Posts

Skeletons and Starships

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I don't buy a whole lot of new games every year, at least not in printed form, but PDFs are another story. For me, dropping ten bucks on a game I may or may not enjoy is a heck of a lot better than doing the same thing on a forty-dollar and up scale. So Drive Thru RPG is one of the big stops on my digital shopping sprees. I've picked up good and bad alike from there, but thankfully it seems that the cream rises to the top. Cheap little adventures, supplements, and even game systems. Especially older systems that still play beautifully (I'll save a rundown on some of the best, and worst, PDF purchases for a later date). Being a cheapskate New Englander, I also like free. Free is good. Often, a free game is just a little afternoon time waster, good with beer and pretzels, but not much else. And then there are the quality games that exist in a free form. The well-known Risus (the rules-litest game ever?), Labyrinth Lord , Basic Fantasy , OSRIC , and Swords and Wizardry . Thes...

Empty Sandbox

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When I was a kid, my favorite toys were the simplest. You could have handed mini-Joe an action figure and a toy gun and he would have spent hours, if not days, coming up with elaborate and increasingly violent hallucinatory adventures. So I suppose it's little surprise that I have grown to love generic gaming systems now that I'm older (we won't delve into the ludicrous possibility of being wiser). By generic system, I am referring to a system largely devoid of setting or fluff material. A system I could use to play in any number of fictional universes that fit in the mold of the genre; from Tolkeinesque fantasy, to Star Trek style sci-fi. The system and the setting are separate things in my mind. I compartmentalize to the point where playing a Forgotton Realms game using Hackmaster or even D6 Fantasy sounds interesting. But there are games where the line between setting and system are hopelessly blurred, to the point of being inseparable. 4th Edition D&D is a good exam...

Saturday Sorcery - Ghouls

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 A little horror themed Saturday sorcery this week. I have a notebook dedicated to write ups for all the various undead monsters that lurk in the dark corners of my campaign world. The following is gathered from the notes I had on ghouls, or more precisely notes on how one becomes a ghoul. Ghouls - The eaters of the dead A ghoul is perhaps the most hideous of all the undead. In life this person was obsessed with death, usually exhibiting abnormal perversions such as the desire to drink blood, collecting corpses of animals or the recently deceased, and possibly necrophilia. When their unwholesome and unholy obsession finally reaches fevered pitch their desires can only be satiated by killing. At first it will just be simple murder, but this soon graduates to cannibalism, and finally to necrotic cannibalism. Now the dark powers start to beckon, whispering terrible secrets in their deranged ear. The downward spiral into hellish oblivion is almost complete. At some point the person...

My Favorite Game (that I never played)

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In a recent article , C.D. talked about some of the best games he's never played. We all have them, of course. Those games we wish we could play but, for one reason or another, do not. I have a large pile of them sitting either in PDFs or on my desk, but the one that has bothered me the most deserves a mention today. The game is Traveller . I've always been a Star Trek fan. There's something about the Space Opera genre that I love, even more so than fantasy, and finding a truly good system to use for those kinds of star-spanning adventures isn't nearly so easy as it is to find one of the billions of fantasy-based systems. So when I finally broke down and got the classic Traveller rules from Drive Thru RPG, I was pleasantly surprised to find that here was the ultimate set of Space Opera roleplaying rules. Everything, all in one self-contained little package of awesome. Truthfully, I probably ought to have splurged and got the Mongoose edition, as I hear it's basicall...

Megadungeons: Why Bother?

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Today, I will briefly continue my ruminations on Megadungeons, specifically three of the distinct advantages I've found they have. #1: A smaller, more localized area. A Megadungeon rarely, if ever, requires that the heroes travel far afield, and this makes it more easy to GM, as you won't need to consider every single faction, nation, and locale when you build your game. Even when using a purchased campaign setting, you'll find it can be a lot of work to enjoyably maintain all the various towns, cities, and NPCs you'll need, if you want to create a deep and compelling game. With a Megadungeon campaign, you can focus on one or two principalities, developing greater detail for the NPCs, and even having an easier time of managing a more living world. Even when using the dungeon itself as a living world, with numerous factions and groups, it is a contained world, subject to easier laws than the round (or flat, your choice) world your characters inhabit. It's hard to rem...

