Thursday, 1 August 2013

T is for Triumph

There is a moment in a role-playing game where a character, facing incredible odds, actually manages to triumph.  And that moment is so, so sweet.  

Following Joseph Goodman's advice in the Dungeon Crawl Classics Core Rulebook, I now roll almost everything in the open, and I let players roll to see what the damage against them is.  If you survive despite the odds, you not only know that you did so, but you have a good idea of how unlikely your survival was.

During Tuesday night's game, I ran part of Greg Gillespie's excellent Barrowmaze using DCC rules.  The thief, drunken almost to a stupor due to the malign influence of his sword (Alemourn) became separated from the party by a stone wall, and faced seven of the un-dead by himself.  

Through luck, and a judicious use of Luck, the thief triumphed.

And, I am sorry, but no game where the GM fudges, or where PC protection is built into the rules, ever matches the sheer exuberance of triumphing over long odds when you know...you know....that the judge isn't going to intervene to save you.

Especially when how you use your resources (in this case, the thief's Luck Die) helps to swing the odds into your favour.

Good job, Garett, and may your character live to steal many a jewelled throne!

Sunday, 28 July 2013

More on Mathoms

This year's birthday mathom (I am thinking I might make it an annual event, as would any self-respecting Baggins, Boffin, or Bracegirdle) is about 70% complete, being the patron Hizzzgrad, Daemonic Lord of Crawling Things.  I am currently working on his Level 2 patron spell, Animated by Worms.  I am considering throwing in a bit of extra, like some related magic items, "just because".

Suggestions for extras will be considered, but due to time constraints, I cannot guarantee anything.

If you have already responded to the mathom post (updated), make sure that I have an email address to send this to you!  Mathoms will be going out as soon as I get my lazy ass out of bed on August 4th.  If you have received nothing by August 5th, and you think this is an oversight, then email me asap and I will correct it as soon as I get the email.

I can be reached by email at ravencrowking at hotmail dot com.

Some preview material:


None has ever seen Hizzzgrad, the Daemonic Lord of Crawling Things, but his voice has been heard in the evil chirpings of crickets in lonely places at night, and his will has been made known through scorpions speaking with unnatural voices.  His voice was heard in one world by a wayfarer in the desert, manifested through the sounds of night insects, that led to the writing of that benighted book, The Necronomicon (as it appeared on that world) and drove the Arabic wanderer mad.

Hizzzgrad manifests through all manner of creatures that creep and crawl – serpents, lizards, crabs, spiders, and the beetles that feed on dung and corpses.  His dominions are the stinging flies, the swarms of locusts, and the spineless blind worms that writhe deep beneath the ground.  There is much he knows of corpses and the dead, and those Wizards who would wield the Arts Necromantic seek the patronage of this Daemonic Lord.

Hizzzgrad’s ceremony must be conducted in a graveyard or crypt oozing with worms or crawling with invertebrates.


Patron Taint:  Hizzzgrad


Those tainted by their connection to Hizzzgrad become less human.  Insanity creeps upon them as they listen more and more to the voices of the crickets in the night, and identify more with the creeping things that hide from the sun than they do with their fellow men.  And, as is well known, those who follow Hizzzgrad are compelled to write of their journey into inhuman madness, and their missives can lead others into psychosis.  Those who would read the tainted ramblings of the Lord of Crawling Things’ followers do so at their own risk…for thus does Hizzzgrad gain followers to whom the Daemonic Lord owes nothing whatsoever.

Roll
Result
1
Night Voices:  When this taint is first rolled, the wizard becomes aware of words and language hidden in the nocturnal sounds of crickets, serpents, and flies.  Even the whine of mosquitoes carries a message, if only she could understand it.  When this patron taint is rolled a second time, the wizard begins to understand the voices, and they bolster her spell casting.  When the wizard is in a location where she can hear the night chorus (judge’s determination), she gains a +2 bonus on all spell checks.  When this is rolled a third time, the meaning of the voices becomes far clearer, and more terrible.  The wizard retains the previous bonus, and, in addition, the judge may tell the wizard additional rumours and secrets, as well as provide adventure hooks.  However, if this taint is rolled again, treat as if Madness (see below) were rolled instead.
2
Madness:  When this patron taint is first rolled, the character begins to go mad.  Initially, this is just a role-playing consideration (and the judge should encourage role-playing the increased madness).  Thereafter, each time this taint is rolled, the character permanently loses 1d3 points of Personality and gains a +1 bonus to his Will saves.  Each point of Personality loss can only be recovered by performing an act of madness so astounding that the judge chooses to return the point.  Each time, the judge should require something that tops the previous act.  Eventually, the player will be forced to play out the character’s madness, accept the Personality loss, or retire the character.  If the character’s Personality drops below 3, irrevocable insanity causes the character to become an NPC under the judge’s control.  There is no other limit to how often this taint can be rolled.


Etc.

This is a special thank you for those of you who have taken the time out to provide feedback (as per the "mathoms" post), and there are no plans to release it more broadly at this time.

Thanks & Good Gaming!


Saturday, 27 July 2013

Wizard's Cache Mini-Con

This is for a mini-con, so there is a fee.  See the Wizard's Cache website for more details.


Yet Another Good Post

http://unto-the-breach.blogspot.ca/2013/07/the-players-responsibilities-in-gm.html

Happy Gygax Day, good gaming, and be excellent to each other!

Faerie Tales From Unlit Shores and Mathoms

Thank you, everyone, who helped spread the word about the Eggplant Productions kickstarter, Spellbound & Spindles.  It funded yesterday, so I have 59 days in which to bring to you a lovely little adventure which I call "Prince Charming, Reanimator".  

