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How to run an RPG online

October 28, 2025 Comments off

It’s been a while, fam. But renewing the URL today, I thought it might be time for a blog post. A lot has changed over the years, but one thing that hasnt changed is the need to play games when not everyone can travel to your location. If the pandemic taught us anything, it was that a virtual tabletop (VTT) is a handy thing to know your way around. I’ve been working on running games online since the Maptool days of yore, with portforwarding and the whole nine yards. I’d say I’m a pro at it, and I know its something a lot of people struggle with doing well. So, lets talk about it.

Types of Virtual Tabletops

There are a variet of VTT’s out there:

  • Roll20: A very popular and widely used VTT with integrated voice, video, and text chat. 
  • FoundryVTT: A one-time purchase VTT that is known for its flexibility and extensive add-on modules. 
  • Tabletop Simulator: A physics-based program that lets users play a wide variety of games, including recreating physical board games. 
  • Fantasy Grounds: A VTT known for having a robust feature set for different rule systems. 
  • Owlbear Rodeo: A simpler and more lightweight VTT that focuses on core functionality like maps and tokens. 
  • TaleSpire: A VTT that focuses on creating 3D miniature-based environments for games. 

I’ve been using Roll20 for a long while now, and will be discussing, in this post and a few more, how to get setup up and get things rolling for an online game. Each format is unique, so I’m going to try to direct you to common steps that you’d want to use as a fundamental for games of all stripes, but will admit that your mileage may vary with things like TaleSpire or Owlbear Rodeo which I don’t use much. Foundry looks great, but I haven’t waded far into it. Fantasy Grounds has been around a long time and I think is well articulated, but I found it a little confusing myself.

Admittedly, Roll20 has its own problems, but its familiar to me and I feel like they’ve been doing a good job lately adding funcitonality and much requested improvements. But, you do whats comfortable, affordable, and what you can get all your players to use.

Pick Your Campaign Chat Space

Scott, what the hell are you talking about? Roll20 has a message board right there native in the system? Well, it sucks, and no one wants to use that garbage. What you need to do is setup a (FREE) Discord channel and invite your friends to it. Create text channels like this:

  • General Chat
  • In-Character Chat
  • Memes/Gifs/Reddits
  • Character Generation
  • NPCs
  • Campaign Notes (or The Story So Far)
  • avrae

You can mute channels that don’t interest you, and you can create separate private channels for things like:

  • Thieves Cant
  • Orcish
  • Characters trapped in a room away from everyone else
  • etc

That way if you want to quickly let only the relevant people know what’s up, you don’t have to think about it. Type what they said in that channel, and only people who you’ve added that know thieves cant or orcish, or are in a specific place, will be able to read it. You can also move old channels to another folder to get them out of your face when you’re done with them. Discord is searchable, so it’s great to put NPC’s in a bucket and let people find them with that search. Literally did this with a minor NPC my players met two years of actual time ago, and they were like “WTF, this guy?” Deep cuts, my friends.

Avrae is a dice rolling program that has its own nifty functionality. You can use that, D&D Beyond, Roll20 and discord to do some fairly sophistocated RP tricks, beyond the scope of what I’m getting into today. But here are some tutorials for those programs:

Make sure you’ve got Beyond20 set up with your browser.

Alright, have fun with that.

Now, we’ve got our chat space set up, you can jam out some chacacters online, create some chat space for talking about who is playing a drow wizard (AGAIN), and put some art in there showing who your character is. If your ethics allow, steal art from other folks online, pump out an AI characer sketch from Gemini or ChatGPT, use an ethical AI character creator that pays artists for sampling their work (like Mythweaver, which we need to blog about), commission it yourself, or draw shit with crayons, I don’t know, live your life man. You could do a channel that has PC’s listed in there, but you probably won’t need it. If you a have a D&D beyond campaign set up, you can place characters in the campaign and everyone should still be able to see them.

Oh, here’s how to make a D&D Beyond campaign. You’ll be wanting that if it’s D&D you’re playing.

Alright, now you’re ready to start work on the basics of the Roll20 campaign itself.

Setting up your Roll20 campaign

Go ahead and get yourself enough of a subscription to get started, whatever that means for you. You should get your money’s worth out of it. Click on Create New Game and name it something cool. Select your base character sheet (consider buying something cool from the game store if the type of game you’re running is not in the list). Then click the button to accept and get started.

Let me tell you. Spending $5 on tokens or art or charactersheets will save you HOURS. Just spend it. I spend $9 on a fish sandwich meal at McDonalds yesterday. Existence is pain. Just spend it or get another crunchwrap supreme and spend 6 hours making things by hand on Roll20. I’ll wait.

Next screen you can change the name, upload some art for the campaign, and add Game Add Ons to create specialty functionality like special token markers (for conditions, there are several out there), and other add ons. I wouldn’t mess with that though for your first time.

There’s a button here to invite players, which is self explanatory, but you will be able to copy the invite link and post it in your discord, which may save some folks a step. I’d wait until your campaign doesn’t look like an empty notebook however…. In any event….

CONGRATULATIONS

You’ve given birth a very squalid campaign! Part 2 will get into how to set up a landing page, token page, how to use your handouts, library and playlists. But this is the core of the overall setup you need to get going. I’d note that there are billions of how-to’s out there that will tell you how to do things on roll20, but not as many that tell you what to do on roll20. We’ll get into that and much more next time.

Categories: Uncategorized Tags: , , , ,

Emerging from Darkness

June 28, 2022 Comments off

When is it time to emerge from your cave and start playing in person?

