Showing posts sorted by relevance for query albacon. Sort by date Show all posts
Showing posts sorted by relevance for query albacon. Sort by date Show all posts

Friday, 8 October 2021

Albacon Debriefing

Albacon was last weekend, and I ended up running a game for the convention. First off, Albacon is run to support a worthwhile cause. Secondly, the organizers are fantastic people. Third...well, do we really need more reasons than that?

Restraints on time and energy prevented me from submitting more than a single game this year, And, while I suck at remembering to take screen shots while running games, at least one of my players was good enough to remember and post one!

The game I ran was Night of the Comet, which was a playtest scenario. This was a good example of why playtesting can be important, because while the players seemed to be having fun, there were areas of the scenario which definitely need work. Many thanks to Julian, Richie, James, Sam, Martin, and Aaron!



Thursday, 15 October 2020

AlbaCon Debriefing!

Most of the times, in years past, I have done my Con recaps as quickly as I was able. This year, I am doing more conventions (online), but I paradoxically have less time for writing due to work and family commitments. And when my time isn't being spent making sure that something else is taken care of, I find my creative energies banked (at best) or completely MIA.

AlbaCon took place on 3-4 October of this year, and was a great success. I ran three games on Scottish time (the first started at 5 am locally!) using a combination of Discord for video/voice and Roll20 as a whiteboard. In truth, I barely used Roll20 - I think twice in three games, and never more than once in a single game. 

Needless to say, Spoilers Sweetie.


Fire in the Mountain


If I had prepared better, I could have had urisk PCs for the players. As it was, a good time was had by all, but the cautious exploration of the adventure resulted in (1) far fewer deaths than normal, and (2) a lot of the actual temple complex missed. I did make sure that the PCs had a chance to encounter the spiral staircase and brass wheel (for those familiar with the adventure) because it is the crux of the adventure. The PCs came up with a great solution to the giant fiery snake!


Silent Nightfall


Singularly the best experience I've had with the Grallistrax Elders. (Those are the owls, O' my players!) The PCs did free the demon, but the Elf PC managed to not only survive, but to bring the whispering stone to Elfland. It took 200 years, but that Elf was the only surviving PC!


The Imperishable Sorceress


Possibly the most brutal outcome this adventure has ever seen (when I was running it, at least) even though only on PC died. 


Many thanks to all who played! These include Steve B, Richard W, James W, Sam P, Ryan MMark P, Mikalye, James Q, Tabarkus, Martin S, and Bruce L. Because I am an idiot and waited to record the names off Roll20/Discord, several people have been left out to my chagrin.

As is my custom, I produced virtual swag for the convention. Interested readers can find it here. If you want/need more Scotland in your game (and why wouldn't you?), this might also be of interest!  Actually, so might this!

AlbaCon produced a number of videos to go with the convention. You can find them here.


Saturday, 25 July 2020

AlbaCon!

As mentioned on Spellburn, AlbaCon charity focused RPG convention is taking place the 3rd and 4th of October.

At the moment, I am scheduled to run three games for the convention. Be aware that times are in the Western European Time Zone, as the virtual convention is hosted in Scotland.

I may also be involved in a seminar on creating RPG adventures - more on this as it unfolds.

The three events I will be running are:

Dungeon Crawl Classics – Fire in the Mountain
Saturday October 3rd at 10:00 - 14:00

Dungeon Crawl Classics – Silent Nightfall
Saturday October 3rd at 15:00 - 19:00

Dungeon Crawl Classics – The Imperishable Sorceress
Sunday October 4th at 15:00 - 19:00

Event booking opens 21 August 2020.

Sunday, 7 November 2021

Empire of the Cyclops Con Debrief

 Empire of the Cyclops Con is over, and, once again, I have failed to take any screenshots whatsoever. What can I say? I guess I live in the moment.

Over the course of the convention, I managed to run three adventures, take a couple of quick sojourns into Gather Town, and spend at least a little while at the Social Hour. All in all, I would consider it a success.

I started my Saturday with Fire in the Mountain, skipping the travelling encounters (except for narration) to focus on the events in the dungeon itself. There were surprisingly few deaths, mostly due to my rolls - lots and lots of "1"s for me all convention - and what deaths there were tended to crowd towards the end of the session. I was really pleased that the players found enough clues to put together at least the broad outlines of the backstory.

Because of time constraints, we didn't get past the room with the Impenitent Abbot. The players never discovered that they could not open the door from this side, and there were likely to be more shenanigans with going down the shafts, dealing with the remaining Impenitent, and finally being confronted by three more capering goat things before being able to escape the mountain. They left the stairway to hell open, but we did have some fun with shifting it to new locations. Even with half the zero-level PCs surviving, one player ended up with no one by the end. These are the perils of splitting the party/

After a brief break, I jumped into running The Arwich Grinder. It has been years - years! - since I ran this for a group that included so many unjaded players, and it was a real joy to heap on the darkness as we went. There were also a fair number of survivors, but again my rolls were less spectacular than they should have been. Also, I had Skatch the Elder reminding people to burn Luck rather than fall for my fearful machinations. Most of the deaths were, again, the result either of splitting the party or of failing to take precautions. 