The Megadungeon...

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The Megadungeon. A dungeon so vast and epic, players were expected to spend their entire lives plumbing its murky depths. A dungeon that might easily top 20 or 30 levels of sheer madness. Feared by some, adored by others, and quickly becoming a relic of an older age of gaming. Now, sprawling epics that take the players from land to land, environment to environment, are more popular with both players and publishers. And who can blame them? Did the Fellowship of the Ring spend their lives exploring one damp, lonely old dungeon? No. Did Conan drop into the same fetid pit time after time, seeking to delve ever deeper? No. Heck, even Lara Croft, the world's most famous tomb raider, sought new locales after a hard day's plundering! So why would gamers want to spend their entire campaign in some Kafka-esque hell that never really ends? And yet, when done well, a Megadungeon (yes, I like to capitalize it to show off its awesomeness) can be extremely entertaining. Of course, I am...

Some Quick Tools

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Bear with me. I don't normally try to do a whole post of links, but today I'm already running a little late. For the past four days all of my off time has been spent shoveling out snow amid wind, occasional rain, and general discomfort. No, don't worry, I'm not going to turn this into a whining rant against Mother Nature and her sick sense of humor. No, this is going to be a short topic on some of the tools one can use to help speed up your RPG planning when life starts getting hectic. I've got to run this weekend's game for my group and, thanks to my schedule, haven't had much time to plan out any kind of plot advancement after they completed the last major plotline. I can, of course, just wing it, but that could be trouble if I don't mentally prepare myself. I could also just run a one-shot, but that's not my usual purview. So what do I do? I take to the Internet and use some (or all) of these handy free tools to make my job just a little eas...

Review: Mutant Future

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Mutant Future review. Mutant Future is a post-apocolyptic game by the makers of the D&D retro-clone Labyrinth Lord . Unlike Labyrinth Lord , Mutant Future is not a direct clone of an existing game, though it shares more than a little DNA with the sci-fi classic Gamma World . It creates a world where technology is gone, civilization turned into a violent, desolate wasteland of swords and mutants. The game lacks a detailed setting, but the implications are clear and easy to adapt to your own, more detailed setting. The character classes are the first thing I noticed. They are a melding of the old and the new. The standard D&D statistics apply, though slightly altered in their purpose to fit the new setting (no more Dragon Breath save), and the creation is random roll. From there, you select a class, including Mutated Human, three different kinds of Androids, Mutated Plant, and Pure Human. Each has unique abilities and, honestly, you can play a mutated plant! A deadly daf...

Notes from the Master - On Writing Weird Fiction by H.P. Lovecraft

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This is not just great advice for writers of weird fiction, but could easily translate into great advice for the crafting of weird adventures. Notes On Writing Weird Fiction by H.P. Lovecraft My reason for writing stories is to give myself the satisfaction of visualising more clearly and detailedly and stably the vague, elusive, fragmentary impressions of wonder, beauty, and adventurous expectancy which are conveyed to me by certain sights (scenic, architectural, atmospheric, etc.), ideas, occurrences, and images encountered in art and literature. I choose weird stories because they suit my inclination best - one of my strongest and most persistent wishes being to achieve, momentarily, the illusion of some strange suspension or violation of the galling limitations of time, space, and natural law which forever imprison us and frustrate our curiosity about the infinite cosmic spaces beyond the radius of our sight and analysis. These stories frequently emphasise the element of...

Saturday Sorcery - The Ghost Scroll

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This magical item appears as if it were a normal blank parchment placed in an elaborately carved scroll casement. If detect magic (or equivalent type spell) is cast, it will register a slight magical residue and after some time glowing runes will appear on the outer casing. The runes give instruction on the ghost scrolls use and dangers. To use this item you simply write a question on the parchment. Any question of any complexity will do. When the question is written in full, the ink will absorb into the parchment. It is is then placed back in its case and left overnight. Be careful what you ask, for there are many things that should remain unknown. In the morning an answer to the question will be written on the scroll. The magic used to create and use this item is a type of necromancy, and like all necromancy it can be unpredictable and dangerous. The scroll summons a spirit that can see and access most mortal, astral and ethereal knowledge and then relay that information to t...