Well, by now we’ve all been through it. Right when we started to think that we were going to get back in the saddle here at Skyland Games, the pandemic hit. And it persisted. And it persisted. In some ways, we had more time than we ever had before to write and reflect, and review ways to game more successfully online, but I’ll be damned if we just could not bring ourselves to do it.

Things were pretty dark. We all know that. Is it surprising to be unmotivated in all that? No. So please forgive us our long absence. We have slowly started to feel a little safer making our way out to game in person, and we’re currently running one online game and one in-person game for those who crave the in-person interaction and can handle the risk of possible infection, limited though it may be. We gathered in person as well at Free RPG Day which was this past weekend, all of us meeting at our FLGS The Wyvern’s Tale for some DCCRPG (you may be able to soon get a free PDF of Goodman Games’ offering Danger in the Air — click that for details). It was great to see things return to a semblance of normalcy from the before times.

It raises the question, when do you know you’re ready to return to in-person gaming? Here are some suggestions.

PARTY VOTE

Decide whether or not you’re going to require the vote to be unanimous, or majority rule. If you’re going with majority rule, you’ll want to discuss whether or not people voting against are going to honor the vote or have to abstain. If so, you might want to consider some of the other options below. But to run an anonymous poll among your friends is easy and can be accomplished with some free websites like Xoyondo. This can take the pressure off of some of your friends who might feel like they’re spoiling someone’s fun or pressuring others to do something their not ready to do.

STAY VIRTUAL AND CRY ABOUT IT

Until the virus is gone, which it looks like may be never, you can stay virtual. Yes, it may be a poor simulacrum, a shadow of real gaming, but you have to admit there are some advantages. You save gas money which as of this writing is hitting close to $5/gallon. You can use that huge catalog of virtual tokens you got from Forgotten Adventures, load up Roll20.net and start up DnDBeyond.com and you’re playing in minutes. And when you’re done, you can go upstairs and go right to sleep! You can still use all those great virtual resources you gathered during the pandemic, many of which are probably easier and faster than trying to unreliably do math in your head.

If there is one thing the pandemic did for us as gamers, it was making us figure out how to successfully game virtually. If you’re playing online, take the time to set it up right. We’ve never been fond of the in-app video chat with roll20, so we use a separate Discord server. It’s free, works fairly reliably, and accommodates good audio and passable video I’m told, though I’ve never used it that way.

I think video would probably enhance the online experience, but enough of us run these games on potatoes disguised as computers so we don’t push our luck.

It’s a good opportunity to get together with that old gaming group from college, or maybe hook up with some players that have moved away. And there is always the dark depths of various LFG pages you might wade into. Tread lightly.

HYBRID

I have recently accepted that some of our players may not ever want to play in person again. Also some players have moved away and are never coming back. Our player that moved to Canada really wants to stay in the game, or at least games that were going when he left. To accomplish this, I’ve actually found that it can be rewarding to have as many as are willing to play in-person get together in the same room, with a table mic for the distant player.

I recently required this rig to accomplish just that. Blue Yeti makes a powerful mic, this setup clamping to the table and hovering boom-style over the action so you don’t have to work your miniatures around it. If you couple that with a video table, the GM can use that to mark where players and monsters are and stream that same image to roll20, to which the player can log on and play.

I have a fairly serious setup. This may not be for everyone. But we played theater of the mind for decades! And failing that, a well positioned facetime shot or screen shot can get the same feats accomplished. There may be technical frustrations however, so get it set up before your players show if at all possible.

We did something like this during the pandemic lull of 2021 when a few of us were vaccinated and thought everything was fine, but others knew better. That mixed group was significantly more fun than just being straight virtual, where interrupting each other kept us from playing our characters and telling our jokes as timely as we would have liked. But hey, those days of virtual play were iron rations. They may not have been good, but they kept us alive, didn’t they?

In the end, do what you can to keep your people together. These guys might be more than just gaming buddies, they might be your Found Family, and no one wants to be left out. It didn’t occur to me how rushing back to the table might make some people feel left out until it was too late, and I regret not weighing it a little more before we sat back down. Best we can do now is accommodate those that need to play it safe, and hope we get to a point where we all can sit down at the table again and kill orcs in person, like the gods intended. Except Gruumsh, that still pisses him off.

Categories: Uncategorized

Baby Yoda FFG build

February 21, 2020 1 comment

I would like to see the baby. Fair enough. The surprise star of the first season of the Mandalorian brought many fans joy and made a lot of people curious about the show through some truly adorable memes.

“The Child” was one of the more interesting to try and stat up, since we don’t have any other examples of that species outside of Yoda. From Yoda’s stat block in Allies and Adversaries it looks like his career is Mystic Seer judging from his talents such as Natural Mystic. I decided to go the same way with the Child. I also started with 110 initial xp and 123123 as initial characteristics, which seems plausible as a starting point for Yoda as well.

Initial xp went to boosting characteristics: Intellect, Willpower, and Presence. I chose the few initial skills granted by his career and spent the rest on talents to up his force rating, and purchase a few Force powers: Bind, Heal/Harm and Protect/Unleash, all of which we see him use on screen in one form or another during the first season.

I did homebrew one talent that doesn’t exist in FFG Star Wars: Magic Hand Thingy. Named after what Greef Karga calls it when the heroes are pursued by Moff Gideon in his TIE fighter. Here is the description: Spend all remaining strain to roll double your force rating in dice and pass out. Pips may be spent to add range, strength, control, and/or magnitude.

This power is meant to represent the few scenes in which the Child performed some crazy force feat, then immediately passed out: levitating the mudhorn, healing Greef’s nearly fatal wounds, and shielding the heroes from a flamethrower.