I have run this adventure many times, and it was a delight to have the players realize that there are more than eight Curwens. It was truly rewarding that they realized the names Uncle Charles called them in his delirium were not merely random, but must be family members they were not aware of.

Finally, I was lucky enough to have a player who was new to DCC - this was only his second funnel adventure!

On Sunday, I ran Dread Orchid, which is an add-on to the Jungle Tomb of the Mummy Bride kickstarter. The player who had requested a cleric was unable to join, leaving a party that could have survived with caution, but preferred bold action. Because this adventure is not available for generally purchase yet (and the kickstarter backers have not even seen it!) I will omit any details save to say that only the thief survived, and then by the skin of his teeth. The halfling, given a chance due to my rolling two "1"s in a row, came close to escaping, but curiosity did him in.

I would like to offer many thanks to my players over this weekend! You rocked the house and made it fun! Man thanks to David Harvison, Eric Betts, Jim Skach, Joe Colistro, Lucas MacClure, Lucas The Beard, Matthew Shayefar, Michael McMurray, Mike Dawson, Mike McKeown (+1!), Ron Kirkley, Russell Bevers, Todd Hennessey, and Zachary Amsden. If I left anyone off the list, please assume that it is because I am an idiot and forgive me the lapse! A couple of glasses of wine, and I am using the Event Sheets to help me order my thoughts!

Final Thoughts: 

Goodman Games has done a hell of a job making the convention approximate the in-person experience, especially with the use of Gather Town. And I love being able to game with people in different parts of the world. Online conventions are something I am likely to continue participating in, especially the Goodman ones and Cons farther afield, such as AlbaCon

But, man, am I ready for in-person conventions again.

Hopefully, I will see some of you at GaryCon 2022. Right now, I am scheduled to be there in person, and I really hope that comes to pass. I have a fantastic and supportive family,  but I feel guilty taking up the kitchen for the weekend. I feel guilty not giving them my time when I am right here. And the energy around a Discord table, as good as it might be, can never replace the sizzle of playing in person.

Today in Ontario, our Covid-19 case count rose again, and the Effective Reproduction Rate went over 1. This means that, for each person who gets the virus, it will spread to slightly more than one person. This might reverse, or it might turn into a fifth wave. Alll I can really do is hope that we make our collective Luck check.

If things work out, and I make it to GaryCon, please say "Hello" if you see me! I cannot tell you how much it will be appreciated.

Saturday, 3 April 2021

Virtual Gary con Recap

Ethereal Gary Con XIII ran from March 25th to 28th, and - not surprisingly - it was a virtual event. The advantage of virtual events is that, in addition to people in North America, I got to play with individuals in the United Kingdom, Germany, and Serbia. The disadvantage is that I am not just rolling out of bed at the Timber Ridge Lodge to jump into games. I am using an area that I share with my family, and that means trying to balance home and play in a way that I don't have to worry about at a physical convention.

Of course, that is all just a long-winded way of saying that I miss physical conventions.

On Thursday, I got to play Stephen Newton's Shadow Under Devil's Reef hosted by Judge Julian Bernick of Spellburn fame. I have run games for Julian twice before, but this was the first time that I got to play an adventure he was running. With enormous luck, I left the adventure virtually unscathed!

Also on Thursday, I played Slowly the sloth in Dan Steeby's The Big Bop Back to Brooklyn, using the Bronx Beasts rules, and that was a load of fun. I can't really talk about the adventure, as it isn't out yet, but I can say that the rules and action really did catch the feel of an 80s Saturday Morning cartoon. The rules for various beasts trying to be the dominant member of the pack came into play several times, and they were definitely fun to use.

On Friday, I played in Michael Curtis' To Free the King of Elfland, a sequel to the most excellent The Queen of Elfland's Son. Again, as this adventure is unpublished (and still in the playtest stage), there is little I can say. One experience along the way was both charming and fantastic. Although Michael Curtis' vision of Elfland has many points of contact with Lord Dunsany's, it is even more a thing that bears his own stamp.


(If I had been at the Con physically, I would have tried to get 3+ games in from Thursday to Saturday, so you can see how being at a virtual Con is more limiting, for me at least, than being at a physical Con. I am really, really hoping to see people in meatspace next year!)

