Thursday, 26 March 2020

For the Love of Gnomes!

If you go way back to 2017, Yves Larochelle introduced a Gnome class in Crawl! Fanzine #6. Now, years later, there is an adventure which brings this class to your gaming table!

In addition, there are rules for Faerie Animals (first introduced in Creeping Beauties of the Wood) from the backwater bayou! Occupations for swampfolk? We've got that too!

The gnomes of Blackwater Bayou have lived in peace with the natural denizens of the surrounding swamps and marshy woodlands for many generations.  Now, something threatens that.  Weeks ago, a strange meteor fell into the bogs, its fall a streak of light across the night sky in a color not one of the gnomes could name. For days thereafter, parts of the swamp glowed with a weird phosphorescence in the same unknown hue, and some have seen the tree branches whispering in the dark sky when there is no breeze.  Somewhere in the heart of Blackwater Bayou, a malignancy grows.  If the balance is to be restored, the meteor at the center of the strangeness must be found and contained.

Humans live in Blackwater Bayou as well, but the gnomes have little to do with them, and try to avoid the backwards and clannish swampfolk whenever they can.

Friday, 20 March 2020

Virtual Gary Con!

Virtual GaryCon events now loaded. I am new to Roll20, so expect a few bumps....

https://tabletop.events/conventions/gary-con-xii-virtual-tabletop-gaming/schedule/429

https://tabletop.events/conventions/gary-con-xii-virtual-tabletop-gaming/schedule/428

https://tabletop.events/conventions/gary-con-xii-virtual-tabletop-gaming/schedule/427

Monday, 24 February 2020

The Lord of the Rings

Those who know me know that I am a big fan of J.R.R. Tolkien's The Lord of the Rings, a story which I have read countless times.

The Appendix N Book Club podcast did a series on the novel(s), which I was lucky enough to be invited to participate in. You may listen to the episodes using the links below. I highly recommend checking out other episodes of the podcast!

The Fellowship of the Ring

The Two Towers

The Return of the King

The original plan for the series was to have diverse voices for each of these books. Anna B. Meyer was a guest on a separate, and excellent, episode devoted to The Two Towers, which you can listen to here.

Finally, going way back to Episode 5 of the podcast, you can listen to a discussion of The Hobbit here.

Saturday, 22 February 2020

Cowards in the Mist

So, you may have noticed an upswing in spam comments that I have been deleting, following my publication of an interview related to Vagabond Dog and Sometimes, Always Monsters.

You can, and should, read the interview here.

Basically, Vagabond Dog and its creator have been harassed by a coward trying to bring him down from the shadows, who has then tried the same with me when I deplatformed his comments on the blog.

As a consequence, I have changed the comments settings to prevent "anonymous" comments, and so that I can forward further incidents to the RCMP. I am fairly certain that this individual is someone who used to come to the store in the Golden City Comics days, and who simply has not grown any more mature since then.

Sorry for the inconvenience.

Wednesday, 19 February 2020

Dispatches from the Raven Crowking Vol 6

Is live now!

Perhaps you are just embarking on your career as a DCC judge. Perhaps you are an old hand. Perhaps you are considering giving the game a try, but you aren’t sure if you should.

Once more, Daniel J. Bishop (i.e., Raven Crowking, i.e., me!) offers a slew of advice and options for the Dungeon Crawl Classics Role-Playing Game! Herein you will find insight into topics such as setting DCs for saving throws, placing treasure, and putting your players in the driver's seat. You will find a few new options for your game, a new patron (sans patron spells), and several monsters both new and  old to use in your adventures!



Get it Here!

Friday, 14 February 2020

Sometimes, Always Monsters


Or, Vagabond Dog for Valentine's Day!

Hello. We are talking today with Justin Amirkhani, of Vagabond Dog. The trailer for their upcoming release, Sometimes Always Monsters, can be seen here. For full disclosure, Justin is a regular in my biweekly Dungeon Crawl Classics game, and was a player with my 3rd Edition Dungeons & Dragons game when I co-owned Golden City Comics.