I think it is a nice thematic way to bring that power to the table and gives the PC playing The Child a great opportunity to turn the tide when the chips are down. See what you think.

I’ll be running two sessions of my Mandalorian game at Mace West in Asheville, NC next week! Hope to see you there!

The Mandalorian – Mace West Preview

February 3, 2020 Comments off

MACE West is less than a month away! The annual western addition of Mid-Atlantic Convention Expo returns a bit earlier than in previous years (February 28 – March 1), but in the same space at the DoubleTree in Asheville, just outside the Biltmore estate.

Registration is already open. Get your tickets, sign up for games, and I’ll see you there!

I’ll be running DCCL Acting Up in Lankhmar, as well as two slots of my FFG Star Wars adventure that picks up immediately where the Mandalorian TV season 1 ends (spoiler warning if for some reason you have failed to devour the first season of Mandalorian).

After watching the last few episodes a few more times, I would still like to stat out IG-11 and Kuill, but they are both pretty much irrefutably dead after the last episode. One could argue you could rebuild IG-11, but his self-destruct device was purpose-built to avoid capture and his design being copied. The only reason Kuill was able to rebuild him earlier in the show was thanks to Mando’s well-placed headshot.

The pre-gens for my table of Mandalorian Season 2 will be: Mando, Cara Dune, Greef Karga, The Armorer, Paz Vizla (Mandalorian heavy), and the Child. Today I’ll share my build for Carasynthia Dune of Alderaan.

I considered making her a Soldier Heavy from Age of Rebellion, but went with Soldier Commando instead. Especially considering the addition of Paz Vizla, who is most definitely a Hired Gun Heavy, Commando seemed like the best choice for her. Added to the core Solider skills of Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light) and Ranged (Heavy), Commando adds another Brawl, another Melee, Resilience and Survival. The skills alone do well to describe what we have seen on the screen so far. The talents only further support Commando as the best choice for Cara. As a human you can take two non-career skills, and I chose Gunnery and Cool. I’m building these pre-gens out with initial XP+200. I used her initial 110 as a human to increase her Brawn up to 4 and Agility up to 3. I eventually purchased the talents to get to Dedication and increase her Agility to 4.

As one may expect, there are plenty of ranks of Grit and Toughened in the Commando talent tree. I purchased a few of those, as well as Point Blank which adds damage to Ranged attacks at short and engaged range. Durable reduces crit results suffered by 10. Armor master increases soak by 1 when searing armor. Feral Strength adds 1 damage to Brawn and Melee attacks. Perhaps most thematically, Heroic Fortitude allows Cara to ignore effects of crits to Brawn and Agility until the end of the encounter. On balance, I think this build fits quite well for what we’ve seen from Cara on screen so far.

Her equipment posed a few interesting challenges. Most notably, her heavy rifle does not appear to have appeared in the Star Wars universe before. The power cell is similar to the RT-97C from Battlefront, but it is under the rifle which features two barrels and a carrying handle she uses to stabilize it while firing. To stat it out, I started with a Heavy Blaster Rifle and added an Augmented Spin Barrel, Forearm Grip, and Optimized Energy Cell. The one from the show doesn’t actually spin, but mechanically it just adds one base damage while providing an additional barrel. The Forearm Grip reduces the difficulty for engaged range heavy checks, and the Optimized Energy Cell accounts for the massive power cell and ensures she will rarely run out of ammo.

I gave her Rebel Heavy Battle Armor (Soak 2) which when you add her 4 Brawn and Armor Master gives her a very beefy 7 soak. Beyond that, I added a simple blaster and a vibroknife as backup weapons. In the show her pistol has a cool looking scope on it, but I didn’t find a weapon modification that described that well and fit on a pistol.

Once I stat out the rest of the PCs I’ll post them here. As of this writing, there are still a few slots left for the tables I’m running. There are a ton of great gaming events happening all weekend: board games, historical wargames, and even a greek pantheon themed LARP. See you at MACE West!

Categories: Uncategorized

Building Bad: Tips on Creating Memorable Villain NPC’s

January 6, 2020 Comments off

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It’s easy, relatively speaking, to run a villain in most campaigns.  You’ve got technical application of the rules, some rudimentary tactics, and keeping track of stats, spells, and wounds, sure…. And sometimes that can be burdensome, but any GM worth their salt should be able to readily handle that aspect of the game, if not right away then early in their GMing career.

But how do you take a pile of stats and make it memorable?  Make it truly villainous?  here are a few tips to creating a bad guy that your players will love to hate.

Reputation / Infamy

You hear about a villain, or their actions, before you ever see them:  You come across the scene of the murder.  You hear the villagers talk about the tradgedy the villain has brought to bear (even if they don’t know that’s who is behind it).  People talk in hushed tones about the warlord  in the neighboring province.  Villagers tell tale of the creature that lives in the woods.

This is best delievered as background noise, tavern rumors, or news reports.  Better yet, it’s learned when the party is busy with another problem.  It builds a richer world, one fraught with problems where the party can only do so much.  The villain is a problem that the party has to work itself up to.  Haunting scenes of death and destruction or chilling tales from victims or survivors build the villain’s reputation.

Villains use others to do their dirty work.

While some villains may be solitary, many villains that wield enough power will draw followers that seek to benefit from the riches or influence their dastardly patron.  Others may see a chance for wanton violence in the company of someone who has mastered it.