On Saturday, I switched hats from player to judge, and ran The Fence's Fortuitous Folly (DCC Lankhmar) for Martin Saunders, Paul Gyugyi, Adrian Hermann, and Mihailo Tešić. As became a theme for the convention, the players finished with time to space, so we also did a little carousing and a second expedition.

Later that day, I ran The Dread God Al-Khazadar for Eric Rollins, Adrian Hermann, Scott McKinley, and Geoff Knox. I used these special characters, so the party consisted of Prospero, Conan, Princess Ariel, and Bilbo Baggins. To start the game, I had to get the previous tenants of WA_1 to decamp, and it was not at all easy. This was the first time something like that had occurred at a virtual convention for me, and as it was repeated on Sunday, I think I will stick to my own Discord for virtual gaming hereafter. Of course, when I ran games at AlbaCon, either they had more courteous attendees or they monitored their servers better, because the same problems did not occur.

On Sunday, I ran Apotheosis in Green and Gold, an 8th level playtest, for Chris Zank, Randall Harris, Adrian Hermann, and Jason Menard. Again I had to remove the current inhabitants of the Discord room, but, unlike the first case, the previous inhabitants were polite about it. Because this was a playtest, I won't say much about it, but fun was had,


Overall, I enjoyed the convention, but I really miss physical cons. Whether your beverage of choice is a Spotted Cow, black coffee, Mountain Dew, or just water, it is nice to share that directly while the dice roll. It is also nice to have the Con be a thing unto itself, rather than feeling like you are interrupting the weekend for your family.

Thank you to all the awesome folks who played in my games, and those who ran the games I played in, or put up with me as a player in those games! DCC folks really are the best folks.

Friday, 21 August 2020

The Bride of Cyclops Con

Well, I've thrown my hat into the ring. I will be running two four-hour games and one six-hour game for Bride of Cyclops Con. Crom have mercy on my soul.

The Tribe of Ogg and the Gift of Suss is a funnel where the PCs are Old Stone Age cave men in a world reminiscent of the ERB Pellucidar stories, or the Manly Wade Wellman tales of Hok the Mighty. Players who play in this game are absolutely encouraged to also play in Danger in the Deep!, leveling their post-funnel cave folks to level 2. If you go this option, download the free Tribe of Ogg adventure here, but don't even open the file until you've had the chance to play it! The free download includes a new race-class, mercurial magic for cave dwellers, and information on the gods of prehistory.

Danger in the Deep! is a 2nd level adventure. You get to explore some caves, looking for a magic flower that can cure a deadly plague. Along the way, you may discover a connection between this adventure and Ogg.

The Weird Worm-Ways of Saturn is a six hour romp on the planet Saturn, using the Crawljammer rules. It covers both parts of the two-part Saturn adventure I wrote for Moon Dice Games, and that six hour slot is a hard limit - you might end up trapped on Saturn forever! Because the adventure is for 5th level characters, I have decided to forego the usual Purple Sorcerer route and lovingly handcraft the PCs. But if you have a survivor from a previous adventure that you want to level up for the game, I am willing to go along with that. Just be aware that this adventure is perilous....

Hope to see you at Bride of Cyclops Con!

If you have not done so already, don't forget to also check out AlbaCon!



Monday, 19 October 2020

Looking Back at the Bride of Cyclops Con

After being a little slow on my AlbaCon write-ups, let me see if I can be less tardy with Bride of Cyclops Con. As with the previous convention, playing at home meant balancing the needs of my family with time to game, so I only ran 3 games on the weekend. If you compare that with my average of 6 games at Gary Con, you will see that I actually do try to achieve some sort of equilibrium. 

I cannot overstate how much I appreciate the opportunity to do these things. Not only do I appreciate the players and the organizers, but I appreciate my family for letting me take over the kitchen table for so much of the weekend!

It was wonderful to not only game, but to talk to so many other people in this pandemic year. I go to work, and I have to be physically present in my job. Compared to others, I have had it fairly easy. Nonetheless, 2020 has been a steady drain on energy, mood, and creativity - and everyone waiting for FT 3 knows that my creativity has been depressed for a few years now.

Spoilers follow.

The Tribe of Ogg and the Gift of Suss

Saturday morning started with a delve into prehistory, very much inspired by Manly Wade Wellman's Hok the Mighty and Edgar Rice Burroughs' stories of Pellucidar. The PCs were cavefolk of the Tribe of Ogg, who venture into the Dread Forest in search of what Suss, the Sun God, threw to the earth.

This funnel has some potentially deadly encounters, including an early encounter with 6 hyenadons. The PCs decided to camp out without a guard, leading to a nighttime surprise that, due mostly to poor rolls on my part, ended in a near-complete victory for the Stone Age humans!

They encountered the Father of Pigs, but missed the space princess and the Gnarl-Gnarl cookout. That last was probably a good thing. Still, they had enough encounters - and rolled well enough - that a majority of the PCs survived to reach level 1 within the Gift of Suss.

