otherworldly trophy room.  So far, their expedition has made good decisions and possessed good fortune.  The former would be remain the case, but not the latter.


Vanquished at the end of last session
The trophies in question occupied metal plinths, some of which were surrounded by strange fields of light, of which some were stable and others flickered unpredictably.  With little difficulty, the party was able to obtain all the artifacts that weren't protected by constant fields.

Let's pause a moment to take the roll call, in alphabetical order, no less:
  • Brendan, doing his best to prove with Gregh the Warrior that might makes might
  • Gareth, offering the sage judgement of the Wizard Sizarius, and getting the hell out of Gregh's way
  • Stan, whose Courve the Thief always erred on the side of Not Dying
  • Steve H., bravely rescuing fellow dwarfs with his Rune Priest, Martine
  • Steve W., insuring that Grognard the Dwarf gave Martine plenty to do
  • Xavier, pushing Archimedia the Thief's luck to nearly-tragic ends
So what treasures did our gang liberate from this forgotten museum?

Friday, February 17, 2017

An idea for the sandbox: no character progression

Sometimes, we are so used to traditions and convention that we forget to question them.  One that I've been re-considering lately, for the first time ever, is the idea of character progression.  I only know of one RPG where improvement of skill over time was not assumed to happen: classic Traveller

This was the rulebook I had back in the day

With that one exception in mind, I can't think of any tabletop RPG that doesn't have a system for character progress.  The main question that most rules answer is whether to have a class-and-level system, or track individual skill levels.  Games carefully consider what is the proper rate of character improvement.

But is this all absolutely necessary?

Tuesday, February 14, 2017

Review: The Well of Souls and The Treasure Vaults of Zadabad


This is technically two reviews, since we're talking about two adventures; The Well of Souls is billed as an introductory adventure, and The Vaults of Zadabad is its immediate sequel.  Both are sold by Stormlord Publishing, with both being penned by Carl Bussler, with Eric Hoffman on Treasure Vaults. You can find them on DriveThru, but The Vaults of Zadabad has versions for DCC and Swords and Wizardry.  I have both adventures for DCC, in PDF format, and that's what I'll be reviewing here.




Sunday, February 12, 2017

Empress session report - The Rise of the Murderhobros #1


As I mentioned in my last post, I am now GMing for a weekly crew using my homebrew rules for Empress 2.0.  Now, I still need to catch up on session reports from the Blackrock Manor campaign, but due to its monthly nature, it won't be hard to bring this blog up to speed.


A legend is born

So as for my Empress gang, a bit of history...I was previously GMing a group with Empress 1.0 as a weekly thing, with all players connected to an audio group chat in Roll20 (later using Roll20 for shared maps and Google Hangouts for the audio).  With that group, we had some great moments, but I didn't feel that my campaign was working for the group, and we tried to transition to a weekly DCC campaign.

That campaign eventually ran into scheduling issues, and as a result, it's become my monthly DCC group aka Blackrock Manor.  And I have to say, the rules and whole sensibility of DCC are a much better fit for this crew, as are in-person sessions.

Unfortunately, the mix of in-person and online players didn't really work for the people online (crosstalk at at the gaming table can become very indistinct over webcam).  As a result, I lost one of my original players, but he wasn't done with our campaign, bless his soul.  Instead, he wrangled up a couple of players in HIS area, hyped them up on probably-untrue stories of my GMing prowess, and drafted me into being their GM.  Well, I always said I wanted enthusiastic players.