This could be as minimal as a hobgoblin or bugbear that commands a small horde of semi-faithful goblins.  It could be a petty crime lord that pays a biker gang to ferry his contraband and protect his holdings for a cut of the take.  It could be an army.  In this agency, there is power over the innocent.  These perhaps not-so-powerful followers can affect change by virtue of their numbers.  They can destroy a village, derail a train, and in big enough numbers, crush a nation.

Use these minions to exact the will of the Villain, spy on their enemies, and create confrontations that remind the party the villain is active without putting the villain himself at risk.  Furthermore, these minions brag about their patron villain.  They want people to know that they are to be feared and respected because of their patron’s power.  Let your minions tell tales of their patron villain, threaten his wrath, and predict his retribution.  You’re building a relationship between the villain and the party without the villain saying a word themselves.

Villains attack heroes where they’re most vulnerable.

Only so much force can be brought to bear agains the heroes themselves.  They are, after all, the heroes!  They were built to overcome adversity.  When a villain cannot eliminate the heroes, they can make them pay.  Often, they have friends, family and loved ones that don’t have the same capability to fight back.  And there’s nothing to make a villain more hated than attacking or exploiting the innocent, especially if the heroes are close to the victims.

Villains live to fight another day.

There is no single thing that drives a party mad more readily than a villain slipping through their grasp.  Villains should plan ways of making their escape so that the heroes cannot follow until it’s time to stop telling their story.  Dedicated retreat can be difficult to counter, especially for a Villain applying a little forethought.  Take note, however, that if you do this, there are two rules you have to follow: One, the escape must make sense in some form or fashion or the party will see the escape as a cheat. Make sure evidence of their escape plan is clear and reasonable. Two, you must eventually let the heroes catch the villain.  The contract you have with the players as a GM is that you will give them the opportunity to be heroic. Give them that opportunity, if not right away.

Villains use their resources to make your misery their hobby.

Villiains have time and resources that allow them to do things that an average hero wouldn’t even consider.  It might be having their goons ransack the heroes’ base, burn down a town, or spread nasty rumors about them.  They can take their time or drop a little money into making the heroes miserable, including impersonating them while doing their worst.  Fire is cheap.  The watch and judges can be bribed. While the possibilities are endless, the goal is to anger the party, not to kill them.  They are owed a confrontation, and their anger is the spice that will make that fight all the more satsifying.

Villains aren’t just cruel to the heroes.

If a villain is cruel, there are plenty of ways to show it.  Sometimes, this involves slaying their own underlings for their own incompetence.  For the chaotic evil out there, it could be slaying bystanders for almost no reason at all.  In most cases, it’s going to be a villain taking the most direct route to solving a problem, even if that means a few people have to get hurt along the way.  Show these victims to the players in your story so that they get the depth of what a jerk your bad guy really is.  If possible, let your villain do this infront of them, but just out of their grasp.  Use the innocent as human shields to cover the villains escape or distract the heroes from seeking their vengeance.

Villians love to hear themselves talk.

There’s nothing more disappointing than fighting your way through multiple floors of a dungeon or secret base and finally cornering the villian you’ve been hunting for weeks to only have him or her wordlessly wade into combat with you without uttering a word.

This is the easiest, cheapest way to make a villain 100% more satisfying.  Call it a surprise round where the villain takes his whole action talking, or do what I do and say it’s a special “drama round” where you apply GM fiat to tell a cool story.  However you make it happen, have your villain at least say a few lines:

“Miserable stinking imbeciles!  You think you can defeat me?  I am Lord Castigar!  I have slain hundrends of so called heroes like yourselves.  Come at me, if you wish to die!”

It doen’t take much to improv some witty (or not-so-witty) dialogue.  But don’t stop there.  Each round, on the villains action, give them some more lines.  Goad the players, mock them, have them explain the cunning nature of their plan, or if things are turning agains tthe Villain, have them start to negotiate.  And when they negotiate, see if there is a way to be reasonable.  See if you can actually tempt the player into taking the deal.  Don’t be surprised if your villain tells the heroes, “Wait! Stop!” and they actually do it, and hear him out (with hesitation).  There’s something about our human natures that make us willing to hear reason, if its possible, and a villain can use that to his advantage.  A real villain will always welch on the deal anyway, so its nothing to make a few promises and then try to get back to their position down the road.  A good villain bides his time. And if they can’t, you have to remember the last thing…

Villains are people too.

Well, some of them are demons, or space monsters or whatever. But the best villain is a villain that can exist in reality.  Sure, there are murdering psyhopaths that cut a swath of death a destruction through the universe for no reason, but the best villains are ones that could exist, that do exist.  They’re usually greedy, money hungry or power hungry people who bend a few rules at first to get what they think they need or deserve.  Soon, when this becomes easier, or if the reward is just too good, they make bolder moves and more people get hurt.  Maybe life has taught them lessons that make empathy a sign of weakness, and they’ve moved beyond being concerned with how others are affected by their actions.  But a complex villain, one that might yet be turned away from their path, or might show vengence another evil for reasons all their own, that’s a truly well developed villain.  They have reasons for acting how they do, and don’t see themselves as evil so much as driven, regardless of the consequences.

In the end, every villain wants to live.  If the choice is obvious death or the possibility of surviving, 9 times out of 10 a villain will choose life unless losing everything is too great of an insult to their vanity. And then, its up the heroes to show mercy, or perhaps begin the road towards villany themselves. Every villain has to start somewhere, and its a fine line between vengence and wrath.