RCK: Hi Justin. How are you?

JA: Today, I'm a little frantic because we're in the final stages before release. We've been working on this thing for about 6 years, and despite all that time, I find there's always more to do!

RCK: Hopefully youll still have time to make the game on Wenesday. We’ll be seeing if the dead can return to life....

JA: Joining the DCC game over this last year has actually been great for my schedule, sanity, and socialization. Like I said, we've been working on this for a long time and over that period there's been some points where those elements of my life have definitely suffered. Having a group that depends on my ability to stab monsters to death with my character's pitchfork (long story) is the sort of reliable break I need from the intense and isolating game development work I get steeped in.

RCK: I am not very well versed in video games or computer games, myself. Most of what I do is pure tabletop. Can you tell us a little bit about what drew you into the computer side of gaming?

JA: I grew up playing with polygons before polyhedrons, so it's moreso tabletop that drew me in over time than video games. My earliest roleplaying experiences were with the likes of Baldur's Gate or Neverwinter Nights on PC. Ironically, at the time I had no idea all of their systems were based on D&D.

Eventually, I met people who explained their pen-and-paper counterparts, and I grew a fascination with the freedom and wider play space that traditional games offered.

RCK: I understand that started with the Golden City Comics game?

JA: Pretty much, yeah. There were attempts to play one-offs even before I knew the rules, but Golden was the first real campaign that I ever took part in. It was a rather revelatory experience that's informed a big part of how I view games and design.

You're a great DM, and I'm glad to have played under you; both then and now!

RCK: Flattery will get you nowhere!

How about Sometimes Always Monsters? What’s the elevator pitch for that?

JA: It's a game where you play as a recently married author. You're a best-seller, and life is going really well. Then you join a cross-country bus tour to try and promote your next novel, but start hearing some nasty rumors that claim you're a plagiarist.

There's a lot of choices to make within the game, and it's a cross between a narrative experience and a sort-of life simulator. We tried to make as many options as possible within the confines, and it's got a lot of variability depending on your decisions.

RCK: A long time ago, before computer graphics became good, there used to be quite a few text-based games. When you mean narrative, does that mean text?

JA: Yeah. Reading. Lots and lots of reading.

Between this game and its predecessor, there's easily over a million words of dialogue baked in its code. The only thing that separates it from a classic text-based adventure is that you can actually see your character walking around and doing stuff.

RCK: How do you keep players engaged with these non-action scenes?

JA: The quality of the setup, their investment in the characters, and a consistent feeling of agency is what keeps most people interested. Usually, when things are getting their wordiest, there's a heavy choice right around the corner.

RCK: I guess what I’m asking is for your theory of game design.

JA: Although I tend to follow my instinct more than anything, I do believe that giving players the right of refusal is incredibly powerful. Especially in a confined medium like video games, the power to simply decline a piece of content can feel very freeing in contrast to games that try to keep players on a railroad of good content.

Of course, this requires a ton of extra work to provide. Players can also sabotage their own experiences when given this power. For example, you can skip the entirety of SAM's main narrative if you simply don't go on the bus tour and make your character stay home watching TV. It's not exciting, but it's totally possible.

This philosophy leaves players somewhat responsible for their own entertainment, and forces designers to accept that large swathes of content may never be seen. However, there's no substitute for the feeling of agency this sort of design provides.

RCK: The trailer definitely promises something unusual. Most games try to get you to the point where this game begins.

JA: Well, it being the a sort of follow-up definitely helps. We managed to chew through most of the things first-time designers try to do in our previous game and took a lot of feedback to heart when starting this one. A lot of people complained about the chore-like grind and somewhat depressing tone of its predecessor, so Sometimes Always Monsters tries to be different by offering the desserts first.

RCK: I understand you have something of a dedicated fan base. Can you give them any insight into the team behind your games?

JA: Our team's really small. I handle all of the writing, design, and development. Jake makes sure everything still works, and solves trickier technical problems. Meanwhile, all of the art for the maps, characters, and everything else is handled by Emilio. We all work from home, and collaborate online through Discord.

