You've probably heard that Wizards of the Coast has announced they will be reprinting the core 2nd edition books, plus some adventure modules. I will not be buying them, but I think having any of the (current) four editions available is a net positive. The one thing I think they did wrong is release them as collector's additions instead of books meant for gaming.
This decision has me questioning their end game. I don't think Wizards actually want to maintain active support of all of these editions. That these reprints are being released while 5e is being assembled makes me wonder if Wizards is looking to gauge which previous edition they should emulate most. I know this is a cynical view, but I sincerely doubt they released these reprints because fans want them. If nothing else, I'm willing to bet they were reaction to the OSR and Pathfinder. After 5e drops, whenever that is, what's the likelihood that Wizards will release Collector's reprints of 4e?
Monday, October 8, 2012
Wednesday, October 3, 2012
FTP Alert: Dungeonslayers
I just discovered this via The Iron Tavern and I have to say, it looks pretty awesome. I haven't had the chance to look at the rules yet, but, from the review, the game is all about speedy resolution so you can keep things moving (you only use a d20!).
The best part? It's completely free. I'll definitely be adding this to my ever-expanding collection of games. Even if I never play it, I'm sure that some of the 170 page rulebook (only 10 of which are actual rules) will be useful as source material.
This game has actually been around for a few years and was released under the creative commons license. That means you can take the work of German designer Christian Kennig and mold it to suit your needs. Several variants already exist, including options for modern day zombie-killing and Mutant Future weirdness, albeit in German. I'm sure as this product gains steam over here, we'll see those options, and many more, make their way into translation.Check it out here.
The best part? It's completely free. I'll definitely be adding this to my ever-expanding collection of games. Even if I never play it, I'm sure that some of the 170 page rulebook (only 10 of which are actual rules) will be useful as source material.
This game has actually been around for a few years and was released under the creative commons license. That means you can take the work of German designer Christian Kennig and mold it to suit your needs. Several variants already exist, including options for modern day zombie-killing and Mutant Future weirdness, albeit in German. I'm sure as this product gains steam over here, we'll see those options, and many more, make their way into translation.Check it out here.
Monday, October 1, 2012
Mouse Guard: First Impressions
This weekend was a lot of firsts. It was the first time my old group had met in about two months. It was the first time I ran an adventure on the fly in. . .a long time. Most importantly, it was the first time I ever played Mouse Guard.
I was a little bit uncertain as to how this game would go over, honestly. To start, this game is painfully adorable. If the visual of a determined group of mice braving a rain storm as they cross a lake the size of a puddle in a leafboat is too cute for your tastes, I can understand. But I would highly recommend you leave your doubts at the door and soldier on.
We played two sessions. The first was the sample mission, "Find the Missing Grain Peddler." For these more intense, story driven games I always find it best to start using pre-made characters. The downside of this, in my experience, is that while players will do their best to accommodate the personality they have been handed, they are never particularly invested, especially if there is no plan to continue the story after the first sessions.
Afterwards, we dove right into character creation. This section is so incredibly straight forward and easy to do on the fly that you can, as a group, open right to this section and begin the process having never read it prior. An hour after doing so, we had our patrol ready to go.
I hadn't originally planned to run our first session, but I was feeling good about how character creation went and decided to run with it. Two hours later, we were done our first mission. One of things that make this game so much fun is how big the world is in comparison to you. Everything is a challenge when you're about three inches tall. We hit a few snags trying to talk about distances, but once we decided to not worry about the actual scale of what was happening, things moved very quickly.
I am very pleased with the system, and am currently trying to arrange for us to get on a weekly schedule. For anyone interested in The Burning Wheel, I highly recommend starting here just to get the hang of things.
I was a little bit uncertain as to how this game would go over, honestly. To start, this game is painfully adorable. If the visual of a determined group of mice braving a rain storm as they cross a lake the size of a puddle in a leafboat is too cute for your tastes, I can understand. But I would highly recommend you leave your doubts at the door and soldier on.
We played two sessions. The first was the sample mission, "Find the Missing Grain Peddler." For these more intense, story driven games I always find it best to start using pre-made characters. The downside of this, in my experience, is that while players will do their best to accommodate the personality they have been handed, they are never particularly invested, especially if there is no plan to continue the story after the first sessions.
Afterwards, we dove right into character creation. This section is so incredibly straight forward and easy to do on the fly that you can, as a group, open right to this section and begin the process having never read it prior. An hour after doing so, we had our patrol ready to go.
I hadn't originally planned to run our first session, but I was feeling good about how character creation went and decided to run with it. Two hours later, we were done our first mission. One of things that make this game so much fun is how big the world is in comparison to you. Everything is a challenge when you're about three inches tall. We hit a few snags trying to talk about distances, but once we decided to not worry about the actual scale of what was happening, things moved very quickly.
I am very pleased with the system, and am currently trying to arrange for us to get on a weekly schedule. For anyone interested in The Burning Wheel, I highly recommend starting here just to get the hang of things.