DCC RPG Annual Vol. 1 Review

November 22, 2019 Comments off
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It has been almost a year since we have published anything on this blog. Life can get busy, but I have a particularly adorable excuse. My wife and I have wanted to adopt for years, and in October 2018 we got the call. We’ve spent the majority of this last year learning how to be parents. It has been amazing to see this little zero level gain new skills and bring such joy to so many people. Now that we have mastered parenting (ha!), we both wanted to get back to creative pursuits and hobbies.

While I may have not blogged about RPGs, I certainly haven’t stopped playing them or buying stuff! Just counting Goodman Games kickstarters that have shipped since I last posted we have had MCC, DCC Lankhmar, and most recently the DCC Annual Vol. 1. I’ve decided to try and catch up in reverse chronological order, so we’ll start with the Annual.

For those of us die hard DCC fans, the “Annual” had been talked about in hushed tones on the now defunct G+ (RIP) since at least 2013, if not earlier. The years went by and still no Annual. Was the gongfarmer’s almanac the annual? No, that was community-created content. The Annual would be from the core Goodman Games writers. It eventually became synonymous for things that would be nice to have, but would not likely see the light of day; the vaporware of RPGs.

Then in late October of 2018, the kickstarter for the Annual was launched. I backed at the foil level. Due to a shipping/fulfillment snafu, I only received my physical copy recently. I had skimmed the PDF version, but didn’t do a deep dive until recently. The tome weighs in at 208 pages.

The chapter numbers mirror the core book, which seems confusing and unnecessary. While the first section is a welcome addition expanding the official material on the pantheon of gods just mentioned by name in the core book, starting on Chapter 5 seems like on odd choice. It would be one thing if this was a direct expansion of the core book and you could plug these sections in to the original, but since they are two separate volumes it just makes navigating the Annual a bit weird.

That said, the contents of the strangely numbered chapters are pretty excellent. Chapter 5 provides background information for several of the gods mentioned in the cleric section of the core book such as Cadixtat, Justicia, Shul and Malotoch, however it does not detail all of them. It does provide some satisfying backstory for those included, as well as several Lay on Hands manifestations to add some more flavor to the next healing attempt. Most provide a few deity-specific divine favors and titles for the first five PC levels. Each entry also includes specific disapproval tables, and spells for levels 1, 3 and 5 called canticles.

Chapter 6 extends the Quests & Journeys chapter of the core book by quite a bit. Included is a fairly detailed table of 24 mini-adventures that could be run in between larger quests. This is followed by several pages detailing a lost utopian land of Mu. While not providing a specific adventure, it provides descriptions of the inhabitants, crystal technology, and interesting places upon which a judge could launch any number of quests.

Chapter 7 is labeled Judge’s Rules like the core book, but is a collection of more patrons for wizards and elves. Several of these I recognize from specific adventures, while others may be new or just unfamiliar to me. Each entry includes some background information, invoke patron results, patron taint, spellburn results and patron spells for level 1, 2 and 3.

As in the core book, Chapter 8 is dedicated to Magic Items. This includes a very detailed section on crafting magic rings with a vast number of tables to ensure each ring created would be unique. The next section describes patron weapons which is a process (and tables!) that describes imprisoning a PC in an item for angering their patron. This curse always has a condition upon which it may be lifted. It also has rules for wielding patron weapons, and a mechanic in which a patron weapon could exert its will on the wielder and dominate the bearer. There is also a table of magical books and a few that have detailed descriptions of magical effects from reading them. My favorite part of this chapter is the named swords section. It dedicates an entire page to each sword. Half of the page is a detailed illustration, the other half is a lengthy backstory and list of powers.

The last main chapter provides options for making monsters more memorable. There are several long entries of individual creatures, but also sections which include tables to make what could be mundane creatures into something unique. This includes tables for randomizing bugs, reptiles, constructs, giants, therianthropes (were-creatures) and general mutations. The chapter concludes with a section on monstrous patronage. This allows a judge to provide some supernatural aide for monsters similar to PCs invoking their patrons. This could be fun if used sparingly, and would be pretty terrifying on the player side of the table the first time it is used.

The book closes with Appendix M – Moustaches. This is a hilarious group of rules and tables about moustaches culminating in the moustache duel. “But sometimes things get ugly, and then folks with a ‘stache must have a clash.”

I think it is great this book finally went into production. It is an excellent collection of details and tables to expand DCC, without feeling like it is adding complicated sub-systems or dreaded rules-bloat. I would recommend it for fans of DCC who want to add a bit flavor and detail to their PCs, monsters, magic items and moustaches.

Categories: Uncategorized Tags: ,

Review: Legend of the Five Rings Beginner Box

August 28, 2018 Comments off

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First, a little history…

Legend of the Five Rings is role playing set in Rokugan, which is similar to Japan during the Tokugawa shogunate, but with fantasy elements.  The setting features noble samurai,  wise monks and mysterious shugenja (priests)  that wield swords, fists, and spiritual powers (respectively) to obtain honor and fame in the honor-bound feudal setting.  Each character derives from a powerful clan (Crane, Crab, Lion, Phoenix, Dragon, Scorpion, and Unicorn) each with  their own motivations and agendas.

The game got its start in 1995 with AEG, which released a role playing game along with a collectible card game that was fairly popular at the time (and which persisted until 2015).   Fantasy Flight has acquired the rights to this rich setting, and launched things last year at Gen Con with an oriental styled parade from the street through Gen Con itself, gathering quite a crowd.

Here’s a fleeting picture I snapped at the time:

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2017 Rokugan Parade

Fantasy Flight is doing some pretty impressive stuff with the property, including kicking off the new card game (which is about a year old, and I’ve heard good things, but haven’t played). But more importantly for Skyland Games readers, they have been working on a new version of the RPG rules which have been in beta testing for some time now.  You can download those beta test rules HERE.  However, smart money might just guide you to pick up the Beginner box which just came out.  I did, and I’d say on the whole it was worth it, unless you’re sure sure sure you want to play and can’t wait for the final rules to be released next year (TBD as of this article).