Despite a high survival rate (which would turn out to be par for the course this convention) the players had fun exploring the Solar Bequest, and as the ship began to go through its dimensional shifts, an actual encounter with Cthulhu was a definite high point. You would think the monstrous nature of that encounter would have blasted at least a few minds, but where I roll low, they rolled high.

As the dimensional shifts increased (with automatic damage accruing with each shift) you would think that the ranks would thin. Nope. And, while they did go to the same world twice, they didn't go to the same world a third time (and thus cause a massive explosion, which would have killed them all). 

The Tribe of Ogg and the Gift of Suss can be picked up for free on the Mystic Bull website, here. The authorized sequel, by none other than Bob Brinkman, appeared in a free Sanctum Secorum Episode Companion

Many thanks to Bjorn Nelson, Matt Thompson, Jack Derricourt, Jason Menard, and Jesse Withrow for making running the game a blast! You may have survived more than you should have, but it was entertaining to see how it all played out! This game ran a little over, and I am thankful that all of you were willing to stay to the end!

Danger in the Deep!

When I set up this adventure, I decided to give every player a backup PC because I expected several deaths. There was not a one...but not for lack of trying!

This scenario includes some really serious hazards related to three-dimensional spaces and running water. Even entering the caves can be hazardous unless you have more than 100' of rope. Our party used 150', and still had rope enough left to meet some of the other dangers to come.

The party's greatest peril occurred when they met the Spinwoman, who nearly slew the group's halfling. A lucky crit with a crossbow brought her down...but by that point it also meant 4d6 damage for the halfling and 3d6 for two other party members as they were no longer being pulled aloft. Thankfully, the party included a cleric.

Part of the fun of role-playing games is the role-playing, and the snailtaur potion masters were a big hit. Charm person proved a powerful tool, due to good rolls, dealing with two major encounters. The second usage - against a gigantic spellcasting slug - triggered a spell duel, but I rolled so poorly with my counter that the players barely noticed.

There are a lot of ways to die in this adventure. Several are natural hazards. You can end up in a swiftly flowing cavern stream and sailing off down a waterfall, for instance. The biggest treasure - which the PCs never encountered, requires swimming or cleverness to get it. There are plenty of chances to die in combat or to fall to your doom. The players avoided making any decision that would lower the boom - or rolled well enough to avoid the consequences when they did - that they all survived.

The paranoia, though, was palpable. This is DCC, and you are careful what you touch! 

Many thanks to Gray Freeman, Wes Baker, Michael McMurray, Cristopher Messemore, and Ryan Bishop (no relation). 

The Weird Worm-Ways of Saturn

On Sunday, I ran The Weird Worm-Ways of Saturn and The Vault of Ash back to back. This is actually both parts of a two-part adventure, which I ran as a single event. It was 5th level, so rather than go the route of the awesome Purple Sorcerer generators, I decided to allow the players to choose from among 10 fictional characters I had given DCC stats.

The party consisted of Bilbo Baggins, Thorin Oakenshield, Conan the Cimmerian, Captain Jack Sparrow, and Severus Snape. We were expecting Tarzan of the Apes as well, but he was called to the lost city of Opar at the last minute. If you are curious about these characters or the others which were on offer, you can find them here. I claim no rights to the art or the characters; this is strictly personal use! The players did not get to see the write-ups before choosing.

I allotted six hours for the game. We ended up using just over 5 hours. With Captain Jack's compass, a willingness to risk the spires, and a dearth of random encounters, the PCs did very little actual exploration of Saturn. In truth, I sped up the magnetic flux a bit from how it is written, giving Bilbo the chance to encounter the ceiling when his mithral shirt was repulsed, and then encounter the floor a few rounds later. Bilbo broke both an arm and a leg.

The Vault of Zin is designed to eliminate PCs unlikely to restore the fallen sorcerer. There are rooms designed to specifically kill wizards and clerics, but the party contained no cleric and it was Captain Jack Sparrow who nearly killed himself in the wizard trap. There is also a room designed to slay those who are too clever - if it were not for a few lucky rolls, that room might have been the end of one or more PCs. It didn't help that I fumbled.

The party ended up taking the Red Metal Door to escape to Venus, and chose to avoid interacting with the idol, thus missing the three greatest dangers they could have faced. Even so, without a cleric, they were lucky to have the Hogwarts Potion Master in their ranks, because he had a few choice flasks at his disposal.

Many thanks to Paul Paul, Steven Danielson, Squin Squin, John Dow, and Tim White for joining me on this voyage!

As with many other Cons, I produced some virtual swag, which you can find here.

The DCC RPG community - online and off - are a fantastic bunch of folks!