Wednesday, September 26, 2012
Joining the Guard
I picked this up today. Now I just need to convince my players that pretending to be mice is just as cool as pretending to be Orcs, Elves, and Dwarves.
Monday, September 24, 2012
Help! I Need Somebody!
Teamwork is one of those things that I ensure is vital to any party hoping to survive my campaign. One of the most common ways to lend a hand is on a skill check, but few systems have explicit rules on how to go about multiple characters contributing to a task. I've developed a simple system for such a situation. One character acts as the primary participant, while everyone else is support. The sole character in the primary role makes their check a normally, rolling a 1d20 (or whichever die is appropriate). Anyone in a support roll does the same, but their result modifies the overall check as follows:
1: -2 to check
5: +1 to check
10: +2 to check
15: +3 to check
20: +4 to check
1: -2 to check
5: +1 to check
10: +2 to check
15: +3 to check
20: +4 to check
Friday, September 21, 2012
DCC RPG Alternate Cover
I posted the sketch a while ago, but Joseph Goodman revealed the color version this week. Now I just need to convince myself I need a third copy of this rulebook. Or maybe I just need to convince my girlfriend that this would make a great Christmas present.
Monday, September 17, 2012
Creeping Miasma
Often disguising themselves as clouds of fog, Creeping Miasma's are the products of cult activity or evil spirits who remain on the material plain to feast on the flesh of the living. Anyone who enters the cloud immediately feels a burning sensation throughout their entire body. For each round a character spends in the cloud they suffer 1d6 points of damage.
Init +7; Atk SP (see above); AC 17; HD 10d8; HP 45; MV 30', Fly 30'; Act SP (see below); SV Fort +3, Ref +7, Will +3; AL C
Init +7; Atk Tentacle +7 (1d6); AC 17; HD 10d8; HP 45; MV 30'; Act 6d20; Any creature struck by one of the tentacles Is automatically grappled and will be thrust into its hideous mouth on the following turn unless they succeed at a DC 15 Reflex save; those who fail automatically suffer 1d6 points of damage from its bite attack; SV Fort +3, Ref +7, Will +3; AL C
Init +7; Atk SP (see above); AC 17; HD 10d8; HP 45; MV 30', Fly 30'; Act SP (see below); SV Fort +3, Ref +7, Will +3; AL C
Trying to escape a Creeping Miasma is incredibly difficult. Should its prey attempt to run, it takes the form of a massive python. While in this form, use these stats:
Init +7; Atk Bite +7 (1d8 + Poison); AC 17; HD 10d8; HP 45; MV 60'; Act 1d20; SV Fort +3, Ref +7, Will +3; AL C
Init +7; Atk Bite +7 (1d8 + Poison); AC 17; HD 10d8; HP 45; MV 60'; Act 1d20; SV Fort +3, Ref +7, Will +3; AL C
Poison: This venom rots the victim's flesh from the inside out. A player bit by the snake form must succeed on a DC 15 Fort save or suffer 1d6 points of dame per round for a number of rounds equal to their margin of failure.
Should its prey, in a fit of foolish bravery, choose to stand and fight, the Creeping Miasma takes the form of a hideous, razor-toothed maw surrounded by six tentacles. While in this form, use the stats below:
All forms reduce any damage taken by half from non-magical sources.
Wednesday, September 12, 2012
Monday, September 10, 2012
Shake, Rattle, and Roll
It doesn't matter how many dice I own, a new set is always welcome. Yesterday, my players surprised me with a new set of Gamescience Precision dice. They have been sanded down, inked, and are ready to begin their PC-slaying career starting tomorrow night.
Friday, September 7, 2012
Who Built This Thing?
I've been thinking about the megadungeon recently. How I've never played one. How I want to design my own. About ones like Barrowmaze, Dwimmermount, Castle Greyhawk, Rappan Athuk, Undermountain. Mostly I've been wondering where the concept came from.
While the megadungeon will forever be associated with "old-school gaming", it seems no one who was part of the original wave of RPGs actually used this term to describe the sprawling underground complexes they spent their adventuring lives exploring. Massive, labyrinthine complexes full of traps, monsters, and treasure was what these game were about. Perhaps the term developed after the size of dungeons shrank and more modules emphasizing narrative came about? If anyone could demystify its origins, I will be very grateful.
Should that mystery be solved, there lies an even greater one: what are the literary precedents of the megadungeon? I am hardly well read in Appendix N fiction, but I don't think there are very many examples in Gygax's famed list of inspirational reading. The only one I can think of, which may simply be due to my inexperience with pre-genre fantasy literature, are the Mines of Moria. While Moria is indisputably a megadungeon, the Fellowship does not navigate it in the way that most players in RPGs would, which makes the origins of this type of locale all the more mysterious.
If any of you could provide answers or links to further my education on this subject, you can scratch your good deed for the day off your to-do list.
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