The Beginner Box: Contents

The L5R Beginner Box is an attractive set, coming with maps of the larger region, maps of a medium sized city / village, and a map of a large castle not actually featured in the boxed set itself (but available for some online content I’ll discuss later).

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It also features a full set of Legend of the Rings dice, which are unique to the system. As with FFG’s Star Wars beginner boxes, the dice are about a $13 dollar value, which begins to justify the total MSRP of $39.95

The game includes an adventure that presumes no knowledge of the rules or how to play, and teaches both game master and players how to play as the game continues.  While theoretically that would allow you to start playing almost immediately, in reality the GM is going to need to read through the entire booklet to grasp the concepts before sitting down to run.

Without giving anything away, the adventure “The Topaz Championship” is a coming-of-age ceremony for persons of the samurai caste, which includes in this case a Phoneix clan shugenja, a Dragon clan Monk, a Crane clan Courtier and a Lion clan warrior.  The adventurers find themselves travelling together and form an unlikely bond when strange events occur that unite them in a common purpose.

The adventure itself is not the strongest adventure out there, but does unfold the concepts nicely and provides a way to ease into more and more of the rules as you play.  It starts with introducing setting and role playing concepts, then evolves into skill challenges, then non-lethal combat, then lethal combat.  Each character booklet presented to each player gives a skeletal version of the rules, indications of what the symbols on the dice mean, and what various actions can be taken.  A small more detailed rules-lite version of the full rules is also in the box, which allows for more nuanced play outside of the extra-lite rules in the adventure itself.

The Rules

The Beginner box gives us a good idea, if not a perfect idea, of what the game will look like upon release.  First I should note that, though the system holds similarities to the Genesys game that is the framework for many future releases from FFG, it is not that system, which to me was a bit of a disappointment.  While I have no desire to return the the days of d20 where everything was a d20 system and rules became painfully bland, there is some lack of utility in being similar to but different than a new standard from the same company.  Presumably, the rules presented are tied deeply into the concepts of the whole setting in a way to will prove meaningful enough to justify a new play format.

First, players have stats that derive from the Five Rings, (as set out by Musashi in 1645).  Fire = Passion; Earth = Discipline; Water = Adaptability; Air = Precision; Void = Spirituality

These are your core abilities, rather than agility, strength, etc.  The characters also have skills, ranging from law, to martial arts, to courtesy.  Many of the skills are not what you would call your standard fantasy adventure game skills.

Making a check requires rolling black ring dice, in addition to white skill dice.  One for each point you have in the ring or in the skill.

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You may keep as many dice as you have values in the ring you are using.  The versatility of the system is that it allows you to often parlay the way you are approaching something to make it something you are good at. For instance, if you want to knock someone down, you needn’t use Fire + Unarmed Combat (charging at them), you could instead nimbly dodge their blows, striking only with precision (Air+Unarmed Combat) or use their own momentum to throw them off balance (Water+Unarmed Combat).  Some approaches are more effective than others.

Dice have four results:

  • Success:  You need enough of these to reach your target number set by the GM
  • Exploding Successes: You count this as a success and then roll the die again, opting to keep this next roll as part of the first, or dropping it.  These subsequent rolls can go on into infinity and aren’t counted against you as part of your ring limit.
  • Opportunity: This works, as far as I can tell, like advantage in Genesys or FFG Star Wars, but perhaps with more restrictions depending on the type of ring you were using.  Rules are skeletal here, and may be expanded on in the main book.
  • Strife: This is emotion or stress that causes you to lose your cool.

Unlike those other systems, there are no difficulty, challenge or setback dice.  Also, strife appears along with positive dice results (like success, exploding success, and opportunity) thereby baiting the player to take those results.

Strife isn’t the end of the world, but if it surpasses your Discipline result, you can become compromised, which precludes the character from using results that have strife on them (which really cuts your opportunities).  That character can try to handle their situation until they regain composure, or they can become “unmasked” and clear their strife, usually with some loss of honor from their unseemly behavior.

Pros & Cons:

The game seems to have some potential, but as a new player to this version of the game, getting used to the idea of justifying your ring choice presented a little bit of a stumbling block.  With some more play, I’m confident that the game will feel more natural. In some ways it encourages roleplaying the type of character you are to fit your actions, and rewards creativity.

Dice in these games are always an issue.  Many of my players immediately splurged on the dice app available on Google Play and Apple.  These apps help to solve the problem of keeping track of what you previously rolled when you get a good run of exploding successes and start to run out of dice.  With a game at this point in development, everyone would have to own a beginner box to have dice of their own, and that’s not going to happen.  So it’s either pass those dice or get an app (for now).

The setting itself is unique, and as a student of Asian culture, I love a lot of the details, though these might be a little cumbersome for the unintitiated.  I’m unaware if any fantasy history has carried forward over the past 23 years.  People have loved this setting for decades and might not want to let that history go… like this guy:

The game is more serious than a lot of other fantasy settings, as it deals primarily with the conflict between desire and duty.  As such, L5R is likely to be a subtle game, and is really going to be the best fit with experienced gamers, or players that are naturally more serious and have a flair for the dramatic and the setting itself.  Beer and pretzel gamers are probably less likely to enjoy the subtlety of the concepts and the balance required in the game play.