A bit of history.

I had originally conceived PC,R as the first of a series of adventures that combine early fairy tales and Appendix N fiction.  PC,R was intended as a 0-level funnel, with a group of follow up adventures that all contain interconnected references, and thus could be used as a campaign.  I.e., Creeping Beauty of the Wood, The Little Mermaid of Innsmouth, etc.  Together they would form Faerie Tales From Unlit Shores.

So, at this point, I am looking for a publisher who would like to deal with the entire Faerie Tales From Unlit Shores package.  The criteria includes that, while I will not charge for the writing of PC,R, the pdf version must be made available free no later than 24 September 2013.  We can then work on the remaining 5 adventures, which can be sold however you like, creating a group of interconnected adventures that run from 0 to 5th level.

Interested parties, please send me an email at ravencrowking at hotmail dot com.

Secondly, Mathoms.  On August 4, 2013, I am going to send out a full patron, Hizzzgrad, the Daemonic Lord of Crawling Things, in accordance to the "contest" rules found in this post.  I put "contest" in quotes because, really, there is no way you can lose.  All you have to do is insult my work somewhere and link back, and you've got something for free.

As mentioned on this post, you have until August 3rd to participate.  If Hizzzgrad appears elsewhere, it will not be anytime soon.  

Sunday, 21 July 2013

Back this Kickstarter!

Time is running out for this puppy to get its backing, and Raechel Henderson, who is behind Eggplant Productions, is both a good person and a good friend.

So this is what I am going to do.  You remember the free module, The Thing in the Chimney?  I am going to write another free adventure if this thing gets backed that blows The Thing in the Chimney back up to the North Pole.  And you'll be able to get that adventure, whether you back Raechel or not.....but only if this kickstarter makes its goal.

What I would like you to do is pass this on, share it, send it to anyone you think might be interested.  If the kickstarter makes its goal, I will write and make available for free Prince Charming, Reanimator.  It'll be available within 60 days of the Eggplant kickstarter's success.

That's the deal.  Please help me help a friend.

Bone Hoard at the Wizard's Cache

Yesterday's run of Bone Hoard of the Dancing Horror ran from 1 pm to 4:30, with a group of four people (one of whom had played in my Sailors on the Starless Sea World Tour event, and the other three new to the game).  One of the players was the owner of the store where the event was taking place (Wizard's Cache at 333 Bloor Street West in Toronto), which certainly was a bonus.

The group did not get through the module, largely due to the time spent defeating the first group of monsters....the dice were rolling a series of "1"s for the players that allowed me to show what divine disapproval and fumbles were like.  There was also, on the other hand, a couple of criticals (the thief backstabbing the titular dancing horror).....and a monster against a PC!

(Rolling over the body was demonstrated....one success, one failure.  In the heat of the moment, I erred and forgot to take away a stat point.)

They also spent a lot of time playing with candles (and had fun doing so).  The module proceeded as expected in terms of which rooms got explored first - that the initial monsters came from the east led the players eastward first, before they backtracked and headed north.

The dancing horror was effective.  They discovered what it did without anyone actually falling victim to it wholly, and one character, attempting to cast scare through a certain item, almost presented it to the horror, becoming immune to the creature in the process, but she pulled it back.

The creep factor was high.  There was a lot of hesitation about what to do next.  Unfortunately, some of the players were involved in a Changeling game that began just after 4:30, so we had to call it quits just before the hoardling made its dread appearance.

Handing out swag was fun.  Afterwards, I left a stack of DCC bookmarks with the store to help with their promotions, and I was asked if I could run another before my next scheduled date in August.  I then spent the next hour plus in the store, showing the DCC rulebook to other interested customers, handing out some freebies from my swag, and getting people ready to try it out during the Wizard's Cache MiniCon, where I will be running Michael Curtis' Frozen in Time.

This was the fifth World Tour event I have set up, and the fourth successful one (even if every successful event did not run exactly as expected).  The goal of increasing the profile of DCC in Toronto proceeds in a disorderly fashion.

I have another extra copy (contributor's copy) of the Goodman Games Free RPG Day module from 2013, which will be given to one player of the Frozen in Time game. which will be announced soon on this blog.  If my contributor copies from Brave Halfling come in time, I might have even more stuff to give away!

If you are wondering whether or not you should come out to play, you should.  I've told George I'll happily take a table of 8 players.  You can reach Wizard's Cache at 647-748-3433.  There is an $8 preregistration fee, or $12 at the door, for the MiniCon, which runs from Friday through Sunday.  Take in as many games as you can, and make your money stretch as far as it will go, but keep August 16th, from 1 pm to 5 pm, free for Frozen in Time.  Much mayhem with Mr. Curtis' best adventure yet!

Tuesday, 16 July 2013

Tenkar's Tavern Contest Entry - From Swamplands to Starfields

After exploring The Ooze Pits of Jonas Gralk and continuing on to Lair of the Mist Men (which are already linked by the titular Mist Men appearing in Jonas Gralk), the brave explorers go back into the swamp to dig up a treasure they discover on a map.  

Around this time, the first lucky star goes missing.  

They encounter The Folk of Osmon in the swamp.  Other stars disappear from the night sky, and the group is drawn to aid the Sea Queen as she claims in dreams that she knows what is making the stars disappear.  

As the group makes its way to the coast, a servant of Bobugbibilz urges them to solve The Croaking Fane, in return for which its master will give them news related to the disappearance of the stars.  

What the party learns from Bobugbibilz’s servants and The Sea Queen Escapes leads them to the Ronti Islands, where they encounter Stars in the Darkness, and either restore their Luck or die trying.