We're nothing fancy, but our fans know we're dedicated. It takes a lot of patience to build the kind of games we've made, especially when you don't have a big studio.

RCK: There you have it. Sometimes Always Monsters is set to release on the 2nd of April. People can preorder it on your website here. And there's another interesting interview based on your previous release here.

Good luck! And thank you for talking with us!



Wednesday, 29 January 2020

Ask Me Anything

Hi. I did this about a year ago, and why not do it again? New faces, new people, new questions, and here I am trying very hard to get back into the swing of writing every day!
I am Daniel J. Bishop, author of several Dungeon Crawl Classics adventures. My work includes Through the Dragonwall and The Dread God Al-Khazadar for Goodman Games, as well as third-party publisher products such as Bone Hoard of the Dancing HorrorThe Falcate Idol, and The Arwich Grinder. My blogs include Raven Crowking’s Nest, the DCC Trove of Treasures, and Toronto Crawl Classics.
I'll be taking questions for the next 48 hours or so.
AMA.

https://www.reddit.com/r/dccrpg/comments/evq0zp/daniel_j_bishop_raven_crowking_ama_redux/

Thursday, 24 October 2019

More Monsters From Greek Myth


The extended issue of D.A.M.N. #1 contains an article I wrote called It’s All Greek to Me! Here are a few more creatures to go with that article. See also this post for some unique centaurs. DCC nymphs can be found here.

Hippocampus:  Init +1; Atk bite +5 melee (1d5+1); AC 14; HD 4d8; MV 60’ or swim 100’; Act 1d20; SV Fort +6, Ref +4, Will +2; AL N.

Hippocampi are oceanic horses with fish-like tails and fins instead of hooves.


Icthyocentaur:   Init +0; Atk trident +3 melee (1d8+1) or other weapon; AC 14; HD 2d8; MV 50’ or swim 70’; Act 2d20; SV Fort +1, Ref +2, Will +1; AL Varies.

Ichthyocentaurs are aquatic cousins of normal centaurs, a combination of hippocampi and water-breathing humanoid.

Mermaid: Init +5; Atk none; AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SP charming voice (1/day, Will DC 14 resists, lasts 1d4 days), kiss confers water breathing for 1d3 hours; SV Fort +3, Ref +9, Will +3; AL N.

Merman: Init +3; Atk spear or trident +4 melee (1d8+1); AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SV Fort +5, Ref +5, Will +2; AL N.

Lernaean hydra: Init +4; Atk bite +6 melee (1d10+4); AC 16; HD 1d10 (10 hp) per head; MV 20’, swim 40’; Act 1d20 per head; SP 2d8+4 heads, crit on 19-20, regeneration of heads at 2x rate, heal 1 hp/round per remaining head, miasmic vapours, death throes; SV Fort +9, Ref +7, Will +5; AL C.

The great hydra which guards the Underworld entrance beneath Lake Lerna is neither a common hydra nor a Prime, but something wholly unique. The Lernaean Hydra starts with 2d8+4 heads, and each head has a full 10 hp.  Each round, up to 1d7 heads spend their Action Die spouting a powerful cloud of miasmic vapour. All within a 30’ radius must succeed in a Fort save (DC 10 + number of heads breathing) or suffer a -1d penalty on the dice chain to all Action Dice the next round.

When the Lernaean hydra is slain, a great thunder shakes the heaven (Reflex DC 10 to remain standing), and a powerful voice proclaims that whoever struck the final blow is a child of Xanxes. This character immediately gains a +1 bonus to all Strength-related checks. Each time the character gains a level thereafter, he or she gains a Scion Roll as does a demi-god, regardless of the character’s actual class. If the character is already a demi-god, the character instead carries the blood of two gods, and rolls a Scion Roll for each. it is possible for the character to roll two Scion Rolls for Xanxes as a result of this event.

(Xanxes is a scion of the progeny of Zeus, in a future age where the Greek Gods have returned...or, more accurately, their grandchildren.)