In the past, I’ve always found the game a little tricky to prepare.  The characters are almost by definition at odds where their houses are concerned, vying for influence in Rokugan, and that’s going to make things a little tense and maybe a little uncooperative.  For that reason, it’s not going to be the game for everyone and it may be hard to prepare an adventure yourself with a party so divided.  Fortunately, one can usually fall back on duty to guide the party to a common goal, even if they can’t agree on how to get there.

Fantasy flight has released a free downloadable adventure and additional characters, which I have heard good things about.  The map of the castle in the beginner box is for that adventure, and the characters are set to proceed with unifying purpose which originates in the beginner box, making it worth the quick playthrough.

Total beginner box playthrough time is going to take from 4 to 8 hours.  No word on how long the expansion material will take. This play time will be greatly enhanced by the GM reading the optional expansive rules book in the box and understanding those concepts before sitting down to play.

TLDR:  The Legend of the Five Rings Beginner Box teaches a subtle nuanced game to fans of the genre with minimal impact on players and GM alike, and is worth the price of admission for players who can’t wait for the full rules coming out in the months to come.

 

 

Trigger Warning: Everything

February 4, 2018 1 comment

Very soon, we’ll be running “Inferno Road” at this year’s Mace West convention here in lovely Asheville, North Carolina. Both Kevin and Scott got a chance to play it at this year’s GenCon, but I wasn’t able to as it coincided with games I was running. It’s an insane DCCRPG death metal tournament in a nightmarish hellscape cranked up to 11 and beyond. Sex, drugs, and rock and roll are just the beginning. The index says “Trigger Warning: Everything” and the pages following live up to that fact. Not for kids, not for the faint of heart and not for everyone. We’ve said more than once we could be asked to never return, but it will definitely be worth it.

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Inferno Road binders for the Judges… we may need to burn these when done to be safe.

Here’s the basics:

INFERNO ROAD @ MACE WEST 2018
Saturday, March 10th
Asheville, North Carolina

Slaved to the overlords of Hell… you begin as a soulless grub in a sea of grubs, endlessly writhing in the burning pits of the inferno. Your eternity is suffering with the gnawing hunger for a soul… any soul… ALL souls. Plucked from obscurity and forced on board a Hellwagon in service to a Duke of Hell, you and your ‘companions’ race to overtake Satan’s Wives, pregnant with fresh souls for the Prince of Darkness. With every soul you devour your power will grow, perhaps enough to take on the the Devil himself?

RATED M FOR MATURE
Trigger Warning: EVERYTHING

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Giant 4′ x 6′ banner which we’ll have hanging behind the tables, calling those seeking ruination and destruction to join in the insanity that is “Inferno Road”

We’re planning on two tables battling head to head and as such have had to make some adjustments to the mechanics and the storyline, but the core remains the same. There will be prizes galore and a trophy for the winner.

On top of that, the Asheville DCCRPG Road Crew gang will be running a few games, notably “Blades Against Death” by Harley Stroh which Kevin will be handling and I’m scheduled to run “Blessing of the Vile Brotherhood” also by Harley Stroh. More MCC and DCC will be played after hours and on the schedule. There’s also plenty of other games for many systems, and it’s always a great weekend here in Asheville.

You can register for Mace West at THIS LINK. Come play with us… forever… and ever… and ever…

Categories: DCCRPG, Epic, MCC, RPGs, Uncategorized

Genesys Review

December 26, 2017 2 comments

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I spent some time over the holidays digesting the new Genesys Core Rulebook from Fantasy Flight games. As an avid fan of the Star Wars system that basically uses the same core mechanics, I figured I would enjoy FFG’s adaptations of those same concepts to other settings. The short version is, I was right! This will be my go-to system for creating unique settings, or adapting popular worlds (and IPs!) that either don’t have an RPG of their own, or the licensed RPG leaves a lot to be desired.

In my experience, other one-system-fits-all RPGs like Savage Worlds, FATE, or GURPS were OK, but failed to be really satisfying. Since you have to be able to do everything, they tend not to do anything exceedingly well.

gns01_upgradediceGenesys uses the narrative dice system from their Star Wars line with very few modifications. While the symbols on the dice are different (and some could argue more clear) if you have the Star Wars dice you can certainly use those, and do not have to buy new dice. The terminology is the same: Success/Failure, Advantage/Threat, Triumph/Despair, Boost/Ability/Proficiency dice, Setback/Difficulty/Challenge dice etc. The one omission being the Force die. Destiny points are called Story points in Genesys, and you start out with a static pool of one point per PC in the player pool, one point in the GM pool. I personally will likely house-rule this and include a roll of the force die to see whether the winds of fate are blowing for or against the PCs. Having a larger pool of destiny/fate/story points is more fun in my opinion.

This book packs a lot of great material in its 256 pages, for a very reasonable MSRP of $39.95. The system has certainly benefited from years of refinements in designing an entire shelf worth of Star Wars supplements. Sections of it read like a design guide for creating balanced skills, talents, species, and items. It offers insights in to the design process and provides a pretty elegant way to design a skill tree that feels both familiar, yet provides the tools and guidance to customize your setting.

Included are some basic profession archetypes like Laborer, Intellectual, and Aristocrat which could be adapted to any of the outlines of included settings like Fantasy, Steampunk, Space Opera, Sci-Fi, Modern and Weird War. All of the included settings have brief sections on possible species/races, items and adversaries. While not being exhaustive, they certainly cover the main tropes for each genre that provide the blueprint to allow endless expansion.

One section that got a significant overall is Social Encounters. Star Wars was moving in this direction with a lot of the more recent sourcebooks for socially-focused characters, but Genesys takes it a few steps further. As part of a social encounter (and potentially during combat using social skills!) PCs and NPCs can trade verbal barbs that actually cause strain damage equal to uncancelled successes similar to typical combat checks. An opponent is defeated once you exceed their strain threshold. All PCs and Nemesis NPCs have a Strength, Flaw, Desire, Fear, and Motivation that can be learned or accidentally revealed during the course of the encounter to the advantage of their opponent in future rounds. I think the key to successfully running these will be to allow the story to drive the mechanics rather than the other way around. PCs will still need to be fairly clever and creative in their social maneuverings, but the dice and motivations may be a fun way to represent or even inspire the ebb and flow of these encounters.

gns01_magic.jpgThere are also a few optional rule sets that make more sense in some settings than others. The vehicle rules/combat are very similar to Star Wars with very few additions. I did notice an additional range band added beyond extreme: Strategic range. This could be used in a variety of settings, but is defined by not being able to see each other with the naked eye, but only through some other means: sensors, spyglasses, radar etc. The magic rules are fairly unique and will be a pretty big departure for those used to playing wizards in D&D or similar systems. Spells are defined in broad strokes, allowing PCs to flavor them as they like, or as would be appropriate for their character. Examples include Attack, Augment, Barrier, Conjure, Curse, Dispel, Heal and Utility. Spells are divided into three main skills: Arcana, Divine, and Primal. Casters can also add special effects by increasing the number of difficulty dice. Turn a fire bolt into a fireball by adding the Blast quality and one difficulty die. Empower an attack to do damage equal to twice the characteristic linked to the skill for two extra difficulty dice. Bigger, badder spell? Harder to cast. Very elegant.

My only complaints are mostly aesthetic, which is a first for FFG RPGs. I knew going in we weren’t going to have the incredible art that drives the Star Wars universe, but the original art we do get are basically just sketches. I get its a toolkit/blueprint but not only does it look rough, it is much more sparse. At least give us a lot of it if its going to take a quarter of the time. Beyond that, the headings and subheads are in a very compact all-caps font in two shades of blue. Gross. Ideally, the various setting-specific books will have their own layout and design team, because this book is below par.

That being said, I would highly recommend picking this one up in print or PDF! One benefit of not being under the yoke of the Disney/Star Wars license is modern digital formats! For an example of what can be built using the system, check out the Fallout theme over at d20 radio.

Categories: Uncategorized

History Check: Gary Gygax High School Yearbook

December 17, 2017 Comments off

A facebook group I frequent auctions numerous gaming items, sometimes common and sometimes very rare.  Several of the members are known gaming industry talents, and others are just collectors like myself.   At the end of November, Garrett Ratini put up an item that was a rare gem from his collection. It wasn’t a game book, but books containing a surprisingly rare set of photos that made up a part of gaming history. And how the auction ended is where the real surprise happened.

The items auctioned were the 1953 and 1954 years of the Geneva Log, the Lake Geneva High School yearbook.  It was during these years that Gary Gygax, Don Kaye and Mary Powell were all in attendance.  A treasure for the gamer who wants to own a piece of history, but especially for the rarity of the photos inside.  To appreciate just how rare, you have to know a little something about the history of these three individuals.

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Gary Gygax, for one, did not finish high school, though did finish his degree years later.  A few months after his father passed, he dropped out of high school in his junior year.  These volumes then contained rare pictures of him as a student.

Secondly, Don Kaye is depicted in the book as well.  Don Kaye, a close childhood friend of Gygax from age 6, co-founded Tactical Studies Rules (TSR) with Gygax and made one of the first Dungeons & Dragons characters, the infamous Murlynd.  While the depiction of these two legends in one book might not appear to be noteworthy in itself, it is one of the few rare pictures of Don Kaye.

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TSR was founded in 1973 by Gygax and Kaye.  Later, Brian Blume bought in and supplied the capital to allow the publication of Dungeons and Dragons.  However, Kaye suffered from a heart condition and needed surgery.  He never disclosed this to his partners, and died of a heart attack before the scheduled surgery could take place, dying at age 36 just as Dungeons and Dragons was beginning to gain momentum.  As a result, few public pictures of Don Kaye exist.

Mary Jo Powell was a friend of Kaye and Gygax, and was wooed by Kaye for some time.  However, Gygax was also smitten, and proposed marriage at 19 years old.  Kaye was upset enough to not attend the wedding, though they later reconciled. Ernie Gygax recently posted a picture of Mary Jo the day after the proposal, shown below:

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Mary Jo once suspected Gary of having an affair while she was pregnant with her second child, but going to confront him in a friend’s basement, found him sitting with friends around a map covered table.  She may have been the first of what my wife calls “Gaming Widows” (being spouses left by the wayside for the husband that games too much).


Garrett Ratini put these items up for auction, and the true collectors of gaming history began to come out to bid.  The buyout price for the books was $1,200.00 and likely that number would have been met, I suspect, knowing the habits of this community of bidders.  But an unexpected bidder placed a bid at somewhere around the $400 mark, and that was Luke Gygax himself, founder of Gary Con and Gary Gygax’s son.

With the permission of all involved, Garrett terminated the auction and gifted the books to Luke.  Now, these books and images of his mother and father are with him, where they truly belong.

Pre-digital history like this is easily lost, and is not on the radar of many historians, with the exception of Michael Witwer and Shannon Appelcline. Hopefully books like this will make it into the archives like the one held at GenCon 50 this past year.  Fortunately, I believe we can anticipate  these books being treasured by the Gygax family, both for themselves and for posterity.

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